Religion in Dies Multiverse | World Anvil
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Religion

Religion pervades all Lythian cultures and levels of society. Most folk share a common set of pantheistic beliefs. They roughly agree on the same story of creation, accept the existence of ten major deities, but most worship only one.  

The Hârnic Pantheon

Agrik (AG-rik) The fiery, evil god of war, favored by those who enjoy cruelty and destruction. Agrik is worshipped by dozens of squabbling clerical sects and fighting orders.   Halea (ha-LEE-uh) The goddess of wealth and pleasure. She demands unswerving devotion from her adherents. Only women can enter her clergy.   Ilvir (il-VEER) The creator of the lvashu. His followers are individualistic, creative, and mystical. Dozens of sects worship Ilvir, although his adherents are few and mostly found in Orbaal.   Larani (la-RAH-nee) The Lady of Paladins is the goddess of chivalry and battle, favored by the feudal nobility. Those who follow her are expected to display courage, compassion, and honor.   Morgath (MOR-gath) Morgath is the master of chaos, evil and the undead, who despises all things fair and noble. His church is dour and ruthless, and infamous for its human sacrifice.   Naveh (NAH-vay) A god of darkness, best known as the bringer of nightmares, and worshipped by thieves and assassins. His fanatical clerics will commit suicide to prove their faith.   Peoni (pee-OH-nee) The gentle goddess of agriculture and healing, worshipped by most rural folk Peoni's clergy are divided into celibate male and female orders: both maintain hospitals. Temples are always near poverty.   Sarajin ( sah-rah-YEEN) The god of battlelust, who demands honor and bravery from his adherents, mostly lvinians. His spon is war and he sometimes joins human battles.   Save-K’nor (SAH-vay-kuh-NOR) The god of knowledge and seeker of enlightenment, the Sage of Heaven. His adherents believe that a stable and ordered society precludes evil behavior.   Siem (see-EMM) The benign god of mystery, magic, and dreams. He is the special deity of elves and dwarves. Siem's worshippers favor a personal approach to the deity.  

The Hârnic Peculiarity

It has been noted by quite a number of scholars across Venârivè that the island of Hârn has a tendency towards religious extremism.   The most well known historical examples are the Balshan Jihad and the Theocracy of Tekhos, but the particularly virulent strain of Agrikanism prevalent in western Hârn matched by the equally strident Laranian faith of the island continue to this day. Finally, the fact that it is claimed that two gods have or may have lived on the island means that this island has a truly peculiar religious climate.  

Azeri and Karejian Pantheon

The Azeri (and Karejian) pantheon is very similar to that of the west Venârivè, with some key differences. In the Concordance of the Gods, six major gods are recognized:   Agrik god of power, fire, authority, and war.   Eoni (aka Peoni) goddess of agriculture and healing.   Varani (aka Larani) goddess of honour, civilisation, and the sea.   Save-K’nor god of knowledge and puzzles.   Morgath god of unlife and undeath.   Halea goddess of wealth, trade, pleasure.   In addition, a range of smaller ‘cults’ and religions recognizedImperium:   Kelenos (aka Kelana) an Anzelôrian god of war, honour, and earthquakes; some scholars see Kelenos as a southern aspect of Sarajin.   Zarath an ancient Mafani god, worshipped by small numbers across the region. A god of illusions, dream, and mysteries.   Ilvir small numbers of worshippers.   Sarajin worshiped mainly be descendants of northerners and mercenaries.   Naveh god of the outcasts; worshipped by those in the lower castes and on the edge of society.  

Azeri and Karejian Perspectives

The Azeri and Karejians have their own views of the nature of some of the gods, and the proper attitude towards them. Both cultures tend to be considerably more polytheistic in their worship than those of western Venârivè. Azeri and Karejians tend to visit and making offering to more than one temple. The idea of devotion to a particular god is seen as something best left to the clergy.   The Karejians and the Azeri perceive Larani as much more focused on order, cities, and trade than she is viewed in western Venârivè. The Karejians also associate her with the Venârian Sea, to the extent that her name in Karejians and many dialects of Azeryani is Varani.   Both Karejians and Azeri also tend to venerate the ‘local spirit’ of their island, region, or city. Most Karejian and not a few Azeri cities have a temple devoted to this spirit.  

Saints

In addition to the ten major deities, hundreds of lesser semi-divine entities are worshiped by Lythians. The powers of the deities, if not infinite, are beyond the compass of mortals. Saints, on the other hand, are closer to humankind; their imperfections and weaknesses, their attitudes and objectives, may at least be comprehended by mortals.   Saints are of two types: those who serve one of the ten great deities by choice or compulsion, and those who serve no master. They vary in strength and attitude. Some Saints are confined to specific regions by greater beings or principles, some are associated with particular peoples or institutions, and some are semi-legendary mortal heroes. A demon is simply a Saint one believes to be evil.  

Church Hierarchies

Each of the ten major deities have mortal adherents who have created religious institutions to regulate and foster their version of the truth. The organization of churches vary greatly, but a few generalities can be made. All churches have a clergy and laity although a few, like the Church of Naveh, almost totally ignore the latter. Some laity may be extremely pious, but they will not be taught the higher rituals of the church. The clergy are the priests and priestesses, those who organize and administer the temples and devote their lives to serving the deity. Although often simple folk by birth, clerics enjoy a privileged social status between that of guildsmen and the nobility.  

Circles of Command

All churches of the ten major deities have ceremonial levels of knowledge called Circles of Command. Most churches have seven Circles, although those without Pontiffs have only six.   Circle I Laity   Circle II Acolyte, Lay Grandmaster   Circle III Priest   Circle IV High Priest, Abbot   Circle V Bishop, Archbishop   Circle VI Primate, Cardinal   Circle VII Pontiff (if applicable)   Those baptized in a faith are automatically I Circle. Those entering the church as a career are admitted after a stint at a Seminary or apprenticeship. Clerics are admitted to the III Circle when they are ordained. Admission to higher Circles is never automatic. The approval of at least three existing members of the desired Circle is required. This may occur soon after a cleric achieves the required support, or it can be delayed by years of political intrigue.  

Church Offices

Churches appoint members of the clergy to permanent or temporary offices. All promotions are controlled by those with higher office, except the highest office is usually the result of election by peers. In some churches the offices of Archbishop, Primate, and Pontiff are (effectively) restricted to clerics of noble blood. Characters may apply for appointment to any vacant church office for which their current Circle qualifies them.  

Clerical and Fighting Orders

Most churches contain one or more clerical orders and most clerics are members of a specific order. The lay followers of a deity are not required to join any particular clerical order, but those with martial skill often belong to fighting orders which are sponsored by various clerical orders. Clerical and fighting orders have their own hierarchies.

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