Religion in The Empire


Sigmar

Sigmar Heldenhammer is the legendary founder of The Empire; uniter of the tribes of humanity, brother to the Dwarfs, hammer of the Goblins. Sigmar’s story is well-known – the mightiest warrior ever, but also the greatest diplomat and the wisest ruler. Sigmar is not worshipped outside The Empire, but within it he is pre-eminent. Temples and shrines to the first Emperor can be found in every city, town and village, even in those areas where Ulric or Taal is more popular.

The Cult of Sigmar is strictly hierarchical – there are eighteen Lectors, two Arch-Lectors, and at the top the Grand Theogonist (who some say wields more power and influence than the Emperor himself). The Cult is divided into three orders: the Order of the Silver Hammer are the warrior priests; the Order of the Torch are the administrators, responsible for officiating at religious ceremonies; the Order of the Anvil are monastic, living a life of isolated meditation.

Sigmar’s symbols include the hammer, the twin-tailed comet and the octagon. The latter is formed from two superimposed squares with their points joined, and represents the eight tribes unified by Sigmar. Note that some sources claim that there were in fact twelve original tribes joined by Sigmar – the truth of this matter is unclear, due to the very great gulf of time that separates us from Sigmar’s age. Nevertheless, the octagon remains an important symbol, even if its meaning is dubious. Sigmar’s temples are traditionally octagonal in shape.

The most hated and feared weapon the cult possesses are the Templars of Sigmar, better known as the Witch Hunters. These shadowy, fanatical men roam the land in secret, rooting out chaos cultists, necromancers, mutants and heretics and consigning them to the cleansing flame. This is in itself a laudable task... but who is to know when an innocent person pretends to be guilty so as to escape the burning brands and iron apparatuses of these torturers? How many have been sent to the stake on the word of vindictive neighbours or covetous relatives? The power of a Witch Hunter is considerable, and such power is always abused, if only by a few.

The position of Grand Theogonist is currently contested. Volkmar ‘the Grim’ von Hindenstern, incumbent for many years, was apparently murdered by the feeble traitor known as Archaon as a prelude to his failed invasion of The Empire. The position was duly filled by Johann Esmer, but Volkmar’s miraculous recovery has led to an unfortunate situation. Both men have a legitimate claim, and their contest threatens to tear the cult apart.

A similar problem resulted from the coming of Valten, a lowly blacksmith’s apprentice said to be Sigmar reborn. Valten’s support came mainly from the common people, spurred on by the radical preacher Luthor Huss. The cult hierarchy dismissed Valten’s claim as blasphemy, and declared his followers as heretics.

The truth of the matter is not known. Certainly, Valten possessed considerable physical strength. On the other hand, he had none of Sigmar’s intelligence and wisdom, and ultimately was of little account in the fight to save The Empire from the incursion of the Ruinous Powers. His mysterious death has caused most of his supporters to lose their faith in him, although a small number of fanatics continue to work against the established church, supposedly in his name.


Ulric

Ulric is the god of battle, winter and wolves. In times past he was the greatest god of The Empire, but he has been eclipsed by the rise of the Cult of Sigmar. Even so, in the north, and in Middenheim and Talabheim in particular, Ulric reigns supreme. The high priest of the cult (a man named Valgeir at present) is known as Ar-Ulric, and is an Imperial Elector.

Ulric’s priests are always skilled warriors. They wear black robes, trimmed with wolf-skin and bearing white wolf-head symbols.

This tension between the cults of Sigmar and Ulric reached its zenith during the age of the three Emperors. When Ottilia, Elector Countess of Talabecland, declared herself Empress without election in 1360, she desperately needed the support of the cult of Ulric to reinforce her position. She produced documents that appeared to cast doubt on Sigmar's divinity - cleverly tapping into the growing resentment the Cult of Ulric felt towards its younger brother. Ar-Ulric was quick to endorse Otillia’s claims, and a period of persecution began that saw the worship of Sigmar banned in Talabecland and his temples desecrated. Today, relations between the two cults are cordial, though a few extremist (the so-called Sons of Ulric) continue to keep the ideas of the Sigmarite Heresy alive.


Myrmidia

Myrmidia is the goddess of strategy: of the science and art of war. She is popular throughout the southern Empire, but is most widely worshiped in Tilea and Estalia. In The Empire, her largest temple stands in the city-state of Nuln.

There is much mutual dislike between the cults of Myrmidia and Ulric – both deal in conflict, but their methods are wildly different. This rivalry manifests itself as a desire for followers of the two cults to try to outdo each other on the field of battle.

Myrmidia’s priests wear white robes with red trim, and blue cowls. Her symbols are a spear behind a shield, and the Pegasus.


Verena

Verena is the goddess of learning and justice, and her priests are held above all others in matters of law and arbitration. Her followers always look for a peaceful resolution to a conflict, but will take up arms when all else fails.

Verena’s priests wear white robes, signifying their neutrality and lack of bias. Her symbols are the owl, the weighing scales and the sword.


Manann

Manann is the god of the sea., worshipped primarily by sailors and merchants. Thus his worship is concentrated in areas dependant on the sea for their livelihood. The greatest of his temples is in Marienburg, but Nordland and Altdorf both possess many shrines and temples in his honour. Manann’s priests wear robes of dark blue, green or grey; the colours of the sea. His symbols are the albatross, the five-pointed crown and the wave.

The other side of Manann's coin is Stromfels, god of storms and sea monsters, patron to wreckers and pirates. His symbol is the shark, and his cult is outlawed throughout The Empire.


Taal

Taal is the god of nature and the wild. His power comes from places untouched by civilisation, and his shrines and temples are always far from populated areas. In the Northern provinces, especially Ostland, Hochland and Talabecland (which is named for the god), Taal is still greatly revered.

Taal’s primary symbol is a set of antlers. He is sometimes also known as Karnos, lord of beasts.


Morr

Morr is the god of the dead. Into his loving arms go the souls of the dead, where they are kept safe from the horrible sorcery of the necromancer and the chaos cultist. His priests, who wear hooded and unadorned black robes, officiate at all funerals.

Morr is also the god of dreams and dreamers, though this aspect of his character is little-understood.

His symbols include the raven and the gateway. Morr is not a violent god - the actual process of death is not part of his mandate. The wizards of the Amethyst order, with their sythes and skulls, are sometimes confused with the devotees of Morr. In truth they have nothing in common, and such symbols are not a part of Morr's cult. The carrying of skulls and other such grim items is simple superstition, and regarded as blasphemy by true followers of the god.

Morr is the enemy of necromancers, murderers and grave-robbers. His priests are dedicated to the destruction of the undead wherever they may be found. The evil god Khaine - often said to be Morr's jealous younger brother - is the ultimate enemy of the cult of Morr.


Shallya

The goddess of healing and mercy, Shallya’s temples double as hospitals. Her priests are forbidden to take human life, even in self-defence, and thus will not take part in a battle. Instead they will be found behind the lines, tending to the wounded; or else walking the battlefield once the fighting is over, seeking survivors among the dead.

Shallya’s symbol is a white dove, bearing a golden key in its beak (the key is said to represent the freedom the goddess offers from injury and disease, even though that freedom may come only with a merciful death).


Rhya

The mother-goddess of the Old Faith, Rhya also appears in the Imperial pantheon as the wife of Taal. She is considered a minor deity of nature, and does not have her own cult or temples.


Ranald

Ranald is the god of thieves, tricksters, illusions and luck. He is worshiped (though never openly) throughout The Empire by rogues and gamblers, and also by the poor and downtrodden.

He has no formal temples; instead there are small, easily concealed shrines to him in thieves’ guilds and in the squalid slums of the big cities. Ranald hates violence, and thus his priests are not warriors and do not serve in the Imperial armies.

The crossed fingers are a symbol of Ranald, as are tiny ‘X’ designs sewn into the clothing.


Lesser Gods

There are also a great many lesser gods worshipped in The Empire. Some of these are local protectors or saints (such as Bögenaur, patron god of Bögenhafen, or the cult of Saint Martin in Sylvania). Others are more specialised gods, such as Handrich the god of trade, or alternate aspects of the major gods. Shrines to the gods of the Dwarfs and Halflings, and to a lesser extent the Elves, can be found wherever those races live in any significant number.


The Old Faith

The Old Faith is a truly ancient religion, older by far than the gods of the Imperial pantheon. Primarily being the worship of nature, its rituals revolve around sacred groves, stone circles, barrows and other things no longer considered significant by most. In rural areas, particularly in the less-developed provinces in the north and east, the Old Faith is still followed. The wizards of the Jade college share many traits in common with the druids of the Old Faith, and there are some who believe the college to be a centre for this religion. Nevertheless, it is not so.


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