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Religion

The gods of Arora, if they even exist, never directly intercede in human affairs. For academics and arcanists, miracles and similar events can usually be explained by ferrology. For others, however, faith is a major component of religion.

Introduction to Religions in Arora

 
Religion in the world of Arora is a complex tapestry of beliefs, traditions, and practices that shape the lives of its inhabitants. Although it is undeniable that a great power flows through the veins of the world, the people of Arora know little to nothing of true divine magic. Therefore, religious figures within Arora maintain their positions not through displays of divine power, but largely through the support of their local communities, or other mechanisms of political power. Priests cannot simply cast powerful divine spells to demonstrate their gods' favour. Instead, they either work within the religious hierarchy or compete with each other for the support of the faithful. The chaotic nature of a synthesist's craft makes it difficult for a priest to rely upon them. After all, a simple mistake in a spell might signal that the gods are displeased with their priests.   Religious organizations may curry favour among the populace by supporting a certain warlord or forming their own domain. Theocracies arise to compete with monarchies as omens foreshadow a great doom, and the commoners flock to the priests who provide the most satisfying answers. The leaders of some cults take pains to shroud themselves in secrecy, and some sects exist solely to line the priests' pockets or have even more sinister aims. A cult might seek to overthrow the governments in a particular region and establish an empire. It could serve otherworldly creatures that care nothing for humanity but merely hunger for sacrifices.   Despite the absence of direct intervention by divine beings, people of Arora hold fast to their beliefs, shaped by faith, hunches, and cultural preferences. Your character's religion may range from informal ancestor worship to membership in a faith that spans a continent. She may have prayed in a small cave near her tribe's winter camp, or she could worship at a great cathedral. Whether her beliefs encompass an elaborate code of conduct or a set of simple principles, her religion shapes her life and her view of the world around her.   In this world of great diversity, you can exercise the same level of creativity in your character's religion as in the rest of her makeup. There are a variety of major religions to choose from (see list of major religions, below), or you can create a minor local religion that your character follows. She might even disdain the gods, like the Abandonist, standing out as an atheist in a world of magic and terrible monsters. The world of Arora is your playground, and your character's religion is just one of the many threads in its rich tapestry.
 

List of Major Religions

  • The Taro Pantheon: This religion is the most popular in Arora, and it centers around a pantheon of deities that have distinct personalities and domains of influence. The gods and goddesses of the Taro Pantheon are often depicted with human-like qualities, with each one having their own specific powers, weaknesses, and relationships to other members of the pantheon. Followers of the Taro Pantheon often pray to multiple deities for different aspects of their lives, such as fertility, wisdom, or protection.
  • The Church of Taro: This is a distinct sect of the Taro Pantheon that believes in only one god, Tarolas, and sees the other gods as mere manifestations of his various characteristics. This monotheistic approach to the Taro Pantheon has led to conflict between the Church of Taro and other followers of the Taro Pantheon, who view their beliefs as misguided or heretical.
  • Alemnic Purism: This monotheistic religion centers around the worship of Khaldora, the one true god. The Alemni believe that Khaldora created them in his image and that all other races were given weaker forms of sentience out of pity. Alemnic Purism is the official religion of the Alemni Empire and is enforced by the Directorate, their authoritarian government system.
  • Abandonism: This religion originated from the Alemni, who fled Valenfar upon the establishment of the Directorate. These Alemni believed that the god's, whom they call "The Wanderers", were not true gods, but advanced mystical beings that found the planet as it was and immediately ruined the wonder and mystery of creation by giving every bit of the world a name. Followers of Abandonism reject the idea of gods altogether and see the natural world as something to be experienced and appreciated rather than understood or controlled.
  • The Cycle: This is more of a way of life than a distinct religion and is almost purely followed by the Kathuri, although it does occasionally attract followers from around the world. The Kathuri believe that the universe is governed by the great forces of Tao and Khaos, not gods but powerful laws that shape every aspect of the world. The Cycle teaches that every 50,000 years, the eternal war between Tao and Khaos reaches a climax that creates and destroys the world in an endless cycle of rebirth. Followers of The Cycle strive to live in harmony with the natural world and seek to understand their place in the larger cosmic order.
  • Arorism: This is a belief system that worships the sanctity of nature and the Siriat, giant magical beasts that wander Arora and protect nature. Followers of Arorism see the natural world as sacred and believe that it is their responsibility to protect and preserve it. Arorists often live in remote locations and avoid the cities and civilizations of other races, preferring to live in harmony with the natural world. Arorism has no central authority, and it's exact tenents are highly diverse, changing from culture to culture

Quick-Fire Beliefs

Minor Religions


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