Religions
In a world where gods are real and their servants can perform miracles, knowledge about Alveranians, demigods, and their emissaries can be more valuable than gold. This is especially true for Blessed Ones, who must know the lives of saints along with the proper rituals and prayers. This skill also covers knowledge of philosophy and strange schools of thought.
Check: SGC/SGC/INT
Applications: depends on the god or philosophy (for example, Praios, Rondra, Swafnir, Nameless One, Rastullah, and so on)
Encumbrance: no
Quality: more details about Churches, cults, gods, and clergy
Failed Check: The hero has no idea.
Critical Success: the hero knows detailed information about the topic, including special rituals, prayer texts, and philosophical basics.
Botch: confuse special rites and philosophies of one Church for those of another.
Improvement Cost: B
Note: If the description for a church or cult states that knowledge of the religion is a trade secret (see page 219), that Church or cult cannot normally be taken as an Application of this skill. The GM has the final say.
- Know daily prayers to honor the gods +5
- Recite a Blessing of Birth +3
- Know the meaning of a sphere globe of Praios +1
- Superficial knowledge about strange cults +/-0
- A follower of the Twelvegods knowing the ceremonies of the Lowangen Dualists -1
- A Middenrealmer knowing the rituals of a Novadi -3
- Know the goals of the lizard sect of Scr’Shrf -5
Scholars theorize that reality consists of seven spheres. The First Sphere is pure existence. The Second Sphere is the home of elementals. The Third Sphere entails everything physical, while the Realm of the Dead exists in the Fourth Sphere. The Alveranian Gods reside in the Fifth Sphere, whereas the Sixth Sphere encompasses the stars in the night sky and all other gods. Beyond that, in the Seventh Sphere, lies the realm of demons. The Spheres are separated by Limbo, also known as the space inbetween, which is hostile to life.