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The Four Faiths

There are four faiths that are all in opposition in various ways, plus the agnostics or uncommitted.

Don't think of any of these four faiths as monolithic, each has within it many churches, sects, cults, and divisions. They all contain people of all alignments and a diversity of purposes. (Except the Narrow Way -- which is just Lawful Good.)

Each of the four faiths has exclusive access to one form of supernatural power: Psionics, Arcane, Occult or Divine. All the different forms of magic are like oil and water, they don’t mix or if mixed, separate. So a character is restricted to have any and all of their spellcasting or supernatural abilities associated with just one style of magic.

Triapsyism, the Psychic Unity

  • Followed by about 20% of Ysidra’s inhabitants

  • Three deities: The Overmind (LG), the Undersoul (CN), and the Inspirit (NE). These alignments, and the faith as a whole, average out to be Neutral.

  • Spellcaster types: Exclusive access to psionic classes; divine casters (excluding druids and shaman) exist but their powers are psionic in origin and not technically divine.

  • Devotees of the Psychic Unity worship primarily though meditation and contemplative rituals. Some follow one in preference to the other, others follow all three. A cleric of the Psychic Unity would pick four domains, and if they have an alignment focus, some alignment that reflects what balance of the Three they focus on. A cleric of Triapsyism cannot take any domain that focuses of undeath, or other planes/outsiders. The favored weapon will be an Eastern weapon (not firearms).

  • Exclusive access to magics that directly affect the mind, to detect, read, or influence minds.

    • See the guidance post below in this thread for examples of how the determination of "restricted" vs "unrestricted" is made.

  • Characteristic powers: Esp, telepathy, charm/coerce, telekinesis.

  • Teaching: as an individual, you are but a manifestation of the Three Eternal. The more you know yourself, the closer you are drawn toward ultimate reality and enlightenment. The goal of faith is seeking unity, insight, and perfection. Beyond death, the illusion of individuality dissolves and you are what you always were, aspects of the Three momentarily conjoined in space and time.

  • Followers of Triapsyism often adopt asian styles of clothing and eastern weaponry, if they aren't simply using firearms.

  • Denominations of Triapsyism

    1. Triapsyism (Mainline) - worships all three. Alignment: neutral. About 55% of triapsyists. Favored weapon: naginata, or dual wielded katana and wakizashi. Mainline Triapsyism encompasses the balanced worship of all three deities: the Overmind, the Undersoul, and the Inspirit. Holy Symbol: A tri-colored mandala with interwoven patterns representing each deity. This sect believes in the integration of all aspects of the self, seeking a holistic enlightenment through balanced contemplation and meditation. Followers strive for unity, insight, and perfection, seeing the blend of order, chaos, and individual power as the path to ultimate reality. Characteristic activities: Group meditation sessions at dawn and dusk. Regular mental exercises focusing on balance and integration. Monthly rituals celebrating the unity of the Three with communal feasts and synchronized chanting.

    2. The Order of Cerebral Purity. Follows just the Overmind. Alignment: lawful good. A benevolent sect, except when its paladins crusade against non-triapsyist religions. About 12% of Triapsyists. Favored weapon: double walking stick katana. Holy Symbol: A geometric pattern with concentric circles and straight lines. The Sect of the Overmind emphasizes discipline, order, and mental clarity. Followers believe in achieving enlightenment through structured meditation, strict rituals, and mental exercises that foster a disciplined mind. They strive for perfection in thought and action, aligning their minds with the pure rationality and benevolence of the Overmind. Characteristic cultic activities: Daily structured meditation sessions. Intellectual debates and discussions. Fasting and extreme asceticism. Meditation while perched on tall pillars or while levitating.

    3. The Path of the Wild Spirit. Follows just the Undersoul. Alignment: chaotic neutral. A primalist, warrior sect, emphasizing individualist virtues of bravery and heroism. About 8% of Triapsyists. Favored weapon: Sword, seven-branched. Holy Symbol: A swirling, chaotic pattern with dynamic lines and curves. The Sect of the Undersoul is a primalist, warrior sect that emphasizes individual bravery, heroism, and the embrace of chaos. Followers seek to unleash their inner potential through acts of courage and physical prowess, believing that true enlightenment comes from experiencing life in its rawest form. Characteristic cultic activities: Combat training and martial arts occurring amid obstacle mazes. Ritualistic challenges and competitions, including fire-walking and employing acid-pits or other elemental hazards. Wild, unstructured raves and orgies in natural settings or in cavernous chambers.

    4. The Hidden Hand. Coven of the Inspirit. Alignment: neutral evil. A largely urban secret society, illuminati-like, oriented toward the accrual of wealth and power through hidden truth. About 10% of Triapsyists. Favored weapon: Kama. Profane symbol: An intricate, dark pattern with sharp angles and hidden symbols. The Coven of the Inspirit is a secretive, urban society focused on accruing wealth and power through hidden truths and covert operations. Followers use their psionic abilities to manipulate, influence, and control, believing that true power comes from understanding and mastering the hidden aspects of reality. Characteristic cult activities: Secret gatherings and rituals in hidden locations, especially highly elevated towers. Composing and decoding cryptographic messages. Mind control ceremonies where masters dominate their acolytes to perform rituals of abasement and humiliation, but where the awards are gifts of wealth.

    5. The Unfettered Shadows. Follows just the Undersoul and Inspirit, and excludes the Overmind. Alignment: chaotic evil. About 3% of Triapsyists. Favored Weapon: Kusarigama (sickle and chain). Profane symbol: An infinity symbol (the twisted loop), a chaotic, intertwined pattern of dark and sharp elements. This sect emphasizes individual power and freedom through the embrace of chaos and darkness. Followers seek to overthrow order and control, using their psionic abilities to spread anarchy and fear. Their members are often Dreads and Wilders. Characteristic cult activities: Anarchic rituals and gatherings where victims are literally frightened to death. Acts of sabotage and rebellion

    6. The Unseen Eye. Follows just the Overmind and Inspirit, and excludes the Undersoul. Alignment: lawful neutral. About 4% of Triapsyists. Favored Weapon: Unarmed and Nunchaku. Holy Symbol: A triangular geometric pattern with sharp, angular lines and an eye in the middle. The Unseen Eye emphasizes order and rationality, combined with the secretive pursuit of power. Its members are often psionic inquisitors, and they focus on keeping every sect of Triapsyism true its principles, ferreting out and punishing violators. Followers believe in the structured acquisition of knowledge and control, using their psionic abilities to maintain order and influence. Characteristic cultic activities: Ritual of the Hidden Mind: Followers gather in a secluded, candle-lit chamber where they meditate in absolute silence, focusing on sharpening their mental acuity and channeling their psionic powers. Recitation of ancient tomes. Ceremony of the Veiled Truths: Participants wear masks and robes, and engage in cryptic dialogues, sharing coded knowledge and insights. The Binding of Order: A monthly ritual where followers bind a symbolic object, representing chaos, with intricate knots and patterns.

    7. The Harmonic Order. Follows just the Overmind and Undersoul, and excludes the Inspirit. Alignment: neutral good. About 8% of Triapsyists. Favored weapon: Sword, temple. Holy symbol: an elongated double-helix. This sect serves the public good unselfishly. Followers seek to achieve enlightenment through a balanced approach to life, integrating structured discipline with the freedom of individual expression. Characteristic cult activities: Ritual of Harmonious Resonance: Followers gather in a sacred grove or temple where they perform synchronized movements and chants, embodying the balance between order and chaos. The ritual includes the use of musical instruments that produce harmonious and discordant sounds, representing the blending of structured discipline and free expression. Ceremony of Duality: During this ceremony, participants wear garments that are half white and half black, symbolizing the integration of order and chaos. They engage in activities that require both precision and spontaneity, such as intricate dance routines followed by impromptu performances. The Equilibrium of Elements: A seasonal ritual where followers use elements like fire, water, earth, and air to create a balanced environment. They construct altars and mandalas using these elements, performing meditations and offerings to honor the Overmind and Undersoul.

 

The Celestial Sovereigns, The Planar Accord, Aetherism

  • Followed by about 40% of Ysidra’s inhabitants

  • Twenty-one deities, amongst them dividing up the various hells, heavens and other afterlives. These deities in turn are served by countless angelic, fiendish, or otherwise Outsider servitors. Average alignment: Neutral tilted slightly toward LG – but with a lot of dark sides present.

  • Spellcaster types: Exclusive access to arcane classes; divine casters (excluding druids and shaman) exist but their powers are arcane in origin and not technically divine.

  • Worship is based on pacts whereby one pledges one's soul either to the pantheon as a whole (most of the time) or to a specific patron among the twenty one. However, one's behavior during life may cause reassignment based on final judgment occurring upon death. During life you receive blessings from the Celestial Sovereigns based on what you offer them (cash, service, faithful devotions, etc.) and these plus your soul's affinity toward the Sovereigns and their portfolios determine your position in the afterlife. Clerics, Inquisitors and similar classes most typically serve a single Celestial Sovereign, using their domains and favored weapons. However, being arcane casters these either avoid wearing armor or undergo training so that it does not interfere with their spellcasting.

  • Exclusive access to planar magic, and to things that conjure monsters or cross planar boundaries.

  • Characteristic powers: summon monster, summon elemental, fireball, invisibility.

  • Teaching: the afterlives are diverse; seek one that suits you. But if you are wise, pursue those which are of law and good, the Heavens and their allied realms. In any case, you are likely to get what you deserve: an eternity with souls like you. Outsider powers are to be invoked, channeled, tapped, even bound, imprisoned and deployed to achieve what you need to. Enslaving imps and elementals are normal ways to empower magical spells or items.

 

The Faith of the Ancestors, Spiritalism, the Harrowed Faith

  • Followed by about 20% of Ysidra’s inhabitants

  • This is the faith of the Harrower Queen, and within this faith she has worshippers sprinkled about the city, varying from opportunists to fanatical cultists. However, the majority of people following Spiritalism would fear and detest her -- especially those of druidic traditions.

  • Spellcaster types: Exclusive access to occult classes; druids and shaman exist but their powers are occult in origin and not technically divine. Exclusive access to necromantic abilities, including those that communicate with animate the dead, create undead or summon undead.

  • Worship of the dead – ancestors and tribal spirits, both of humans and of nature spirits. Innumerable different spirits of the dead are invoked, employed or placated. Average alignment: leaning toward chaotic evil, but the druidic side of the faith is more variations of neutral. Lawful-Good is rarely found in this faith. This religion does not produce clerics or inquisitors. However, druids, shaman, hunters, and all kinds of occult casters fit in this faith. Spiritalism can differ significantly amongst nations, races, geographical regions, clans or individual families. It is a cloud of a million micro-religions only loosely unified by the high level principles mentioned here, with structure being limited and local.

  • As to the afterlife, believers in this faith hold that a soul remains as a ghost or a haunt, adhering to what was loved or hated in life. The concept of passing on to another plane to serve a god is detestable; souls of the earth belong on the earth, with their children and descendants. Souls in mutual communion can drift around as spiritual clouds or miasma. They can adhere to locations, and become guardians of natural features. Souls reincarnate, whether as plants, animals or other sentient creatures.

  • Characteristic powers: animate dead, ray of enfeeblement, goodberry, entangle.

  • Teaching: honor your forbearers and the heroes of your ancestors, and the spirits of places of natural powers; the spirit world will reward you if your do, and will punish you whenever displeased. Neglect not the spirits!

 

The Narrow Way, The Path of Light, The Cobblestone Road

  • Followed by about 5% of Ysidra’s inhabitants.

  • Worship of the truth and light; Lawful-Good only, any step out of that is anathema.

  • Spellcaster types: divine only, magic cannot cause any form of harm or coercion; no access to illusion, dark, evil or chaos magic. No effects that cause bleeding are allowed. Monasticism is commonly practiced.

  • Characteristic powers: bless, cure light wounds.

  • Teaching: in all things pursue truth, order, justice, mercy and good. Living with humility.

  • Restrictions: no edged or piercing weapons may be used. Firearms are not used.

  • The Narrow Ways is an early form of monotheism, practiced in manners that vary depending on the racial group or tradition. It is the morally most stringent of the four great patterns of faith, and while it has strong communal pockets it lacks the large scale institutional organization or massive numbers that the other faiths enjoy.

 

Agnostics / unaligned

  • About 15% of the populace say “none of the above.” It is unlikely that they are simply unpersuaded by any of the faiths, but more likely that they actively choose to remain apart or commit to none.

  • They are strictly incapable of advancing in classes with spellcasting.

  • However, they can use items or gear of any of the four faiths.

  • This group has no particular dogmas and no expectations of an afterlife. (Ask the other religions and you'll get differing and conflicting explanations as to what happens with these souls.)

 

The following are the patron deities of the Celestial Sovereigns.
 

Name

Alignment

Plane

Domains/Subdomains

Spheres of Influence

Favored Weapon

Lumiel

Lawful Good

Heaven

Good, Law, Sun, Healing, Glory, Nobility

Truth, purity, healing light

Longsword, Bastard Sword

Verdani

Neutral Good

Elysium

Good, Plant, Animal, Healing, Scalykind

Nature's bounty, animal companionship, healing energies

Lance, Scimitar

Shianli

Chaotic Good

Nirvana

Chaos, Good, Liberation, Luck, Strength

Personal freedom, fortuitous happenings, breaking bonds

Chakram, Shuriken

Ordinos

Lawful Neutral

Axis

Law, Knowledge, Protection, Artifice, Rune

Universal laws, creation, structure, rightful vengeance.

Hammer, Dwarven War Shield

Mortane

True Neutral

The Boneyard

Death, Knowledge, Magic, Repose

Passage of souls, ancestral wisdom, cycle of life and death

Scythe, Sickle

Tianfu

Chaotic Neutral

The Maelstrom

Chaos, Air, Water, Weather

Natural disasters, tumultuous seas, ever-changing winds

Net, Lasso

Sangrix

Lawful Evil

Hell

Evil, Law, War, Death, Legislation, Hubris, Tyrrany

Domination, bloodshed, ruthless order

Whip (any), Spiked Chain, Flying blade

Necrun

Neutral Evil

Abaddon

Evil, Death, Darkness, Trickery

Thievery, Darkness, treachery, manipulation and extinction of life

Blowgun, syringe spear, any "injecting" weapon

Banshui

Chaotic Evil

The Abyss

Chaos, Evil, Destruction, War, Madness

Unrestrained evil, wanton destruction, warfare and bloodlust

Great axe, butchering axe

Xhyrryh

Chaotic Evil

The Abyss

Chaos, Evil, Charm, Strength, Destruction.

Hate, Envy, Malice, Panic, Greed

Spiked chains

Nexistra

True Neutral

Outlands

Balance, Portal, Travel, Community, Truth

Interplanar travel, balance between forces, diverse connections

Quarterstaff, Crook

Ifritu

Chaotic Neutral

Elemental Plane of Fire

Fire, Destruction, Chaos, Weather

Wildfires, destruction, renewal through ashes

Scimitar, Battle Poi

Majimoto

Neutral

Elemental Plane of Water

Water, Travel, Animal, Weather

Sea voyages, marine life, icebergs

Trident, Elven Branched Spear

Jibari

Lawful Neutral

Elemental Plane of Earth

Law, Earth, Strength, Protection, Plant

Mountains, mineral wealth, fortitude

Warhammer, Dwarven longhammer

Yutagi

Chaotic Neutral

Elemental Plane of Earth

Chaos, Erosion, Ruins, Vermin, Decay

Earthquakes, mudslides, disasters

Flail (any), Dire Flail

Hewani

Chaotic Good

Elemental Plane of Air

Chaos, Good, Air, Liberation, Luck, Travel

Winds, freedom, adventurers, humor

Bow (any)

Æthrun

Neutral Good

The Ethereal Plane

Good, Charm, Magic, Community, Repose

Spiritual connections, familial bonds, magical essences

Rapier, Elven Curve Blade

Stjarnor

Neutral Evil

The Astral Plane

Evil, Void, Knowledge, Trickery, Madness

Cosmic secrets, illusions, madmen, inventors mental disturbances

Dagger (any)

Skugel

Chaotic Good

The Dimension of Dreams

Chaos, Good, Knowledge, Repose, Travel

Dreams, Humor, actors/entertainers

Performance weapons

Solaki

Neutral Good

The Plane of Light

Good, Healing, Sun, Glory

Light, healing energies, divine presence

Mace (any), Flickmace

Ombria

Neutral Evil

The Plane of Shadow

Evil, Darkness, Death, Trickery

Thievery Darkness, secrets, silent operations, espionage

Pistol (any), Garrote

Vitaki

Lawful Good

The Positive Energy Plane

Law, Good, Healing, Protection, Sun

Life force, healing, radiant energy

Spear (any)

Nihilaki

Lawful Evil

The Negative Energy Plane

Law, Evil, Death, Destruction, Darkness, Void

Entropy, decay, absence of life

Crossbow (any)

Many of the Celestial Sovereigns have a broad category of weapons that their devotees are proficient in (e.g Vitaki clerics treat any spear as a favored weapon.)

FAQs:

  • Q: I don't want to follow a faith but I just want to have spells of a certain kind.
  • A: Then you are simply a unfaithful follower of the given faith. To those of your kind, you are foolishly neglectful or irreverently exploitative; to the other faiths you are still just another infidel.

 

 

Edited by Guisewhy (see edit history)
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Posted (edited)

Available classes, and what religions /supernatural affinity types they map to

 

Religion: Celestial Sovereigns Triapsyism Spiritalism Narrow Way Agnostic
Supernatural affinity: Arcane Psionic Occult Divine N/A
Barbarian y y y n y
Bard y n n n n
Cleric y y y y n
Druid n n y n n
Fighter y y y y y
Monk y y y y y
Paladin - Scarred Moon y y n y n
Paladin - Harrowed City n n n n n
Ranger n n y n n
Rogue y y y y y
Sorcerer y n (*) n n
Wizard y n (*) n n
Alchemist y y y y n
Cavalier y y y y y
Gunslinger y y y n y
Inquisitor y y y y n
Magus y n n n n
Omdura y y y y n
Oracle y y y y n
Shifter y y y y y
Summoner n n n n n
Witch y n (*) n n
Vampire Hunter n n n n n
Vigilante y y y y y
Arcanist y n n n n
Bloodrager y n n n n
Brawler y y y y y
Hunter n n y n n
Investigator y y y y n
Shaman n n y n n
Skald y n n n n
Slayer y y y y y
Swashbuckler y y y y y
Warpriest y y y y n
Barbarian y y y y y
Monk y y y y y
Rogue y y y y y
Summoner n n n n n
Kineticist n n y n n
Medium n n y n n
Mesmerist n n n n n
Occultist n n y n n
Psychic n n y n n
Spiritualist n n y n n
Antipaladin n n n n n
Ninja y y y y y
Samurai y y y y y
Aegis n y n n n
Cryptic n y n n n
Dread n y n n n
Marksman n y n n n
Psion n y n n n
Psychic Warrior n y n n n
Soulknife n y n n n
Tactician n y n n n
Vitalist n y n n n
Wilder n y n n n

Classes not on the above list are not supported.

 

Class specific footnotes

  • An occult sorcerer would be of the undead bloodline, remap spells as occult, but not get campaign occult bonus spells

  • An occult wizard must pick a necromancy archetype or school specialization, remap spells as occult, but do not get campaign occult bonus spells

  • Occult witches must be gravewalker or cartomancer archetypes, remap spells as occult, but do not get campaign bonus occult spells

  • Various archetypes convert core classes to other magic forms; these work as-is.

  • Classes that have spellcasting but forfeit it due to an archetype can be agnostic of the Narrow Way.

  • Gunslingers who don't use guns, but use all their deeds for non-offensive purposes can be of the Narrow Way.

  • Classes that manifest spell like powers should associate with the best-fit religious tradition for their personal theme.

Type remappings:

  • If arcane or divine magic is remapped to occult, the rules for psychic spellcasting apply.

  • An arcane caster mapped to occult can choose the great advantage of being immune to arcane spell failure due to their armor; however this costs forfeiting one (bonus or normal) feat and yields reduced spellcasting: -1 spell per level. So an occult Wizard in platemail is allowed.

  • If divine magic is remapped to arcane, the rules for arcane spellcasting apply (such as arcane spell failure, but such casters gain Arcane Armor Training as a bonus feat if their divine class gave them armor proficiency.

  • A divine caster remapped to psionics manifests powers instead of casts spells; reskin this descriptively to psionics without changing the mechanics.

Edited by Guisewhy (see edit history)
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Kinds of effects restricted to psionics:

Definition: Spells and abilities that directly control the target's will, actions, or loyalty, making them act or feel a specific way as dictated by the caster.

  • Includes:
    • Charm Person/Monster/Animal, Symbol of Persuasion: The target views the caster as a trusted friend.
    • Command: The target must follow a specific one-word command from the caster.
    • Dominate Person/Monster/Animal: The caster takes full control over the target's actions.
    • Geas/Quest: The target is compelled to follow specific instructions with severe consequences for failure.
    • Suggestion, Hypnotism, Mass Suggestion: The target follows a course of action suggested by the caster, which seems reasonable but directs the target's behavior.
    • Command Animals: Spells and abilities that allow the caster to take control over animals, dictating their actions. (Druids are friends of animals, not mind-controllers of animals.)

Kinds of effects not-restricted to psionics:

  • Definition: Spells and abilities that influence the target’s emotions, perceptions, or mental state without controlling their will or loyalty, often causing involuntary conditions or reactions not at the discretion of the caster.
  • Includes:
    • Emotion Manipulation: Alters the target's emotional state (e.g., calm emotions, fear).
    • Status Infliction: Causes mental conditions like confusion, daze, sleep, or stun (e.g., confusion, sleep).
      • Confusion: Causes unpredictable behavior without direct control.
      • Insanity: Inflicts a permanent condition where the target is unable to distinguish reality from illusion.
      • Mind Fog, Feeblemind: Weakens the target’s mental faculties without controlling actions
    • Illusions (Mental): Creates illusions affecting the target's perception and mental state (e.g., phantasmal killer).
    • Compulsion (Non-Control): Compels involuntary actions without full control (e.g., hideous laughter, irresistible dance).
      • Hold Person: Paralyzes the target, preventing action but not controlling their will
    • Command Undead: Controls undead creatures but only applies to undead, and so falls under necromancy. The ability to command elements, objects, or things considered mindless, could fall under this category.
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  • 2 weeks later...
  • 1 month later...
Posted (edited)

For occultist clerics or inquisitors, the following domains are fits.

If someone is specifically of the Harrower Queen's cult, these domains may fit best:

Edited by Guisewhy (see edit history)
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