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Religion
Religion in Anathema Online is a passive thing - however, you can make of it what you wish. If you wish to ignore it altogether, you're free to do so; if you wish to incorperate it into your character, you may do this as well. The religion is built up of twelve gods, one for each month. Each one is different, and represents a different set of values - each one has the potential for good and for evil.

The Gods
  • Foltair
-Battle
-Defense
-Organization

The first to create an order of armoured men to defend their homes from danger, Foltair was the first mortal to be elevated to godhood upon his eventual death. Foltair was the dwarf who began the grand tradition of armour crafting and created the concept of a soldier, a man who would stand ever ready to defend his homeland to the death.

Foltair teaches that in such a dangerous world it is important for beings to band together as best they can and always be on guard should danger strike. His followers understand that conflict, in all its possible forms, is an every day occourance and something that should be faced just as regularly as it arises. He also teaches that standing alone against threats isn't the secret to victory, mere lone courage cannot defeat a horde. Yet with brave comrades, strong leadership and a just cause any opposition can be easily overcome.

It is his teachings of one's duty to their lords and land that make him the patron to any who lead the life of a soldier. Even his priests stand every ready to die defending their faith and their communities, and it is those who offer themselves up with courage that recieve his blessings.
  • Galorro Sai
-Peace
-Trades

God of the collectives. Patron to those who have mastered working together in perfect harmony. Supporter of those who prefer structured, higherarchal organizations. His doctrines promote unity of groups and preach that the only way for people to live is through each person filling their own destined roll in their community, else it will fail and fall to ruin.

Galorro's followers do their best to master whatever trade they may have been born to, and are always interested in teaching their trade to new comers or those who show promise. His followers also strongly support deffinate class distinctions, certain in the belief that if there was no need for the poor or the rich they would not exist.
  • Haemara
-Music
-Equality

Haemara, a deity who preaches that all sentients are equal before her, be they devout followers of her teachings or not. Or at least they should be. There are a few who do draw her attention more than others, these are the musicians or those who go through great pains to help the poor and down-trodden.

Her teachings prompt the brothers and sisters of her sect to try and create some form of equality between all classes. The most common method to achieve this is my maken all men free men.

The poor are truly Haemara's favoured, above all because it is they who she wishes to see with power over themselves. Those without the means to help or even rule themselves are the type that Haemara's priests strive to aid, buying them land when they can afford it or buying slaves and then freeing them when their funds permit it.

Other brothers of her sext have also been known to carry out raids, when their funds wouldn't permit more peaceful options to be used because, above all, sentients should be equal and they become equal only when they are free of oppression of all kinds.
  • Hovath
-Invention
-Intelligence
-Education

The first inventor and scholar in history. Hovath is eldest of the deities, save only for Zeroun, and is the one who brought the common races into sentients. It is he who gifted the sentients with the ability to think freely, invent and learn in a similar, but much slower, way that he did.

His eventual messages and teaching to the sentients explained what he had done, leading those that became his devoted to praise him with no end, for without him nothing else could truly exist. Other merely are thankful for his influence or aren't terribally concerned with it, leaving mostly only scholars and other educated folk the time to truly appriciate his deeds. In turn it is the educated, learned and philosphical of societies that are Hovath's favoured.
  • Irus Grist
-Loyalty
-Structure
-Strength

Irus Grist, the mighty and fearless leader of all, the Orc made god through virtue of his might and talent for leadership centuries ago. It is he who sits above the kings and other deities as the head of power, king of gods. Loyalty and obedience, above all, are the most important traits to his followers. Doing what they are told with an unwavering determination, secure in the knowledge that their mightier leaders know what is best to be done.

His followers believe that those with power have earned it through might and virture and as such deserve the unwavering devotion of those beneath them. For if they were not meant to lead they wouldn't have become leaders and nations cannot succeed without loyal followers. Something that is often proven to be fact, they say, by looking at the modern culture of the Orcish people.

From his stone throne in the heavens Irus looks down on the mortal realm, blessing great leaders and toppling poor and undeserving ones. Those who do not know their place within society are shunned by Irus's devoted and considered enemies of the sect.
  • Jarvek Al'Thaden
-Pride
-Honour
-Law

The man who forged the scattered humans into the unified kingdom of Al'Thania. As a mortal he was renowned for his honour and devotion to the betterment of humanity, as well as his capability as a military and political leader. As a deity he rose to embody and represent his beliefs in honour, pride and law.

His doctrines emphasize the kingdom and community. One should be devoted to the land, obey the laws and take pride in with kowledge of where it is they have come from. Jarvek's priests are not only the most religiously devoted people in the land, but also the most unquestioningly loyal of any group's subjects.

Jarvek Al'Thaden favours knights, and other warriors who act with honour and pride. He also favours those who seek to stop criminals, as any deity of law should, after all it was he who first layed out the basic laws of the land.
  • Lamanet
-Change
-Ocean/Water

Goddess of the uncertain and ever changing. Mistriss of the ocean and weather and patron of virtually any new method of thought. She teaches that sentients should always look for new solutions to old problems and to test these solutions whenever possible.

Lamanet favours innovators and inventers, and akways enjoys the few sailors who are willing to brave her waters as it is they who often provide interesting solutions for survival on the water.

The most prevalant force that Lamanet has been attributed to, however, is the storm that esentailly isolates the region from the waters of the rest of the world. Lamanet's Whim, is what many call the nigh certain doom that awaits any sailor who leaves the region. None truly know what it is that has ended the lives of so many sailors, but it is safe to say that the few who can ever make it through are lucky and would rarely risk the journy again.
  • Reineema
-Diplomacy
-Peace
-Nature

Reineema, face of nature in its purest, most welcoming form, teaches that sentient beings need not ever fear eachother. Her doctrines teach that peaceful exchanges of words and calm, clear thought are all one needs to survive even the most threatening situations.

A life of nonviolence and peaceful deliberation is what her devoted lead. Perferming formal letters or meetings over the use of a weapon and anger. Just as their patron lady is one of every welcoming kindness so are her followers, renowned for their charity and polite demeanour.

Many of her priests spend the first years of their training simply learning how to take even the curelest acts in stride, finding themselves and inner peace and releasing an ever present outer one.

Many diplomats and negotiatiors hail from Reineema's sect, ever hoping that their deity will aid them in any of their upcoming dealings and allow them to return with their head.
  • Sapphis Dlanta
-Luck
-Finances
-Trade

Sapphis, the cunning patron deity of merchants. Luck is her plaything, a servants at her beck and call, but to her luck isn't what is important so much as financial success or the desire for it. The accumulation of wealth and the determination to use that wealth to deal with any and all peoples willing.

She is a deity that is slow to bless or punish, her doctines encouraging people to attempt to attain any and everything they possibly can. It is this determination that she inspires which have brought merchants from the far east into the world, and even encouraged the acceptance of other species into each others realms, at times.

She encourages all to compete and strive to be the best. Believing that there can only ever be one on top, and that they are there as a result of cunning and decisive behaviour. She is slow to reward even her faithful and devout but any time one attains success, especially in the financial sense it is she who is thanked.
  • Tyraxine
-Exploration
-Courage
-Conquest
The goddess of exploration, conquest and victory. The patron of generals and other leaders, she supports those who are bold in heart and brave in deed. Strong and decisive and unrelenting in unholding their beliefs and bringing others to their cause.

Those who can convince the masses are her favoured. Those with the strength or cunning to sway those around them, be they merchant explorers or courageous generals. Her priests are often considered some of the most passionate speakers and best, or most annoying, debaters in the lands.
  • Zeroun
-Tradition
-Family
-History

God of the ancients. Oldest of all the divine beings, his followers still practice his anctient traditions and are quick to scoff and ignore at the arrival of new ones. He teaches that all knowledge exists in the past, all one needs do is look back and apply it to the present.

He also teaches that all knowledge as well as traditions should be passed on from one generation to the next, putting the importance of family elders near they top of his devoted's priorities and making the family a great focus to one's life.

Zeroun is the oldest of all the gods, the first to have come into existance, or at least have enough intilligence to realize it. It is said that he spent centuries alone in the world, watching all other creatures and learning of his own powers and abilities. He watched and learned as the other gods became aware, and watched as they developed indipendient minds and personalities just as he had done centuries before them.

Zeroun is also the most wise of all the gods, haven't spent much time watching how the world worked and understanding even the deities. He was also the first to have created celebrations, and record the events of the world as he watched them happen. It is those these traits which led Zeroun to become the patron diety to historians and any being that strives to keep their ancestors ways alive.

His worshipers believe, that since the mortal beings can't watch the world around them for centuries that they must collect and pass knowledge down through generations. These beliefs have made family elders, and traditions, very important to the devout followers of Zeroun.