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Faith and Religion
National Religion Primary ReligionPolysyrian
Secondary ReligionNone

There is one dominant faith across the Assyrian nation. This includes the Mitanni municipality. This faith has persisted through centuries of evolution and recreation but is considered the same faith that was predominant at the start of the nation. Due to geographical closeness and the same language, the Mitanni and Assyrian people now use the same terms and have the same expectations of the Gods and their faith. Religion is not a choice in Assyria 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.

Syrians are not accepting of other faiths in the world. They may believe that foreigners are actually worshiping their own Gods using the "wrong" names and practices, but they always believe the Syrian pantheon to be the only pantheon.

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 Assyria’s Social page.
The Divine Realm For players of the active Gods (listed below), the Divine Realm is known as Arallû. It is an ethereal realm that exists above the mortal one, like a heavenly plateau. From this world, the Gods can look down upon humanity. Different areas of Arallû are favored / "belong" to different Gods, but there are no lines in the ethereal sand or true boundaries. Just areas that most know to be the generalised home of particular deities.

The world of the Gods is for them alone. Mortals do not spend great amounts of time discussing Arallû and what it might look like or be like. Mortal souls never go to Arallû so, to discuss it is seen as an arrogance: how dare one try and understand a world that exists solely for the Gods. In general, it is believed to be a non-physical place on the level of divine spirits?

The world of Kur - the afterlife to which mortal souls go - is often discussed but only in frightening terms. It might be used to warn children to behave or to stay safe. It is considered a physical plane, with a stark and barren landscape of black rock, located beneath the earth's crust. Far below where humans currently mine. One could, in theory, dig down to Kur if they are given enough time but this would be a foolish errand and likely bring distruction to the world. The Afterlife To the Syrians, the world of the living is the world of heaven. To be alive is a great gift and a paradise of sorts. After death, the soul passes on to Kur; a dark and dismal afterlife. Death is something to be feared and avoided at all costs. Whilst the Gods reside in a divine paradise known as Arallû, the souls of mortals never appear in this realm. They go to Kur.

Kur is the land known as the "Great Below". It is a world beneath the land of the living: an underworld. It is therefore dark and cold and has limited fire and food. It is a stark and barren land in which mortal souls are then trapped.

Souls of the deceased cannot impact on the world above or influence the fate of the living. Ghosts do not exist and the intention of the dead have no influence on coincidence nor can they help their descendants.

The reverse, however, is true. The living can pray and seek favour from the Gods for the souls of their loved ones so that they have a better or kinder experience down in Kur. Science vs. Faith The Syrian people are not scientific-focused. Their world is one of faith and tradition. Most scientific advancement is considered either an insult to the Gods or a sign of arrogance in the inventor: that a mere human believes they can improve a world created by the Gods.

One of the rare areas in which invention is openly accepted is warfare. This includes the development of weaponry, battlements, armour or building structures. As the Syrians consider their own faith to be the only true one in the world, anything that develops their ability to defend their lands and that faith is an acceptable step forward in science.

Read more about the Syrian scientific world (including architecture, transport, inventions and medicine) in Assyria's Science page.
Active Deities
The Syrian faith is polytheistic with hundreds of deities, each bearing numerous names from different periods of the Nation's history. There is little divine hierarchy in the Assyrian pantheon, with the exception of Ashur as the lord of all others and Ishtar widely considered, by mortals, to be the most powerful female deity. In game, characters can worship any of the hundreds of Syrian 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.


AnachronismAs Assyria is one of the oldest empires in the ancient world and was built upon the peoples of Mitanni, Babylonia, Hurrian, Hattic etc. there are dozens of versions of each God, with different concepts merging into singular personas, or older personas fracturing into different, newer deities. Archaeological evidence also presents contradictions between which Gods were theorised to be siblings, which were married consorts and how different stories came to be. The below deities have been carefully selected, adapted and edited to create a diverse and drama-filled 'team' of Gods for the Assyrian Nation.
Ashur The winged ‘King of the Gods’, Ashur is the patron God of the Assyrian capital Assur. Once an almighty, immortal warrior of a chaos-ridden land, myth tells of Ashur vanquishing the monsters of devastation and serpents of chaos on earth, allowing humankind to begin. He then sprouted wings and ascended to the heavens where he is heralded as the chief of all Gods. Ashur has no consort or issue and is the independent lord of all other deities. He has a warrior spirit but a passion for maintaining a peaceful land. He can be arrogant and deaf to the opinions of others in his mission for such a world.


Known As
The Winged God
King of the Gods
Other Names
Ashshur
Ašur
Aššur
Bêlu Rabû
Honoured At
Coming of Age
Regal Weddings
Coronations
Most Formal Events
Symbol(s)
Tree of Life, Wheel, The Sun, Wings, Horned Bull, Solar Flare
Status
Not In Play
Avatar
Ashur usually appears as a strong man in his prime. His wings are very real and appear as markings across his skin. The ink can lift from his flesh and become solid, feathery limbs whenever he chooses. He normally appears with light skin, blue eyes and dark blonde hair, reminiscent of the sun.
Worship
Ashur is pleased when the circle of life is respected. Young men taking up arms in the place of their ailing forebears, or elders caring for their young please him. Courage and integrity are sacred to him and mortals that respect the art and purpose of war over its glory of brutality will find favour with Ashur. Animal sacrifices, hunted with honour and integrity, are welcome at his temples, as are leather goods, weaponry and gold.
Wrath
On the other hand, those who do not respect the wisdom of their elders or who do not care for later generation and those who fight for dominance over righteousness will enrage Ashur. His wrath is said to cause the earth to shake and stain the sky crimson. A red sky at night is said to be a warning of an angry godly king…
Symbolism
The tree of life, the circle of wheel, the sun and his outstretched wings are all familiar images associated with Ashur. Usually, in writings, his name is represented with a tree. In figures, a horned bull with folded wings is a common representation. I’m carvings, a solar flare flanked with outstretched wings is also a symbol for Ashur. As the chief of the Gods he is rarely depicted in mortal / human form.
Festivals
Ashur has few festivals devoted to him specifically. As he is the most prominent of the deities, every celebration will usually name him somewhere in their rituals, even if the celebration is predominantly for a different deity. Ashur is particularly marked in any ceremony that involves the coming of a new age (into adulthood or landmark birthdays) or regal traditions like weddings and coronations.
Enlil It is said that to be favoured by Enlil is to be given the golden touch. But this is not literal. Enlil is the God of Destiny. It is by his wisdom and judgment that one’s life is either filled with obstacles or turned shining and golden. It is believed that travelling Hellenes, upon hearing such a tale, misinterpreted the God’s power and returned to their homeland with stories of Midas the Golden-Touched King. Enlil is an exceptionally quiet God and makes no reasons of excuses for his decisions regarding the fates of mankind. He is associated with the stars and the divine right of kings.


Known As
God of Destiny
Other Names
Elil
Kumarbi
Taru
Tarhunz
Honoured At
New Years, Winter Start
Symbol(s)
Gold, Stars, Tri-Stars, Upturned Palm, Wind
Status
Not In Play
Avatar
Appearing as male and of average age, Enlil’s fingertips glow golden when he is actively exerting power over mortal lives. The rest of the time, his hands are as tan as the rest of him. Tall but seemingly awkward in his height, Enlil says very little to draw attention his way. When he does speak, however, his remarks are usually full of wisdom and rasped with a voice that’s out-of-practice.
Worship
There are many temples devoted to Enlil and, like Ashur, his name is emboldened in many ceremonies. Enlil is not easily swayed by the prayers and beseechments of human kind, making his own unbiased decisions on what fates they deserve. So, offerings at his temples are often acts of folly. But this does not stop loyal worshipers offering fruits, items made from gold and hunted poultry at his altars. Rather than those generous to his temples, Enlil is more likely to show favour to those generous to their fellow man.
Wrath
The easiest way to enrage Enlil is to show a lack of thanks for one’s own luck. Those who have been born to privilege or good fortune, but who use that position of authority to look down on others may find their fates taking a severe downward turn. Enlil is the dictator of destiny and those who think they are above his influence and can decide the fates of others without due thought are likely to annoy this God.
Symbolism
The colour gold is a popular hue in temples dedicated to Enlil. And stars are often used for decorative motifs. Many believe that Enlil writes his plans for mankind amongst the stars and that reading them can help one prepare for their future. Enlil himself is rarely shown in figure form. Only one, giant statue of Enlil can be found in a temple in Haran. This is believed to be the sine gateway between the divine plane and the mortal one: the only way to truly contact the God of Destiny. Otherwise, instead of a statue or sculpture, a pattern of three stars in a triangle or an upturned palm is used in reliefs or writings to represent Enlil.
Festivals
There are two major festivals to Enlil throughout the year: one at New Years and the second before the start of winter. The first is larger and more extravagant and therefore held at the capital Assur. The second is staged at Haran. Both are large celebrations with food and wine and prayers that Enlil will bestow fair tidings in the Syrian people.
Ishtar Ishtar is the most powerful female deity in the Assyrian pantheon. Goddess of fertility and war she presides both over individual humans’ births and their demise on the battlefield. She is a courageous, justice- bound goddess with a seductive calm to her temperament. She wields a fiery stare as much as she does her weaponry. Ishtar’s fame and age as a goddess has spread far beyond the borders of the Assyrian nation. Though she was born to their Sumerian ancestors and is therefore a part of our Syrian lore, she is also worshipped by the Hittites (Hattusa) and Chaldeans (Babylonia), and in K’m’t under the name Isis. Ishtar’s divine consort is Dumuzid for whom she must suffer sorrow for half the year…


Known As
Goddess of Fertility
Other Names
Inanna
Astarte
Anat
Shaushka
Isis
Honoured At
War Proceedings
Weddings
Childbirth
Spring
Symbol(s)
Star of Ishtar, Wings, Solar Flares, Lion, Twins, Venus
Status
Not In Play
Avatar
Ishtar often appears as a petite woman of age with dark hair and eyes. She is said to be exceptionally beautiful, the details of her visage shifting to whatever the eyes of her beholder deems most pleasant. She is often dressed in simple garments: a short tunic that leaves her right arm and shoulder bare, a strip skirt in which her legs are naked but a strip of rectangular fabric falls straight down between her legs and classic Syrian sandals. She often wears gold at her wrists and ankles and has a preference for carnelian stones. Unlike Ashur, Ishtar’s wings are merely symbolic in the motifs of mankind.
Worship
Ishtar is an active deity when it comes to humanity. She is pleased by offerings and prayers and is believed to have an active hand in finding women love, ensuring conception and safe childbirth and protecting those children when they later grow into soldiers. Ishtar is said to carry the away the souls who die honourably in battle so many soldiers will take small tokens of her into battle in their armour or wear a pendant with her image carved on a disc of metal. Ishtar is less specific in what she seeks in her temples, adoring any foods, wines of precious items left in her sake. In K’m’t where her reputation is a harsher one, the priests sacrifice oxen to her glory.
Wrath
Though she has a cool temperament most of the time, Ishtar is known to, once incited far enough, have a fiery temper. Disasters on the field of battle, like weather problems, fires or the loss of supplies are said to be signs of her wrath. Ishtar admires cleverness in war but does not hold with dishonour or the unnecessary waste of life. It is said that the wailing of mothers who have lost sons to combat is the most painful sound to Ishtar’s ears and she will do much to avoid it.
Symbolism
Ishtar’s image is often shown as a nude woman with outstretched wings and a headdress of solar flares. Her sacred symbol is the lion and she is often depicted with two female, twin attendants. Ishtar is associated with the planet Venus which is believed, by Syrians, to be a star that rises into the sky every spring. The twin stars seen either side of Venus are believed to be her sister attendants who ride into battle alongside their mistress. Ishtar is often shown holding the traditional weaponry of whatever region her statue has been carved but she never carries a shield.
Festivals
Before any war campaign or act of aggression (such as wrestling matches for sport), Ishtar is shown worship, praise and offerings. Her name is also invoked at state funerals after battle-weary soldiers return to their homes. She also has a large, nation-wide festival in her name in the Season of Water promoting love, sexuality and a bountiful spring.
Dumuzid Dumuzid is one of two brothers responsible for the shifting seasons. Whilst Ninurta, God of Farmers, sees to the summer months and the harvest, Dumuzid, God of Shepherds, protects the earth during the winter and sees to the new growth in the spring. As mythos goes, both brothers courted Ishtar for her hand in marriage but their rivalry to possess her led to her death and drew her into Kur, the underworld. It was Dumuzid who then proved his love the truest by sacrificing himself to Ereshkigal in Ishtar’s place. Ishtar was permitted rebirth but on the agreement that Dumuzid is taken down to Kur to be tormented for half the year, every year. The summer months are said to burn hot under Ishtar and Ninurta’s grief over Dumuzid’s yearly death and Ninurta swore to care for the land and harvest until his brother’s resurrection in the winter. Dumuzid is considered the epitome of a strong, courageous and devoted male; a symbol of loyalty and persistence in the face of adversity. In western lands he has been given the name Adonis.

AnachronismIn Mesopotamian faith, Dumuzid had a sister, not a brother, and the two of them took turns spending half the year in the underworld after Ishtar regretted sending Dumuzid to Kur after he offended her. The above version works better with our active deities.



Known As
God of Shepherds
Other Names
Tammuz
Adonis
Honoured At
Spring
Mid-Summer
Weddings
Male Coming-of-Age Ceremonies
Symbol(s)
Crook, Sheep, Kaunakes
Status
Not In Play
Avatar
Dumuzid often appears as a healthy young male, strong and well-formed, with light brown hair and golden eyes. His back, however is marked with flogging scars from his regular torments in Kur. As he is a God, these marks gradually fade in the seasons he spends in the heavens and then are rebranded each time he descends to the underworld.
Worship
Temples are not often constructed for Dumuzid alone. He usually shares a shrine or temple either with his brother Ninurta or with his consort Ishtar. Animal sacrifices and blood paths are popular in offerings to Dumuzid, in honour of the price he pays annually. As are fruits and vegetables offered at harvest time when he’s not present to see them for himself. Chivalry and courage draw Dumuzid’s favour.
Wrath
Dumuzid’s greatest rage is men enacting violence against women. Or any kind of fraternal or paternal dishonour. Families should be respected. Women should be venerated. Dumuzid’s abhors cruelty and abuse. He is also (sometimes unfairly) judging of cowardice.
Symbolism
Known as the shepherd, the crook and sheep are symbols of Dumuzid. For this reason, mutton is a common offering at his altars but never lamb. He is often depicted as a bare-chested young man, wearing a traditional kaunakes and fleeced boots.
Festivals
Dumuzid is celebrated alongside his consort Ishtar in a spring time event. At this time of the year, the couple are together and celebrated for the fertile spring they might bring to the mortal world. A funerary, mourning festival also takes place a few months later in mid-summer to honour his sacrificial death. Dumuzid’s name is often spoken in marital ceremonies when speaking of a husband’s duties to their new spouse for he is seen as the example of spousal devotion.
Ninurta Twin brother to Dumuzid and once lover to his later wife Ishtar, Ninurta is a passionate and charming deity. The God of Farmers, he takes precedence over the summer and autumn months whilst his brother is locked away in Kur. Since their initial rivalry, the siblings have been at peace and Ninurta has found a brotherly affection with Ishtar. However, guilt over his brother’s sacrifice still haunts Ninurta. Whilst Dumuzid is away from the heavens, Ninurta binds his eyes so that Ishtar does not have to look into the identical golden orbs that remind her of her lost husband. Only when Dumuzid is returned does he remove the blindfold each year. Ninurta is believed to be a God of both passion and restraint. Whilst is brother is absent, Ninurta is all duty: blinded, chaste and devout. In the months when Dumuzid is free and Ninurta’s guilt kept at bay, he is a wild and free-spirited God who joins the mortal world to play…


Known As
God of Farmers
Other Names
Ninĝirsu
Attar
Aštabi
Honoured At
Harvest
Mid-Winter
Oaths and Vows
Symbol(s)
Scythe, Scythe and Crook, Candles, Lambs
Status
Not In Play
Avatar
Like his twin brother, Ninurta appears as a young and athletic male, with dark hair and golden-amber eyes. He dresses in traditional toga clothing and adopts a sober, penitent aura during summer and fall. In the winter and spring, however, Ninurta wears more finery, removes the white wrappings from his eyes and is the centre of social frivolity, all smiles and easy jokes.
Worship
Sexual pleasure pleases Ninurta. Especially in the colder months. Many of his temples offer men and women for coupling in his name and honour. Congress in his temples is an act of worship and prayer year round. Other offerings include freshly harvested crops and figurines of the two brothers together that represent prayers for Dumuzid’s safe return from Kur. As Ninurta is blind for half the year, it is traditional to have candles burning in his temples throughout the night during summer and autumn. Passionate behaviour, fine music and taking diligent care of one’s farmland are all ways for humans to beg Ninurta’s favour.
Wrath
Given his own history, poor conduct between brothers has a way of enraging Ninurta: it is a needling reminder of his own failures that resulted in Dumuzid’s annual exile. He also, during winter and spring likes to tempt and torment anyone keeping to vows of chastity. In general, little annoys Ninurta completely but he will go out of his way to mess with any ceremony dedicated to the honour of Ereshkigal: the mistress of his brother’s torment.
Symbolism
The farming scythe is a symbol of Ninurta and often shown crossed with Dumuzid’s crook. Bails of harvested wheat are also a representation of his name. Candles, lambs and the female body are also popular images found in his temples or shrines. When depicted as a man, Ninurta is a slim, regal and athletic image often portrayed with one hand held behind his back to represent the missing brother who should be standing behind him. As he is only masked for half the year, Ninurta is rarely sculpted with a blindfold in place. But many will lay a strip of fabric over the head of any Ninurta statue during summer and autumn.
Festivals
Ninurta is celebrated at harvest time in a grand autumn feast and festival. He also has a second, more promiscuous event in his honour midwinter. His name is often brought up in regards to bargains and oaths and how he will bring torment down upon those who break their vows.
Enki Enki is not God of the sea but of the underwater world. He rules over the creatures of the ocean, the earth beneath the waves, and the tides and currents. The water itself is not his to control but is the air of his kingdom. Though the Syrians do believe it is Enki’s influence that sees the Tigris and Euphrates always flowing. It is to Enki that the Syrians will pray if maritime yields are diminishing. It is him they beseech to give restful peace to loved ones lost at sea. It is believed that, somewhere deep beneath the watery fathoms, Enki has his own city over which to rule. His ability to breathe beneath the water does not come from Enki’s divinity but his magic. Like Nintinugga, Enki is believed to wield magical powers, drawing the rivers to the sea like a magnet and causing tumultuous mischief on the shores. Enki is generally a good- natured and easy-going God who enjoys bestowing gifts and pranks upon humanity in equal measure.


Known As
God of Water
God of Magic
Other Names
Ea
Ae
Nabu
Ashiku
Honoured At
Before Seatravel
Sidon Festival
For Good Fortune
Symbol(s)
Beads, Glassware, Fruits, Harpoons, Driftwood
Status
Not In Play
Avatar
As one of the oldest Gods in the Syrian pantheon, Enki usually appears as an older man of virile experience and physical strength. He is often bearded, with long hair. He tends to wear a short tunic or shirt around his hips, with bracers on his arms. He wears limited beaded jewellery on his wrists. The limited clothing and his constant state of being bare-footed is a result of his time beneath the waves.
Worship
With the advance of the Hattusa Empire, Assyria no longer possesses the coastlines of the Anatolian peninsula. With just a small shore to the south west of the Nation, persistent worship of Enki in all its traditions is limited. Instead, new rituals are now being made on riverbanks and new temples constructed for the deity inland. Down south by the coast, efforts to appease the God have doubled. Beads, glassware and fine jewellery are often offered salt his temples, as are fruit juices and carvings made from driftwood.
Wrath
It is hard to get under Enki’s skin. Widely considered to be one of the most laid back Gods, one would have to insult the God specifically to capture his ire. Poaching and over-fishing in his waters is unlikely to please. And any sacrilege in his temples would anger him. Such actions, however, might risk the flow of the major rivers which are essential to the Nations survival, so only true fools would think to attempt insulting the lord of the underwater world.
Symbolism
Enki is often depicted simply as he is, either standing or cross-legged. He is often shown holding a harpoon spear or with netting wrapped around one arm. It is popular for these images to be carved on fountains or over natural springs.
Festivals
Enki has only one great festival in his honour - a sea life celebration in Sidon, held in the summer - but his name is also invoked in much smaller, everyday manners, such as wishing for safe passage when travelling by riverboat, or by fishermen before they set sail each morning to pray for a good catch. Whenever water is collected from wells or local springs, the carvings of his visage are respected and thanked. In this way, his name is often spoken more than other deities, even if he has only one festival for his own.
Zuen Zuen is God of Darkness and the Moon. But his personality is ultimately sunny. Zuen is a prankster, trickster and general advocator for living an immortal life of fun and laughter. Yet, he is also somewhat of a paradox. When around others, he is a chuckling shadow, encouraging excitement and stirring social interaction. Yet, at the end of the day, he enjoys his world of dark, quiet isolation. He was born the brother to Ereshkigal but millennia has altered this relationship to one of romantic longing and devotion. An extroverted introvert and a lover of both men and women, Zuen is a mixture of identities and characteristics who keeps the other deities in his acquaintance guessing.


Known As
God of Darkness
Other Names
Sin
Nanna
Suen
Kusuh
Yarikh
Kašku
Honoured At
Moon Phases
By Assassins
By Sex Workers
Symbol(s)
The Moon, Red Wine, Daggers, Citrus Fruits, Belladonna, Roses, Obsidian
Status
Not In Play
Avatar
Zuen appears as a young man with black hair and darkly tanned skin. Like a Cheshire Cat, his smile burns brilliantly white from the shadows. The only mars to his skin are brown tattoos that run up the back of his legs. These are in the shape and pattern of the constellations and are said to have been imprinted there as he slept and sat among them. Zuen has a habit of melting in and out of darkness, using shadows as his means of transportation.
Worship
Pomegranates, melons and citrus fruits are supposedly Zuen’s favourite and are often offered at his temples alongside red wine. Those who live life to the fullest and seek to bring joy to others will earn a place in his good graces. As do those who work under the shadow of the night, be they sex workers or assassins.
Wrath
It is hard to offend a God such as Zuen but one of the rare ways to stoke his ire is to insult Ereshkigal; his lost sister-love. Like with most Gods, failing to offer due respect in particular festivities will also insult the God of Darkness.
Symbolism
The moon, red wine and the dagger are all symbols associated with Zuen. He is the patron God of mercenaries and is also honoured by brother workers. Roses, dark flowers and belladonna blooms that only open at night are also symbolic of the deity. When depicted in statuary, Zuen is often carved from black obsidian and swathed in a large cloak to hangs from the shoulders and sweeps down over the floor at his feel. This cloak represents the night sky, which Zuen wears about him like a shadow.
Festivals
Whilst there are no grand, annual festivals in Zuen’s name, he is often given smaller, monthly veneration with the changing of the new and full moons. Priests dedicated to Zuen mark the phases of the moon carefully and those who see him as their patron God will often wear little carvings of crescent moons as pendants, praying upon them whenever necessary.
Adad Adad is a mysterious being about whom little is known. They are the deity of Storms and Rain which, in Assyria, us a double-edged sword. On the one hand, rain is a necessary blessing, a desperately low and essential resource. However, with land left so dry between rainfalls, even a little precipitation can be too much too fast, turning dirt to mud and mud to flood. Adad is known for being a reckless, fickle and constantly shifting deity, who takes male form when offering cool spring rains. When offended, however, Adad shifts to a spurned female witch and casts storms and thunder across the land. Little is known of what truly pleases or angers Adad, making rain a polaric cursed blessing.


Known As
God of Rain
Other Names
Hadad
Baal
Iškur
Honoured At
Spring
During Droughts
During Floods
Changing Seasons
Symbol(s)
Clouds, sprouting plants, thunderbolts, silk scarves, the bull
Status
Not In Play
Avatar
Adad appears most often in male form and is therefore given the moniker of God more often than Goddess. In this form, he is a quiet and gentle soul with short dark hair and bright eyes: one blue, one green. When angered, Adad’s appearance changes very little but simply shifts into a female version of himself. In this body, she is a tempestuous deity, easily offended and requires much coaxing and calming from the other Gods to retract back into her former self. Adad wears a lot of rings but otherwise prefers unadorned togas of fine satin and silk.
Worship
With Adad’s fickle nature there seems to be little certainty in what they enjoy from the mortal world. Offerings at their temple include harvest vegetables, fresh fruit, honey and jewellery. Fine jewel or metal carvings are popular options.
Wrath
Human behaviour between mortals seems to please or annoy Adad little but failure to adhere to proper rituals and offerings has been known to set him off and send him shifting into her more venomous form. Adad appears to particularly like songbirds so any cruelty to these animals specifically may also spark a wrathful storm.
Symbolism
Known as the Lord of Abundance, Adad is often symbolised with storm clouds or sprouting plants for their choices in the frequency and strength of rainfall dictates the giving and destroying of life. Statues of Adad are often depicted with two faces and with a pose of two outstretched arms, one with a closed fist, the other outstretched fingers. The bull is Adad’s sacred animal.
Festivals
At the beginning of springtime festivals invoke Adad’s name but, given the fickle and tricky nature of the God, many refuse to host celebrations solely in their honour, for fear of getting it wrong. Instead, thanks is always given to Adad after a gentle rainfall with silk scarves hung outside the front doors of residences and large donations made to the nearest temple honouring the rain God.
Shamash As God of Light and Truth, Shamash is cursed with the inability to lie. Over the millennia this has grown in him the clever and disingenuous ability to twist words and play verbal games. For all his bright and angelic appearance, Shamash is the king of deceit when he chooses to be, even if no word from his lips will technically be untrue. This ability has given him a reputation of cunning and cleverness, whilst his association with sunlight and justice gives Shamash a heroic aura. In Hellas he is known as Helios. In K’m’t he is believed to be the twin brother of Isis (Ishtar).


Known As
God of Light
Other Names
Utu
Šimige
Shapash
Tiwat
Nahhunte
Honoured At
Legal Proceedings
Criminal Justice
Spring
Weddings
Oaths and Vows
Symbol(s)
Hoop and Staff, Sunbursts, Horses, Scales
Status
Not In Play
Avatar
Shamash appears to others as his reputation might dictate: youthful and glowing. He has a handsome, heroic visage and is famed for his ability to tempt women with his seductive use of language. He often wears light colours and has a favourite charger: a white horse with golden mane known as Kitty, meaning ‘truth’. Shamash has surprisingly pale eyes of pearlescent silver.
Worship
Worshiping Shamash is fairly easy. He holds no preference for offerings, taking anything flora or fauna. Anything gold and silver is welcome at his temples but also items that are heartfelt. Some worshippers write letters to the God and leave them or burn them at his temples and these words are generally received well.
Wrath
Equally pleased by the honest of the cunning who disguise themselves as honest, Shamash’s distaste lies only with liars. He also takes great personal joy in seeing greedy liars receive their just desserts. Despite being a clever and cunning wordsmith himself, Shamash is only selfish in his ambitions when the outcome harms only the few. Deliberate cruelty or deception for one’s own benefit at the expense of many are behaviours unpalatable to the God. Shamash has been rumoured to strike down such beings with mute-ness or arrange accidents that cause them to lose limbs. Solar eclipses are viewed as terrifying warnings from Shamash to correct a great deceit in one’s life.
Symbolism
As he is rumoured to draw the sun across the heavens, Shamash is often depicted with a chariot drawn by four horses. If shown alone, he stands in traditional dress with a crown of golden Ivy around his temples. Solar flares or rays of light emitting from his shoulders like high wings are essential. In writings, his name is often marked with a hoop and staff symbol, a pair of scales or a sunburst.
Festivals
The summer equinox is a celebration in Shamash’s name and he is also invoked in the string with the rising of the morning star (Venus) alongside Ishtar and Dumuzid. In between these two events, he is often spoken of beside Ninurta during the making of oaths, and Dumuzid at weddings.
Nintinugga Despite being known as the Goddess of Resurrection, Nintinugga has no ability in raising the dead. Instead, her craft lies in healing: in the chasm between magic and science. Whilst physicians and healers can work to fix the human body, only Nintinugga has the ability to see the soul safe from Kur and returned to their mortal vessel. Depicted as a wise but childlike goddess, Nintinugga has several cults devoted to her name and is associated with dogs and jackals. Though she is shown in child form, it is widely recognised that she is one of the older and wiser deities of the pantheon and is not to be underestimated.


Known As
Goddess of Resurrection
Other Names
Ninisina
Gula
Ninkarrak
Honoured At
Cult Worship
Monthly Rituals
Symbol(s)
Dogs, Jackals, Butterflies, Braids, Children's Toys
Status
Not In Play
Avatar
Magical in essence, Nintinugga can alter her appearance as she wishes. Though a true shapeshifter, she often prefers the female form and, the visage of children. Unlike the other Syrian deities, Nintinugga enjoys observing cultures beyond the Syrian realm so will often decorate herself in an appearance foreign to the Assyrian Nation, with white blonde hair, or with pale features, or as a redhead. Alternatively she’ll take on the appearance of southern Africans with ebony skin and fuzzy ringlets. She enjoys jewellery and often wears butterfly motifs.
Worship
Nintinugga can be cantankerous if not properly honoured. Her temples are always expected to be colourful, decorated in fine silks and full of offerings from the mortal people. Nintinugga likes colourful fruits (especially berries), find jewellery and children’s toys. Her priestesses are always expected to be chaste.
Wrath
Nintinugga’s wrath is waged when she witnesses cruelty against the young or a deliberate act of poisoning: for food should be enjoyed not used as a weapon. She admires physicians so anyone working against a professional healer will spark Nintinugga’s anger.
Symbolism
The butterfly is a common motif for Nintinugga as she helps mortals rise from the chrysalis of their illnesses stronger than before. Blue stones like aquamarines are said to be symbolic of Nintinugga and her innocence. Dogs and jackals are said to worship at Nintinugga’s feet and are venerated as sacred animals in her temples. When depicted in idolatry, Nintinugga is always shown as a female child, usually with long braided hair. Her hands are often held up and out in a begging gesture as if she is offering the viewer the gift of good health.
Festivals
Nintinugga has few festivals in the year devoted solely to her but temples dedicated in her name have numerous daily, weekly and monthly traditions that, when forgotten can stir her annoyance. These practices include ritual bathing, chaste behaviour, offerings of food to her alters and the burning of ceremonial incense.
Ereshkigal Unlike many other faiths of this time, the Syrian underworld is ruled by a woman. Ereshkigal was once born to the heavens alongside the other Syrian Gods. Some say she is the older and forgotten sister of Ishtar, outshone by her sister-peer. She is also sister to Zuen, God of Darkness, who managed to glory in his darker traits without losing his humanity or the friendship of others. Naturally arrogant and cold-tempered, Ereshkigal still craves such love and, upon seeing her peers achieve what she could not, disappeared into Kur. If the divine would not love her, she would find souls to worship her. Stories tell that when Ishtar was shown love so great that it brought two brothers to blows over her hand, Ereshkigal’s envy was uncontrollable and she stole Ishtar away to her death in the underworld. It was to Ereshkigal that Dumuzid begged to be taken in the place of his love. It is testament to Ereshkigal’s nature that she allowed the switch and even shortened the sentence to only half a year. This was not leniency. If Dumuzid was forever in her kingdom of the dead, Ishtar would forget him as they of the heavens had all forgotten Ereshkigal. The wound would scar over. But to steal him, then return him broken every six months keeps the wounds open and bleeding. Ereshkigal is now so trapped in her desire for dominance that she cannot recognise love when it is offered: either by Zuen (her heavenly peer who persists in the love he felt for her vibrant, youthful self) or by Nergal (a dark God who thrives on Ereshkigal’s shadowy nature). Some say that Ereshkigal is the true deity to which Hellenes pray when they invoke the name of Hecate.


Known As
Queen of the Underworld
Other Names
Irkalla
Allani
Honoured At
Regal Funerals
Memorials
State Funerals
Symbol(s)
Veils, Black Silk, Obsidian, Ravens
Status
Not In Play
Avatar
In some unconscious way, Ereshkigal believes herself ugly and monstrous, but this is far from the truth. Her stunning combination of pale skin and black hair are forever concealed by a veil of mourning for her heavenly life. Beneath, she wears gowns of black and obsidian jewels. Atop she wears the crown of the Great Place: Kur, her domain.
Worship
Ereshkigal rules over departed souls meaning that most prayers and worship sent her way are not for the enactor but a relative or lost loved one. Prayers can be made to improve a loved one’s lot in death by offering fruits and flowers at Ereshkigal’s temples. In Kur, nothing grows, so vibrant offerings full of life are received most warmly. With her own domain to rule, Ereshkigal cares little for the mortal world and how mankind behave. A soul’s afterlife is not dependent on how they lived their mortal one but based solely on the whims of the queen.
Wrath
Though Ereshkigal rarely looks to the mortal plane, if she does, the easiest way to offend her is to show great joy or devotion to one of the other two primary goddesses of the Syrian pantheon: Ishtar and Nintinugga. Ereshkigal is a naturally jealousy goddess but also protective of Nergal. Disrespect towards him will rule Ereshkigal’s gall. Disrespect to her in person, once a soul has fallen to Kur will equally spark her rage.
Symbolism
Veils, black wings and a crown of obsidian are all symbolic of Ereshkigal. Gold-tipped lillies, belladonna flowers and archways or gates are also tied to the goddess as there are seven gates between which souls must pass when moving from the living world into the Great Place below. Likewise, all temples dedicated to Ereshkigal will have seven gated entryways. Any statues of Ereshkigal inside a temple are likely to be covered with yards upon yards of black silk and embroidery. A raven is sometimes associated with Ereshkigal as she is rumoured to use ravens to spy on the living world. Her personal raven, who brings her such messages goes by the name of Namtar.
Festivals
Ereshkigal has no annual celebration but she is honoured greatly during funerary rites: particularly those of rulers or significant individuals. It is tradition for women to be veiled at such ceremonies in honour of Ereshkigal though rumour dictates that ugly girls need not bother: Ereshkigal is only jealous of the beautiful.
Nergal The figure of Nergal, God of Death, who carries souls to their final rest in Kur, is divided amongst his followers. Some say he is a servant in Kur, a loyal attendant at the feet of his queen Ereshkigal. Some say he is her equal and her king, ruling in a throne at her side. Others believe it is something in between, a twisted game of power and greed between the two deities of the underworld. The one point on which priests and laymen alike agree is that Nergal is devoted to Ereshkigal. His natural, grasping nature has him seeking power and disregarding those he must break to get it. Because of this, he adores Ereshkigal’s cold nature and, if he does not already, seeks nothing more hotly than to rule by her side. He is jealous of her attentions and has plenty of time to ponder on such devotions for he does not sleep. The souls he takes from the living world via war or disease, are gifts to his queen.


Known As
God of Death
Other Names
Ninazu
Erra
Resheph
Simut
Honoured At
Winter Start
Fatal Moments
War Rituals
Symbol(s)
Carnelians, Olive Oil, Bronze, Game Meat, Maces, Scimitars, Swans
Status
Not In Play
Avatar
Nergal has a more or less plain appearance, wearing garments of black or brown and an necklace of smooth obsidian beads. He bears a few scars from old skirmishes with other deities. He carries a scimitar at his hip and smells of sweet and spicy ash. His fingertips often appear blackened by such ash, only the colour is natural to his skin.
Worship
To worship Nergal means to show him respect. His ability to bring death to whomever he touches enforces careful veneration. Soldiers, particularly leaders in the army, will often go to battle with images of Nergal upon their armour, suggesting that the god of death is with them, against their enemies. Those same soldiers and their families might pray at Nergal’s temple before they go to war at all. Offerings might include animal sacrifices or hunted meat. Bronze and carnelian jewellery and olive oil.
Wrath
Nergal cares little for the way of humans so it is rare for him to be angered by their actions. A deliberate disrespect towards himself fazes him little but disrespect towards Ereshkigal will see him livid. He also likes to bring down those with too much hubris. Anyone showboating their strength may find an accident or illness headed their way.
Symbolism
As Nergal is so closely tied to war and disease so his iconography can be varied. A mace and scimitar are popular images and his statuary often depicts him carrying at least one of the other. Swans are also one of his key associations for they move with a deadly silence, just as sickness sweep through a land without obvious trace.
Festivals
Nergal has one festival in winter dedicated to his name. This bonfire and feast in his honour requests that Nergal be merciful in the darkest, coldest months of the year. Nergal is also represented at funerals alongside his supposed consort Ereshkigal.
Demi-Gods Syrians do not believe in demi-Gods, nor in divine spirits outside of the Gods. Any characters or personas told in folklores are either mortal or immortal: no in-between. 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.

+ahlbaziBlessed with PerseverenceDumuzid
+palakhBlessed with Good FortuneEnlil
+qaileetBlessed in ConcoctionsNintinugga
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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 Assyria'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 Assyria'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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