XII. Religion:

When we stand before the first tree in song and pleasant rapture - one senses directly that there is neither striving, nor loss - only the vital song arising in countless beings and stars - across seas of time and space. In this dream we find solace, for we leap beyond death into unassailable unity. -Chevrurl Gephaelie, Ascetic.

Religion is even more varied in Hrielith than magic. Eamai has over seventy thousand recorded faiths amongst all the races, however - in Hrielith, there are probably 12 to 23 active churches at any given time. There are a few basic modes that faith falls into naturally in Hrielith:

1. Agnostics/Atheists/Existentialists
- Those to whom matters of faith are an afterthought, at best.

2. The Faithful
- The most common mode of faith - general deep beliefs, localized contexts, simplistic/dualistic perceptions of spiritual concepts.

3. The Devout
- Those who, like the faithful, are sincere - but also practice their faith in overt ways, much of the time.

4. Acolytes
- Those who have gained provisional acceptance to a spiritual organization. Commonly they serve the faith and spend much time in research and practice.

5. The Fervent
- Those who have passed beyond the laity and have begun earnest training in the path of their faith, however it may evolve.

6. Mentors & Clergy
- Those who preserve and communicate the spiritual paths of various faiths, Generally chosen by Deities, or communal decision.

7. High Clergy
- Those directly appointed by Gods within their churches.

8. Hallowed Servants
- Those who have passed into eternal favor with a deity or path.

9. Deities
- The gods themselves. Etheric beings with the ability to shape reality to their wills instantly.

Joining a church is no simple matter. Aspirants are generally required to demonstrate both knowledge of the spiritual history of the church, and the proper potential. Sometimes tasks or tests are required to pass into membership or move in status within a church. No one need officially join any group - but if one does choose to join a church, there may be restrictions, or geases against certain kinds of behavior. There may also be boons, or gifts - and there will definitely be clear requirements for continued association. Additionally, the penalties for angering gods can often be incredibly severe, in game terms, of course. Conversely, pleasing the Gods can have incredible consequences as well.