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Faith and Religion
National Religion Primary ReligionPolyhittite
Secondary ReligionNone

Despite the diverse people of Hattusa, there is only one dominant faith across the empire, with all past faiths being absorbed into the present one. Religion is not a choice in Hattusa but accepted as a fact of life: the Gods do exist and they do have influence over the world. There is no atheism. The closest one can get to disowning the Gods is a refusal to worship them and accept whatever consequences may occur from this. One can believe the Gods exist and yet believe they have no interest in you personally, allowing you to refuse to follow theist practices should you wish. But the belief that the Gods do at least exist is seen as scientific fact.

The Hittites believe their faith to be the "correct" one but they are also open to other interpretations and are curious as to other religions. They are not missionary and do not attempt to convert others to their practice. Hittites are likely to be curious and engaged in discussions about different Gods in different faiths and working out which may actually be the same deities and which are new to them.

Read more on the methods of worship in the temple, see the Temple Practice section below. For more everyday faith and superstitions, see the Life Events and Traditions section of Hattusa’s Social page.
The Divine Realm The Hittites do not ponder particularly hard on what the Divine Realm might be or how the Gods exist within it. They believe in the existence of the Gods, even have some ideas of what that God might look like in physical form. But the realm in which they exist is generally considered to be 'another place' and has no name or written ideas of what it might be like.

For players of the active Gods (listed below), the Divine Realm is known as Nepiši. It is an ethereal realm that exists alongside the physical one. I.e. a God can be standing right beside a real world character and they would know nothing of their existence because they are standing on two sides of a divine veil. The Gods meet and talk in their own version of the real world. The only difference is that each God has their own estate or home built in Nepiši which does not exist on the mortal side. The Afterlife The Hittites do not believe in the afterlife as a place. They believe that the souls of the dead move on to another place or time, or perhaps become one with the land. They have no distinctive form but they are believed to have a will after death. For example, a loved one might be said to be watching over their descendants or a victim might be cursing their own murderer with misfortune from beyond the grave. But this is more about a soul's influence on the fate of the world and the spirit of the land, not so much a physical persona / ghost living on in another place. Hittites specifically do not believe that the souls of mortals go to join the Godly realm. The divine and mortals are kept very separate, even in death. Science vs. Faith Compared to other lands, the Hittite people are very scientific-focused. Whilst their faith is devout and considered factual, it is also believed that the world itself was made by the Gods with layers of complexity. It is a respectful and admirable choice to spend one's life trying to discover these layers; a pursuit they call 'science'. Each new scientific advancement is believed to be given by the will of the Gods: i.e. the scientist, or the nation as a whole, has pleased the Gods in their pursuits... to the point that the understanding of a new facet of human life has been permitted them. Science and Faith are not opponents, nor exclusive.

Read more about the Hittite scientific world (including architecture, transport, inventions and medicine) in Hattusa's Science page.
Active Deities
The Hattusian faith is polytheistic with each deity bearing several names, depending on the Hittite, Hattic, Hurrian or Luwian origin of the worshipper. The Hittites worship over a hundred different Gods within their pantheon and and there is no divine hierarchy. There is no 'king' or 'queen' of the Gods, as in the polygrecian faith. Instead, Teshub, Arinna and Hannahanna hold particular positions of supremacy in how they are worshipped but this is not necessarily how they are viewed as existing in the ethereal world. I.e. a God can be a favourite amongst mortals without being a king amongst the divine. In game, characters can worship any of the hundreds of Hittite Gods (they are all an accepted part of our roleplaying world) but only the Gods listed below can actually be claimed and played.

Read more on how to play a God on our Character System page.


AnachronismThere are multiple versions of deities and their stories across the historic Anatolian peoples. Below is the best conglomeration Aeipathy staff have come up with. Where possible, we have prioritised the Hittite names for each God, as they are the current ruling power.
Hannahanna Known as the 'mother goddess', Hannahanna remains a celestial being above and beyond the Hittite pantheon. Worshipped since before the empire and its predecessors even existed, she is the oldest form of creator God in the land. She is wise beyond the millennia and compassionate to a fault. She cherishes the life of the earth and its denizens above all else. She speaks every language, human and animal, and it is said that, when she is missing from the heavens, mothers of all species cannot feel love for their children.


Known As
Mother Goddess
Other Names
Hannahannah
Annahanna
Inanna
Honoured At
Major Life Events
Fertility Rites
Maturity Markers
Harvest Time
Symbol(s)
Sows, Dates, Fruit
Status
Not In Play
Avatar
Whilst her name translates to “grandmother”, Hannahanna appears most often in the form of a young girl just old enough to birth life. She appears deceptively young for her years of worship; a sign of her immortal youth and ability to create new life.
Worship
Though not the direct deity of such festivities, participants in harvest festivals often evoke Hannahanna’s name. Sacrifices of fruit and food stuffs at her temples are well-received. Unlike other deities who may enjoy animal or human sacrifice, any sort of meat is strictly forbidden within her temple walls. Her priests are all vegetarian by order. It is tradition to decorate one’s home with garlands of flowers when a new child is born and to place a statuette of Hannahanna beside the child’s crib until their first birthday.
Wrath
Hannahanna is most angered by violence against the young. Failure to respect the seasonal rituals (particularly those of the harvest) will also rouse her displeasure. Burial rituals for those who die before their time are sacred to Hannahanna and respecting the memories of one’s elders is essential.
Symbolism
Hannahanna is often represented in carvings, statues or artistry as a young, pregnant figure, hands wrapped around her swollen belly and head bent in protective care for her young. The sow is one of her divine symbols, as is the date tree heavily laden with fruit.
Festivals
There are no annual festivals specifically dedicated to Hannahanna. Her name is often used elsewhere, however. It is appropriate to show patronage to Hannahanna at harvest festivals, birthdays of the young, coming of age ceremonies and marital rites. Any ritual that involves a hope of good and strong life or fertility holds an undertone of worship for Hannahanna, even if they appear more focused upon other deities.
Teshub Though known as the 'father god', Teshub is not a consort of Hannahanna. Her descendant and supreme worshipped god of the pantheon, Teshub is deity of the sky, storms and thunder. Specifically, he is worshipped for 'might' and 'victory'; as in, how a storm will pass over and through the world with strength and determination. Persistence and courage are also tied to Teshub. He is viewed as a 'firm but fair', God who holds the mortal world to high standards and keeps the people honest.

Anachronism'Teshub' is the Hurrian name for this God. The Hittites called him “Tarhunna”. To save confusion with other terminology already in use on the site, we are using the Hurrian name for this God as his primary moniker.



Known As
Father God
God of Thunder
Other Names
Tarhunna
Tessub
Taru
Tarhunz
Honoured At
Judiciary Matters
Passing of Justice
Oaths and Vows
Symbol(s)
Thunderbolt, Scales, Game Meat
Status
Not In Play
Avatar
Teshub most often appears as a middle-aged man with the expression of cunning wisdom. He is often lean and displays his strength not via the bulk on his body, but rather through the charisma with which he moves.
Worship
Animal sacrifices are most popular at the temples of Teshub, as well as offerings of fruit, vegetables and bread. He is pleased by metal/jewelled trinkets that have emotional value to the offeror, particularly if the reason for their sentimentality is linked to victory or achievement.
Wrath
Known as a firm but fair god, injustice and deception are triggers for Teshub’s wrath. Abuse of power or criminals escaping just desserts will invoke the supreme God’s displeasure and often see the future paths of those individuals suddenly strewn with danger/obstacles.
Symbolism
Whilst there is no official throne or kingly hierarchy amongst the Hittite Gods, Teshub is the most worshipped and is represented with a crown upon his head and crook in his hand. The crest crown of the ruling Hattusa family is modelled upon Teshub’s crown. He is always shown in long, flowing robes with a short beard protruding from his chin. The lion, lightning and the griffin are symbols of his might and power.
Festivals
Annual festivals are held in Teshub's honour at the beginning of the Windy Season. These festivals focus on balance and equilibrium, praying for the rain and wind necessary for crops and iron production, but also leniency in the storm god, that his strength will not send gales and lightning to blow the empire away... The creation of flags and banners to fly in the early winds of the season are part of the celebrations, as are offerings of coin and sentimental keepsakes at local temples. The city of Nerik has the largest temple to Teshub, and is the sole location of a secondary celebration at the end of the Season of the Wind, in thanks for Teshub's offerings.
Arinna Consort and wife to the supreme God Teshub, Arinna holds a special place of worship for the Hittites. She is never referred to as the mother-goddess, as this is a term reserved for Hannahanna. Instead, known as the Goddess of the Sun, and of light in general, Arinna is also associated with pride and intellectual wisdom. As a pairing, she provides Teshub with the clarity of mind he needs to exact fair judegment upon mortal lives. In some areas (particularly those dominant in Hurrian origin) Arinna is actually considered the greatest of the Gods and Teshub her secondary consort but predominantly it is the other way around.


Known As
Goddess of the Sun
Other Names
Estan
Hebat
Tiwati
Honoured At
Weddings
Beauty Celebrations
Summer Equinox
Symbol(s)
Cows, Crocuses, Daisies, The Sun, Symmetry
Status
Not In Play
Avatar
Arinna takes the form of a beautiful, adult woman, sometimes fair of skin, at other times almost Nubian in appearance. She has no fixed race but emits a light that reveals the truth of her identity. She also bears shining emerald eyes no matter her other features.
Worship
Arinna is pleased by items of beauty. Crafts, jewels, objects morphed by loving hands. She likes glasswork and beads or metal instruments and bells. Such offerings at her temples will please her greatly. It is also said that her pleasure will shine upon a family if a metal image of her is displayed within the home, where the rising sunlight can fall upon it. The reflected light that illuminates the room is said to be proof of Arinna’s blessings. Arinna is kind to the physically beautiful but can also sometimes be swayed by those who show acts of kindness themselves (an inner beauty) even if they are not glorious in appearance.
Wrath
Arinna is known for her benevolence but also her shallowness. Disfigurement and ugliness are abhorrent to her and will be shooed away from her temples. Likewise, anyone who tries to act against the beautiful will be met with wrath. If animals are born with missing limbs it is said to be a sign of Arinna’s displeasure.
Symbolism
Arinna is often depicted as a seated, cross-legged female form in shining gold or bronze. Her statuary is rarely shown in silver, with bronze a preferred metal if gold cannot be afforded. An glowing aura around her head is always present, like a sunburst, and if her eyes are depicted as open they are almost always marked with emeralds. Yellow or white flowers such as wild crocuses and daisies are symbolic of Arinna as is the female cow.
Festivals
The new year’s festival of the empire celebrates Arinna by sacrificing a whole cow and feeding it to the collective populace. It is also tradition to hang a disc of gold bearing Arinna’s visage in the new home of a married couple for blessings of prosperity.
Istustaya and Papaya Twins goddesses, Istustaya and Papaya, wield the lives of man as the fate-spinners. Though blind, Istusaya the Sightless weaves the life threads with the precision of a millenia of practice. Unable to see, she cannot tell how long each mortal will live; her task is only to create each life at its appropriate point of origin. Papaya the Silent is mute, unable to give reason or explanation for why and when she cuts each life thread with her shears. She shoulders the heavy burden of responsiblility for the time of each mortal's death. Hittite mythos also tells of a third sister. Narunatta the Lost once formed the three deities that those of Hellas would call the Moirai. Her duty was the measurement of each thread and the determination of their longevity. Literally deaf to the pleas and prayers of mortals, Narunatta assigned a length to each life as dictated by divine provenance. For thousands of years, though, Narunatta has been lost, deceased at the hands of another divine being... supposedly, her very sisters. The spinners (particularly Istustaya) are also the patron goddesses of midwifery and expectant mothers. The twins are mysterious beings that few understand but their power over the fates of others is undeniable.


Known As
The Spinners
Other Names
Eštuštaja and Papaya
Hutena and Hutellura
Honoured At
Childbirth
Major Life Events
Old Age
Fateful Moments
Symbol(s)
Pomegranates, Thread, Gold, Shears
Status
Not In Play
Avatar
Istustaya and Papaya appear as female and often shift between ages. At times they look like young adults; at others ancient and wisened with the millenia of their years, and they fade between the two at will. When more animated/active they often appear younger; the more they slip into the background of a scene, the older they grow. Papaya's russet auburn hair will shift to dove grey, whilst Istustaya's black locks will be streaked through with shades of iron. Papaya gives no outward sign of her muteness, whilst Istustaya always wears a cloth wrap across her eyes.
Worship
The twins are rarely openly worshipped by the people of the empire. It is well known that prayers and pleas go unseen and unheard by Istustaya and Papaya, making them futile. Istustaya is occasionally prayed to if a couple are failing to conceive a child. Papaya might receive begging pleas over a dying relative or from a soldier dying on the battlefield. But most recognise these as superstitious last hopes. Generally, the fate-spinners remain unmoved by any offerings, good deeds or any behaviour from mortals. They do not seek and they do not respond. Hittites believe that the only way in which the spinners meddle with human lives is by protecting the life of expectant mothers in childbirth. Offerings of fresh fruit and silver are tradition before the birth of a child in the hopes that the sisters will work together to both ensure the birth of the child and prevent the death of the mother.
Wrath
As neither sister seek the adoration of mortals, they are unmoved when they receive none. They are unemotional Goddesses, who seek to do only what is necessary of fate, regardless of personal reaction to anything in the mortal realm. They will not offer favour, nor will they deliver wrath. Despite their perceived role in childbirth, it is never seen as the goddesses’ displeasure when a baby is stillborn or a birth unsuccessful; simply the fate of life.
Symbolism
Threads and the utensils of sewing and weaving are often associated with the fates. Newer statuary and representations of the goddesses depict two female figures standing back to back. Older antiques show the two sisters with their third, in a single figure with three faces. These are now thought to bear bad luck unless the third face is somehow covered, and an even worse fate if the statue is destroyed or given away. The pomegranates are a sacred fruit for these goddesses and the regular consumption of them is supposed to strengthen the soul against Papaya's shears.
Festivals
As the sisters seek no adoration and the mortals are aware that any good faith will be ignored, they have no festival devoted to their name. Instead, symbolic threads are used in a series of traditions in childhood, marriage and old age, as a sign of respect to the spinners.
Lelwani Lelwani rules the Hittite underworld. Sometimes depicted as female, at other times male, this god is generally thought to be neither and both. Known as Nergal to the Assyrians (under which moniker he is always male), Lelwani takes care of the souls in the afterlife. They are thought to be all-powerful and unmoving to human plight. The Hittites do not believe you can change, influence or avoid whatever awaits you in the afterlife and to try and sway this mysterious god is the height of arrogance and futility. Like Lelwani's nieces, the fate-spinners, they are a being cloaked in obscurity, their personal feelings and characters hidden from worlds both mortal and divine.


Known As
God of the Afterlife
Other Names
Allatum
Allani
Honoured At
Fatal Moments
Funerary Rites
State Funerals
Ancestor Worship
Symbol(s)
Cloaks, White Cloth, White Flowers
Status
Not In Play
Avatar
Lelwani appears as male or female depending on their preference in the moment. They are, however, always dark haired and pale, gowned in white. Their clothes are often hooded, pulled low over their face. Rarely do they meet the eye of those they speak with, and if they do reveal their face, the topic of discussion if sure to be grave.
Worship
Lelwani does not accept gifts or bartering for a better life in the underworld. To suggest such a thing is contemptible bribery. They do, however, accept requests for strength from passed loved ones. If mortals are struggling in life and seek the forbearance of their ancestors, they can make offerings to temples dedicated to Lelwani in the hopes that the god will allow such spirit to cross the boundary of death and strengthen the living. Suitable offerings include small animal sacrifices, golden grains and pomegranates, which Lelwani offers to their nieces, the fate-spinners in exchange for bending the laws of the threads and allowing courage, spirit and power to transcend realms.
Wrath
Lelwani is a mysterious figure. The Hittites openly admit to knowing little about them or what causes them pleasure or rage. The only point of agreement is that disrespectful ritual of the dead and their burial rites is sure to see the god wrathful.
Symbolism
Lelwani can be depicted in statues and pictures as either gender but will always bear a curling U-shaped symbol upon their head similar to the form of a lute. This imagery is akin to the edges of Osiris' crown in Kemetic symbolism. The same symbol often appears in tombs and upon burial stones. Most statues of Lelwani are formed from either obsidian or purest white stone; never colour. It is tradition to dress in white for funerals and funerary processions in Hattusa, mimicking the white robes of Lelwani.
Festivals
There are no festivals in the Hittite calendar dedicated specifically to the worship of Lelwani. Instead, the god is honoured when correct funerary practices are adhered to. There is also an annual festival for the dead, which celebrates the honourable spirits of deceased loved ones. Lelwani's name is entreated and their benevolence sought with small offerings the decoration of doorways with strips of white cloth and white flowers, as part of the larger celebrations.
Kamrusepa As the goddess of medicine and sorcery, Kamrusepa bridges the science vs. faith divide. There is much debate amongst scientists and priests alike whether Kamrusepa truly possesses magic or if her sorcery is merely science that she has yet to explain to mortal man. Others may claim that the complexity of anatomy, medicine and healing rules them as magic all along and that science is simply man's impotent attempt to bring logic to Kamrusepa's majesty. Kamrusepa has a dominant character and forceful personality. She loves diversity and difference, viewing several of the other divines as short-sighted of change and evolution. She has a particular dislike for, and rivalry with, Arinna.


Known As
Goddess of Sorcery
Other Names
Katahzipuri
Honoured At
Sick Bedsides
Medical Procedures
Moon Phases
Old Traditions
Symbol(s)
Tattoos, Incense, Oils, Honey, Poultices, Staff
Status
Not In Play
Avatar
A tall and forceful woman, Kamrusepa has long dark hair, vibrant eyes and complex markings upon her skin. These inked designs twist turn and change upon her skin, depending on her mood. She often carries her signature staff, as tall as she, and wears her hair coiled or braided.
Worship
Kamrusepa is a stickler for tradition and enjoys multiple rituals carried out in her name. These include moments of prayer at key points in the day by her priests, honourable recognition of the earth, and general kindness to others. Kamrusepa is a passionate goddess and fierce in her compassion. Those who show the same fire for their craft or for others will gain her support and benevolence. Offerings to be made at her temple include food, incense, decorative wooden carvings and woven goods.
Wrath
Turning Kamrusepa wrathful is easier than most other gods. With passion comes fire and with fire comes strength of convictions, be they positive or negative. Once Kamrusepa is displeased, she will pursue those who have angered her to the ends of the earth. While Kamrusepa is honourable and accepts violence against those who do you ill-will, cruelty for cruelty's sake goes against her very nature -as does the abuse of positions of power. Her fury is also kindled by those who do not respect the divide between divine and mortality. A hubristic goddess, Kamrusepa is displeased by those who think themselves above the traditions and expectations of worship and refuse to pay tribute. This does not necessarily have to be to Kamrusepa herself but to any god. Those who worship other pantheons or faiths don't anger her, but those who spit in the face of the traditions of the culture will receive her anger.
Symbolism
Kamrusepa is always depicted as female but unusually tall for a woman. She will also be holding her staff, usually planted to the ground and held upright so that it towers a foot higher than the crown of her head. She often wears the long skirts of Hittite culture and a wide chest collar that covers her breasts and serves for torso clothing. A scarab carving sits at its centre. Kamrusepa is often shown with gauntlets on her forearms and always bears her skin markings. Incense and citrus fruits are always accepted at her temples and medicine pots and lotions often bear the same scarab symbol found in the center of her chest piece.
Festivals
Kamrusepa is worshipped year round at hubs of medical or scientific discovery. It is respectful to burn an incense stick whenever one of her altars is passed. Her name is often tied to the summer festival in which the fresh crop is celebrated, including exotic and citric fruits.
Hapantali Goddess of growth and the harvest, Hapantali is a delicate and joyous soul. The Hittites worship her as a beckon of life and hope, seeking her benevolence and inciting her name for numerous events and trials of life including: conception and pregnancy, child-rearing, good health, strength on old age, bountiful harvest, skill in cooking and nourishment, prosperous trade, good weather, joyous marriage and a generally happy life. Hapantali is not considered a supreme god like Arinna, Hannahanna and Teshub but, in terms of numbers, she is the most worshipped god in Hattusa, simply due to the number of positive life experiences her favour is connected to. Her name and image appear everywhere and she is a most beloved deity of the people.


Known As
Goddess of Growth
Other Names
Hapantaliya
Nabarbi
Honoured At
Harvest Time
Maturity Rites
Fertility Rites
Changing Seasons
Symbol(s)
Flowers, Grain, The Sun, Animal Young
Status
Not In Play
Avatar
Hapantali is a young woman of delicate and ephemeral appearance. She is gentle and kindly in appearance, with warm eyes and soft hair. In this way, she is very similar to the mother goddess, Hannahanna, only she lacks the supreme being's air of everlasting wisdom. Instead, an aura of innocence and sweetness lingers in Hapantali's presence.
Worship
Hapantali is generally considered to be a joyful goddess. There is little that can offend her or turn her wrathful. She is considered forgiving and compassionate. Her favour is found in sacrificial offerings of food, meat (particularly deer) and goods of gold, silver and bronze. As a very feminine goddess, it is believed that womanly items such as hair combs, hand mirrors and jewellery are particularly welcome at her altars.
Wrath
Because she is thought to be a well and even tempered goddess, only the most severe of crimes can find Hapantali's disfavour. As the ruling classes are the most powerful, it is believed that any failed harvests or signs of anger from Hapantali must come from poor behaviour on their part. This blame fuels hungry rebellion if crop yields are poor for too long and Hapantali's displeasure persists.
Symbolism
Hapantali is often depicted simply: a young woman without raiment or fancy clothes. Instead, any portraiture of her is accompanied by flowers growing about her feet or sometimes as a garland crown upon her head. Flowers and grains of all kinds, and colours of gold and yellow, are associated with Hapantali. Her temples are often decorated with finely dyed cloth in hues of bright sunshine.
Festivals
Hapantali has several festivals dedicated specifically to her. One begins at the start of the sewing at the end of the Season of Wind. Another, when the Rainy Season begins and the first shoots of the crop that have survived the winter begin to show. The third occurs on the bridge of summer and fall, as harvest time sees the yield brought up and collected. Hapantali's name is also invoked at any ceremony involving new life, growth or future happiness such as: the announcement of pregnancies, the celebration of new children, or marriages and new unions.
Zababa Zababa the warrior god is unlike other gods of war. Rather than the patron of violence and conflict, he is the favoured deity of fighters and soldiers. Those who battle for country, duty or honour (even money on occasion) pray to Zababa for strength and courage, not to influence the tide of battle. Zababa cares less for the triumphs of empire and the defeat of enemies than he does for the strength and character of the soldiers who bear the conflict upon their backs. Believed to be a fickle god, Zababa can either protect you in battle or see you fall to an enemy's blade should he become displeased with you. It is one of the reasons soldiers of the Hattusa forces are stringent when it comes to honour and respectability. Unlike other nations in the area, the Hittites do not permit raiding or pillaging in newly conquerored cities, instead conducting their soldiers with strength of character and kindness to civilians. This is in the hopes that Zababa will maintain his favour of their -so far- successful war efforts across Anatolia. Myths of the Hittite tell of Zababa's enduring love and devotion to Hannahanna, the only deity as old (and yet older) than he in the Hittite pantheon. Though this adoration is only rumoured to be one-sided, Zababa and Hannahanna certainly share some kind of connection as, together, they have withstood the millenia.


Known As
God of Warriors
Other Names
Astabi
Honoured At
War Time
During Duels
Hunting Season
New Year
Symbol(s)
Crown of thorns, Dual sickle swords
Status
Not In Play
Avatar
Zababa has been worshiped since long before the Hittites were every a race. Praised in ancient mesopotamia alongside ancient spirits like Hannahanna, his appearance reflects his age. Often presenting himself as an older man with shaved head and long beard, Zababa is often bare chested. Despite his age, he is large in muscle and amidst his long skirts bears several weapons at his hips.
Worship
To gain Zababa's favour is to offer animal, even human sacrifices to at temples dedicated in his name. These sacrifices must be willing to give their lives and Zababa admires the courage and devotion of those who give themselves into the service of the gods. He is also moved particularly by gold. Zababa's eye will be drawn to any who show particular heroism and strength of character. A warrior does not have to go to war to be a warrior.
Wrath
To incur Zababa's wrath is a very dangerous thing. Many of the Hittite gods are believed to be 'hands-off' when it comes to the human realm but not Zababa. He finds the twisting mortal lives of the world endlessly fascinating and brings his anger down upon those who show cowardice or disloyalty to their military superiors. Rather than simply losing his support in battles, a poor soldier can actually see that favour turn decidely sour and be placed directly into the path of an on-coming blade. Zababa also precides over state funerals and to show disrespect at one is to risk his displeasure.
After every battle campaign, the Hittites hold a large-scale state funeral in order to perform the rites for every soldier who has died in that campaign, as not all the bodies of fallen soldiers can be brought home and given personal burial.
Symbolism
Zababa is depicted in idolatry fairly accurately to his divine avatar. The only addition to his appearance is a crown of thorns often placed upon his bare head, symbolising the prickles of pain that Zababa is said to feel when a mortal shows cowardice. He is often shown with a Hittite sword in each hand, the curved blades turned inwards to cross over his knees. The image of a raised fist, locked around a small dagger is often used to symbolise this god in scripture.
Festivals
There are no annual festivals or celebrations for Zababa singularly but his name is often raised in the new year celebrations each Spring to pray for strength and persistence in the coming year. It is also tradition to hold great feasts in Zababa's honour before setting out on war campaigns.
Sarruma The Hattuse empire is vast. Its stone builds powerful cities and defendable fortresses. Its mountains create valleys and gullies to funnel the wind that fuels the iron forges. The land of the empire is sacred and, as such, has a deity presiding over it. Sarruma is the Mountain God, or God of the Earth. He dwells in the divine plane with the rest of his pantheon but his consciousness is also always present within the earth itself. Damaging the earth without respect for its yield, or defacing / mining sacred mountains are extreme crimes under Hittite law. Sarruma is represented as a generally stoic and firm God but with an uncle-like compassion for mortal lives. Yet, his anger is also stuff of legend, causing earthquakes and tremors that can be felt across the entire empire when he is displeased. He and his brother Rundas are thought to be the most 'human' of the gods but also some of the most important to worship as divine: for who could live without the earth and wild meat they each provide?


Known As
The Mountain God
Other Names
Sarma
Honoured At
Winter
Mining Ventures
Hunting Season
Symbol(s)
Mountains, Hammer, Even Cross, Closed Fist
Status
Not In Play
Avatar
Sarruma appears as a healthy man in the prime of his life. He'll often be dressed in traditional Hittite attire. He is incredibly tall and muscular, and the small mining hammer he carries makes him reminiscent of the Norse god Thor. Often wearing bracers of stone around his forearms and furlined boots for the colder climates atop the mountains, Sarruma is a giant of a man who commands respect merely by stepping into a room.
Worship
To worship the Mountain God, one must go to his temples. There are several across the Empire including at Nerik, Alaca Hoyuk and Carchemish. To honour the God, fires are set burning in large metal dishes and meat roasted over their heat. Offerings of pottery, stonework and silver are also welcome.
Wrath
Sarruma's wrath is stirred when mortal man becomes greedy. Mining too deep or ploughing too wide can be a sign of aggression against the God and it is widely recognised that, should a mining cave collapse or a field fail to grow, the Mountain God is sending a message for labourers and their masters not to stray too far into his divine territory.
Symbolism
The mountain itself is a symbol of Sarruma, as is a mining hammer and even cross. Many labourers in mines, forges, fields and caves will wear the cross of Sarruma, believing it grants them protection from industrial accidents.
Festivals
Sarruma and Rundas are both celebrated in the mid-winter festivities during the Season of the Earth. Music is created by banging mining hammers upon shields and bonfires are lit around which civilians can dance. The practice is a seeking of benevolence from the brother-gods, to ensure their survival until the following spring.
Rundas Prayed to for good fortune and bountiful meat, Rundas is the Hittite God of the Hunt. Represented by a double-eagle holding a hare in each talon, Rundas is known to protect honest and respectful hunters but will issue punishment upon heavy poaching. He is also the deity of luck and good fortune in other areas of life like trade and relationships. He is occasionally prayed to for wealth though this is a stretch of his patronage. More likely, Rundas could influence a man's fortunes in a trading deal, rather than ensure he'll become wealthy in general. Rundas is known to be a quiet God of thought and consideration. As he represents hunters and warriors of sorts, his name often appears beside Zababa's as the quiet shadow to Zababa's harsher, warrior-like presence. The two are thought to be in some way connected as friends or relatives but as Rundas is a far newer god, devised by the Hittite people, the connection is murky. Rundas is also often associated with Sarruma, his Godly brother.


Known As
God of Forests
God of Animals
God of the Hunt
The Luck God
Other Names
Rundan
Honoured At
Hunting Season
Meal Times
Animal Slaughter
Winter
Spring Time
Symbol(s)
Stags, Eagles, Bows, Arrows, Trees
Status
Not In Play
Avatar
Rundas appears sometimes clean-shaven and, at other times with a short beard, but his hair is regularly kept at shoulder-length and is dark in colour. He's often fully dressed in hunting attire with a bow across his back. He is accompanied by a eagle spirit, named Fahren, who has been his friend for many thousands of years.
Worship
There are no large temples and grand chambers for honouring Rundas. Instead, there are more private altars to Rundas than any other god in the Hittite pantheon. They are found in homes, standing along roadsides or on the edge of forests, or in the temples of other gods. Rundas is a modest deity and does not require grandeur. Instead, he seeks the respect of prayers prior to, and after, a hunt. Respecting the hunt, killing without pain and not wasting the meat, fur and produce taken from the animals are all ways in which to gain Rundas' respect. Part of a hunt's spoils should always be offered to a Rundas altar in thanks for him ensuring there was available game.
Wrath
Rundas believes in the sanctity of the hunt and the respect of earth and nature. Though he is generally an even-tempered god, those who take too much meat or poach in a manner that damages the process of nature will incur Rundas' anger. Forgetting to offer a tidbit of the hunting spoils at his altars will also scratch at his nerves.
Symbolism
Rundas is rarely depicted as a man in idolatry. Instead, statues of a stag or a stag's head, bearing an eagle perched on its antlers is the universal symbol of Rundas. Many hunters carve the eagle into the wood of their bows or the staff of their spears. Occasionally, statues bearing two men side by side are representations of Rundas and Sarruma together.
Festivals
Rundas is celebrated alongside his brother-god Sarruma in the festival of the earth during the winter seasons. This event is to celebrate the earth and request enough game and fortune to survive the further months of cold weather. Stews of meat and mugs of mead are consumed in the deities' honour and feathers and silver pieces are used to decorate the attire of dancers.
Zulki A prideful and sometimes spiteful goddess, Zulki is quiet until she has something to say. Then everyone knows about it. The goddess of dreams and their interpretation, Zulki is a goddess actively prayed to on a regular basis. She is also one of the Hittite deities most eager to communicate with mortals. A control freak and an over-achiever by nature, Zulki's obsession is to shift and move mankind like pieces on a chessboard. And it is the height of frustration when they refuse to move as they should!


Known As
Goddess of Dreams
Goddess of Nightmares
The Night Goddess
The Shadow Goddess
Other Names
None
Honoured At
Moon Phases
After Nightmares
Symbol(s)
The Moon, Stars, Smoke, Forests, Bronze
Status
Not In Play
Avatar
With ebony hair, olive skin and crafty dark eyes, Zulki appears of more eastern origin than her divine brethren. Appearing usually as a slight and small figure with her hair worn long and unbound, Zulki is exceptionally beautiful and is content to have her way with those who show her attention, be they male or female.
Worship
Zulki's temples, like all others are built from cream stone but are often decorated with murals, vases, statues and decor in obsidian. The dark shades used to decorate her places of worship are attributed to the night and darkness. To seek guidance from Zulki, jewellery, fruits and poultry meat are well received at her larger alters. For the shrines that some keep in their own homes, some poured wine and a stick of incense will draw her curious focus.
Wrath
Zulki's frustrations tend to be of her own making, but don't tell her such a thing. When influencing mankind from the divine realm, she is slow to accept that humans don't always think the same way the Gods do and will misinterpret her dream messages constantly. What sends her into a flying rage more so, however, is when a mortal flat out decides to ignore the images they witness in sleep. Such frustrations will have Zulki sending night terrors upon her victims and many say that, if you suffer insomnia or regular nightmares, that Zulki has been trying to tell you something...
Symbolism
The stars, specifically their correlations and constellation patterns are often attributed to Zulki. As are the images of smoke and dark forests. She is often depicted in statues of bronze and it's an old wives tale to sew the image of star into one's night garments in order to procure pleasant dreams.
Festivals
There are no grand ceremonies for Zulki, though her name is often raised in the winter months when nights stretch out and the stars shine for longer. Zulki has more temples than most of her divine counterparts but they are usually smaller or mimicked in personal homes with private shrine spots. It is to these that mortals may pray, particularly in the night if they cannot sleep.
Arma Considered a minor god within the pantheon but highly significant in particular circumstances, Arma the Moon God is rarely openly worshipped and has few festivals to his name. Instead, he is a deity prayed to in private or openly invoked during very select ceremonies and for specific purposes. Pregnant women are highly devoted to Arma as pregnancy is believed to be tied to the months of the year and therefore the passing phases of the moon. It is believed that Arma protects women who are with child and is present in his good wishes when their babies are born. As Arma and the moon are strongly tied to time and its passage, Arma is also cited during state treaty ceremonies and is believed to be responsible for ensuring that pacts between nations remain unbroken. Particularly close to Hapantali and Kamrusepa, Arma is a young god of the Hittites and often babied by the other denizens of the divine realm.


Known As
God of the Moon
The Child God
Other Names
Kasku
Kusuh
Honoured At
Moon Phases
Maturity Rites
Pregnancy
Children's Birthdays
Oaths and Vows
Symbol(s)
The Moon, Moon Cakes, Horses
Status
Not In Play
Avatar
Arma appears most often as a male child or youth. Rarely does his avatar appear older than fifteen. Quiet, kindly and with a hint of gentle mischief, Arma is easily over-looked. Slight, with pale colouring and often bearing a shaved head, he is a quiet, childlike presence in the corner of most divine meets.
Worship
Arma is not a covetous god and does not seek grand festivities. He is curious about women and childbirth which is why he remains in their presence and witnesses the passage of life-giving. He is always pleased when silver coins are thrown into local fountains to ask for his favour during labour. The horse is a sacred animal to Arma and the gift of a horse to one of his small temples (as a live gift, not a sacrifical offering) is a sure way to secure his favour.
Wrath
Arma is hard to irritate but he does become exasperated when pacts are made between nations that look unlikely to hold. As it is his duty to precide over such things for Teshub, if they are broken and war breaks out, Teshub will blame the young Arma. Ergo, Arma is pleased by strong alliances and can do little but sign and wring his hands over unions that seem shakey or doomed to fail, as the backlash will eventually be his to shoulder. The death of equines is also a trigger for Arma, as he adores these particular animals.
Symbolism
The moon in all of its phases can be attested to Arma. As can small statues of him, as a youth, sitting cross-legged on the ground. In these images, he is usually shaven haired and wearing only long wrap skirt. He is usually depicted free of any jewellery or embellishment. The horse is a sacred symbol of Arma and his statues occasionally include the animal laying down behind Arma, curled around his seated form.
Festivals
Arma has no grand festivals to his name, Barring pregnancy and state treaties, his attention is rarely sought by humans. Though, it is a quaint tradition that 'moon cakes' (round, soft biscuits) are baked on nights of the full moon and consumed under its light as a special treat for children and the whimsical elderly.
Demi-Gods Hittites do not believe in demi-Gods in the traditional sense (children/beings born of one mortal and one divine parent). The divine cannot procreate with humans and do not (as far as the Hittites are concerned) walk amongst the mortals directly. They do, however, believe in several spiritual beings, similar to deities but not wholly God-like, who communicate indirectly with the world.

The spiritual beings listed below are not open for creation but are mythical entities that characters might speak of or believe in.

Inara
The spirit of the woods and wild animals, Inara is thought to be a ghostly young woman who rarely takes physical form but will instead whisper on the wind as it rustles through flora. Some believe that Inara (considered female) is actually the true form of Fahren, Rundas' eagle companion (often thought to be male).
Hatepuna
Hatepuna, thought to be the daughter of a long-lost sea God, is the energy or life-force of the ocean waves themselves. When they grow stormy it is said that Hatepuna is either displeased or experiencing riotous joy. Those who live on the coast or labour out to sea will take Hatepuna's mood very seriously, reading the waves and reciting prayers and discarding flowers into the water to appease her.
Sandan
A character of folklore, stemming from fables told to children. In the legends, Sandan was a herculean warrior blessed by the divine with god-like strength but when he used the strength for selfish means, it was taken away. This led to Sandan’s death when he stood beneath a falling boulder, arrogantly believing his strength (already removed, unbeknownst to him) would save him from disaster. If a young man shows himself to be incredibly strong, one might call him a ‘sandan’ as a compliment. But it is also a term used for the conceited (especially if their pride is based in falsehood). Blessings and Curses Select Gods of each land are open to roleplay by anonymous players. These players have a limited ability to bestow blessings and curses (along with plot curveballs) onto mortal characters. Below is a list of characters currently 'blessed' or 'cursed'. Canons may begin the game blessed or cursed. Other blessings and curses must be gained in-game.

Read more about our Gods and their powers in our Character System page. For more information on specific blessings / curses, see the character’s direct page.

+sharlatoBlessed with Good FortuneHannahanna
+akaheptaBlessed as a Dream 'Oracle'Zulki
+urukursuliBlessed with Battle FavorabilityZababa
+turahtepeniyaBlessed as a 'Speaker'Teshub
+meritCursed with WisdomArinna

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The Temples
Design Temples can be as large as palaces or small as a single fountain or statue in a courtyard. Both are shown the respect they deserve as focal points of faith, regardless of size.

Very small temples are often curated and managed by a loyal family without accredited priests. Priests from local temples will supervise, making occasional visits to the locale to ensure everything is being carried out as appropriate but, on a day-to-day level, there are no holy authorities there. Larger temples are always staffed by priests and priestesses, with most of them living in specially built quarters beside the temple itself.

Temples are usually built from stone, either into the earth itself (such as into the side of a mountain, cliffside or plateau) or constructed manually. They are, therefore, usually a chalky-white colour. Columns are popular structural choices, like in Grecian architecture. The largest temples will always have an open courtyard before them, with dozens of steps leading up to a staging area in front of the main doors. This elevated space is a necessary part of the architectural design as religion is a public affair with many ceremonies being conducted outside where the public can witness and participate.

Water is considered holy and divine so the location of temples is dictated by natural springs. If there is no natural water source, a temple cannot be built. If a natural spring dries up, a temple must be closed. Because of this stipulation, a pool of water is always present somewhere in the temple. It may be out front, where large ceremonies are conducted. It may be inside. This pool will be supplied by the spring itself, either from below or through a fountain. For construction purposes, the water may have been redirected from another area of the temple grounds. These pools are often shallow and feature heavily in ceremonies such as weddings and festival customs.

Decoration such as hanging silken sheets in the place of rooftops, or around columns are common, different colours preferred for different deities. Flowers, incense and fresh fruit are also found here often. Additional pools filled with plantlife and water lillies are popular choices for decoration, but nothing is permitted to grow in the primary sacred pool. Oil burners are preferred for light over torches, as they don't create as much soot nor darken the stone walls. Light is rarely an issue however, as there is rarely a rooftop to most temples.

For more specific decoration ideas for temples, see the appropriate God section above. Each temple will be designed and detailed with aesthetics pleasing to the deity to which they are dedicated. Practice Temples are the hubs of religious practice by the common people. Metaphorically their doors are always open (though many are formed with open columns, without need for actual doors).

The Hittite people will attend mass ceremonies at the larger temples, accumulating thousands to witness powerful priests and priestesses carry out customs at specific festivals or seasonal times. On an everyday level, all temples (large and small) receive visitors as the people pray for support or favour.

Gifts and donations are made to the temple in the form of food, goods and luxury items. After the 'sacrifice' of these resources is made by their owner to the deity, they are then utilised by the temple staff. Food is often donated to the poor or needy who visit the temple for aid. Other items are sold, the income going to the upkeep of the temple. Temples are also taxed on this income, to support the nation as a whole. As such, priests and priestesses are literate and are required to understand basic economics and taxation. They are well trained in practical matters as well as spiritual.

It is the duty of temples, and their staff, to also support the citizens in times of spiritual crisis, such as immoral thoughts and behaviours, when health is ailing or when someone is desperate for a miracle or divine favour. It is the duty of priests and priestesses to guide others in what a deity may or may not wish for them. It is believed that this wisdom comes from years of study and interpretation, not a divine communication or connection.

One specialist skill, possessed by certain trained priests, is the reading of the stars in the sky. Astronomy is a popular study in Hattusa and the Hittites believe that the stars are a pattern, displaying the fortunes and warnings of the future. Priests will often be consulted on the most favourable dates for ceremonies (such as marriages or childbirth) in order to determine which days will ensure a bright future. This has more to do with the belief in luck and fortune than it does the actual deities of the Hittite pantheon.

General upkeep and caretaking of the temple is another duty of the priesthood, including cleaning the fabrics, maintaining the spring, and washing the walls and floors.

For ideas on specific practices your character might perform at a temple, choose the deity to which the temple is dedicated to and see the appropriate Active Deities section above.
Authority Temples operate under the management of a High Priest or Priestess, under which other priests and priestesses work. Beneath them are the servants and then slaves owned by the temple. High Priests and Priestesses have ultimate power within their temple but not in others. In other temples (even those dedicated to the same God) they are shown respect for their rank but do not hold any authority. This is not a punishment upon them but a sign of respect for the authority of the priests already belonging to the temple in question. It is rude to assert your own power in another priests' home.

Outside of the temple system, priests and priestesses (especially High ones) have authority under moral law - i.e. any behaviour that they perceive will insult a particular God. If they witness an immoral behaviour, they are permitted to play judge and juror, then and there. They can order any form of punishment excluding the removal of an entire limb (the loss of digits is acceptable) or execution. Otherwise, their authority is uncontestable unless in the presence of a Councilman or someone of royal blood. The royal-blooded and the men who sit on the Council are considered the legal experts and therefore override a priest / priestess' authority when it comes to deciding appropriate punishments. It is still within the rights of a priest or priestess to insist that a behaviour is punishment-worthy and that said punishment must be issued, for fear of angering the Gods. The Councilman or royal-blooded individual present must then play a careful game: choosing an appropriate punishment that satisfies both their own understanding of the law and what the priest / priestess believes would assuage the insult made to the Gods.

High Priests and Priestesses are often permitted into Council meets if a discussion involves morality or the favour of the Gods. They have no formal authority here but their advice is highly respected and taken strongly into consideration.

During festivals, a priest or priestess' powers of authority heighten. It is believed that the Gods watch the mortal world more closely during their own festivals so it becomes even more important to behave in an appeasing manner -of which, holy men and women are the experts. Whilst their formal authority does not automatically or officially change because of a festival or ceremony, their word is followed more specifically, and local Councilmen or royals will sometimes formally give priests / priestesses the power to execute any punishment they deem necessary against those who are damaging the process of a special event. Training An individual cannot become a priest or priestess without excessive training and education. Unless they are of higher birth, most will begin in a temple as a servant, learning the practices of the place whilst undergoing one-on-one tutorage from a qualified priest or priestess. During this time, the trainee will often live at the temple in the servants or slaves quarters. Larger temples may have a section in the priest / priestess quarters specifically for trainees.

Only when the tutoring priest or priestess decides that the trainee is suitable for advancement will their name be given to the High Priest or Priestess for consideration. Some temples have tests and examinations before they can be awarded the title of priest / priestess while others require simply an interview with the High Priest / Priestess. If they are deemed unsuitable, most temples will allow a trainee to remain and continue learning with the aim of trying again. Only when a High Priest / Priestess has decided a trainee will never be suitable are they asked to leave.

Trainees of higher birth receive their training at the temple like normal but will often live at home. If of royal blood, a careful game of authority is played. They will be in a subservient role within the temple but will technically outrank the priests on a social hierarchy. Generally, the situation is negotiated by showing equal respect in both directions and being highly aware of specific conversation contexts.

Once accredited as a priest or priestess, other life responsibilities decide how one's duties are carried out. Someone of a lower class will often dedicate their life entirely to a particular temple (not necessarily the one they trained in) and live there. Those of higher classes might continue their life as normal, 'spreading the word' and advising the nobility on morality as a qualified priest, without spending a lot of time in the temples themselves. This is still considered divine work. In reality, these figures often enjoy the respect and power that comes with being both divinely and socially ranked, without actively pursuing priestly work. For this reason, upper class trainees are occasionally shown suspicion or have their devoutness questioned by those who dedicate everything they have to temple-life.

How a new priest or priestess carries out their duties also depends on the God / temple they have specialised in. For example, a priestess who follows a God who demands chastity and seclusion from the male sex, is unlikely to be permitted out in the world and will have to live and operate within the temple. Others may operate very differently.

For more ideas on the practices / expectations of a particular temple, read about the God it's dedicated to in the Active Deities section above.
Active Temples Religion is an integral and integrated part of Hittite life. There are, therefore, numerous temples all over settlements, cities, townships and provincial areas. Wherever there are people, there will be at least one temple to each of the hundreds of Hittite Gods, including the Active Gods listed above. From large-scale buildings all the way down to altars set into walls, there is always somewhere to express faith in the name of each God. When roleplaying, your character does not need to specifically be in a temple board to be in a temple. Just being in an area likely to possess a temple is good enough.

This being said, below is a list of the bigger or more significant temples around the empire, that your character may want to journey to visit for special worship or life events.


TempleLocationDedicated To
TEMPLENAMEProvinceGODNAME
TEMPLENAMEProvinceGODNAME
TEMPLENAMEProvinceGODNAME
TEMPLENAMEProvinceGODNAME
Witchcraft and Prophecy
Witchcraft and magic are not believed to exist in Hattusa. At least not for humans. A mortal being cannot control or manipulate the elements or create anything that goes against the laws of science. If someone witnesses a phenomenon they cannot explain, they would assume it to be a natural occurence or trick (based in science) that they personally have yet to understand.

The only exception to this rule, however, is communicating with the Gods. Hittites strongly believe in the existence of 'oracles' and 'speakers'. These abilities, however, do not stem from the mortal. They are a gift given by the Gods. There is nothing 'magical' about the individual themselves, and should they lose the favour of the God, they would immediately be the same as anyone else. Oracles and Speakers Oracles
Oracles witness messages from the Gods visually. These might come in visions, hallucinations or dreams. They may be accompanied by seizures or other physical symptoms. Whilst Hittite science is advanced, they have yet to discover the complexities of the human brain and neurological reactions are often seen as evidence of spiritualism not medical symptoms. Oracles can see the 'vision' or dream, but it must then be interpreted. The oracle themselves is often deferred to in this simply because they were the ones to witness the message and have more experience in understanding them. However, their words (unless they are supremely confident in their translation) are not taken as gospel and others may interpret the described visions differently. Oracles often rank lower in the divine hierarchy than speakers. Instead of being connected to one God in particular, the oracular ability is thought to be more like picking up pieces of radio transmission from the divine realm, whilst speakers have direct and deliberate messages for the people.
Speakers
A speaker is an individual that a specific God has chosen to be their mouthpiece. They may hear a spoken message or read one written in a visual dream (such as words on a tablet) but the messages are always specific and given in word format. They are often but not always clear and can sometimes be enigmatic. Generally, however, they are less open to interpretation than the messages received by oracles. A speaker often ranks higher in the divine hierarchy than an oracle because they are considered to be a direct conduit to one specific God.

Both oracles and speakers are taken very seriously in the Hittite world. Should one speak out, they can stop war campaigns, cause issues with royal succession, and change the fate of the entire empire. Fallen Oracles and Speakers As neither oracles nor speakers are 'magical' in and of themselves, if they are believed to have lost their connection with the divine world the fallout can be severe. Reactions to a former oracle / speaker, depending on the circumstances may include:
Exile, execution or the removal of faculty
This are severe punishments given to those who have either pretended to be an oracle / speaker, or who were believed to be real but have somehow lost the favour of the Gods through their own immoral behaviour (such as using the power for their own means or behaving in a way known to agrieve the Gods). The former oracle / speaker might be: exiled to another land, confined to a particular area of Hattusa, be blinded (if they were an oracle), deafened (if they were a speaker), or be outright killed. If their actions have been particularly egregious, they may even be subject to a combination of these punishments.
Shunned and derided
If a former oracle / speaker lost the Gods' favour through their own immoral behaviour, but the acts were less severe or the offence accidental, they might simply be shunned or lose some social standing. They might be thought to be an idiot for causing the loss of such a gift. Interactions with them may be avoided so as not to bring on the Gods displeasure by association.
Lingering respect
Sometimes it is believed that an oracle / speaker loses their ability simply because the Gods have finished what they needed to say. For example, if a speaker warns of an impending war and gives advice on how Hattusa might defeat their enemies, and then does not 'hear' further messages after the war has concluded, this is no failing on the speaker's part: the Gods clearly wished to communicate specifically about that event and no more. Mortals cannot know the will of the Gods, so if there is no obvious reason why an oracle / speaker might lose their ability, it is generally believed to be a choice made by the divine. This means that the Gods may choose to communicate through that person again in the future and, though not treated as an oracle / speaker anymore, the individual is shown respect for their legacy of being chosen.

When deciding if an oracle / speaker has lost their ability, leaders of temples (particularly the temples connected to the appropriate Gods) are consulted. To be formally acredited or de-credited as an oracle / speaker, a doctrine must be signed by the Tabarna, after a presentation of the case is made and an agreement reached between the three powers at a Council meet. This is normally a formality, the authority of the choice resting more with the high priest / priestesses of the temples. Superstitions and Omens The habits of faith for the Hittite people fall under two categories: Practices and Customs that are believed to be very real and integral ways of appeasing the Gods and leading a happy life, and Superstitions and Omens which are thought, in general, to be 'old wives' tales' and are taken far less seriously. As the Hittites believe strongly in omens, there are fewer examples of the less-believed superstitions in this section than in other lands.

Read more of the real practices of faith under the Practices and Customs header in the Life Events and Traditions section of Hattusa's Social page.

For information on purely social customs, unrelated to the divine or to faith in general, see the Social Quirks header in the Social Behaviour section of Hattusa's Social page.

God(s) Specific
01.A couple struggling to conceive a child might pray to Istustaya for fertility.
02.Despite it being known that she never listens to such pleas, those with terminal relatives, or a soldier dying on the battlefield might pray to Papaya for more time.
03.The pomegranate is a sacred fruit for the spinners and the regular consumption of them is supposed to strengthen the soul against Papaya's shears.
04.With an advanced understanding of science, the Hittites believe infertility to come from a biological problem with the would-be mother. Some however still believe that infertility is proof that Hannahanna has determined the woman to be unfit for motherhood. Acts of kindness to children and other displays of motherdom are thought to perhaps change her opinion and therefore possibly cure the sufferer’s barreness.

Behaviour-Based
01.If someone pricks their finger whilst stitching it is a superstition that one should be wary of fateful twists in their future.
02.Sneezing is thought to be a sign that someone is bad-mouthing you somewhere.
03.The hiccups are supposedly a sign of impending misfortune (the longer the hiccups persist, the worse the misfortune).
04.A run of three healthy-born children of the same gender (either gender) is thought to be incredibly lucky and a sign of divine providence from Hannahanna.
05.Scratching the inside of one's nostrils in public is considered particularly disgusting (a true social custom) but also a sign that your bloodline is destined for future disaster (a superstition).
06.Goosebumps or gooseflesh supposedly occurs when one of the Gods has their eye upon you.
Mythical Beasts Whilst many Hittite legends and myths include mythical beasts and monsters, the Hittites do not believe them to actually exist in current time. Any that feature in stories are either extinct or a work of fiction.
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