Since I’ve just started a post series focused on the creation of an Inquisitor as a sample character, now seems like a great time to dive into how Aetrimondeans worship. I’m going to split this into two posts, first covering all the common forms of religion in Aetrimonde, and in a second post I’ll dive deeper into the Pantheon, whose religion is the most widespread and who are believed to be the deities to empower Divine classes.
Also, as a reminder, there’s currently a poll up to determine the faith and ancestry of the fourth sample character I’m building, an Inquisitor. Go vote to let me know what you’d like to see focused on as I build this character out!
The Pantheon
Aetrimonde’s most widespread faith is actually a loose collection of faiths, practiced by a wide and diverse assortment of religious sects that are more or less compatible with each other. Pantheonists practice henotheism, acknowledging the existence of multiple gods and occasionally participating in rites for most or all of them, but principally worshipping a single one.
The Pantheonic faith coalesced around a very loose religious canon, recognizing fourteen major gods and an uncertain number of minor ones. The boundaries of Pantheonic faith are fuzzy: most sects are relatively small compared to the Pantheonic faith at large, there is no central authority who can decide whether a sect worships the Pantheon “properly,” and the faith’s religious canon is governed by an informal process of building consensus among disparate sects (and the occasional summit meeting). In theory any sect, even one devoted to a minor god whose existence is not universally accepted, can claim to be Pantheonic if it accepts the existence of the fourteen major gods and the most important and agreed-upon points of canon. In practice, new sects are admitted to the Pantheonic faith by a consensus among established Pantheonic sects; there can be a certain amount of disagreement and conflict over whether certain fringe sects really belong in the Pantheon.
Organization
Strictly speaking, the term sect refers to an organization of anointed priests (members of a Divine class, and anyone else who can employ similar powers), lay priests (who lack these powers but are vested with the authority to perform appropriate rites), and associated temples, monasteries, meeting houses, etc. where these priests conduct rites and lead services. Only the priests of a sect are said to “belong” to the order; ordinary people who worship under the auspices of the sect are instead said to “adhere” to it.
The various Pantheonic sects organize themselves as they see fit, and there is a great deal of variation in their internal structures. Most commonly, a sect maintains a high temple where, in addition to leading services for its adherents, new priests are trained, holy texts are copied out by hand (or more recently, printed), and the sect’s high priest tends to matters of theological and administrative import. Depending on the size of the sect, it may also maintain other, smaller temples, monasteries, and other facilities, appointing priests as necessary. Departures from this common structure tend to go hand-in-hand with the god a sect worships: sects devoted to Deum Ruling tend to be larger, with multiple layers of administration and authority, while those devoted to Deum Knowing tend to be highly centralized, eschewing additional temples in favor of expanding on their archives and scriptoria, for example.
It is difficult for a sect to grow large without losing its identity. Anointed priests gain their powers by embodying a creed associated with their deity, but there is a considerable range of creeds that each deity seems to find acceptable. Thus, the larger a sect grows, the more likely it is that an adherent will become an anointed priest with a creed outside the sect’s norm. When this happens, it acts as incontrovertible proof that this creed has divine approval, and often leads to the priest splitting off from the sect to found a new one, taking a few adherents with them. The largest sects devoted to each god thus tend to be the ones that are most accepting of variant creeds, which tends to dilute its identity and leads to a certain genericity; smaller sects, by comparison, have more focused beliefs, and their adherents tend to be more committed in those beliefs.
Heterodox Sects
Religious sects with doctrines reasonably consistent with the Pantheonic faith, but that are not (yet) accepted into it by consensus are called heterodox sects. Heterodox sects can be excluded for a variety of reasons: the most common is that their deity’s purported sphere of influence encroaches on that of a major Pantheonic deity. Other reasons for exclusion range from the trivial, like a disagreement over the appropriate form for liturgies and rituals, to more significant factors such as an inability to produce an anointed priest capable of channeling divine powers.
Orthodox Pantheonism views these sects as fundamentally misguided (sometimes dismissing them as having misidentified a major deity as a new one), but not dangerous, just kooky. Adhering to a heterodox sect might make the neighbors look askance at you, but generally won’t put you at risk of witch hunts.
Heretical Cults
Sometimes, though, a nominally Pantheonic sect strays too far from the consensus canon, and begins preaching a doctrine that is flatly incompatible with Orthodox Pantheonism. Such sects are denounced, again by consensus among Pantheonic orders, as heretical cults. This is not a step to be taken lightly: Aetrimonde had its share of religious strife in past centuries, and mainstream Pantheonism, with its extremely loose canon and tolerant attitude towards heterodoxy, arose partly from the bloodshed that started when people threw around accusations of heresy for trivial reasons. Declaring a sect heretical is a last resort, used when it engages in practices dangerous not just to its members and adherents, but to the general public: common features of such a doctrine include summoning demons or other extraplanar creatures, animating undead, performing resurrections outside of rare circumstances, and tampering with the immortal tripartite soul.
Openly adhering to a heretical cult is likely to get someone shunned, and that is the most lenient outcome: most governments outlaw heretical cults for reasons of public safety, and remaining with a cult after it is declared heretical can be punished with fines, imprisonment, exile, or execution…and that’s for adherents who are caught by the law, and not a frenzied mob of Orthodox zealots.
Ancestor Worship
Some cultures—notably the dwarves—worship their own ancestors. In the case of the dwarves, this practice takes place alongside more traditional Pantheon worship: the dwarven form of ancestor worship focuses on emulating respected and accomplished ancestors so as to bring honor to the deceased. However, the dwarves also have a practice in which the most honored of ancestors are “immortalized in stone” by dedicating lavish and detailed statues to them, supposedly allowing their souls to linger in the world and watch over their descendants. Certain religious orders—none of them predominantly dwarven—are suspicious that this conceals some form of necromancy or soul-manipulation (especially since the statues are known to walk off of their pedestals and fight when the dwarves go to war…).
Other forms of ancestor worship are practiced by tribal goblins and orcs, the wood elves of Tir Coetir, and the primitive inhabitants of the Horselands. In many of these forms of ancestor worship, shamans call upon the ancestors for strength or wisdom, occasionally manifesting their ancestors as a ghostly spirit. This, too, is sometimes condemned as necromancy.
Ancestor worship is sometimes considered a form of animism, discussed next.
Animism
Aetrimonde is home to a bewildering variety of spirits—concepts personified by the thoughts and minds of mortals. Animism is a catch-all term for religions formed around the worship of spirits.
Animistic religions usually revolve around powerful nature spirits—the spirits of places, beasts, or the elements—which offer powerful boons if properly appeased, or which threaten to cause destruction if not placated. Such spirits often demand sacrifices: if the worshippers are capable of opposing the spirit, these sacrifices can simply be ceremonial, such as a token offering of blood or the choice cuts of meat from a successful hunt, but if the spirit outclasses its worshippers, the sacrifices may turn deadly.
Animism is widely practiced in Tir Coetir, Urku, and the former territories of Gobol Karn, to such an extent that Pantheonism has little presence there. In most other places, it is considered a pagan belief, the domain of uncultured rustics and superstitious sailors. However, in recent years, animism has experienced a revival in an unlikely place. The engineers of steamships, railway locomotives, and other powerful engines have always been prone to anthropomorphize their machines, and in so doing it appears that they have created a kind of spirit, one that responds to prayer and supplication by causing machinery to run smoothly.
Demon Cults
Demons are often willing to grant power, wealth, or other rewards in exchange for the promise of a mortal soul, and cunning demons sometimes encourage the growth of cults as a way of attracting supplicants. Aside from providing the demon with a steady supply of souls, demonic cults also allow demons an opportunity to indulge their sadistic or lascivious desires when summoned to the mortal world.
Demonic cults frequently engage in sacrificial rituals, as well as other debased and decadent practices: they can often be spotted by a sudden spree of grisly murders or unexplained disappearances. Cults with more cunning leaders often disguise themselves as a legitimate religious order, or coopt small temples as a disguise.
The Auran Empire suffered from an infestation of demonic cults in the years leading up to the Collapse, as the nobility and commonfolk alike succumbed to desperation and the allure of demonic power. The Novan Imperium inherited many of these cults, and never quite managed to stamp them all out: new cults, and resurgences of older ones, continue to pop up several times per year, and the imperial bureaucracy has an entire department of lawmen dedicated to rooting them out.
Dragon Cults
As some of the most powerful and majestic creatures native to Aetrimonde, it was inevitable that dragons would become the object of worship—or something like worship. Dragon worship often resembles a protection racket more than a religion, with the dragon demanding regular tributes of livestock and valuables to ensure that it doesn’t simply devour and plunder as it pleases.
Less commonly, dragons form actual cults around themselves to gather a supply of mortal agents. The dragons who choose to do this are often older, and require guards for their periods of torpor, or catspaws for the schemes they direct against rival dragons. Such dragons are often able to convey “blessings” upon their worshippers: many dragons are accomplished magicians themselves, able to provide their cultists with magical weapons and secret arcane knowledge—or simply fortunes in gold.
Dragons, and therefore dragon worship, are most common in mountainous regions such as the Ironspine, and other remote places where a dragon can conceal a lair to house itself and its hoard.
Faerie Cults
Many of the inhabitants of Faerie are quite happy to be worshipped by mortals, although the ones who actually pretend to be gods tend to be the least dangerous. Satyrs may create cults to ensure a steady supply of wine, music, and pleasant company, and enterprising redcaps might view a cult as a way to keep their caps freshly dyed in blood, but the Sidhe rulers of Faerie are mostly above such pretenses.
Sidhe who cultivate mortal followings typically treat it as a form of feudal bond, or even a simple transaction. Their followers perform tasks required of them—an assassination here, a fertility ritual there—and are rewarded in kind. Those who have sworn the faerie troth are protected in many small ways: their crops grow bountifully, their children grow healthy and tall, and none who cheat them ever prosper by it. For the few who attract the personal attention of their fey liege, more is expected—but the rewards can be valuable indeed, from magic beans, to seven-league boots, to elixirs of true love.
Faerie cults are widespread, and tend to spring up around elven ruins from the era of Caras Seidharen, which are spread throughout the known world. The elven successor-states of Caras Elvaren and Tir Coetir are relentless in stamping out the influence of faerie cults, but the Sidhe are no less relentless in their attempts to infiltrate and gain a foothold in the nations they believe they should rightfully rule.
Grave Cults
With the nature of the afterlife being such a mystery, many mortals seek to avoid it altogether. For those who cannot attain immortality by extending their lifespan with magic, and do not wish to risk signing their souls over to a demon, an alternative is to join one of the grave cults and seek the patronage of the Gravelords, the undying rulers of the underworld.
The Gravelords themselves are powerful entities caught between life and death: some are simply the shades of mortals who somehow avoided being drawn into the River of Souls, and rose to power over the denizens of the Underworld. Others are powerful natives of the plane—shadowy beings reminiscent of vampires, mummies and other undead. Regardless of origin, the Gravelords themselves cannot leave the Underworld, and so they recruit courtiers to do their bidding in the mortal world: these agents procure luxuries that cannot be found among the dead and engage in intricate plots and counter-plots against rival cults. The Gravelords’ mortal agents do all of this in the hope that, when their time ultimately comes, their patron will see fit to winnow them from the River of Souls to spend eternity in their Court.
Grave cults tend to resemble their patron Gravelord’s Court in miniature. Some are filled with grim, fatalistic warriors seeking to win a place in an army of deathly soldiers. Others are bleak, with supplicants subjected to the uncaring, iron rule of an immortal despot, and yet others are joyous and colorful, inhabited by those who had so much joie de vivre that they chose to continue existing after death much as they did in life—even if it meant refusing the true afterlife.
(Author’s Note: I’m putting together an entire post expanding on the nature of the Underworld, to be delivered later this month.)
Paths to Enlightenment
Not every religion is centered on an object of worship, or even calls for worship in the traditional sense. Some revolve around meditation, philosophy, and a quest for enlightenment.
Naturally, some of these religions are scams created by charismatic con artists to exploit gullible, troubled, or desperate people. Some of them even attract enough true believers that they survive past the point when their founder dies, retires, or has the law catch up with them.
And then there are the genuine article—belief systems and philosophies intended to help people better themselves and unlock their hidden potential. While they may not grant magical powers like the faiths of the Pantheon, or even some cults, followers who achieve enlightenment sometimes attain extraordinary mental or physical prowess—perfect memory, for example, or in the case of some philosophies that strive for a more physical sort of perfection, the ability to literally punch good sense into someone.
Star Cults
Many ancient societies looked up at the stars and saw something divine in them. Early forms of Pantheon worship associated each of the gods with a constellation in the night sky and interpreted the movements of planets and moons against the stars as omens. This is no longer a widespread practice among the faiths of the Pantheon, but other, stranger beliefs involving the stars survive.
Most so-called star cults are benign, as their beliefs typically revolve around predicting the future from the movements of heavenly bodies. Star worshippers often lead their lives by strange rules that seem to have little reason behind them, but it is rare that their religion inspires them to act out: most of them are eccentric but harmless kooks.
However, star worship can, in rare cases, become something vastly more dangerous. Like more conventional astronomers, star worshippers who spend too much time gazing through a telescope are prone to strange forms of madness. This typically begins with speaking in tongues and strange obsessions, and progresses to violent paranoia and a desire to “enlighten” the sufferer’s friends and family. To make matters worse, star madness is sometimes accompanied by bizarre and disturbing magical powers. As astronomical telescopes become cheaper and therefore more available to casual star-worshippers, these events have become more common, and it is whispered that kidnappings, murder sprees, and mass suicides are only the least horrifying acts committed by star cultists—the worse incidents having been covered up by shadowy government agencies.
Sun and Moon Worship
Although no longer widely practiced in any modern society, the first religions created by mortals involved worship of the sun. A variety of beliefs were invented to explain the sun’s daily passage through the sky, involving everything from chariots, to reflections from the eyes of celestial lions, to industrious dung beetles. Similarly, the phases and erratic orbits of the three moons have been explained as the dance of three feuding sisters, the eyes of a pack of wolves, or as the cheeses formed from the spilled milk of a primordial cow.
The primitive societies that worshipped the sun and moon also created surprisingly complex astronomical calculators in the form of stone circles and obelisks. When these beliefs fell out of favor, the purpose of these constructions was forgotten, causing much mystification and speculation until it was rediscovered by modern astronomers. Although the original beliefs have mostly been lost to the mists of time, there have been periods when it was fashionable to hold celebrations (mostly invented out of whole cloth, it must be said) at the local standing stones during solstices and equinoxes. A handful of modern revivalists have come up with their own beliefs involving the sun and moon, inspired by the beliefs of the ancients (or rather, what they happen to think the ancients believed).
As you can see, Aetrimonde gives characters a wide range of options when it comes to faith and religion. Divine characters are slightly more constrained, but only a little: a Divine character gets their powers from their belief in and embodiment of a creed, not a god. It’s possible for someone who isn’t a devout worshipper, but nonetheless lives according to an appropriate creed, to gain the same powers as someone who lives the creed for religious reasons.
Up Next
Stay tuned for the second part of this post, focusing on the common beliefs and consensus doctrine of Orthodox Pantheonism. And, if you haven’t already, do go and vote in the poll I’ve put up to determine the faith, and ancestry, of the Inquisitor sample character I’m building!