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Beliefs and Religion

Religions

Religion is heavily influenced by the fact that Gods walk among mortals, transcend death, come from a divine realm, and generate powerful fields of Prana that actively help to fight against the demonic forces. To a population under a constant existential threat affecting all of humanity, there are many characteristics about the Gods that become compelling interpretations from which philosophies can take shape.

The most impactful driver of religion is its shared, fundamental purpose: cultivating Prana. Acts of service, prayer, faith, and worship assist in nurturing and channeling Prana, saturating communities with holy Aether that is pivotal to humanity's defense. It is a compelling incentive for most citizens to devote themselves to religion when faith itself serves to heal the sick and repel the demonic threats against them and their families.

Society encourages faith without demanding many specifics. Different deities inspire unique practices among their followers. Religions may disagree on philosophies, interpretations, or values, but they are generally unified in their common goals and beneficial for Endros. As Concordia says, "Have faith."

The Afterlife & Reincarnation

Reincarnation is the most prolific ideology in Endros due to interpretations about the Gods. Gods go to a divine "afterlife," recover divine essence, and eventually return to Gaia. Reincarnists believe other sentient beings follow a similar pattern: their soul goes to an afterlife after death, then eventually reincarnates back into Gaia.

The Gods don't have mortals in their divine realm, so it is widely believed that mortals have a separate afterlife realm. Interpretations of the afterlife diverge significantly since the Gods claim their divine realm is unknowable to terrestrial experience. Imagination and physics are practically intertwined. Experiences are powerful, but can also be chaotic and fleeting. They can expand and embody the entirety of their archetypal nature, but in a state that does not let them fully express it. It is a place of great power, but which entices them to seek new things.

Due to how foundational and prevalent these beliefs are, the reasons why people choose specific forms of worship and religion often center around them.

Reasons for Worship

The contribution of Prana ensures widespread worship, but each religion appeals to different people. Many devote their lives to a single God, believing that receiving their favor will improve their station in the afterlife or reincarnation. Others find comfort in certain interpretations. Kratos's actions may be interpreted as a source of indomitable will against the hordes of evil, while others may interpret his lust for conquest as a means to justify their corrupt and selfish actions.

There are many beliefs that strongly influence religious affiliations, including:

  • Faith, not just Prana, will protect you and your loved ones.
  • Worship, or the favor of a God, will improve your station in the afterlife or next life.
  • If the Gods perish, the souls of all humanity will perish.
  • If the demons conquer Gaia, Gaia's souls will be condemned to eternal damnation.
  • Faith generates protection and strength for the soul, strengthening it for future lifetimes.

Some taboo beliefs include:

  • Prana is a hoax designed to make foolish people worship the Gods and stay in line.
  • There is no afterlife or reincarnation.
  • Worshipping the Gods only empowers them, specifically.
  • The Gods are only Gods because people worship them; worship could be wielded for other means.

Some forbidden beliefs include:

  • If you worship demons, you can preserve your soul when they conquer Gaia.

Cultural Influences

Communities often form around religious cultures, with believers generally free to seek out like-minded groups. Citizens express their devotion in ways that resonate uniquely with their own lives and experiences: personal meditations, acts of service, or practices that align with their God's domains and attributes. Holy symbols such as amulets, trinkets, or intricately crafted artifacts serve as markers of faith and talismans believed to offer divine favor and protection.

Choosing not to follow any religion can often be seen as taboo, somewhat akin to being a miscreant or rebel that finds no value in serving humanity. There is a notable exception of Adventurers and soldiers who participate in the demonic war themselves. These individuals are seen as heroes, whose time and energy must be focused on different objectives.

The Priesthood

The Priesthood refers to the religious leaders that manage the churches, faiths, and religious institutions. As cultures were integrated into Endros over centuries, their religious traditions became more fluid and unified. Priests typically serve a single faith or deity, but accept the broader pantheon and divinity.

Pastors

Pastors are non-magical religious leaders. They lead congregations, perform ceremonies, handle dispute mediation, provide spiritual guidance, and maintain day-to-day-religious services. Many pastors serve as apprentices to Priests, aspiring to unlock their latent magic.

Priests

Priests are healers, pastors, or other religious figures capable of channeling Prana. Their magic typically focuses on healing injuries and illnesses, sanctifying environments, blessing objects or individuals, and sensing and repelling demonic presence. They perform healing services, lead church services, mentor apprentices, conduct large services, expand Prana, and maintain sacred spaces. Priests with sufficient talent and bravery may also serve as Adventurers in highly valued support roles. The most powerful Priests tend to be highly compassionate, driven, and possess strong conviction.

Exorcists

Exorcists represent the rarest, most idolized branch of the Priesthood, capable of wielding offensive holy magic. These individuals feel a profound call to confront darkness directly, often following a major personal trauma. Their capacity to destroy demons is legendary; a single Exorcist can often turn the tide of a battle against demonic forces. Amara often chooses talented Exorcists as Saints due to their extraordinary value.

Saints

Saints are the Anointed of Amara, having received her divine Sacrament, usually in recognition of their extraordinary abilities and compassion. This blessing elevates them as the most powerful Priests in Endros, capable of healing diseases, mending grievous wounds, or inflicting grievous damage to demons. They typically serve in the highest leadership positions at Sanctuaries or in crucial support roles with the Adventurer's Guild, strategically distributed to areas of greatest need.

Shepherds

"Shepherd" is the title given to the Saints that live with Amara at the Skywood Sanctuary, responsible for overseeing her wellbeing and directing her attention to important matters. When left to her own devices, Amara succumbs to an unhealthy degree of self-sacrifice, willing to endlessly fatigue herself in the pursuit of helping others; even in trivial matters. Shepherds ensure Amara is well rested, tended to, and has her attention directed at pressing, world-changing agendas. Amara herself understands this is deeply important, but requires the aid of Shepherds to maintain this focus.