Fictional/Created Religions

cerberus2112

First Post
Have you created any unique and interesting religions for your campaign worlds? I'm working on creating a campaign with many diverse cultures, and would be interested in hearing about any religions people had created that I could swipe :D
 

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I had a pretty good one awhile back for 2E. It was pretty much just a straight D&D Pantheon (I tried to make each god grant 2 spheres, until they were all gone).

It went a little something like this....

The Elemental Powers

Faswash: Lord of the Seas, King of Water
Firella: Lady of Flame, Queen of Warmth
Gruuner: Lord of Stone, King of Earth
Voosh: Lady of the Winds, Queen of Air.

The Elemental Lords and Ladies were the very foundations of the universe, and were Neutral. Though they could be prayed to, and would grant spells, they were largely indifferent to Mortals (and in the case of elves and dwarves; immortals). At court they were thought of by the other gods much as we think of the Weather: Unpredicatable, implacable, and without either mercy or rage.

The Celestials

Sanoros: The Man in the Sun. (Son of Firella and an extra-planar Flame beast. He slew his father upon birth)

Plethmoras: The Lady on the Moon (Daughter of Gruuner and Voosh)

Varga: God of Death. Slew "Duvanicus", the Elemental Lord of Magic upon manifesting; thus creating the difference between divine and Arcane magics.

Zanzora: The Mother, the lifebringer (Manifested in the Celestial Court when Varga brought the concept of death to the otherwise Immortal realms)

Melwyn: The Walker in the Woods (creator of animals, plants, and nature. Patron of Druids)


The Founders

Durgan: The Thunder in the Earth, the Dwarf-Forger (Son of Gruuner and Melwyn. Patron of the Dwarves)

More to come...
 

In my campaign, I wanted a monotheistic religion as a basis, but wanted to stay away from real world stuff. I then added in seven orders into the mix, which are each headed up by a patron celestial, mostly serving the one diety. I then picked latin-ish names for them.

-----

Diety: Auctoris, the creator and care-giver, source of all knowledge and wealth

Orders:

- The Aesthetics, focus on art, nature and knowledge
--Patron: Sapentia; NG, domains of animal, good and knowledge

- The Champions, heroic adventures
-- Corroboros; CG, good, luck, strength

- The Defenders, protecting the community
-- Munios, LG; good, law, war (long sword)

- The Merciful, providing aid and comfort
-- Beneficia, NG; good, healing, protection

The above are the most common orders, the others are rare or secret to some extent.

- The Lumina, opposing tyranny and slavery
-- Syphantia, CN (good tendiencies); trickery, luck, knowledge

- The Nobility, preserving traditions
-- Generosus, LN; knowledge, law, protection

- The Corrupted, order of the fallen brother; gaining power, spreading evil
-- Venaliros, NE; death, destruction, evil

In their behavior, the six non-evil orders are (ultimately) instructed by Arctoris to co-exist, if not work together. Of course, there are difficulties and rivalries. The fact that there are both lawful and chaotic orders in the faith is testament to the mysteries and grandeur of Arctoris. The Corrupted are, of course, actively opposed by Arctoris

----

Now, I don't limit players to selecting just this diety or these orders. However, any divine caster outside of this faith is assumed to have some kind of spirit as a patron. That spirit could be nature in general (for druids or rangers), a powerful outsider such as elementals, ancient heroes, ancestors, or whatever. However, those spirits are much less powerful than Arctoris, demigods at best, and very local in influence. One of the greatest advantages of the church of Arctoris is its wide reaching "infrastructure" (an element I think is essential for a monotheistic flavor).

I've used the "Small Gods" article from Dragon 293 for examples of these spirits. If the spirits are good or non-destructively neutral, then Arctoris considers them children/allies.

FM
 

G'day

This one is from when a GM asked me to design the country my character had come from.

Religion

The ancient Amharic religion had eight gods: Blais (goddess of trees and forests), Burni (goddess of the Earth and crops), Castali (god of water and fertility), Gram (god of storms & rain), Lissender (goddess of the Moon, music, poetry, eloquence and ecstasy), Raben (triune goddess of hearthfire, forgefire, and balefire), Wogun (god of steel and war), and Zanthus (god of the Sun and archery). All eight cults are still active, and most Amharim pay due respect in proper time to all eight. But over the millennia various other cults have become established in a small way, including the usual range of snake-cults, saviour cults, mystery cults, darkness cults, sky cults and so forth. And of course the Eight Gods have absorbed the cults and acquired the attributes of erstwhile rivals.

It is common for Amharim to take a single god as a personal patron (without spurning the others). The choice of patron is often influenced by profession: farmers tend to adopt Burni, Castali, or Gram; warriors Gram, Wogun, or Zanthus; blacksmiths, Wogun; hunters, Blais; poets and musicians, Lissender....

Regards,


Agback
 
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G'day

This one is from one of the settings I submitted to the WotC setting search.

RELIGION

Most of the peoples of the Great Vale and surrounding areas are monotheistic. They even agree that the various distinct sects are all devoted to, and that all clerics obtain their powers from, the same God. Under such conditions you might expect a broad religious tolerance, or even that people might doubt the importance of the differences between the sects. But this is not what we find. There is a vigorous controversy on various theological points and about what God wants of clerics and of people generally. Some clerics even go so far as to accuse rival sects of embezzling the power of God and misleading their followers into sin.

Some sceptics openly doubt that God can possibly care about the contentious issues, since He dispenses clerical spells to members of vociferously rival clergies. And yet it must be noted that clerics who make this a justification for permissiveness or indifference not only fail to advance through the hierarchies, but fail to gain cleric levels. Some people conclude that God has laid down a number of distinct paths proper to different people. Others whisper that there are in fact several rival gods: but these are condemned, even persecuted, as heretics. The most dangerous hint that clerical powers might be gained by zeal in any cause.

In those areas that were parts of the erstwhile Elvish Empire there is an established Church with a complex hierarchy and with representatives in every settlement. The whole empire was divided up into parishes, each with a priest and church. Parishes were organised into deaneries, deaneries into dioceses each with a bishop, cathedral, and chapter, dioceses into archdioceses each with an archbishop, and archdioceses into provinces each with a primate. For the most part the Church has survived the fall of the Empire, but its doctrine and liturgy have be reformed by the Legion of Heaven (see below). The Great Vale is an archdiocese of the Province of Manch, and the Strath Michel is another. But the Church never held sway in the Gwlad Cenenryth (which is druidic), nor in the Alten nor the Cairnmell highlands (where the dwarvish ministerial form of worship holds sway.

Each Church parish used to correspond to a manor, and its priest was supported as part of the manorial system of the Empire. When the elvish government withdrew the funding of the parishes and the appointment of the priests fell into the hands of the lords who took over the manors. The Legion of Heaven purged this corrupt influence from the Church. Bishops now appoint the parish priests, and the funding of the Church is guaranteed by tithes. In addition to which the Church has gradually accumulated rich abbeys, glebes, and prebends.
A brief sketch of each sect follows.

Druidic

Druids hold that God is immanent and concerned with other parts of Creation no less than with Man. They teach that people and communities ought to live harmoniously with other God’s other creatures, doing no harm to beast or tree, and taking no more than their share of God’s bounty. Although druids have a judicial position in the society of the Cenenryth, they do not preach a divine ordinance for social relations, personal behaviour, etc. Divine services are a gift of God to the individual and the community: participation is not a duty of the individual to God. Druids teach a belief in reincarnation, and their ‘reincarnation’ spell makes souls inaccessible to ‘raise dead’ and ‘resurrection’.

Most druids are ‘children of the Oak’ (conceived during certain orgiastic ceremonies among the Manneth) trained from puberty by the Order of Druids in the Gwlad Cenenryth. But even in areas where druids are persecuted as heretics (as where the Legion of Heaven holds sway) there are a few secret druids passing on their teachings and ordinations by a system of apprenticeship. Green Elves seem to favour the druidic religion: their own druids may be found in some green-elf bands. Sea Elves tend to concur with druidic teaching, but their druid-equivalents enjoy a special ordination and use a different set of spells (more suitable for life at sea and on the shores than the standard druids’ list).

Ministerial

Dwarvish ministers of God emphasise God’s role as the guiding light of Truth. They hold that God is transcendental, but that worshippers are capable of a personal relationship with God without sacerdotal mediation. Very much focused on the purity of the Spirit, dwarvish ministers consider the Flesh chiefly a source of temptation and corruption, and the World as a gross thing of inferior matter. Clerics are hired (or not) by congregations (through a Parish Commission) to guide and instruct them (and dispense divine spells), and remain subject to the discipline of their employers. Or the clerics set up as free-lance preachers and attempt to live by taking up collections. There is no church hierarchy.

Dwarvish religious teaching is rather severe, and stresses a personal integrity and stern self-discipline that pervade the whole of life. Sin is seen as an effect and sign of laxity and lack of integrity, not a spiritual force of itself. Those who die in righteousness spend eternity in the light of the presence of God, even though their souls might have had to have been hammered straight after a long career of sin. Contrariwise, a weak and fickle soul might be condemned to the Outer Darkness though the person committed no sin in outward action. The dwarvish religious tradition does not feature confession or absolution, and such penances as it allows are reformative exercises, not ritual cleansings.

Clerics in this tradition may choose from among the domains Truth (knowledge), Light, Luck, and Protection.

Orthodox (Nonconformist)

A few priests attempt to continue the religious forms that were established for the use of its subjects by the Elvish Empire. They consider themselves orthodox, but the Legion of Heaven majority call them ‘Nonconformist’ priests. The Legion of Heaven has gradually excluded the Nonconformists from all episcopal sees and from nearly all parishes (though it does recognise the ordination of Nonconformist priests as valid). Most Nonconformist priests therefore subsist on fees and collections, as mendicants, or as chaplains to wealthy Nonconformist worshippers. Nonconformist priest traditionally take vows of celibacy and obedience.

Orthodox teaching is that God is transcendental, and that He created the world as a gift for Man, who is therefore lord and master of the lesser beasts and plants and so forth. In gratitude for this gift and the continual gifts dispensed by God’s clerics, Man owes it to God to keep God’s Ordinances. These Ordinances are quite detailed, and describe an orderly, peaceful society of diligent, meek, temperate, forgiving people. (Canonically, this code prescribes keepings one’s place in the social order, but this aspect receives little emphasis in these days when Nonconformism is associated with resistance to the Hote nobility.) The Commandments specify a round of fasts and observances, including four obligatory church services a worshipper must attend every year. Apart from these, attendance at ceremonies (including daily prayers and weekly Communion) is an opportunity to share in God’s bounty, not a duty of the worshipper to God.

According to Nonconformists God rewards the righteous in the afterlife and destroys the wicked. Those who are not utterly wicked but who come to judgement with a burden of sin must have their sins purged away by a period of punishment. Fortunately, God’s clerics can absolve the sins of those who are truly penitent, this being proven by confession and penance.

Orthodox (Nonconformist) clerics may choose among the domains Healing, Justice, and Protection.

The Legion of Heaven

The Legion of Heaven is a reform movement that took over the Church after the collapse of the Elvish Empire. Among its aims were to free worshippers to discharge those social roles (such as defending the community under arms) abandoned by the departed elves, and to purge the Church of those secular influences that pervaded it when local interests took over the former Imperial government’s role in Church administration. In effect, the Legion of Heaven made the Church a separate clerical state within the State: indeed it pervades many states, and none of them is the more stable for its influence. It also claimed to replace the Divine Ordinances with a context-sensitive Righteousness in which justice seems to be a greater virtue than forgiveness.

The Legion teaches that God is the transcendental creator and ruler of Heaven and Earth. Man is God’s tenant and vassal, entitled to receive from God through God’s social order his daily needs, and obliged to pay to God, through the social order, those returns due from one of his individual position. Clerics are God’s bailiffs on Earth, responsible for ensuring that every tenant receives what is due to him and delivers what is due to others and to God. It is the especial responsibility of clerics to ensure that everyone pays God due reverence, praying at morning, noon, and night, and attending Service every week.

In the teaching of the Legion sin is an offence against God, which God is entitled to punish either in the afterlife or by inflicting a penance in this, or which God is entitled to forgive entirely if it serves His purposes. Genuine repentance may influence God (and indeed He is held always to forgive the genuinely penitent sinner), but it is not a necessity for forgiveness. Thus, for example, it is within the power of the Church to issue to a soldier an indulgence to kill in the course of a just war, or when protecting the Faithful against heretics, unbelievers, enemies of God, or even civil insurrection, and the soldier need not repent of the killings to escape purgatory.

Obviously, this doctrine gives the Church (which is to say clerics) a great deal of power that might be abused. And indeed the Legion seems to use that power to gain ever more property and authority to itself. But the Legion is vigilant against clerics who use the authority of their office for personal advantage. The attitude to clerical spells is different: these are granted by God directly to the cleric to use as he sees fit, and their use is not part of their administration of God’s government on Earth. So use of spells on personal business is not considered to be improper so long as the business itself is not improper, and it is even permitted to accept fees for casting clerical spells.

The Legion of Heaven is organised into five cohorts:

The Blue Cohort

The secular clergy of the Legion of Heaven make up the Blue Cohort. In this branch of the church are found almost all parish priests, deans, cathedral canons, bishops, archbishops, etc. They are chiefly responsible for conducting services for the laity and dispensing clerical magic for the benefit of worshippers. The territorial government of the Church is also in their hands.

The ‘blue friars’ take vows of poverty, chastity, and obedience. But their vow of poverty only forbids the amassing of personal wealth. It does not prevent them from husbanding the wealth of the Church, nor from enjoying luxury at the expense of the Church or other employers. They dress in blue cassocks and mantles.

Domains: Healing and Protection.

The Grey Cohort

The ‘grey friars’ are the Legion’s missionaries and preachers. They proselytise in heathen lands. More often they preach among the poor and ignorant to combat heresy. Itinerant and often mendicant, the grey friars take vows of poverty, chastity, and obedience, but their sworn obedience is to their own order, not to the territorial hierarchy. They are not supposed to dispense Church services to the laity except in emergencies, but in practice some do so, and thus gain the confidence of marginal communities: the Grey Friars can be very understanding about what people do out of necessity. This diminishes the power and revenues of the Blue Cohort to some extent, but it provides a relief valve for clerical-lay tensions. It also means that members of the Grey Cohort are desirable confessors and chaplains for rulers and courtiers. Many also serve as diplomats and chancellors.

Domains: Knowledge, Luck.

The Red Cohort

The red friars are the Legion’s military arm, and they include paladins and even lay ‘confreres’ as well as armed clerics. They fight wars against rival religions on occasion, but more often they protect the Church, pilgrims, and even the poor and sick from bandits, oppressive lords, monsters, etc. And when military needs are not pressing they turn their Healing realm to the cure of the sick rather than the healing of their comrades’ wounds. There is usually a hospital of the Red Cohort in every city that has a bishop and cathedral.

The clerics among the red friars vow themselves to poverty, chastity, and obedience. The paladins’ vow of poverty is modified to allow for war-gear, and they swear to celibacy rather than chastity. But on the other hand they add a vow of valour that provides a more-than-compensating mortification of the flesh. Besides, this way confreres on temporary vows are not obliged to divorce.

The Red Cohort dispenses church services only to its own members, the sick in its hospitals, and its confreres. A few political figures serve a while so as to get Red-Cohort chaplains and a little independence of episcopal influence.

Domains: Healing, War.

The White Cohort

The white friars are the Legion’s scholars and teachers. Living mostly in urban monasteries they manufacture books, teach literacy to the young, run seminaries, and devote themselves to prayer and study. There is usually a monastery of the White cohort in every city with a cathedral and bishop.

The white friars take vows of poverty, but their monasteries and nunneries are often rich. On the other hand the vow of chastity is strictly enforced, and the level of obedience required is second only to that demanded of a red friar in battle.

Domains: Protection, Knowledge.

The Black Cohort

The black friars hunt out heresy and corruption in the Church. Bishops may prosecute naughty clergy, but it is always the black friars who judge and punish them. As a combination Inquisition and Church Internal Affairs they are greatly feared. But since they can use ‘Detect Thoughts’ and ‘Circle of Truth’ spells they do not need torture. And they refuse to punish people for holding erroneous opinions: only if a heretic persists in teaching heresy despite correction will they condemn him. On the other hand they do persecute persistent druids and heretical preachers, and disrupt heretical and druidic services when they can. And they hunt down and destroy Witches, demon-worshippers, and other avowed servants of evil.
At least one black friar is attached to each episcopal see, as the bishop’s confessor and chancellor of the episcopal court. Others come and go, subject to strict internal discipline but immune from the authority of the bishops.

Domains: Justice, Protection.

Illuminist

Illuminism is not strictly a religious view, but more of an ethical philosophy. Illuminist monks disavow any ability to speak with assurance about God’s nature or will, and if asked say frankly that they do not know. But illuminist monks do teach right conduct, and they are recognised as holy men: indeed many people recognise them as more plainly holy than any cleric. The Black Cohort of the Legion of Heaven leaves illuminists alone because they promulgate no errors about God. But the Blue Cohort view them with some hostility: respect for illuminist candour and piety is undermining support for the Church, and an alarming number of young people are more interested in the sermons of illuminist sages than those of any blue friar.

Illuminist philosophy teaches that virtue is the only good, and that its essence lies in self-control and independence of outside things. True and lasting happiness is identical with wisdom, and can be found only by one who is free from passion, unmoved by joy or grief, and submissive to natural law. Although the sage is not swayed by his own discomfort, he recognises the distress of the weak, and will neither do harm nor allow others to do harm to anyone.

In Amhara and Fex there are illuminist monasteries into which students may retreat from the world and its temptations. But there are no such in the Great Vale or anywhere near it. The illuminists in this region are mostly of the persuasion that a true sage does not need to hide from the world because he is genuinely untouched by it. Further, many feel an obligation to act virtuously in the world, to relieve the distress of the weak and quiet the convulsions of the mighty. Some advanced students and even sages do not see fit to become monks at all, but hope to do more good as householders and even public administrators.

Some illuminists earn fame and praise by their ostentatious disdain for pleasure, convenience, and comfort. Others eschew asceticism, and point out that pride and ambition (as they depend for their gratification on the astonishment of the ignorant) are deceptions that entangle the student in the world as surely as avarice, gluttony, anger, or love.

A generation ago the only illuminists known in the Great Vale were wandering mendicants from Fex: tall, gaunt, and black. Now Manche, Manneth, and even Hote are seen in the sandals and black pleated tunic of the illuminist monk, with staff and begging-bowl.

Diabolists

They are rarely associated with any sort of organised worship, but a small number of ‘Dark Priests’ gain clerical powers from evil sources. Some merely conjure demons and ‘compel’ them to give up powers which the diabolists claim to use for good, or at least neutrally. Others candidly worship the demons. Others yet worship a supposed enemy or dark equal of God, variously named. Some of the most revolting claim to represent God’s left hand or God’s dark half. These are all pursued with the utmost rigour by everyone from Black Cohort fanatics to illuminist sceptics. Possible spiritual corruption aside, witches are extremely dangerous to their neighbours.

Living as they must in utter secrecy, diabolists have no recognisable vestments, nor, apparently, any coherent doctrine.

Domains: choose two from Air, Death, Destruction, Earth, Fire, Trickery, Water.

Regards,


Agback
 
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In general, I've found made-up religions to be cludges. The richness of human religious thought is unparalled in gaming literature. The exceptions to me would be found in Empire of the Petal Throne and Glorantha. You want weird gods? There's your weird gods.
 

G'day

Religion in my 'Gehennum' setting is a bit unconventional. I tried to interest WotC, but it was never a realistic prospect.

Geists

In the World of Isles every item has a spirit. The spirits of the apparently inanimate are called geists, and are accorded the reverence usual in an animist culture. People will often address objects unaffectedly, and make offerings to the geist of their houses every day. A sailor never sets out on the water without little offerings to Pontus (geist of the ocean), the particular geists of the waters he will sail on, and his boat. Icons and shrines are everywhere, and nearly every act is accompanied by an invocation or placation: before he fells a tree, a woodsman anæsthetises it with opium or bhang.

These rituals are not superstition. The geists are real. They can send or appear in dreams, send omens and oracles. The more powerful ones have some control over their ‘bodies’, and can even manifest as animals, people, or grotesques. The great geists can work miracles, and will do so for their own purposes or those of their favourites.

Geists who are offended can and do bring bad luck, those who are pleased can do favours, great or small. In general, larger, older, and more obviously numinous things have more powerful geists, things with more apparent character have more active ones. This is why everyone is polite to the wealthy, secretive, generous but temperamental sea. Parsley plants, on the other hand, can usually be treated brusquely.

Sufficiently powerful geists of both sexes occasionally manifest for erotic dalliance, or even affairs more profound. Though they are not fertile among themselves, geists can beget and conceive with people of all races and, apparently, with other animals. The resulting demi-gods are extraordinary, but not supernatural, members of their non-spirit parent’s kind. They sometimes enjoy the assistance of their divine parent (see “Miracles”).

According to Gehennese tradition, twins always (and in some accounts only) result from a woman conceiving with a geist and an ordinary man in the same night (ovulation). Twins are consequently considered lucky. According to one version, one twin is a demigod and the other ordinary, in another, both are demigods and have two fathers.

The greater geists of an area often receive so much in the way of prayers and sacrifices that temples are needed to house their wealth, and deputies to distribute their largesse. On the other hand, the goodwill of many geists is often essential to a community, and priests must be appointed to make sure that each receives its due, and is not offended. Geists are often flattered with ceremonies, at which the stories of their great deeds and past benevolences are danced out. These ceremonies are often given mythic form, so that their symbolic content co-ordinates the local community. Secret stories, dances, and compacts with geists form local mystery-cults, initiation into which can define membership of the community, adulthood, or status, and thus plays a critical social role.

The geist-cults resemble religion, but unlike true religion most do not address profound questions such as the creation, the purpose of existence, and the immortality of the soul. A few mysteries address such issues, but the geists involved are believed by scholars and other geists to be charlatans. The great religious questions are in Gehennum addressed by ethical philosophies, such as Stoicism, Cynicism, and Metempsychosis. These are not connected with ceremonies, worship, or sacrifice.

As a result of all this, the geists are not considered to have a great deal of moral profundity, and stories of their foibles and sins are not ethically problematic. Relations between communities and geists are on an almost commercial basis, with farmers paying the fields, and fisherfolk the reefs, to give food, and volcanoes threatening to explode if they are not lavished with sacrifices. Except on the island of Thelmond (whose geist disapproves), geists sometimes demand human sacrifice as a token of their dominance: it is geistly conspicuous consumption.

Gehennese priests are sometimes favourites of their geists, but usually they are mere civil functionaries, with authority, perhaps, but no miraculous power. Only because they have access to the places where the geist listens for prayers are their prayers any more likely to be answered than those of anyone else. More reliable communication may be had with those geists who attempt to provide oracles, and by specialists in the mystic discipline of spiritualism. The psychic gift of psychometry may operate by receive-only telepathic empathy with geists, but this is not true communication.

Oracles are often approached for counsel, and while they are very far from omniscient, geists can give very good advice in appropriate areas. If an oracle gives a prediction about the future, the geist will make a point of making it come true, often going to great efforts and calling in favours from other geists. If the seeker of the oracle attempts to void it the geist will take that as a challenge, and punish the mortal for presumption.

Exemplars, Ghosts, & the World of Dreams

In the World of Isles the collective unconscious is a spiritual reality. Not only is a set of archetypes inherited, but the details of collective belief (particularly emotionally-charged beliefs) can be written into the World of Dreams, where they are accessible to anyone. For example, if a man’s comrades see him killed, it is quite possible for this to make other people who are emotionally close to him dream of his death in specific detail, or of visiting him in the gloomy Gehennese afterlife, before the news could reach them by ordinary means.

Usually, only the myths and legends of entire peoples make long-term impressions on the World of Dreams, but it is possible for an intense individual impression to last. This is how ghosts are formed: the intense experience of a strong personality (very often the terror which accompanies his or her death) makes a lasting impression in the World of Dreams. His or her loved ones and the witnesses to the event may be racked by dreams of the person and the event, even as long as they live. Since geists can so witness and dream, it is possible for things and places to become haunted.

Another example of the phenomenon is the formation of exemplars. A person with a very powerful and pure personality can make a lasting impression in the World of Dreams, linking a concept, character trait, or ruling passion to his or her memories, idiosyncrasies, and self-image. This bundle is called an exemplar. When another person resembles the original personality, he or she will dream frequently of the exemplar. These dreams will reinforce existing similarities and establish new ones. The dreamer will increasingly resemble the exemplar, and by the time he or she is powerful enough to affect the World of Dreams in a lasting way, will resemble the exemplar very greatly. Each of these avatars reinforces the exemplar, and adds the memories of another apparent incarnation.

As the millennia pass, the exemplars grow in power and definition, acquiring legends and fame, accumulating the memories of countless avatars. The range of personalities that will be drawn into their spheres of attraction grows, and their avatars increase in number.
The mystic discipline of dreaming enables its practitioners to enter the dreaming state deliberately and remain lucid while dreaming. Such a dreamer can roam the World of Dreams at will, reconnoitring the collective unconscious. Skilled dreamers can take others with them, control the transformations of the dream-world, and enter the dreams of others to give messages and ask questions. Very powerful dreamers can force dreams onto others, or even plunder the memories of dreaming persons.

Miracles

People who can force their minds to correspond with a force of nature or an archetype can focus inner power to work quite impressive miracles. Of course, this is far easier for people whose personalities already correspond to an archetype or natural force. Given that thousands of generations have lived, it is overwhelmingly likely that people have lived before who corresponded in such a way. As these people are the very types that form exemplars or become avatars, in practice anyone who can work miracles is perforce an avatar.

Geists, being nature spirits, often correspond closely enough to forces of nature to perform miracles. Indeed, apart from dreaming, miracles may be the only active ability geists have. Geists will sometimes perform miracles for their favourites, even the specific miracles the favourites ask for. This gives those favourites the appearance of working miracles.
Some very good musicians are able to work limited miracles by the persuasive effect of their songs on geists. This is termed “spellsinging”.

Great Exemplars

Exemplars are very numerous. Ancestors, for example, can be specific exemplars for their families, and historical heroes specific exemplars for particular cities. There are also universal exemplars of no great power.

Some exemplars, on the other hand, correspond closely with cardinal archetypes and powerful emotions. Avatars of these are almost all capable of performing miracles. A rough score of the most important exemplars are briefly discussed below. These often receive a public cult devoted to dancing out their legends, the goal of which is perhaps chiefly social. Unlike geists, exemplars are not impressed by piety, devotion, or sacrifices, and do not do favours for their worshippers.

Acanthe
Exemplar of cunning and political ambition, Acanthe is patron of dowagers. Her symbol is an owl, and her colour is mauve.

Amaranth
Exemplar of erotic and musical passion, Amaranth is patron of lovers, dancers, and wind musicians. His symbol is a rose and his colour is purple-red.

Chansith
Exemplar of curiosity, Chansith is patron of scholars, explorers, and flyers. His symbol is a feather, and his colour is sky-blue.

Coppelia
Exemplar of compassion, Coppelia is patron of the healing professions. Her symbol is a dove, and her colour violet.

Foliat
Exemplar of enthusiasm, Foliat is patron of artists, artisans, and inventors. His/her symbol is a flame and his colour is orange.

Goth
Exemplar of joviality, Goth is patron of hosts and publicans and sponsor of the laws of hospitality. His symbol is a duck and his colour is golden-brown.

Heptakhlor
Exemplar of avarice, Heptakhlor is the patron of misers. His symbol is a jackal and his colour is bright green.

Hylas
Exemplar of pugnacity, Hylas is patron of boxers and rebels. His symbol is a bulldog and his colour is dark green.

Jolian
Exemplar of gallantry, Jolian is patron of athletes and swordsmen. His symbol is a lynx and his colour is scarlet.

Khryseis
Exemplar of self-reliance, Khryseis is patron of hunters, sailors, and loners. Her symbol is a dolphin and her colour is indigo.

Lena
Exemplar of maternal love and marital fidelity, Lena is patron of married women, mothers, and cooks. Her symbol is a honey-bee and her colour is pink.

Luciphage
Exemplar of honour and dutifulness, Luciphage is patron of heralds, executioners, and bodyguards, and enforcer of oaths. His symbol is a raven and his colour is black.

Morbius
Exemplar of rage, Morbius is patron of berserkers. His symbol is a shark and his colour is orange.

Persiflex
Exemplar of determination, Persiflex is patron of warriors, archers, and woodsmen. His symbol is a parrot and his colour is dark green.

Regis
Exemplar of benevolence, Regis is patron of rulers, judges, fathers, and married men. His symbol is a date palm and his colour is yellow.

Sialosti
Exemplar of spite, Sialosti is patron of vile intrigue and perverted lust. Her symbol is the belladonna flower, and her colour is puce.

Timeon
Exemplar of self-assurance, Timeon is patron of aristocrats, wrestlers, smiths, lumberjacks, and mahouts. His symbol is a hammer and anvil, and his colour is tawny saffron.

Vesper
Exemplar of self-discipline, Vesper is patron of ascetics, stoics, and string musicians. Her symbol is Indarian and her colour is white.

Regards,


Agback
 

tetsujin28 said:
In general, I've found made-up religions to be cludges. The richness of human religious thought is unparalled in gaming literature. The exceptions to me would be found in Empire of the Petal Throne and Glorantha. You want weird gods? There's your weird gods.
So you are saying you use real world religions in your game, Testament style?
 


You may look at Wyre's cosmology, in Sepulchrave's story hour.

That said, I also recommend the Bene Gesserit in Frank Herbert's Dune books.
 

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