Difference between revisions of "Athra"

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''The Iron Fist, Lord of War''
 
''The Iron Fist, Lord of War''
  
In the view of his followers, strength is the only thing worthy of Faol's respect.  War is the crucible in which true power is forged--the bloodier, the better.  Fighting (and killing) in his name are considered forms of prayer by some of Veren's more enthusiastic adherents.  And since the losers have shown themselves to be unworthy of the Iron Crown, they are shown no mercy.  A particularly interesting aspect of Faol's personality is that he occasionally encourages warring between his own followers.  Such ritualized combat winnows out the weak and unworthy while maintaining the skills of the favored.  The simplistic and visceral appeal of Faol is evident to all--even those devoted to peace.
+
In the view of his followers, strength is the only thing worthy of Faol's respect.  War is the crucible in which true power is forged--the bloodier, the better.  Fighting (and killing) in his name are considered forms of prayer by some of Faol's more enthusiastic adherents.  And since the losers have shown themselves to be unworthy of the Iron Crown, they are shown no mercy.  A particularly interesting aspect of Faol's personality is that he occasionally encourages warring between his own followers.  Such ritualized combat winnows out the weak and unworthy while maintaining the skills of the favored.  The simplistic and visceral appeal of Faol is evident to all--even those devoted to peace.
  
 
*'''Colors''': Red, silver
 
*'''Colors''': Red, silver

Revision as of 00:26, 20 November 2010

This article is about Athra, a sort of meta-religion that has been a source of several story lines, plot devices, and even one other religion in BattleMaster. The loose collection of notes and tidbits that "are" Athra have been scattered across hard drives, email accounts, and notebooks going back seven years. Athra was (and is) an attempt to construct a religion that is intellectually consistent with the elements that make up BattleMaster like classes, continental expansions, and invasions. This article will expand considerably as I find time to organize and record everything, and it is my intent to make Athra my singular contribution to the BattleMaster community. Athra is a prospective religion at this point. Please, be gentle.

The placeholder text below is not a constructed language or an attempt to obscure anything from casual readers. It's refered to as Lorem Ipsum generically, and is used in typesetting and design to make the structuring of a document easier. See http://www.lipsum.com for an example

The Chess Analogy

Successful mythologies and traditions associate their more esoteric concepts--like gods and goddess--with something people interact with every day. Landforms, seasons, animals, even objects. Because BattleMaster is a medieval period "low fantasy" setting, the game of Chess was considered to be especially apt as a teaching device. The cosmology, elements of the afterlife, and especially the pantheon are all analogous to Chess.

If the pieces on the board represent the relationships between gods, goddesses, and humanity (pawns, if you will), then it follows that the gods of Athra are not omnipotent. They should be considered "weak" gods because their influence and power is limited by rules that they themselves may be unaware of. Kings are leaders and the most important pieces on a chess board, but they are not necessarily the most powerful. Queens are the "powers behind the throne", and this is reflected in their ability to exercise a great deal of control and influence over the entire board. Rooks are the trusted and stalwart confidants of Kings, shielding them in times of crisis. Again, the analogy to the game is evident.

The Chess analogy is a powerful explanatory device for a religion in which gods can "play games" with mortals, but with restrictions. This potent but limited power over humanity means that mortals can (and do) influence the outcome of the game. In risking their lives to cross the board, pawns are rewarded through elevation to immortality. But the Chess analogy cannot explain everything. At the start of a game of Chess, there are two diametrically opposed forces: black and white. The board is orderly, and goals and objectives seem clear. But what happens when the game has been played for a length of time? The board becomes a chaotic mess, with multiple angles of attack. It takes an increasing amount of concentration to understand the chaos. Now, picture a chess board with pieces in shades of grey. At the start of the game, the only thing that allows you to clearly identify your enemy is the distance between each of you. As the game progresses, how confident are you that this cosmic duality can be maintained? What if your knights, bishops, and rooks began to think for themselves? What if your pawns, believing that the path to eternity lies at the other end of the board, were proven disastrously wrong on occasion?

Beliefs

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Deity

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Morality

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Creation

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Purpose

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Afterlife and Eschaton

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Pantheon

Adaghar

Lawgiver, Lord of Kings

Scrupulous and proud, Adaghar is a god of firm justice and austere morals. The god of kings, generals, and enterprising dukes with a taste for power, he is a god of rulers--not the ruled. Adaghar is militant in the defense of law and order; his most favored knights are legendary for their ascetic discipline and for possessing an air of supremacy bordering on contempt. His priests are often drawn from the courtly ranks, as their extensive knowledge and understanding of law makes them formidable clerics.

  • Colors: Gold, white
  • Domains: Justice, Valor
  • Symbols: A crown set with a jewel resembling an all-seeing eye
  • Analogy: King


Faol

The Iron Fist, Lord of War

In the view of his followers, strength is the only thing worthy of Faol's respect. War is the crucible in which true power is forged--the bloodier, the better. Fighting (and killing) in his name are considered forms of prayer by some of Faol's more enthusiastic adherents. And since the losers have shown themselves to be unworthy of the Iron Crown, they are shown no mercy. A particularly interesting aspect of Faol's personality is that he occasionally encourages warring between his own followers. Such ritualized combat winnows out the weak and unworthy while maintaining the skills of the favored. The simplistic and visceral appeal of Faol is evident to all--even those devoted to peace.

  • Colors: Red, silver
  • Domains: Justice (in a sense), Rage
  • Symbols: An iron crown
  • Analogy: King


Rhia

Lady of Light, Blade of Dawn

Rhia is at once a strict and merciful deity. There are two sects devoted to Rhia, reflecting the dual nature of the sun as the provider of life and a scourging flame. As the warm light of learning, she dispels the fog of ignorance. This aspect of Rhia draws many scholars, healers, and others working to enrich the lives of others into her service. Warriors are equally drawn to the goddess as a symbol of righteous and purifying light which strikes out at the evil of darkness. Warriors devoted to Rhia are noted for their ferocity in fighting monsters and the undead, which hide in the shadows of darkness. This specific enmity for such creatures suggests a holy duty for Rhia's followers to pursue and destroy such creatures.

  • Colors: Yellow, white, and gold
  • Domains: Purity, Revelation
  • Symbols: A golden disc, or a radiant sun
  • Analogy: Queen


Fiore

Maiden of Ice, The Pale Lady

As the patron of perfection and beauty, Fiore rivals even Adaghar in self-regard. Fiore is the embodiment of perfect aesthetic, encouraging her followers to spare no expense in the pursuit if perfection. Those sympathetic to the Pale Lady may often be found in the most exclusive and wealthy circles of society. Regarded as hopelessly vain by some, followers of Fiore occasionally have a darker side. Such pursuit of perfection often leads to an astonishingly visceral disdain for those who fail to "measure up". At their worst, Fiore's disciples have no problem removing the flawed, ugly, or otherwise unworthy from the world.

  • Colors: Ivory
  • Domains: Purity, Wickedness
  • Symbols: An ivory dagger, or a flawless ivory mask
  • Analogy: Queen


Clervorn

Star-bound, Dreamwalker

Little is known of Clervorn, the patron of mystics, clerics, and arts unknown. His temples are remote, unadorned, and sacred places. Of all the deities, Clervorn is the most aloof and distant and even among his followers, some claim to have lived their entire lives without direct contact. The one thing few dispute, however, is his absolute authority over his domains, namely: twilight, dreams, and other mysterious aspects of the night. This aloofness has led many to assume that Clervorn is ambivalent in nature. His adherents know this to be false: after all, did man not slumber under a blanket of stars before time? Followers claim that the secretive god prefers to communicate in allusions and dreams, rarely giving explicit orders. This close association with mystics and magic has made Clervorn the undisputed patron of Sages.

  • Colors: Blue, silver
  • Domains: Rapture, Revelation
  • Symbols: A cluster of five stars, or a crescent moon
  • Analogy: Bishop


Veren

Betrayer, Walker in Shadows

Veren is the patron of the unscrupulous, the vengeful, intriguers and assassins. His patience is legendary, with schemes hatched at the dawn of time that are still unfolding today. As such, Veren has a considerable following among the followers of other gods. Assassins in particular are drawn to Veren, and he to them. Intelligence, cunning, and ruthless precision are virtues prized above all else. This affinity for intrigue has made him the unofficial patron of more than a few conspirators.

  • Colors: Black, silver
  • Domains: Wickedness, Deception
  • Symbols: None. None whatsoever. Move along.
  • Analogy: Bishop


Omaron

Lord of the Mount, Keeper of the Great Hall

Omaron represents belief and religion in its most uncomplicated form. His followers adhere to an individualist moral code, sharing a few basic tenets. These include a respect for prowess in battle and honor in the most straightforward sense. It would be cowardly, for example, to attack from ambush or to fight a weaker foe. Tests of strength often substitute for written laws, but respect (and quarter) is to be given to those who display bravery. Another idiosyncrasy of Omaron's followers is the widespread belief that sporadic looting and skirmishing are both acceptable and honorable. It is excessive looting and occupation which are deemed to be cardinal sins, punishable by death. Those who die in the "service" of Omaron look forward to eternity in his great hall, where merriment and drinking are never in short supply.

  • Colors: White, grey
  • Domains: Justice, Valor
  • Symbols: An eagle with spread wings, or a warhammer
  • Analogy: Knight


Rigal

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Taur

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Cerog

Vestibulum vehicula lacinia nunc, a pellentesque mauris cursus eu. Etiam diam sapien, commodo non aliquam posuere, tempor vel nisi. Vestibulum ante ipsum primis in faucibus orci luctus et ultrices posuere cubilia Curae; Praesent quis quam turpis, vel mattis metus. Morbi urna felis, laoreet sit amet malesuada vel, dignissim a odio. Cras commodo lacus sed nisi suscipit et ultricies tortor pretium. Morbi rhoncus imperdiet mi non ornare.

Ceron

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Arzal

Curabitur cursus purus non ipsum facilisis ac gravida tellus viverra. Nullam quis gravida mauris. Sed hendrerit rutrum lorem. Fusce libero tellus, accumsan et lacinia vitae, facilisis eu lectus. Aenean congue congue enim. Cras in accumsan risus. Maecenas sollicitudin massa quis dui porttitor vestibulum. Cras faucibus tempor tortor ut porttitor.

Fell

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Pawns

Etiam aliquet massa vel lorem scelerisque ac pulvinar metus pretium. Quisque tempor tellus at dui lacinia convallis. Suspendisse potenti. Etiam sagittis, sapien nec imperdiet ultricies, lectus nisl ultrices dui, tempor gravida sapien turpis et massa. Nam elit sapien, consequat a commodo eu, scelerisque et diam. Maecenas id augue augue, venenatis scelerisque sapien.

Practices

Society