Religion

There are numerous cults and sects in the world, but among the civilized world there are only two religions: Primism and Sucrathism.

Primism
Primists believe in the pantheon of primordial gods. They see the Weave as suffusing all the world and connecting every creature, so rituals in nature and trying to live in harmony with the natural world are two goals the Primists have. Most non-humans are primists.

Clergy: Most priests of Primism are referred to as shamans, though there are extensive differences among the races. There is typically not a strict hierarchy among the followers, though the oldest or most respected within a particular group might be given the title of elder or chief.

Mannerisms: There are varied salutations within different societies, but "Gods watch over you" is the most common one. The word gods might be replaced by a deity who is particularly popular in the area. A bow with the hands open, palms up in front of a person is a common gesture of respect among Primists.

Symbology: There is no overarching symbol for Primism, and practitioners will wear the symbols of whatever gods are important to them. Most Primists can be found with multiple symbols as they are generally devoted to more than one of the gods.

Rituals: Primist rituals are deeply personal affairs, as they see this act as a sort of conversation with their deity. Typical rituals performed could be sacrifice, offering of gifts, or meditation. The rituals found within the religion vary wildly.

Temples: There are some temples for Primists built in the world, though they typically choose to congregate in nature and in places of great power and/or significance to their deity. From the sacred groves of the wood elves to the singing crystal caves of the dwarves, Primists choose to be enveloped by nature during their daily rituals.

Sucrathism
Sucrathists believe in the Father and the saints. Sucrath the Wise descended from a mountain in Ventaris after enduring seven years without food or sleep. As he returned, he told the people of the Gospel of the Father. He gathered a sizable group of prophets to him, and from there the religion spread throughout the world, especially in human kingdoms. All Sucrathists revere the father and follow his teachings, but all of them also pick a saint that they dedicate their life to. These saints were once people but reached such heroic heights that they were granted divinity to sit beside the Father in the Seven Heavens upon death. Sucrathists try to follow the tenets and examples set by their chosen saints so that they too can retire to the Seven Heavens upon death. The ultimate evil in Sucrathism is Skarjek. He was once a pious follower of Sucrath, but he betrayed his master and killed him. For such a horrendous act, he was banished to become the ruler of the Nine Hells for all of eternity by the Father. Uttering his name is a foul curse, and many will pantomime a blessing over themselves if they hear it uttered.

Clergy: There is a rigid hierarchy for priests within Sucrathism. The lowest of the order are given the title of child. These are priests who have been given control of a temple and are expected to perform regular duties. The next rank is bishop, and they are responsible for overseeing small rural regions or large temples within cities. Archbishops are next, and they are typically found within capital cities or the largest cathedrals. The next rank is cardinal, and there are only four of them. They are the speaker's will manifested, and one cardinal is responsible for Sucrathism in a whole kingdom. Speaker Marius the Generous is the head of the church, and he speaks directly to the Father and passes down his mandates to all followers.

Mannerisms: The most common salutation within the church is "Go with the father." It is also typical to refer to other Sucrathists as brother or sister. A slight bow shows respect and greeting between Sucrathists. It is customary to rise whenever a priest of rank bishop or higher enters a room. The most common pantomime found among believers is the motion of pinching the air between their eyes with their eyes closed. This shows that they are asking for protection from the Father or asking his forgiveness. Though all Sucrathists worship the Father, they will also choose a patron saint that is nearly as important to them.

Symbology: The main symbol of the church is that of the Father, which is a crowned eagle. This iconography can be found in all temples of Sucrathism. All clergy members will adopt only the symbol of the father, unless they are currently on assignment outside of the church, which is when they wear their saintly vestments. Even so, all Sucrathists will typically wear the symbol of the Father along with their patron saint.

Rituals: Almost all Sucrathists attend temple services on the fourth day of the week, Kirkdy. During these services they will sit in prayer together and hear clergy read from the Gospels of the Father. This is also the time when Sucrathists pay their tithe, which is typically 10% of their weekly earnings. On other days, it is typical for Sucrathists to pray in the morning and at night, giving thanks and asking for protections.

Teachings: The Gospels of the Father contain all the knowledge that the Father imparted upon Sucrath as he kept vigil on the mountaintop for seven days. Some of the teachings are in the form of short parables meant to extol certain virtues. The majority of the book is Sucrath's essays about virtue. Here followers can read the direct word of the Father with regards to how one should behave in the world. Each of the saints also have their own gospel, which is a section of the text devoted to their outlook on how to live ones life best in the service of the Father. Immediately upon being canonized, the saint or their closest companion (in the event that the saint is dead at that point) writes their particular gospel. The Gospel of Saint Vokun, for example, is a compilation of his personal musings about justice and judicial matters compiled by his long time assistant. All of the gospels can be summed up in the central teaching of Sucrathism: the Pillars. The Pillars are the most basic tenets of the Father that all Sucrathists adhere to. This short list of beliefs also serves as common, memorable prayers that even illiterate followers can recite.


 * Protect the meek.
 * Kindle the light within others.
 * Be strong of mind and body.
 * Purge corruption.
 * Show humility in all things.
 * Leave the world a better place.
 * Earn your place in the heavens.

Temples: Every village in human lands contains at least a small temple devoted to the Father and various regional saints. In larger cities, certain saints have their own temples or even cathedrals. The Canticle District in Ventaris, for example, contains twelve different cathedrals. There are also various road-side shrines that can be found along major roads, allowing Sucrathists an area of prayer while traveling.

Primordial Gods
There are innumerable gods from all across the history of the cultures that flourished upon Nasria, but these are the ones recognized by most every race that practices Primism.

Aardton (Trickery): Aardton is the god of trickery and deception. He urges his followers to keep their true self hidden in all things, and he has been known to intervene on his followers' behalf to shield their identities from those who would pry. He appears as a fox of constantly shifting colors, and his symbol is a grinning mask. Thieves, bards, and politicians follow him.

Eddenroth (Death): Eddenroth is a Primordial deity who is responsible for the death of every mortal creature of Nasria. He is depicted as being a snowy white ancient dragon. Once creatures die, their souls serve Eddenroth until returns them to the Weave. Though he collects the souls of creatures as they die, he doesn't do so with malevolence. He simply completes the circle of life that is required to give life meaning. His followers do their best to maintain the cycle of life, and they will not use resurrection magic unless it directly furthers the objectives of Eddenroth. Liches and necromancers are particularly repugnant to him. His followers tend to have a fatalistic view of the world. He does, however, help mortals from time to time as he will take someone before their time to end suffering. Most of the people who worship Eddenroth do so because they see what is the definite end for everyone, and they would like to punish those who try to escape it. His symbol is a wing made of bone.

Feyheart (Life/Nature): The Feyheart is the primary god of the Elves and other fey creatures. It is the embodiment of the magics that abound within the Feywild. All of nature is overseen by the Feyheart, who seeks to protect the natural realms. The feyheart's followers seek to maintain the natural balance in the world, and they tend to be more empathetic than others. It appears as a massive wisp, and its symbol is a tree emblazoned with the symbol for eternity. Druids, healers, rangers, and fey creatures are the primary worshipers.

Galamesh (Water): Galamesh watches over the seas and all aquatic life of Nasria. He calms storms that would otherwise dash its adherents to bits, and he can summon up rainstorms in times of drought. His followers are much like the water, and they go with the tide, weathering any storm. He promotes resilience to his adherents in all things. He appears as formless water that speaks with the sound of crashing waves, and its symbol is a cresting wave. Sailors, pirates, fisherman, and all sorts of other travelers follow Galamesh.

Gromshosa (Demons): Gromshosa is the god of chaos and demons. He is inscrutable in his actions, and no one except he himself knows what his next actions will be. There are a few cults devoted to his worship, but they are all eventually driven to madness trying to divine his plans. From the Abyss, he sends forth hordes of demons to sow discord. Many monstrous creatures were crafted by Gromshosa and set loose on Nasria to sow discord, and the goblinoids pay particular allegiance to this god. His symbol is a swirling, chaotic pattern that is never drawn the same way twice, and if his true form was ever seen, madness would immediately follow. Warlocks follow Gromshosa.

Matron of Moons (Dreams): The Matron of Moons is a Primordial deity. She is the one responsible for Nasria's three moons. She usually takes the form of a giant, luminescent golden moth. She created the beastkin and other shapeshifters. She is also the overseer of the dreaming world, and she has been known to guide her followers as they slumber. She pushes those who follow her to dream outrageous dreams and do their best to attain them. Living ones life as if in a walking dream is also acceptable. Her symbol is the three moons of Nasria arranged around each other.

Old One (Madness): The Old One, Cthulhu, is a primordial deity. He was imprisoned in the core of Nasria by the forgotten gods in prehistoric times. Should he ever awaken, he will consume all of Nasria with his madness, as he already has once before. He created the aboleths, and they still haunt some of the deeper places of the Underdark. His cultists are typically insane and seek to spread his influence, with the ultimate goal being waking him. He promises his followers unlimited power should he be wakened. Most of those loyal to him gradually feel his influence as a whispering voice in their head that grows louder over time. His symbol is a likeness of his tentacled head.

Raltazan (Fire): Raltazan is the god of fire and dragons. He gave birth to his draconic children and unleashed them upon Nasria to burn their enemies into submission. It is also said that Raltazan gave the knowledge of creating fire to the mortal races, so many revere him as a bringer of civilization. He appears as a massive flying serpent wreathed in flame, and his symbol is a flame with fangs descending from its bottom. Sorcerers, fighters, and any who crave power follow him.

Solfar (Sun/Fate): Solfar and Tama were lovers, until things became bitter. Now, they chase each other through the sky, bringing the cycle of day and night. For one brief moment, at twilight, they clash and war with each other. Should one ever win, then night or day will reign forever. Solfar is the sun god. He makes his trips across the sky bringing warm and life as he goes. As every day the sun rises, one can see Solfar going about his daily regime. He is consistent and never-changing, unlike the fickle moons. As such, fatalistic people and those that believe in fate tend to follow Solfar. He urges his followers to find their destinies and pursue it. He appears as an orb of pure sunlight, and his symbol is the rising sun. He is also seen as the primary god by many tribes, as he brings the light that banishes the darkness. Many fortunetellers and tribals worship him.

Sperwyn (Air): Sperwyn is the god of air. She summons the breeze that carries sailors to their destination and pushes away the storm clouds from her followers. She created many of the winged creatures in Nasria, and she grants flight to her most pious followers, as she sees it as the ultimate form of freedom. Sperwyn abhors slavery, and she has been known to help free many from bondage. The halflings were once enslaved entirely by lizardfolk, and Sperwyn chose to free them, so she became their primary deity. She appears as a large harpy-like creature, and her symbol is a talon breaking a chain. Nomads, bards, slaves, half-elves, halflings, sailors, and other travelers follow her.

Tama (Darkness/Secrets): Solfar and Tama were lovers, until things became bitter. Now, they chase each other through the sky, bringing the cycle of day and night. For one brief moment, at twilight, they clash and war with each other. Should one ever win, then night or day will reign forever. Tama is the goddess of darkness. She is the one who breathes a different kind of nocturnal life into Nasria each night. She absolutely delights in learning secrets, and she rewards her followers who give her the best ones. She can also bless her adherents who ply their trade at night by cloaking them in her shadows. She appears as a shade or shadow of unruly form that roughly resembles something that her follower can comprehend, and her symbol is a black circle. Rogues, assassins, nocturnal creatures, and any who do their work in the darkness follow her.

Teztine (Earth): Teztine is the god of the earth. He created the vast mountain ranges and the labyrinthine tunnels of the Underdark. The dwarves are also his children. He promotes tradition and legacy. His followers tend to look for great feats they can achieve to leave their mark on the world. Teztine also values loyalty to companions and worthy causes. He appears as a large mountain that groans with the south of avalanches and earthquakes, and his symbol is a lone mountain. Dwarves, warriors, miners, and other underdark creatures worship him.

Tiamat (Hell/Devils): Tiamat is the guardian of hell, and she is tasked with guarding those who are sent there upon their death. Some cults follow Tiamat, seeking the boundless power she can bestow upon them, and they ultimately want to summon her to the material plane. She pushes her followers to be completely ruthless and without remorse in all their undertakings. She appears as a five-headed dragon, and her symbol is a likeness of her heads. Warlocks, wizards, and other power hungry creatures follow her.

Vanook (War): Vanook is the god of war and glory. He put his lust for victory into the hearts of nearly every creature in Nasria. He watches the wars of the world with great interest, and gives a push here and there to ignite the passions of any bystanders. He seeks perfection in his followers at the cost of anything else. Even if the endeavor is not war, Vanook goads his followers into becoming the greatest at whatever they are undertaking. Competition is the ultimate form of prayer for followers of Vanook. It is said that the orcs were peaceful herbivores living in seclusion until Vanook took it upon himself to completely change them as a race. He appears as a hulking giant with eight arms, each grasping a different weapon, and his symbol is a sword covered in blood. Warriors, soldiers, gladiators, guardsmen, and people with competitive streaks count as his most common followers.

The Weaver (Magic): The Weaver is an enoromous spider-like creature that busies itself with repairing the Weave. It spins threads of pure magic to patch the magical filaments of creation. Followers of the Weaver tend to be looking to increase their magical powers, but some also see themselves as stewards of the world. Many innkeeps and tavern owners worship the Weaver, as they see their tasks as similar in a way. The Weaver looks for responsibility from its followers. One should always look upon their own actions to be sure of the consequences. It appears as a massive, gray spider with multi-hued eyes, and its symbol is a multi-colored web. Wizards, innkeepers, bards, and some druids follow the Weaver.

Saints
There are many more saints, but these are the most revered ones. The main symbol of the church is a crowned eagle, as this represents the Father. Following each saint is a list of their core tenets.

Saint Bundren (Farming/Labor): He was known for his tireless efforts to feed his village. Born a poor lad, Bundren eventually prospered and became mayor. When plague afflicted his region of Ventaris, he went to the fields himself to ensure work would get done. He was responsible for keeping many villages from starving, and he used all his wealth, down to the last copper, to do so. He died from that very plague, and he was canonized shortly after. His followers believe in generosity above all else, and many laborers take pride in wearing this saint's charm around their neck. His symbol is a sprouting plant.


 * One should find comfort in honest work. Even the humblest of jobs contain a certain nobility.
 * One should endeavor to free any they can from forced servitude.
 * One should become complacent with their station in life.

Saint Cuthbert (Piety): His village was taken over by orcs, but he never let that embitter him. While in an orphanage, he heard the Father speak to him, and he made it his life's work to spread the Gospel. He became the youngest monk ever, and he worked on translating the Gospel into every known language. It is said that he converted more people than any singular person other than Sucrath himself. By the time of his death, he had convinced noblemen and leaders from around the world to fund the construction of over twenty cathedrals. He died at an incredibly old age, and he was canonized during his funeral. His followers believe in showing deference to the Father above all else and living as godly a life as possible. His symbol is a crowned eagle grasping a heart.


 * One should honor the Father in all endeavors.
 * One should devote themselves upon entering the Seven Heavens upon death.
 * One should spread the light of the Father to all corners of the land.

Saint Galtred (Travel): Galtred was born in the northern continent in the kingdom of Rulathar. He was an apprentice to a merchant who he saw killed before his eyes. After that day, Galtred decided to work on increasing the safety of the roads in Rulathar's borders. After selling his masters possessions, he gathered a group of mercenaries and drove off the goblins and other creatures from the roads. He established messenger posts to alert travelers of hostilities, and he was instrumental in constructing the great highways of both Rulathar and Ventaris. After he had accomplished that, he went on to increase the safety of the shipping lanes on the sea. It was during this endeavor that he was eaten by a Kraken, but his efforts led to his canonization. Grit, determination, and the adventurer's spirit characterize followers of Saint Galtred. His symbol is a winding road leading off into the horizon.


 * One should travel far and wide in an effort to find their true calling. It is only by experiencing such a wide range of lives that a person can find themselves.
 * One should protect their fellow travelers against the hazards of the road.
 * One should travel somewhere at least once a year to a place they have never been.

Saint Hargvend (Warfare/Honor): Hargvend was born into a noble family. He was given a privileged upbringing, and eventually he gained a command post in the wars against Rulathar. His Ventari family told him to be careful, and he tried his best. However, the men under his charge were slaughtered, as he was not up to the task of truly leading them. That night, he went to his tent and cut the golden locks from his head and carved a wound into the side of his face so he would never forget what happened. He threw away his regalia and strapped on some basic armor and weapons before heading back to the army. He gave them a false name and went back into combat as a lowly footman. He learned the ways of war fast, and he listened gravely to any wisdom he could find. Over the arms, he became a master tactician and armsman. He was finally put in command of his own troops again, and this time they devastated enemy lines. Even the enemy could have nothing but respect for Hargvend's skill and honor on the battlefield. Followers of Hargvend believe in keeping their martial skills in top performance and adhering to the ideals of honor. Many fighters and paladins devote themselves to Hargvend. His symbol is a winged shield.


 * One should show honor in combat whenever possible.
 * One should work to become the strongest they can possibly be, in order to defeat all who would challenge them.
 * One should never show cowardice in the face of adversity.

Saint Kopa (Diplomacy/Trickery): Kopa was born in the frigid north of Rulathar, and his tribe was settled in the incredibly dangerous stomping grounds of the frost giants. When he was only twelve, his village was ransacked by giants. When faced by one of the brutes, he did the only thing he could think: he asked the giant a riddle. The giant stoop gaping at him, and Kopa repeated the riddle in halting, broken giant speak. The giant tried three times, but got the riddle wrong, and Kopa told him to leave because he had failed. The giant let out a laugh and walked away, saving Kopa's family. Kopa then ran into the village square and told the larger group of giants that a massive army was coming on a patrol. The giants laughed and said they knew no such help was coming, but Kopa insisted they were. His confidence and overwhelming charisma made the giants rethink their decision, so they left. Kopa was hailed as a hero and named as chieftan of his village. In his later years, he was brought in to help negotiate diplomatic treaties and the like for Rulathar. His words saved tens of thousands of lives over his lifetime. He was canonized upon his death from an assassin's blade. Diplomats, rogues, bards, and any others who have to use quick wits and honeyed words follow him.His symbol is an olive branch.


 * One should strive to find a common ground with their fellows.
 * One should not enter into contracts lightly, as they are sacred.
 * One should utilize clever tricks in any form of conflict.

Saint Luwinda (Family/Home): Luwinda was a woman of humble origins born in Ventaris. When her village was attacked by goblins, she organized the other women in defense of the town, as the men were away at war. They made a brave stand, but were soon overwhelmed. Thinking quickly, she ran to the church and led all of the children through an old goat path out of town. As they ran, Luwinda could hear the goblins behind her. She told the children to run and hefted her axe, turning to meet her foes. She fought bravely, but eventually was overtaken. Every single child from the village survived because of her. Most housewives follow Luwinda, as she is seem as the ultimate matronly figure. Some innkeeps and other proprietors follow her as well, hoping to invoke her powers to protect their hearths. Nearly all Sucrathists keep at least a small shrine to her in their home. Her symbol is a roaring hearth.


 * One should provide comfort and merriment to those who need it.
 * One should celebrate their lives, both good times and bad. Any notable experience should be marked by an occasion.
 * One should build a home to create a sense of permanency in their lives. Filling that home with a family should be one of their chief concerns.

Saint Purcia (Entertainment): Purcia is the only demi-human to be canonized. He was a half-elf with a golden voice who moved any who listened to his songs and tales to uproarious laughter or body-wracking sobs. The songs and plays that he wrote are still intensely popular today, even more than two hundred years after his death. However, the reason for his canonization is that he saved the whole capital city of Ventaris from attack by an ancient dragon by singing a song so lovely from the battlements that the dragon simply perched nearby and listened. After a few more songs, the dragon realized it could not kill something that produced such beauty, so it flew away. Entertainers and bards of all stripes follow Purcia. Many innkeepers or tavern owners follow him as well. His symbol is a golden lyre.


 * One should find a means of expressing themselves that enriches the lives of others.
 * One should appreciate works of art and do their best to maintain them in preservation for future patrons.
 * One should find their natural talents and work to hone them.

Saint Roderick (Heroism): Roderick of Rulathar was perhaps the greatest human hero of all time. He singlehandedly stopped the gorgon of Misthra Island and the Ice Titan in the Reef of Desires. His greatest feat after years of adventuring across the world and defeating evil came when the necromancer Zurixian attacked northern Ventaris. The Ventari Empire looked to be ill-equipped to fight off such an attack, as their armies were simply being defeated. Roderick equipped his magical sword called Vigilance and mounted his pegasus steed. He flew straight to the necromancer's tower in the Karixti Archipelago and slashed his way through innumerable undead servants. When in the necromancer's lair, unthinkable dark magics rained down on Roderick, but his faith in the Father and skill with his weapon proved too much for the dark conjurer. He slashed the necromancer in half, but in doing so, the darkest magic yet was unleashed. Necrotic energy billowed out of the necromancer's corpse, eating away at every living creature within the vile tower. Roderick's life essence was ripped from him, and all that was found was his skeleton, still clutching to Vigilance and the holy symbol of the Father. Aspiring adventurers and heros flock to temples of Roderick that serve as rallying points for those seek to strike against the darkness in the world. His symbol is his magical sword, Vigilance.


 * One should help those in need in any way they can.
 * One should strive to spend every day doing something worthwhile in order to reach new plateaus of success.
 * One should do their best to undertake acts that become legends.

Saint Sebastian (Knowledge): Sebastian was born into a lowblood family in Ventaris. None in his family could even read, but he himself pestered the monks until they taught him at a nearby cathedral. He became a voracious student, learning everything that he could. He eventually found a job working for the merchants guild as a coin counter. Once he had revolutionized the way they accounted their earnings and inventory, he found himself a wealthy man. He used the money to create the first university in Ventaris open to even those of low birth. Over the course of his life, he spread his teachings and schools across Nasria. He is also the only saint that was granted leave by the Speaker himself to study arcane magics. His breakthroughs led to many amazing technologies in his life until his death of old age. Scholars, students, and even some wizards follow him. His symbol is a tome gilded with a golden eye.


 * One should educate themselves so that they can more fully understand themselves and the world around them.
 * One should make calculated decisions in order to select the wisest course of action.
 * One should not squander their natural intellect, as it can be a great asset.

Skarjek: Though he is the most evil figure in Sucrathism, some still choose to worship the epitome of evil, chaos, and corruption. Whereas most Sucrathists won't even utter his name, a small few who carry out dark deeds in his name. All pursuits of the Cult of Skarjek end in murder. It is believed that every drop of blood shed to the ground in the service of Skarjek serves to bolster his currently diminished form. As he was sent to the Nine Hells, his body was sundered by pure divine energy, but his followers have been working hard to return him to his former glory. Some depictions of Skarjek show a monstrous figure, but others show a half-skeletal man with bloody bits of muscle and viscera hanging to the haggard frame. Whenever his body is completely reformed, Skarjek will wage war against the Father and all the saints. Skarjek's symbol is usually either a sword or crown wrapped in thorns.


 * One should murder indiscriminately.

Saint Welkan (Craftsmen): Welkan was a blacksmith by trade who made his living repairing weapons for knights. When his town was besieged by a rival army, he kept making weapons and repairing armor to get it to the fighting men as soon as they needed it. Thanks to his work, many more men were able to go face their enemy. Sadly, the city still fell. When Welkan was found, he was still clutching his hammer and a half-mended longsword. He has many follower among tradesmen of all sorts, and also others who believe in duty above all else. His symbol is a smith's hammer.


 * One should value traditions and not easily forsake them.
 * One should do their best to create items of value that are also of the highest quality.
 * One should shun anything of low quality, as it cannot be trusted or relied on.

Saint Vokun (Justice): Vokun was born into slavery under the cruel Karixti Empire. He was instrumental in leading his village in their uprising, but he didn't stop there. He took a small group of men and rounded up all the dragonborn who had visited tortures upon his people. Once they had been gathered, the dragonborn were given a trial and summarily executed by Vokun's own hand. After the war against the Karixti was over, Vokun went on to become the most renowned judge in all of Ventaris. Even kings accepted his decisions without question. After being poisoned by a dissatisfied plaintiff, he was canonized with a great ceremony. Many paladins, bounty hunters, and lawmen follow Vokun. His symbol is a copper set of scales.


 * One should be honest at all times. Deception is the truest form of evil.
 * One should gather a full account of events before passing judgement.
 * One should bring to justice those who seek to shirk their punishments.