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The New Thought

In the years following the Affliction, a cultural shift began. Some people began believing that if they had taken more initiative and devised methods to effectively deal with the Affliction instead of hoping the gods would take mercy on them, that many deaths could have been prevented. Their belief was that people's reliance on the gods was ultimately detrimental, and that in order to rebuild a thriving society, people needed to take their own initiative. This belief became what is now known as the New Thought.  
As the Affliction ended and society began to rebuild, the people that rose to power to lead these new societies held the belief of the New Thought--that humanoid innovation and ambition were needed to create a society strong enough to endure any more hardships. In order to maintain the favour of those in their populations that still chose to worship the gods, those of the New Thought chose a select number of gods that represented their values and made offerings to them for good fortune. These gods are: the god of civilization, Elmatus; the god of freedom and individuality, Igomi; the god of innovation and invention, Rushaia; the god of knowledge, Sunji; the god of magic, Wythia; the god of Success, Sel'ris; and the god of trade and commerce, Udamis. Practices to honour these gods was mostly for show and to garner the support of a population of vast beliefs. However, this custom sticks around even today as the New Thought is the predominate belief system in most places in Taifar.  
As time passed and societies rebuilt, more and more people began to see the merit of humanoid achievement. The Era of Innovation had begun. Through study and the innovation of magic and technology, many societies were thriving. Quality of life improved for many, and thus many people adopted the value system of the New Thought. The ways of worshipping gods became practiced by fewer people and became known as The Old Faith.  
During this time, those with arcane abilities that were willing to push the limits of their magic for the sake of research and innovation became some of the most renowned members of society. This set in motion the cultural hierarchy that lasts to this day. Those who pursue arcane research and innovation or who are born into those circles are typically the most successful and influential in society (or at least they start with a leg up and have privileges that those of the Old Faith do not).
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