Major Religions:
Children of Ghalii
The primary church of Ghalii’s Gate, the Church champions the almost heretical notion that Ghalii, alone among the gods, has reconciled her twin aspects. They worship Ghalii not just Undivided but Recombined, with one, not two aspects. Thus they call her Ghalii the Gatekeeper, Goddess of Life and Death and the symbol they use is a black skull inside a white egg.
SERMONS: The sermons of the church start off as calm,
solemn affairs and gradually build in energy and vibrancy to a climax, often
followed by some sort of street party or entertainment. Funerals, Births and marriages are all
celebrated equally with vibrant Carnivals and parades.
HOLY DAYS: New Year is the biggest holy day comprising
a three-day festival that fills the city streets. The autumn and spring Equinox, as moments of
change, are also celebrated.
ATTITUDE: The church considers the Brotherhood of
Gyros a great force for good but too sombre and ignorant of the role of death. The Lupan Protectorate, the Fortress and the
Philiaics are considered pompous and soulless.
The Infitem seem to have a grasp of the fragility of life but are too wrapped
up in ritual and Emperor-worship.
RANKS: The priesthood of the Children is comprised of
many Monks and Fighters (Forebodes), Clerics and Bards (Harbingers) a handful
of Rangers, Druids and Sorcerers (Portents) and there are rumoured to be a few
Paladins (Gatekeepers). There may even
be some Necromancers among the ranks of the Children.
Blackvale Civil Philiaic Church
This church is unique to Blackvale and is followed
mainly by the mages and the aristocracy.
It is divided into three parts – the Order; comprising scholars and
every mage who has been trained in Blackvale’s magic school, the Citizenry;
mostly the aristocrats and other worshippers and the Guides; essentially the
priesthood. They follow Philia the
Civil, followers of Philia the Wild are considered beneath contempt. Their symbol is the mirrored golden mask of
Philia the Civil.
SERMONS:
Sermons are quiet, orderly affairs demonstrating the mastery of civility
and ordered society. Magic is used
frequently in ritualised, undramatic ways.
HOLY DAYS: The
founding of Blackvale is celebrated, as is the holy day of Philia. The day of Blackvale’s secession from
Armillia was originally a public holiday and was at first ignored by the church
but has been embraced in recent years.
ATTITUDE: The church has a warm, if somewhat
patronising, attitude to the Brotherhood of Gyros and a great respect for the
Lupan Protectorate and the Fortress, they view the Children of Ghalii with
horror as disorderly and death-obsessed and the Infitem as regressive and
insular.
RANKS: In the Order a Wizard or Scholar can be a
Member or a Magister depending on how active they are in the church. Similarly a Citizen can be a Member or an
Exalted Citizen. The Guides have a
number of titles, the initiates are called Guides, the Monks and Fighters are
generally Guides of the Civil Self and Clerics and Paladins are usually Guides
of the Civil Soul. Sorcerers, Rogues and
Barbarians are not welcome and Rangers and Druids are rarely comfortable in the
church.
Brotherhood of the Sun
The Brotherhood is by far the largest and farthest ranging of the churches. It has temples in every city and most villages although Blackvale and Sentinel City are its biggest. The Brotherhood worships Gyros Lightbringer and works mainly with the peasantry throughout the Five Cities. Their symbol is the mirrored sun of Gyros Lightbringer.
SERMONS:
Sermons vary depending on location, in Sentinel the sermons are grand,
formal affairs. Elsewhere they tend to
focus more on group prayer and charity.
They often play second fiddle to the farming calendar.
HOLY DAYS:
Festival of the Light at Midsummer, Observance of Gyros Reborn at
Midwinter.
ATTITUDE: This
tends to vary by region; the Brotherhood in Sentinel tends to reflect the
attitude of the Protectorate, elsewhere they are more open-minded and often
work with other organisations in their charitable activities. The Brotherhood of Blackvale vies with the
Philiaics for the best scholars and the most well stocked libraries.
RANKS: The Brotherhood
has the largest number of Clerics of any church and they are known as Sun
Brothers (Sun Fathers at higher levels).
Monks and Bards are generally called Sun Callers. The church has a fairly large force of Fighters,
Mages and Rangers tasked with protecting and escorting other priests and
hunting down undead called Sun Bringers (The occasional Rogue or Barbarian has
been known to join the Sun Bringers too) and an elite cadre of Paladins in
Sentinel known as the Bright Guard.
Lupan Protectorate
The Protectorate operates mainly out of Sentinel but has some outposts as far west as Armoury. They are essentially a religious military force in service to Lupan the Protector. Their symbol is the mirrored White Wolf of Lupan the Protector.
SERMONS: Sermons are conducted with military
efficiency and take the form of mass prayer, military drill and enforced
self-denial such as fasting and rituals of endurance.
HOLY DAYS: The
Fall is a day of mourning in honour of the death of First City. The Return is celebrated on the day the
survivors first came down from Mount Sentinel and The Founding on the day the first
foundation was dug of Sentinel
City.
ATTITUDE: The
Protectorate view most other religions as lacking in discipline and
morality. They admire the Brotherhood of
the Sun for their tireless charity and consider the Fortress of the Spirit
their brothers in arms.
RANKS: Like any
military organisation the Protectorate have many ranks but they are fairly
clearly divided into divisions of Clerics and Monks (The Heart), Bards (The
Voice), Scrying Wizards and Rangers and, very rarely, Rogues (The Eye) and a
great army of Fighters and Paladins (The Arm).
Fortress of the Spirit
Less a religion than a legal and societal structure, the Fortress is the code of rules by which the Dwarves of Anvil live. It is dedicated to Kodir and features the mirrored hammer of Kodir the Builder as its symbol.
SERMONS:
Dwarves attend a public reading of the Laws each morning and are
expected to spend a portion of each evening in reading the various sub-clauses
and codices.
HOLY DAYS: One
day each year the laws are loosened for the Festival of Might where displays of
bravery and ingenuity are performed amid a great feast and much drinking.
ATTITUDE: The
Protectorate are considered to have their hearts in the right place, though
their religiosity makes the Dwarves uncomfortable. The Philiaics seem to be trying but their strong
links with magic are very suspicious.
The rest are too flippant and lawless for the Dwarves’ taste.
RANKS: The
Fortress numbers many Fighters, Monks and Rangers in its ranks. It also has a number of Dwarven Clerics and
Paladins, though they consider themselves more agents of Kodir’s Law than
priests and thus take the title of Jurisdictor (or at higher levels, Judex). A cadre of Sorcerers are kept for emergencies
and are known as the Extremis.
Imperial Infitem Cult
The official state religion of the Armillian Empire is centred around the worship of Infii and Tempess as gods of fire, water and wind. Their symbol is the official Phoenix of the Empire grasping the symbol of Infii or Tempess in its claws.
SERMONS: Vary
depending on the god being worshipped and the location within the Empire. For instance the mountain villages of the
North-Eastern Kerrim people worship Tempess before high waterfalls and call for
light snowfall and gentle winds. The
great merchant sailing fleets worship on deck before each journey to bless the
voyage with calm seas and clear skies.
The nomadic tribes of the central desert worship Infii with pounding
drums and feats of daring where young warriors leap over bonfires to prove
their courage. In Infii’s Gate the
worship takes place in grand ancient temples like amphitheatres open to the sky
and ringed by great burning braziers where worshippers plead with Infii to hold
back the desert that creeps ever closer to the city.
HOLY DAYS:
Different groups have different days but two are universal – The
Emperor’s birthday and the Day of the Calling that celebrates the day the
Emperor was named Voice of the Gods and High Priest of the cult and it became
the state religion.
ATTITUDE: The
religions of the Five Cities mean little to the Empire. Their lack of respect for the Emperor and the
ill-favoured worship of Gyros makes them unfit for consideration.
RANKS: All
sorts of religious orders make up the Cult (including the entire Imperial
military) but there are a few that are almost universal. These include the elite Sorcerers, Clerics
and Paladins known as Fire, Wind and Water Warriors, the Fighters and Rogues of
the Palace and Temple Guard, the Barbarians and Rangers that make up the mobile
Desert Snakes units, the Bards of the various Temples - singers, players and sacred castrati and the
tribal Druids and Clerics of the Desert and Grasslands.
Minor Religions:
Temple of the Balance
This mysterious religion thrives in the tunnels of
GiXor, the heavily robed initiates are rumoured to include necromancers,
assassins and thieves but the Temple
also runs the largest free hospital in the Five Cities. Unsurprisingly it follows Olich Undivided and
its symbol is both sides of the Hand of Olich.
Its sermons are unknown, but those who seek the
services of the temple are usually required to perform a simple ritual
involving a short trial of pain. Nothing
is known about its holy days, attitude or ranks.
The
Cult of GiGenera Reborn
This small cult is gaining followers in Ghalii’s Gate
and the Gold Plains. They believe the
disappearance of the Elves is a punishment for neglecting the worship of
Genera. Their plan is to mount an
expedition into the Unending Forest to restore the city of GiGenera to its former glory at which point
they believe the Elves will return and bring joy and peace to the world. Their cult includes a few Druids and Rangers
but most consider the cult’s ideas ridiculous.
The cult’s inner circle includes a number of respectably powerful
Clerics of Genera.
Makers
of Wonder
This loosely run organisation claims Locus as their
patron and is mainly made up of entertainers and inventors, usually, but not
exclusively, Gnomes or Halflings. They
see it as their mission to bring wonder and delight to the world through verse,
pranks and fascinating contrivances.
It’s impossible to say how big the Makers faith is – it may even rival
the major religions in adherents.
Illusionists, bards, rogues, acrobats, clowns, tinkerers and craftsmen
have all been known to follow the precepts of the Makers of Wonder.
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