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consolidated:hann_empire:religion [2023/09/02 20:35] – ↷ Page moved from hann_empire:religion to consolidated:hann_empire:religion johnbconsolidated:hann_empire:religion [2025/04/23 11:12] (current) johnb
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 A number of smaller states are associated with the Empire, but not a part of it.  Each of these smaller states has its own, unique, outlook on life – reflected by philosophies of their favoured deities. A number of smaller states are associated with the Empire, but not a part of it.  Each of these smaller states has its own, unique, outlook on life – reflected by philosophies of their favoured deities.
  
-  * **Porters Bar** – The city state was founded by a group chased out of  Sinan, generations ago, who incorporated many native traditions, The residents of Porters Bar favour Yarma (god of hope)Arth (patron of soldiers), Pharasma and Shan (a weather deity from Sinon).  The royal family (and only the royal family) follow a cult dedicated worshipping to their ancestor.     +  * **Porters Bar** – The city state was founded by a group chased out of  Sinan, generations ago, who incorporated many native traditions, The residents of Porters Bar favour Yarma (Guardian of the deadand patron of soldiers), Arth (god of hope)and Shan (a weather deity from Sinon).  The royal family (and only the royal family) follow a cult dedicated worshipping to their ancestor.     
-  * **Port Elizabeth** – is a town located on a jungle island between Porters Bar and Sakar, and services the trade route between North and South, and worship deities from both traditions.  AzanYarma and Arth are supported by Haku (the Sakar, goddess of freedom) and the Cult of the Small Gods.+  * **Port Elizabeth** – is a town located on a jungle island between Porters Bar and Sakar, and services the trade route between North and South, and worship deities from both traditions.  Sarenrae, Azan and Yarma are supported by Haku (the Sakar, goddess of freedom) and the Cult of the Small Gods.
   * **The Razardi Islands** - this archipelago at the south-west corner of the empire, was once occupied by Sakarans, but ‘liberated’ by The Hann Empire, and it now sits in an uncomfortable position between them. Deities from both traditions sit in the middle of a complex social web, but no one group are dominant.  Sarenrae is prominent, supported by Pelor and Abadar from the North, and Haku from Sakar - along with the presence of Cayden and the Cult of the Small Gods, thrown in for good measure.   * **The Razardi Islands** - this archipelago at the south-west corner of the empire, was once occupied by Sakarans, but ‘liberated’ by The Hann Empire, and it now sits in an uncomfortable position between them. Deities from both traditions sit in the middle of a complex social web, but no one group are dominant.  Sarenrae is prominent, supported by Pelor and Abadar from the North, and Haku from Sakar - along with the presence of Cayden and the Cult of the Small Gods, thrown in for good measure.
  
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 ===== Dwarven Faiths ===== ===== Dwarven Faiths =====
  
-The two main Dwarven faiths follow  broadly similar philosophies - They teach  loyalty to Race, Holding and Clan, reinforced by a great respect for the law and a willingness to  work for the benefit of the community.  There are slight differences but, over all, the faiths are similar enough that there is no real tension between them. +The Dwarven faith is complicated.  They recognise all Dwarven deities although each mine-hold has its own preferred deity. While there are  minor disagreements between the various major deities, the philosophies are strongly aligned, and those disagreements just don’t come up in polite society or conversation – and lawful dwarven society is unfailingly polite.   
- +Philosophically, they nearly all teach loyalty to Race, Holding and Clan, reinforced by a great respect for the law and a willingness to work for the benefit of the community. There are slight differences but, overall, the faiths are similar enough that there is no real tension between them.  
-  * **Moradin's Church**, is found in the north and west, it is more conservative and preaches that Dwarves should value their home communities, and work together, for the benefit of the community.  This leads to more insular holdings, and followers of Moradin are more likely to stay within their home community or, at the very least, intend to return there at the end of their adventuring career.  This doesn't stop the holding trading (on good and fair terms)  with other races and communities, just that  most of the trade is carried out from the holding. +  * **Moradin's Church**, is the major faith found in the north and west.  It is more conservative and preaches that Dwarves should value their home communities, and work together, for the benefit of the community. This leads to more insular holdings, and followers of Moradin are more likely to stay within their home community or, at the very least, intend to return there at the end of their adventuring career. This doesn't stop the holding trading (on good and fair terms) with other races and communities, just that most of the trade is carried out from the holding.  (LG) 
-  * **Torag's Church** comes from the east, and is more liberal.  Not only does Torag accept non-dwarf clerics and followers, he actively seeks to be a patron of crafters (particularly stone and metal crafters) everywhere.  His followers are more likely (than Moradin's) to live in Human communities, and are prepared to settle in far away lands, when they retire from adventuring.  Torag's followers are more likely (that Moradin's) to go out into the local communities and establish new businesses and find business opportunities. +  * **Torag's Church** is the main church in the east, and is more liberal. Not only does Torag accept non-dwarf clerics and followers, he actively seeks to be a patron of crafters (particularly stone and metal crafters) everywhere. His followers are more likely (than Moradin's) to live in Human communities, and are prepared to settle in far away lands, when they retire from adventuring. Torag's followers are more likely (that Moradin's) to go out into the local communities and establish new businesses and find business opportunities. (LG) 
 +  * **Magrim’s Church** is less common, and only found in a few mineholds.  As Torag’s older brother Magrim is recognised as the Dvarven god of fate and the protector of the dead.  Magrim’s more pragmatic approach to life is often favoured in those mine-holds that are established in dangerous or difficult places.  (LN) 
 +  * **Droskar’s Church** is rarely found above ground, although he is popular with he grey-skinned dwarves found deep underground, who are known as Duergar.  (NE) 
 +  * **Laduguer’s Church** is in competition with Droskar’s Church for Duergar worshippers and is rarely found above ground.  The two strands of the Duergar faith have slightly different ethical philosophies.  (LE) 
 +  * **Thard Harr** is the  dwarven patron of Jungle survival, and although he is (technically)  part of Moradin’s Pantheon, he is (very occasionally)  found as the sole patron of Jungle Dwarf tribes.  (CG)
  
 +Most other Dwarf deities are part of one of these pantheons.
  
consolidated/hann_empire/religion.1693686911.txt.gz · Last modified: by johnb