Evolism

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Evolism is the Religion of the Kathar, though it is popular even beyond the Dread Empire as a Religion that focuses very strongly on the benefits of faith and spirituality. Many other Religions form a list of rules on what to be or do, lists that are invariably difficult to follow and result in a lot of sinful thought and seeking forgiveness. Evolism in turn, demands only that its followers become stronger, more powerful, wiser, more deceitful, and better versions of themselves by whatever means necessary. Evolism is a religion of self-empowerment, a contract between a person and God that exchanges faith for blessings from what some would argue are Dark Gods, or at the least Gods with ambiguous morals. Evolism is ostensibly legal, but most Races and Religions are cautious around Evolists because this Religion hides the capacity for extremism that uses Religion as an excuse to inflict horrible fates on others. Evolism combines both Ordial and Void Gods together, who have agreed to ally with each other after breaking free from their native realms.

Core Beliefs

At its core, Evolism demands faith from its faithful in exchange for so-called Dark Gifts. Dark Gifts are things that the faithful hunger for, for example, the ability to transform into a powerful being, longevity, or mind control over weaker minds. Evolism Gods are far more active in the lives of the faithful than other Gods who mostly just demand obedience and virtue to benefit the afterlife. Evolism has an afterlife too, but the Gods insist that the faithful prove their worth by being the most evolved and perfect version of themselves before they even consider dying. Evolists tend to be disdainful towards other Religions that purely punish for virtue. The following other tenets are held by Evolism:

  • Evolism demands that its followers seek Evolution mentally, physically, or spiritually. This can include Magic, Afflictions, Mutations, Skills, Learning, Artifacts, and more.
  • Evolism demands that its followers are strong mentally, physically, or spiritually. That they do not show weakness, and if they acknowledge weakness, they find ways to remedy it.
  • Evolism demands that its followers put value in community but not forget themselves. To assist others in achieving their most perfect self but not forget their own journey.
  • Evolism demands that its followers stay true to the faith but also to their beliefs. To not waver to virtue-signal faiths, and remain honest to themselves and to others for truth.
  • Evolism demands that its followers refrain specifically from cowardice and meekness. To not become submissive to others, to express respect where owed, but to always seek improvement.

Gods

The Gods of Evolism come from two separate dimensions, Void and Ordial, though Exist entities are also present in it. This is because Evolism is a constantly evolving Religion that gathers in it the Gods who are willing to join the pantheon after they have broken free from their individual restraints. For example, the Void Gods in it were once entities of the Void, but broke free from the control of Behesael (who has his own Religion), and became Alorian entities. Equally, the Ordial entities part of this religion, are Gods who broke free from the Beyond itself and became Alorian Gods, even if they are still haunted by the Malefica (who also has his own Religion). Evolism is Legal in Regalia, but the extremist interpretations of it are not.

Xor, the Beast God
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  • Core: Xor is the Beast God, whose Evolution goal is the transformation into higher more perfect beings, which can include things like Affinities or Afflictions, but also things like Urlan Symbiosis.
  • Symbols: Xor is represented by the mark of the beast on his chest.
  • Status: Xor is alive but moves around unseen in the wild world.
  • Virtues: Transformation, Power, Bravery, Monster-being, Dominance.
  • Story: Xor was once one of the Void Colossi, beings created when Alorian reality seeped back into the Void through the Veil crack. His birth was violent, and unwanted, and for a long time he was bound to Behesael's will to destroy the world through Void Invasions. He eventually broke free when Behesael was destroyed, and was one of the founding Gods of the Evolism pantheon, content to become more benign to the faithful in Aloria, and see the creations and creativity of his followers in following his ideals and demands of them.
  • Worship: Xor is invoked in transformations, glee of body-changing from a weaker state into something stronger, and the drunken-ness on power that this gives. Xor is notably worshiped by transforming and engaging in tests of dominance or strength against other (un)transformed persons.
  • Allies: Marken, Urlan, Body Arkenborn, Solvaan, Gender nonconformists.
  • Enemies: Purists, Purity Arkenborn, Lothar, Qadir, Songaskians.
Onu, the Magic God
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  • Core: Onu is the Mage God, whose Evolution goal is the becoming of a higher being by ever advancing and acquiring more Magic until a person becomes indistinguishable from magic, and endless source of power.
  • Symbols: Onu is represented by the mark of the beast on his chest, and the Noonh Sphere in his hand, an Artifact that can change the state of time.
  • Status: Onu is alive but moves around unseen in the wild world.
  • Virtues: Mage-Dominance, Mage-Politics, Magic, Artifacts.
  • Story: Onu was once one of the Void Colossi, beings created when Alorian reality seeped back into the Void through the Veil crack. His birth was violent, and unwanted, and for a long time he was bound to Behesael's will to destroy the world through Void Invasions. He eventually broke free when Behesael was destroyed, and was one of the founding Gods of the Evolism pantheon, content to become more benign to the faithful in Aloria, and see the creations and creativity of his followers in following his ideals and demands of them.
  • Worship: Onu can be invoked in every spell and every incantation as if to draw his blessing and approval on every woven word and spell. He shows favor to those who create massive spells that out-last their presence, his presence is felt in Conduits and other places of Magic.
  • Allies: Mages, the Allorn Empire, Fallen Lanlath, the Teledden.
  • Enemies: Aelrrigans, Purists, Archon, Dragons, Mundanes, Lothar.