ADFIRA
Adfira (/ædfɪəra/) is the native religion of Neusattar Province and boasts nearly 11 billion followers throughout the Jade Empire. It is a polytheistic religion with roots that predate the settling of Neusattar. It is rare among pantheistic religions for having it's chief deity rotate. The position of Theronis, head of the gods, is chosen by acclaim by the senior gods and goddesses every year.
Although Neusattran Adfira shares a common root with Ancerious Adfira, it has developed independently over the course of millenia and so there are discrepancies between the two belief systems.
Although Neusattran Adfira shares a common root with Ancerious Adfira, it has developed independently over the course of millenia and so there are discrepancies between the two belief systems.
HISTORY
Adfira originated in the territories of the Poleisi League of the Ancerious Galaxy many millenia ago, but was imported to Neusattar by the members of the Lost Colony approximately 10,000 years before present day where it has since developed independently.
Following the Vong War and the subsequent annexation of Neusattar in 2430 AT, an influx of Jade Shinto greatly impacted the practice of Adfira on Neusattar. Ingenious settlers, whether permanent or transient as part of the annexation process, bought their belief system with them and many Neusattrans, swayed either by the sheer power and technological advancement of the Ingenious or by a desire to assimilate to the new regional authorities, adopted Jade Shintoism. Recognising the power of syncretism, Ingenious officials set about a deliberate campaign to conflate Porten and Rapuchefu, emphasizing the former's dragon aspect and the latter's relationship to light. This, combined with the animist element of Jade Shinto that allowed for the observance of endless spirits, beings and deities, eased the transition and allowed many Neusattrans to observe both religions without significant contradiction. Some historians maintain that Porten and Rapuchefu are simply different aspects or cultural traditions regarding the same entity.
By the time of the Curse of Light which transformed the general population into Yokari, less than a third of the population reported as Adfyrian in the general census. However, the Curse caused great resentment amongst the Neusattran population, spurring independence and revivalist movements such as the Conclave of Sunpike.
Following the Vong War and the subsequent annexation of Neusattar in 2430 AT, an influx of Jade Shinto greatly impacted the practice of Adfira on Neusattar. Ingenious settlers, whether permanent or transient as part of the annexation process, bought their belief system with them and many Neusattrans, swayed either by the sheer power and technological advancement of the Ingenious or by a desire to assimilate to the new regional authorities, adopted Jade Shintoism. Recognising the power of syncretism, Ingenious officials set about a deliberate campaign to conflate Porten and Rapuchefu, emphasizing the former's dragon aspect and the latter's relationship to light. This, combined with the animist element of Jade Shinto that allowed for the observance of endless spirits, beings and deities, eased the transition and allowed many Neusattrans to observe both religions without significant contradiction. Some historians maintain that Porten and Rapuchefu are simply different aspects or cultural traditions regarding the same entity.
By the time of the Curse of Light which transformed the general population into Yokari, less than a third of the population reported as Adfyrian in the general census. However, the Curse caused great resentment amongst the Neusattran population, spurring independence and revivalist movements such as the Conclave of Sunpike.
ORGANISATION
On Neusattar, Adfira is a sprawling religion with multiple important sites and organisations. Different regional cults and temples wield differing levels of influence and power. The temple of Porten at Iggnir in North Sattar has significant importance as an oracle site and is visited regularly by adherents from across the planet and beyond. The Mausoleum of Synnove, a lesser deity who fell in battle long ago, is a popular site for servicepeople about to embark on tours of duty or military campaigns.
Adfiran holy sites come in a range of forms, from simple stone shrines to temples of stone and wood. Most Adfiran sites include some form of water feature and a firepit. They are tended by priests and priestesses and are supported financially through donations, sacrifices, patronage and the occasional business such as a vineyard owned and operated by the temple. Many wealthy people will have their own shrine, and it is seen as a mark of power and pride to invite others to use one's shrine or to hold community events there. Adfiran priests and priestesses organise and recruit according to their own rites and practices. These vary from temple to temple and organisation to organisation, but it is not uncommon for orphaned children to be adopted by a temple and raised into the religion. |
DEITIES
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Adfira is a religion of habit, and rituals are part of everyday life as well as serious religious observance. For example, Adfirans touch iron to ward off bad luck, believe strongly in hubris and jinxes, and think that stormy weather is a sign of favour from the gods.
Marriages, divorces, the naming of a child and other important events must all be conducted or blessed by a priest or priestess of Adfira.
Marriages, divorces, the naming of a child and other important events must all be conducted or blessed by a priest or priestess of Adfira.
RITUALS AND BELIEFS
A key tenet of Adfira is that the gods are indifferent to mortal affairs, and their attention must be earned through deeds or sacrifices. Certain rituals are believed to earn the attention of the gods or to appease malicious forces. For example. a horse's head mounted on a spear, facing the direction of a perceived threat or enemy, is believed to lay a curse that can only be broken by the cremation of the head or the total decay of the flesh from the skull. Sacrifices are common, from simple coin through to whole animals and, it is rumoured, even humans upon occasion, though this last is strictly illegal in most jurisdictions in which Adfira is practised. It is believed that the sacrifice's worth to an individual determines its value in the eyes of the gods - a child sacrificing a favourite teddy bear is more likely to attract a deity's attention a billionaire gifting a sum of money. Sacrifices can be thrown into water, placed in cave systems, or burned. The dead are almost always cremated, as it is believed that is only as smoke that an individual can travel to Valesium.
Adfyrians generally believe that upon death, a person either goes to Valesium or Haeds. Valesium is a giant meadow, hosting an eternal feast, where friends and enemies alike toast one another and live an eternal life of laughter and joy. Every day they must fight to repel the attacks of Haeds, but those who are killed in battle are reborn at the first sign of dusk that same day. In contrast Haeds is a cold, dark place, full of narrow tunnels and cold rock, haunted by foul monsters conjured up by the minds of the prisoners themselves. Life in Haeds is a torment, but every day the people of Haeds gather to try and storm Valholl. They are never successful, for the wounds they take in battle never fully heal, leaving them weaker every day. The inhabitants of Haeds are those who held malice or cruelty in their hearts for too long in life.
Adfyrians generally believe that upon death, a person either goes to Valesium or Haeds. Valesium is a giant meadow, hosting an eternal feast, where friends and enemies alike toast one another and live an eternal life of laughter and joy. Every day they must fight to repel the attacks of Haeds, but those who are killed in battle are reborn at the first sign of dusk that same day. In contrast Haeds is a cold, dark place, full of narrow tunnels and cold rock, haunted by foul monsters conjured up by the minds of the prisoners themselves. Life in Haeds is a torment, but every day the people of Haeds gather to try and storm Valholl. They are never successful, for the wounds they take in battle never fully heal, leaving them weaker every day. The inhabitants of Haeds are those who held malice or cruelty in their hearts for too long in life.