Players looking for information on new campaigns should find their campaign page in the Book of Mondevai

Amaranthine Church

A D&D Campaign Setting
Revision as of 21:25, 15 June 2016 by Ariese (talk | contribs) (Created page with "''This is a religious page. All 'facts' presented as history may be disputed by those not affiliated with this order.'' By any of its multiple creeds, the Amaranthine Church...")
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)

This is a religious page. All 'facts' presented as history may be disputed by those not affiliated with this order.

By any of its multiple creeds, the Amaranthine Church is certain of one core tenet: the powers-that-be know more than they let on. Whether this is benevolent, nurturing, or selfish drives divisions within the faith.

Background

In the wake of the first iteration of Turath, the population of the nation dispersed and lived a tribal existance in the desert. Around this time, perhaps seven thousand years ago, the Ascre began to settle near the mountains to the east. As part of their back-and-forth trade, the abilities of the warlocks were gradually learned by the dwarves, and the ascre beliefs slowly permeated back to the Turathi.

Historical documents record the first mention of Sun-Seers approximately four millennia ago, with small, parallel bursts of technological advancement occurring across tribes. As the modern sect claims, the Priests of the Sun began to listen to the words of knowledge. The tribes of ascre began using bronze regularly at this point, and the second Turathi dynasty began.

In the modern age, the faith of the desert tribes has undergone many metamorphoses. Two primary denominations of the church exist--the Wrightists and the Sun Smiths--as well as many other minor groups. Clergy of this religion view themselves as researchers and negotiators, bargaining with their divine patrons and trading the faith of followers for hints at technological progress.

Notable Denominations

Sun-Smiths
The Sun-Smiths are a wide, secretive, fraternal organization that spreads across the desert and Fornmidr. Their warlock clergy are known for their superb forgework and innovations. Their contact with the Cosmic Church has led them to take the Sun as a patron, among other less-well-known patrons.
Wrightists
The Wrightists make up the largest number of Amaranthines by far, and hold to their tribal origins. Tribes closer to Nalarin tend to revere the sun as their patron of knowledge, but as each individual tribe is autonomous unto themselves, minor sects of the Wrightists are spread throughout Mondevai.
Arietic Wrightists
Ascre who have spread to the foothills of Haelink and Tiban tend to take Ariese as their patron of choice. The largest town of Arietics is the primary producer of fine vellum for the Cartographers’ guild.
Arctic Wrightists
Northern ascre and dragonborn look to the stars as patrons. The lack of sun in Ethasadril for many (if not all) months of the year is particularly conducive to this belief.
Vigilant Wrightists
The splinter Vigilant Wrightists look to the consistent workings of the Vigils as their inspiration. This sect claims Thain as a patron, but has very little in the way of magical aptitude to show for their faith, instead focusing on the honing of precise craft as their method of worship. They view the divine as selfish, and refer to the sun as “The Burning Hate.”

Origin of the Name

Potential sources for the name of the church have been studied by scholars of the faith. In no particular order:

  • Of, relating to, or resembling an amaranth plant, a common crop in the Corrolt Desert.
  • Eternally beautiful and unfading; everlasting.
  • Deep purple-red, a common Turathi eye color.
  • “Not-marran,” purported by some who find the all-encompassing nature of the Cosmic Church distasteful.