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Celandra is a game in which the players take the roles of societies, rather than playing individual characters. The players will invent a society with its culture and heritage, and will guide its development and interaction with the world. Emphasis will be be placed on developing a detailed history of Celandra, along with myths and legends.
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ArchangelPressRe
Archangel Press, Remote Office

Mon

Dec 8
2003

23:27



Wikify

[Cel] [qai] religions

> >            "He will hunt the lost."  The Eerith's tone was faintly
menacing.
> >
> >
> Is that an Action? Or shall I just weave that into the story?
>

Not an official action, no.  It's just for the purposes of story (and game
continuity).  The Eerith are pretty much all narrative and no actions
(imbalanced play) but I'll try to get Mir's action in within the next day or
so.


> So, the real question might be: what are the major religions on Qaiyore,
> and what are they like?

 THAT is the spot on question!  I included almost every developed qai
religion that I know of:  Lucia (probably including most of the surrounding
Cedonian areas), Mir (and other societies like the Ka'Shari who worship a
god of magic; fairly common and widespread given the history of the empire),
and Valor (which actually includes, not only the Eerith but also the Saraa
and most likely the Terebuani).

The Onagir are obeahist and I suspect most of the tribes and nomads are as
well.  (The Amo'trall have a sect that worships a goddess to be named later
and the Hria worship a bird-spirit which could be considered a variation on
the theme.  The Tana have shamens, the Tora worship animal totems and local
spirits, Cormenaera (and presumably most of the Defense core) worship the
Lord of the Sea but nothing is detailed etc.).

The shanari are a people "in progress" as far as the state of their
religion.  I know Ibrahim has been working on that.

The Ban Horroth and the L'R have their own specialized doctrines regarding
their race that actually has very active gods and priests.  Presumably the
Vraa'al would also fit into this category although, as yet, they are
undefined on this point.

Many more militant societies seem to opt for a default "Caesar is the
leader/Caesar is god" kind of Deus Rex.  The Razanian coast appears to
espouse this and, beyond it, Videssia is openly hostile to magic and
religion (and also falling into anarchy and persecuting the Onagir...there's
a reckoning coming here--the rise of an agressively evil religion perhaps?)



If I were to make a geographic summary I'd say that most civilized lands,
especially in the area of northern midsea and the northeastern kingdoms,
follow a kind of pro forma generic worship of "good" and "magic" remnant
from the old Mirrish empire with no real passion of conviction.  In the
north and west, much the same except based around avatars of Lucia and, with
the exception of the Order, also passionless.  The southern midsea area has
probably merged both of these ideals into a sailor's Lord of the Sea where
the sailors believe and the landlovers pay lip service.  Shamanism (obeah)
runs constant across the land among the 'primative' peoples and is
especially strong in the difficult reaches such as the deep south and the
northern mountians.  Finally, the inhuman races have the closest ties to the
Dreaming and the closests ties to their gods.

It's not great but it's a start.

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