Difference between revisions of "Athra"

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(Pantheon completed!)
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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.
 
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''
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| ''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.''
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==The Chess Analogy==
 
==The Chess Analogy==
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===Creation===
 
===Creation===
Aliquam commodo hendrerit tellus ut molestie. Sed euismod auctor tincidunt. Aenean sollicitudin molestie mi, ac vestibulum risus adipiscing in. In erat magna, condimentum nec suscipit in, luctus eu purus. Fusce ultricies nibh pharetra ante semper varius. In hac habitasse platea dictumst. Curabitur ipsum quam, venenatis at ornare quis, porta ac leo.  
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Unlike many religions, Athra does not have a creation myth which precedes time.  In the cosmos of Athra, time is circular and in many respects irrelevant.  We are concerned with things as they ''are''.  So for our purposes, time "began" when the continents were formed and humans began popping up.  The central creation myth of Athra concerns a Spellmaster known only as the Fiendlord.  Time and fear have washed his true name from history, and that is probably for the best.
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The greatest spellmaster of his age, the Fiendlorn was an infamous necromancer and conjurer of demons who vanished abruptly over a thousand years ago.  Few who study such things believe that he is dead, if only because at the time of his disappearance there was too little humanity left in him for death (and subsequently Fell) to have any dominion over his body or soul. It is postulated that he wanders a plane for which there is no language to conceptualize. Some brave clerics of Athra have spent their entire careers trying to unravel this fundamental cosmic mystery, and many have gone mad in the process.
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Little is known about the Fiendlorn's early life, save that he exhibited a natural ability with the arcane arts and was educated by the finest spellmasters.  It is speculated that his father was a mason who fell on hard times and sold his son to a temple of spellmasters for money to keep the rest of the family afloat; while there is little hard evidence to substantiate this claim (or any other claim about the Fiendlorn's life), in ages long past poor families did occasionally sell promising children to be trained as scribes and clerks, and it is well known that the Fiendlorn displayed uncommon intelligence from an early age. Everything he did, he did well, and he was gifted with exceptional physical strength in addition to his keen mind.  He was particularly interested in the mechanics of complex systems.  Watches, manufactures, games--anything that required an expert knowledge to operate or understand drew his interest.  In particular, the child was drawn to the game of Chess.
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He was also, however, utterly without empathy.  While many children flee from bloodshed and a few unfortunate others are instinctively cruel, he seems to have been coldblooded from the beginning; he saw nothing wrong with dissecting small animals alive to see how their bodies worked, and likewise saw no reason not to extend his studies to the beggars and street children.  Though his superiors tried to bar him from this practice, he regarded their prohibitions as weak-minded and continued it in secret, until he was caught and expelled from the arcane temple. His expulsion came too late, however. In possession of rudimentary knowledge of necromancy and being deprived of the vast collections of the spellmaster library, the Fiendlorn turned to a more readily available source of knowledge: bargaining with demons.
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In some respects he was an ideal summoner from the demons' perspective: he had no scruples and no limits, and there was little he could not achieve once he set his mind to a task.  In others, he was impossible: he was extraordinarily patient, possessed of an iron will, and had no vices that could easily be exploited.  Untouched by lust, uninterested in dominion over others, and weakened by neither mercy nor sadism, he was utterly incorruptible beyond the limits he had already set.  He gave countless others' souls to Fell, but never bargained with his own.  Yet his victory could be counted a hollow one by most measures, and may well have been the most profound corruption in itself.  In committing so many sins with clear eyes, the Fiendlorn forsook his humanity and became a part of the system himself.  All he accomplished with his steadfast will was to keep his soul in his own clutches, rather than handing it to another.
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By the end he had forgotten how to deal with humans; it is believed that this accounts for [forthcoming].  The gentler subtleties of human emotion were lost to him; all he saw in the world was malice, ambition, and savagery, and he dealt with it accordingly. Increasingly isolated in his studies, he spent longer and longer in the Abyss, until finally he did not return.
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The Fiendlorn's legacy, apart from the scars he left on the world, lies primarily in expanding the range and power of fiendish summonings.  Most of his notes have been sealed up in, or destroyed by, the various goodly temples seeking to keep such knowledge out of dangerous hands, but it is believed that the greatest cache of his work still lies in his tower -- where it may be better protected than any of those temples could manage.
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===Purpose===
 
===Purpose===

Revision as of 00:01, 30 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

Unlike many religions, Athra does not have a creation myth which precedes time. In the cosmos of Athra, time is circular and in many respects irrelevant. We are concerned with things as they are. So for our purposes, time "began" when the continents were formed and humans began popping up. The central creation myth of Athra concerns a Spellmaster known only as the Fiendlord. Time and fear have washed his true name from history, and that is probably for the best.

The greatest spellmaster of his age, the Fiendlorn was an infamous necromancer and conjurer of demons who vanished abruptly over a thousand years ago. Few who study such things believe that he is dead, if only because at the time of his disappearance there was too little humanity left in him for death (and subsequently Fell) to have any dominion over his body or soul. It is postulated that he wanders a plane for which there is no language to conceptualize. Some brave clerics of Athra have spent their entire careers trying to unravel this fundamental cosmic mystery, and many have gone mad in the process.

Little is known about the Fiendlorn's early life, save that he exhibited a natural ability with the arcane arts and was educated by the finest spellmasters. It is speculated that his father was a mason who fell on hard times and sold his son to a temple of spellmasters for money to keep the rest of the family afloat; while there is little hard evidence to substantiate this claim (or any other claim about the Fiendlorn's life), in ages long past poor families did occasionally sell promising children to be trained as scribes and clerks, and it is well known that the Fiendlorn displayed uncommon intelligence from an early age. Everything he did, he did well, and he was gifted with exceptional physical strength in addition to his keen mind. He was particularly interested in the mechanics of complex systems. Watches, manufactures, games--anything that required an expert knowledge to operate or understand drew his interest. In particular, the child was drawn to the game of Chess.

He was also, however, utterly without empathy. While many children flee from bloodshed and a few unfortunate others are instinctively cruel, he seems to have been coldblooded from the beginning; he saw nothing wrong with dissecting small animals alive to see how their bodies worked, and likewise saw no reason not to extend his studies to the beggars and street children. Though his superiors tried to bar him from this practice, he regarded their prohibitions as weak-minded and continued it in secret, until he was caught and expelled from the arcane temple. His expulsion came too late, however. In possession of rudimentary knowledge of necromancy and being deprived of the vast collections of the spellmaster library, the Fiendlorn turned to a more readily available source of knowledge: bargaining with demons.

In some respects he was an ideal summoner from the demons' perspective: he had no scruples and no limits, and there was little he could not achieve once he set his mind to a task. In others, he was impossible: he was extraordinarily patient, possessed of an iron will, and had no vices that could easily be exploited. Untouched by lust, uninterested in dominion over others, and weakened by neither mercy nor sadism, he was utterly incorruptible beyond the limits he had already set. He gave countless others' souls to Fell, but never bargained with his own. Yet his victory could be counted a hollow one by most measures, and may well have been the most profound corruption in itself. In committing so many sins with clear eyes, the Fiendlorn forsook his humanity and became a part of the system himself. All he accomplished with his steadfast will was to keep his soul in his own clutches, rather than handing it to another.

By the end he had forgotten how to deal with humans; it is believed that this accounts for [forthcoming]. The gentler subtleties of human emotion were lost to him; all he saw in the world was malice, ambition, and savagery, and he dealt with it accordingly. Increasingly isolated in his studies, he spent longer and longer in the Abyss, until finally he did not return.

The Fiendlorn's legacy, apart from the scars he left on the world, lies primarily in expanding the range and power of fiendish summonings. Most of his notes have been sealed up in, or destroyed by, the various goodly temples seeking to keep such knowledge out of dangerous hands, but it is believed that the greatest cache of his work still lies in his tower -- where it may be better protected than any of those temples could manage.


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
  • 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
  • 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 Courtiers, Judges, healers, and others into her service who work to enrich the lives of others. 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
  • Symbols: A golden disc, or a radiant sun
  • Analogy: Queen


Fiore

Maiden of Ice, The Pale Lady

As the patroness 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. The massive amounts of wealth required to sustain such perfection has made Fiore a popular patRegarded 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
  • 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
  • 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 infiltrators. 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. Infiltrators 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
  • 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. It is not surprising, then, that Omaron is frequently the patron of Heroes, Cavaliers, and other fierce and honorable types. 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
  • Symbols: An eagle with spread wings, or a warhammer
  • Analogy: Knight


Taur

Caller of the Wild Hunt, The Moonmad

Symbolized by the red moon, Taur represents the wild, frenzied and savage aspect of battle. Heroes and warriors with an unrestrained passion for violence have been known to summon his aide. Under the light of the red moon, the world seems bruised and bloodied; shadows loom threatening, and pristine surfaces are stained with ghostly crimson. The dark bloodlust of battle and unpredictable violence are Taur's domain. In remote parts of the world, it is believed that berserkers are touched by Taur and are similarly affected by the red moon's waxing.

Although Taur is associated with chaotic and uncontrollable violence, it is important to note that no malice is attributed to the god. His rages are seen as a force of nature, terrible but unavoidable, which may be regretted afterwards but which cannot be blamed as intentional. Some of those who are believed to be afflicted by Taur even enter the service of the god, hoping to learn how to tame their own rages and help others who suffer from the same unpredictable furies.

  • Colors: Red, white
  • Symbols: A blood red moon
  • Analogy: Knight


Cerog

The Banker's Banker, Forgemaster

A practical and unpretentious god, Cerog is worshiped primarily by Bankers, lesser region lords, and anyone with an eye toward commerce. Although he is most often represented as a blacksmith, Cerog's domain extends to cover all the artisan's trades. Wherever things are built and sold, there will be someone who invokes Cerog's blessing over the work (and frequently over the deal). Unconcerned with the doings of the other gods, Cerog dislikes crusades and holy wars because they destroy more than they build. His priests are expected to spend more time industriously practicing some useful trade than reading their prayerbooks.

Temples to Cerog can be found in any settlement from small hamlets to sprawling cities, but they are never particularly grand or imposing. The temples, like the god himself, are plain and efficient, with no time wasted on the fripperies that other deities seem to prize so highly, and they often double as smithies, exchanges, or workshops.

  • Colors: Steel Grey, gold
  • Symbols: A golden anvil
  • Analogy: Rook


Ceron

Lady of the Harvest, Mother of Farm and Field

Revered equally by Bankers and farmers across countless lands, Ceron is the gentle goddess of harvest who looks after the wellbeing of man, beast and plant alike. She is frequently invoked by hopeful parents and midwives, as her influence extends to fertility in all its forms. Midsummer's Night is traditionally a time for rural celebrations in Ceron's honor, as are the first and last days of autumn harvest.

Ceron's clergy tend to be agrarians and others accustomed to a simple life. Her devotion among Bankers owes largely to her monumental popularity in rural regions, and her absolute domain over the harvest. Her priests are usually extreme pacifists, but it is not unknown for them to take up arms when necessary in the defense of the weak and hungry.

  • Colors: Green and gold
  • Symbols: A green oak wreath, or a sheaf of ripe wheat
  • Analogy: Rook


Arzal

Lord of the Crumbling Castle

Senseless destruction and corruption seem to be the primary characteristics of Arzal. He is shunned even by the other "evil" deities, who view him as a dangerous madman. Faol in particular scorns Arzal as the keeper of a riotous and undisciplined rabble waiting to be destroyed by a better-organized force. Both perceptions are accurate, and yet Arzal continues to attract those willing to pay any price—-any price at all-—for the promise of power.

Arzal corrodes the souls pressed into his service, and they in turn spread the taint outward, poisoning everything they touch. How such an apparently unstable god is able to marshal the vast sums of money required to outbid other gods in The Auction of Souls is a mystery. Sometimes he gifts his servants with power, sometimes he reduces them to wretched ruin. Yet even the most miserably deceived of Maol's servants becomes an agent of festering evil, lashing out in self-destructive hatred at those more fortunate. The god does not have to reward his followers to incite them to acts of mindless carnage.

  • Colors: Black, bone
  • Symbols: A ruined keep, or a grinning devil's face worked in obsidian
  • Analogy: Rook


Fell

Judge of the Dead, The Auctioneer

Fell is the grim judge of dead souls, weighing their various deeds and intentions on his scales and assigning a value to each soul before placing them on the market. Although he is not an evil god, his close association with death has created a common misperception that Fell is not only a judge of souls but a harvester. In fact, the clergy of Fell (such as it is) is one of the most active in hunting down and destroying undead. The undead are seen as an abomination by Fell, for in such a state souls remain imprisoned in their mortal bodies instead of allowing them to be valued, auctioned. and sent to the afterlife as they should be.

Fell has no real formal clergy, but his special function as the sole arbiter of the market value of souls places him in a relatively unimpeachable position of power. If Fell ceased to perform his roles, there would be no constant source of souls for other gods to bid upon. Among humanity, almost every prayer contains an unspoken plea to Fell that one's deeds and actions--good, or evil--are given full consideration and value.

  • Colors: Grey
  • Symbols: A set of scales, a gavel
  • Analogy: Rook


Pawns

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Practices

Society