Nostíkur Faith

Nostíkur is a polytheistic faith with a large pantheon of Gods and Spirits, worshipped near exclusively in Sørligste. It is the state religion of Frostmarch, and forms an integral part of the nation’s culture, with the Holy City of Erðvald being the home of Nostíkur's prophet.

Foundational Concepts and Principles
There are several principles that must be known to understand Nostíkur and its basis of belief.

Flýjheima, "The First Worlds"
"“None are fully born of this world which you call Rathnir. From the noble King to the lowly Farmer, each and every mortal soul that calls these lands 'home' are descended from those banished, or are as such themselves. Thus, I hand to thee conscience of the other realms that exist beyond that of your own; beyond 'Rathnir'.'"There are numerous worlds beyond Rathnir, each with their own unique properties and compositions. These many worlds are known as the Flýjheima [ /'fliːheiːma/  I ], however there is no current knowledge on their exact nature outside of pre-existing Nostíkur mythology and religious traditions. It is believed that the many races of Rathnir originate from these worlds, hence their many differences. Also part of this belief is that there are only two means of escape from Rathnir.

The origins for these beliefs come as a natural explanation for the phenomena which those in Rathnir have come to accept. For example, it is a common -often daily- occurrence that people seemingly appear into the world of Rathnir out of thin air. These foreign souls were not born here as one might naturally expect, and often have no recollection or knowledge from neither whence they came nor how they arrived. Thus, it is believed that each new arrival is simply one more soul who has been banished from the Flýjheima.

Búrheim, "The Prison World"
"“To those whom may read these words, you are guilty of crimes of which you shall never know. You have been sent here -to this hellish land of endless pain and suffering- as punishment; to atone.”"Nostíkur belief in relation to Rathnir itself is that it is not a natural world. The realm of Búrheim (Rathnir) was created as a prison for the banished and eternally damned. All those who live in this world are prophesised to remain forever imprisoned, and may never be released by natural means.

The omnipresent Great Barriers that surround the world of Rathnir are viewed not as serving to protect those within, but instead to prevent their escape and to keep them eternally restrained. In addition, the many horrific and unearthly creatures that roam the world of Rathnir in search of nothing but death and destruction serve, through their existence alone, to only reinforce the belief of Búrheim.

Allurthræl, "The Allmarch"
''“We are prisoners; as such, we shall never be granted release. The fire of the Allmarch burns within us all, fomenting our remains that culminate in the life we believe to be such a 'gift'.''

Know that the mortal soul has not the constitution to exist for eternity… Once your strength wanes, your form becomes a puppet, a shell; rotting, starving, a husk of your former self.

Then, and only then, will you know nothing but the eternal darkness to keep you company, eternally enveloping your mind.” Those that perish are brought back to life by the power of the Allmarch, a fundamental law interwoven with the world of Rathnir wherein all whom reside cannot disobey nor untie themselves from.

The Allmarch forces any once fleeing souls back into their physical bodies, reanimating what once was their corpse within a matter of seconds.

This process has so far been recorded to continue forever, despite the state of the body to which the soul is returning. Once one completely loses the will to live, however, it is believed that their physical form enters a deep coma-like trance, unmoving and unresponsive to any attempt at interaction. Whilst their physical self is thought to be completely 'dead', their soul is believed to wander the world forever in hunger and anguish.

However, due to the Allmarch's propensity to reanimate people regardless of their soul's will to live, this can result in an unfortunate event to occur. Without a properly human soul, their body will reanimate into the undead, and become a Zombie, before finally becoming a Stray if their reanimated corpse is able to rot for long enough. Some believers in Nostíkur believe Wraiths and Creepers may also be the result of these reanimations, but this belief is not observed by the majority of the Nostíkur's followers.

The origins for these beliefs come, again, as a natural explanation for the accepted phenomena which those in Rathnir have come to accept. For instance, the commonly observed phenomenon of those who have died seemingly resuscitating back to life is a strong testimony to this belief. 'Deaths' -that is to say, permanent- however, still occur in Rathnir. Many who once lived with energetic vigour are now lost to the snows of time, despite the existence of the Allmarch, thus it must be concluded that these poor souls must have been lost to the darkness, aimlessly wandering in eternal anguish and hunger

In a desperate attempt to try and save as many of those who may tragically fall to this horrid fate consumed by darkness, the prophet of Erðvald spreads the word of Nostíkur across all the land to help those understand and even attempt to transcend the forces that be within the realm of Rathnir.

Blóðvin, "Bloodmagic"
"“There is power in the blood of living beings, by which the soul is bound and the body moves. It is able to be used, however. It can be brought forth and manifested into powerful new forms”"The power of the Allmarch burns within all living things, intensely woven into the fabric of our reality, into our physical and spiritual being. From the unending vitality this power brings, a source of arcane practice has been birthed. Blood, fresh or otherwise young, may grant an immense amount of power to those who may harness it, no matter for what purpose the user intends.

By the power of the Allmarch and the nigh-constant wars all across Rathnir, the endless supplies of blood provides -thus- an endless amount of power. These arcane rituals and practices have been used in the past to save Frostmarch and its Valdic peoples from otherwise unstoppable disasters, and there is no doubt that these same practices will be used in the future to save them again.

Pantheon of Deities
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.

The deities exist to keep the damned souls of Rathnir entrapped within the Realm. Whilst almost all of them perform their duties, tormenting and weakening their prisoners, a select few try to do something different. These rebellious few try 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
As dictated by Gods, any and all disputes, no matter their severity or pettiness, must be solved via a physical brawl or duel. Traditionally, these brawls have taken place in the Erðvald Blood Pit, whereupon the blood of the victor is collected after the fight to forcefully bind, via ritual, the verdict of the fight using blood 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