Religion
Alyria's spirituality is elemental in nature and shaped by the Powers, personifications of earth, air, fire, water, and ether. To denizens of Alyria, piety and religious spells are of vital importance. These elements intertwine to create a complex system of faith and magic, where the devotion of followers directly impacts their spell-casting abilities.
THE POWERS
powers - anthropomorphic personifications of the forces of the five elements, worshiped across the whole of Alyria
The majority of the denizens of Alyria worship personifications of the forces of the five alchemical elements - earth, water, air, fire, and ether. They are known as the Powers. Sub-classifications of these five Major Powers exist, which vary among the sentient races, defining certain aspects of each greater Power, but the essential forces remain the same. These Powers are named and classified as follows: MARADAS Earth - Masculine, cold and dry in nature. Represented by the color black and the direction north, and linked to the Physical plane. Gnomes are the faerie creatures directly embodying the primal forces of this Power. ITHRILIS Water - Feminine, cold and moist in nature. Represented by the color blue and the direction west, and linked to the Astral plane. Undines are the faerie creatures directly embodying the primal forces of this Power. DIRA Air - Feminine, hot and moist in nature. Represented by the color yellow and the direction east, and linked to the Mental plane. Sylphs are the faerie creatures directly embodying the primal forces of this Power. GATH Fire - Masculine, hot and dry in nature. Represented by the color red and the direction south, and linked to the Spiritual plane. Salamanders are the faerie creatures directly embodying the primal forces of this Power. VANDYNE Ether - Androgynous and Neutral in nature. There is no faerie creature directly embodying the primal forces of this Power. The Powers are themselves parts of the primal Unity - the point in the universe from which everything stems, simply, the 'One'. Some races do not believe in this unity, stating that the five Powers are the only forces in the universe, but it is known to the exceedingly wise that the Powers are all extensions of the One. Priests will usually choose one of the five Powers or, depending on their race, one of the many aspects or combination of aspects of a Power. To tap into the forces of the particular Power they serve, they will use a combination of chanting and gestures to bring about the appropriate mindset. Representatives of a religion will be marked with a [Clergy] tag in front of their names. Players may become a religious follower by interacting with these clergy. The lesser Powers are as follows: Vehja - Smoke Graph - Ice Gonur - Ooze Talur - Magma The demiPowers are as follows: Zanct - Lightning Gerdun - Steam Orth - Radiance Malfat - Vacuum Tripp - Minerals Ethgon - Salt Vaugal - Dust Unter - Ash Druids serve and respect all of the Powers and may call upon their primal forces when needed. A druid will never call upon the One except in a dire emergency, for the One embodies the combined forces of all the Powers and is almost impossible to control without losing oneself in the channeling. In addition to the Powers, many other deities, demigods and self-styled elemental forces, real and perceived, populate Alyria: Ruthia - Ruthia is sometimes worshiped as the Goddess of Luck by Sigilians, but many of Her devotees have turned to Uath in recent times. Theoorn - One of the old dwarven deific triumvirate, he is vital and rugged like gemstones. Asvin - One of the old dwarven deific triumvirate, he is courageous and honorable like the bearded ancient ones. Osvin - One of the old dwarven deific triumvirate, he is strong and powerful, like the mighty pickaxes. Sumter - Little is known about Sumter, as all of the historical tracts and books were lost when the Kells invaded the Temple of Sumter. Xuchar - The drowish Demon Urge of Malice is viewed by most theologians as one of the most powerful deities in the drowish pantheon. Grorbol - A primary goblin deity, much of the goblin theological system is too complex for non-goblins to comprehend, and thus Grorbol is named metonymously for all that goblins believe in, and much of what non-goblins hate in life. Fallen-Gods - Their names are lost to time, but the idols and deities of prehistory are still remembered on Arcane and in Mandrake Woods and elsewhere. Ina - The patron goddess of Aequtus, Ina is widely believed to safeguard the Western Sea between Sepharia and Avros. Skah-tuk - Worshipped by the more primitive minotaur tribes, Skah-tuk is their primary God of Rain. Saenia - The sea-elves native to the Proving Grounds worship Saenia, Goddess of Peace and Diplomacy, as a saving grace against the sahuagin. Holzan - Little is known about this drowish deity. Nadazar - Worshiped as the patron God of Atlantis, nearly all local mermaids pray to Nadazar. Abacax - An icy balrog of evil and corruption, Abacax worshiped by the vermin of Shadow Castle and their keepers. Zeqolas - A tremendously strong shark deity worshiped primarily by the Sahuagin, he incites frequent evilness, but is not particularly influential. Hymula - The orcish deity of life and healing is prayed to and worshiped dutifully, yet few truly follow her. Allak-sunn - Among some dracons that hold onto old traditions, Allak-sunn is believed to hold sway over the four winds. Alkhan-Rakh - Traditionally invoked before attacking naive adventurers within the Tower of Riga, He is the old ariel God of War. Praios - Praios is well-known among travelers to Lowangen, for his adherents prosytelization, and little more. Uath - Popularly worshiped in Sigil as the God of Luck, Uath has many gambling devices and games of chance dedicated to his favor. Indra - The patron goddess of New Rigel, thieves and entertainers uncharacteristically seek to gain Her favor in search of wealth. Kalywak - A multifaceted being, the name Kalywak is the invocation of a continuum of mischief, ranging from harmless jokes to clever pranks to terrible turns of fate. Selvicia - The mysterious Lady of the eponymous Cult, Selvicia is known to have existed at one time, but few outside of the Cult know anything of her. Vyst - A fiery being from another plane, Vyst seeks greater power in the form of religious subservience. Azathoth - A fiery balrog of evil and corruption, Azathoth is worshiped by anti-paladins and his high priest Kalak in the caverns of Irda Isle. Yourban - The self-styled master of all evil, Yourban is a demon seeking to climb the deific hierarchy. Ypayla - The orcs of Wroth dedicated a holiday and many statues to their deity of suffering and agony. V'ree - Little is known about V'ree by outsiders, save that it is one of the drowish Demonic Urges. Dracolich - The symbol and ostensible object of the Dracco cult's attentions, the Dracolich predominately holds power within the Dungeon Avarice. Beyonder - Only dracons worship this being, yet it is undeniably cosmic in origin, and held in the utmost respect by the inhabitants of Vir for its role as the protector of the Source of the dracon genesis. Stormseeker - An unknown deity from antiquity, only the relics and remnants of devices created to honor the Stormseeker remain. The Jellyfish of the Universe - While few worship the Jellyfish of the Universe, the children's story telling of the creation of the world by sloughing off of Its egg sac is widely held to be true. Hungry Implementors - Extra-planar gods of mischief, it is unknown whether anyone actually worships them, or they simply are truly deific manifestations that nobody worships. Metonychoseuthis, with Swiveling Hooks - Presumptively held by cult followers to be the destroyer of the universe, only the presumptive creator deity, The Jellyfish of the Universe rivals the godsquid's advertised power. Jaaek the One-Eyed - The leader of the orcish pantheon of deities, the primary traits attributed to Jaaek are avarice, envy, and tremendous pride. Queen Tirona - The eternal leader of the Fey, Tirona oversees the Unseelie court and holds aspirations towards expanding her empire. King Sandoval - The eternal leader of the Sidhe, Sandoval seeks to fend off Queen Tirona's advances, and curry favor on the Physical plane. Death - The eventual end of all things, death is subtle and sometimes conflated with entropy on all levels, the patient dissolutor of everything. Animism - Less an entity than a belief in the inherent life force present in everything, including objects, animism is widely practiced among primitive people.
PIETY
piety - a personal quality that determines how favorably one's Power views them
Religious adherents are subject to the whim of their chosen deity or Power's benevolence, dependent on how responsive that deity or Power's followers have been to their divine needs and whims. These are subject to that divine being's overall Benevolence, widely seen as a gauge of their temperament. Piety does not deal so much with how the divine entity is feeling, or how strong they are relative to their surrounding pantheon; rather, Piety is a strongly personal trait, only present, noticeable or meaningful to the individual. Piety affects the success rate, efficacy and strength of Religious Spells, even more, point-per-point, than Benevolence. For every 1 point of Piety possessed, a religious spell's power and level will increase by 1, up to 100. Piety may be obtained as rewards for good deeds by religious individuals the world over, most notably by doing marks.