Pagan and Cult Faiths: Difference between revisions
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Pagan and Cult Faiths are not one consolidated [[Religion]], but rather a small collection of active monotheistic Religions that pre-date [[Ailor]] civilized status. This means that these religions date back to the days of tribal Ailor kingdoms in the [[Regalian Archipelago]], as well as Religions that pre-date [[Fornoss]] as a faith from [[Ceardia|Oldtera]] before the [[Destruction of Old Ceardia|Destruction]]. The page will highlight important background for the continued worship of these still active and present gods, as well as how they connect to the modern world despite being so ancient or otherworldly. Characters are able to worship as part of these Religions, and gain specific traits or powers from them in connection with the [[Proficiency|Proficiency System]]. Some of these faiths are also able to create [[Godborn]]. The Gods listed on this page cannot be summoned with Divinium, but can appear during Events where most Gods do not, or may have their own unique methods of contact. | Pagan and Cult Faiths are not one consolidated [[Religion]], but rather a small collection of active monotheistic Religions that pre-date [[Ailor]] civilized status. This means that these religions date back to the days of tribal Ailor kingdoms in the [[Regalian Archipelago]], as well as Religions that pre-date [[Fornoss]] as a faith from [[Ceardia|Oldtera]] before the [[Destruction of Old Ceardia|Destruction]]. The page will highlight important background for the continued worship of these still active and present gods, as well as how they connect to the modern world despite being so ancient or otherworldly. Characters are able to worship as part of these Religions, and gain specific traits or powers from them in connection with the [[Proficiency|Proficiency System]]. Some of these faiths are also able to create [[Godborn]]. The Gods listed on this page cannot be summoned with [[Divinium]], but can appear during Events where most Gods do not, or may have their own unique methods of contact. | ||
* ''For more on Aloria’s Dead Faiths, Pagan Faiths which lack the powers of their gods, read [[Dead Faiths|this Expanded Lore]]'' | * ''For more on Aloria’s Dead Faiths, Pagan Faiths which lack the powers of their gods, read [[Dead Faiths|this Expanded Lore]]'' | ||
==Xeradon's Will== | ==Xeradon's Will== | ||
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The Blood Covenant is still a very much living and breathing religion that originated from Old Ceardia, but has since spread almost globally, at least wherever Velheim settlers have gone. The Blood Covenant is seen as part ancestor, influencing, but also being influenced by | The Blood Covenant is still a very much living and breathing religion that originated from Old Ceardia, but has since spread almost globally, at least wherever Velheim settlers have gone. The Blood Covenant is seen as part ancestor, influencing, but also being influenced by Foprnoss, as it predates Fornoss as a religion, and may well be one of the oldest Ailor religions still around. The Blood Covenant is by some Fornoss faithful considered a heresy, because it denounces Arne, and the other Fornoss, favoring a very much fixated focus on Halfvel and the Godcursed [[Marken]]. The Blood Covenant is still existing in various parts of the world, but is particularly popular in [[Regalian Archipelago|Talahm Gall]], the more clan and tribal lands of [[Regalian Archipelago|Gallovia]] where the [[Gallovian]] Ailor live, and few Regalian missionaries dare go for the tales of Marken who defend their Queen of Blood. | ||
The Blood Covenant worships a monotheistic female Marken goddess called the Queen of Blood, or the Matron of the Covenant. The Blood Covenant was once a very different religion thousands of years ago, but an event called the Bloodrot which coincides with the betrayal of [[ | The Blood Covenant worships a monotheistic female Marken goddess called the Queen of Blood, or the Matron of the Covenant. The Blood Covenant was once a very different religion thousands of years ago, but an event called the Bloodrot which coincides with the betrayal of [[Fornoss#Svartskra|Jord]] and [[Fornoss#Svartskra|Gro]] in Fornoss, swiveled the Blood Covenant from a fairly peaceful wolf-worshiping religion, into a rather violent cult of Marken with a vengeance. It is said that Halfvel, the only god recognized from the Fornoss pantheons, is the consort of the Queen of Blood, herself a massive wolf goddess, and that the Marken are her children. She however is barren, and so killed a god, from which the rotting corpse oozes so-called Rotten Blood, which if consumed causes a person to become Marken. This phenomena is somewhat studied because it happens somewhat close to Regalia, with scholars verifying that the Blood is not quite Occult in origins, but causes manifestations of Primal Revenants in those who consume it, that turn them onto a dark path of violence. | ||
The central command of the Blood Covenant is to consume the Rotten Blood, as to fight the "encroachment of all that is golden", but also to avenge the event called the Bloodrot (though it remains somewhat unclear what this means, it just instills a dislike of | The central command of the Blood Covenant is to consume the Rotten Blood, as to fight the "encroachment of all that is golden", but also to avenge the event called the Bloodrot (though it remains somewhat unclear what this means, it just instills a dislike of Fornoss worshipers). The encroachment of all that is golden appears more like an analogy against the march of progress, in essence: fighting against anti-[[Magic]] sentiments, fighting against colonization, fighting against the eradication of tribal or uncivilized societies by centralized states, fighting for the autonomy of culturally dissonant regions, and having an intense hatred for lies, deceit, and falsehoods. Worship of the Blood Covenant is done by sacrificing animals (and sometimes, people), and consuming their heart before going on the hunt, with the hunt being either literal, or figurative for an enemy. | ||
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As the main “branch” of Ordial Cultism and worship, the Malefica is an entity of pure, uncompromising malice and evil, seeking nothing less than the absolute death and destruction of every living thing on Aloria. Worship of it has existed in many forms, the most prominent of which was an underground Allorn-Era cult called the “Cult of Kruphos,” led by the prophet Zenalläeia. The Malefica has never had a singular unified religious cult or clergy, however, as even amongst its own worshippers there is fierce competition and double-crossing to ensure that its followers are always on its “good” side, or at least the side where it ignores them. The majority of the Malefica’s followers are Undead and Shades who manifest chained to its will, whether by a misguided choice, or by falling victim to one of its schemes. The Malefica itself has never been directly seen or recorded, and is only known as the original “entity” in the Ordial Plane, and also the most powerful. It is said by some Shades who return from Bintaar that the outermost constructs of its domain appear as many-armed skeletal figures of sharp, jagged black-iron, with malformed skulls of green fire that appear halfway between a human’s and a bird’s. | As the main “branch” of Ordial Cultism and worship, the Malefica is an entity of pure, uncompromising malice and evil, seeking nothing less than the absolute death and destruction of every living thing on Aloria. Worship of it has existed in many forms, the most prominent of which was an underground Allorn-Era cult called the “Cult of Kruphos,” led by the prophet Zenalläeia. The Malefica has never had a singular unified religious cult or clergy, however, as even amongst its own worshippers there is fierce competition and double-crossing to ensure that its followers are always on its “good” side, or at least the side where it ignores them. The majority of the Malefica’s followers are Undead and Shades who manifest chained to its will, whether by a misguided choice, or by falling victim to one of its schemes. The Malefica itself has never been directly seen or recorded, and is only known as the original “entity” in the Ordial Plane, and also the most powerful. It is said by some Shades who return from Bintaar that the outermost constructs of its domain appear as many-armed skeletal figures of sharp, jagged black-iron, with malformed skulls of green fire that appear halfway between a human’s and a bird’s. | ||
The Malefica as an entity is considered to be the origin point of many of the worst catastrophes, mass-death incidents, and bloodiest wars in the History of Aloria. While the Malefica is not solely responsible for the evils that people commit, it is almost always there to nudge things along to ensure that more people die in anguish and agony.The Malefica cannot leave Bintaar to directly enact its will, so it relies on its heralds, followers, and minions to act for it. It has no tenets, no hierarchy, and no commands or dogma other than to detest life and see it ended. It will frequently target people of great power, influence, and importance, in order to corrupt them to its will and turn them into agents of death, promising power, immortality, or the souls of their loved ones. The purest form of Malefica “worship” is to directly or indirectly cause people to die before their time, and offer souls up as fodder for the Malefica to capture and use for its own goals. The Malefica grants considerable power to its followers, enticing many to pledge allegiance in an attempt to spare themselves the proverbial sword. | The Malefica as an entity is considered to be the origin point of many of the worst catastrophes, mass-death incidents, and bloodiest wars in the History of Aloria. While the Malefica is not solely responsible for the evils that people commit, it is almost always there to nudge things along to ensure that more people die in anguish and agony. The Malefica cannot leave Bintaar to directly enact its will, so it relies on its heralds, followers, and minions to act for it. It has no tenets, no hierarchy, and no commands or dogma other than to detest life and see it ended. It will frequently target people of great power, influence, and importance, in order to corrupt them to its will and turn them into agents of death, promising power, immortality, or the souls of their loved ones. The purest form of Malefica “worship” is to directly or indirectly cause people to die before their time, and offer souls up as fodder for the Malefica to capture and use for its own goals. The Malefica grants considerable power to its followers, enticing many to pledge allegiance in an attempt to spare themselves the proverbial sword. | ||
There is no uncertainty or nuance about what the Malefica wants, and what it is willing to do to get what it wants, so direct, knowing worship of the Malefica is one of the most abhorred faiths in Aloria. Even the most | There is no uncertainty or nuance about what the Malefica wants, and what it is willing to do to get what it wants, so direct, knowing worship of the Malefica is one of the most abhorred faiths in Aloria. Even the most bloodthirsty Gods, like Blodrúna in Fornoss, find no kinship with the Malefica because people must first be alive for Blodrúna to kill them, but if the Malefica had its way, the concept of “life” itself would cease to exist. The only Gods and Beings that “collaborate” with the Malefica are the ones that it has ensnared to its will, and all of them seek to break free. Worship of the Malefica is miniscule amongst the living, but death-rotten Undead who have lost all hope will often turn to it for the promise that everyone will end up like them, if it were to have its way. | ||
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Latest revision as of 06:44, 2 April 2024
Pagan and Cult Faiths are not one consolidated Religion, but rather a small collection of active monotheistic Religions that pre-date Ailor civilized status. This means that these religions date back to the days of tribal Ailor kingdoms in the Regalian Archipelago, as well as Religions that pre-date Fornoss as a faith from Oldtera before the Destruction. The page will highlight important background for the continued worship of these still active and present gods, as well as how they connect to the modern world despite being so ancient or otherworldly. Characters are able to worship as part of these Religions, and gain specific traits or powers from them in connection with the Proficiency System. Some of these faiths are also able to create Godborn. The Gods listed on this page cannot be summoned with Divinium, but can appear during Events where most Gods do not, or may have their own unique methods of contact.
- For more on Aloria’s Dead Faiths, Pagan Faiths which lack the powers of their gods, read this Expanded Lore
Xeradon's Will
Eldertide Cult
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