Church of the Creator Organization in Ardu | World Anvil

Church of the Creator

Structure

The ecclesiastic order: The seven Aspects

It is agreed that only the Creator is a complete being, and that, following the sixth tenet, he is only allowed to be worshipped as a singular entity. No human, as humans are incomplete and fallible, can follow all his aspects to the full extent necessary. Hence the priesthood is split into seven aspects, of which each priest must choose to serve the one he feels the strongest connection to.   Therefor the church is ordered in seven Chapters, each dedicated to one Aspect, which is the reason that Clerics and Priests of the Creator are also called Aspectclerics or Aspectpriests. Due to the tenet that all aspects are nothing but parts of the Creator, and shall not be worshipped on their own, these chapters may well have buildings entirely dedicated to them, yet none of those buildings ever is a temple. Usually they are merely a worldly representation of the affinity of those who live and work in them, seats of ecclesialistical administration and not faith, and it is far more common to meet a (faithful) bureaucratic pencilpusher there than a man burning with faith. Those you find in the temples.   Should it, for some reason, prove to be impossible to find an aspectpriest of a certain aspect in a local temple of the Creator, people who look for one might also turn to a servant of another aspect and expect to be helped. A priest is priest of the Creator first and of his aspect second after all. Priests inside a temple are mandated to wear the colors of their associated aspect for ease of recognition.

 

The seven Chapters

The Church is separated into seven chapters, each representing one aspect of the Creator. Their Leaders are the so called Aspectprimarchs, with the title Primarch (without Aspect) being a honorific title of the High Father.  
The Chapter of the Father-Aspect
  Secondary Name of the chapter: Holy Shield, Holy Light   Clerical title: Shieldbearers, Lightbearers   Responsibilities: Protection and Provision of the Flock,   Associated colors: White and Gold.   Aspectprimarch: (always male): High Father, also called High Protector or Lightbringer. The High Father also presides over the Templars and is hence the de facto leader of the church called the Primarch.   Seat: High Haven   Current leader: The current High Father is Lightbringer Primarch Simion Merenthis.   The Father chapter is considered to be the most important one and provides the Primarch, who is the leader of the church as a whole, as this was decreed by the Founder when he fell ill to the Plague. The Chapter of the Father aspect is also known as the Community of Light and Protection.   Priests of the father cleric usually take the Role of abbots, so called Lightbringers in temples of the Creator, and their duties include the admisitration of the place, and the organization of provisions. Their duty is also to preside the sermons to the father and organize their agenda.  
The Chapter of the Mother-Aspect
  Secondary Name of the chapter: Blessed Home, Blessed Cradle   Clerical title: Hearthkeepers, Lifekeepers   Responsibilities: Sowing and Harvesting, Hearth and Home, Midwifery and Census   Associated colors: green and brown.   Aspectprimarch (always female): High Mother, also called Hearthguard.   Seat: High Haven   Current leader: The current High Mother is Hearthguard He-Lenn Curima Miris.   The Mother chapter cares for the housekeeping and the hospitality in the different church buildings. They are also responsible to hold the praise sermons on the occasion of the harvest festivals, and to bless marriages and hold marriage rites- They and are generally considered for counsel in all questions regarding home and family, where they however stand in for the very strict church worldview of the male dominated household. This oftentimes deters young women from joining them and instead makes them join the more open chapter of the mistress.

The mother chapter also finances and runs poor houses, yet contrary to those run by the Roanites and the Red Skull, these are for members of the church only, and those of another faith are not welcome there. They also care for the "husks" provided by the magic towers whenever a graduation fails, provided the parents or those paying for the service are of the faith.

The Chapter of the Warrior-Aspect
  Secondary Name of the chapter: Holy Guard, Holy Tempest   Clerical title: Holy Guardians, Voices of the Tempest   Responsibilities: Defense of the Faithful, Fighting the Heretic, Becalming Storms, Blessing of Ships and Travels on Sea.   Associated colors: Red and White   Aspectprimarch: High Warrior, also called Holy Blade. The High Warrior also presides over the Inquisitors and is a kind of second in command among the ecclesiarchy below the Primarch. His title hence also is High Inquisitor.   Seat: Bayestril   Current leader: The current High Warrior is his Holy Blade High Inquisitor Talieous Gray .   Besides being to almost full extent part of the Left Wing of the Church, the Holy warriors have the task to guard church sermons or bless battlefield marriages. They also serve as a church military in case this is necessary. Due to their closeness to the Storm they are also responsible for the blessing of ships and ship christening ceremonies, and are asked to pray for by sailors before setting sail.  
The Chapter of the Sage-Aspect
  Secondary Name of the chapter: The Keepers and Crafters   Clerical title: Keepers, Crafters   Responsibilities: Collection of Knowledge, Protection against heretic knowledge   Aspectprimarch: High Savant, also called Lorekeeper.   Associated colors: Blue and Silver   Seat: High Haven   Current leader: The current High Savant is Lorekeeper Rohwon Morandis.   The Chapter of the Sage aspect is responsible for the keeping of the church chronicles, the upkeep of the libraries, and the destruction of all forbidden knowledge except the copies which are held secret in the Black Vault in High Haven. The Chapter finances and supports religious schools which further the faith in the creator, however, like the poor houses run by the Hearthkeepers, expects the students to join the faith. Besides this the Chapter also is responsible for all kinds of building projects inside the church, from planning to execution.  
The Chapter of the Trickster-Aspect
  Clerical title: Tricksters   Cleric Names: Tricksters   Responsibilities: Acquisition of Wealth or Information, Prevention of Stagnation   Associated colors: Grey and Bronze   Aspectprimarch: The Shadow   Seat: ??? (probably Bannishold?)   Current leader: True Identity of the Shadow is always unknown.  
"Do you even know who i am?"
"Do you know who i am?"
"..."
"Well that leaves me with the advantage then, does it?"
— Discussion between a local baron and an Inquisitor of the Trickster-Aspect in Aidrun.
Little is known about the chapter that follows the trickster aspect. Joining it requires the aspiring cleric to first find it, which is already the first requirement for being taken in. Worship of the trickster aspect is highly privatized and individual, as it appeals to this aspect of the creator. Trickster Aspect Inquisitors are rumored to work as kind of a clerical secret service and the monastery of shadows is said to have strong ties, although the monks neither confirm nor deny this. Tricksteraspect Templars are said to have their hand in multiple trading guilds in order to provide the church with additional money, and also to keep an eye on the, by nature, very individualistic entrepreneurs.  
The Chapter of the Mistress-Aspect
  Secondary Name: Chapter of Lovers, Lovers   Clerical title: Lovers   Responsibilities: Voice of the Creator to the Common folk, Fertility, Midwifery, Celebration of Life, but also Entertainment of the masses.   Associated colors: Red and Gold   Aspectprimarch, (always female): High Mistress, also called his Holy Voice   Seat: Midway   Current leader: The current High Mistress is his Holy Voice Anira Tamerlin.  
May you always be in the creators favor
— Her Holy Voice Anira Tamerlin on the occasion of the biannual "Great games" in the Kolloseum of High Haven
The chapter of the mistress-aspect is responsible to keep the church in good favor with the population and considered to be the chapter most "close" to the common people. The Templars of the Mistress aspect brew beer, support church owned brothels (the only once which are considered "clean" in the eyes of the Creator) and organize church festivals. They also serve as midwives. In Haven, and places where the church is strong, Templars and Inquisitors of the Mistress Aspect organize fighting games in the local arena to "keep the population happy" and are responsible to care for, and "educate" the slaves owned by the church. They also support theatres, often together with aspectclerics of the Sage Aspect. In a sense they are the public relations department of the church, which is reflected by the title of their leader.  
The Chapter of the Stranger-Aspect
  Secondary Name: Death Chapter, Chapter of Secrets   Clerical title: Strangers, Gatekeepers,   Responsibilities: Death Sermons and Rites, warding against Plague Incursions   Associated colors: Black and White   Aspectprimarch: High Ostiary   Seat: Midway   Current leader: The current High Ostiary is High Ostiary Dhrovarim Thule.

  The chapter of the Stranger Aspect cares for the upkeep of the Wards in all temples of the Creator, and also holds the Death sermons. Aspectclerics of the Stranger aspect come into households to provide counsel and comfort after the death of a loved one. The Chapter of the stranger aspect often supports hospices, but, together with the Clerics of the Mother aspect and the Mistress aspect, also places of healing, where all those who are faithful will be helped.

As this aspect is also considered to be the Keeper of Secrets, they are also, together with the clerics of the Sage Aspect, responsible for the security and the upkeep of the Vault of Black Books in High Haven. The Chapter of the Stranger also accounts for the secure storage of the soul crystals into which the ego and ambitions of "curbed" casters, which haven't been considered ready for graduation in the towers, are stored.  
The Council of Seven
The council of seven is the council of the leaders of all seven Aspectprimarchs. The High Father is its speaker and presides it at the same time. The council is ordained to meet once every year at least, but it is said that the Aspectprimarch's also stay in constant contact via mail or raven in questions which have to be answered in shorter timeframes.  

The Secular Order: The Two Wings and the Ordo of the Faith


Besides the ecclesiastic order, the church is organized in two wings and, at the moment at least, eight orders. The Two Wings are the Templars and the Inquisitors, which represent the peaceful and the military arm of the church, while the ordo form the local representations. Furthermore both templars and inquistors can also choose between a life as a priest inside the safe walls of the clerical structures, or life as a wandering priest, which is called a cleric, a common term that has found its way into many other languages too.  
The Templars

Templarpriests
Templarpriest of the Fatheraspect and Templarpriestess of the Mistress Aspect in the Temple of Auriva
Templars are all those priests which follow the "Vitas Contemplativa" (The contemplative life), be it now as priests in the temples or as wandering priests (called clerics), which is the term the church coined for this lifestyle and which has found usage in many other religions too.   They make up the major part of the church and are also called the "Right Hand" or "Right Wing" of the faith.   They are the priests which man the temples and hold the sermons and rites and are the soul shepherds of their flock, instead of being their sword and shield, like the Inquisitors. Templars define and interpret the will of the Creator, thus functioning as spiritual center and as legislative of the Faith. Priests who serve in a temple are mandated to wear robes in the color asscoiated with the aspect they serve, for ease of recognition.   Their servitude of the contemplative life does not mean that templars are not well versed fighters however. Any templar, should he so desire, can become an inquisitor and any inquisitor, should he feel that it is time, can become a templar.   Because the warrioraspect is a well recognized part of the Church, and clearly connected to the endgoal of the faith, to live in a world free of beings who can only procreate via Faebirth, templars are expected to hone their skills in combat too. The Faith in the Creator is not a peaceful religion. Still the fighting abilities of inquisitors outpace those of the templars in general.   Although technically a suborganization, they are led directly by the Primarch, who is also the Leader of the Father aspect and de facto leader of the Church.  
The Inquisition

"I am the Law!"
-Inquisitor Corvis Corasthes
The Inquisition, also called "Left Hand" or "Left Wing", is led by the High Inquisitor in Bayestril. The Inquisition follows the so callled "Vitas Activa", the active hunt for plaguebeasts, heretics and other evil. Where the Templars are basically the soul of the Faith, the Inquisition is its sword. Inquisitors were supposed to function as executive and judicative at the same time, or, as they would put it, as "judge, jury and executioner", a claim backed wherever the Church can put enough weight behind it. In the moment an inquisitor can officially claim the full extent of these powers only as part of the Ordo Havensis in Haven (see Ordo below for how much Power each local representation called Ordo can wield)   Not all Inquisitors are in the field, as the Inquisition too needs people tending to the books or caring for the provisions. It is however implicitly expected that every inquistor knows how to handle his weapons and is ready for the fight in minutes if need be.   Although subordinated to the Primarch, the Inquisition generally functions as the executive and judicative branch of the faith and the High Inquisitor as a second in command towards the rest of the church. Momentarily the Inquisition is led by High Inquisitor Talieous Gray.   The Inquisition, wherever the Church can wield enough power to allow it, has started to build keeps from where it projects it's power. The Church calls these keeps monasteries, a term heavily contested by the monks of the different non-clerical monastic orders all over the world, like for example the monks of Shearwind or the monks of the Deepmarrow Monastery. Only the Shadow Monks of Bannishold seem to not take issue due to their strong allegiance to Haven .  

Priests and Clerics

The term priest and cleric carry a special connotation within the framework of the Church. Any churchmember, be it now templar or inquisitor can be a priest or a cleric. Priests are those who fulfill their tasks within the boundaries of greater structures, like temples or other organsational structures. An inquistor who serves in a company with other inquisitors would still be called a priest for example. Wandering priests who fulfill their duty outside of these structures and pay a tithe of what they earned during this time once they return to Temple or Monastery are called clerics.   Different ordo of the Faith and different aspects lean themselves more towards the lifestyle of a cleric, like for example the Ordo Missionaria and the Ordo Eridanis. They, due to the nature of their charge, field a lot of clerics, many of which are Aspectclerics of the Trickster-, the Warrior- or the Mistressaspect due to the way these philosophies lend towards the lifestyle.   The exact boundaries of this term are in flow. A small group of wandering clergymen attempting to further the course of their church would surely be called a group of clerics, while a whole company would imply the involvement of larger structures, which would make them priests. A good indicator to distinguish between both is likely the degree of indepedence a certain churchmember has from the worldly structure of the church.   Inquisitor-Cerics are colloquially known as "Witch Hunters" or "Monster Hunters", but they do not prefer this term as it muddies the water that differentiates them from non clerical witch hunters who only do it for money. They also take coin for it, but the ones enlisting them can at least be sure that they are properly educated about the risks, and that a part of the money spent on them finds its way back to the church, once the "Witch hunter" returns there to rest and stock up.  
Witch Hunter
Inquisitorcleric of the Warrior Aspect on the Plain of Eridu
 

The eight Ordo

The Ordo organize the local representations of the church. At the moment there are 8 ordo, one for each region in which the church holds a strong enough position to support local temples, and the Ordo Missionaria, which looks to expand the Influence of the church in regions where her influence is weak yet. Each Ordo is again divided into a left wing (Inquisition) and a right wing (Templars).   The eight Ordo are:
  1. The Ordo Havensis: The Church in Haven, led by the leaders of the Aspect chapters directly. The Ordo Havensis thus, among all ordo, takes a role comparable to a primus inter pares
  2. The Ordo Odhalis:The Church in Odhal
  3. The Ordo Ulthuis: The Church in Ulthue
  4. The Ordo Oskrajis: The Church in Oskraja
  5. The Ordo Eridanis: The Church in the Cityleague of Eridu
  6. The Ordo Oromis: The Church in Orom
  7. The Ordo Aquiranis: The Church in Aquira
  8. The Ordo Missionaria: The missionary part of the church, tasked with expanding her influence and , as far as the number of priests is concerned, the biggest Ordo of all. The Ordo Missionaria is considered second in importance behind the Ordo Havensis
  The Ordo Havensis
The Ordo Havensis
Secular Influence: The Ordo Havensis is the only ordo which wields the full power claimed by the 7th Tenet, namely that all worldly power must yield to the will of the Creator. The council of seven effectively functions as the legislative organ with at least a veto right in regard to all new laws, even all worldly ones. The Inquisition is both judicative and executive power at once and everyone, from local lord to simple guardsmen, is expected to follow their orders. This does not mean that local lords are absolved from their duty to adminster the law, but that each decision is again ratified by the local ecclesiarchy and that it is up to the Inquisition to decide if a certain case is to be handled by the local lord, or if it falls under church jurisdiction. Haven is also the only country without a Sentry and their task to hunt plaguebeasts, abominations or heretic spellcasters is taken up by the Inquisition still.   Major Temples: High Haven, Bayestril, Aidrun, Auriva, Bannishold, Brynnen, Corrad, Culldeen, Cunaar, Dunkaiir, Highkeep, Kell, Midway, Panagost, Rhonys, Unda.   Also one temple in every middlesized town in Haven and shrines with at least one priest and one Inquisitor in every village.   Keeps (Monasteries) of the Inquisition : Bayestril, High Haven, Aidrun, Auriva, Bannishold, Brynnen, Corrad, Culldeen, Cunaar, Dunkaiir, Highkeep, Kell, Midway, Panagost, Rhonys, Unda.
The Ordo Odhalis
The Ordo Odhalis
The Church in Odhal has gained some power, since Castor Tadris took seat in the Tower of Tenetty to lead the Sentry of Odhal.   Since he successfully refused to follow tradition and didn't abscond his churchly ranks after taking the position, and then backed it up with several remarkable successes in the hunt for both plaguebeasts and heretics, and this in a country riven by corrupt nobles with King Alistaiir Stendal IV of Alivin the worst of all, many odhali sentinels have taken up their old ranks in the Inquisition again and some have even started to call themselves inquisitors rather than sentinels in the course of duty. Stendal, who is crowned King by the grace of the Creator, let's them pass, provided the church stands by his side against his political opponents.   The secular power of the church is still a far shot from what it is in Haven however. Worldly decisions fall into the purview of the king and his lords and can't be contested by the church (yet). Any inquisitor could theoretically adminster law, but must be observant of the local powerplays, in order not to adminster law a noble would find offensive. But "You scratch my back i scratch yours" is an odhali proverb after all and so, given enough recompensation of course, all things can be settled.   Major Temples: Alivin, Tenetty, Callain, Doral, Fyorin, Gwindal, Medwin, Ombra   Furthermore smaller temples in most smaller cities and shrines in most villages, each with at least one Templar and one Inquisitor.   Keeps (Monasteries) of the Inquisition: Alivin, Tenetty, Callain, Gwindal, Medwin.   Also the Oakengrad Keep in the Bloodoak forest, located next to the one major road that leads to Fyorin. Originally added to the Roster of Keeps of the Sentry it is a Sentry Keep only in name, as only those Sentinels are stationed here, which are also faithful Inquisitors.   Fyorin has no Inquisition Keep due to the (forced) veto of King Alistaiir Stendal IV, when the Odhali nobles didn't want the church to control the only odhali harbor.
The Ordo Ulthuis
The Ordo Ulthuis
The Church in Ulthue holds less power than she does in Odhal, mainly because, due to the ongoing Civil war of the Twins, all powerstructures are put to the test. As a result however the Inquisition has a more free reign than even in Odhal. The ulthweyan people are simply happy if anyone cares for the plaguebeasts, as the Sentry proves to be just as torn as the country itself. Hence the Inquisition has slowly established itself as "the better choice". In the lawless environment a "judge, jury and executioner" who "settles things" is welcome and relatively protected from persecution if things go south, provided they do not choose the wrong side. No plaintiff, no judge after all.   After the initial success of Cathane Estian I of Arcas and the razing of both temple and monastery of Arcas, the Church, which initially supported the claim of Calastes Estian VI of Orrest and his wife-niece Cathane Estian I of Ulth, has taken a more careful and neutral approach, likely until it becomes clear who will be the winner of the "Sister War".   As a result Cathane of Arcas allowed the church to rebuild the razed Temple of Arcas (it should be finished soon), and promised it's protection.   In order not to provoke the wrath of either side, the inquisition in Ulthue therefore mainly cares for things like the eradication of plaguebeasts, heretics and abominations, as well as the protection of church property, while keeping their nose out of the political game (for now). Both parties of the civil war seem to have decided to support the inquisition and let the Sentry slowly fall to ruin. This is of course a win for the two sisters too, especially as it is the church who foots the bill and not the war chest.

At the same time it is rumoured that Cathane Estian I of Arcas did not forget the initial support the Church granted her uncle. These rumours claim that she supports the "Revised Church", a fledgling splinterfraction of the church that was founded by former Eadun elfs who fled the ethnic cleansing in Odhal and are disillusioned with the church. If this is a rumour put out by her uncle to regain the support of the church, or if she, as some sources claim, will really claim the temple of Arcas for this revised church when it is constructed, remains to be seen. Unlike Calastes Estian VI of Orrest she does not lend support to the church for the persecution of these "heretics" and calls it a "church problem".   Major Temples: Ulth, Arcas(in Construction), Iverra, Madan,Orrest, Raban, Sutan.   Smaller temples all over Ulthue and shrines in most villages, each with at least one Templar and one Inquisitor.   Keeps (Monasteries) of the Inquisition: Ulth, Iverra, Madan,Orrest, Raban, Sutan.
The Ordo Oskrajis
The Ordo Oskrajis
In Oskraja, although it is steeply entrenched in the faith of the Creator, the Inquisition is mainly a protective force for the temples and templars of the church, guards rather than inquisitors, and the church is kept out of most worldly decisions by edict of the latest dynasty of regents, of which Korol Tarskin is the latest. He (like many of his ancestors) is a big proponent of the idea that the physical protection of the Oskrajans is a task that should be performed by the king (and thus the Sentry, while the church may care for the spiritual protection. Hence, while the number of temples is comparatively high, there are no monasteries of the Inquisition but one, in Novodan, where Inquisitors are trained before being sent out to the different temples.   Being allowed only one temple in Thorhjal and the the oskrajan side of Levisjor, the church decided to have both the aesgardian and the oskrajan branch under the mantle of one Ordo, although they work on separating them once the belief finds a stronger footing in Aesgard too.   Major Temples: Novodan, Braya, Forlorn,Klovisgod, Levisjor, Roiben, Silov, Thorhjal, Ulav, Varsgad, Velik   on top of this any temples all across Oskraja in all towns and most villages but the smallest, which still hold a shrine and at least one templar who cares for it.   Keeps (Monasteries) of the Inquisition: Novodan
The Ordo Eridanis
The Ordo Eridanis
Being a loose conglomeration of citystates and other quasi official powerstructures, the Cityleague of Eridu was originally handled by the Ordo Missionaria as just that: a multitude of problems. That is until it was recognized that the generally negative attitude of the Eridanians towards the Church, born from the church's lack of involvement in the erdanian Rebellion, and the eridian habit to have the Sentry be a non-religious guardkeeper to prevent corruption by any clergy, needed a special more organized approach to gain footage in the region. The foundation of the Ordo Eridanis followed suit.   Not all Eridanian cities have yet allowed the Church to open temples again, worse even: Some of the old temples have been repurposed for other religions, like The Faith of the Seven or the The Gaea Pantheon. But, for the basically same reasons as in Ulthue the Inquisitors have a relative free Hand: Local powerstructures are often not strong or homogenous enough to allow for an effective policing of laws. Therefore people in Eridu still have to rely on themsleves when it comes to justice and an independent hand against plaguebeasts or other fiends is seen as a welcome blessing.   To thrive in this environment means to be adaptive and flexible. Keeps of the Inquisition, so called monasteries, are often small and either part of a temple or containing the temple inside their walls. This is to prevent having to ask the local authorities for permission to build or sustain another clerical building within the city limits, something which is usually denied by the local authorities and the local Sentry who, due to the History of Eridu, are very aware about the clergy gaining too much influence. In a place where might often still makes right, these defensive Templekeeps do not rise suspicion, provided the number of stationed men at arms does not reach a threshold which would threaten the power of the local lords.   The Ordo Eridanis therefore employs many inquisitors and templars which are not bound to a temple, but traveling clerics, to whom the temples and monasteries serve as little more than resting places, where they can repair their gear and stock up, before they head out again to hunt witches, provide exorcisms, preach and serve as councilors. They offer their services against coin, of which the temples and monasteries get a tithe once they return. Officially known as clerics, which is the churches name for traveling priests, the inquisitors among the church clerics are colloquially known as "Witch Hunters"   This structure of relatively independent clerics comes with the additional benefit that, although the church may not be allowed to build a temple in a city yet, it is entirely possible for a private person like say... a cleric of the church, to invite people to their home and preach about his beliefs. Due to the connotation that this is NOT a temple of course, these clerics still prefer the term cleric and not priest.   Major Templekeeps: Eridu, Olat-by-the-Shadow, Silas. Thessa, Lir, Anu-Atum
The Ordo Oromis
The Ordo Oromis
The Region of Orom is a patchwork much like the Cityleague of Eridu, but even more tattered in its structures. Where the Cityleague forms a loose confederacy, the regions and strange cults of Orom are at war with each other, constantly seeking for the next advantage over the neighbor and power shifts fast. God King Thophis I of Marduk holds the reigns around the Legacy waters, but the true power comes from his snake worshiping priesthood. The Church is unsure how long this quasistable state will last. Far in the east, the cities of Bundur and Esis gave birth to the Oromi Creationism. They have already been overrun by another cult, two different ones actally, hile the legacy of their idea lives forth with the Sand People, the Farukh, which preach the Idea of a "true Creator" now all over Orom. The Farukh though are too important for the Citystates, the little fiefdoms and territories that dwell around the Oromi Rivers, and the church is too weak, to really threaten them for their heresy. They are the few who dare venture into the desert that spans between the rivers, and their service as guides is irreplaceable for anyone who does not want to take the long imperial road through Apis every time you want to send something into a neighboring city.   As a result the Ordo Oromis managed to get a foothold only in the few cities relatively close to the coast: Apis, Chephra, Kesh, Marduk, Fatar and Khophar because they are all very well connected and, except Khopar, part of the same fertile Delta. And the church knows that this state is ensured only by the importance of Haven as a trading partner of these cities, which ensures a modicum of prosperity and luxus in these cities, at least for the ruling caste.   The Ordo Oromis has therefore decided to follow the concept of templekeeps instead of separating temples and monasteries, to keep the temples defendable once the inevitable shift in power comes, at least until the church has found a new footing with whomever will come after... The Orod Oromis has some experience with that by now.   Major Templekeeps: Apis, Chephra, Kesh, Marduk, Fatar and Khophar   No other Temples but a few unprotected Shrines
The Ordo Aquiranis
The Ordo Aquiranis
The Ordo Aquiranis is the latest Ordo and expression of a hope more than a real Ordo yet. After centuries of opposition by the The Faith of the Seven, Queen Alithabeta Cuantra of Krynn decided to allow the Church to open some temples in Krynn and several cities in the Northern and Western Riverlands, provided the Church does not use this to station troops. Inquisitors, either as priests or as wandering clerics, are not allowed on the grounds of the Kingdom of Aquira yet, except when traveling through.   Major Temples: Krynn, Aurendyl, Baricum, Holden, Valdris
The Ordo Missionaria
The Ordo Missionaria
The Task of the Ordo Missionaria, after the Ordo Havensis the second most important Ordo, is to carry the word about the faith into the world and bring the Church back to old glory, while also attempting to bring the word into regions which never had "the chance" to bask in the glory of the Creator. By nature the Ordo gets in contact with either people who have never heard of the faith and are thus distrustful, or people who once were governed by the church... and are thus distrustful.   The Ordo Missionaria therefore employs most clerics of all Ordo, followed by the Ordo Eridanis, because clerics work independently of church structures which is a much softer approach than showing up on the doorstep of a region with an army of Inquisitors, knights and infantrymen to proselitize a region with the sword. Which is a strategy the Ordo has not used since the fall of the Ring Empire. Not that they wouldn't, but as of now the church, or actually Haven can not bring this strength to bear without fusing its most vocal opponents into a single faction.   This does not mean that the Ordo Missionaria does not sustain temples or even Monasteries, yet most of these are smaller than the ones other ordo keep up, or in places so far removed that taking care of them is not worth the effort, a verdict supported by the Ordo's mantra to keep a low profile... until it counts.   The few inquisitorpriests the Ordo fields have the task to protect church property but to keep out of local conflicts, and rather concentrate on the task to support local Sentries (if present) or offer their services to remove plaguebeasts or abominations themselves.   Temples: Kalla's Hope, Midhall, Orimshad, Phanzach, Rimmersgard, Storms End, Tinuk Tiva   Inqusition Keeps (Monasteries): Rimmersgard, Orimshad, Storms End, Tinuk Tiva , Phanzach   Templekeeps: Audelver, Aashur, Esthule, Ravenwatch

Mythology & Lore

The Creation

  In the beginning there was Darkness. But the Creator thought of a Light and so there was one. But the light was alone, so he created another one in the vast sea of nothingness, and this is how the Sun and the moon came to be, and then the stars. And he spoke to them "I will create, for i am the Creator, and you Sun, brightest of all, shall shine on it during the day, You moon shall light it in the night together with the stars. And then the Creator thought of sky and waters and mountains, and so the worlds within the Fae came to be. And in their midst like a shining gem there was Ardu and it was easy still to go from one world to the another, for they were not separated yet.   And the Creator called this design the first world. Ardu and the other worlds of the first world were yet empty and there was no life in neither of them. But the creator was tired and thought that he provided the Canvas and everything that was necessary for life to come, and for the day his work shall be done. And he spoke: "It shall be enough for today, this is the first Aspect of my creation. I will rest. But this day shall be consecrated to those who provide and protect, and it shall be called the Father's day". And it was good.   On the next day the Creator thought "There shall be life" and so there was. Animals and beasts and plants in all forms began to populate the First world and Ardu too. But it was chaos yet, new life sprung from old in chaotic forms, when it just wished it, and the creations would remain, as there was no death or end. And so the Creator showed mercy and thought "Let there be death" and so death there was. Then the creator thought: "Let there be those who provide and protect and create the circumstances for life, and those who give birth to new life from their loins" and so male and and female were separated. And then the Creator thought "Let there be those who have seed, and they are my favourites, as their form shall be stable and they shall inherit Ardu. And let the Faeborn inherit the rest of the first world, for their form is manifold and they need a canvas too. And let those who have seed procreate not through thought, except among themselves." And the creator limited the ability of life to manipluate the Fae, which was his essence, such that only if both male and female agree, the loins of the female shall be fruitful.   And thus the separation of the faeborn and the seedborn was complete. And it was ordained that one day the seedborn would inherit Ardu, while faeborn life on Ardu would wither. And the other worlds of the first world the Creator called faeworlds, as faeborn life would still be able to remain there.   And the Creator was tired and thought that he provided life, and for the day his work should be done. And he spoke: "It shall be enough for today, life is the second Aspect of my creation. I will rest. But this day shall be consecrated to those who give birth and foster new life, and it shall be called the Mother's day". And it was good.   On the third day the Creator saw that life was stagnant and prone to the sin of sloth, as it was fed by the Fae, without ever giving back to the Creators essence. Those forms of life he disliked would procreate, just as much as those forms he liked, and thus the life he disliked would never die out and allow Ardu to turn into a paradise of his design. So instead of nourishing the life with the Fae, he made them prey upon each other, and thus hunger and conflict came into the world and it was good. And he made it, that the life was hard in that he created storms and other catastrophes. And the Creator was tired, because such destruction would take a toll on his benevolent soul, and he tought "For now this is neccessary, but once the seedborn have overtaken the world, it shall be a paradise again, without this strife." And thus his work was done for the day. And he spoke: "It shall be enough for today, Strife is the third aspect of my creation. I will rest. But this day shall be consecrated to those who fight for their lives and the lives of their loved ones, and it shall be called the Warrior's day". And it was good.   On the fourth day the Creator thought "Let there be conscience like mine" and so the Human was created according to his countenance on Ardu. And among all the creations it was his favourite, and so he made them seedborn and told them to procreate and fill Ardu and subdue it. And he gave the humans a sense for the fae, so they could sense his will and influence and see the beauty of his creation. And for most of the day the Creator was enchanted with the humans. And so he called it a day and was for once not tired when he did so. And because it was the day intelligence and conscience came into the world he spoke "It shall be enough for today, Conciousness and intelligence are the fourth Aspect of my creation. I will rest. But this day shall be consecrated to those who think and learn, and it shall be called the Sage's day". And it was good.   But... In the time between the fourth and the fifth day the stars, all except the sun and the moon, grew jealous of the The Creator as he had conscious beings worshipping him and they had not.   Unlike the creator they were unable to create new life. Henceforth they imbued consciousness into lifeforms that were already present and hidden in the eternal forests and other faeworlds of the first world, hoping that the creator would not notice them at first, as he was so enchanted with Ardu. And they also imbued them with trickery and falsehood to even help them to escape his sight. Most of the stars only imbued faeborn with conscience, hoping that it would not enrage the The Creator quite as much, should he discover them, as they also did not dare to put them on Ardu at first. One of the stars though, the most brazen, would imbue the spark of consiousness into Wolf and Snake, both seedborn, and thus create the Wolven and the Serpentfolk. And as they were seedborn they were bound to Ardu and could be nowhere else. And the other conscious faeborn races grew jealous, for they were starchildren too. Why should only these inherit a place so close to the creators heart. And as there was no separation yet between the faeworlds and Ardu, the Feaborn races rushed over to Ardu to settle there and fight the Humans and the Wolven and the Serpentfolk, for war and strife was very much part of the creation already. And the other stars couldn't do anything against this, for they had imbued free will into their races, as the creator had done with the humans. and free will their creations excercised. And this is how Elves and gelf and dragons and all conscious faeborn came into the world.
  But when the Creator awoke, he did not take long to see the work. Furious at first he wanted to destroy all forms imbued with consciousness except the humans, but hesitated when he saw the grief it brought about the creation. And as most would vanish from Ardu over time anyway, faeborn as they were, he didn't do it. But he put a border and a realm between the faeworlds and Ardu. And the Border he called the Veil, for it hid the Faeworlds from those on Ardu. And the realm he called the counterrealm, for it was to counter and trap those Fae who still wanted to get to Ardu anyway. And so the faeborn on Ardu were never again able to go back, and those they left in the faerealms were never again able to get to them. And this was their punishment for interfering with the creators plans, and it shall be so until the world had changed and only seedborn life remained on Ardu.   And he separated Wolven and Serpentfolk from wolf and snake, such that their seed could not breed true with them anymore but only among themselves. And he deemed, that both would be blessed rarely with new children. But then he turned to the stars angry, and judged that they should not reap the joy of their falsehood. And with merely a thought he pushed them far away from the world and the faeworlds until they were mere dots in the darkness that were unable to see what was happening there.   The one who created Wolven and Snake men however, he took the name from and would disperse him among the sky as a reminder. And to this day his sole remainder is only a foggy gash in the sky. And only the sun and moon were allowed to stay close to the creation, as they did not take part in the betrayal.   Then he returned his attention to Ardu and saw that, despite his best intentions, falsehood had now found its place there, brought about by the children of the stars. And to protect the humans he also imbued them with trickery and astuteness. And when this was done, he was sad and tired, and he looked at the world and spoke "It shall be enough for today, Trickery is the fifth Aspect of my creation, and if my Humans use it, it shall be good. I will rest now. But this day shall be consecrated to those who use their wits to prevail, and it shall be called the Trickster's Day". And it was as close to good as it could be.   On the sixth day of creation the Creator noted that Death took more from Ardu then procreation could replenish. He also deemed that, after the sadness of the Tricksterday, he would like to share the joy that the Creation brought him. Thus he made it so that the beings on Ardu could feel his joy when they procreated and also made them able, if they were open for it and mindful to it, to see his joy in all parts of the world. And as he saw his creations and the joy they had in each others arms or marveling at the wonders he created, he called it a day and spoke "It shall be enough for today, Love and joy are the sixth Aspect of my creation. I will rest now. But this day shall be consecrated to those who make love and take joy in my creation, and it shall be called the Mistress's Day". And it was good.   On the seventh day, the conscious being on Ardu, Faeborn and seedborn, prayed to Creator, for as life brought them Joy, death brought them sadness, as it was a loss of loved ones who would never come back. And as the Creator heard this, he felt compassion.   And so he made it so that death would only be until the world had changed, and he promised that it would exist no further after this day. And he made the Fields of Enlightment within the Fae, the Idyll, where no soul from Ardu would ever be lost, be it faeborn or seedborn. And he decreed that those who die shall go their, and shall be lifted from the burdens of mortal woes, to be with their lost loved ones once again. And together they shall wait for the day the world has changed. Then, he will separate the flock, and those who are seedbearing shall inherit Ardu as a paradise without strife forever, while those who are faebearing will return into the faerealms from whence they came and inherit those for all eternity. And then he will separate faeworlds and Ardu forever, and call the stars closer again, so they can see their creations.   And he spoke "It shall be enough for today, hope in the face of the unknown is the seventh Aspect of my creation. I will rest now. But this day shall be consecrated to those who lose their loved ones to the veil of death, and give them hope in my creation. And it shall be called the Unknown's or Stranger's Day, and the people shall rest their daywork and commemorate their dead and my deeds and praise them".
— The Worlds Creation, first chapter of the holy Librum which the Church decrees shall be part of every household in Haven

Tenets of Faith

Tenets, commandments and virtues

 
No one is without sin
— Havenian Proverb
  The faith distinguishes three general sources for a behavioural codex, all to be found in the holy Librum. Although likely of different age, they all were at least present as of the second age of Ardu according to church lore.   It is generally assumed that the tenets came before the commandments with the virtues coming last. It is furthermore assumed that the tenets and commandments both come from the Founder directly, although it remains unclear why he kept them as "two sets of instructions". The virtues would have come later then, when the sevenfold nature of the creator was better understood.   There is an ongoing conflict of interpretation within the church in regard to the virtues:   While all parts of the church agree that staying true to tenets and commandments is necessity not to commit sin, the status of the virtues is debated. The traditional side, heavily supported in Haven and Odhal, argues that the virtues themselves demand that they are to be considered as commandments. To this end, the argument goes, one would have to look at the sixth virtue of the Trickster. This virtue clearly states in a "thou shalt" way, that once the faithful sees what is good, he must act to achieve it. As all the virtues, this particular one too, are by defintion good, the faithful is obliged to act to achieve them. Not to follow them is to sin. Ergo they must be commandments.   The other side of the discussion states that the virtues are mere goals which are to be achieved to be considered virtuous. This is because the scripture clearly states that only the Creator is perfect, and appears sevenfold to the humans only becauseno human could ever hope to fulfill all his virtues, yet should strive for it nevertheless. Any faithful should thus choose which aspect is closest to his heart and strive to live best according to this particular subset of virtues, while heeding the tenets and commandments too. Was it any different, no one would be free of sin. Which is however what the traditionalists claim to be true anyway.  
The Seven Tenets
 
  1. Humans and seedborn species are in the favor of the Creator. Faeborn species, like Elves, Gelf, Goblins or Orcs, although accepted when they hold the peace, may never hold higher offices in the church of the Creator. We shall pity them, for the time of their kin on this world is limited and coming to an end, but we shall also strike them down if they take up arms against the faithful.
  2. Conceiving with non humans via Faebirth is a sin. Halfbreeds shall be isolated from the culture of their non human parent in order to turn their human heritage dominant.
  3. Every being has his place in the plan of the Creator and should not deviate from it.
  4. Fae is the essence of the Creator. Arcane magic must be strictly controlled and may only be used to further his goals. Clerical wonders of the creator are by definition the will of the creator. Clerical wonders of other deities is the work of demons.
  5. No other deity may be worshipped next to the creator. There are no other Deities. They are nothing but Demons.
  6. The aspects are aspects of a unified creator, not gods themselves. The Seven worshipped in Caldaven, Aquira, The Summer Isles and The Emerald Coast, even though they resemble the Aspects of the creator, are nothing but demons.
  7. All worldly power must yield to the will of the Creator. Kings are crowned by the grace of his will as it is ordained by the Primarch who speaks for the Council of Seven
 
The Seven Commandments
  1. Thou shalt not have other gods besides the Creator. He created the world and gave thee thine place in it. There are no other gods, just demons who wish to tempt thee.
  2. Thou shalt not attempt to not produce depictions of your god or his aspects, neither in thy mind nor in stone or any other fabric. For he is beyond understanding and so are his aspects.
  3. Seedborn and Faeborn shalt not conceive together, but if they do the child must be raised by the seedborn.
  4. Thou shalt honor thine elders
  5. Thou shalt not steal, betray and you shalt stand true to thy word, thou shalt not idle and honor thy creator with the work of thine hands
  6. Thou shalt not kill another human. Thou shalt strike down the non human who stands in the way of the creators will. Thou shalt strike down the plaguebeast where it crosses thy path
  7. Thou shalt not invoke magic unless thou have slain thy nemesis. Thou shalt not make pacts with demons. Any who does either shall be slain or have his mind put to the curbing to disallow the demon entrance into our world
 
The seven times seven Virtues
  Virtues of the Father
Virtues of the Father
  1. Obedience towards thy elders is a virtue, though shalt follow their council
  2. Following the law is a virtue, thou shalt not break it.
  3. Thou shalt not use magic if thy has not banished thy nemesis, thou shalt only cast magic in the name of thy creator
  4. Thou shalt be honest and speak truth always
  5. Thou shalt be frugal, thou shalt not be wasteful
  6. Seriousness is a virtue, though shalt not indulge in idle joys
  7. Thou shalt further the belief in the Creator in all corners of the World
Virtues of the Mother
Virtues of the Mother
  1. Thou shalt be helpful and healing to all creatures, but the ones standing against the order of the creator.
  2. Thou shalt work hard and keep away from idleness
  3. Thou shalt honor the right of hospitality
  4. Thou shalt not kill but honor all life, for without it thou will perish, but the seedborn life shalt be especially close to thy heart
  5. Thou shalt provide and protect thy family
  6. Thou shalt not steal and only harvest what thy own hand has sown
  7. Thou shalt not commit adultery upon thine wife or husband, and honor thy bond with fruitful loins
Virtues of the Warrior
Virtues of the Warrior
  1. Thou shalt defend the faith and faithful
  2. Courage is a virtue, shou shalt not idle in the face of evil
  3. Though shalt be like the storm and bridle not thine wrath and use it for the benefit of thy creator
  4. The honorable duel is a virtue among the faithful, thou shalt not grant it to any other
  5. Striking down the plaguebeast and the witch and the heretic is a virtue, thou shalt not grant them mercy nor ask for it
  6. Thou shalt steel thine body and be ready for the challenges the creator tests you with
  7. Thou shalt follow the orders of thine superiors
Virtues of the Sage
Virtues of the Sage
  1. Thou shalt attempt to learn at all times.
  2. Thou shalt not act brashly, but be aware of the consequences of your actions, before you act.
  3. Not only shalt thou learn, but thou shalt teach the secrets thou uncover, except they are heretic.
  4. Thou shalt add to the beauty of the world with thy hands work. Thou shalt not create beneath thine ability.
  5. Thy cratft's work must always be worth the price thou ask for it, if not more
  6. Thou shalt not bear the sight of witchcraft, nor teach it nor learn it.
  7. Thou shalt not atttempt to understand the Creator or any of his aspects, nor shall you measure them or judge them, for doing so is the heresy of creating a picture of them in your mind
Virtues of the Trickster
Virtues of the Trickster
  1. Thou shalt not be prideful, for thou are mortal
  2. Thou shalt be stealthy and artful in all endeavours thou undertake in the name of thy creator
  3. Thou shalt strive for renewal and betterment of all worldly authority
  4. As thou shalt not offer thine service without recompensation, nor shalt you demand it from another man or woman of the faith
  5. Thou shalt challenge and humble all worldly authority which does not serve the Creator
  6. If thou see what is good, thou shalt act to achieve it. Thou shalt not rely on others to act for thee
  7. Thou shalt seek the challenge and not fear it. And yet thou shalt remain humble once thou conquer it
Virtues of the Mistress
Virtues of the Mistress
  1. Thou shalt not bridle thine passion nor thine fire, for it is a virtue upon the creator
  2. Thou shalt not be jealous
  3. Thou shalt not serve worldly riches, but enrich the life of thine next with joy
  4. Thou shalt seek harmony and demand no joy that was not offered
  5. Thou shalt devote to thine pleasures whence you get them and endure times of hardship with composure
  6. Thou shalt arbitrate the inconsolable and understand their woes, and cast no judgement
  7. Thou shalt honor all forms of love and work to bring the loving together
Virtues of the Stranger
Virtues of the Stranger
  1. Thou shalt bury thy dead and protect their rest against the plaguebeast
  2. Thou shalt not be prideful of thy riches, for thou can't take them with thee into the life thereafter
  3. Thou shalt be silent and only speak when necessary
  4. Thou shalt celebrate the exhaustion the scrying dream brings, for it is the creator who shows thou the nature of thy world and what he protects thou from
  5. Thou shalt not talk ill of those who are not present, thou shalt not talk ill of those who have passed
  6. Thou shalt honor the moribund and ease their moments before their passing
  7. Though shalt mourn the fallen, but not pity them, rather honor them in the time they are given to thee
 

Seedbearing and Faebearing species and the afterlife

  Both the creation myth as well as the tenets and commandments clearly state a fondness of the creator for seedbearing life on Ardu. This is because it is his tool to ensure that life in his world is stable and not chaotic. But it is stated that he is of a warm heart and therefore wouldn't just do away with the faebearing life, but let it run its course. This is because he foresaw that due to their greater stability the seedbearing species will inherit the world Ardu anyway once the faebearing species have all but vanished. And this will also be the day he will put an end to death such that humanity can live in Paradise forever.   Once that fateful day has come in the Age of Renewal, the faith promises that all those of untarnished soul will return to Ardu, provided they were of seedbearing kin. Until then their souls will wait within what the church calls the Idyll or the Fields of Enlightenment, a paradisical plane within the Fae, where they are free of mortal woe.   But the Creator did not forget about the faebearing species like elves and gelf either, as he is merciful even though they created the plague.   While the seedbearing species will inherit the world, the faebearing species will inherit the Idyll within the Fae from which they sprung. And once this is done, the Creator will close the veil and separate both forms of life forever. And it will be good.   Those who have tarnished their soul with sin however, or those who have not accepted the creator as the one true god, or those who have fallen to the Plague, are lost forever, for once they die, their souls will perish. This is why the faithful often mourn the one lost to the plague more than they mourn the ones who died.

Ethics

Pious it is, to strike down the non human that stands in the way of the Creators will.
— Ancient Inscripture in the table of commandments as depicted in the Holy Church of High Haven
 
What is it that holds back your hand child? Is it pity? Know that pity for the Faeborn is just a reminder of what the creator felt. Have you ever known that feeling when you outgrew a thing that was very important to you? When something which has brought you joy must come to an end to make place for something better? This is how the creator felt when he saw that faebirth, although it created many a beautiful creature, also became the breeding ground of chaos in his world. This is why he created us seedborn, to bring stability and safety and structure to the world. And then afterwards, when the stars created faeborn of conscience, it was pity that rested the Creators hand. It was pity that allowed them refuge in the Idyll. So... you are in good company. Your feelings make the Creator proud, my son. But he also knew that the existence of faeborn was doomed to end, now that he made us and all the other seedborn species. We are but the seedling in an oyster, which will bring about the pearl, and one day all of Ardu will be that pearl. And the Faeborn will be gone.   So as you must part from a thing you love very much to grow, so did the Creator and so must we. We shall fight tomorrow son and we shall strike these pointy eared bastards down for what they did, for bringing the plague and especially for the Fall of Estelden. Now get some shut-eye.. it won't be easy.
— Inquisitor General Sabian Verentis towards a new recruit on the eve of the Battle of East-Estelden
  The Creation myth clearly proclaims that seedbearing species are the Creators favourite among the living things on Ardu, and that the Creator has intended them to inherit the world. However instead of eradicting the creations of the stars, he was pityful and ordained his faithful to be so too, if possible.   Furthermore the Creator clearly eschews violence among humans and other seedborn, as is apparent from the sixth commandment. But scripture is also clear that, at the same time, violence is still very much on the table in regard to faeborn creatures, provided they stand in the way of his will.   This discrepancy has served the church well, as it allowed its empires to strike a peace with Elves and Gelf when it was strategically advantageous, but also suppress and exploit them once the situation changed in favour of the humans. The will of the Creator in an argument about the ownership of a plot of land for example, could very well be that the humans get it.  
Halfbreeds and Procreation with non-humans
 
"But why can't we love each other? Why is the Creator so cruel?"   "Aella... my child....the creator is not cruel. You are of human nature, he is of elven kin. The time of his kin in this world coming to an end. One day, when the Age of Renewal comes, you will be separated, your elven hearthrob will forever live within the Idyll, and you will be here on Ardu and you can never come to each other again. Loving this man is not of sin. You are not responsible for your feelings. But one day you will want children don't you? But with him you can never have them. Imagine your child never being able to see his father for all eternity? It is because of your plight and your childrens plight, which you would have brought upon it without its consent, that the Maker's heart will be torn apart. You would give your child a family that will for all eternity be incomplete. And yet you would force the Maker's hand because this world is not for the Feaborn and they can't stay here. This is why he considers it a sin.   No ... i can't marry you both and consider me mercyful that i will keep your request for myself. I like you very much... but... think about your future. Find another man. That Eadun is not for you. Just... don't look at me like this...i.... i can't.... you know it.... "
— Discussion in Auriva between a young woman and a cleric of the mother
  The conceiving between Seedborn and Faeborn, or humans and non-humans, is considered a sin, but in practice only a sin of the non human parent. Even though the active will of both partners is necessary to conceive via Faebirth (see Procreation and Halfbreeds), the tenet that a faeborn halfbreed must grow up within the society of the human parent makes it so, that the Faeborn or non-human partner (if caught) will be punished, usually by being put to either death or a curbing of the mind, while all his possessions go to the other partner to help raise the child. Meanwhile the human parent will be tasked to raise the child alone and with human values, as atonement for his sin, to ensure the seedbearing nature of the child prevails so the children of the child will be able to inherit Ardu too.   If it is unclear if a halfbreed is of seedbirth or faebirth (maybe because the other parent was partly human himself) the child shall still be raised in the society of the human parent, but by both parents if possible, and in a household which teaches the human values and culture, to assure that this part of the childs heritage becomes dominant.   Half humans who sire half human children with a human partner however, because they were raised in a non-human environment which assured the dominance of their non-human heritage, will still be punished just like any other faeborn who sires a halfbreed. And so are the parents of said half human, if they are still alive, because their child was not raised "with the correct values."   The church considers a forced faebirth conception (one in which only the will of one parent was involved), be it now by extremely strong will of one parent, because one parent was an Orc or because magic was involved, a crime punishable by mind curbing or death.  
Magic
The church attempts to hold a strong grip on magical education, and being seen to cast spells without having a magical branding to prove the education in at least one of the Towers is a surefire way to either get a mind curbing or being put to the death by Inquisitors of the Creator. And although they still are the executing arm of the church only in Haven, In other countries they will deliver those who have commited "witchery" to the local Sentry.  
Depictions of the Creator
Another important commandment which is especially enforced by the seven aspectprimarchs is the commandment that there shall be no depiction of the creator. Now that does not mean that there are no statues. There are, but they are deliberately ambiguous and always different. In the past the church for example employed a female and a male statue, both faceless, to symbolize the creators unknowable nature. Nowadays one can often see statues with seven sided Janusheads, where one face transitions into its neighboring, depicting two female and five male faces, which are however always unique and never the same, even among statues of the same manufacturer.

Worship

Church service and regular church festivities and rites

 
Common Services
The Temples of the Creator are always open for prayer or contemplation or in case a faithful is in need of the Creator's help. Note that, in case it is help with a problem one seeks, it is common to look for a aspectcleric of an aspect into whose purview the problem falls. Against an obolus and the cost of material components (if necessary) the aspectcleric will then attempt to call upon the creator and ask his blessing for a given endeavour.  
The Daily Praises
Thrice a day the faithful shall praise the Creator. The first praise of the day shall be that we woke to a new day. It shall be used to thank the Creator for the new chance to work towards his vision and his glory. The second praise shall be intoned at noon, when the sun stands highest in the sky. It shall be used to thank the creator for the food and drink we share, for our homes and our families. The third praise shall be spoken in the evening. It shall be used to thank the Creator for having guided and protected us through the whole day.   Each of the three praises shall be directed towards High Haven, and it shall be done on the knees, and it shall last at least as long as 60 swings of a pendulum of the length of one cubit, which has been weighted with a stone of 1 stone weight.
— Directions of the holy book of the Creator in regard to how to praise the Creator every day.
  It is expected of the faithful to praise the creator three times a day: And while for each of these praises the temples hold a sermon, it is not expected of the faithful to be present to such a sermon. He can very well perform the praise in his own home, provided he turns his face and kneels and bows towards High Haven when he does it.   To this end many faithful possess a little carpet they carry around, the same they use when they pray in the temple, for it is always done kneeling and bowing on the temple floor. An exception is made for the elderly, who are allowed to sit on the few benches that are around for this purpose, and which always face towards High Haven.  
The Truenight Sacrifices
Once before Truenight the faithful shall hold a sacrificial ritual in which he burns something of value, be it food (the usual practise) or something of personal value, to ask the Creator to keep the plaguebeasts at bay. This will be repeated after Truenight has passed, to thank the Creator for his protection.   Those who can't afford a sacrifice usually just pray, while the aspectpriests of the local temple hold the sacrifice in their name. Many, even the poorest families, will rather skip a meal than not sacrifice anything though.  
The High Spring Festival
On the first of High spring, which is always a day free of work, the High Spring Festival celebrates the return of shorter truenights after the summer solstice equinox on 22nd of Shimmer. Although it has become very well a worldly celebration nowadays, with markets and bards and all kind of minstrels, its origin is still not forgotten. It is tradition to hold a special sermon of gratitude in the temples of The Creator, earliest in the morning when the sun has risen.  
The Mourning
The mourning is a somber sacrificial ritual held on 22nd of Shivernight, at the Winter Solstice. It is a Mourning of those who will be lost in the following Truenights , which now will be longer. It is also a reminder that it is pious to strike the plaguebeast down, which grew in the midst of families, and that it should not weigh on the heart of the faithful, as the mourning for the lost friend or familymember has already happened.   It is tradition to wear the grey of mourning on this day and stay at home with family, except to visit the temple for the sermons and praises. Taverns are closed or at least beholden to not provide alcoholic beverages. Music is forbidden.  
The Founding
On the 4th of Growthmoon (called Foundermoon in Haven, Odhal, Ulthue and Oskraja) the church celebrates its Founding. In contrast to the much more worldly High Spring Festival this celebration sticks closer to its sacred roots and is characterised by shows of strength of the church (usually by marches of the inquisition through the inner cities). There are still markets and vendors all around those streets offer food, and the day is considered a day off work not just for the lords, but also the servants, the debt bond and even the slaves.   All three praises on this day are long winded sermons to remind the faithful at the purpose of the church, namely to protect the faithful from the plague and to ensure the divine right of the seedborn to claim Ardu as is the Creators will.  

Birth and Coming of Age

At birth a cleric or priest is called to speak the birth sermon and blessing, which shall (attempt) to protect the child from the Plague or from being possessed by lesser demons (Fairies, etc...). Although any priest or cleric can speak both sermon and blessing, it is usually the aspectclerics of the mother which are present, as midwifery falls into their services. Depending on the region this can be a very private celebration or something where a lot of relatives and friends are invited. In some regions it is even a public one held usually in the mothertemple.   The blessing ends on the night before the 12th birthday, so exactly 617 full weeks after birth. During this night the child speaks the vows of the rite of passage and is accepted in the community of faithful. The rite is held in a temple if possible and performed even during Truenight. In fact, because those who undergo their rite of passage during truenight were born one day after truenight, they are considered especially blessed by the creator.   By undergoing the right of passage, the faithful confirms his conviction. This ensures that, provided he does not tarnish his soul with sin, or falls victim to the Plague, his soul will be allowed to enter the Idyll upon his death to wait for the Age of Renewal.  

Marriage and Divorce

There are two kinds of marriage in the church of the creator, the Heartbond and the Soulbond.  
The Heartbond
The first one, the Heartbond, sometimes also called the engagement or first marriage, is sealed not by a holy vow, but a promise.   It is therefore not yet subject to the same scrutiny as the second one. It is considered a time of testing if things work out, and even adultery is not considered a sin within its context (although it can very well lead to the end of said relationship of course, depending on the people). As nowhere within the scripture it is stated that only souldbound can have children together, it is entirely possible that people, especially those who like a more...open... relationship remain in this kind of marriage their entire life. It is also just as easy to divorce as it is to marry, by simply finding a priest who performs the rite in one of the temples. Young couples usually start out with this kind of marriage, and it is usually a priest of the mistress aspect who bears witness. Although, given the holistic nature of the Creator, a priest of any aspect will do of course.  
The Soulbond
Much more serious than the heartbond, adultery in the context of this marriage is considered a grave sin. Not so much because it violates a virtue of the mother, but because it violates a holy oath sworn upon the Holy Librum and towards the Creator himself, that the partners will stay faithful. The soulbond can not lightly be divorced, even in case of disappointment or childlessness, but it can be if the partner was convicted of adultery, serious crimes, heresy, if he turned to dark magic, doomed his soul by selling it to a demon or if he had fallen victim to the Plague.   A marriage of the soul can only be divorced by the abbots of a majpr temple, or a similarly high ranking clerics, which are rare to find however. The presence of an aspectpriest or aspectcleric of the mother aspect is mandatory too. Attempting a divorce could thus very well include a longer journey.  
Burial Rites
The virtues of the Stranger clearly demand that the dead are to be buried, although if they are embalmed, just buried, or burnt and have their ashes buried is different across the regions. Once a person dies the people will summon an aspectcleric of the Stranger Aspect or bring the corpse to the next temple of the Creator to find one there. Due to the Creators holistic nature however, any priest or cleric of another aspect will do too to speak the graveblessings. Should the deceased be of greater importance for the faith, or should it be that the graves are in danger to be defiled, the clerics will oftentimes speak additional blessings to protect the grave.  

Sins and Indulgence

 
It is pious to support the Inquisitor in his task
— Advice to the pious from the Holy Librum
 
To rue thine sin is not enough. To save thine soul, thou shalt pay back to thine creator what thou have taken from his creation, and if thou can't thou shalt pay with service, and if thine priest demands it thou shalt even support him in bringing about the demise of the plaguebeast
— Advice to the pious from the Holy Librum
  The holy Librum states that to rue for a sin, the sinner will have to either attempt redemption by undoing the effects of the sin or by paying back to the creator what richness was taken from his creation. Those are very... general terms, and in the past the church did not hesitate to exploit the vagueness.   The idea to lose the ability to have the soul enter the Idyll in the afterlife is a strong enough pull for many to confess to clerics of the Creator almost everything they have done. And while the clerics will point out things which are not to be considered a sin, they will very much demand respective compensation for those who are.   In the last decades, especially in Haven and Odhal where even the virtues of the aspects are considered commandments, a flourishing trade with letters of indulgence has been established and washed new coin into the cashboxes of the church. But it is also common that, if a specific person cannot pay, to ask for the so called penitence service. In this kind of service non church members, so called zealots, are employed in church tasks, and if the sinner proves apt with the sword, it could even be the hunt for plaguebeasts.
Symbol of the Creator
Type
Religious, Organised Religion
Alternative Names
The Church
Demonym
Creationists
Subsidiary Organizations
Permeated Organizations
Deities
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