Largias Religion

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Worship of the Gods
LReligion.jpg
Also Known As The Church
Organization Type Religion
Leadership Varies.
Membership Harmon
Associated With Council of Sages
Related To Largias Continent

Religion in the Largias Continent is regulated by The Church, which promotes the worship of the four surviving gods of the elements, as well as the Cults of Light and Chaos.

History

A long time ago, the gods waged a war. It was a bloody war, and from the blood spilled, the other races sprang forth. The gods of magic fell to the world and bled out, filling the world with the different forms of magic. This war was fought by the gods' children, in the names of Hynlena and Nemesis, the Dragons. The battle was brutal and vicious, and the continent was formed with the fall of celestial bodies, and the fighting of beings beyond the ken of mortals and immortals alike. When the war was over, when the other gods stopped supporting Hynlena and Nemesis, the celestial order was restored, and peace returned to the heavens.
The Gods that remained held the Balance of the world. They had lost children to the war between Hynlena and Nemesis, and none of them were particularly forgiving. They swore to themselves and each other they would never war in the heavens again. The gods of light and darkness did not approve of this, but they were unable to force their brethren to fight in their name anymore. Thus, three camps were formed among the gods. The gods of light and darkness would fight via mortals, and the other gods would take over the duties of their departed children, gathering followers among the mortals that now spread across the continent of Largias.

Purpose

There is an organized council of clerics across Largias, called very simply The Church. The high Clerics of the Elemental gods gather and share knowledge and philosophical beliefs and insights from their gods to one another, writing scripture as it comes to them from their communion with their gods. The Church exists to assist the peoples of Largias with spiritual and health issues. Most of the Clerics have a role to fill, as assigned by their patron god, and seek to serve these duties as best they can, with the Clerics of Fire assisting in wars, and the Clerics of Water helping to heal the sick and injured.
Politically, the Church is the most widespread and influential independent force across Donias, with some pull in Nehekara and Rafisto. Very, very few Clerics of the elements exist in Bagonia, though several priests exist among barbarian tribes. Due to this widespread influence, the Church has been instrumental in diplomatic liaisons across the lands. They have counseled temperance and peace where war was imminent, and have had the ear of many Kings in the process.
Obviously, the Church exists to expand its influence. Traveling Clerics teach their religion to villagers, then induct new recruits into the robes, adding more servitors to their ranks and expanding the number of devoted to their cause. A higher Cleric will teach and convert, then ordain a beginner, and begin his training as a true Cleric of their shared faith, granting him the blessing of their god. These in turn either travel the world to spread the word, follow the call their god gave them, or simply remain in their village and help however they can.
Each of the elements brings something to the world, and their Clerics attempt to follow their spheres of influence to the world. The Clerics of Etar, the Fire Lord, are drawn to industry and attempt to give their blessings and their help to new engineers and other inventors, making their seat of power (outside of West Zuul) within Rafisto. They are also drawn to war, joining armies for their countries, and attempting to bring the wars to a swift end by praying for their god's favor as they do. Everyone recognizes the oddity of that situation, as every side will get Etar's blessing, but all agree it helps in expediently ending wars.
The Clerics of Adia, Lady of Water, are the second most prized to see appearing in a village, and the second most useful in war. While Etar and Adia are opposed as Fire and Water, War and Peace, their Clerics are expected by The Church to have the clarity and insight to understand why each are necessary, and while this doesn't always happen, as Clerics of Water often dislike Warmongers, most are at least cordial. Clerics of Adia are the most adept healers in the world, especially to disease and plague, and can bring blessings of water to drought-stricken villages.
Clerics of Pitarus are the most numerous in industrialized kingdoms. As the God of Earth and Knowledge, his Clerics are sedentary and often go to areas of science and learning, acting as chaplain for a university or school, or serving as teachers to the young in smaller communities. Most towns are happy to have them, as the Clerics of Pitarus are often seen as signs of Wealth, blessing their followers with good fortune and lucky turns in monetary values and gems, or simply allowing commerce to be fruitful.
Clerics of Asnera, the Goddess of Air, are the most eclectic group of the bunch. Most cities are unhappy to see them come, but almost all villages are glad, as their appearance means rains are coming. Storms follow them wherever they go, and they are the most adventurous of all the Clerics, save perhaps for those of Etar. However, their presence is always a boon for magic users, and the magical academy is a place to find many Clerics of Asnera. They work closely to the Council of Sages, as their goddess is the patron of magic in the world.

Cult of Light

Other than The Church, the disciples of Hynlena are spread across the Largias Continent. Their Clerics are the most likely to travel and adventure. They have a widespread presence, but very little political influence. They selflessly devote themselves to healing others and vanquishing evil wherever it dwells. They are generally the most well regarded Clerics in all of Largias, because those who uphold the principles of morality, law and justice will always have a powerful ally in the Cult of Light.
However, they are not as organized a religion as The Church. The Cult of Light usually has more devoted members than almost any member of the Church, but they display a level of zealotry in regards to spreading the Light. They are often involved in fighting against the corruption in Nehekara, or attempting to destroy a nest of evil, or going against corrupt wizards or Chaos Knights. Because of this, their numbers are always fluctuating, and they lack the real political staying power of The Church. This said, a High Cleric with the ear of a King or Archduke tends to have much influence in the land, and is generally a force for Good in the world.

Holy Order of Paladins

The Holy Paladins are the real political and military power of the Cult of Light. Paladins are divinely empowered devoted warriors of Hynlena. They carry their word like their sword, and channel the power of their goddess with every blow. They are the physical manifestation of hope and justice in the world, truly Good beings, who will do whatever they have to to save the day. They are the equivalent of Superheroes, and legends of their accomplishments are known across the whole continent, even in the wastes of Bagonia. The Holy Knights are the most respected warrior order in the Largias Continent, due to their unwavering devotion to the Light of Hynlena, and their honor, courage, and sworn duty to fight against evil and injustice. Due to this, they almost never get involved in wars, or land disputes, except as mediators and arbiters, always swearing to do what is just. The word of a Holy Paladin is generally considered as law, or at least, as justice.

Worshipers of Nemesis

The Cult of Nemesis usually attracts malcontents and anarchists, as chaos seems to draw those people together. However, those who truly believe, those who gain Nemesis's favor, are dangerous Clerics indeed. Nemesis does not believe in parsing out power to those who progress on his path, unlike the other gods. Nemesis usually gives as much power as his followers can handle, immediately, the only caveat being that only the vilest may get all the power. It isn't unknown for a group with three Clerics to whittle down to one within a year, due to the power Nemesis gives not being shared. However, this means any Cleric of Nemesis is likely to carry as much power as a High Cleric of another god at any time.
Cults organized around Nemesis tend to follow two patterns. Either a group which attempts to gather power and promoting anarchy, with a lone Cleric of Nemesis leading his frenzied parish in a holy crusade against decency, which is the rarest, but still notable possibility; or, the Cleric of Nemesis is a dangerous clever man, promoting the 'virtues' of vice and disorder, of chaos as its own religious philosophy, and encouraging blasphemy and horror on a scholarly level. These are far more common, and far more insidious. Educating those who would benefit from it and keeping others in the dark selectively, promoting anarchy on a more subtle level, and working to aid the forces of darkness, such as the Vampires of Nehekara or associating with the Orc Keishig to remove humans or Elves from their lands.

Chaos Knights

The antithesis of the Holy Paladins. Chaos Knights are some of the most dangerous and powerful men in the Largias Continent. Where the Paladins bring hope, the Chaos Knights bring despair. They are at the forefront of wars, leading men to ruin for the sake of their dark god, and will commit whatever atrocities are required to spread more chaos. It is said that two rulers could be led into a bloody, horrible war with a Chaos Knight leading their respective armies, fully aware of their comrade on the other side, as both would simply avoid each other and lead the war to go on until nothing was left.
If Paladins carry on heroic deeds and fight for the cause of the Light and Justice, Chaos Knights are the opposite. They operate as much in shadows as they would in the open, assassinating targets subtly being as likely a tactic for them as walking into a town and beginning to pillage and destroy everything. Despite their adherence to chaos, the Knights to have an order of sorts. They have strict rules to assist one another for the greater cause of Nemesis, and the Grand Chaos Knights are as adept at combat as they are at leadership.
The powers granted to all Chaos Knights makes them some of the most dangerous men in Largias, even when newly inducted, since Nemesis does not believe in parsing out his power to followers. Unlike Clerics, though, Chaos Knights only gain access to their higher level powers after either a great deed, or if they prove their worth. As such, killing another Chaos Knight will not bring about more power to the murderer, unless it truly furthered Nemesis' goals.

Divinities

  • God of Darkness:
  • Name: Nemesis.
  • Influence: Darkness, Chaos, Death.
  • Description: A corrupter, defiler and all around horrible god. He profits from any calamities and encourages dishonor and strife, the pursuit of glory and wealth over ethics and order, and the use of violence over words.

Goddess of Light:

  • Name: Hynlena
  • Influence: Light, Order, Life.
  • Description: A beautiful and loving woman, but a strict one. She benefits when things are just and orderly, as well as when law and duty is enforced.

God of Fire

  • Name: Etar
  • Influence: Fire, War, Industry
  • Description: A brutal and tempestuous god, he benefits from war and all it entails. Magma is his domain, and armies are his power. Warriors often pray to him for blessings and luck in battle.

Goddess of Water

  • Name: Adia
  • Influence: Water, Medicine, Peace
  • Description: A kind and calm woman, who hides hidden strength within. She benefits from calmness and peace, but can enchant armies to bring said peace. Healers usually call on her for support.

God of Earth

  • Name: Pitarus
  • Influence: Earth, Wealth, Knowledge
  • Description: A stout and serious man, patient and tireless. The pursuit of knowledge or money is where he benefits, and he is known to give tidings of fortune to those who ask for his blessings.

Goddess of Air

  • Name: Asnera
  • Influence: Air, Storm, Magic
  • Description: A temperamental woman, seemingly flighty and unfocused. She can be as playful and brutal as they come. She benefits from the use of magic and free reign of nature. She usually favors magicians.

Notable Figures

  • Harmon: A Cleric of Pitarus, and one of the most well renowned Clerics in the world. He has made his home in Failord, near Mount Karks.
  • Gaen Swordhand: Formerly the most well respected Paladin, an up and coming man in the forces of Justice, Swordhand fell, and fell hard. Now a worshiper of Nemesis and one of the most feared men in the continent.

Trivia

  • Just because they're called 'The Church' doesn't mean they're evil, this isn't a JRPG.