The Council of Eight
The Council of Eight were the first Aephotorans who made the ascension. It consists of four "good-aligned" gods and four "evil". Split into two subgroups, they work together to maintain a balance of faith within Inora. However, Areus, God of Light and Crown Heir, is often uncooperative when it comes to sharing belief. Desiring his star to be the brightest of all. The constellation makes a winged arrow in flight. The arrow consists of the evil-aligned gods. The tip of the arrow is Nymera, Goddess of Death’s star. Moving down towards the base of the shaft gives spotlight to Areus’ star, with Vikeyr, God of War and Neruss, God of Trickery’s stars spread out into wide fletchings. The wings comprise the good-aligned gods. To the left of the Arrow resides Ahnor, King of the Gods, and the God of Life, as well as Aelia, the Wise Queen, and Goddess of Knowledge. To the right are Rildar, God of Nature, and Kalella, Goddess of the Tempest. The constellation connects each of these Gods to Areus’ star along the arrow’s shaft. The Council of Eight is the predominant religion on the planet Inora in the realm of Shometria. Before the Council formed a constellation, they were individual religions and cultures among the mortals. For a time, they all lived accepting the presence of one another, but soon there came a war among the Gods. Known as the Empyrean War, much of the knowledge of the events have been clouded over time. Legends are told of battles between Gods, beings whose powerful attacks caused stars to burst. Sending comets hurtling into space, meteors hailing down leaving craters in the lands below. No one knows exactly how the Empyrean War ended, but Ahnor, King of the Gods, stood victorious. He imprisoned Areus inside their own star, so that the shining brightness is all that he would ever see. Ahnor threatened to do the same to Areus’ followers: Nymera, Vikeyr, and Neruss, however they each bargained for their, albeit limited, freedom. Ahnor confined each of them to their own kingdoms orbiting the respective stars. Despite this house arrest, they each worked in secret to release Areus and overthrow the King of the Gods. Ahnor and Aelia use their powers to help foster life within Inora. Giving the slightest of blessings at the perfect moment for a mortal to be saved from near death and laying events to lead them to technological advances. While Rildar aided mortals in the growth of crops and domestication of livestock, Kalella showed them the benefit of a storm and freshly fallen rain. The Gods have come to the aid of mortals many times throughout history, and it is likely that they will continue to do so in the times that have yet to come.
Mythology & Lore
A human journey
Long ago before the tribes of Inora. Before mortal eyes ever laid upon the magnificent crystal. Before the crystal ever stood over Inora. There was a small group of humans living off a land entirely foreign. The land was rough and wild. Beasts larger and more ferocious than any of those native to home would raid the small settlements. Huts would be destroyed. Food ransacked and stolen. Many perished and became food themselves. The calmer nights humans wished for, gave a sky full of stars twinkling in the darkness. They would speak to the lords above. Prayers for safety, comfort, and sustenance rang out into the night. Down from the stars came a humanoid figure. However they were much larger and had an ethereal glow to their body. The figured introduced themself as Ahnor and began rejuvenating the lives of believers. This God provided protection for the settlement and instructed the humans on ways to develop their lives. The settlement grew. Eventually the humans were able to defend themselves against the creatures of the wild. But they still yearned for a haven. Someplace where tomorrow brought opportunities instead of a hungry animal. With this, the God of Life returned to the skies vowing to return once he found a land that was truly safe from ravenous beasts. During this time, the settlement continued to grow and so did Ahnor's followers. Prayers of healing and growth were met with abundant crops and medicinal plants. As the followers of life grew, so did Ahnor and his abilities. The God returned eventually. The settlement much larger than when he left. The followers rejoiced as Ahnor returned from the skies above, claiming to have found a world safe from savage creatures and titans. Ahnor guided the believers into a nearby forest where they came upon a doorway made of roots and branches. There was a slight shimmer in the door that left the followers unnerved. However the God of Life reassured them. He asked for his most devoted followers to take a leap of faith and venture forth. The many that did found themselves on a new world. A world with many others like themselves and many dissimilar. They came to Inora. Where their lives could truly begin.An elven beacon
Deep in a forest, where the canopy was thickest. No light could breach the leaves, and a clan of elves lived among the trees. Dashing through the branches day after day, from savage beasts they must get away. Many lost their way beyond the torchlit darkness, while others became food to the horrific and ravenous. The dark brought sorrow to all, until a light there was a call. Elves ventured through thick and narrow, only to find that which would harrow. Many a monster followed the call, known before seen due to a horrendous squall. Danger lurked from all around, the elves only wished to be safe and sound. The once deep darkness now bathed in light, gave the elves a hopeful sight. Forests and land for all to see, a new safe home they found to be.A dwarven war on earthen rock
Deep in the ground on cavernous walls it is etched. A tribe of dwarves lived in the dimly lit dark. Surviving off bioluminescent fruit and plants that grew off the ends of enormous roots. As well as small cave critters that flocked to lagoons where the root tips reside. The environment was harsh, which bred hardy dwarves. They scavenged the roots for materials that could be used to fasten tools. The dwarves made hammers, and axes, and picks. All in an attempt to explore the surrounding caves. Many began hacking away at the walls of stone. Carving out alcoves to call home. Uncovering previously hidden passageways. However the further they dug, the more horrors they unveiled. Creatures of the deep, effortlessly burrowing through the stone bedrock, came upon the dimly lit cavern. The creatures wasted the dwarven dwellers. Only stopping once the remaining dwarves could no longer be found. The surviving dwellers, however, swore to avenge their fallen family. Efforts increased to produce stronger tools and weaponry to fend off the dark beasts. Some dwarves left in search for the horrors. Returning with the head or other trophies that proved their success. While others were never seen from again. The dwarven war left few in the cavern. The majority dug deeper in search of darker beasts. However fewer and fewer were reporting success. Hardier than ever, the once abundant dwarves no longer filled the cavernous kingdom. The remaining sought ways to recover from the war they so ambitiously declared. The voice of a guide echoed through the near empty walls. Instructing them, that in every war comes a time to regroup and reinforce. The voice directed the remaining dwellers towards a section of the cavern that had been minimally explored. Dwarven music rang out as their hammers and picks clashed and clanged against the hard stone. However through dedicated effort and the constant guide, a new passage way was revealed. The tunnel was almost designed, but the most striking aspect was the light invading from the end. Brighter than all of the bioluminescence they had seen before. A beacon this was, leading the dwarves to a home where they could prepare for war. Preparing to return to the deepest of the dark. The home of horrors. Where many dwarves were lost but soon will be avenged.
A gnome proficiency
Scattered throughout the wild were homesteads of gnomish. Found in a multitude of landscapes, these small creatures developed intricate tools and machines to protect against the harsh wilderness. They found ways to utilize natural resources that led to the protection from and deterrence of predators. As well, an increase of crop yield to ensure the members of the homestead all had enough to eat.
Due to their small stature, few gnomes ventured far beyond their respective homesteads. Rather instead focusing their efforts on developing and maintaing the homestead itself. However, occassionally few would need to explore beyond the edges of the homestead. To map the landscape, search for materials, or even flee for safety. Many of the gnomes who travelled beyond portrayed great ingenuity and quick thinking to survive the perils of the untamed. So much so that many homesteads began to garner the attention of entities beyond that of the wild.
A soothing voice came to many homesteads. In the mind of tinker-gnomes, providing insight and guidance for a new type of machine. One that manifests doorways. The kind naturally found in similarities. The tinker-gnomes worked day and night following the guidance of the wise voice. Quickly developing prototypes and working versions of the gateway. Some gnomes were apprehensive to leave the homestead, but many trusted their knowledge and instincts. Believing they were being guided to a land with less immeninent threats, they ventured forth through the gateway they created. Knowing their skills and proficiency would prove invaluable in surviving and unravelling the mysteries yet to come.
An environment of a drakkic kind
Some dragon-lords of old predate even the Council of Eight. However those, if they still live, lead solitary lives in lands of their own design. For dragons, like humans, have a high capacity for adaptability. The lands where dragons reside soon begin to emulate the creature, and vice versa. The scales of olden dragons would gain the color of the surrounding area. In addition, their abilities began to mimic the naturally occurring elements. This lead to many off shoots of drakkic lineage.This adaptability was bestowed upon the drakkic lineage. Humanoids who, one way or another, gained draconic traits led to the generation of common races such as Dragonkin, Kobolods, and Goblins. Other drakkic offshoots grew and died off over time. However the further each offshoot went down the lineage, the less similarities they shared with their progenitor.
Tribes of drakkic lived within the untamed. Assimilating with the nature and using their traits and skills to fend off predators. Few tribes lived under the rule of a dragon. Those that didn't were left to fend for themselves. Which many powerful creatures attempted to vanquish the drakkic in attempts to gain their abilities or use their bodies for their natural traits.
The drakkic soon came to be under near constant onslaught. Their natural deceptions and environmental abilities, while useful in defending their tribes, proved to attract more malefactors. It wasn't until a being of nature took sight of these tribes did the assualts have respite. A humanoid figure approached the many isolated drakkic tribes. Offerring to give them passage to lands more agreeable. Only asking for the tribes to impart their wisdom of preserving the environment to the other beings they come across.
Desiring a place where they could live without the fear of attack, few drakkic declined the offer. The god had those follow them through the untamed to natural gateways within the environment. The drakkic advanced through these similarities to find a world similar to their past. On this new world they began to live and thrive. Coming in contact with other mortal beings and creating further offshoots of the drakkic lineage.
A tiefling deal with death
There are many parts of the body that lay intrinsic with a being. One of the most innate being one's blood. For blood tells one's ancestral story. The highs of status and power, the lows of pain and misfortune, the forever lasting alterations. Blood tells it all. The blood of many beings is sought after for the perceived information and abilities it provides. So heed this warning my tiefling kin. The blood of a tiefling holds knowledge of demons. Knowledge many desire: demons, mortals, and gods alike. Powerful entities care not for the well-being of demonic amalgams. Tales of your kind have been heard across the verse. Horrific incidents of death and dissection, all in the acts of an Academic. This needless cruelty leads to needless death. So accept this offer of salvation: worship death in life, to have the strength to withstand a life of cruelty.An antic of hafling production
Life is difficult for the little-folk. Many creatures attempt to prey upon halflings due to their small stature and perceived weakness. Many sentient mortals discounted halfings for generations, that is until one God showed them favor. The God Neruss took intrigue in the smaller sentients. Informing and advising them in the ways of misdirection. Many halfings found to be naturals at certain techniques of deceit. Using these skills and guidance many halflings found their way out of the untamed. They infiltrated camps disguised as adolescents, found gaps within crates, and masked their footsteps under those they trailed. Leading them to find similarities between worlds. Following the guidance of Neruss, they passed through the connection and entered a world more established. Where camps had reached sizes unseen. Filled with small nooks and crannies they could use for evasion. Shelter was plentiful and food could be found along streets. And, acquired for free with the right deal. The whispers of Neruss drifted down upon their followers. Inviting incidents of intrigue. Calling missions, pursuits, and quests. Finding ways for gaining power in an all too comfortable world. Through well devised effort, resource caches would go missing from towns and cities. Later some halfings would be found gaining wealth as they provide a much needed support.An orcish upheaval
Fierce is the jungle, deep and lush. Dangerous are the predators hidden in the brush. Thunderous were the roars of monsters nigh. That caused many an orc to end and lie. But with a fury of force, life they gained anew. And with ferocious might, a path they slew. The strength and ferocity the orcs did show, led to a path that life could sew.Tenets of Faith
Life is a most sacred thing, and mustn't be neglected. However it must also not be wasted. A life allows for a learning, a betterment. It must be experienced. One must weather storms, conquer conflicts, calm confusion, glimpse prospects. The many paths one can follow is often as blinding as the light above. But remember that with adversaries comes the chance to grow.
Type
Religious, Other
Permeated Organizations
Deities
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