Religion in this world used to be as varied as it is in any other stereotypical D&D world, with people
worshipping different pantheons in different regions and on different continents. However, at the time
of the Fall, most of those religions were lost. This came about for a number of reasons, mostly
connected to the Fall itself. When Sibriil won, even though it was not a complete victory, most of the
large kingdoms across the world (and thus the largest religious centers) were hit the hardest. These
large and powerful kingdoms were the focal points of resistance against Sibriil and his forces. This cost
them many lives and many resources that were never able to be recovered. When these powerful
nations fell, the survivors began to question their own beliefs and devotions; after all, if the gods
couldn't even intervene to stop the world from ending, how could they be worthy of worship? And so
religions fell in a second wave due to the Fall. As the years passed, the knowledge did not. After the
first century, only the most dedicated scholars knew what religions were like in the previous age. After
the second century, that knowledge was all but gone from the world, existing only in ruins of the old
cities and dusty tomes.
But groups of people are always drawn to religion, first in superstitions, then in rituals, and then
codified beliefs. Here, in the two-hundreth year of the new era, you are able to see the birth of new
religions across the land. With most people being so isolated, religions in this world tend to be bizarre
and full of odd rituals based on the city they live in, or the surrounding territory.
With this in mind, you can split your knowledge of religion into two main categories: Pre-Fall (pf) and
New-Era (ne).
Major Pre-Fall Religions
Orodromia: By far the most influential of the major religions right before the Fall. This religion was
based on worship of the pantheon of Orodril, the king of gods, and his wife Platanil. Orodril was a god
of Strength and Wealth, while Platanil represented Courage and Life. The rest of the pantheon consisted
of four houses, with each god making a pillar out of variations of each of those traits. Platanil was the
symbol of the sun, Orodril was the symbol of the earth, and each of the four houses was represented by
one of the known moons, which people called the Mournival. (This religion is based on a deck of
playing cards thus the symbols are Club, Diamond, Heart and Spade).
Temples became great cathedrals for these gods, much as you'd see in lavish Catholic churches in the
real world. The impacts of this religion are still seen in the world in the New Era. For example, many
people still refer to a night where all moons are visible and full as a Mournival Moon, both fearing and
celebrating the night as the laws of the natural world are worn thin. Every once in a while, travelers
will come across the overgrown ruins of one of these churches. Great wealth, both in knowledge and
riches, will certainly remain within.
Holy Scions of Mamuk: Hailing from the Archipelago Belt, an island nation that stretched along the
equator and between two of the largest continents, The Holy Scions of Mamuk once ran a massive
colonization campaign, seeding their religion across the world. Mamuk was said to be a seven-headed
serpent warrior god who could be appeased with sacrifices of gold and magic, in order to secure peace
and prosperity in food. Priests of Mamuk would build elaborate underground dungeons to draw the
bold and adventurous, punishing the overconfident but rewarding the prepared.
Kronic: a relatively new religion, people began to worship the clockwork itself as technology
advanced. The religion centered around hope, visions of a better future, and harmony, tied into the
cyclic revolutions of a vast and benevolent machine. Some texts mention the true seers and oracles of
the Kronic Workings to have vivid dreams of steam. Alas, that bright future was cut short by Sibriil.
That's what you know, for now...
New Era Religions
New Era religions are significantly more insulated, and are harder to know other that what you've
encountered directly. However, they do tend to have some identifiable trends:
1. Religions of the New Era tend to be shamanistic, and based on a fear of nature. Most religions
among nomadic tribes and small settlements are based around the shamans protecting the
people from the plants, doing minor cleansing of foods, and thanking the local spirits for the gift
of meats.
2. People of the plains tend to believe in strange entities. The entities are often said to be
manifestations of the corrupted magic that courses through the land. While the people greatly
fear these entities, most people will admit that there is little evidence of their existance aside
from sudden, unexplained spikes of dread in the night. However, that fear overrides the
dismissal that the people project, and many tribes are quick to make any sacrifices or offerings
that the local shamans determine are needed.
3. Religions ON or IN cities tend to be based on what the city is, and they tend to be extreme if
present at all. Observing how people refer to their city is often the easiest way to figure out the
right thing to say to get along with its people. Paying attention to any monikers or honorifics the
people use will often tell you much about what the local religion is like.