Celestial Faithful

Those who worship beings that are for the people.

Aestbar

Type: Preacher

An aestbar is a preacher who has no formal church or organization, but preaches a doctrine of hope to the people. Aestbars are followers of an ancient religion known as Bronccourianism. The central figure, the Bronccour, is a messianic figure from the distant past (possible on a version of the world that came before), who performed miracles, brought hope, and shared a deep compassion with everyone. Rumors of times when this religion was a worldwide religion also fuel their faith - there were once paradises on Shem, they say. They believe firmly that people can and will be restored to a time of hope and miracles, but they must believe in themselves, have compassion for others, and stand in resistance to tyranny.

Aesbars are empowered by their own feelings of hope. It is said that an aestbar is unkillable so long as they have hope; the truth of this is something most aestbars do not wish to test. An aestbar gains abilities as they preach and spread hope so long as they feel it themselves. Even a brief moment of despair can weaken them, but they recover quickly. To become an aestbar, one must be taught by another aestbar and fully believe in their faith. There are no formal tests - all of life under class society is a test - but they build up power as they preach and believe and live and resist.

Some abilities they might have are as follows:
  • Touch of hope: an aestbar may touch someone on the shoulder (or equivalent) and give them hope when they are in need. This will break any magical emotional effects, give high die for one roll, and/or simply help them out emotionally.
  • Words of aspiration: an aestbar can speak words that remind people of their goals and aspirations, their desire to be their best. Anyone in earshot who is not a servant of empire or oppression (etc.) will gain a +3 bonus to any action furthering one of their passion motivations.
  • Encouraging sermon: an aestbar can give a powerful sermon lasting at least ten minutes that encourages everyone who hears it to believe in themselves. This only works on people who are not servants of empires or oppression (etc.). It gives bonuses to any stat the player (for PCs) or GM chooses (for NPCs), and the bonuses go up for every ten minutes the aestbar preaches (max +12). They last for an hour no matter what.
  • Ebon heart: the aestbar can sense the emotions of others within 50', and if they feel despair or similar emotions, the aestbar can dampen that emotion if that person walks in any kind of shadow or darkness within that 50'.
  • Elysian shadow: the aestbar can step into someone's shadow and know the worst and best thing that person has ever done, rolling PRS vs. WIL.
  • New blossoms: the aestbar can give someone a freshly blossomed flower which will allow that person to recover from a mortal or critical wound instantly, once.
  • Flower of renewal: the aestbar can make a flower's scent as refreshing as a full eight-hour's rest.
Experienced aestbars may have one of these abilities, but they will not be available to new PCs:
  • Grace: an aestbar may enter a state of grace which makes them immune to infernal powers, gives them the high die on all rolls, and protects them from instant death or severe injury or disease. This lasts as long as the aestbar wills it, but the aestbar will not be able to do anything else during that time period. The target must be a believer in hope (not the religion of Bronccourianism, just hope), cannot be an oppressor or exploiter or abuser or polluter, and must not engage in evil actions while in grace (or they will die). Afterward, both the aestbar and the target will be exhausted for twice as much time as the grace lasted.
  • Miracle: an aestbar may lower the success rate of a critical success to build up the chances of a miracle. For every level of success they go down (to exceptional failure - they cannot turn a critical success into a critical failure), they gain 1 point. Once they reach 12 points, they can turn critical failures into normal successes (+3 points per success level above that). This only counts on reasonable rolls - if the difficulty is 5 or less above the aestbar's score.
Aestbars are often horticulturists or gardeners. In colonial lands, their religion is outlawed. Their faith has a complex floral symbology. The lilac and the chrysanthemum are considered their holy symbols.

PRO -1 ATH / STR / AWA +2 WIL +2 PRS +2 STH -1

Angelologist

Type: Factor

One who vows service to angels and gains celestial powers of protection, healing, or empowerment of others.

To become an angelologist, one must be annointed by an angel whom they serve. Some are chosen by the angels, others seek out angels to serve, but all must prove themselves worthy before the angel will annoint them and offer them powers for their service.

There are those who are chosen by angels. They are people who meet the criteria of angelic service without actively seeking it out, perhaps without even knowing. Others seek out angelic service. They are usually members of a faith that honors angels and certain kinds of behaviors, agents of that faith who seek out angels to serve in order to serve the faith. Angels refuse those who seek service for their own personal gain or for the service of an oppressor state. Only the true and sincere are taken. Sometimes, a true believer who belongs to an organized religion co-opted by an oppressor state is still allowed to take service, but they usually realize their service will run counter to the state very quickly.

If an angel chooses a servant, they appear to them when they are alone. If the person is rarely alone (a parent, for instance), the angel may contrive a way to get them alone. If a servant seeks out an angel, they must find a way to call the angel. This usually involves an act of self-sacrifice dedicated to the angel. It must, however, be dedicated to a specific angel.

The angels who accept service of mortals are rare. Most are focused on their own tasks and have little time for mortals, and fewer still want to interact with mortals except in service to their Divine. But those who do do so by taking accountability for their servants. They risk disgrace if their servants betray them, and therefore, they are very exacting. Their servants will gain and lose power based on how well they serve. If they are too far afield, if they betray their angelic sponsors, they will be punished, possibly even killed. Angelic sponsors of angelologists are called earab aa.

Service to angels requires extremely strict adherence to the angel's specific ethical structure and their individual tasks, as assigned by their Divine.

Every angelologist serves an angel who exists at the intersection of nation, rank, and role. Nation refers to an angel's background and culture. Rank refers to their place in a hierarchy. Role refers to their angelic occupation. Consult the GM for these details.

Angels determine the worth of a candidate by analyzing even the smallest aspects of a person's soul. Their every experience, in fullest context, is considered. A mortal is found worthy if and only if they are not in service to evil, to the exploiters and oppressors, and if they have not committed unforgiven acts such as murder, rape, kidnapping, abuse, and so on. If found worthy, they are tested 12 times.

Tests vary by mortal and angel, but always revolve around things that fit into the angel's milieu. Tests are usually simpler for those who are less ambiguous in their worthiness.

If found worthy, the angelologist is annointed with celeste water and given a vial of it. The annointing imbues the inital powers of the angelologist. The vial allows them to restore their powers after used up to four times (four times total, not four per power). After that, they must return to the angel to ask for more, so they must always use their powers judiciously. The angel will grant them new powers if needed for a task or if earned. Angels are very careful with the powers they grant, as they are culpable for how those powers are used.

If an angelologist falls out of favor or if a candidate is in a state of sin, they send them on a particularly difficult task which will have remarkable positive consequences if successful or a long-term task such that it takes a life-time of service, with extreme consequences for failure.

If found worthy, the angel will grant the angelologist four starting powers. Powers vary by angel. Here-listed are those of the commonest angels sought by angelologists, the ridwan:

  • Celeste annointment: use of celeste water to wash the target, cleasning body and soul, if the person repents their sins.
  • Aura of protection: a soft blue aura that repels infernal energies.
  • Celestial droplet: a spray of droplets of celeste water that burn beings or users of infernal energies.
  • Coelginous voice: bonuses to PRS for those who seek to talk sense into someone.
  • Soulsight: bonuses to reading people; powerful angelologists can scan into the depths of a person's being, but less experienced ones just get small insights.
  • Healing wave: a wave of celeste water heals the bodies of the infirm.
  • Angel's feather: the angelologist can teleport someone to safety.
  • Angel's feet: the angelologist can walk on water.
  • Touch of salvation: grants the repentant salvation if they are close to death.
  • Heaven's wrath: releases a wave of blue light that eradicates the infernal.
  • Halo: perfect protection from evil - acts of evil, including those that contain no infernal essence.
  • Calling the Host: angelologist calls upon angels of the Heavenly Host to fight evil.
Other abilities may be possible. Consult the GM.

Angelologists' faiths are heavily forbidden in the colonies.

PRO -2 ATH +1 STR / AWA +2 WIL +3 PRS +3 STH -3


Confessor

Type: Priest

A priest of a forbidden celestial religion who shares the power of forgiveness.

Confessors worship a goddess of cleanliness, innocence, forgiveness, redemption, mercy, relief, accountability, and kindness, a figure worshiped in both native religions and those of many refugees from persecution, plus many who were enslaved or indentured. There are many names for confessors from the different religions, but they all work more or less the same.

Confessors are priests, so they can also gain favor from their goddess, but their magical powers of forgiveness derive from acts of sincere forgiveness and the emotional resonance that comes from it. This is in part them practicing their faith. They are taught how to wield this magic by others of their faith, often starting when they are young.

To start, they must have need to forgive someone, but it cannot be forgiveness without accountability unless the harm caused them was not derived from intentional abuse, oppression, exploitation, impoverishment, enslavement, indenture, significant violence, or cruelty. If any of these latter are part of the harm caused them, the person or persons responsible must be held accountable. If they are unwilling to be or if they are unable to be, the power will not be evoked. Usually, the first act of forgiveness is something small, something between family members or friends. The emotional resonance forms with both the emotion and the act of forgiveness, and the confessor captures it either in a dumaqu jewel or in a piece of soapstone.

Once captured, they keep this token to gather more as they encourage acts of forgiveness, forgive others, and work to bring accountability and redemption, resolving conflicts, and passing judgment. They act as a judge, a listener, an adviser, a counsellor, a teacher, and a confidant to their communities. As they do this, they gain certain abilities:

  • Confessing: listening to someone confess gives them magical energy.

  • Prayer of forgiveness: if they pray over someone who has confessed, they can offer forgiveness if their sins, crimes, or needs are not something they must be held accountable for. This prayer can take many forms.

  • Rite of redemption: they can perform a rite that tests a subject who has committed some grievous crime (see list above) magically, inflicting a geas, hex, or some other requirement upon them that they must overcome to find true redemption.

  • Merciful touch: they can touch those in pain and soothe them.

  • Rite of cleansing: they can perform a rite that cleanses mind, body, soul, or heart. This rite always involves literal cleaning as well as magical cleaning.

  • Sigil of relief: they can invoke a sigil that relieves someone of a burden magically.

  • Mark of accountability: they can mark someone, forcing them to find accountability or face magical consequences.

  • Waters of purification: they can anoint waters that purify that which they wash, magically removing hexes, curses, geases, etc. as well as removing infernal effects.

  • Sense innocence: they can wash their eyes and see for a moment if someone is innocent of something they have been accused of, read people vs. deception.

Abilities may vary. Consult the GM.

Their faith is extremely criminalized, and if any are caught practicing it, they are burnt as witches.

PRO -2 ATH / STR +1 AWA +2 WIL +2 PRS +2 STH -1


Hallow

Type: Believer

A person who embodies the thirteen popular virtues, a hallow gains different powers depending on how they embody each virtue. Hallows make a conscious decision to live their lives according to the virtues, picking out specific virtues to embody or trying their best to fit one or all of them. Their conscious choice and their knowing devotion is what gives them power.

The thirteen virtues:
  • Charity: generosity, sharing with others, self-sacrificing in giving to others, altruism.
  • Constance: dependability, reliability, diligence and hard work, trustworthiness, honesty.
  • Forgiveness: forgiveness, understanding, redemption.
  • Humility: being humble, being innocent, being earnest.
  • Kindness: choosing the gentler option, being helpful, being supportive.
  • Mercy: forgiving, alleviating pain, choosing to help instead of hurt.
  • Patience: waiting for what is deserved or needed without complaint.
  • Piety or Principle: belief, devotion, diligence in practice of a belief - this can be religious (piety) or not (principle).
  • Prudence: cautiousness, judiciousness, wisdom, knowing when to act, knowing how to save for adversity.
  • Resilience: getting back up, defiance of oppression, strength inner and outer, healing and protecting.
  • Sanctuary: protection of others, protection of those in need, being a protector and provider.
  • Service: serving others, doing for others not oneself, being useful.
  • Sincerity: honesty, being true to oneself and others, truth, a lack of manipulation or masks.

To live virtuously is to live the virtues. One may live just one virtue or multiple virtues or all of them. The latter is very difficult to do with the level of consistency required to gain power from it, but many bear multiple virtues. Each virtue gives its own set of powers.

Embodying a virtue means living it as closely as possible.

  • Charity: to embody charity, one must give if there is a need, no matter what, even if it hurts themself. The only exception is if it would harm others to an unreasonable degree.
  • Constance: to embody constance, one must keep their promises, always do their work, and be dependable to the point that it is assumed they would do something without even asking sometimes.
  • Forgiveness: to embody forgiveness is not to be a doormat, but to demand accountability and guide others to redemption.
  • Humility : to embody humility, one must refuse reward or recognition in favor of acknowledging others. One must avoid self-promotion or aggrandizement, but also one must avoid the feelings of self-importance. One must simply do because it need be done.
  • Kindness: to embody kindness, one must always choose the gentle answer, the kinder word, the nicer alternative to violence, rudeness, or selfishness. This does not mean being easily controlled, but rather, it means facing confrontation or obstacle without malice, anger, or disregard.
  • Mercy: to embody mercy, one must forgive those who have harmed them. They must choose, actively, to not seek vengeance or harm to others, and one must seek to alleviate suffering in all its forms, actively.
  • Patience: to embody patience, one must be good at waiting, no matter what. They must not seek to rush things, not seek to force things, but wait and do things in their own time.
  • Piety or Principle: to embody piety, one must perform every religious practice, rite, sacrament, prayer, and so on with genuine devotion to their Divine. To embody principle, one must live a life by a set of reasonable principles derived from practice of an ethical or conscious lifestyle.
  • Prudence: to embody prudence, one must choose the safer and surer way. One must think ahead and prepare. One must be wise and provide advice.
  • Resilience: to embody resilience, one must not let setbacks defeat them. They must fight through suffering and continue to do what needs to be done.
  • Sanctuary: to embody sanctuary, one must be a safe place for others. This means not only fighting their foes and giving them space, but not being an antagonist oneself.
  • Service: to embody service, one must serve those who are also virtuous.
  • Sincerity: to embody sincerity, one must be truthful in word, deed, and persona.

Each virtue provides a different set of powers:

  • Charity: those who embody charity are rewarded with the means to continue their charity. They find they always have something they can give. If they choose, for instance, to give some time to someone to help them, in spite of a need to be on time elsewhere, they will find either forgiveness or circumstances such that suddenly the time does not matter. If they give away their last coin, they will find another when they need to share with someone else. If they provide for others, they will find themselves provided for. Charitable hallows also gain PRS bonuses, Eventually, they gain the ability to summon resources as needed.
  • Constance: those who embody constance are rewarded with the WIL to keep going. They are given STR when necessary to complete tasks they are relied upon for, and they find those around them gain what is needed to be depended upon as well. Their unwillingness to break a promise or fail to meet a responsibility might sometimes conflict with their lives in other ways, but their reward often grants them clemency when they find themselves in such conflicts. Eventually, they gain the ability to anticipate the needs of others.
  • Forgiveness: those who embody forgiveness are rewarded with insight and understanding of justice, mercy, and redemption. Their powers closely resemble that of a confessor.
  • Humility: those who embody humility are rewarded with greatness, so long as they never acknowledge it. Protection from harm, power to repel evil, and the grace of holiness are commonly found among the humble. They also find themselves revered and respected by those around them, though they never require or ask it of anyone. They usually find themselves with PRS bonuses among the underclasses and antipathy from ruling classes, and they usually gain WIL bonuses as well.
  • Kindness: those who embody kindness are rewarded with major PRS bonuses, as well as the ability to always meet the needs of kindness. That is, if they must help someone, they will usually find the means to do so. Eventually, they will gain healing powers and the ability to boost others' stats, but usually, their powers are focused on simply addressing the needs of those around them.
  • Mercy: those who embody mercy are often considered the most powerful of hallows. They gain the ability to sense the pain of others, a powerful form of empathy, and the power to alleviate all forms of pain. They also gain access to holy flames that they can use to repel evils that haunt or harm those they seek to bring mercy to, and they can offer mercy to the iniquitous with it as well. The merciful hallows often gain bonuses to ATH and AWA.
  • Patience: those who embody patiene gain major WIL bonuses early on, allowing them to continue to embody their virtue well. They are rewarded with the inherent power to instill patience in others who wait with them, and they gain the ability to sense impatience and find ways to quell it. They also gain the ability to control their own thoughts and emotions such that they are immune to many temptations.
  • Piety or Principle: those who embody piety rival the merciful in their reputation as being powerful hallows. They gain faith bonuses rapidly and can use their faith to invoke the Divine Will of their chosen Divinity. They become vessels of this Will and can understand the needs and wants of their Divine. They are some of the most powerful faithful in the world when they have achieved a certain depth of embodiment. Those who embody principle operate similarly to the pious, but their power comes from their own WIL and discipline.
  • Prudence: those who embody prudence gain insights into danger ahead of them. They can sense when something will be more difficult than it needs to be and take the right path to find the right result. They gain PRS bonuses to make them better advisers, and they gain strong empathic powers. They also gain the power to grant protection and insight to others.
  • Resilience: those who embody resilience gain major STR bonuses quickly and minor WIL bonuses slowly. They also gain ATH bonuses sometimes. Their main powers are healing of themselves and others, empowerment via courage, and the ability to help others up after a major setback. They gain PRS bonuses and oratory skills as well.
  • Sanctuary: those who embody sanctuary gain the skills and powers to maintain the defense of others. Choosing people to take wounds for is a standard power, and bonuses to STR, ATH, and PRO are common for warriors. AWA and WIL are sometimes also fortified. They gain the power to repel evil, the power to sense it, and the power to strengthen the walls of any place they are in. They may also create holy boundaries around them when no walls are present.
  • Service: those who embody service gain the powers needed to serve. They gain insights into people's needs, often have resources to serve those needs when they do not expect it, and gain the inner strength to keep serving even when they have pushed themselves to the limits. They also gain the power to heal others, the power to grant them bonuses to stats, and the power to appear when they are needed.
  • Sincerity: those who embody sincerity gain powers of truth. They gain the power to sense truth, to read people, and to understand their motivations when they speak other than the truth. And they gain the power to invoke the truth and demand it. They gain, eventually, the power to know truths.

Consult the GM for more details.

PRO / ATH / STR / AWA +1 WIL +2 PRS +1 STH -3


Lustrater

Type: Priest

A lustrater is a priest of an ancient religion that holds self-sacrifice and giving as the utmost virtues. They worship a goddess known as the Celestial Mother or the Mother of the People, depending on if one believes in a celestial afterlife or simply believes the goddess lives in the hearts of the oppressed.

Lustraters gain power through self-sacrifice. The more they give, the more they make others their priority even over their own needs, the more powerful they become. This only works if they are helping other oppressed, exploited, or abused people; they cannot be on the side of that which they see as evil. If they engage in selfish activity, they are weakened.

To become a lustrater, they must be intiated by another lustrater - no one becomes one by accident, nor can they become one without also being among the followers of the Celestial Mother. It takes years of sacred work to attain the ability to live as a lustrater; those who try without being initiated quickly find out it is not possible without Divine support.

After years of self-sacrifice, a lustrater will begin to gain abilities. Before this, they are supported by their lustrater mentors.

As priests, they must perform rites to wield their abilities:
  • Rite of Lifegiving: this rite gives the lustrater the ability to heal others with their own blood. For one wound level, they can heal two. They must inflict the wound during the rite; it will last one day per wound level. They may not heal or staunch the wound. If they perform the rite correctly, they will not die of the wound, but they will suffer its penalties. This does not work with a critical wound.
  • Rite of Feeding: this rite gives the lustrater the ability to multiple food and drink such that there is enough for everyone; however, they themselves may not eat or drink while this is in effect. They must fast leading up to the rite. This lasts for as long as they have fasted; fasting must last at least three Shem-days.
  • Rite of the Rains: this rite allows the lustrater to call celeste rains down, bring purifying and renewing waters. This only works on the Green Moon. This rite requires the lustrater go without water for months. If the rite is performed correctly, they will survive this. The rains will slake their intense thirst quickly after being called.
  • Rite of Heartsharing: this rite allows the lustrater to expose their entire emotional being but be able to heal deep traumas on someone.
  • Rite of Teaching: this rite allows the lustrater to provide deep knowledge to someone while exposing their own mind completely.
  • Rite of Celeste Soul: this rite allows the lustrater to give support to someone else's magical or supernatural abilities by permanently sacrificing their own.
A lustrater may devise other rites based on acts of self-sacrifice. Consult the GM.

PRO -1 ATH +1 STR +1 AWA +2 WIL +3 PRS +1 STH -2

Tahemma

Type: Nun

A nun of a forbidden celestial religion who works for equality in the communities they serve in.

Tahemmas are nuns of an order devoted to equality. They work amongst the poor and oppressed, doing what they can for them, helping out in small ways, and sometimes even organizing resistance against the authorities. They operate partly in secret due to how heavily criminalized they are. Though they believe in a deity (sometimes multiple) represented by massive stone figures carved in the wilds (sometimes called the Megalithic Goddess), the concept of equality is more important and seen as an even higher power.

Tahemmas make a vow to a goddess of equality, the concept or equality, or other inmortal beings devoted to it. Most sisterhoods are focused on the work above the deity, but they are sincere in their faith and may also gave and wield favor. But their vow works so long as they remain devoted to the work, never engaging in service to oppressors, exploiters, abusers, or their agents. They gain power the more they help people fight against the inequities they face.

Some abilities they may gain include the following:

  • Equalizing presence: with a word, everyone within 30’ radius who is oppressed, exploited, impoverished, enslaved, indentured, abused, or otherwise subject to systemic inequality gains bonuses to any stat, skill, ability, power, or lore needed to face their current opponents on equal footing for up to three rounds/minutes (in/out of combat). This costs 1 point per point needed to equalize everyone within range.

  • Equitable exchange: they can give some of their points in any stat, skill, ability, power, or lore to someone else for an equal number of points if that person is in need and they have the relevant points to give. This costs 1 point of magic per point they give. They cannot give equalizing magic to anyone.

  • Resist inequality: any act of oppression, exploitation, abuse, enslavement, impoverishment, indenturing, or otherwise enforcing or inflicting systemic equality may be resisted at +3 against it if the tahemma is the target. They may grant this to someone else via touch and an extra point of magic. This cost is 2 per +3 for the eqalitrix, +1 per point for someone else.

  • Raise megalith: the faith of tahemmas is rooted in ancient ones wherein megaliths were focal points of their power and religion. As such, an egaltrix may create a megalith (if large enough stones are within 1 mile) by expending 15 points. Anyone caught within the space the megalith is constructed suffers damage at 20/28/36/44 if they do not dodge out of the way (ATH vs. AWA).

  • Equilibrium of the soul: the tahemma may meditate and contemplate their own soul for a period of time after a major success in helping the cause of equality. If they spend enough time and have built up enough energy, they may achieve temporarily equilibrium within their own soul, allowing them to redistribute all points across their character sheet to be more “balanced” for 1 day per 5 points of magic, with a minimum cost of 20 points.

Other powers may be possible. Consult the GM.

PRO / ATH +2 STR +1 AWA +1 WIL +2 PRS / STH -1


Tremender

Type: Preacher

A preacher who instills awe in those who listen to them.

Tremenders are preachers who invoke awe in those they preach to, gaining power from the emotional resonance. While they can invoke the favor of the Divine, inmortal, or concept they believe in (if they believe sincerely), they also gain powers by evoking awe from people. See below for potential subjects of their faith. They themselves must be overtaken by awe in their beliefs, whether that is a Divine or inmortal being or, for example, the goodness in people, and sense and wield the emotional resonance of their own awe.

To do this, they must first learn to sense emotional resonance (often taught to them by a mentor) and capture it, sometimes in a jewel called a dumaqu, in a crystal, or in a work of art. The method they use is determined mostly by who taught them. This object becomes the focus of their power, and they must have it present when they preach. If they preach well enough, they generate awe in the audience, and that awe makes their own awe and emotional resonance increase, increasing their abilities. Some common abilities they get are as follows:

  • Tremendous voice: their voice becomes full of power and volume, and anyone who hears it is filled with awe. This costs them 5 points and cannot be used to refill their magic, but it will stun anyone who hears them at a rate of 2 points per point spent on it. Infernal or imperial beings suffer -3 to defend against it.

  • Awesome sight: the tremender can make themselves awesome to behold, adding +3 to PRS.

  • Invocation of the heart: the tremender can awaken what is buried in someone’s heart, reminding them of their forgotten or mislaid aspirations.

  • Inspiring sermon: the tremender gives a full sermon (15 minutes to 4 hours) that gives anyone who hears it either a feeling of awe (making them spend time unable to act), wonder (making them want to know more about what they heard), or inspiration (inspiring them to create something).

  • Light of goodness: the tremender shines with a bright light that repels infernal energies.

  • Empathic vision: the tremender can see into the hearts of those they have preached to, noticing the feelings of awe, wonder, inspiration, and faith as bright white lights.

Other abilities are possible. Consult the GM.

The various faiths tremenders might be part of include the following:

  • Orama Chromatos: a goddess of light, vision, inspiration, wonder, awe, and art. She is a rainbow goddess whose religion is heavily criminalized in the colonies. The religion comes from a country back east, and those who bring it to the colonies come fleeing persecution.

  • Rainbow Serpent: a powerful being who represents similar qualities, this being is much more powerful and ancient than even the Divine. Worshiped in various places around the world in many different ways.

  • Tecoto, the Rainbow Crow: a colorful bird spirit who brings visions to people, inspires them, instills wonder and awe, and guides people to create.

  • Hadin tek Tane, the Lightbender: a living crystal being that spreads rainbow light that fills the world with wonder and awe.

  • Concepts commonly worshiped include art, vision, light, wonder, awe, inspiration, empowerment, uplifting, and goodness.

Other beings and subjects are possible. All of these are heavily oppressed within the colonies, but not among the natives.

PRO / ATH / STR +1 AWA +3 WIL +2 PRS +3 STH -3

Topic revision: r5 - 14 Oct 2025, SallyJaneBlack
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