Animism
A religion that holds that the world's truest form is its natural one, and that since the dawn of time great animal spirits, of which all races are descendant from, guard the world. Animism is very localized, and the specific guardian one race or community worships can vary depending on who practices the worship. Though the belief follows main tenants like all religions do, Animism can have varying degrees of emphasis when it comes to moral codes. For example, while those faithful to Orkan might lead their lives with a focus on pilgrimage, travel, and boldness, followers of Ïs might favor restraint, inner peace, and patience.
Animism's most unique trait is perhaps its influence, as it is by far the most openly practiced and wide-spread of all religions in the continent. Because it was once the main religion of all the Wild Races (some argue even before the Elder Age) it has a strong presence in all of those people, even if it isn't the main spiritual belief in their society.
Animism holds no saints or earthly religious figures, at least not in the traditional sense. The belief encourages a life of overcoming; the forest fire tills the earth for new growth; the sea crashes against the shore to form new beaches; the earth cracks to give way to young mountains; so too does life move on. Following this pillar of belief, wild societies (who all bear a bit of Animist ethics in their everyday lives) often 'forget' their dead, or have a limited number of rites and practices that honor the remembrance of the dead. In that same vein, animism lacks figures who go on to become holy symbols, as the natural world itself is seen as holy. There are no prophets or angels or transcending individuals. This has been the thorn on the side of the religion since time immemorial, as many see this trait of the religion so unfavorable that they usually see it as reason enough to abandon the practice.
There are however, two kinds of holy figures that live in the world, according to Animism. First, there are creatures in the world that overtime have come to be called 'Saints' (or sometimes Champions), though the meaning of the word is used somewhat liberally. The 'Saints' of the Guardians are mostly known in myth and are great creatures that roam the land seemingly without sentience, believed to act on the behest of their masters when they so ask for it. Fjell, Guardian of Earth, for example, is thought to command a great worm that barrels to the ground, forming whatever canyons and mountains it so desires. Meanwhile, a great flying dragon is thought to act on Brän's bidding -- Guardian of Fire -- somewhere in the skies. These creatures are mythical, as few have ever claimed to have seen them in the world, many of whom are now dead. But those who do bear witness say these Saints control the very elements of their master's dominion (Earth, Lightning, Fire, Wind, Ice, or Water) and that they wield eternal life.
The second kind of holy figure are the 'Bound' or the 'Spoken'. These are those individuals who have witnessed and directly communicated with a Spirit Guardian. Creatures who undergo this moment are thought to be forever bound by the Guardian with which they spoke, and can call upon them for communion whenever they so choose. One who is Spoken, however, must lead a life in service of their Guardian, working as both a mouthpiece and a champion of their will. The Spirit Guardians are just, and often don their Bound with arcane gifts and longer lives. But like all the other departed, when a Bound dies he is remembered by those who loved him, and is then forgotten with the passing of time.
Sigil
The Totem:
Various animals stacked on top of each other to form a pillar. This is the main unifying aesthetic to look out for, as totems have a myriad of styles that depend on the region and people who make them. It symbolizes how the great spirits form the pillar that holds the world together.
Pantheon
All Spirit Guardians are equals in power, their authority hinging on the 'realms' of the elements and the well-being of nature. Their actions, will, and capabilities can wane or become stronger the more 'natural' its realm remains. The Guardians can and have clashed, though they often abstain from doing so and none ever slay one another. It is believed that when realms overlap or change (such as forests expanding or seas rising over lowlands) it is the will of the Guardians who are claiming lands beyond those of their realm, Transforming the landscape. There are considered to be 6 realms of the elements: Earth, Air, Water, Lightning, Fire, and Ice. Though all Spirit Guardians have agency anywhere in the world, that agency is lessened or increased depending on where the Guardian appears or are prayed to.
- Ïs : Spirit Guardian of Peace and Protection. It is said that it takes the shape of a lonely Arctic Fox when he appears on the mortal realm and it is thought to keep guardianship of Ice. He often carries an aura of indifference, always seeming to wait for something unknown to occur.
- Fjell : Spirit Guardian of Longevity and Survival. It is said that it takes the shape of a strong Rhinoceros when she appears on the mortal realm and it is thought to keep guardianship of Earth. She's curious and patient, always seeking the truth in things. Her worshippers often break apart in a rage or a tantrum, lashing out at the Guardian. In the face of this, she is undaunted.
- Brän : Spirit Guardian of Joy and Glory. It is said that it takes the shape of a shining Brass Dragon when she appears on the mortal realm and it is thought to keep guardianship of fire. She is gregarious and welcoming, approaching any who wish to speak and befriend her. She loves tricks and witticisms and will often prefer a good, heartwarming time over some austere, stern dedication to her.
- Orkan : Spirit Guardian of Favor and Discipline. It is said that it takes the shape of a majestic Peregrine Falcon when she appears on the mortal realm and it is thought to keep guardianship of winds. She is austere and just, keeping always a graceful pose and an attentive demeanor. She favors those who travel and dare to see horizons beyond her own.
- Kriger : Spirit Guardian of Victory and Struggle. It is said that it takes the shape of a looming Great White Shark when he appears on the mortal realm and it is thought to keep guardianship of the waters. He is aggressive and stubborn, often refusing to yield in even the most minor details of his dictums. His belief in the capabilities of his worshippers, however, is unrivaled.
- Lyn : Spirit Guardian of Memory and Understanding. It is said that it takes the shape of an idle, grey Mouse when he appears on the mortal realm and it is thought to keep guardianship of Lightning and Thunder. He is thought o be witty and calm, often preferring to find the most rational path to a solution. He is sometimes credited with imparting inventiveness unto all thinking creatures.
Tenets of Faith
- "We are divergence, doomed to always need to remember our truest nature, found pure and free in the wild."
- "Boundaries mark the world; the ocean's tides, the root of the mountain; so too must our actions have limits."
- "The beasts of the wild tussle incessantly, but never over ambition. Fight for need, not for want."
- "The land you inhabit is sacred; desecrators are those who cut, bend, pick and dry; the world must grow free."
- "We spawn from the earth for a chance to breathe its air for but an instant; breed, raise, and push on. Waste not what was given."
- "Love is kind but the world is not. Do not delay over weakness too long. Those with the will shall persevere, the rest belong to the wilds."
Sects
The Return:
A sect that emphasizes the most traditional aspects of animism, as it is an attempt at a return to the older, more "natural ways" of the religion, typically by Wild Races that don't primarily practice animism anymore.
A sect that emphasizes the most traditional aspects of animism, as it is an attempt at a return to the older, more "natural ways" of the religion, typically by Wild Races that don't primarily practice animism anymore.
Divines
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