The perpetual religious warfare between the Khossites and the Lahrists has been a primary driver of a string of human civilizations throughout history, but other faiths also came and went over the centuries. These "pagan" religions were mostly regional and much smaller in scope, and none of them ever approached the scale or relevance of the Khoss/Lahr dichotomy in human affairs.
This state of affairs existed until a little more than three centuries ago, when the establishment of the merchant empire of Meridia heralded the dawn of the Fifth Era. With it came a new polytheistic religion—an amalgam of popular pagan religions that emerged during the previous period of tumult. This new religion was devoted to a sun god called Solis and a pantheon of lesser gods representing other elemental and divine forces. Like the order of Lahr, the Solists were civilized and believed in an orderly society, but a radical philosophical divide separated the two religions.
Whereas the tenets of Lahr centered on duty, self-sacrifice, and blind obeisance to lawful authority in order to further their goal of destroying Khoss, the Solis faith embraced a new view of good societal behavior. It introduced revolutionary ideas of earthly conduct—concepts such as "honor," "redemption," "chivalry," and "mercy"—and made them essential to truly defeating darkness and evil. These ideas seemed alien to devoted Lahrists, who rejected the new "cult of Solis" as heretical.
As the merchant empire expanded, however, its trade caravans and ships began to spread the word of Solis around the world, and the new religion was quickly adopted in lands conquered by the imperial legions. The faith appealed to so many because it was better suited to a more-agreeable world, in which prosperity and trade were the primary goals instead of constant, existential war. In a short period of time, the influence of the Lahr faith waned as the glory of Solis waxed.
The current "civilized world"—and particularly the land of Remedios, my primary campaign setting within it—is human-centric. Dwarves, elves, and other fantasy races live beyond the borders of human civilization and are uncommon visitors within human realms. Most non-human player-characters are foreigners to Remedios, and even unwelcome in certain places. Each race has its own spiritual faith and divinity, but those religions are largely inconsequential to (and unconcerned with) the greater world dominated by human beings.
The Solis faith is predominant throughout the empire of Meridia, the Freehold Kingdoms, and the land of Remedios. Temples to the sun-god are found across the known world, and many communities also build shrines to the faith’s pantheon of lesser gods, who are depicted as Solis’ heavenly family. Clerics and paladins of the faith worship all seven gods of the pantheon, but the order of Solis is supreme and only a member of a Solis order can become a high-priest. Religious orders dedicated to the other gods in the pantheon are not considered “lesser” in a negative sense; rather, those orders are recognized as attendant to the order of Solis.
Temples are found in larger towns and cities, and are always dedicated to Solis, with the other six divine aspects represented within. Such temples are dedicated structures on consecrated ground and maintained by the priests and officials of the faith who live there. These holy places can be relatively simple affairs or architectural wonders, such as the Grand Temple of Solis in the merchant capital.
Smaller shrines dedicated to an individual god or goddess of the faith are typically located in villages, in roadside shelters and caves, or in chapels within a larger structure like a keep or noble’s residence. Shrines are consecrated, but usually have no priests in attendance. Some shrines are quite large and elaborate, however, most often serving a specific religious function (e.g., library, tomb, vault, abbey, etc.) related to the god or goddess to whom it is dedicated.
THE SOLIS PANTHEON
SOLIS – The Lord of Light
Spheres of Influence: sun / goodness / purity
Divine Domain: Light
THERA – Goddess of the Earth
Spheres of Influence: elemental earth / nature / home and hearth / maternity
Divine Domain: Nature
FLAMMA – God of Fire
Spheres of Influence: elemental fire / war / diplomacy / change (negative)
Divine Domain: War
LUVIA – Goddess of Water
Spheres of Influence: elemental water / sea / purity
Divine Domain: Life
ZEFIR – God of Air
Spheres of Influence: elemental air / luck / storm / change (positive)
Divine Domain: Tempest
ARS – God of Lore
Spheres of Influence: art / craftsmanship / lore / wisdom
Divine Domain: Knowledge
MORTIS – God of the Dead
Spheres of Influence: death and dying
Divine Domain: Grave
Mortis (MORE-tiss) is Thera's father. He serves as the spiritual guide for the dead, shepherding the newly-deceased into their heavenly afterlife beyond the grave. He is depicted as a pale, sad-eyed man wearing deep white robes and cowl. He is emaciated, his skin is almost mummified, and he has dark circles under his hollow eyes. His visage is calm, however, almost reassuring. A simple silver circlet rests on his bald head, and he wears silver rings on each slender finger and thumb of both hands. He typically carries a thick staff of blackened wood. He is the patron of physicians and undertakers. His sigil is a silver circle, representing the unbroken cycle of life and death.
PART 4: The Order of Lahr
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