Church of Light in the Steel Realms

Steel Realms

The Church of Light is a formal Institution of Faith. The Lightbringers were brought forth in desperation to directly counter the Unholy Trio – matching directly the two male and one female aspect. Whelm – the fourth – is the offspring of the strange union between the God of War (Mizras – part of the Grey Way) and the Mother of Peace (Aerna of the Light). The entities of the Church of Light all agree to abide by The Godspeak Accord. The Lightbringers are popularly known as that force which saved the ancestors of the current inhabitants (the Blood of Saemon). They also instituted the Sun Bane in CY 1418, a major element to holding the forces of Darkness that were threatening to destroy civilization and plunge the world into anarchy. The Church of Light is the most dedicated to preserving their history publicly, and keep multiple archives related to all their records and tales. Nominally, the Tenets of the General Liturgy are followed by the Laity of Congregations and those of higher Grace and Institutional Ranks alike.

The modern age is heavily defined by the clash of faiths in the Affray of Darkness and Light” in which the gods play a significant part.

United Against the Light: Though the Church of Darkness/Unholy Trio is not a unified pantheon, all of the Orrish of Helca and their followers and agents under their sway are wholly enjoined in the Divine Quest of the Quest of Black Tears.

Lords of Light/Light Bringers

Testament to Faith

This is for the generalized aspect of the faith, not individual deities, cults, or institutions.

Core Principles and Goals: Keep The Unholy Trio contained, defeat the scourge of darkness, bring the illumination light to the world. The chaos and unregulated pursuit of knowledge and experience must be curtailed to give the greatest good for the greatest number.

Common Covenant/Tenets: An oath of loyalty and service is usually exacted. Following the common covenants of the Unified Pantheon as well as any individual Principal’s covenants proscribed will ensure the character remains in Good Standing with their faith, enabling access to all their capabilities derived from that bond.

Finding Faith – Discovering and cementing the faith/follower relationship:
> [Initiate] Trials: These are trials that a character may be part of in order to prove their bond to their faith.

  1. Affirmation of Authority
  2. Affirmation of a Vow

Common Practices and Customs

This is for the generalized aspect of the faith, not individual deities, cults, or institutions.

Standard Path/Observances: 20600 Liturgy

Family Chapels, Shrines and Temples: There is often 4 rooms to represent the 4 major figures (three in the oldest) in the familial constructs. Beyond an entry areas, the first and most prominent rooms is the primary god of the family. Then there is an “Enshrined Passage” with carvings of the pact between family and faith. There is almost always a “Mothers Hearth” – even if the patron goddess is Aerna. This is where the bones of children who died in childbirth are laid. A “Corridor of Light” represents a symbolic passage to the realms of Light and Wonder. The room dedicated to Balthazaar is always the “Room of Judgement” – somewhere is always an arch whereupon the ever watchful eyes of Balthazaar are engraved – this usually guards an amphitheater where all living family members can gather and discuss family matters. There are 4 steps in this amphitheater where the bottom platform is flanked by the Shield-Men of Whelm to symbolically protect the speaker. In the most devout of places is a “Chamber of Stars” which is a place dedicated to ‘burning away the sins’ of the faithful.

Spirit Web: The ancient light worshipers believers the spirits of their ancestors kept walking these family crypts and shrines. In some of them, an ancient practice of spirit webs can be found. These are silver wires, covered in crystals and bolted into a a corridor. They flow to a place off to one side of a passage. It is easy enough to dismantle or walk through, but a simple minded spirit will follow the lattice into the “Spirit Trap” – a series of narrow corridors carved and hung with clothes, tapestries, and minor daily items of the dead in order to confuse them and keep them there. It was a superstition meant to keep ones though free and clear of past family matters. However, the Spirit Trap was a place to go to commune with past family members – to remember them, and their names etched into the walls. Candles were often placed in wall scones – each scone unique to the individual.

Accouterments and Equipment of the Church of Light

Magic/Mystic items are typically Singularly Bound.
Realm's Aptitude Powers: Divine, Occult, and Psychic