Nostíkur Faith

The Nostíkur faith is a polytheistic faith with a large pantheon of Gods and Spirits, worshipped exclusively in Sørligste. It is the state religion of Frostmarch, and is integral to the nation’s culture.

Foundational Concepts and Principles
There are a multitude of basic concepts that must be known to understand the Nostíkur.

Flýjheima, "The First Worlds"
''“None are born of Rathnir, not fully. Each mortal that calls this land home, from the highest king to the lowliest farm boy, is either descended from (or is themselves) a person banished.''

Therefore, there were worlds before Rathnir.”

There are numerous worlds, beyond Rathnir, of all sizes, shapes and compositions. These many worlds are known as the Flýjheima, and nothing is known of their exact nature.

It is said that the many races of Rathnir originate from these worlds, hence their many differences. It is also said that there are only two means of escape from Rathnir, to be discussed later.

Proofs
As is tradition, proof is presented to defend these claims


 * It is well known that many frequently enter Rathnir, not born of its peoples as most are. These peoples originate from the Flýjheima.
 * The variance of the races, and tales of their extra-Rathniri origins are further confirmation of this claim.

Búrheim, "The Prison World"
''“All who can read these words are prisoners of crimes they will never know. We have been sent here, this hellish land of unending pain, as punishment.”''

Rathnir is not a natural world. It was made artificially as a prison for banished, lost or otherwise scorned souls. All who dwell in Rathnir are trapped forever, without any form of natural release.

Proofs
As is tradition, proof is presented to defend these claims


 * The Great Barriers surround the edge of Rathnir, keeping us within.
 * Monsters roam the world to torment us, for no gods would put them here if not to bring us pain

Allurthræl, "The Allmarch"
''“As we are prisoners, we may not be bidden release. The fire of the Allmarch burns within all, stirring our remains to life.''

''It should be known, that the soul of a mortal has not the constitution to be brought back for eternity… Once one’s strength wanes, your form shall be puppeted, rotting, and starved. Then you will know only darkness.”''

The dead of Rathnir are brought to life by the power of the Allmarch, a law woven into Rathnir which all within it must follow. The Allmarch pulls fleeing souls back into their bodies, reanimated.

This can continue forever, despite the quality of body to which the soul is returning, and despite the constitution of the soul itself. Once one loses the passion to live, they enter a deep coma-like trance, and they wander the world forever in hunger and anguish.

Eventually, they become a Zombie, and then a Skeleton. Some Nostíkur sects believe Wraiths and Creepers may also be continually reanimated people, but this is not observed as canon by many of the faith’s followers.

Proofs

 * It can be easily observed that the dead return to their form, alive, momentarily afterward.
 * Many who once walked the world are now lost, despite the Allmarch’s presence. They must have been lost to the darkness
 * The prophet of Erðvald has brought word of the power to transcend Rathnir

Blóðvin, "Bloodmagic"
''“There is power in the blood of living beings, by which the soul is bound and the body moves. This power can be brought forth, and manifested into powerful new forms”''

The power of the Allmarch burns within all that lives, woven into the fabric of our physical and spiritual being. As its power is unending, it is a brilliant source for arcane practices. Through the use of blood (ideally fresh or preserved), the power is easily available for whatever fate twisting feats are necessary.

Proofs

 * There is an endless supply of blood from the Allmarch
 * The power of blood has saved the people of Frostmarch from unstoppable disaster before
 * The power of blood will save the people of Frostmarch again

Pantheon of Gods
The gods are a series of deities tasked with keeping wretched souls inside Rathnir. The vast majority keep to their duties, tormenting and weakening their prisoners. A select few have rebelled, trying to free these souls from torment.

Brotsjónir, “The Liberators”
These are the gods who had turned from their purpose, and chose to free the mortal souls of Rathnir. Their efforts, while not complete, continue to offer a means of salvation to the world’s inhabitants.

Solvera, the Sun Bearer
Solvera is the most powerful god who has set themselves to the liberation of mortals from Rathnir. She stands atop the Firmament, holding the sun in the sky by a grand chain of clouds. From the strain of her gargantuan task, she must lower it temporarily to recuperate before hoisting it up each day.

In the winters, she raises it only as much as is necessary, to gather her strength for summer. Once summer arrives, she holds it aloft for far greater periods to allow the crop to grow and the endless hordes to burn.

Soj Wogak, the Star Lighter
Soj is the companion of Solvera. He carries a great golden lantern from which he lights the stars each evening, to help light the world when Solvera’s strength fails. As his task is lesser, he never tires.

Niðe, the Snow-Sower
Lying hidden beneath the earth, Niðe seeps the ice and snow into the world. She sends the blizzards to cover the land in frost, to bury the living dead and forever freeze them away. In her eternal battle with Eldashur, she struggles to keep Rathnir from falling into the hellish wasteland the Verðinir intended it to be.

Peradra, the Horned God
Peradra is the oldest of the Brotsjónir, initially coming to Rathnir to make its many monsters and beasts. Once living among the mortals, he took sympathy of their plight, and now lives among them. He spreads the word of the peoples plight against the Verðinir, and teaches the mortal races manners of scrying information from beyond the Firmament, to find escape.

Vlangolar, the Whispering Wind
Vlangolar is the most active of the gods, although rarely seen as he travels invisibly through the world. He admires the adventurous, the noble and enterprising who stand for justice in a world of darkness. When he believes a cause to be righteous, he will bestow artefacts of incredible power to mortals to wield against the darkness. Despite this, he is fond of trickery, and where the winds howl, his sly schemes are never far away.

Glefa, Friend of the Goats
One of the lesser Brotsjónir, Glefa travels beneath the land on his sled drawn by Dire Goats. Each Winters Solstice, Glefa travels the world giving gifts of gold to the kindly and rotten meat to the cruel. It is said that Glefa watches the people of the world through the eyes of all goats.

Áhorfanim, the Watcher of the Heavens
Áhorfanim, sometimes called the “Eye of Heaven” is the watcher of the world. He observes all in Rathnir, his gaze sweeping from the far north to the south. His pupil, the moon, is full when he is looking directly at you. In this time, you must be careful to hide, or terrible luck will follow you.

Should you gain Áhorfanim’s ire, you must hide from the sky, for he will send the Hunt of Horfangandr to torment you through a bolt of Skyfire.

The Hunt of Horfangandr
A band of souls who have pledged themselves to the cause of the Verðinir for a reprieve from their suffering. The Hunt are sent by Áhorfanim on those whose wills remain unbroken. Should the Verðinir believe you capable of escaping Rathnir, you will no doubt see this terrible host riding through the dark winters sky.

Eldashur, the Land Razer
Eldashur is the deliverer of Rathnir to its intended form, a fiery wasteland of ash, magma and endless devastation. He is only restrained by Niðe, who keeps him locked in a cage of frozen stone beneath the earth.

In his attempts to escape, he shakes the earth violently, and launches his hellfire through the seams of the world.

Strivsoka, the Warmist
Hanging low over the world, Strivsoka takes the form of a dense fog of shimmering silver. She hangs over battlefields following bloodshed, and over cities in times of strife. She addles the minds of any who breathe her air, and drives them to ceaseless bloodlust. Many have wasted away in her influence.

Taltrada, the Dream Breacher
Taltrada is formless, existing only in the mind of mortals. She whispers doubt and uncertainty into the minds of the tired and resting, in the efforts to sabotage their recuperation. When this fails, she sends bouts of nightmares and visions.

In waking hours, she can bewitch the senses of any she chooses, inducing hallucinations and bouts of intense paranoia. If exposed to her spell long enough, even the strongest will lose their strength and shatter.

Hariklaða, the Hopping One of the Bogs
Hiding in the wetlands and marshes, Hariklaða takes the form of a large, terrible toad bearing a small lantern. On dark nights, he lures travellers with his light to drag them beneath the peat and devour them. He is the least intelligent of all the Verðinir, and is easily tricked.

Rufa, the Hopping One of the Tundra
Rufa takes the form of a rabbit or hare, generally pale white with red eyes. He casts spells and curses on households of varying intensity. Initially, shoes or gloves may go missing. In the later stages of his torment, fatal accidents are common.

1. The Nature of Conflict
''“There is no shame in taking life and doing harm to another. You must take life to survive. The Allmarch absolves all murder, for they shall return. Seek only to avoid undue pain, for that is unjustifiable, and without death inescapable.”''

The Allmarch gives eternal life to all within Rathnir, absolving crimes such as murder, as they are impermanent. Additionally, the power of the Allmarch can be harnessed through Bloodmagic, meaning that some slaughter is not only acceptable, but required for a prosperous existence.

2. The Nature of Monsters
''“Rathnir is a twisted world, crawling with malice manifest. It is intended to bring us suffering. The wandering beasts of the abyss come to this land, for we cannot defend ourselves.”''

There are two origins of monsters in Rathnir. Either they enter the world from the Great Barriers at the edge of the world, or they are borne of the failing spirit of mortal peoples. These beasts are strengthened by the Verðinir to punish and weaken the people of Rathnir

3. The Nature of Mankind
''“Man is the oldest prisoner of Rathnir. They have called this land home for so long that its slights and tortures are to be expected, and silently endured.”''

Many believe Rathnir to be their home, but Nostíkur insights have shown this to be a dangerous notion. All who dwell in Rathnir were sent here, and all who dwell here will continue to suffer its pains for all of time. The only freedom is escape of this world, for peace and comfort are only ever fleeting and small here.

Ritual Sacrifice
Ritual sacrifice involves taking the "ritual object" and sacrificing it upon an altar. There are two major categories of ritual object; Blooded and Bloodless.

Blooded
As the name implies, these objects are living things, sacrificed via slaughter. Rituals involving Blooded objects are generally saved for important ceremony and events, such as transitions of power, assignments of the Guard and marriage. While primarily used to ensure good fortunes with such events, it has some non-magical symbolic purposes. It is done to ensure all parties understand the severity of decisions made, and are committed to them fully.

Bloodless
These rituals are far more common, dealing with home affairs and day-to-day activities. They typically involve the sacrifice of food and idols. Foods sacrificed include berries, breads and, in more important occasions, honeyed mutton. Idols are generally whittled wooden rune plates or small statuettes of Valdic imagery. In both cases, the object is left on the altar as rites are spoken, then burned.

Altar Crafting
The composition and structure of the altar is vitally important in sacrifice. While wood and stone will generally suffice as a material for the average altar, three specialised altar materials are available for more important rituals;

Purpur: Believed to extend the duration of spells and curses performed on the altar.Obsidian: Believed to boost the power and potency of spells and curses performed on the altar.

Blackstone: Believed to boost the distance over which spells and curses performed on the altar are effective.

Often, altars will include a second component to help bolster their power, known as the Foci. The foci is held or suspended generally between 0.5-3 metres over the altar, made of either redstone or netherrack.



Runes
Using the Valdic Runic Alphabet in ritual is common. Each rune represents a sound, along with an associated meaning. These meanings dictate the magical effect of the rune once used. By combining certain runes, meanings become more specific and magical effects more specialised.

Runes are carved around 0.5-1.5cm deep into stone or wood. When required, blood is run through the runes channels to imbue it with power. After this, it might be hung over a door, laid on the healing, worn as amulets or buried beneath a firepit.

Sometimes, the runes are carved into swords and armour to enchant them. To make metal able to receive such enchantment, it must be tempered in a mixture of blood and water (No lower a ratio than 1 parts blood to 9 parts water). '

For average, daily purposes, runes are carved into small pieces of stone and wood known as "Runeshards". These are either used to decorate the home or are disposed of. When more powerful effects are required, large boulders are found. Boulders intentionally shaped to hold runes are known as "Weystones".

Trial by Combat
Disputes of all kinds are generally solved by combat. This takes place generally in the Erðvald arena, as a simple fight to the death. Blood is taken after the fight to be used in rituals to bind the verdict of the fight with magic.

Not all fights are to the death, and some can be in novel fields. These include (but are not limited to):


 * Rap Battles
 * Bake-offs
 * Racing
 * Chess

Through Intoxication/Poisoning
A substance is consumed to induce visions. No specific requirements of where this must be conducted, but is preferably held at sunrise or sunset.

Through Smoke Inhalation
Occurs in a shaman’s hut around a ceremonial fire. The shaman prepares the fire and closes the smoke-hatch, filling the chamber with a thin smoke. Through its inhalation, visions are induced. Generally used for group scrying or seances.

Through Partial Drowning
No requirements of when or where, although must ideally use saltwater. The subject is held beneath water until they fall unconscious. Once unconscious, prophetic dreams occur. Typically reserved for