Religious Practices

Religious Practices

Faith of the First Born

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Deities: Aviel, Gravus, Iffides, Ileidos, Prak, Ruuguur, Théa, Torin, & Zeitraba

Beliefs: The Great Wheel created the first nine gods by breaking itself into nine equal parts. Each of the nine First Born gods command equal power over the universe and should be prayed to in equal amount.

Social Organization: The Faith of the First Born is the oldest religious system in Ysir. While small temples still exist, many see it as an antiquated model in a world where the gods remain silent.

The Church of Aviel

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Deities: Aviel (as chief deity), The Radiants: Aylmyol, Boran Fith, Elesqueal, Telaskqueal, & Zoranqueal (As intercesor entities)

Beliefs: As protector of the mortal races, and eldest among the First Born the goddess Aviel stands above all other divine powers in glory and perfection. She alone created the pure light of Avernia and placed within its orbit the Heavens of the Worthy. The Radiants see to Her eternal works; uplifting the mortal races and maintaining the Heavens of the Worthy.

Social Organization: The Church of Aviel is the largest religious practice of Ysir. Centers of worship range in size from roadway alters to mighty temples. Daily worship service at dawn is normal, as are traveling ministries dedicated to the well-being of the downtrodden and disenfranchised.

The Elemental Path

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Deities: Gravus, Iffides, Ileidos, & Zeitraba

Beliefs: The elemental gods built the world of Ysir and then retired to their private planes of power. All that exists in nature, exists because they began The Great Work. From their private sanctums they watched in horror as the mortal races breached, stole and then destroyed the elemental planes. The titular path of the religion refers to a spiritual penance that mortals must undertake for the sins committed against the four elemental gods.

Social Organization: Those who walk the Elemental Path refer to themselves as pilgrims. The faith is quite prevalent within the Zirran Sultanate, and has been slowly spreading into the Coastland Protectorate. Shrines to the four elemental gods are built and kept by paladins and clerics who have been bestowed power by their patron.

Ohran Ancestor Worship

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Deities: Auuruus, Reeguus, Uupriis, Aathaa

Beliefs: The Ohran, an ancient and beneficent race of living metal, built many of the world’s first wonders. They then passed their knowledge on to the giant races whom they had made in their image. The Ohran then charged the giant races with stewardship of Ysir and the younger races. Goliaths, along with the giant races offer up praise to the spirits of the Ohran who have since retired from this realm into some other form of existence.

Social Organization: It is common practice in Goliath homes and giant steadings to keep a place of worship. Sometimes it is simply a shelf with figures, or a wall with artwork, but it can also be an immaculate alter. The place of worship is seldom a good indication of one’s piety.

Eternal Life

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Deities: Théa (Warden of the Dead), Ethab Ornaxium, Marth’jrumbriax, Su’phianzorway, The Visitor, Xyklean (intercesor entities)

Beliefs: Mortal death is a singular experience in the voyage of eternal life. The veil between life and death is meant to be manipulated and it’s guardians bargained with. Favors and worship done in service to the Shrouded Mistress and Her assistants might allow one to travel back into the mortal world, or even come and go between the two realms.

Social Organization: Necromancers are practitioners of a macabre belief; that life continues after death. There is no formalized religion around the concept of eternal life, but a singular truth is known: For a soul to pass from the realm of death back into life, a bargain must be struck with one of the Dredge or their Mistress. Enclaves and magical circles do sometimes form to compare notes and attempt necromantic feats that might surpass the skill of a single caster.

Nature

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Deities: N/A

Beliefs: All life is connected. Each living thing has a reason for being. Mutual respect between all living things is the highest ideal, and is to be strived for with every action one takes. Just as all life is to be respected, so too is the concept of death. By dying a life makes way for and nourishes the growth of other living things.

Social Organization: Individuals across Ysir revere nature in many forms. Those who come together in mutual respect and adoration for nature create organizations called Circles. Circles are often led by druids, who have garnered an intimate relationship with the living world around them.

Dreamers

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Deities: Torin (The First Dreamer), Aeclestion, Ismya, Harmonia, Synophe, Triphinia, Zyphora (intercessor entities)

Beliefs: Individuals have infinite potential born into them from the first moment of life. All one needs do to live a more fulfilling and enjoyable life is to push back the influences that limit them. The premiere tenant of Dreamers is to live lives full of bold adventure and unforgettable passion. The second tenant is for Dreamers to share the richness of what they discover with others throughout the world.

Social Organization: Dreamers are often wanderers and vagabonds, traveling from place to place as inspiration strikes. As a result Dreamers are not often fond of putting down roots and establishing long-lasting emotional connections.
The Tura, are an exception to the rule. Known as “merrymakers”, the Tura are families who travel together in brightly colored wagons attempting to spread cheer where ever they roam. Unfortunately, not everyone appreciates large numbers of ethically ambivalent individuals rolling into town at the same time and have consequently labeled the Tura as troublemakers.

Religious Practices

The World of Ysir MorganWilliams