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  1. Mallard: Kingdom of Mallardesia (Leader), Mallardesian Republic of Whitehall, Lordship of Cafria, Lordship of Nordwacht, Angor's Lordship (Name Pending)
  2. Selmani Sun Faith: Selmani Belyik (Leader)
  3. Marshland Sun Faith: Lordship of the Marshlands (Leader), Lordship of Brocelia
  4. Faith of Rorasil: The Holy Union of Rorasil (Leader)
  5. Deus Vult: Barony of Eisenholm (Leader)
  6. Wuldenism: Saintdom of Rhentgarde (Leader)
  7. Viahumanitate: Commonwealth of Caelumaterra (Leader)
  8. N/A: Drow (Name pending)
  9. Unknown: Sribjian Guard
  10.  
  11. Selmani Sun Faith
  12. - The Sun Faith is a construction following the mythic banishment of the Oghüz elves from paradise. It values personal development and strength, reliance on as little as possible, and strict codes of brotherhood and honor; all are bid to profit as much as they can without hurting another's fulfillment.
  13. - Harming a fellow Guneshi is a capital crime regardless of what the actual offense was- murder, rape and large scale theft are all treated the same- and tends to result in either execution or essentially slavery.
  14. - Technically, all such things are permitted toward nonbelievers, but Selmani take the view that treating others with cruelty merely because they don't believe is a debasing act and makes one little better than an animal, and so there are local bylaws which prevent abuse.
  15. - Failure to stand up to and punish evil is almost as bad, and Selmani especially watch their neighbors for signs of inexcusable sin, which they prosecute when found.
  16. - Logically, since God created the world, he must have created other faiths as well, and certain levels of heterodoxy are tolerated- such as polytheism- although they are considered imperfect and varying levels of incorrect.
  17. - All are welcome in the faith, as there are economic protections for believers, but on the other end of the coin, kul servants like janissaries are treated fairly well despite being forced converts; their origin makes them akin to a ward of the state, and thus the state is responsible for helping them to achieve perfection in God's eyes.
  18. - Perseverance against all difficulties is the ideal. Hard workers and great thinkers are prized, and prized ever more when they achieve great things. The military forces, which could theoretically be every Selmani, are fanatical when cornered and very difficult to break with fear, as they believe it is better to die making a valiant attempt than to flee and hide.
  19. - Weakness is another difficulty, especially weakness of the mind, and sins like fleeing from battle are forgiven as long as efforts are doubled. When you fail, you pay twice. Once for failing, and once for your normal expectations.
  20. - Defacing the dead or attempting to resurrect them is strictly prohibited, dead are meant to be allowed to stay dead untouched.
  21.  
  22. Marshland Sun Faith
  23. - Originally a foreign religion, spread from a destroyed holy land and its banished people in search of a new foretold land to settle in. A group made it to what would now be called the Marshlands based around the great eastern rivers. At the time it was owned by water dwelling scylla enslaving the human populace and forcing them into worshiping their sea idols and sacrifices.
  24. - A local human warrior named Vamir is proclaimed the foretold hero of the Sun by the Sun Priests and leads an uprising ending in the extinction of the river scylla and creation of the River Kingdoms. The newly freed humans convert to the foreigner's Sun Faith and take it in as their own.
  25. - The Sun is considered the seat and celestial body of God, as is all the stars that watch over the many worlds that can never be known. Moons and planets too are thought to be places where he has spread His will. Astrology, as in taking omens and signs from placements of celestial bodies, is a common mystical practice.
  26. - To harm a fellow man without them committing a crime in harming others is forbidden. So too is defacing or attempting to revive a corpse forbidden, the dead are meant to be left at rest.
  27. - Compassion, love, and community is said to be the main pillar of all life, those who are weak must be helped to help themselves and follow along the same path. There will always be toil in great number in life, and one must be strong, but helping those who cannot is a virtue. Giving charity to the poor, healing the sick, taking in lost children, and helping those that find struggle are just examples of this.
  28. - To atone and and learn from mistakes are central. A man who has killed another man in a fit of blind rage must not only feel regret for this action, but also give back to the world the equivalent of what he has taken. To simply apologize is not enough.
  29. - Non-believers are considered to be those lost along the way, not any mistake of theirs, and all are welcome into the religion. It is not an uncommon sight for a believer of another faith to convert to the Sun Faith to find a place. Non-believers who attack or invade can be retaliated against, though, such as in war. Invading to convert is not allowed, conversion is through peace.
  30. - No official single head of the religion, rather organized in a single spread out company of sun priests who train and bring in new members in their travels to convert and perform charity. They often try to spread as far as they can.
  31. - Heroes of the Sun, knights or warriors or great faith leaders, those that fight and live by the virtues of their faith, are greatly respected members of the community and army. Vamir is the greatest hero, but any man, woman, or child can perform heroism in defense of the faith, or even in restoration of it.
  32. - There is only one God. People who do not know the truth see him in many different ways, those that believe in those forms are not evil, but a believer in the true Sun must not themselves believe in the different interpretations.
  33. - Due to the monotheism, the Sun Faith has been oppressed and brought underground in Mallardesia, only recently finding resurgence in the great civil war.
  34.  
  35. The Faith of Rorasil
  36. -Rorasil is The Moon in a form of a giant snake that looms over man kind in judgment of their actions and lifestyle at all times. Th idea of community settles deep in his judgment, seeing people as groups rather than individuals.
  37. -The City of Rorasil is the holy capital of The Faith. It's the favored land that holds within it The Rorasilian Cathedral, where all priests of The Faith learn the tenants of Rorasil, and are trained to be both political leaders, and local administrators of the domains that they run as the local church operator.
  38. -Rorasil has only eight virtues, those being: Honesty, Compassion, Valor, Justice, Sacrifice, Honor, Spirituality, and Humility. Certain professions under Rorasilia dedicate themselves to these virtues.
  39. -The Faith has no favored race, or kind. Every individual from Elf to Human is seen as a sibling in faith to one another, so long as they both praise unto Rorasil.
  40. -Non Believers are not among the liberated class of Rorasilia. One who does not believe, is not free under the laws of Rorasil.
  41. -The Warrior Class is a subdivision of The Clergy. Every individual who fights under the name of Rorasil is anointed and blessed as a member of their general's church. Their acts are seen as an extension of Rorasil's will, and in that can enact no wrong so long as they follow under the eight virtues.
  42. -The acknowledgment of other faiths is a well honored practice in The Faith. There is no denial of the existence of other faiths, even if they are all worshiping the wrong deities. It is how it has survived mostly untouched by the Mallards.
  43.  
  44. Deus Vult
  45. - Idmos (the central Mallard god) has died and in his place his daughter has taken reign of the world. The gear mother and war daughter are at her sides keeping the balance of things in check in creation, destruction, and wisdom. The world is a great machine that must be kept in balance, for the goddesses to bring something in something must be destroyed, to take something out something must be made. Sacrifices are integral, with the least of them giving money to the church or blood, and the greatest being sacrificing somebody to the goddesses. Removing parts or whole of the little finger are meant to be signs of devotion to the will of their goddesses.
  46. - Its also a very secretive religion in the higher levels of it, I imagine. Works in the dark with these sacrifices and rites and prayers. Hardly ever leaves their territory.
  47. - Its just barely been tolerated by the Mallards. Seen as a heresy and outside of the city has a very bad reputation, some kings in the past have even forbid practice in small forms beyond the city as being some kind of horrid witchcraft.
  48.  
  49. Wuldenism
  50. - Settled in the far reaches of the North, following the God of Chaos, Winter, Ice, and Death known as Wuld. Followers are known as The Wulden. Being called Wuldenites offends them.
  51. - Priest kings lead society, known as Saints. Nearing the death of a Saint a tournament is held in all skills to decide the next to inherit after him.
  52. - Mixed in with ancestral worship, necromancy very often used in rites, ceremonies, and everyday life. Dead are believed to be soulless, their souls going to the next life and their bodies continuing to toil for their God and people. Used often for war and working.
  53. - Necromancy seen as the divine hand of their god to be used for the followers, those that would use it for self gain are burnt so they themselves may never be of use again.
  54. - Saints' bodies are kept within a great crypt, their souls still within their bodies but unable to interact in direct or vocal ways.
  55. - The Gooseheaded Axe is the favored weapon of the priests, often a symbol of their religion.
  56.  
  57. Viahumanitate
  58. - Viahumanitate is- in D&D terms- essentially a Lawful Good religion. It's also pluralistic and will let anything in the door so long as it doesn't violate its tenants. To compare it to a real world religion, its more Confucian than it is theology.
  59. - The most basic principle at its heart is that the world is a positive-sum environment and increasing the pie to be divided up and helping thy neighbor is the holiest thing one can do.
  60. - Zero-sum environments are considered artificial and evil because they harm everyone including the idiot that forced things into that in the first place.
  61. - Example: it's better to trade with a weak nation, let them build prosperity so that they have more to trade, and mutually profit than to brutally exploit them because in the long run there's more to trade and more net worth in the world as a whole because of it.
  62. - Mistakenly called "a system of greed-based kindness", really it is based off of theoretical outcomes of economic models.
  63. - Largely left alone by the Mallards due to its nature as hardly religious.
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