Religious orders and Schisms

Religious orders and Schisms (from Faiths in Balance)

Variation and Violence with Churches

Centers of Belief: Lastwall, Qadira, Ustalav

Common Believers: Clerics, inquisitors, paladins

Compatible Beliefs: Codes of honor, ecclesiastical, monasticism, pantheism

Incompatible Beliefs: Atheism, juju, totemism

Churches, the institutions devoted to the interpreting and serving the divine will of deities, and centers of the most prominent religions in the Inner Sea region, are commonly thought of as monolithic in their accordance with their deities’ agendas. This is a misconception. All churches have divergent views within them., if for no other reason than that no two people are identical and thus no two people relate to their deity in exactly the same way. Every so often, these divergences grow large enough that most worshipers begin to gravitate toward one practice or another, until two distinct traditions begin to form.

Often, one of these groups focuses on a smaller aspect of the deity’s portfolio than the church as a whole. Perhaps this specialization provides a more nuanced view of that aspect of the deity, a view that seems very different from the whole deity. Or the distinction may come from elsewhere, such as a revelation from the religion’s patron to a little-known believer or a falsehood planted by deluded heretics.

When these variations in understanding are accepted, a religious order is maintained to keep the group connected to the main body of the church. When the variation is not accepted, a schism takes place, dividing the faithful into separate and often conflicting groups. Those in power and their agents (such as inquisitors) tend to assume they hold exclusive access to the truth, but in reality, high priests are just as capable of mistakes as initiates. Unfortunately, unwavering confidence has fueled many conflicts within churches long past the point of a rational resolution.

Church of Norgorber (from Faiths of Balance)

Worshipers of Norgorber are divided into four different orders, each centered around one of Norborber’s four aspects and concerned with a subset of Norgorber’s whole area of concern; the Reaper of Reputations (secrets, spies, politicians); the Gray Master (thieves); Blackfingers (herbalists, alchemists, poisons); and Father Skinsaw (murder, madmen). These four orders have little to do with each other except when necessary to further the mysterious goals of their masked god, and then only when coordinated by Norgorber’s direct servants. Followers of Norgorber’s four aspects are as different from each other as the aspects are: the Reaper of Reputation tends to attract rogues, bards, and statesman; the Gray Master’s worshipers are most often skillful rogue thieves and subtle fighter enforcers; Blackfingers is revered by duplicitous alchemists and unscrupulous wizards; and Father Skinsaw attracts vicious assassins and barbarians.

Cult of the Dawnflower (from Faiths of Balance)

The Cult of the Dawnflower is a militant ecclesiastical faction of Sarenra’s church which has traditionally exerted a great deal of power in Quadira to invade and hold Osirion, and which currently supports Xerbystes II’s schemes to reignite war with Taldor. Lately, however, a growing faction of Sarenra’s clergy in Qadira has begin to preach against their wayward leaders, banding together with Sarenites from other nations to extol tolerance and redemption before war and punishment. Fighters and other martial classes are often drawn to the Cult of the Dawnflower over more peaceful branches of Sarenra’s faith, as it encourages them to work the glory of war and defend their homeland under the auspices of a respected religion.

Pharasmin Penitence

Somewhere between a schism and an order, the ecclesiastical Pharamin Penitence adhere to the main tents of its parent faith but adds a grim fixation on worldly suffering, Penitents believe that suffering in his life leads to greater rewards in the afterlife and holds that all pleasure is a distraction. Some researchers go so far as to become flagellants, depriving themselves of even basic pleasures and constantly seeking their own pain as an offering to Pharasma. Inquisitors commonly follow this philosophy, as it gives them a clear and constant opponent to watch for; overindulgence among their fellow Pharasmins, Penitents typically hail from Ustalar and are judgmental, humorless, and motivated to prove their superior willingness to suffer for their faith.

Religious order and Schism Inquisitions (from Faiths of Balance)

Nothing appeals to an inquisitor’s talents like division and conflict within a church. To better deal with these troublesome divisions, many inquisitors are called to adopt inquisitions that further specialize their abilities to tackle the unique matters involved in repelling heretics redeeming the lost, healing, schisms, or whatever else is appropriate for their faith and their places in the organization. See Pathfinder RPG Ultimate Magic for more information on inquisitions.

Excommunication Inquisition

Marked by your deity for your impressive will, you are among the few with wherewithal to carry out the necessary work of removing dangerous influences from your church.

Granted Powers: You can repulse the influence of confused divine servants.

Touch of Silence (Su): With a melee touch attack, you render a target silent (as the spell silence, but only affecting the target) for 1 round. You can use this ability a number of times per day equal to 3+ your Wisdom modifier.

Excommunicate (SU\u): At 8th level, once per day, you can silence a creature within 30’ as a standard action. A Will save against DC = 10 + ½ your inquisitor level + your Wisdom modifier negates the effect. A creature that fails its save gets a second save 1 round later. If it fails the second save, the target cannot speak, provide verbal components for spells, make use of language-dependent effects, write, pantomime, or take any other action meant to communicate anything more complex than a simple affirmative or negative for 1 day.

Redemption Inquisition (from Faiths of Balance)

Your deity inspires you with hope that wayward members of your faith can be brought back into the fold.

Granted Powers: You reach out to your misguided fellows and give them every chance to turn back from conflict with the true faith, even if your differences come to violence.

Patient Sensibility (Su): You gain a +2 bonus on Diplomacy, Perception, and Sense Motive checks.

Redeemer’s Mercy (Su): At 4th level, any weapon you wield gains the merciful magic weapon special ability. The weapon immediately reverts to its original abilities when you cease to wield it.

Second Chance (Sp): At 8th level, you can give an enemy a second chance to correct the error of its ways. Once per day as a standard action, you can cast atonement as a spell-like ability, targeting a creature that has violated the tenets of a religion you both share or that freely desires to convert to your alignment. If a costly material components are required for the atonement, you may choose to accept a permanent negative level as a sacrifice in place of those components. The target of this effect also receives the benefits of a cure serious wounds spell as part of the effects of the atonement.

Reformation Inquisition (from Faiths of Balance)

Moved by divine disapproval of your church’s mistakes, you seek to correct them however you can.

Granted Powers: You can speak with divine persuasiveness.

Inspired Rhetoric (Ex): You use your Wisdom modifier in place of your Charisma modifier when making Diplomacy, Intimidate, and Perform (Oratory) checks, Perform (Oratory) is an inquisitor class skill for you.

Blessed Correction (Ex): At 4th level, when you make a Diplomacy, Intimidate, or Perform (Oratory) check, you may roll twice and take the more favorable result. You can use this ability a number of times per day equal to your Wisdom bonus.

Awaken Discontent (Su): At 8th level, you can deliver a stirring speech condemning the mistakes of those in power and calling for reform, causing the target of your rhetoric to be affected by charm person with a caster’s level equal to your inquisitor level and a save DC of 10 + ½ your inquisitor level + your Wisdom modifier. You may use this ability a number of times per day equal to your Wisdom modifier.

Totemism (from Faiths of Balance)

Veneration of the Spirits That Dwell in All Things

Centers of Belief: Mwangi Expanse (Kibwe, Usaro), Realm of the Mammoth Lords, Vanisia (Storval Plateau)

Common Believers: Bards, druids, Kellids, Mwangi Expanse natives (Zenj humans, halflings, and dwarves)

Shoanti

Compatible Beliefs: Druidism, juju, monasticism

Incompatible Beliefs: Authoritarian religious sects (Abadar, Asmodeus, Torag)

In totemism, all things are believed to contain a spirit. Though not actually gods, these spirits are forces or entities capable of providing protection, guidance, and punishment. Totemists honor the spirits by creating physical representations of the animal or spiritual entity with which they are associated. To them, these objects actually contain the awareness and power of the entities they represent, making them a link between the believers and totem spirits.

In practice, totemism varies from region to region and from person to person. A totem can be worshiped by a large group or individual, and totem spirits might be anything from close friends or companions to cruel tyrants. Around the Inner Sea, the most common forms of totemism are those practiced among the Shoanti and certain tribes in the Mwangi Expanse.

Mwangi Totemism: In the Mwangi Expanse, various tribes (usually Zenj) consider juju with totemism. While they still venerate the wendo, they also worship totem spirits, recognizing their union with the things that also call their lands home. There are two types of Mwangi totem spirits: flesh totems and spirit companions.

Flesh totems are sacred creatures, their veneration passed down though maternal bloodlines. Often, the entire tribe will follow a single creature or species of animal as a flash totem. Although some tribes revere violent, bloodthirsty totems (like the demon ape Angazhan) many flesh totems are animal spirits who guide and protect the community. It is taboo for tribe members to eat any part of a flesh totem animal; to do so is akin to eating a family member and brings immediate sickness and death.

The other type of Mwangi totem is the spirit companion, an individual totem taken by a tribe’s shaman. Spirit companions are passed down from the shaman to his apprentice. They serve as protectors, advisors, and messengers to the spirit world. Causing insult or injury to this totem is the same as harming the shaman. For more information about totemism in the Mwangi Expanse, see Pathfinder Campaign Settings: Heart of the Jungle.

Shoanti Totemism: In Shoanti spiritual culture, the land is alive. Every animal, plant, and stone is part of this life, and possesses a unique spirit. These spirits are raw forces of nature, whose passion and wisdom are shared with those who honor them. Most people know that each of the seven great Shoanti totems demand gratitude and respect. Life is a struggle for survival. Each day, each meal, is a gift from the spirits. A totem spirit will withdraw its favor from those who fail to give thanks or abuse that which it holds dear. Hunger, sickness, was and death quickly fall on the homes of the selfish and prideful. Since these punishments often affect whole communities, the Shoanti are quick to punish transgressors to fend off their spirit’s retribution.

The Shoanti show their love and respect for the totem spirits though elaborate ceremonies that usually include music and dance. Many of their rites involve fasting or even self-inflicted pain to show their willingness to suffer for both wisdom and survival. For more information on Shoanti faith and totemism, see Pathfinder Player Companion: Varisia Birthplace of Legends.