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Religion of Krizen

There are really only three major religious groups on the Isles, the Human god of Andori, the Dwarvish Gods of the Bronze, and paganistic nature worship. Orks and Goblin kind seem to have their own form of paganistic heresies, but they are not covered here, nor are the dangerous and evil dragon cults that have sprung up in recent years.

Andori the Two-Faced God

When the men of Krie arrived on the shores of the isles, they brought with them their religion of worshiping the dual-faces of Andori. While Andori has two faces, or aspects, he is still considered to be one being, and thus the humans have a monotheistic religion. There is a adversarial entity, known by many names, but he is not considered a pantheon member, merely the face and voice of ill-luck and contrariness.

Abadar, the face of Cities, Wealth, Merchants, and Law.

(Domains: Earth, Nobility, Strength, Law, and Glory)

The worship of Andori is very Law focused, and that is especially present in his face of Abadar. In this aspect, he watches over cities, keeping them ordered and harmonious; wealth, and the power to raise men up that it holds (not it's corrupting influence); Merchants, keeping them fair, honest, and prosperous, and of course, Law.

Clerics of Abadar are the lawyers and justice givers of the Kingdom. They have a ranking system that determines their level of authority and responsibilities.

  • Cleric, which are mere apprentices and clerks for the larger courts. All Clerics of Abadar spend time clerking in courts, to better learn about justice and the rule of law.
  • Templars, are wandering clerics who travel the countryside hearing disputes from citizens who can not make it into larger cities to have their cases heard. They have the authority to give penance and fines for civic matters, or grant reparations and resolve civil suits between freemen. They may arrest or place under house arrest those accused of capital crimes, and deliver them to the court system for trials. In larger cities, they also serve as public defenders and prosecutors in larger trials beyond the scope of the wandering Templar
  • Arch-Templars are usually judges in cities, most courts have a court of three Arch-Templars who preside over capital crime cases, and large civil suits between important noblemen.
  • Adjudicators are a council of ten that represent the highest court in the land, and the source from which all Law flows. Only the council of adjudicators can legalize a King or Queen's proclamation into law, and only they can legitimize a claim to the throne. They are governed by...
  • The Adjudicator Supreme, the ultimate voice of Law in the realm. He (or she) precedes over cases heard by the Council of Adjudicators, but does not vote except as a tie breaker.

Paladins of Abadar are the law Enforcement of the realm, they head the city-watch, command the armies, and ultimately, lead all the armies of Krie in the Monarch’s name.

  • Knight-Justice, is the lowest level of Paladin, one who has just earned their spurs. They have the authority to make arrests in the name of a Templar or Arch-Templar, or perform official inquires and investigations They are the first rank of officer in the army.
  • Knight-Templars, are like their clerical counterparts, wandering justice in the realm. They have the authority to dispense and enforce the justice dispensed by Templars. They may make arrests, perform investigations, and hold inquires. It is a Knight-Templar who performs any death sentences that a court of Arch-Templars pronounce It is the second rank of Officer in the Army, usually with authority over a hundred men or so.
  • Knight-Commanders are the third highest law enforcement in the kingdom, after the monarch themselves, and the Knight-High Justice. They are the commanders of a City's watch, and usually the highest law enforcement in a city. They are the Captains of the Army, usually commanding the equivalent of a battalion.
  • The Knight-High Justice is the ruler of the Armies of Krie in the name of the Monarch, and the Church. There is only one.

Irori, the face of History, Knowledge, Self-perfection, and Protection.

(Domains: Healing, Knowledge, Law, Rune, and Protection)

Andori is a god of knowledge and perfection, and that is represented by his face of Irori. Worship of this aspect is very self reflective, with much of the time spent in study, reflection, and calm debate.

Clerics of Irori are the ones largely responsible for the teaching of religion to the masses. They are the shepherds of the flocks, they are the visible leaders of the church. Like their more martial brethren, they too have a ranking system that determines their level of authority and responsibility

  • Brother/Sister, these are the base level of clerics, ones still learning. Most have taken vows of silence until they graduate to the next level. Ones own voice interferes with self-reflection and study, so they swear off using it.
  • Father/Mother, these are the local leaders of the church. They sermonize for the masses, heal the sick, and generally perform the day to day interaction most people have with the church.
  • Bishop/Matron, these are the leaders of larger parishes. They have a council which meets once a year to discuss all things related to the church. This is the first level of real authority in the church, most are the equivalent of noblemen/women.
  • Arch-Bishop/Matron, these holy souls have given up the day to day functions of the church, and serve as leaders and advisers to the realm. Most barons or greater have an Arch-Bishop in their service to advise them on matters of all kinds. They are considered men and women of great wisdom and learning, so their council is highly sought after.
  • Cardinal, these men and women are the governing body of the church. All the Authority of the church rests with this body after the High Father/Mother. It is they who convene on the holiness and wisdom of the next High Father/Mother.
  • High-Father/Mother, this individual is the highest voice in the church, they are considered to be second only to Andori himself in authority, they are the face of Andori on earth, and the authority of the monarch (in the past) has always stemmed from them.

Paladins who follow the face of Irori are rare than their brethren, as they tend to live quieter lives and long posts of guardianship.

  • Knight-Protector is the first rank of these paladins, and they generally serve as guards in larger churches and parishes. Most have taken vows of silence. They are extremely martially proficient, as most of their day when not standing at a post, is spent in practice and reflection.
  • Knight-Guardians are the defenders of Arch-Bishops and their entourages They have mostly forsworn their vows of silence, but years of not speaking makes them men and women of few words. They never speak of the things they see.
  • Knight-Captains are exceedingly rare, there are perhaps only two dozen in the entire kingdom, and those that are not the personal guard of the High-Father, are the personal guard of the monarch.
  • Knight-High Protector is the individual responsible for the personal protection of the monarch. He or she leads the Palace garrison, commands the King's personal guard, and ultimately, is the the one who must, if commanded by the High-Father and Adjudicator Supreme, remove a corrupt monarch from power with the aid of the Knight-High Justice.

The Bronze

(Domains: Artifice, Earth, Fire, Healing, Protection, Rune, and Strength)

The dwarves have their own pantheon of gods, which they call The Bronze; seven gods that represent different aspects of dwarven life, they precede over the largely pragmatic dwarven existence. The Seven are never named, only refereed to by their title. Many dwarves believe that these positions are temporary, and The Bronze are periodically replaced by dwarves who embody their characteristics exceedingly well.

As might be implied in the name, bronze is a holy metal to dwarves, though they recognize it's practical functions are good for little else. That, they say, is why it's a great metal to make holy objects out of.

  • The Coinmaster, is the bronze of wealth and coin. Unlike the human's Abadar, who sees wealth as a means to lift one's station in life, the Coinmaster loves wealth for it's own sake. Coin is a way of keeping score in life. And those who follow the Coinmaster are winning.
  • The Forgemaster, is the bronze who watches over the making of metal and technology.
  • The Brewmaster is the bronze who guides who who brew not only ale and spirits, but alchemy (for the dwarves view ale brewing as a holy alchemical art), and other mixology. In a more devious aspect, he sometimes assists those who make poisons and more foul substances. The Art is all the matters to this Bronze, not the purpose.
  • The Battlemaster, the dwarven Bronze of war assists those who seek martial skill and victory in physical conflict. He is not just an aspect of war, but of competition and physical sport. All kinds of victory are his purview.
  • The Clansman, unlike the first four Bronze, who precede over material or martial aspects of life, the Clansman is the dwarves familial connection to each other. All brothers, sisters, and cousins are Clansmen. The Clansman is the bond of brothers, the love of sisters, and the loyalty of cousins.
  • The Matron, like the Clansman, the Matron is the Bronze of maternal protectiveness. She is the one they pray to for protection, and to bring themselves or loved ones safely home to clan and hearth. Childbirth, healing, and warding are all of her purviews. She is not all gentleness though, because no one boxes your ears when you've been bad like Mom.
  • The Patriarch, Not just a father figure, also the ruler of The Bronze and all dwarven kind. He leads the bronze, not because he is in charge, but because he is the wisest, the strongest, and the eldest. All dwarves are his children, even The Bronze themselves.

Dwarves are very casual about religion, despite their worship of The Bronze. They make their monuments and idols, they say their prayers, but Clerics and Paladins are rare. Those that are, tend to be more motivated more by personal goals, than by an overseeing Church. Some say that dwarves are just to stubborn for two of them to agree on church law. A Cleric or Paladin of the Bronze, may have a favored Bronze, but they follow the pantheon as a whole.


Both the Rathori Highlanders, and the Vuntersan Fjordsmen follow similar paganistic ways, and while each village and clan has it's own particularities, most follow these same commonalities.

  • The Sun, is a female persona, often considered the mother of all life, as all life comes from the Sun. She is beautiful, but also vain, as she makes sure no one can miss her presence in the sky. She is the lover/partner of Summer, and together they birthed the world. To the Rathori, she tends to be more personable and accessible, the the Vuntersan, with their cold easterly winds and hard winters, she is dismissive and uncaring for the troubles of men.
  • The Moon, is usually a male persona, but not a strong one, being normally shy and self conscious, sometimes slightly effeminate. He's a lover to the Maiden and Spring, but it outshone by her radiance. “Moon boy” is a common phrase, not only as an insult to a sissy-man, but a man who would rather spend time alone, or with a woman, than carousing in the company of his fellow men.
  • Spring, also, The Maiden, is a joyous and capricious girl, silly and whimsical, unable to take anything very seriously when flowers are blooming and the cold winter is over. Other times she is the Battlemaiden, and a fiercely passionate warrior. Spring is when wars begin, once the cold solitude of winter is over.
  • Summer, a male persona, is usually depicted as a green-man, treebeared gentleman, or a satyr. He is kind and generous, forgiving and easy to laugh. High Summer is when most Highlanders and Fjordsmen celebrate birthdays, so summer is also the time of gift giving.
  • Winter, a male persona, but a harsh cruel old man. Both the Fjords and the Highlands suffered from hard winters, so neither much like Winter, but both respect him for his strength.
  • Fall/Autumn, a female persona, also, The Mother/Matron. She is cold, but beautiful, the mother of many children who knows she can't feed all of them in the coming winter. She is also the healer, as soldiers returning home from Summer battles require her assistance before they can survive the winter.

There are no pagan clerics or paladins, those who follow these ways tend to be Druids and Barbarians, dismissive of the laws of men.

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