Faith of the Triad
Belief in God and the three sons He sent, whose teachings speak of fellowship, compassion and justice. It has no central church.
A brief introduction to the faiths and groups travelers encounter along the way.
Belief in God and the three sons He sent, whose teachings speak of fellowship, compassion and justice. It has no central church.
One of the great human faiths, with a strong clergy and a temple in nearly every city. It sees the three Firstborn as one God. Its symbol is a three-pan scale.
A stricter, more fervent branch of the Tekokuaba, with sung services, long sermons and plain temples. It is strong in Tesdeon.
To this faith the divine has countless faces, from the primordial dragons to rivers and stars, and mana is the sacred fabric that binds them.
A path of silence, meditation and detachment that sees mana as an extension of the spirit.
Faith in one God and one absolute sacred law, with prayers at fixed hours and a pilgrimage to a great ruined temple.
The faith of the elves: all things run in an unseen Flow, older even than God, and wisdom lies in moving with it.
A tradition of houses, gathering grounds and lineages, with no central church, rooted in relationships with ancestors and the forces of earth and water.
What common folk call the many dark cults that see God as cruel and reject everything He made.
The three sons of God who came down to Varnur. Each faith understands them its own way: sons of God, God Himself, or sages of the Flow.
The world government that regulates the use of magic. Common folk know it through the Alvos, couples dressed in white who turn up to solve someone's problem.
An order of austere, devout hunters who take contracts against any creature plaguing a settlement. They accept payment only in silver. Always.
An order open to anyone, hunting dragons and dracolings. Each role has its own color. Earning the black mantle requires the head of a complete dragon.
Crews of dwarves who spend years on the road selling and mending runic goods. In a village without a calendar, "on their last visit" is enough to mark a date.
Travelers who carry the news from town to town, through performances and jokes. Anyone can be a Teller.
The greatest music school in the world. Its bards wear a wave pendant and sing the deeds of whoever sponsors them.
Peddler families in wagons. In the capitals they are treated almost like beggars. Villagers look forward to their arrival: they bring trade and medical care.
A network of free circus troupes that go wherever the wind takes them and gather once a year, in a festival honoring their founder.
The confederation of all giants: more a code of conduct than a state, an identity each giant carries wherever they go.
The sixth dwarven Family, which the dwarves do not recognize. Exiled from the mountain, it became the Runic Chair of Trivir.
The first dragons of each element, who almost never gather and almost never intervene in the world.
An order of assassins about whom almost nothing is known. They take contracts paid in gold, and it is said that to summon them you need only leave a gold coin beneath a half-open window.
A smuggling guild whose reach spans the whole world. It is said to fill any order, for a steep price.
The largest school of necromancy in existence, feared especially in small villages. Its Knights of the Night appear in songs across Varnur as death itself.
The alliance between Sfrucrec and Xuntrifis, the two great orc kingdoms. The name comes from the dark storms that cover the sky when they attack.
Pirates who, according to legend, made a pact that grants them strength on the water but forbids them from ever setting foot on dry land again.
A group regarded as a terrorist organization by nearly every nation. Its followers are united by their hatred of God.
The three oldest and most feared demons on record. Their “kingdom” is a matter of prestige, not territory.