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The religion of Faalor is
primarily a dualistic one. While there exists a
pantheon of gods, goddesses, spirits, saints and
anti-paladins, angels and demons, the whole system is
revolves around the continuous struggle between Light
and Darkness. Both of these forces are represented in
a personal and nearly omniscient being.
Lesser gods do exist, though
they would be more on the level of angels or demons as
a modern equivalent. They are the sons and daughters
of Adrahil and Maelwar. Each is quite limited
(relative to their parents) in power. They all have
their own personal names and history. I should have
more information on these beings in game. I would also
encourage any player to add to the campaign by helping
to flesh out any personal, "house" gods
which may be appropriate to their character. Faalorian
theology insists on the immortality of the soul. For
some, their soul is stuck on the material plane until
they complete a specific task after death (ghosts).
But the vast majority of souls end up going to Heaven
or Hell.
Faalorian
Worldview
The Old Way
When the first humans landed
on Faalor 250 years ago, they were a more fierce and
noble folk, from a tribe called the Tuesse. They were
men and women who went steadfastly into certain death.
Heroism was standing before evil, evil against which
they were completely helpless. Because a mortal was
helpless against evil, it was better to die, even plan
your own death in the face of such overwhelming odds.
Human morality stemmed from a person's honor alone,
not his condition or caste. Humans were just humans,
part earth, part sky, ever longing for the chance to
be with their ancestors, neither inherently good, nor
inherently evil. The early Faalorians humans were from
a race that worshiped their ancestors, venerating
mother and father equally. This tradition stemmed from
the worship of the First Mother and Father, the first
created humans. This first couple created by the gods
were thought to have been left on earth, out of
contact with those that created them, left to face the
hardships and certain death that life only presented.
For the early Faalorians, one must fight to take a
seat after death besides them and your direct
ancestors, and do battle with the very gods who had
forsaken the human race, knowing full well that in the
end final death awaited. Only through courage can a
person bring the ultimate dream of honor to
themselves.
It was easy to see how these
ideas about warfare and honor lead the Tuesse people,
now calling themselves Faalorians, could begin to
imagine the elves and dwarves as honorless, as somehow
morally unfit.
The True Way (the new way)
For the past 150 years or
more, the old ways have gone by the wayside as
progress and philosophy have evolved with the influx
of Simsulanians. Starting just after the Great
Pestilence of 93, philosophers and religious leaders
began to rethink the world. It seemed indeed, that
evil existed in the world, but there had to be hope.
Adrahil did not let humans flounder, starve, and turn
to dust. She actually cared for her people. In
contrast, it was Maelwar who was the enemy. The Church
of Adrahil was a relatively small group at the time,
with temples dedicated to many gods and ancestors
equally distributed. During the reign of Padral, the
Enlightened, himself the son of a Simulan nobleman,
the love of wisdom grew to new heights--at the expense
of the old ways. Indeed, it was Padral himself who put
forth the philosophy of first causes (meaning that all
the humans, gods, ansestors, demons and angles must
have an orignial creation, and it followed that only
that first causes should be worshipped, not those
things that were caused) and modern ethics ("what
is good is praiseworthy").
While the old ways focused on
personal honor, the new ways focused on personal
salvation. A redeemed and penitent soul--one who
partakes in Adrahil's goodness--replaces a honorable,
courageous one. The fight was no longer hopeless.
Goodness was rewarded with a spot in Heaven, not a
chance to die once again. Evil was rewarded with
punishment in Hell. There was no longer a choice
between honor and dishonor but a choice of sides.
Because of the redemptive
nature of the new thinking, people began to believe
that once accepted into the Church, no evil can come
from that person. Doctrinally, it was said that if a
person went through the rituals of the Church one was
saved. A tradition of working out an individual's
salvation, that is upholding personal honor and
fighting the fight--a hold over from earlier
times--still remains today, but it is often given
lipservice. In stead, the Church has taken over the
duties assigned before to the individual. The Church
dispenses grace, salvation, punishment, knowledge and,
in some cases, eternal damnation.
People are inherently evil
due to the original sins of the First Father, the
first human being created by Adrahil. Because the
first Father was tempted by Maelwar to disobey Adrahil,
all humans are, at base, creatures worthy of the
horrible conditions on the material plane. Thus
suffering is the natural condition of the mankind.
Redemption comes only from the Church as the agent of
Adrahil and the end of suffering is only found in
Heaven.
Salvation comes first through
the Church, in the form of rites and ceremonies which
mystically convert a being from the Kingdom of
Darkness to the Kingdom of Light. Though this is the
doorway to salvation, a person still must show good
fruit as a sign of Adrahil's favor. Doing good,
helping those in need, devoting time to thought and
study, prayer and fasting all show a person to be a
good person, one on their way to Heaven. Veneration of
the gods and ancestors is ineffective compared with
the true power of those who are one with Adrahil,
those who shun the dark dealings of Maelwar and
embrace creativity, contemplation and compassion.
Adrahil,
Queen of Light
Adrahil is the embodiment of
goodness, life and creativity. The deity is usually
refereed to in the feminine gender, though she can
appear as either a firm father figure, brave, stern
and strong, or a loving mother who actively cares for
her children. She is responsible for the creation of
life, the majority of the plants, animals, as well as
all the intelligent races. The vast majority of people
worship Adrahil; when one refers to a
"church", almost without exception they are
talking about a Church of Adrahil.
There exists such a strong
identification with this goddess, that is not unlikely
to be accepted that she is the only
"true" god. The Church is perhaps the lest
male chauvinistic institution on Faalor. That may be
because most of the those in the lower ranks are
female and because of the character of the goddess
they serve. Women are, though, not encouraged to enter
the higher ranks of Church hierarchy and, as such, no
female has ever risen to the rank of Vicar or Bishop
(the heads of the Church on Faalor). The Church has
three main branches: Ministers, Templars, and
Scholars. As the largest branch, the Ministers are
responsible for the day to day activities of the
Church. They meet the needs of the poor, sick and
down-hearted. A priest or priestess of this branch is
usually works in one capacity or other in the local
church, poorhouse, library, hospital or other
church-run establishment which has direct contact with
the local populous. Three Bishops (one in Duath,
Faalor and Kyrdanna, there is also a dwarven Bishop in
Mourningthain) oversee the actives of the local
ministries. A number of Prelates work under the
Bishops, while the title Priest is reserved for those
who work on the local level. Rectors are an
intermediate title for those who rise above the Priest
and who are in charge of their own parish church. The
Templars are the Church's military arm, dedicated to
protecting the Church and it's members from the
corrupt Hand of Darkness. Usually male dominated, the
Templars tend to either be guards for the Vicariate or
wandering Inquisitors who seek to root out any taint
of corruption. The final branch of the Church, as the
name implies, concerns itself primarily with
apologetics, history, theology, philosophy and
teaching. Several sects exist within this branch. The
most famous is currently headed by Ilumnrath, a
well-known, if somewhat unpopular teacher/philosopher,
called simply the Monastisists, who believe that the
flesh, though created by Adrahil, is itself corrupt
and only the spirit is pure and praiseworthy.
Monastisists tend to congregate in monasteries where
they can complete a vow of poverty, study and
community service. Other Scholars are assigned to
Templars, called Inquisitors, in order to identify
and, occasionally, study the forces of Maelwar--a very
dangerous job indeed. At the head of the Church is the
Vicar of Adrahil. He, and it is always a he, presides
over the Church from the cathedral at Gravemist.
Two final category exists
within the Church: Saints and Laymen. Essentially the
distinction resides in the demonstration of the
"miraculous touch" (magic). Laymen are those
with no outwardly visible signs of magical
manipulation. Saints are those with special powers
(they could be a priest, druid, wizard, paladin, bard
or sorcerer, any spell-casting class). A special
council in Gravemist meets at certain times to confer
the title of Saint upon those who appear to have
magical aptitudes. Generally, this does not effect the
actually standing in the Church (i.e. one need not be
able to cast spells to reach the office of Bishop). In
many circles, magic (from any spell-caster) is
something to be wary of. Only the prideful and
self-serving would be poses such power. On the other
hand, many, including the current Bishops, believe
that, if used properly and with due desecration and
instruction from the Church, magic can be a sign of
Adrahil's special favor. It should be noted that
though magic is generally accounted for positively in
Church theology, it still may draw the attention of
local Inquisitors to make sure one has not fallen
under the sway of Maelwar.
Titles and Ranks in the
Church of Adrahil
| The
Church |
Minister |
Scholars |
Templars |
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| Vicar |
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| Arch-Bishop |
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| Bishop |
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Docent |
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Justicar |
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Prelate |
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Inquisitor |
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Rector |
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Priest |
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Curate |
Myrmidon |
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Acolyte |
Adept |
Aspirant |
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Maelwar,
Lord of Atrophy
Opposing Adrahil is Maelwar,
a brooding and prideful being of dark immorality.
Maelwar (usually thought of as male, but having his
female attributes as well) is the Prince of Atrophy;
what Adrahil has created, Maelwar seeks to destroy or
corrupt. He is responsible for a variety of off-shoot
races (simple creatures he was able to warp and twist
for his own uses, goblins for example), disease,
hatred and death itself. Usually, Followers of
Maelwar's rites and beliefs are so abhorrent to the
average person, that great care must be taken to
conceal their presence. The Dark Priesthood has no
real structure to speak of. Small covens may meet
secretly here and there ruled over by powerful
spell-casters but no formalized system of ranking
exist outside of the Illrigger sect. The struggle goes
to the strongest, while the weak are destroyed or
dominated. While Maelwar has a use for a priest, the
mortal may grow in power, but favor can be fleeting
and often end without apparent cause. Most who follow
the Dark Lord, do so out of greed for power. At night,
Maelwar may tap out those who would serve him by
whispering promises of wealth, influence and dominion
over their fellow man. Almost never does Maelwar make
good on these promises though. Two of Maelwar's
greatest attributes are deception and manipulation; a
lesson every priest of Maelwar should learn quickly.
In the recent past (the war with the elves and the
rise of corrupt and selfish magic-user leaders), magic
and Maelwar were seen to be intertwined in some way.
This has led most of the citizens of Faalor to become
wary of any magic. In the minds of the common folk,
Maelwar is the creator of magic (though this could
never be the case, because Maelwar is incapable of
creating anything).
There are four major factions
among the followers of Maelwar that are known to the
Inquisition: the Illriggers, the infernalists,
Thanatons and the corrupters. As the smallest, most
elite group the Illriggers sect (sometimes known as
Anti-paladins or Black Guards) alone prides itself on
ordered offensives, detailed planning, and obedience
to superiors. It is the only sect which makes use of
definite hierarchies. At this time, there are only 7
Illriggers with an equal number of acolytes. It is
rumored that the Illrigger Lord maintains a small keep
in the Black Morass or deep in the Crags. The
inferalists are those deranged individuals who,
through the thoughtless pursuit of power, have
attached to themselves a personal demon. It is through
the mortal that these powerful creatures--Children of
Maelwar--act. These are simply selfish, cold-hearted,
cancerous people who by their own volition have chosen
to serve Maelwar. They quite often go out of their way
to create and maintain a coven of "true
believers" right under the nose of the Church.
The Thanatons are the least evil of the four factions.
They venerate death as the gateway to the Afterlife.
For, if not for Maelwar's hand in destroying the
flesh, the soul would have no way of finding the
Afterlife. Finally, there are the corrupters. These
are people who have been groomed by the Dark forces
for specific tasks. Usually, they are not consciously
aware of the presence of Maelwar and his minions but,
sometimes quite happily, aid in the cause, spreading
disease, hatred, hopelessness and error throughout
society. Small groups of these vile folk are known to
serve infernalists or are agents of an Illrigger. They
are witless pawns in the great game.
Aergot,
The Beginning
A neutral being, called
Aergot, is said to be pre-existent to both Light and
Darkness. Aergot is pictured as a wizened old
clockmaker, the father of both Adrahil and Maelwar.
Most people revere his power and creativity for it is
said, he did create all energies and matter in the
universe. On the other hand, Aergot is also known for
his complete aloofness and dispassion, making those
who venerate him a decided minority (though still more
popular than that of Maelwar). According to tradition,
soon after Aergot created the universe, he became
quite sorrowful at the state of humanity and began to
regret his creation.
Those who follow Aergot are
considered pessimists though that may be a bit of an
overstatement. Perhaps, they are the most balanced,
being able to see both the potential good and the
potential evil in every human heart. The worst sin a
priest of Aergot can commit is to give into their
primitive side and act rashly and emotionally without
due (some say over due) thought. Three main sects
divide the followers of Aergot, the Monists, the
Elemetalists, and the Idealists. Where as the
Elementalists believe that there are four basic types
of things (fire, water, air and earth or some
variation and some championing one element over
another), monist believe that everything is actually
one thing (spirit or energy), for all matter really is
just slowed down energy they claim. Finally, the
Idealist believe that what we experience through our
senses is not real but rather only a shadow of the
Ideal, the real thing in and of itself in it's
pre-existent, perfect form. Spell-casting priests of
Aergot are often druids or sorcerers. Lawful neutral
monks are almost always followers of Aergot.
The Others, The Lesser
Pantheon
For most non-humans, the
worship of Adrahil is primary as well though there is
a bit more diversity in non-human religious life. For
dwarves, Adrahil is giving great respect (because she
is seen as the creator of dwarven life) but Aergot
(whom the dwarves call Hargoth) is considered more
important, for he is the prime mover, the one who
created the heavens and the earth. The dwarves of
Faalor worship two other gods: Graenuk and Klegsor.
Graenuk is the unpredictable God of the Tunnel. He
represents the primal power of the underground, it's
beauties (including all those coveted gems and
precious metals), it's dangerous environs. Priests of
Graenuk are often Druids. Usually chaotic or neutral
in some regard, dwarven priests of Graenuk are often
respected for the power they hold but are often seen
as outsiders, moody, mysterious but often free with
their gifts. Gnomes often worship Graenuk but
emphasize the unpredictable nature of the earth, while
halflings who worship Graenuk (called the Grey Hearth)
emphasize the ever-lasting and homey nature of the
earth. Graenuk is a child of Aergot while Klegsor is a
child of Adrahil. Klegsor is the lesser god of
righteous fury, the dwarven God of Battle. He is seen
as the defender of Adrahil's children and will go to
remarkable lengths to see that justice is served and
wrongs are righted.
Gnomes of Faalor maintain
their own patron deity, Mackelmyr. Like the gnomes
themselves, Mackelmyr is a good-natured fellow who is
said to have pulled the Island of Faalor up out of the
sea and placed his people, the gnomes, on the island.
For this reason, gnomes who worship Mackelmyr see
themselves as stewards of the land. Mackelmyr is also
the god of nature, of natural beauty and balance. As
such, a strong druidic cult exists. Strangely, a
fairly even mix of races can be found in this cult.
The elven goddess, Myloria,
still has a large following among the elves of Faalor.
For Faalorian elves, she is their patron, their
creator and she is said to be indwelling in all
pure-hearted elves. She brought the elves to Faalor to
fight the orcs and protect the natural beauties of the
Island.
A number of Teussian gods
still remain in popularity. Eldacar, Fraeva, Thyrkh,
Ulnthar and Relki still
have followers on the island. These gods are more
wild, primitive. Courage is more important that
morality, standing against impossible odds more
important than ministering to those in need. The
Church usually acknowledges the existence of these
gods but does not actively support their worship. In
fact, as long as these gods are given their due place
as children of Aergot and Adrahil, the Church will not
bat an eye. If on the other hand, the worship of these
gods becomes too competitive, too public, the Church
will intervene. In general, the gods are placed in
worldview not as agents necessarily unto themselves
but rather as servants of the primary gods.
A couple of gods survive from
the Simsulan colonization. These include Veris,
Doathra and F'goth and Finglas. Mention of these gods
do not raise eyebrows quite so often as the older ones
for they seem more organic to the current dualism.
Doathra and F'goth are twins and are considered the
creators of magic. Many scholars believe Finglas
belongs to the older tradition, but neither the
priests of Finglas nor the historians know for sure
therefore he is assumed to be of Simsulan decent.
Table of
Gods
| God |
Worshipper |
Alignment |
Suggested
Domains |
| |
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|
|
| Aergot |
any |
N |
air,
earth, fire, water |
| Adrahil |
any |
G |
good,
healing, protection, sun |
| Maelwar |
any |
E |
death,
destruction, evil, trickery |
| Doathra |
knowledge
seekers, white magicians |
LG |
good,
knowledge, magic |
| Eldacar |
travelers,
sea-farers |
LN |
earth,
knowledge, travel |
| F'goth |
knowledge
seekers, black magicians |
CE |
evil,
knowledge, magic |
| Fraeva |
seekers
of love, schemers, parent-to-be |
NG |
animal,
strength, trickery |
| Graenuk |
dwarves,
halflings, gnomes |
CN |
earth,
healing, strength |
| Klegsor |
dwarf
warriors |
LG |
protection,
strength, war |
| Mackelmyr |
gnomes,
some halflings, outdoorsmen |
NG |
animal,
earth, travel, water |
| Myloria |
elves |
n/a |
healing,
knowledge, plant, sun |
| Relki |
thieves,
assassins, tricksters, adventurers |
CN
(w/E) |
fire,
trickery, war |
| Thath'urgul |
Veshnuul
orcs |
LE |
destruction,
magic, war |
| Thyrkh |
outdoorsmen,
berserkers |
CN
(w/g) |
animal,
strength, war |
| Ulnthar |
warriors,
honor-seekers |
CG |
protection,
strength, war |
| Veris |
truth-
and justice-seekers |
LG |
good,
healing, knowledge |
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