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Chevric Fundamentalism

All Valéquyrie know and observe the ethno-religion that is widely practiced all across Quyrie-Ève. Being born as Valéquyrie means you are a part of the faith, which has infiltrated every facet of society.   It is a fundamentalist faith that upholds belief in the strict, literal interpretation of scripture and ideologies, put forward by individuals that are believed to have a strong connection with the gods, known as speakers. These people consist of both high priests and members of government within the The Twilight Council.   Chevric Fundamentalism carries with it a strong emphasis on the concept of "purity", and a desire to return to a previous ideal from which advocates believe members have strayed. There is a heavy focus on spritual growth and enlightenment, and a spotlight is shone on those who lack these crucial elements of character.   As such, this religion has developed an inquisitorial branch, the Conclave of Divine Grace, to root out heresy and correct those that lack the purity demanded of them. Adherence to the strict rules and guidelines put out by the Twilight Council places this faith in a more authoritarian light. Those who adhere tend to exclude other beliefs and spiritual views, driven by the idea that their perspective is the most truthful one.

Cosmological Views

If one has led a pure life and their funeral reflects this, once they die they will be allowed to go to The Exalted Peaks from whence they came. This afterlife consists of a bright, glimmering utopia atop the peaks of mountains that ascend through the clouds.   The layer of clouds separates the Exalted Lands from the 5 hells, to which all other sinners are condemned. Each is unique in their experience and they are most often ordered by decreasing temperatures.  

1. The Inferno

Immediately beneath the clouds, the rocky slopes of the mountains turn into jagged cliffs and plateaus, volcanic and blistering. The very air burns the lungs and scorches the mouth and eyes. Bubbling rivers of molten magma and lakes of tar are where many find themselves when they enter the afterlife.   Beasts of pure rage and fire prey upon the souls of the Inferno, seeking to feast upon or willingly cause suffering to any they encounter. Some act as jailers, imprisoning lost souls in tombs of fire or spiked steel. Some may be flayed or torn apart, others cooked upon open flames until their flesh blisters and sizzles.   Spheres: Blood, pain, fire  

2. The Tangle

The dry heat eventually gives way to the dense humidity of the valleys and ravines of the Tangle. It is little reprieve, however, for the moisture stifles the air and vegetation reaches out to strangle the unlucky souls that find themselves here. Those who never escape the dense undergrowth are cursed to turn into grasping trees that further add to the sprawling morass. The atmosphere is heavy with fetid moisture and ceaseless insects, buzzing and stinging tirelessly till the skin is red and swollen.   The roots and vines run deep, sinking into thick mud or murky, stagnant pools where unknown horrors wait to drag down the occasional wandering soul. Other creatures stalk the jungles and swamps, lurking in the undergrowth, stalking their next meal. Here, the damned will always feel watched, hunted, prey for every living thing in this primeval thicket.   Spheres: Rot, serpents, disease  

3. The Labyrinth

Beneath the tangled undergrowth, in stark contrast, lies a construct of maddening proportions. An infinite maze, walls as high as the sky, spreads out to the horizon. It's construction consists of bricks, stone and metal, from all cultures and ages, squeezed together in a patchwork abomination. Architecture blends messily with natural formations without rhyme or reason. Logic and problem-solving will not help those stuck within these halls.   Terrors and traps fill the Labyrinth, adding to the threat as if the ever-changing paths were not enough. "Lost" does not begin to describe those who find themselves here, and there is little hope they will ever escape their prison. The air is stale, neither hot nor cold, containing no scents or signs of where you have been, nor what may lurk around the next corner.   Spheres: Madness, confusion  

4. The Wastes

A cold chill is carried on the wind that blows through the endless deserts of the Wastes. But these sandy dunes are grey and metallic like iron dust. No colour in seen in this place, save for the few fires carried by denizens of this place, that are freezing cold and glow an icy blue. These are not individuals you would wish to cross, however. They are used to the unfathomable, monotonous nothing of this realm, and would great relish the chance to capture a new soul.   Crossing this cold desert is a torture in itself, the never-ending and monochromatic wasteland enough to drive any sane soul mad. If you are lucky, you may come across the bones of creatures and people, lost and forgotten monuments to gods and kings long-since perished, some bleak site of interest, but most will collapse of exhaustion long before, eventually being buried by the sands of time like countless before them.   Spheres: Cold, isolation  

5.The Void

The nether-most hell, the coldest and most distant, is the Void: the infinite nothingness of the cold dark. In this place, there is no life, no light, no warmth. Icy rocks drift forever through the Void, sometimes large enough to bear a masonry fragment of some ancient architecture or a frozen lake carrying bodies that reach out for help in a frozen state.   It is written that nothing whatsoever can live here, but some say that even in the Void, things may lurk in the icy dark nothingness. Even here, the souls of the damned may be preyed upon to suffer in further torment until the end of time.   Spheres: Emptiness, infinity

Ethics

The rule of law under Chevric Fundamentalism is put down by the eldest of priests. These laws are overseen and governed by the Conclave of Divine Grace. A few examples of these laws are as follows:
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  Punishments for breaking these laws are for the Conclave to deliberate on. These can range from a variety of torture techniques, exile, execution, and many more. However, a punitive measure that carries the most weight is the docking of one's horns, with horns being seen as a path to the Exalted Lands, a sign of a holy life. A Valequyrie with their horns cut or docked is the most impactful way one can be branded a heretic. If their horns grow back, they have been forgiven, but if not then they are condemned to an apostate's life of blasphemy.
Type
Religious, Organised Religion

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