Varnur

Beliefs and Groups

A brief introduction to the faiths and groups travelers encounter along the way.

Religions

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.

Tekokuaba

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.

Ekokuab

A stricter, more fervent branch of the Tekokuaba, with sung services, long sermons and plain temples. It is strong in Tesdeon.

Cemimotara

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.

Moendyaba

A path of silence, meditation and detachment that sees mana as an extension of the spirit.

Mo'erobiara

Faith in one God and one absolute sacred law, with prayers at fixed hours and a pilgrimage to a great ruined temple.

Tapeab

The faith of the elves: all things run in an unseen Flow, older even than God, and wisdom lies in moving with it.

Ysyrypóra

A tradition of houses, gathering grounds and lineages, with no central church, rooted in relationships with ancestors and the forces of earth and water.

Anhangá

What common folk call the many dark cults that see God as cruel and reject everything He made.

the Firstborn

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.

Groups and Orders

Una Magistratura (UM)

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.

Santius

An order of austere, devout hunters who take contracts against any creature plaguing a settlement. They accept payment only in silver. Always.

Draconis

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.

the Cousins

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.

the Tellers

Travelers who carry the news from town to town, through performances and jokes. Anyone can be a Teller.

the Waves

The greatest music school in the world. Its bards wear a wave pendant and sing the deeds of whoever sponsors them.

the Wooden Riders

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.

the Leaf

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 Great Nation

The confederation of all giants: more a code of conduct than a state, an identity each giant carries wherever they go.

Família Narkhuz

The sixth dwarven Family, which the dwarves do not recognize. Exiled from the mountain, it became the Runic Chair of Trivir.

the Seven Primordials

The first dragons of each element, who almost never gather and almost never intervene in the world.

The Feared

the Austkaad

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.

the Goltdur Smugglers

A smuggling guild whose reach spans the whole world. It is said to fill any order, for a steep price.

the Regents of the Dead

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 Storm Pair

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.

the Cursed Sails

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.

the Nine

A group regarded as a terrorist organization by nearly every nation. Its followers are united by their hatred of God.

the Kingdom of the Three Greats

The three oldest and most feared demons on record. Their “kingdom” is a matter of prestige, not territory.