The Imperial Cult

The ancient spiritual beliefs of the Colovian and Nibenese tribes of the heartland have largely been lost to generations of repression by the Ayleid elves who enslaved them. Over centuries, a new religion emergged among the enslaved population, combining human and elven elements. When the slaves revolted, overthrowing their masters, Saint Alessia codified this faith into the Imperial Cult as a means of bringing together both Nordic and elven allies in their conquest of the heartland.

The Nine Divines

The Imperial Cult venerates nine deities whose avatars are the planets which guide the stars in the sky. Each Divine has parallels among other cultures, which the Cult uses to appeal to provincial peoples. Other deities are tolerated, but considered subserviant to the Nine.   Each Divine is represented by their own cult with their own agendas and traditions. Each cult is administered by regional Bishops, led by an Archbishop of each province. The agenda of the cults are set by a respective Cardinal who officially operates within a patron-city in Cyrodiil, though they actually live and work in the Temple of the One in the Imperial City. The Cardinals elect among themselves and advise the Archbishop of Cyrodiil who administers the Imperial Cult as a whole as well as their own respective flock. The Archbishop of Cyrodiil answers directly to the Emperor, the living representative of the Nine on Nirn. Each cult is protected by a knightly order devoted to their cause.
  • Akatosh - God of Time and Order: The cheif God of the Pantheon. Akatosh appears as both a man and a mighty dragon. He guides the world in orderly linearity so that mortal kind can flourish and grow. His symbol is a winged hourglass.
    - The Chantry of Akatosh show their devotion through song, the Art of Time. They value Order with Rhythm: a life of discipline characterized by steadily moving forward in one's endeavors, not too fast, without growing stagnant.
    - It is protected by the Order of the Hour.
    - The Cardinal City of Akatosh is Kvatch, and is the current seat of the Archbishop of the Cyrodiil.
  • Arkay - God of the Cycle of Life and Death: The son of Akatosh who guides the spirits of mortals to their next life. He appears as a bearded man of indeterminate age. His symbol is two interwoven circles of rope.
    - The Order of Arkay annoint the dead to protect them from necromancy and prepare the soul for Aetherius. A true Arkayn is bound to honor and defend the dead, no matter the obstacle.
    - The Knights of the Circle protect catacombs and wage eternal war on those who mistreat the bodies and souls of the dead.
    - The Cardinal City of Arkay is Cheydinhal.
  • Dibella - Goddess of Art and Beauty: The Muse of the World is the font of all inspiration sensuality for mortal-kind and Akatosh's Queen. She appears as a woman partially draped in silk. Her symbol is a blooming lily.
    - This goddess has more than a dozen different cults devoted to different aspects of Her gifts, but the House of Dibella is Her truest representative on Nirn. Each House is led by a Sybil who commune directly with the goddess in fits of ecstasy, providing revelation and prophecy for the worthy. So lost in the pursuit of pleasure are Her clergy that they must be protected by the Order of the Lily, who operate largely independently as they defend their charges and the works of art they create.
    - The Cardinal City of Dibella is Anvil.
  • Julianos - God of Wisdom and Logic: The apprentice of Magnus taught mortal-kind the secrets of mathematics and architecture, but only enough to inspire curiosity and innovation. He guides his faithful on their journey to greater understanding using the Julian Method of observation, hypothesis, and testing. He appears as a wise old man, often with a long and well-maintained beard. His symbol is a pyramid in profile, appearing deceptively as a triangle.
    - The Schools of Julianos are institutions of learning rather than worship. They require discipline, curiosity, and keen observational skills. Its clergy are instructors, inventors, and scientists, often working independently in the field with the aid of loyal students. They have a fierce rivalry with the secular Mages Guild, and have built museums and libraries which are guarded by the Knights Mentor.
    - The Cardinal City of Julianos is Skingrad.
  • Kynareth - Goddess of the Wind and Sea: The mistress of weather, patron of sailors and travelers, creator of the elements which make up the natural world. Kynareth is venerated as the highest Divine below only Akatosh. She was the first to agree to the creation of a mortal realm, carving out the very space which became the Mundus. She is considered the Mother of Humanity and is venerated particularly by the Nords. She appears as a woman in flowing robes with arms spread out like wings. Her symbol is a bird, typically a hawk or a dove, flying across sunbeams bursting through clouds.
    - The Temple of Kynareth is Her cult. Its clergy are hikers, adventurers, and gardeners. Though they have many physical temples throughout Tamriel, most gatherings of Kynareth's flock take place outdoors, far from civilization. They value those who embody the Breath of Life, an active and athletic lifestyle, living each and every day to its fullest. The Kynaran Order can only loosely be described as a knightly order. They are more akin to rangers, who protect the natural wonders of Tamriel, allowing travelers to witness its majesty, so long as they leave each site as they found it.
    - Kinareth has no Cardinal City. Instead the Cyrodiil's Great Forest serves as its chapel.
  • Mara - Goddess of Love and Compassion: Known as Mother Mild, this Divine is the patron of lovers, of motherhood, and of agriculture. Mara is the sister of Dibella and facilitated Her marriage to Akatosh. She gave mortal kind the gift of creating new life. She appears as a woman in robes, looking to the sky in serenity. Her symbols are a rope tied end to end in a knot, and a cross within a circle with a woman's face at its center.
    - The Benevolence of Mara is Her cult. They officiate weddings, act as midwives, and value charity and community far above individual ambition. Mara is one of the most popular Divines among the common people. The Maran Knights are a small order, largely unsupported by their own patron cult, who see the inherent violence of their presense to be blasphemous. Despite being unpopular, the Maran Knights are steadfast in defending the cause of love.
    - The Cardinal City of Mara is Bravil.
  • Stendarr - God of Justice and Mercy: Defender of the innocent, giver of alms, and the judge of man. Stendarr teaches his followers to show strength in defense of the weak, and compassion in the face of an enemy in need. He is the son of Kynareth, born small and premature. He grew strong learning to defend himself and others. He appears as an old man, face chizzled and scarred from battle, but with kind eyes. His symbol is a tipped chalice pouring wine.
    - While the finest apothecaries of the land are found in the Temple of Kynareth, the finest surgeons are found amond the Temple of Stendarr. The Temple operates charities, soup kitchens, and hospitals. More importantly, they rally communities in defense against those who would do them harm. Their resources are more limited than the other cults, spread thin among their many branches. Multiple knightly orders serve the cause of the God of Mercy, but none more committed to the cause than the Crusaders, who readily smite the enemies of peace, for mercy can only be given from a position of strength.
    - The Cardinal City of Stendarr is Chorrol.
  • Zenithar - God of Work and Commerce: Patron of merchants, tradesmen, and common laborers. Zenithar rewards hard work with bounties of gold and grain. He encourages ambition, but not to exploit others in the name of personal wealth. His worship is popular both among the middle nobility and the common folk, who see His teachings very differently.
    - The Resolution of Z'en is Zenithar's hand on Nirn. In addition to their duties as a Temple, the Resolution serves as the governing body of the Merchants Guild, with guildhalls doubling as temples and vice versa. The Knights of Iron serve as caravan guards and deterrents to thieves and highwaymen. They suffered a schism over a century ago during a massive general strike, with some serving on the side of labor, while others enforced the interests of the Guild. After a great deal of bloodshed, the strike was broken, forcing those who sided with the strikers underground. Both branches claim to be the true Knights of Iron, but only those that serve the Guild are recognized by the Imperial Cult.
    - The Cardinal City of Zenithar is Leyawiin.
  • Talos - God of Man, Might, and the Rule of Law: In life, He was Tiber Septim, the hero who conquered all of Tamriel and founded the Third Empire. He was Dragonborn, as all the legitimate rulers of the continent were before Him. He tamed the jungles of Cyrodiil, commanded dragons into battle, and razed the Aldmeri Dominion with the aid of the Brass-God of the Dwemer. In His apotheosis, He shows the true potential of mankind. That no force in this universe can stop the march of progress. He appears as a man clad in gleaming armor. His symbol is a simple sword without embellishments, save occationally a large crossguard.
    Though nearly as old as the Empire itself, the Cult of Talos only rose to true prominance within the last century, with Emperor Uriel Septim VII proclaiming his ancestor the true Ninth Divine on the 11th of Frostfall, 3E 417 to a stunned gathering of Cardinals. The Imperial Legion has always had the largest population of Tiber Cultists, leading unofficially to the formation of the Sons of Talos, a society within the ranks of the Legion claiming the status of a knightly order. Despite their zealous devotion to the God of Man, they have not been recognized officially as the defenders of their faith.
    - The Cardinal City of Talos is Bruma.
  The Cardinal City of the Nine is the Imperial City.

Organization

  1. Laity - All subjects of the Empire are considered honorary members of the Imperial Cult. For non-citizens, part of their taxes go toward tithing to the organization. Subjects may also have their tithes directed to a specific Divine or approved Provincial Cult instead.
  2. Cult Member - Those who wish to join a Divine Cult and meet the qualifications for entry must go through the process of Initiation and must tithe a certain percentage of their income every year to maintain standing. Once admitted, Cult Members are given discounts for services, the right to take temporary shelter at any temple location should they need it, and are instructed in the secrets and rituals of their new religion.
  3. Deacon - Cult Members who show true aptitude may be asked to perform duties as representatives of the cult itself. Through their service, Deacons advance through the ranks of their respective cult, earning better discounts and access to exclusive services offered by trained clergy. The ranks of a Deacon are:
    - Novice
    - Initiate
    - Acolyte
    - Adept
    - Curate
  4. Disciple - Those on the path to priesthood. A Cult Desciple traditionally trains for fifteen years to become a fully-fledged priest or priestess of the cult. Successfully attaining priesthood also grants citizenship, although it does not afford land as Legion service does. Non-citizen disciples remain fully subject to taxes during their study, making the unpaid path of the cloth a prohibitively expensive one for most non-citizens.
  5. Priest - Brothers, Sisters, and Siblings are official members of Imperial clergy. They may be assigned to a temple, or given more specific duties based on their ability or specialization. For most, this rank is as high as any will go, devoting the remainder of their lives to worship, study, and fulfillment of their duties to the cult. Some who work with a specific temple location may take on larger roles:
    - Diviner - Entrusted with the most sacred secrets of the cult. Diviners are a unique role among the priesthood, which only those with unshakable faith pursue. These conduits of Aetherius itself sacrifice years of their lives to perform dangerous and lengthy rituals which help maintain the temple's connection to their patron.
    - Master - A priest who specializes in a certain duty may become a master, taking on apprentice priests of their own and providing vital services to all cult members of sufficient rank.
    - Patriarch/Matriarch - Appointed leaders of a temple, this lifetime appointment requires commitment to the wellbeing of a specific temple and to the community which it serves. Typically, Masters of a Temple choose among themselves when a Matriarch passes, but the previous Matriarch has the right to name anyone within their organization as a successor, regardless of rank. Imperial Cult leadership may appoint a higher ranked clergyman at any time should they feel it is necessary.
  6. Bishop - The intercessor between a divine cult and the broader Imperial Cult, Bishops organize all temples of their cult within a province, ensuring their practices remain in line with the larger church and do not undermine the collective of the Nine.
  7. Archbishop - Among the Bishops of each province, one is designated the leader. In addition to their duties as Bishop of their respective cult, they must help organize all cults, templars, and monastic orders within the borders of their province.
  8. Cardinal - The appointed leader of a divine cult across the entire Empire. Cardinals set the agenda for all who follow their patron, and select bishops for each province. In addition, the Cardinals work collectively to elect archbishops, decide on large scale reforms when needed, and advise the Emperor on matters of spiritual significance.
  9. Archbishop of Cyrodiil - As the heart of the mighty Tamrielic Empire, the Archbishop of Cyrodiil must also lead the Cardinals and follow the lead of the Emperor.
  10. The Emperor - Rightful ruler of the Empire and Great Intercessor of heaven and earth. The Emperor selects among the Cardinals the Archbishop of Cyrodiil, and has ultimate authority in all spiritual reform.

Other organizations

  • Monastics - Nuns and Monks who have t aken vows in search of spiritual fulfillment in seclusion and service. Officially, they are considered a part of the Laity, but historically some have been admitted to the priesthood or higher under certain conditions.
  • Templars - Noble warriors of a Knightly Order associated with a Divine Cult. Each order is organized according to its own internal principles and may or may not require Deaconship in the cult before admittance. All Templar knights start out as Squires. Knighthood does not in itself convey a rank within the Imperial Cult, but most Knights are at least members of the cults they swore allegiance to.

Provincial Cults

The Imperial Cult is by its nature an imperialist organization. It is well adapted to appeal to the conquered cultures of Tamriel, and attempts to assimilate the provinces have had inroads on all fronts. Though a minor religion in the non-human regions, typically limited to colonies and Legion bases, its presense in the human-dominated regions of Skyrim, Hammerfell, and High Rock are more significant.   Some alternate faiths, especially those devoted to certain approved indigeonous Provincial Gods may serve as Provincial Cults. They have their own internal traditions, ranks, and privilages. However, if they loyally serve the Empire and submit to the authority of the Archbishops, they may be admitted as minor parts of the Imperial Cult. The highest rank acheivable in a Provincial Cult is equivalent to a Deacon within the church hierarchy. Citizenship is not granted to provincial priests, forcing temples to foreign gods to charge more for services in order to keep up with the taxes of their clergy.   The goal of the Imperial Cult is to eventually fully assimilate these foreign faiths into worship of the fold, promoting the similarities between local gods and The Nine and their saints. Many sects have made the transition over the millennia, though there remains prominent holdouts. Each foreign cult is administrated by one of the Divine Cults, who are instructed to operate with the understanding that these Provincial Gods are in reality aspects of the same Divine.   Some deities bare a strong resemblence to the trickster god Lorkhan, a central figure in the creation myths of most human and elven religions. Imperial and Nordic faiths tend to depict this deity as a hero, a champion of mankindj who fought to establish free will, while elven faiths typically cast this character as a villain who betrayed the other gods and caused the curse of mortality for some unknowable agenda. Cults dedicated to these entities are considered Lorkhanic Cults, and are direct clients of the Imperial Cult itself.

The Imperial Gods

When she founded the First Empire, Saint Alessia formalized the spirituality that she was raised with as a slave of the Ayleids. It was a natural blending of beliefs of the multiple Nedic human tribes of the land, with influence from the elven culture they were surrounded by, as well as the beastfolk and metal-skinned Kothringi tribes who were in bondage with them.   Promoting this new faith was work of diplomatic genius, smoothing over many of the cultural differences between her allies in the Rebellion. Once her empire was established, the new faith gave her people, removed from their cultural roots through centuries of brutality, a new sense of identity and community to latch onto. However, not all old traditions died out. In addition to the Imperial Cult, many Imperials continue to practice remnants of their pre-Ayleid traditions, and venerate their own gods and demigods in private. The Cult tends to treat these pagan beliefs much the same as they would for the provincial peoples, incorporating these gods and stories into their sermons.   Broadly speaking, Imperial culture can be divided into Nibenese and Colovian with the following deities approved as Provincial Gods within the Imperial Cult structure.

Nibenese

The river-peoples of eastern Cyrodiil. Though once known to be reclusive and highly ritualistic, todays Nibenese are typically cosmopolitan keepers of empire. Nibenese housholds maintain old stories through oral tradition and song, keeping private shrines to half-forgotten gods in their homes. To the Nibenese, worship is a community affair, sharing food and song and commaraderie is central to worship of the New Gods as it was once for the Old. In reverence for the old gods, who no longer have a place in wider society, celebration is restricted to family in the privacy of one's home.
  • Archon - Lady of the River: A psychopomp, who ferries souls across the river of the same name where the souls of the dead flow helplessly into underground Lake of the Damned. If they can pay Her toll, She helps them escape the waters in hopes of joining their families in The Underworld. It is Nibenese tradition to leave a coin in the mouth of the recently departed so they can pay Her toll.
    - The Cult of Archon is a client of the Order of Arkay. House elders and heads of houses are the sole, private clergy of this cult. Prominent Nibenese families maintain elaborate catacombs underneath many of the larger settlements in Nibenay while more traditionalist families refuse to associate with the Imperial Cult, maintaining secret burial grounds out of sight of civilization.
  • Shondar and Molgar - Twins of Tempest: These fish-men are servants of Archon. They cause hurricanes, floods, and other natural disasters associated with water, and eat the wretched souls trapped in the Lake of the Damned. They were put to greater purpose as servants of Archon, using them to fish souls out of the River for a chance at salvation.
    - Though the exact identities of the twins is contentious, the Cult of Tempest is officially a client of the Temple of Stendarr. They maintain a few shrines along the southern coast and at headwaters, performing secret rituals to ward off hurricanes and floods.
  • The Liar: An unnamed mortal man, who died alone in the woods without a toll to pay the Archon. In a desperate attempt to prolong his existence, he weaved an elaborate tapestry of lies about his life of heroism and adventure, capturing the attention of the psychopomp for hours until, finally distracted, he stole a coin without Her noticing and offered it back to Her. Not fooled, but impressed by his tenacity, She took his heart and combined it with the coin, creating a child. Without his heart, the man could not move on to the Underworld, but he saw what they had created together and was happy, willingly going into the water so that the infant could take his place.
    - The identity of this character is unknown and understudied by modern theologians. However, the similarities to the Colovian Shezarr mark the Mystery of The Liar a Lorkhanic Cult
  • Alyssium - The Heavenly Fields: The daughter of Archon and The Liar, who grew up among the dead. Her father's sacrifice paid the toll for all human souls for the rest of time, and so she grew up among humanity as loved ones were happily reunited. She was a joyful and beloved child by all, but longed to see the sun and the world above their dim realm. When She was old enough, Alyssium became a place, an endless field of flowers and gentle rivers. The souls of the dead honored Her by digging a path to the surface, carrying Her to see the sun. From then on, the dead had a place of beauty to go to once they were united with their families in the underworld.
    - This "living heaven" bares a notable phonetic similarity to Saint Alessia, who may have been named after the location. Cults dedicated to Alyssium are too rare to be considered candidates for Imperialization, but were recently offered a spot as clients of the Cult of Talos.
  • Aka-Tusk - The Adversity: An enemy to man-kind who rains fire down on the jungles below, eating his way through whole mountains to appease his relentless hunger. Aka-Tusk was the chief antagonist of The Liar's tales, ultimately slaying the man in a duel, but not before landing a surely fatal blow. The Liar's story is meant to be taken as false, but tradition holds that the dragon was wounded by a mortal arrow, narrowly surviving, and sleeps away the eons while He recovers.
    This evil dragon-god bares a strong resemblence to the Nordic Alduin, a slumbering bringer of end-times. Similarly, the Lulluby of Aka perform rituals at sacred sites to keep the wounded beast from waking. This organization is affiliated with the Chantry of Akatosh, although their goals would seem at odds.
  • Zenth - The Sower: When the first men arrived in Tamriel from the Faraway Woods, they were undifferentiated and stagnant, ill-equipped for the arena they found themselves in. Zenth took these men and split them off into many tribes. He taught them each to speak differently, to believe differently, and be good at different things. He told them to exchange what they make, to tell their stories, and to grow stronger through their toils.
    - The Resolution of Zenithar administers this Provincial Cult. It is generally believed that the Imperial Zenithar has its origins in eastern religion, perhaps originating from the distant continent of Akavir. No deities quite like Zenithar appear in elven or nordic faith groups.

Colovian

 

High Rock

The Imperial Cult is the dominant religion in the land of Bretons today, with its numerous kingdoms and fiefdoms each dedicated to a different Divine. The knightly orders which secure each Divine's cult all began in High Rock, stemming from rich Bretic traditions of chivalry and questing. The merging of human and elven religion proved to be a perfect catalyst for converts of this famously hybrid culture. In addition to the Nine, Bretons devote their worship to a number of elven gods, as well as some remaining pagan deities from the pre-Direnni Galenic age which are recognized by the Cult as acceptable local gods.
  • Magnus - God of Sorcery: Inherited from the elven Direnni, Magnus retains many of His original traits as the architect of reality who fled its creation when He saw what it had done to the other spirits. This interpretation carries over some aspects of the Nordic god Jhunal. He refused to leave the mortal world unfinished, and so plucked out His own eye, sending it through the portal to watch as the mortal world took shape. He entrusts those most learned in magic to help complete His masterwork, and may possess the bodies of mages directly to guide them in this endeavor.
    - Magnus is the patron of mages who venerate Him in private, typically. For those Bretons who have strongly elven blood, the Retreat of Magnus is a cult found mainly within Camlorn that incorporates of The Ancestor's Path worship into Bretic spirituality with an emphasis on studying the Earth Bones. This cult is a client of the School of Magnus.
  • Jeffre - God of Music: Despite the elven name, worship of this deity predates the Direnni, having a primary role in Galenic Paganism. To Bretons, Jeffre represents "the now" the emobidment of the present moment, decorated in song. He is affiliated with the preservation of nature and freedom.
    - Once the most prominent deity of Galenic spirituality, the many hedge-covens of The Wyrd preserves many of His forgotten traditions. The Wyrd are considered pagans, blasphemers beyond the embrace of the Imperial Cult. However, local traditions have forced church officials to keep the peace with these witches.
  • Phynaster - God of the Journey: An elven hero who ascended to godhood in ancient times. Phynaster is considered the ancestor of the Direnni clan, and therefore of the Breton race as a whole. He is the inspiration of the famous Breton lust for adventure and glory and is said to walk alongside every adventurer in their first and final quests.
    - The Direnni Clan survives in both Breton and Altmeri branches across the Illiac Bay region, particularly in the secluded isle of Balfiera. Heads of these households are ordained in their own private faith, preserving worship of their ancestor-god in this human-dominated land. Phynaster is recognized by the Imperial Cult as a Saint, and rites in His name are encouraged only so long as proper attribution to The Nine are made at the same time.
  • Sheor - The Bad Man: Believed to be an elven-influenced take on the Nordic god Shor. Sheor is the god of crop failure and misfortune, and the father of all Daemons. He is associated with the Aldmeri trickster Lorkhan. Some Galenic covens depict Sheor as a sleeping giant below the surface of Nirn, his heart beating in time with the heart of the world.
    - While at times, Sheor cults have been tolerated as Lorkhanic, they are currently banned as a form of Daedra worship.

Skyrim

The ancient Atmorans were animists, worshipping personifications of nature represented by different animals, this evolved over time into the traditional pantheon of the Nords. While many of the numerous cults of this elder faith have acquiesced to cooperation with the Imperial Cult, few Nords today will acknowledge its authority, claiming The Nine to be a southern appropriation of their beliefs mixed with the heathen gods of the elves for the purpose of propaganda. Still, the Imperial Cult has made inroads in the wake of the Oblivion Crisis.   The Nordic Pantheon is divided into three groups:

Dead Gods

These gods were slain in an antideluvian war. While they may be called back to the world of the living temporarily, their place is in Sovengarde, the fields of the honored dead, and do not have a clergy to represent them on Nirn.
  • Shor - The Fox - Shor, Son of Shor, is the spirit of human undertaking. He convinced the other gods to have children of their own, creating the mortal world. When the Elven Gods to betrayed him, having grown to resent the cost of such labor, He led His people to victory in securing a world for the living, but lost His own life in the process. He presides of the Hall of Valor in Sovengarde.
    - Shor is considered a Lorkhanic deity. While He has no clergy, public rituals to Shor are legally required to be overseen by Imperial Cult officials. As such rituals typically involve mead and merry-making long into the night, such guests are typically welcome.
  • Tsun - The Bear - Shield-Thane of Shor who fought beside Him to the bitter end. He now guards the Hall of Valor, testing the might of all who wish to stand alongside the greats.
    - This deity is invoked for protection and as a call to action in times of war. Like His brother, the Imperial Cult considers Him an aspect of Stendarr.

Hearth Gods

The still-living gods of the present moment.

Tenets of Faith

  1. Stendarr says: Be kind and generous to the people of Tamriel. Protect the weak, heal the sick, and give to the needy.
  2. Arkay says: Honor the earth, its creatures, and the spirits, living and dead. Guard and tend the bounties of the mortal world, and do not profane the spirits of the dead.
  3. Mara says: Live soberly and peacefully. Honor your parents, and preserve the peace and security of home and family.
  4. Zenithar says: Work hard, and you will be rewarded. Spend wisely, and you will be comfortable. Never steal, or you will be punished.
  5. Talos says: Be strong for war. Be bold against enemies and evil, and defend the people of Tamriel.
  6. Kynareth says: Use Nature's gifts wisely. Respect her power, and fear her fury.
  7. Dibella says: Open your heart to the noble secrets of art and love. Treasure the gifts of friendship. Seek joy and inspiration in the mysteries of love.
  8. Julianos says: Know the truth. Observe the law. When in doubt, seek wisdom from the wise.
  9. Akatosh says: Serve and obey your Emperor. Study the Covenants. Worship the Nine, do your duty, and heed the commands of the saints and priests.
  10. The Nine say: Above all else, be good to one another.
Type
Religious, Organised Religion
Alternative Names
The Church of the Nine Divines
Ruling Organization
Leader Title
Permeated Organizations
Controlled Territories
Notable Members
Related Ethnicities

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