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Faith and Philosophy on Alterra

Normal D&D Clerics are part of an organized religion, that organized religion has various economic and political roles in the story. The races gathered in the Arc Ship were from secular societies and organized religion and cultures built around them were likely lost to their home worlds. Over the millennia those faiths have been forgotten.   Rise of Philosophical orders Around 1500 as the technological dark age settled in globally ideas and knowledge were being written out rather than recorded on various electronic media. These writers who were trying to capture the knowledge began gathering in orders interested around various topics. This focus over time became very intense and deeper study of inner connection to ideas gave rise to a new method of magic that opens conduits to dimensional energies that can be focused. The philosophical orders function in that niche, having a social and political role. Cities usually organize governments around philosophic logic. It may be more than one. A city for example could be a war and forge philosophy based. The city’s politics may be based on knights or paladins and have temples and universities that study these philosophies. They may be driven to produce great armored soldiers but lack other aspects, so they may be mercenaries, or expansionist, or even crusaders. The common person however, does not go to the philosophical temples to worship but to find purpose in their life.. The feats of Philosophical magic can inspire because of their effects on reality to cure and destroy. But philosophy doesn’t fill every void for every person, Philosophers are seen as a state to achieve but a difficult path. For many Philosophy beyond the magic is empty and has no effect on their lives. Philosophical Temples go by different names:   Halls of knowledgeusually attached to a university, may have a separate library, scribe and translation services. People attend to learn secrets, histories, or discover meaning in events and portents and calculations of the future. This complex is operated by the orders of NooSpherics   Pillars of Light – often times an observatory with mirrors and crystals. Adherents are looking for truth, clarity, removing evil and doubt. Many visit to learn how to make a difficult clear choice, or have questions about the stars, seasons. Belong to the philosopher of Photoconcordence   Hives of Life – often times a temple and hospital complex. Visitors come for healing or need answers for disease or dealing with a mutation. Vitalitism philosophers will operate this facility, as well as mundane doctors and healers.   Gardens of Nature – usually a large zoo or botanic garden enclave in the city. Visitors come for planting and animal husbandry advice or help, identify monsters and threats. These are operated by the Biosphere and Man Committee, as well as scholars, the occasional druid, rangers and farmers.   Pinnacles of Tempest – usually a tall tower with two or three bronze spikes into the air to attract lightning. Visitors are looking for power, to predict weather or shape it. Many come looking for protection or advice on dealing with the powerful. The novices of the Tempestism order usually meet with the public, the higher order members are deep in study and experimentation.   Den of Illusions – usually a sprawling complex with trap doors and secret passages. Few come willingly, they are often tricked into coming and usually when they need to. Often those struggling with their own illusions about themselves. Sometimes criminals are sent here rather than jail, only those that have learned their lessons make it out, the rest may find themselves trapped in a relic or as an indentured servant to these philosophers. Sometimes the clever will come, to try and find their way out, some stay and become laypeople to the Conundrumism philosophers.   Fortresses of War – often a castle with drilling grounds, histories, armories, attached to military academies. Adherents are usually military or fighters, trying get an edge in battle. When war comes conscripts will be sent here to learn the war philosophy, to drill and to learn to fight together. After a war many stay to learn what it was all for, how to deal with the wounds that healing can’t fix. War philosophers will also travel to a known conflict zone and bear witness to any atrocity that should be judged and avenged, and to heal the wounded. This military order are commonly called War Savants.   Crucibles of the Forge – A workshop with forges, labs, libraries of technical texts. Adherents of Crucibalism often are tinkers and smiths, numeriamancers, or others who believe in making a better world. Many Crucibles can identify cyphers and relics, though they may force the owner to trade it in if it is determined to be dangerous. As such Crucibles may have a horde of powerful relics and cyphers.   Crypts of the Grave – a funerary complex with crypts, crematoriums, dissection theaters, and relics of famous death philosophers. Adherents of the Mortal Coil are usually undertakers, but everyone eventually comes to the crypts to learn to grieve the lost. Crypt philosophers also have extensive study of necromancy and the undead. This corrupted magic is something they fight against. Undead did not exist until magic was invented, and became corrupt.

Other traditions
  There are many cults, faiths, and traditions that pervade life in the cities. These faiths are superstitious, and generally worship spirits, ancestors or to divine fortunes. None of these have produced Philosophers capable of feats of magic. Some are mystery cults, others are evangelical and trying to add members. They usually have little influence in the cities, some are locally powerful in settlements in the rural areas or isolated areas. Cults may be lead by warlocks, monks, or charlatans with numeria that gives them superhuman capabilities.


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