Illuminated Church

Dive into Yearning and Sin  
The Illuminated Church is arguably the most influential organization and religion in Erenel. Members of the church worship the deities born of the foremother, now known as the deities of light, equally as a family. As a collective, the deities of light represent all that is holy and good while seeking to protect their faithful from the abominations that would bring harm.   The three deities of light (Asanna, Luniwyn and Rezmir) seek to further their own ends and grow stronger with worship. As determined by their Yearning, gods and demigods grow more influential through worship. Only after amassing enough influence can a deity fulfill their Yearning and replace Al’Madoon as Architect. This often brings deities into conflict, except the deities of light, who, besides petty squabbles, are unified behind the principles of light.   Under the Illuminated Church are the three Churches of Yearning, each following one of the three deities of light. While these Churches of Yearning are under the Illuminated Church, each is widespread, with sects stretching across Erenel in every capital city.
 

Structure

Anyone of faith can find a place in the church by spending several years as an Ordi. An Ordi's day is filled with work and study, learning various prayers and how to perform services. After an Ordi has completed their training, they are assigned to one of their superior's many churches of light.   The church has multiple titles and ranks, which cover not only the Illuminated Church in Grenchester but all smaller churches across Erenel.
 
Herald
One Herald representing each deity of the light leads the Illuminated Church in unity. A Herald serves until death, with vacancies filled personally by the deity from whom the Herald serves.   No mortal has more access to their deity than a Herald giving each Herald enormous influence.  
Archbishop
Due to the limited number, a Bishop can ascend to Archbishop following a vacancy and is appointed by a Herald.   An Archbishop is granted control of the church's presence for an entire nation and oversees the operation, reporting only to the three Heralds in Grenchester.
 
Bishop
Priests who are proven diplomats are granted the title of Bishop and oversee large geographic areas while residing in one of the churches of that area. Typically, an area encompasses a region, with the Bishop taking on a more political role instead of day to day services.  
Priest
Deacons who prove themselves are tasked with leading their church in the town designated by a Bishop. Due to the competition, most Priests remain in this position until death or retirement.  
Deacon
Following their training as an Ordi, a member of the church can rise to the status of Deacon. Deacon responsibilities include aiding the church's priest in growing their clergy and overseeing the training of Ordi under the care of a priest.

Public Agenda

The Illuminated Church operates with three main goals, which all congregations strive to achieve in their own way. Above all, the church’s focus is to make sure the lands where the deities of light are worshiped never lose sight of their faith.  
Spread Light
Ensure every city and town has a church dedicated to one of the three deities of light.  
Oppose Evil
Tirelessly oppose all forms of evil created from the Six Sins of Lights End and the fallen demigod Edictor, Toll of Light's End.  
Fulfill the Yearning
Help one of the three deities achieve their Yearning and ascend as an Architect.

Worship

The Illuminated Church recognizes three groups of deities; the primal deities, the deities of light, and the blasphemous ones. Mortals who have risen to godhood (demigods) are not considered actual deities of Erenel, merely powerful beings.   The primal deities, including Aymara the Foremother, are looked fondly upon for their role in Erenel’s existence but are seen as what once was, not what will be. While more uncivilized cultures may worship the primal deities, the Illuminated Church acknowledges their existence but downplays their role in the Era of Inner Flame.   The blasphemous ones, Vyse Tyranal, demigods of the Below, and the Null, are shunned and considered enemies of the Illuminated Church. Great lengths are taken to protect the church from Null infestation, including the critical vow of silence to now speak any of the Null’s true names. The church openly opposes any connection to all blasphemous ones and plainly teaches against the Six Sins of Lights End.
 

Church Symbol

The symbol of the Illuminated Church is the candelabra with three stems, one for each deity of the light. All candles must be kept burning at all times, making changing and lighting candles the perfect job for an Ordi or newer clergy members.
 

Ritual of Service

The holy number of the Illuminated Church is three (three deities of light), so service is held every third day of the week (Tanarya) at 3:00 PM under the sun’s light. For the working class of Erenel, this is generally a time to break or end the work day for service before preparing supper.   If a church follower cannot attend service, spending 3 minutes of prayer on the third day of the week at 3:00 PM will provide enough spiritual nourishment for one week. Without this spiritual nourishment, the soul is thought to weaken, and the Six Sins of Light’s End will more easily tempt the follower.
Founding Date
134 EoIF
Type
Religious, Holy Order
Alternative Names
Church of Light
Permeated Organizations
Related Myths

The Sullied

The Sullied are those who have strayed from the Doctrine of Light, whether through doubt, association with forbidden forces, or actions influenced by the Six Sins of Light’s End. This status does not immediately condemn a person, but it marks them as spiritually compromised and places them under the Church’s scrutiny.   Those named Sullied are expected to submit to judgment. Refusal to do so is seen as defiance, often accelerating their descent toward harsher judgment.
 

Doctrine of Light

The Doctrine of the Illuminated Church is easily described as doing good in the world and relies heavily on Rezmir's True Law. The church recognizes that mortals are tainted by the Six Sins of Lights End and believes if mortals repent through penance, they will be forgiven.   However, the Illuminated Church firmly believes that not all acts can be forgiven. The church sees itself as bringing the rule of the deities of light against the sullied, hopefully converting them away from the blasphemous ones. Any sullied who commits one of the following acts directly opposes the Doctrine of Light and is seen as lost.
  • Participating in rebellion alongside a blasphemous one.
  • Selling one's soul for any reason.
  • Sullied who are considered lost by the Illuminated Church are put to death, burned alive in the purifying fires. For an extensive look at these laws, refer to the Illuminated Kingdom.

    Penance

    Penance is the path to restoration. Through confession, often enforced with a Quill of Truth, the Sullied must speak plainly of their actions and intent before a member of the clergy. Once confessed, they are assigned acts of service, restitution, or devotion meant to realign them with the Doctrine of Light.   Completion of penance restores standing within both Church and society. This system reinforces a core belief of the Illuminated Church that most souls can be corrected, so long as they submit to the authority of the light.

    The Lost

    The Lost are those judged beyond redemption. This status is reserved for individuals who commit acts that directly oppose the Doctrine of Light, including rebellion alongside blasphemous entities or the selling of one’s soul. At this point, penance is no longer offered.   The Church teaches that allowing the Lost to live invites further corruption into the world. As a result, they are sentenced to death by burning, a method believed to purify what remains of their soul and prevent further harm. These executions are public and deliberate, serving as both judgment and warning.

    Churches of Yearning

    Hearth Keepers

    Followers of Asanna, the Hearth Keepers harness sunlight from Ikaram the sol to push back the darkness.  
    Herald
    Zendaya Lifebringer, Thalorian Human
     
    Hearth Keepers follow the tenets of Asanna, seeking to spread her faith wherever they go, performing great deeds of healing and community restoration.   Herald Lightbringer determines the Hearth Keepers' official mission and goals, which almost always align with the Church of Light, leading many to seek out Herald Lifebringer for day-to-day matters of both the Hearth Keepers and Illuminated Church.
     
    Common Phrases
    Greeting/Happy: Hale and hearty!
    Anger/Suspicion: By the blasphemous bell.

    Lantern Priests

    Followers of Rezmir, the Lantern Priests harness holy light found within to push back the darkness.  
    Herald
    Osric Stoutheart, Valthera Aasimar  
    Lantern Priests follow the tenets of Rezmir, seeking to provide justice for all children of the light. With their lanterns attached to their hips, a Lantern Priest is a protector, unafraid to step into the darkness in pursuit of evil.   Herald Stoutheart’s gaze often falls on the destruction of anything to do with the Below or the demons who call it home. Brasher than the other heralds, Stoutheart looks to the offensive beyond the church's walls.
     
    Common Phrases
    Greeting/Happy: Faith and honor!
    Anger/Suspicion: Light burns you.

    Midnight Eyrie

    Followers of Luniwyn, the Midnight Eyrie, harness moon and starlight to push back the darkness.  
    Herald
    Luna Silvermaul, Lunar Elf  
    The Midnight Eyrie follow the tenets of Luniwyn, seeking to protect the Realms of Remembrance from the Null and void spawn found in the Nothingness.   The most feared of the three churches of yearning, the Midnight Eyrie scour the world looking for void infestation to slaughter and put to the fire. This difficult task, unfortunately, requires purging every infested individuals by fire against the otherworldly threat.
     
    Common Phrases
    Greeting/Happy: Stars guide you.
    Anger/Suspicion: By Luniwyns wrath!

    True Law and the Six Virtues

    The Six Sins of Light’s End bend the Yearning away from restoration and toward collapse. In response, Rezmir’s True Law teaches six virtues. These virtues do not erase sin. They exist to oppose it long enough for the world to endure. Each virtue stands in deliberate tension against a specific sin.

    Benevolence

    Benevolence counters Sadism by giving suffering meaning.   Benevolence ensures that punishment does not become spectacle and that authority does not descend into sadism.

    Diligence

    Diligence counters Acedia through consistent action.   Diligence teaches steady effort even when an outcome is unclear and a reward is uncertain.

    Forbearance

    Forbearance counters Blasphemy by restoring reverence.   Forbearance teaches restraint in judgment and humility before the divine. It preserves mystery, ritual, and meaning even when certainty is impossible.
     

    Modesty

    Modesty restrains Covetousness by honoring limit.   Modesty restrains ambition and defines role. In a world shaped by broken divinity, overreach threatens stability more than weakness ever could.

    Obligation

    Obligation counters Miserliness by binding power to duty.   Obligation binds authority to responsibility. Power granted under True Law is never owned. It is held in trust and must be spent when duty demands it.

    Patience

    Patience counters Treachery by sustaining bonds through strain.   Patience is the longest virtue and the hardest to maintain. It teaches loyalty to covenant over immediate advantage and endurance through strain.

    Rezmir's True Law does not claim to heal the world. It exists to prevent collapse while justice remains unfinished. The Six Virtues do not promise salvation. They offer structure, discipline and restraint in a reality shaped by loss. Lantern Priests teach that to live by True Law is to carry justice within oneself, knowing it cannot yet be made whole. Until that day comes, order must be maintained by choice rather than force.
     

    The Six Sins of Light’s End

    Following the Great Sacrifice and creation of The Below, the universe's ability to resolve Yearning was fractured. From this failure arose the Six Sins of Light’s End. These sins are patterns by which Yearning fractures rather than heals, afflicting both gods and mortals alike. These sins endure because the world itself remains unfinished without an Architect.
     

    Acedia

    The refusal to act when action is required.   For mortals, acedia appears as resignation. Suffering is acknowledged but endured rather than confronted. Power and knowledge exist, yet remains unused while decay spreads.   For gods, acedia manifests as silence. A god withholds intervention, or guidance, often believing restraint to be wisdom. Over time, faith stagnates, and Yearning loses momentum.

    Blasphemy

    Treating the divine as a tool rather than a truth.   For mortals, blasphemy reduces faith to transaction. Prayer becomes leverage, ritual becomes habit, and belief loses depth and meaning.   For gods, blasphemy arises when they allow themselves to be treated as utilities. Power is granted efficiently but without reverence, hollowing the bond between god and follower.

    Covetousness

    Desiring power or authority beyond one’s role.   For mortals, covetousness drives the pursuit of forbidden ascension, divine remains, and dominion never meant to be claimed.   For gods, covetousness manifests as rivalry where influence is stolen rather than earned. Alliances fracture as Yearning turns sideways toward supremacy instead of restoration.
     

    Miserliness

    Withholding entrusted power when its use is demanded.   For mortals, miserliness appears as hoarded resources, delayed aid, and miracles withheld for leverage or fear. Preservation outweighs responsibility.   For gods, miserliness manifests as rationed blessings. Intervention is avoided to conserve vitality, even as faith erodes.

    Sadism

    Inflicting suffering without purpose or resolution.   For mortals, sadism appears as cruelty for spectacle or enjoyment. Pain becomes destruction without meaning.   For gods, sadism manifests when suffering is allowed or encouraged without producing growth, belief, or change.

    Treachery

    Breaking a covenant after accepting its benefits.   For mortals, treachery appears as oaths abandoned. Faith is discarded without surrender, causing bonds to collapse.   For gods, treachery manifests as broken alliances. Promises are cast aside once advantage is gained, poisoning all future cooperation.


    Cover image: by Jeff Brown

    Comments

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    Oct 2, 2020 18:49

    What a great and iconic D&D Priest, makes me think of Greyhawk's Priests of Pholtus.


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