Difference between revisions of "Religions"
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See also: [[Almanac#Cosmology|Cosmology]]
See also: [[Almanac#Cosmology|Cosmology]]
An outsider is any create from any plane other than Asmythe. Usually Dragon Priests don't have the power to summon outsiders, except from some conceptual planes. But since most outsiders are sentient they can be affected by
An outsider is any create from any plane other than Asmythe. Usually Dragon Priests don't have the power to summon outsiders, except from some conceptual planes. But since most outsiders are sentient they can be affected by magic.
Revision as of 11:13, 6 October 2021
Religions in Asmythe are not abstract as they are on Earth, but physical beings with demonstrable power, Elder Dragons, in eternal slumber whose dreams create reality. Asmythe also has real beings, Ilthids and outsiders, of immense power that appear to be gods.
Religious practice in Asmythe is based on the power of self and the development of physical and mental discipline.
Each of the Elder Dragons is associated with a set of emotions and manifest in the world through these emotions. Dragon Priests claim to gain power from the Elder Dragons when they experience these emotions.
The Elder Dragon manifestations are ethereal and shapeless; they have no physical form or ego of their own. Yet through the thoughts and actions of the Dragon Priests they have acquired physical appearances. These physical metaphors vary as greatly as the Elder Dragons themselves; some are human or humanoid, some are animal, some are elemental, and most are a combination of each. The priests don't agree if these manifestations are facets of the Elder Dragons themselves, or apparitions created by the minds of the priest attempting to understand the ineffable.
Although Elder Dragons are universal they tend to attract disciples of a particular race, nation, of disposition. The Elder Dragons themselves aren't particular about race or nation but the races and nations are particular about their Elder Dragons. Each nation usually gives patronage to one of the six families of Dragon, the "cosmos". These cosmos are, in turn, aligned against each other.
The six families of Elder Dragons, the Cosmos, are aligned in three oppositions. Elder Dragons and clerics of each cosmos are eternally in conflict with the Elder Dragons and clerics of the opposed cosmos. Only Acedia is neutral.
|Health Cosmos||Pain Cosmos|
|Selfless Cosmos||Selfish Cosmos|
|Fate Cosmos||Fanatic Cosmos|
Characters following this cosmos promote health, welfare, and propagation of life.
Characters following this cosmos inflict pain, kill, and destroy life.
Characters following this cosmos put nature and the happiness of others above their own. They help all people, even those they don't agree with and expect no reward for their actions. Followers of the selfless cosmos are often teachers, public servants, and such.
Characters following this cosmos strive to become the best person they can, the richest, smartest, strongest, and most powerful. They will gladly help others, when the reward outweighs the effort.
Characters following this cosmos believe in the one-ness of the universe, and that individuals have but a small part to play in the whole. There are no coincidences and nothing is random. Followers of the fate cosmos "go with the flow" and will actively support and encourage the natural flow of the world. "A river should not be stopped, but if a rock blocks the path then fate has chosen for it to change direction."
Characters following this cosmos are dedicated to a single purpose at the expense of all else and, usually, the prosecution of those not aligned to the purpose. The specific purpose will vary greatly by but is always something "greater" than the clerics themselves.
The elder dragons are each infinitely powerful and also have a tendency toward specific aspects of thought and influence.
CN -- Despair,Anguish,Dread
LG -- Awe,Wonder
Arwenna represents the manifestation of magic and the Forge and a connection to the other realms. She is the highest and most pure realization of knowledge and magical prowess.
Symbol -- Arwenna's symbol is a twelve-point star-burst in gold and silver.
Chaotic Evil, Black, Darkness
CG -- Passion,Arousal,Desire,Lust
LN -- Disappointment,Annoyance,Frustration
NG -- Happiness,Contentment,Gratitude,Satisfaction
LN -- Boldness,Fearlessness,Pride
Lawful Evil, Blue, Lihtning
CG -- Joy,Ecstasy,Euphoria,Pleasure
CN -- Panic,Anxiety,Hysteria,Worry
LE -- Shame,Regret,Remorse,Embarrassment
NE -- Sadness,Sorrow,Suffering
NE -- Grief,Guilt,Loneliness,Misery
CE -- Terror,Shock,Surprise,Horror
Rus'Ker is often associated with death and dying, especially in a gruesome and unexpected way. Disciples of Rus'Ker also defile the dead and more than any other priests make use of undead minions.
Symbol -- Rus'Ker's followers identify themselves with the image of a cracked skull painted red on a black background, the eyes are starbursts of pure white.
NE -- Anger,Angst,Hostility
LG -- Love,Affection,Hope
NG -- Curiosity,Interest,Excitement
NN -- Envy,Jealousy,Shyness
See also: Cosmology
An outsider is any create from any plane other than Asmythe. Usually Dragon Priests don't have the power to summon outsiders, except from some conceptual planes. But since most outsiders are sentient they can be affected by dream magic.