Oltari

Oltari, also known as Oltarism or as the Oltaran Faith, is a polytheistic religion that originated within the Telkevan Union, where most of its practitioners can be found. Oltari is founded upon the teachings of the eponymous Oltari Clan, a kingdom of deific beings led by the God-King, Oltavar, who established the Blood Covenant with Arkevan Kaiser Telkevon I and Kaisiren Kilune. Oltari's teachings are recorded in the Keltular, the Oltari holy book, with some denominations adopting additionally supplementary texts. Though the reigning Kaiser or Kaisiren is traditionally regarded as the leader of the faith, they hold no official sway over individual communities; likewise, even after seizing power, the Telkevan Armed Forces made no effort to consolidate the faith, which has contributed to the vast number of sects which have since developed, some of which have amassed a following outside the Union.

Oltavarans believe that the universe is enveloped in the Unbreaking Cycle, a cycle of creation & destruction in which the world and its ruling gods are destroyed, making way for a new generation of gods to take over. The previous cycle was ruled by the Beasts, which were overthrown by the Builders, who then gave birth to the gods, including the Oltar clan, who then made the Repzork on Kovas. In time, it is believed that they will all perish, potentially at the hands of the Old Enemy, resetting the cycle once more. All are subject to the cycle save for the Five Scribes, omniscient beings who tirelessly record the history of creation and who, according to some interpretations, may be responsible for the cycle itself. Due to the transient nature of the universe, life itself has no inherent meaning, and good and evil are artificial constructs; it is up to the gods and their children to bring meaning and order to their existence.

The Oltavaran faith is among the oldest of the Repzork's surviving religions, with evidence pointing to neolithic origins. It cemented itself in the northern reaches of Nolsaria among the Telkevan kingdoms. When the Syleran faith emerged in the southeast, some Telkevon proved receptive and adopted elements of the new religion as part of the Oltavaran Faith. This continued until the Nolsarian invasion under King Ulukir, which brought about the First Exodus. From then on, Syleris, now known as the Old Enemy, became the chief rival to the Oltavarans, leading to millennia of warfare between the two groups. In the years leading up to the Second Exodus, the Oltavaran faith was in a state of gradual decline, though many prominent military officials, including Grand Marshal Tagara Vukarn, clung to its teachings. After the Telkevon's defeat and the Second Exodus, Tagara, believing that apostasy had made the people weak, seized control of the Repzork and established the empire. Through her work, the Oltavaran faith has once more become the dominant religion of the empire.

Unbreaking Cycle
The Unbreaking Cycle is the perpetual cycle of creation and destruction that dominates the cosmos. The cycle begins with formless chaos. This chaos then gives birth to a race of god-like beings who then dominate the cosmos until they and their creations are inevitably overthrown by a new generation of gods, plunging the world back into chaos and beginning the cycle anew. A cycle can delay its end, and some beings may even survive into the next cycle, but destruction is both inevitable and, according to some, necessary to maintaining the natural order. All of existence, with the sole exception of the Five Scribes, is bound to this cycle.

Because all things will end and eventually be forgotten, life has no inherent meaning; existence exists simply because it is the natural way of things. Thus, Oltar and the Repzork have been left to give meaning to their existence. For the Repzork, this means honoring the Blood Covenant, through which one can life their life to the fullest and leave behind a legacy that will not soon be forgotten. This is best exemplified in the story of Dusk, where it is said that both Oltar and the Repzork, though they know all is lost, will fight to the bitter end to spite their foe and ensure that they are not soon forgotten by the next generation.

The cycle has instilled a fatalistic mindset in the vast majority of Repzork. Though they will fight to the bitter end to protect their nation, they also know that the universe will eventually catch up with them and that even the empire will succumb to chaos. They do not fear death, understanding that death is simply a part of life. Those who do fear death are regarded as cowards undeserving of a spot on the battlefield.

Blood Covenant
The Blood Covenant is the oath established between the Oltar Clan and Telkevon and Kilune in which the two mortals and their descendants were bound to the Oltar clan by mingling their blood with Oltavar, imbuing the Repzork with a tiny, imperceptible portion of the god-king's essence. The covenant is regarded as the single most important aspect of the Oltavaran Faith, as it is through this oath that the Repzork found identity and purpose in an otherwise meaningless world. By honoring the oath and following the precepts of the Oltar Clan, the Repzork will receive blessings from the gods, maintain honor among their brethren, and bring fame and glory to their bloodline.

The Oltavaran code has 10 core precepts:


 * Treat others with respect and humility. Only when they seek to bring harm is action to be taken.


 * Be truthful and responsible. If one says they will do something, then they must do it. If they make a mistake, then they must likewise own up to it. Do not lie about the task, or of any other action, for it is easier to tell a hard truth than it is to mend the scars of a lie.


 * Show loyalty to superiors, family, and to the gods. Superiors, do not look down upon your subordinates with disdain, for you stand atop a set of pillars that can at any moment turn on you.


 * Show compassion; feed the hungry, protect the vulnerable, shelter the homeless, and heal the sick.


 * Strengthen both the mind and the body. Weakness and cowardice are unacceptable. Let one's mind be like liquid, willing to adapt and to learn.


 * Abhor the sluggard. A period of rest is good for the soul, but one must work if they are to achieve a life worth living.


 * Honor oaths and debts. An oath must be carried through to the end, while a debt must be repaid in full.


 * Waste nothing. To waste material goods is to take the transient world for granted. To waste the lives of those around you is to summon wrath from their ancestors and the gods.


 * Do not steal unless you absolutely must. If you do, it must be repaid with a replacement or an item of equivalent value.


 * Do whatever is necessary to defeat the foe; but if they surrender, spare them, for there is no glory in striking down an unwilling combatant.

These laws apply both to Repzork and to their alien neighbors; however, with the exception of the final precept, they do not apply to the Repzork's enemies. The Repzork are thus free to employ whatever tactics are necessary to defeat their foe until the enemy surrenders or is destroyed.

Because all Repzork contain a fraction of Oltavar's essence, blood, also known as lifeforce, is considered one's greatest commodity. As such, the act of shedding blood is in and of itself of great significance. Blood can express, ardent support, staunch opposition, and elevate one's declarations.

Ancestral Reverence
Just as all Repzork and are connected to Oltavar through their blood, so too are they connected to their family & ancestors, without whom one would not exist. All are expected to revere their ancestors just as they would their patron gods, for ancestors can grant one the strength needed to persevere through hardship. To honor one's ancestors and bring glory to the family name is considered to be one of the greatest achievements one can attain; conversely, to offend one's ancestors, or worse, to bring shame upon their name, is a grave offense from which one may never recover unless they perform an exceptional act of redemption.

Given that they are the progenitors of the Repzork species, Telkevon and Kilune are revered by the empire as a whole and are considered to be spiritual guardians similar to Hruthvar and Hruthvair. As a result, they are sometimes mistaken for true gods by foreigners.

Astrology
Much like the runic alphabet, each god is associated with a constellation, and certain times of the year are dedicated to a particular set of gods depending on which constellations dominate the night sky. Sects dedicated to the solar deities believe that one's fate, their personality, and even their future can be partly or entirely divined by studying the positions of these celestial bodies at the time of their birth and other notable moments in their life. Astrology, unlike other practices, was never a mainstream belief as only the Fates are known to have such intimate knowledge; even Xitav and Faea have a vague and piecemeal view of future events at best. Following the Second Exodus, astrology began a rapid decline as the Repzork were now separated from their homeland and thus their celestial maps. The few dedicated followers who remain use ancient archival maps to continue their practices.

Animism & Magic
It is believed that all individuals, animals, plants, artificial constructs, and locations have a spiritual essence of some form or another. It is possible to communicate with and to coerce these spirits to do one's bidding through the use of magic. All spiritual entities possess magic and theoretically possess the means to utilize it, but it does not come naturally; magic must be deliberately tapped into. There are several types of magic:


 * Runes - The alphabet to the empire's lingua franca, Kyrgalon, is comprised of a large set of runes which act as one of the preeminent means of performing magic. Every rune corresponds to a particular god, and when inscribed on an item, opens a link between the mortal and spiritual planes, imbuing the object with properties corresponding to the rune's deity. For example, inscribing a set of armor with the runes of Oltavar and Visar is believed to improve the armor's defensive capabilities and provide the user with a clear mind in tense combat situations. Runes can also be combined and be altered through chants. Runes need to be kept clean and undamaged if they are to continue working properly, while users themselves must adhere to the Oltavaran code, or else their runes will turn against them and become their downfall.


 * Vocal - Words have innate power that can be used for magic. Prayers, incantations, poetry, and songs are the most common forms of deliberate verbal magic and are oftentimes used in conjunction with other forms of magic. At the same time, any word or phrase that stirs one's spirit can be considered magical in its own right; as such, an inspiring general or charismatic politician is as much of a magic user as a priest. Vocal magic can also be used to curse others.


 * Dance - Ritual dance is believed to channel one's spirit towards their desires, thus helping them come to pass. Dancing is particularly common among devotees of Yinve and Akla.


 * Shamanism - Among the oldest and most esoteric forms of magic, shamanism intends to place one in an altered mental state so that they may commune directly with the spiritual realm. This is achieved by mixing blood from ritual sacrifices with specific substances, such as herbs, into a drink. The practitioner then drinks the mix while those around them either chant the runic alphabet or perform dances.

Shrines
All communities possess at least one shrine, which serves as a public place of worship and as a museum describing the history of the community, prominent individuals, and any and all notable artifacts. Most shrines are dedicated to all of the gods, but in especially large communities it is common to have multiple shrines, each dedicated to a different god or group of gods. Public shrines are maintained by a local priesthood led by a high priest or priestess, who is selected either through inheritance or by election within the priesthood. How one worships at a shrine varies on the community, but in general involves communal worship and prayer, burning incense, offerings, and performing magic in its various forms. Priests often lead these ceremonies, though this is not a universal rule. In most circumstances, visitors are expected to remain quiet and reserved, as it is considered disrespectful to interrupt ongoing ceremonies or rituals. Aliens are permitted to visit some shrines, but they can by no means interfere in its activities. Families also have private shrines that are often kept in a secluded room within their home. These shrines are dedicated to that family's patron gods and to their ancestors.

Akla is a notable exception among the gods as he explicitly forbids his followers from constructing shrines in his name. The wild god instead dictates that his worshipers convene in nature so that they may connect with the natural world and with their inner primal being.

Sacrificial Offerings
Ritual sacrifice is among the oldest practices in the Oltavaran faith as well as one of the most important for its use of blood. An animal will be placed on a specially-built altar, and after a prayer is recited, will have its carotid arteries severed. The blood is allowed to flow freely upon the altar as the animal dies. The carcass is then cooked, divided up among those partaking in the ritual, and is consumed. Sacrifices are often a public affair and are conducted either by priests or chaplains depending on the context, but they can also be performed privately. There are several forms of sacrificial rituals:


 * Forgiveness Offering - If one has angered the spirit world or the gods in some way, they can offer an animal as a means of seeking forgiveness, with the animal's blood serving to take the place of their own. What animal and how many must be sacrificed depends on the offense. Forgiveness offerings can also be performed by two parties locked in a dispute so as to settle the matter without violence.


 * Requests - Requests offerings ask for favors and blessings from either the gods or from one's ancestors and can vary from finding one's love to finding victory in battle. Like forgiveness offerings, the offering itself depends on the request being made.


 * Gratitude Offering - Gratitude offerings simply express one's thanks for having been blessed. In the military, victorious armies will at times use prisoners of war as gratitude offerings in place of animals. This practice dates back to ancient times when the Repzork regularly fought the Nezriim. Only particularly brave and mighty prisoners are marked for sacrifice, for Oltavar will reject cowards and fools. In modern times, though some armies continue the practice of offering prisoners, others have abandoned the practice, preferring to instead use prisoners as bartering chips and as a means of establishing a population for future client states.

Oaths
Oaths in the Oltavaran context are agreements and promises in which one or both parties explicitly swears upon their honor, their ancestors, or the gods. Particularly significant oaths, such as marriage oaths, involve shedding blood from one's hands as a means of signifying their determination to follow through on their word. Those who uphold their oaths are blessed in the afterlife and endow their family with honor. Those who break their oaths tarnish their personal reputation and smear their family name; if a blood oath is broken, the offender is liable to face harsh retribution in the afterlife unless they swiftly seek to make amends. Oaths play an important role in modern society, with individuals having their social reputation affected by whether or not they honor their oaths. All soldiers and politicians are required to take an oath of loyalty before being allowed to serve.

Oaths are to be upheld until they have either been completed or one party has broken their end of the agreement. This includes oaths made with aliens and even enemies. A soldier who makes an oath with an enemy and then later breaks it is regarded as a deceitful coward.

Funerary Rituals
When an individual dies, their body is to be cremated to symbolize their body's return to the primordial chaos and the spirit's ascension to the next world. These ceremonies take place in open-air funeral pyres. Before the deceased is cremated, friends and family are given time to gather together and to leave valuables around the body as offerings; these offerings typically reflect upon the deceased's livelihood and social status. Once they are ready, the body, as well as the offerings, are burned while onlookers and priests recite prayers for the departed. Once the body has been burned, the ashes are collected into an urn which is then either dumped around the deceased's property or kept in the family shrine depending on their final wishes.

When a soldier falls in battle, all of their equipment is collected for salvaging with the exception of one part of their armor. This part, chosen by the soldier following recruitment, is to be sent home along with their identification tag. This piece is sent home regardless of condition, and thus could either be a near-perfect helmet or a barely recognizable hunk of scrap metal. If it is in good condition, the piece is demilitarized before being shipped. If the armor in question cannot be recovered, then the military will default to either a glove, boot, or shoulder plate depending on what remains.

Creation
In the old cycle, all was untamed chaos. The old gods, the Beasts, ruled over this primordial realm, but rather than bringing life, they instead consumed all that emerged from the abyss, for their ravenous hunger could not be quenched, nor could their anger be sated. All were subject to their dominion save for the Five Scribes, the keepers of all knowledge, who watched the Beasts from the place beyond chaos. The Beasts vied for the Scribe's parchment, hoping to divine the future, but the Scribes denied their every offer. In a fit of rage the Beasts attempted to strike down the Five, but they could not, for the Scribes were just out of reach. They thus returned to the Chaos and hoped for a time that the Scribes would grow weak.

After many eons, the Gods emerged from the chaos and challenged the Beasts for dominion over the cosmos. The Beasts fought back, but after many days of warfare, the Gods prevailed, bringing the cycle of the Beasts to an end, but not before they made one, single creation: the Nygalara, a creature of spite and malice. Given the burden of avenging its kin, the Nygalara fled into the void, where it would bide its time until it was ready to enact its revenge.

The Gods then took the corpses of the beasts and with them brought order to chaos, creating both the realm of the Gods and the realm of mortals. However, the tainted blood of the Beasts corrupted the Gods' creations, spawning diseases, hardships, and all other ailments that would plague man and god alike. The Gods accepted this as the intervention of fate itself, for in these hardships all would grow in strength and thus earn their right to live.

During this period, many of the Gods, bound by oaths and by marriage, organized themselves into clans. One of the first clans to emerge was Clan Oltar, founded by the God-king Oltavar, his wife, Lluawit, Oltavar's brothers, Saertu and Sarikarak; Visar, who had forged Oltavar's armor and weapons; and Athovat, a loyal follower of Oltavar. Oltavar and Lluawit soon sired Hruthvar & Hruthvair, Riigr the Hero, and Livunyr. Hunovo, Golgolag, Faiok & Yuvon, Xitav & Faea, who bore Yinve; Akla, Nilzeli, and many minor deities and their servants gradually joined the clan. Vyras would join the pantheon at a much later date, though her origins have been lost to time.

When their labor was complete, the gods and clans divided the world amongst themselves. Oltavar, after confiding with Lluawit and his brothers, chose Kovas. However, other clans, namely Clan Nezri, led by the god-queen Thalhu, also claimed Kovas, sparking a quarrel. Not looking to fight a relative, Oltavar proposed that the clans divide the planet between them. Thalhu agreed to take much of Chelksrin and the Knalkrik archipelago while Oltavar claimed much of Nolsaria and Kalkria.

As he was exploring and forming the land, Oltavar came across Telkevon and Kilune, two Repzork who had recently emerged from the watery womb of Kovas with the rest of their young race. The two mortals were dumbstruck by the god-king's majesty and began to worship him. Moved by their reverence, Oltavar promised to bless the couple's labors and to teach them the ways of his clan in exchange for their loyalty. Both Telkevon and Kilune accepted, and the three established the Blood Covenant, binding mortal and god to this day.

Each of the Oltar gods imparted gifts of knowledge to Telkevon and Kilune:


 * Oltavar taught the two of fatherhood, strategy, leadership, war, and how to perform blood rituals.


 * Lluawit taught them motherhood, how to tame animals, the purpose of rain, and the benefits of peace and rest.


 * Hruthvar & Hruthvair taught them how to mend their wounds, the rules of hospitality, and showed them across Nolsaria, leaving no place untouched.


 * Riigr trained them in combat and taught them to live for a greater purpose than themselves.


 * Livunyr taught them farming, how to cook, and how to create poisonous concoctions from local plants and animals.


 * Saertu taught them of fairness, the rule of law, how to run a government, and of the significance of oaths, particularly blood oaths. He warned them against evil, for he would judge their souls in the next world.


 * Visar taught them building and engineering for both artistic and practical applications.


 * Sarikarak taught them how to perform magic in all of its forms, including writing.


 * Akla taught them how to hunt and survive when separated from their pack. He also warned them of the dangers of their innate, inescapable primal instincts.


 * Xitav taught them how to meditate in order to control their emotions and of the purpose of dreams.


 * Faea taught them how to read the stars, of hard work & diligence, and to heed her visions, for they would be the closest one could get to knowing the future.


 * Yinve taught them how to enjoy the moment without fretting over the future. She also introduced alcohol to the couple, producing such a strong drink that both Telkevon and Kilune passed out, much to the irritation of those who had yet to teach their lessons.


 * Hunovo taught them of bartering, money, and of ethical work practices.


 * Nilzeli comforted them in regards to their own mortality, taught them how to bury their dead, and to always revere their ancestors.


 * Golgolag taught them of the necessity of fear and of the time and place for revenge.


 * Athovat taught them of discipline, perseverance, and how to train their bodies for optimal performance.


 * Faiok taught them how to swim, sail, and fish.


 * Yuvon taught them to always seek out the silver lining even in dire circumstances and to never discount something as truly worthless, which she demonstrated by transforming sand into glass.

With this knowledge, Telkevon and Kilune set out to start a family and formed the first tribe, which would in due time become the first kingdom. The gods left to Helia and Lyrthra, their domains, but they continued to visit the mortal world.

The Death of Riigr
Though not Oltavar's firsthatch, Riigr was considered the greatest of Oltavar's children for his heroism and prowess. Even after he had taught Telkevon and Kilune, whom he had grown attached to, Riigr remained in the mortal world to continue helping them and to protect them from threats they were not yet ready to manage themselves. For this he earned a prominent spot among the first Repzork.

The Nygalara had watched the creation of the world with a baleful eye. It detested that which it saw, and planned continually on how it would bring all back to chaos. Though still young, the Nygalara saw an opportunity to increase its strength and to spite the Gods by consuming the Repzork and Nezriim. Waiting for the Repzork to be alone with Riigr, the Nygalara arrived to Kovas and brought with it devastation, its very presence tainting the seas, blackening the skies, and spreading death among the plants and animals. Riigr stepped forth to challenge the beast, and the two fought a long and vicious battle, during which the Repzork fled to a nearby cave. Riigr wounded the beast with his twin axes nine times, the final blow inflicting a deep laceration across the Nygalara's face. Knowing it would soon die if it continued, the Nygalara fled back into the void. But while Riigr had been victorious, he too was wounded, his injuries seeping with the Nygalara's poison.

As the Repzork emerged from the cave to observe the aftermath, they found a dying Riigr. The god reminded the two of their duty to the clan and to the world cycle before finally perishing. Oltavar and the other gods arrived soon after, and both the god-king and Lluawit wept over Riigr's body. Riigr and all of his possessions were then taken to a pyre where his remains were cremated. Clan Oltar mourned Riigr's death for three months, but none so much as Athovat, who remained at Riigr's funeral pyre several days after the others had departed.

Oltar-Nezri War
Following Riigr's death, peace reigned on Kovas for many years. The Repzork and Nezriim, despite some incidents, enjoyed regular trade and permitted free passage through each other's lands. However, God-Queen Thalhu and her clan came to envy the bountiful land of Nolsaria, for much of the Nezriim's homeland was comprised of arid deserts. They plotted to claim Nolsaria for themselves by slaying Oltar and the Repzork. They decided to attack on the anniversary of the God's victory over the Beasts, during which many of the Gods would be drunk and partying.

When the day finally came, all of Clan Oltar, along with most Repzork, were enjoying the festivities, with the exception of Athovat and, ironically, Yinve. Athovat had left the party early to resume her watch while Yinve had followed her in an attempt to bring her back to the party. As they were talking Athovat spotted three Nezri far in the distance. The two goddesses questioned the Nezri as to why they were so far from home, to which the Nezri, who were in truth acting as scouts, claimed that they were tracking the Nygalara. Incredulous, Athovat demanded to know where they had seen it. The scouts, intent on luring away and killing the two, led Athovat and Yinve down a random path. After several minutes of walking, the Nezri made their move, the group's leader drawing a dagger as he prepared to stab Athovat in the neck. Yinve witnessed him draw the blade, and before anyone could respond, forcibly bit down on the Nezri's arm and twisted it until it broke. Athovat then drew her weapons and fought the other Nezri, all of whom were slain after a brief skirmish. An enraged Athovat then brought the corpses before Clan Oltar, declaring that Oltar had been betrayed. Thalhu, learning of the scouts' fate through a forest beast, sent a messenger to Oltar declaring that the incident was a misunderstanding. Oltar returned the messenger's corpse. Thus began the Oltar-Nezri War.

Though the gods and their respective children fought bitterly for many years, the burning flames of war soon simmered into a stalemate as neither side could defeat the other, for neither were united under one banner. The Repzork and Oltar ruled northern Kovas, but many of their brethren elsewhere followed after other gods and spirits, some of whom were hostile to Oltar and its ilk. The Nezri likewise endured the same. Thus, both races fought enemies within and without for generations.

That was until a new deity by the name of Syleris, the self-proclaimed 'Queen of Light', emerged. She had established a following among the Repzork of southern Nolsaria under the banner of King Xarvok I. Syleris and a few of her loyal followers traveled to Helia to meet with Oltavar and his brethren personally. She pledged to support them in their campaign against Thalhu, and with her charisma and magical talents quickly found favor within the clan, a few even accepting her as an honorary member of Clan Oltar.

With Syleris and her followers now at their side, Clan Oltar and the Repzork turned the tide against Thalhu. As the Repzork overran the Nezriim cities of Chelksrin, Oltar and Syleris fought and eventually slew all of Clan Nezri. Thalhu was the last to fell, Oltavar using his burning war hammer, thaelvak, to crush the god-queen. With Clan Nezri defeated and the surviving Nezriim subjugated, the Oltar gods celebrated their victory as the Repzork settled new lands.

The Betrayal of Syleris & The Exodus
This newfound peace would prove short-lived. There were those within Clan Oltar, namely Sarikarak, Xitav, Faea, Vyras, and Athovat, who had never come to trust the so-called Queen of Light and who had carefully watched her every move during her visits. Two months after their victory over Nezri, Xitav and Faea witnessed a vision of Sylerie crowning herself emperor upon a field of ash and ruin during a shamanic ritual. The next day, Athovat tasked Vyras with tracking Syleris during her next visit. Vyras, transforming himself into an insect, followed Syleris back to her domain and managed to get inside just as the gate closed. Inside, Vyras overheard a conversation between Syleris and Prince Ulukir, one of Xarvok's sons. The queen of light commanded Ulukir to overthrow her sister, Queen Faera, who had inherited the throne following her father's death. Ulukir was to crush the world under his heel, Syleris securing his conquest by slaying his divine opposition.

Unable to escape without making himself known, Vyras hid within the citadel until he managed to escape through an open window the following morning. He reported his findings to his cohorts, who then informed the rest of the clan. As they were discussing their options, a messenger entered the chamber and informed them that Faera had been imprisoned and that Ulukir was marshaling his troops. Expecting Syleris to attack soon, most of the gods left the chamber to secure the citadel and to support their mortal followers, leaving Oltavar, Saertu, Sarikarak, Vyras, and Golgolag. Once the others had left, the messenger sealed the door behind them and revealed herself to be Syleris. The five charged the queen of light, who quickly proved immune to their magics. Oltavar was grievously wounded when Syleris drove her blade into his shoulder, but before she could finish him off, Saertu stepped between the two, losing one of his wings in the process. Vyras grappled the queen from behind and drove a dagger towards her neck, but instead of piercing Syleris, it instead broke the necklace which had been protecting Syleris from Oltar's magic. Syleris pushed Vyras away, but began to freeze due to her proximity to Golgolag. Sarikarak used the opportunity to open a hole in the earth under Syleris that led straight to Golgolag's domain. As Syleris fell, Golgolag and Vyras chased after her. Vyras lost an eye in the skirmish, but drove a dagger into Syleris' left knee. Golgolag then gained the upper hand, but Syleris produced a bright flash of light, allowing her to escape.

Though Syleris had been driven off, the Repzork of Kovas were not so fortunate. Ulukir, with the aid of Syleris' followers, scored several victories against the Repzork, many of whom fled to the Kalrian colonies in an event known as the exodus. Ulukir's victory would prove hollow, however, as plague ravaged his ranks and ultimately claimed the king's life. Queen Faera claimed the throne and ended the crumbling invasion. The Repzork left on Nolsaria would never recover and were ultimately subjugated by the western kingdoms. Those on Kalria, uniting under the leadership of Hilthera, the late wife of Selshezak, began the long process of rebuilding. This marked the beginning of millennia of near-constant warfare between the Repzork and their Nolsarian rivals that would culminate in the Wars of Unification and the Second Exodus, which would see the founding of the modern Repzork Empire.

Dusk
Dusk is the final era of the modern creation cycle as prophesied by Xitav and Faea, who are said to have witnessed parts of the Dusk while performing a shamanic ritual. In the vision, they saw creation in turmoil. Creation itself, withered with age, had begun to rot from within, which in turn brought forth pestilence and cataclysm. This in turn led to warfare between the god-clans and their mortal children as they struggled to survive and to revive their world. Then, from the old chaos emerged the Nygalara and its spawn, intent on fulfilling its ancient promise. Syleris, and all like her who sought to control the coming cycle, emerged alongside their armies to do battle. Clan Oltar, knowing that their defeat was inevitable, went out to meet these two foes alongside the vanguard of Helia. One by one the gods fell until only Oltavar, Akla, and what was left of the god-king's chosen Repzork were left. They would fall in battle against Syleris, but not before permanently scarring the Queen of Light's face and destroying one of her eyes, ensuring that they would be remembered in the next world.

The exact details of Dusk vary from community to community. Some claim that Athovat will avenge Riigr's death and slay the Nygalara, but will in turn succumb to its minions. Others say the opposite, or they outright leave the beast's fate ambiguous. Others believe that one of the gods, perhaps Vyras, may survive into the next cycle or that Saertu will deal a mortal wound to Syleris at the cost of his own life. Due in part to the First and Second Exodus, it is difficulty to conclusively prove which rendition of the most accurate. At the same time, such details are considered unimportant. No matter what happens, the Repzork will not live to see what happens after the battle. The Repzork instead focus on the actions of the participants; despite knowing that they would die, Oltar and the Repzork decided to fight to the last instead of cowering in fear. Dusk serves as a testament to bravery in battle and a commitment to one's duties even in hopeless circumstances.

Primordial Chaos
Primordial chaos is the natural state of creation. It is described in the Oltelkar as a vast, swirling sea of black water and smoke from which beings and objects emerge with little rhyme or reason. Beings of sufficient spiritual strength can 'tame' the chaos and bend it to their will, but chaos itself is infinite and will inevitably return to its natural state at some point in the future. Because all of creation emerges from the chaos, all are fundamentally influenced by the nature of chaos.

Helia
Helia is the home of the Oltar Clan. Here, the gods reside in a vast palace with chambers dedicated to each deity and their attributes. It is often described as 'vibrant' and 'beautiful beyond compare', and supplies all those who live within it everything they need and desire. Only Repzork who have achieved legendary deeds are allowed to reside in Helia; these men and women live in or around the palace and spend their days serving their patrons and preparing for Dusk, the end of days in which all will be destroyed.

Lythra
Lythra is the home of Nilzeli and is where those who were not deserving of Helia go upon death. It is regarded as a place of rest, as it is in many ways similar to the real world, albeit Lythra lacks many of the world's evils. Nilzeli herself resides in a modest home among the people and frequently strolls across Lythra to speak to its inhabitants. Other deities, notably Yinve, Xitav, and Faea, also occasionally pass through Lythra.

The Pit
The Pit is located in the lowest depths of Lythra and is a land of ceaseless darkness and ice. Ruled over by Golgolag, the Pit is where those who have committed heinous crimes go to receive their punishment. Once an individual receives their punishment and proves repentant, they are sent to live out their days in Lythra. Only a few particularly wicked individuals remain in the Pit on a permanent basis due to their transgressions and unrepentant spirits.

Deities
The Repzork believe in an endless number of deities which can be broadly divided into fave categories: the Five Scribes, the Beasts, the Builders, and the Gods. Each group plays a specific role in the universe, but not all are worshiped equally, with most individuals focusing their devotion on the Gods.

The Five Scribes
The Five Scribes are the personification of destiny, time, prophecy, knowledge, and truth. They are not considered gods in the traditional sense as they operate outside of the Unbreaking Cycle. They are omniscient and eternal, incapable of being injured or killed. They take no interest in the affairs of those beneath them, and instead commit themselves to tirelessly recording the history of each and every cycle, and all of those who dwell within it, as the cycles unfold. Because of this, many individuals seek to read the parchment of the Scribes in order to acquire knowledge of their future, for only the Scribes can paint a perfect picture. However, the Scribes are fiercely protective of their writings and permit none, not even the gods, to read it. Those small few who have successfully recovered scraps managed only to doom themselves shortly thereafter, or were cursed by the Scribes themselves.

It is because of these curses that the exact nature of the Scribes is debated to this day. Many believe that the Scribes are impartial and take no active role in the Unbreaking Cycle. From this perspective, they are mere observers. Others view the Scribes as the true source of all creation and believe that their writings directly influence events. It is this second group that will often try to appease the Scribes with worship and offerings in a bid to uncover the truth, but such attempts have ended in failure, for the Scribes are either truly indifferent to mortal affairs, or are wholly beyond comprehension, and thus impossible to appease.

Beasts
The Beasts were the rulers of the previous cycle. Their reign was marked with endless turmoil and darkness brought about by their ravenous hunger. Being the antithesis to the modern world, the Beasts are not worshiped by the Repzork and are instead treated as a moral lesson of what one should strive to avoid, she as greed, arrogance, gluttony, and wanton wrath.

Gods
The gods are the ultimate rulers of the current cycle. Gods are often grouped into clans led by one or two individuals referred to as either the god-king or god-queen, though exceptions are relatively commonplace. Every god or clan possesses one or more domains in which they hold sovereignty; when a follower of that god dies, their soul is brought to that god's domain. Every sapient race in the universe has at least one god or clan watching over them, making it impossible to know how many gods exist and equally impossible to summarize their behavior, as every god and every clan has their own moral code. The gods are naturally immortal, but are neither omniscient nor invincible; indeed, the death of Riigr is a frequently cited example of divine mortality.

Clan Oltar
The Oltar Clan is the preeminent clan of gods and the ruling clan of Helia. It was responsible for creating the Repzork, teaching them how to live, and is believed by most to have guided the Repzork through both the First and Second Exodus. It is comprised of at least 19 named gods, though there are believed to be more, and some sects add unique gods. Most individuals will only worship the gods most relevant to their lives and aspirations, though it is not unheard of for enthusiastic believers to worship the entire pantheon.

Oltavar
Oltavar is the god-king of the Oltar Clan and the god of fatherhood, leadership, courage, war, strategy, and blood. He is married to the god-queen Lluawit, with whom he has sired Hruthvar, Hruthvair, Riigr and Livunyr. His weapon of choice is Thaelvak, a magical two-handed war hammer.

Oltavar embodies the attributes that make both a caring father and an effective leader. As a father, he is loving and compassionate, but will not hesitate to punish unruly behavior and to allow his children to face the consequences of their choices so as to teach them valuable lessons. As a leader, he is bold, decisive, and charismatic; not binding himself to any strict code of conduct, he will sometimes use unorthodox means to resolve disputes and win his battles. He cares for his men, but expects total obedience, even unto death, as he emphasizes what is best for the whole rather than for the individual. As a warrior, he embodies war in all of its facets, from the shock trooper on the front lines to the spy operating deep in enemy territory; but most importantly, he also represents conflict from the perspective of the government and military officials responsible for waging war. In many ways, the modern Repzork governments and its world view has been shaped by the teachings of Oltavar.

Lluawit
Lluawit is the god-queen of Clan Oltar and is the goddess of fertility, motherhood, love, peace, animal husbandry, storms, and lightning. Just as Oltavar represents an ideal father, Lluawit represents the attributes of a good mother, having placed the needs of her own children above her own and tending to the needs of both her home and the clan when Oltavar was away. Lluawit is also fiercely protective of her kin, and will use her powers over lightning and storms to smite those she perceives to be a threat without hesitation; if this fails, she also wields Sutha, a spear through which she can channel electricity.

In certain respects, Lluawit is also the opposite of her husband. To many, Oltavar represents destruction and change, the call to place duty above one's own personal needs. Lluawit instead embodies rebirth and tranquility, as while there is a time for battle, there is also a time for rest. Thus, the two gods create a duality in which neither aspect can exist without the other.

Hruthvar & Hruthvair
Hruthvar and Hruthvair, male and female respectively, are the twin gods of travel, messengers, psychopomps, teaching, hospitality, and medicine. Having hatched from the same egg, Hruthvar and Hruthvair have spent their entire existence together, only parting from one another temporarily for specific circumstances. Even as young children they have constantly been on the move, exploring anywhere they could reach and learning all that they could about the world. By the time they were adults, they knew the cosmos by heart, and used their knowledge to guide wayward travelers and heal the sick and wounded. They are attested to have sometimes disguised themselves as mortals and lodge in towns where they would provide their services for a time before moving on. It is because of their eagerness that Oltavar will use the two as his messengers and take charge over the spirits responsible for guiding the dead to the afterlife.

Riigr
Riigr was a son of Oltavar and the god of martyrdom, guardianship, heroism, dueling, and weaponry. Though his life was short, he was admired by Oltar for his unparalleled bravery and his skills as the clan's best duelist. He often sparred with Athovat, one of the few capable of matching his skills with a sword, and was said to be romantically attracted to the goddess, though he was forced to accept that such a relationship could not be. He was also close friends with Visar, who provided him a large collection of weapons. When he was not sparring, he spent much of his time in the mortal realm, protecting the young Repzork from various threats and teaching them how to fight right up until his death at the hands of the Nygalara. To this day, his death is a national day of mourning throughout the empire.

Livunyr
Livunyr is a daughter of Oltavar and the goddess of agriculture, cooking, poison, and spite. Despite being a child of Oltavar and being responsible for cooking all of the gods' food, she is generally considered a minor deity. This is partly due to acting primarily as Lluawit's assistant and for being a recluse, seldom leaving Oltar's palace. She is amicable to visitors, but can also be remarkably spiteful, a trait sometimes spurred by her mother. She will deliberate sabotage the meals of those who cause offense and can make a wide variety of deadly poisons, some of which the gods use for battle, particularly Vyras, Livunyr's closest friend.

Saertu
Saertu is one of Oltavar's brothers and the god of law, justice, retribution, fairness, honor, oaths, wisdom, and birds. Also known as the One-Winged, Saertu is one of Oltavar's most trusted advisors and in many regions is considered almost as important as Oltavar himself, as while Oltavar embodies leadership, Saertu embodies the elements required to make an effective ruling body. He is the wisest of the gods, and as a result, many come to him for his guidance. He also judges the souls of the dead and helps Oltavar to resolve disputes between the gods. His servants are birds, which he sends out to acquire knowledge.

Visar
Visar is the god of forging, construction, engineering, stones, metals, and the arts. Though considered to be one of the Oltar's worst fighters in some sects, Visar more than makes up for this with his unparalleled skills in construction and engineering. He is known for having forged the gods' weapons and armor, including Thaelvak, countless magical items, and for constructing Oltavar's palace. As a practitioner of the arts, he has also produced many paintings, statues, mosaics, and engravings, which are featured prominently on his creations. A sometimes obsessive perfectionist, Visar will sometimes spend days or even weeks ensuring that every detail of his creation is to his exact specifications. While often more than happy to create tools and artifacts for others, he only gives freely to his fellow Oltar gods, and demands fair compensation from others, going as far as to recruit the help of Golgolag to punish those who do not pay their debts.

Sarikarak
Sarikarak is one of Oltavar's brothers and the god of writing, poetry, singing, runes, magic, fortune, and tattoos. He is regarded as one of the most important of the gods even among those who do not directly worship him, as without his teachings and his discovery of the runes, magic would be nearly impossible. A scholar beset with a desire to understand the inner-workings of creation, Sarikarak often travels to the far corners of the world to study the primordial chaos and the domain of the Builders. He will also accompany Hruthvar and Hruthvair on their travles from time to time, during which time he formed a close bond with the two. Like the two explorers, Sarikarak will disguise himself to walk among mortals, where he will often test the moral character of those he encounters; those who pass his test are well rewarded, while those who fail are punished through trickery.

Akla
Akla is the god of hunting, nature, forests, trees, the Wild Heart, animals, and fury. He represents one's independence and the untamed wilds; he avoids civilization, preferring to instead live a nomadic life in the woods where he will sleep in caves, his only companions being the animals that live alongside him. He frequently disguises himself as an animal to stalk those who enter his grounds and will exact swift retribution on those who defile his lands. Unbound by notions of ethics or politeness, Akla can be crude and irreverent, particularly to those who have not earned his respect. This has led to a sometimes difficult relationship with some of his fellow gods, such as Saertu and Hunovo. At the same time, all acknowledge Akla's skills in hunting and his willingness to help those who have earned his approval.

Visar at one point created a bow for Akla known as Hilfig; though the bow was of exceptional quality, Akla refused, preferring to instead use a stone dagger and a bow he himself had made from a tree. The bow was instead gifted to Vyras.

The so-called 'wild heart' is the primal core that is said to inhabit all sapient life. When pressed hard enough, even the most civilized of individuals will be consumed by their wild heart, overriding all inhibitions for better and for ill. A soldier in a desperate situation can call upon it to perform otherwise impossible feats; simultaneously, a Repzork driven to madness through isolation can be reduced to little more than a cornered animal. As all Repzork possess the wild heart, none can truly escape Akla's grasp, and all must learn to tame their spirit.

Akla is worshiped by many, but his anti-social behavior is, particularly in modern times, viewed as a warning. While independence is not in and of itself inherently bad, Akla's behavior is sometimes detrimental as it pushes others away and leaves him to fend for himself; even the solitary Akla sometimes requires the help of his Clan to overcome obstacles.

Xitav
Xitav is the god of the sky, light, sleep, meditation, and dreams. Though he is the embodiment of the sun, Xitav is generally calm and reserved, spending much of his time in meditation while his radiant rays bring light and warmth to those around him. He meditates to tame his sometimes temperamental spirit, which can transform his radiance into a scorching heat that brings with it drought and fire. Being nocturnal by nature, the Repzork use Xitav's time to rest, either sleeping or basking in the sun to warm themselves and recharge. Xitav predominantly communicates to his followers through dreams and during meditation.

Faea
The wife of Xitav, Faea is the goddess of darkness, constellations, space travel, the Void, and visions. She is the most prominent of the solar deities, embodying the hours in which Repzork society is most active, the night. Her prominence has only grown with the advent of space travel, with the goddess now considered crucial to the empire's continued survival in much the way that Faiok once was. She is credited for having produced the wormhole that led the Repzork to Alrukai during the Second Exodus, and is thus regarded as a national hero. Appropriately, Faea has an outgoing and energetic personality, but whereas Xitav can bring searing heat, Faea retains an inner peace which she employs to soothe Xitav's anger. Faea uses visions to communicate with her followers.

Yinve
The daughter of Xitav and Faea, Yinve, known also as the Blood Dancer, is the goddess of lust, dance, joy, parties, intoxication, dawn/dusk, youth, and beauty. She is often described as the most worldly of the gods; unconcerned with the future and the inevitable end of all things, Yinve lives in the present, making most of the time she has available to enjoy herself and spread joy to others. She will host lavish parties in which she and those attending lose their inhibitions in an intoxicated haze and indulge in their desires. She is also known for traveling throughout the realms and lodging with whoever permits her; one notable story involves both Hruthvar and Hruthvair. She is also close friends with Akla, who admires her free-spirited nature and her beauty. Being unmarried, Yinve is free to go from partner to partner as she pleases without consequence.

Because of her overt association with physical desire, Yinve is often misunderstood by outsiders. While Yinve does embody carnal lust, her lust refers to desire in general, such as a desire for adventure or battle. Likewise, her intoxication is also interpreted to mean that one has lost themselves to whatever activity they are engaging in at the moment. In fact, Yinve has shown a particular thrill for adrenaline and combat, with some stories depicting Yinve painting herself with and dancing in an enemy's blood as she cuts them down, earning her title as the Blood Dancer. As a result, Yinve is a popular deity among shock troopers and Chosen.

Nevertheless, Yinve is among the more contentious of the gods. Few take issue with her broad attributes, but while her carnal behavior is to some degree expected and even permitted among the youth, sects cannot agree on whether or not it should carry over into adulthood. Some firmly believe that an individual should either settle down and marry, abandoning their wild youth, or instead commit themselves to another deity, generally Athovat, once they are of age. Others view this course of action as demeaning to Yinve and needlessly constricting.

Hunovo
Hunovo is the god of money, business, trade, and ethics. A close associate of Oltavar, Saertu, and Visar, Hunovo manages Oltar's treasury and acts as the middleman in the clan's affairs with outsiders. He ensures that all exchanges and agreements are fair and that both parties receive the exact compensation they had agreed to. He almost exclusively utilizes oaths in his dealings as an extra layer of assurance and to dissuade parties from attempting to alter the deal at a later date. Hunovo is also an advocate for the common worker, demanding that their masters treat them with dignity and provide them with fair wages. Those who fail to heed Hunovo are said to be cursed with poverty in the afterlife.

Nilzeli
Nilzeli is the goddess of snow, ice, mountains, melancholy, burial, and ancestral worship. As the queen of Lyrthra, Nilzeli spends much of her time among mortal souls, particularly those in need of comfort. As a result, she has taken a keen interest in the mortal world, and is said to often visit merely to observe how mortals live and to occasionally comfort the relatives of the deceased. Though associated with death, she is gentle and benign, leaving the role of judge to Saertu and Golgolag. However, she will curse those who intentionally defile one's funeral or grievously offend their ancestors.

Golgolag
Golgolag is the god of frostbite, hypothermia, divine punishment, revenge, fear, and nightmares. He and his servants punish those who are sent to the Pit for committing heinous crimes. Golgolag's punishments depend on the crime and its severity; for example, if one's crime was of breaking a blood oath, the perpetrator's blood will be drained by ripping away one or both wings. Once the punishment has been delivered and the guilty proves innocent, Golgolag will then allow them to leave, though the scars of their punishment will remain with them forever. Among his brethren, he is Oltar's enforcer, using his immense strength and powers over fear to ensure that those who deal with the clan perform their part of the deal.

Some sects associate Golgolag with war, him and his servants embodying the terror and confusion of combat. This is especially true in some branches of Central Intelligence which make use of his iconography.

Despite his connections to the underworld and to ice, Golgolag is not related to Nilzeli, instead having been born directly from chaos.

Athovat
Athovat is the goddess of strength, perseverance, athleticism, sports, sharpshooting, and chastity. She is the opposite of Yinve, denying herself any and all worldly pleasures in the pursuit of glory and strength. She is constantly training, testing her own willpower, or exploring the world in search of challenges to overcome and beasts to slay. As a result, she has become Oltar's best fighter, surpassed only by the deceased Riigr, who had been Athovat's closest companion. After mourning his death, she vowed revenge against the Nygalara and is said to be awaiting the day that she can avenge her companion.

Athovat's relationship with Yinve is contentious. Some myths depict Athovat holding the dawn goddess in outright contempt, though others show that they can and often do tolerate one another from a distance. Nevertheless, this does not stop Yinve from trying to win Athovat over, though she has yet to succeed.

Faiok
Faiok is the god of the oceans, floods, fishing, the tide, and navigation. Much like the ocean, Faiok is unpredictable and enigmatic. He can be calm one moment, and then enter a state of intense anger the next. He holds himself and high regards, and shows great respect for those who can traverse the raging seas. In ages past, he was considered a major god due to the necessity of ocean travel, particularly during and after the First Exodus. Fishing was a major industry throughout Repzork history as Kalkria's cold climate made it difficult to grow many crops. But as ships were supplanted by aircraft and then by starships, Faiok has fallen from the wayside and effectively became a niche god, though his connection with navigation has helped to keep him relevant beyond the lives of sailors and fishermen.

Yuvon
Yuvon is the wife of Faiok and the goddess of beaches, sand, oases, gift-giving, and glass. Though little is recorded of her, she is regarded as being just as important as any other god, as she saw beauty even in the most hospitable of environments, made use of that which was once thought to be useless, and possessed a boundless, soothing positivity. Many consider her to be the most loving and compassionate of the Oltar gods as her stories resolve solely around teaching and helping those in need; she can fight, but is only ever shown to engage in sparring matches with Riigr when he visited her. Some sects go as far as to claim that Yuvon is a pacifist, though this is disputed.

Vyras
Vyras is the goddess of illusion, deception, lies, theft, and espionage. She is a relatively recent addition to Oltar, having been first recorded shortly before the First Exodus; unfortunately, due to the timing, a great deal of information regarding Vyras was lost, leaving her origins uncertain. It is known that, though she is a member of the clan, Vyras is viewed almost as an outsider by some deities, such as Hunovo, as they find it difficult to trust her. Vyras often uses her powers to punish individuals for hubris and to acquire information for Oltavar when others cannot. The goddess also has a more playful side which she often presents during festivals, though not to the same extreme degree as Yinve.

Syleris & Nygalara
Syleris and the Nygalara are the two great enemies of the Oltavaran faith. Though openly opposed to one another and more than willing to fight among themselves, both are committed to the destruction of the modern world in order to raise up a new one in their image. Each being embodies different qualities. The Nygalara, the last survivor of the old world, represents chaos, stagnation, and decay, as it seeks to return the world to the primordial chaos in which its progenitors once roamed. It is wild and untamed, abhorring all life and holding allegiance to neither man nor deity. Syleris is a usurper, an evil queen intent on forging a world in which neither the gods nor their children have a place unless they abandon their morals and oaths to follow in her rebellion. She blesses those who serve her, but does not truly love them, for serves only her own aspirations. None but the Five Scribes know which entity, if either, will win in the coming Dusk.

Worship of either deity is banned across the Repzork Empire, though only the most obscure of cults have willingly decided to serve either figure.

Nefal
Nefal is an umbrella term describing entities born of the primordial chaos after the Gods had established the world. Syleris is a notable example of a Nefal, though there are many others described in the Oltelkar, such as the Chereg, which are described as a race of flying serpents who roam the edges of creation; Xalku, mischievous spirits which use deception to bind mortals to their will; and the Tyrg, ghostly figures which drain the life of those who come too close. The Nefal are not a unified force, with every individual or group having its own agenda. Though many are in some way hostile towards the current cycle, some have willingly sided with the Gods or are simply ambivalent. Nefal are not typically subjects of worship, but some communities do make offerings to certain Nefal in exchange for a gift or blessing.

Foreign Gods
Foreign gods are those deities which exist outside of the Oltar Clan. As mentioned previously, it is believed that all sapient races have at least one deity associated with them, including all participants of the ongoing Great War. Many Repzork hold to the belief that actions in their world can to some extent mirror those in the spirit realm; thus, just as the Repzork fight the Peacekeepers, so to are Oltar fighting the gods of the Peacekeeper races. These foreign gods are often used in media to represent nations. None are expected to worship a foreign god, just as no foreigner is expected to worship an Oltar god, but many foreign deities have nevertheless earned the Repzork's respect, notable among them being the Diab goddess Haratahavi, a statue of whom was built on Baltreos by the Repzork following the planet's capture. The statue is dedicated to those Diabs who died honorable deaths.

Telkevon & Kilune
Telkevon and Kilune, male and female respectively, were the first Repzork, and thus are the parents of the entire Repzork species. It is said that Telkevon and Kilune became monarchs of the first Telkevan kingdom, and that their bloodline gave rise to what is now the Nezekar dynasty, as well as some or all of the other dynasties of the pre-exodus Telkevan era. Though not regarded as gods, they are revered as the 'primordial ancestors'.

Yolkavach
Yolkavach is a legendary figure from the Oltelkar. Found as a lone egg in the woods by the gods, Yolkavach was raised as one of their own and became wise and mighty. Unfortunately, this developed pride in the young man, which emerged as a hot temper that would lead to his downfall when he broke a blood oath by slaying the man with whom he had forged the oath. He was then killed and brought to Golgolag, who had his wings ripped off and his body branded with the mark of the kinslayer. Yolkavach pleaded for an opportunity to redeem himself. Oltavar, because of Yolkavach's previous loyalty, gave him a list of challenges including the slaying of wild beasts, the retrieval of items stolen from the gods, and most importantly, making amends with the ancestral spirits of the slain man. If he succeeded, all would be forgiven. Yolkavach was placed back in his mortal body, but still bore the scars he had acquired from Golgolag, making him an outcast among the people. After many years of struggle, during which some of the gods either hampered or helped him, he achieved his assignments and made peace with the man whom he had killed. In recognition for his deeds, Yolkavach was made whole and forgiven of all crimes. He would live the rest of his days as a traveling storyteller and a royal advisor.

The story of Yolkavach teaches various lessons, most notable among them being the severity of oaths and of kinslaying and the fact that that while one must work tirelessly to atone for their crimes, forgiveness is indeed possible for all but the most grievous of offenses.