Probably one of my least favorite aspects of worldbuilding is religion. It bores me to tears, mostly because I never really cared much for clerics or divine classes in the game as a player and gods seem more like a plot device than something that actually exists. However, what D&D fantasy world would be complete without some form of religion in it (probably a cool one, but that's for another blog), so I thought I'd put the ideas I have so far for religion in my homebrew campaign The Broken World, out into the universe to give it some authenticity.
Keep in mind that I'm not striving for originality here. Much of what I have has been directly stolen from other religions (mostly Christianity). Also, what I'm trying to create here is a religion, not an actual divine pantheon of actual gods. These gods may or may not exist - at this stage in the campaign, we don't know and it's not important. What is important is that many BELIEVE they exist and that belief is what gives the church its power.
THE RELIGION OF THE TRINITY
Directly
after the Great Devastation, people of all islands in The Broken World looked
to the aether and shouted for help from any gods that would listen. No response was given. Many people assumed the gods were dead or had
forsaken them. Some turned to new gods,
beseeching aid, while others took advantage of the loss of organized religion
to start their own religions for the purposes of gaining power and control over
others. Over time, the religions and
gods of the Old World were forgotten and many other religions rose and fell
throughout the Archipelago. It was not
until the Age of Exploration when the Trinity Tablets were found that religion
was restored to the world and the Church of the Trinity was formed. The Trinity Tablets were not complete, with
one or more tablets missing, but the three that were found offered a glimpse
into the Creation mythology of the Old World, provided insight on how the world
came to be, who the gods were and what they expected from their children. The Church of the Trinity grew powerful
quickly as people wanted and needed gods to pray to for stability, security,
prosperity and guidance; and the Trinity provided that. This religion is the largest and strongest
religion in the Archipelago today, but it is not the only religion. Others still exist in isolated places and the
church does its best to find these “cults” and disband (destroy) them.
Tenants of the Church: The stated purpose of
the church is to bring every living soul in the world under the guidance, glory
and protection of the Trinity. It's
primary claim to the existence of the Trinity is the resurgence of Divine magic
when the Trinity Tablets were discovered and faith was restored to the
world.
- Divine Oversight: The church teaches that the gods of the Trinity do
exist, they watch over the world and protect it from the threats of the
universe beyond, keeping the islands alive with their divine might. The only reason the gods do not repair
the world is because all of their power is directed at protecting it from
the Entropy, but they have given us the power to protect ourselves with
Divine magic.
- Sacrifice: The church teaches that the gods fought a great war
against a terrible enemy that brought about the Great Devastation, but
that only the power of the gods saved the people of the world and banished
the threat. But to keep the threat
at bay, they have left their Divine realms to guard the borders of the
universe against the threat of the Entropy.
- Mystery: The church teaches that the mystery of the gods is
incomplete because of the missing Trinity Tablets and that the key to
restoring the world to the way it was before the Great Devastation is by
finding the missing tablets.
Politics of the Church: As one of the most
powerful organizations in the world, the church is by necessity, one of the
most political organizations. It is
involved in nearly every aspect of life in the Archipelago, has influence over
most civilized lands in the Independent Islands region and in much of the
Confederacy of Agrivaar. Its influence
is even spreading into the religiously devoid regions of the Dragon Isles and
Titanicus. There is a church, shrine,
temple, and/or monastery of some kind dedicated to one or more of the gods of
the Trinity on nearly every island in the Archipelago and there is a divine
agent that answers to the church in nearly every government.
The Trinity: The gods of the Trinity are
Paladian, Mortalas and Raxus. Despite
the fact that the church venerates all three as a unit, people tend to
associate with one or another god in general and may honor the others during
certain occasions.
- Paladian: Typically represents the
ideals of law, order, goodness, light, protection, honor, justice, and
virtue. Paladian is said to live in
his domain of Haven with his celestial army of angels ready to aid and protect the
people of the Broken World from evil.
- Mortalas: Typically represents the
ideals of balance, neutrality, time, shadow and death. Eternus is where Mortalas and her
reapers watch over the world to ensure neither Order or Chaos reign
supreme and to harvest souls to take into the afterlife.
- Raxus: Typically represents the
ideals of war, darkness, freedom, anarchy, corruption, evil. He resides in the Fortress of Iron in
the realm of Hellius, where his legions of devils hold back the endless
hordes of demons and aberrants from The Beyond.
Othus (currently Jozen Galan): The title of
Othus represents the spiritual Figurehead and Leader of the Church of the
Trinity and the most powerful office in the church. The othus has the final word on church
doctrine and differences of interpretation of religious lore by the Congress
Triune.
The Congress Triune: The body of high ranking
priests that develop church doctrine from study of religious artifacts,
primarily the Trinity Tablets, but those unearthed in other ruins, and carry
out the implementation of satellite churches.
It is made up of three branches; the Palanir,
Mortalir and the Raxilir. Each branch is led
by an elected official called the Orator.
Denominations: Although the church demands that
all three gods of the Trinity are venerated equally (known as Trianity), there is an operating structure that
each focus on one of the gods which developed of the centuries in order to
bring peace to the conflicting nature of the orders. The denominations mirror the branches of the
Congress Triune; the Palanir, the Mortalir and the Raxilir.
Palanir Sects
- Inquisitioners: This fundamentalist sect is
not supported by the church currently, but was once it's most powerful
sect. Its members follow the belief
that Entropy was able to enter the Universe because of the reckless use of
magic by sorcerers, witches, wizards and warlocks, which weakened the
Godwall and resulted in the destruction of the world. It was this movement that brought about
the Holy War against magic users that weren't sanctioned by the
church. These people are often
referred to as Inquisitioners or Witch Hunters.
- The Devoted: This sect is made up of
paladins (and their followers) that have taken the Oath of Devotion and
follow the ideals of justice, virtue and order.
- Peacekeepers: This sect is devoted to the
concept of law and order and typically support governments and nations by
serving as judges, law enforcers, and lawyers.
- Warguard: This sect is similar to the
Warmonger sect of the Raxilir, but is focused on the ongoing protection of
the Archipelago rather than seeking out battles. Since the Illithid Incursion, their
training has focused on threats from beyond the world, though there are
many cells that still prepare for a resurgence of violence between the
regions.
Mortalir Sects
- Chronologists:
This sect is
obsessed with Mortalas' aspect of the mistress of Time.
- The
Ancients: This
sect is made up of paladins (and their followers) that have taken the Oath
of the Ancients.
- Arbitrators: These devotees are less
likely to follow the spirit of the law and more likely to seek an amicable
agreement between opposing sides and find a balance.
- Naturalists: This sect believes that
nature is the ideal balance between order and chaos. Mostly druidical orders fall into this
sect.
- Speakers for
the Dead: This
sect believes that only through living a balanced life does the spirit
rest in the afterlife, and unbalanced spirits are restless. They devote themselves to contacting
these spirits and getting them to move into the light…or destroying them
if they are stinking, abominable undead.
- Sign of the
Reaper: This
sect is not sanctioned by the church and its members practice necromancy
and venerate the high priestess, Raven Vaasa, and her work in attempting
to legitimize necromancy in the church as an aspect of Mortalas.
Raxilir Sects
- The Syrinx: This sect follows the tenants
of Sanctu Syrinx, who believes that music was the greatest sin against
Raxus because of its seemingly free, but actually structured form. Only the chaotic sounds of battle are
the true music of Raxus.
- Avengers: This sect is made up of
paladins (and their followers) that have taken the Oath of Vengeance.
- Oathbreakers: These paladins have come to
realize that taking an oath is itself a means to order and is against the
nature of chaos, so they have broken their oath, usually to pursue some
dark ambition or serve an evil power.
These are sometimes called "anti-paladins".
- Warmongers: This sect is one based on
the tenant of survival of the fittest.
Made up of warpriests and holy warriors, they train day and night
to lead armies into battle. They
tend to be relegated to mercenary roles these days since the Pact of the
Neutral Aether brought most hostilities between the regions to an end, but
there are still plenty of disputes and fights within the regions to keep
them active.
- The
Infernal: This
sect is not sanctioned by the church, but it exists nonetheless and its
members are obsessed with making contact with the servants of Raxus; his
legion of devils and, in particular, the most powerful of them.
Clerical Titles: The priests and clerics of the
church go by many titles, which are typically dependent on which branch of the
church the priest falls within.
- Paladian: Clerics that favor Paladian
are given the titles of Justice, Guardian, Peacekeeper, Lawbringer, or
Protector.
- Mortalas: Clerics that favor Mortalas
have titles like Deathpriest, Spiritguide, Timekeeper (or just Keeper),
Judge, Mediator or Arbitrator.
- Raxus: Clerics that favor Raxus
are known as Warpriest, Sanguinous, Blood Father/Mother, Instigator, or Executioner.
Biblia Trinitas: This is the collection of
scriptures from the various bits of religious lore that have been unearthed
over the last 1000 years, but consist primarily of that which was learned from
the Trinity Tablets.
- Apocrypha: This is a collection of
scriptures that have been considered by the Congress Triune but rejected
for various reasons – usually because the veracity of the lore could not
be qualified or because it contradicts accepted doctrine. One of the most infamous of these is
known as the Dark Book, which contains damning lore blaming most non-human
races for the Great Devastation and was the primary tome used to instigate
the Inquisition.
The Sancti: Some followers of the church
achieve heights of spiritual awareness or have performed acts or led lives
deserving special recognition and appreciation by the church. These are known as the Sancti; people who are
honored as true saints and prophets of the Trinity. Some of the more famous sancti (sanctu is the
singular of the title) are:
- Sanctu
Baryston, the
first to translate the Trinity Tablets and unlock the power of the divine.
- Sanctu
Montus, who is
credited for bringing together the armies of the region to fight together
against the Illithid Incursion.
- Sanctu
Amarra, a
missionary who spent her life traveling the Archipelago to spread the
gospel of the Trinity and is credited for doing the most to grow the
religion in the early days.
- Sanctu
Jae-Mal, a
warpriest who inspired the 12th Legion to hold off thousands of marauding
illthids in the defining Battle of Tolomas, which ended the Illithid Incursion.
Holy Days: These days are celebrated by the
church for having religious significance.
Most civilized islands recognize and celebrate these days, though the
way they are celebrated varies.
- Baryston
Day: Celebrates
the return of the divine gift to the world. Usually celebrated by giving gifts to
loved ones. Baryston has become the
Santa Claus of the Broken World.
- The Eve of
Mal (sometimes referred to as Maltas): Honors the bravery of Sanctu Jaer-Mal and the
sacrifice of the 12th Legion. Those
who serve in militaries, as guards or sentinels usually hold ceremonies,
parades, etc., to honor the fallen of the 12th Legion.
- Rebirth: Honors the strength of the
people of the Broken World, who survived the Great Devestation and endured
centuries of hardship to bring back civility to the world. This holy day is usually spent in
revelry.
- Passing or Day of the Dead: The day when all dead are honored. This has become something of a divided
celebration, with the daylight hours spent in quiet reflection with
friends and family, and the night time hours spent celebrating the lives
of the fallen, but has also become something of a party time that focuses
on the causes of death, mainly monsters.
This is a combination of Memorial Day and Halloween.
THE DIVINE DOMAINS
The Church teaches
that the Trinity each maintained a godly realm, separate from each other. Whether these places actually exist are
matters of faith and philosophy, for nobody but perhaps the gods know where
they
Haven: This is the realm of Paladian and is
typically thought of being "up" in the heavens. It is believed that the strong and just
become angels in Paladian's court, who are responsible for maintaining the barrier
known as the Godwall, which keeps out the demons of the Void.
Hellius:This is the underworld where the
corrupt, foul and wicked come to serve its master and his devil lords in the
divine armies to do penance for leading an unholy life.
Eternus: This is the realm of Mortalas and it
is thought to be a timeless limbo in the Aether where the souls go to be judged
and either go to their final reward or to be recycled, and where the new souls
are formed.
THE DIVINE SERVANTS
There are actual
beings in the Aether that claim to be servants of the gods, but they rarely
match mortal's idealized concept of them.
They are intensely jealous of the mortal's of the world and are
forbidden from interacting with them directly, but that divine law has many
loopholes that have been exploited over the centuries.
Angels: The most jealous of the divine
servants, these creatures cannot enter into the world directly, but may possess
a mortal if invited to do so willingly.
Once in possession of a mortal shell the angel may act as it pleases in
the mortal realm, and those actions have not always been in the mortal's best
interests.
Devils: Also forbidden from entering the mortal
realm, these beings have learned that mortal souls are powerful and can be
enslaved if the mortal willingly gives a devil power over it. Devils tend to tempt mortals to trick them
into succumbing to them.
Reapers:
These beings are the only divine servants that may enter the mortal
realm, and only then to collect souls from the dead bodies of the deceased and
to take them to their final resting place.