Religions of Westeros

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Religions of Westeros

Post by GM on Mon Jan 30, 2017 5:54 pm

There are several religions practiced in Westeros and many more practiced throughout the wider world. Three major religions shown in both the book and television series have play particularly important rolls in the story of the series. The three important religions will all be available with bonuses related to the religion for the users to play with. The Old Gods, the Faith of the Seven, and the newest to find its way to Westeros; the Lord of Light will help to shape the story and cannon of the War For the Realm much like they did in the series. Besides the three previously stated religion a fourth will be allowed for non-believers. Maester Atheistic is for those who doubt the existence of the gods, many Maesters practice this belief in secret.


Last edited by GM on Mon Jan 30, 2017 6:32 pm; edited 1 time in total

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Faith of the Seven

Post by GM on Mon Jan 30, 2017 6:24 pm

Faith of the Seven: The most populous and common faith among those in the Seven Kingdoms. The faith of the seven has at times been know to be both extremely passive and extremely volatile. With it's massive Sept of Baelor and large devote following the priests and septa of the seven kingdoms have been able to amass a rather large fortune in the name of the seven. While most believe that the faith of the seven is a polytheistic religion, that is a mistake. As any good priest or septa will gladly tell you, the seven are aspects of a single god. The aspects are as follows: The father is a representation of justice and is asked to preside and judge the guilty. Love and mercy is the domain of the mother, she is a symbol of fertility and compassion. He who carries a sword prays to the warrior, victory, courage and strength in battle are his symbols. The maiden represents the younger woman, her symbols are innocents and virtue. Those who build and carry hammers pray to the smith that their wares are made and sell well. When in a fog of confusion many turn to the crone for wisdom and guidance. Finally the stranger is the representation of death, few pray to this aspect.

The faith of the seven has had a long and complex history, especially where the Targaryens are concerned. One of the more interesting parts of the faith's history was when it assembled a virtual army of small folks into a group they called the Sparrows. The Sparrows were formed and used to combat the power of a certain Targaryen King. While it is technically illegal for the priests of the seven to call forth and bring about a new order of the Sparrows, it wouldn't be all that difficult to build them from the faith's vast following.

Follower Bonuses: While the faith of the seven doesn't have any flashy magic like other religions, they do have a influence on the lives of their true believers. Any character that follows the faith of the seven is able to go into the Priest or Septa occupations and receive any bonus that may come. In particular the faith of the seven has the most follower bonuses of any religion, one for each aspect in fact. The father grants those who pray to him one automatic advantage per thread. Those who pray to the mother have one disadvantage changed to neutral once per thread. Any that pray to the maiden will receive a second roll, once per thread. The roll with the most positive outcome will be the one used by the Game Master. Praying to the warrior boosts the character's strength stat by 10sp once per thread. Those building or crafting or forging in thread will create a finished product that is 10% more effective when they pray to the smith. The crone grants 10sp of intelligence to the faithful that pray to her. Anyone praying to the stranger must be aware that it is a double edged sword. The stranger grants the user to power to give their foe a disadvantage once in the thread. In exchange the user must also take a disadvantage before the end of the same thread. As the stranger is the end, his gift can be used cancel out the gifts of the other aspects. No other bonus may cancel out the penalty for the stranger.

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The Old Gods

Post by GM on Mon Jan 30, 2017 6:47 pm

The old gods are worshiped primarily by the people of the North and the Children of the Forest. After the pact the first men made with the children they soon began to worship the very same Weir Wood trees they have been cutting down. All of the faces carved into the tree were done by the children many years prior. Almost all holdfasts in Westeros have at least one weir wood or heart tree in their gardens as symbol of the pact made by the first men and children thousands of year prior. Those that follows the old gods usually follow the old ways, a set of rule and principles strictly followed in the North. Guest's Right, Kin Slaying, and Lord's Right of First Night are all a part of the old ways. Breaking guest's right or killing kin is seen as a taboo throughout the Seven Kingdoms, but is considered especially egregious in the lands above the Neck. Even those Beyond the Wall follow the rules about guest's right and kin slaying.

Follower Bonuses: +1 modifier for any green or warg roll. +10sp in any two stats after pray to a heart tree, once per thread.

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The Lord of Light

Post by GM on Mon Jan 30, 2017 6:55 pm

A new religion that has slowly finding its way into Westeros from the far corners of Essos. Integration of the religion is difficult in a non-slave state like Westeros. The religion practices a teaching of buying slaves to convert them into priest and priestesses of the religion. They claim that only the Red God, The Lord of Light himself may have slaves. In a place like Essos the seemingly anti-slavery religion has caught fire causing it to grow rapidly in the eastern continent. It's said the Red Priests are able to look into the flames and preform miracles as proof of the existence of their god. Other established religions have claimed the so called miracles as nothing more than simple parlor tricks.

Follower Bonuses: +1 modifier when being revived. Makes the Red Priest occupation and any bonuses that come with it available.

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Atheistic

Post by GM on Tue Jan 31, 2017 4:31 pm

This belief is generally a closeted one.  In a realm were fanatics tolerate each others religions; there is one thing they don't, no belief at all.  It's a trend of some of the more "educated Maester's to question or outright disbelieve in the existence of any god or gods.  Some with this mind set take it even a step further, they even question the legitimacy of magic.  As such this particular order of Maesters often try to erase things that contradict their beliefs.  Such things that may seem magical in origin become targets, things like dragons.  Having failed to prove that any proof of the gods is just magic, the goal of those that believe in nothing is to scourer the world of all things magic.  

Follower Bonuses:  +20 Intelligence.  The user is able to forge links for a Maesters chain at a 10% discount of honor. They do not suffer any debuff from breaking a vow as they vowed to no god.

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