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Allfaith Order | |
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Order | |
Origins | City of Regalia |
The Allfaith Order sometimes also called the Sanctus Order is a Guild of loosely allied religious of all the legally allowed Religions in Regalia. The primary purpose of the Guild is to preserve religious freedom and prevent religious conflict in Regalia, though its services have long since expanded to also religious debates and theorems because of the fact that all Religions are somewhat interconnected. The Allfaith Order does not debate the validity of their faiths, but attempts to create a better understanding of the faiths, their shortcomings, their strengths, and how they relate to other faiths, by looking at them through the context of other religions. The Allfaith Order is sometimes also considered the unofficial civilian arm of the Reliquary Order, because it does much of the same, though it is important to note that the Allfaith Order members are strictly disallowed from fighting except in a last resort self-defense. The Allfaith Order prides itself in complete religious neutrality, and can never be seen as even implicitly supporting one side over another. The Order considers itself above Regalian Law in terms of its work, though has to obviously abide by it to remain legally allowed. Note, priests don't need to join this Guild to be valid as priests, and not being a member does not bar a Priest from doing their work. This is more of an association than a job requirement. Priests who want to engage in violence should definitely not join the Guild, and remain independent.
Design
There are some design limitations on the Allfaith Order's Guild members. Only legal and fully recognized religions are allowed into the Allfaith Order, meaning only Unionism, Estelley, Baskarr, Draconism, Evolism, and Fornoss. Death Cults on account of being hostile Religions are not welcome, and Pagan Faiths are so small that the priesthood is not recognized by the Guild (and often, they even lack a formal priesthood of any kind). Additionally, members of the Guild should always primarily be some type of religious figure and be primarily pacifist. They can only defend their home turf (home, temple, district) from attacks, and not participate in attacks or violence of any kind on outsiders or elsewhere. Outside of the limited Religions permissible however, any religion, any culture, any people, are welcome. Even those with criminal records are permitted. The only way to be expelled from the Allfaith Order, is if a Character engages in unpermitted violence that violates the Order's pacifism, or if they encourage religious violence and conflict to the faithful. The Allfaith Order does not have a Headquarters, but when religious debates occur, they do them in the Allfaith Arena, following the path north out of Crookback or the Aetosian district and passing by the Jousting Grounds and then the Aelrrigan Crypt Hill at the very end of the road.
Recommended Jobs
Recommended Jobs is not strictly a required set of Jobs like it is for the Knight Orders, but just a general recommendation towards the players where best to apply this particular Guild Membership in Roleplay.
- Priest: The most obvious of jobs, something that is also implied in the name, and something that will be roughly consistent across all religions. This section won't cover the actual in-roleplay functions, as these are adequately covered on the Religion Pages, assuming the players have already read them. Priests can function as stand-alone congregation mentors and guides, but can also be attached to Noble Families as Court Chaplains or other organizations as Divine Guides. They must always remain pacifist.
Mechanics
Guild Mechanics facilitate certain interactions that might not normally possible for people outside of Guild membership who do not have the Guild's resources. Guild Mechanics are always Mundane and do not make a Character Occult, and are contingent on being a Guild Member. Some Guilds have special rules which are required for the Mechanic. This means that membership is not contingent on these requirements, but that unlocking the Mechanic is, so that these strict guidelines don't needlessly block membership, but still gate-keep the actual Mechanic behind conforming to a Character design.
Allfaith Order Mechanics
- Allfaith Order Members can invest 14 Proficiency Points into Faith, instead of 7. If an Ability would derive Main Combat or Main Defense Stat from Faith, it still counts as 7, however.
- Allfaith Order Members can invest in Prayer Point Buy even if they have God Magic from Cleric Point Buy, but cannot if they have acquired God Magic from any other Point Buy Category.
- Allfaith Order Members generate 1 Divinium per month automatically, which does not stack and refreshes at end of the month. This Mechanic requires a specific Character Design to work:
- In order to use this Mechanic, the Character must have 7 Proficiency Points invested in Prayer Point Buy, and another 7 in Cleric Point Buy. Deviating results in this Mechanic being disabled.
History
History is still pending writing, other Lore Staff Project.
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