Social & Political Systems
Faiths
Player-created settled religions: followers, Clergy, Institutions, services, rites, leadership, politics, schisms and Sacred Orders.
Overview
Religion is open to every Origin. Anyone can follow a Faith, attend services, join a congregation, take part in rites and convert at a valid religious site. The Clergy Origin administers settled Faiths and their permanent religious institutions.
A Faith is the religion as a whole. An Institution is one local church, temple, shrine, chapel, abbey, cathedral or sanctuary belonging to that Faith.
Creating a settled Faith
Clergy can begin a Faith with /faith create. The creation wizard covers the Faith's name, view of divinity, ethos, clerical structure, death rite, marriage doctrine, sacred practices, leadership and public Statement of Faith.
The default founding cost is £1000. Doctrine gives the religion a shared identity and roleplay framework rather than a stat build.
Institutions and Rectors
Settled Faiths use permanent Institutions on valid Towny land. An eligible Cleric creates one with /faith institution create <name> and becomes its first Rector.
Each Institution uses a special Consecration Lectern as its altar. The altar is required for conversion, services, rites and Sacred Order consecrations. Packing the lectern pauses sacred activity but does not automatically delete the Institution.
The Rector is responsible for the local Institution and can transfer the role to another eligible Cleric when needed.
Followers, congregations and Clergy
Following a Faith is separate from holding religious office. Most religious players can simply be followers or members of a local congregation.
Conversion happens at a valid religious site. Clergy can invite a nearby player with /faith invite <player>, while a player already at the site can use /faith convert.
Clergy Origin players who want to serve an existing settled Faith apply with /faith join <Faith_Name>. Faith leadership reviews those applications.
Services and rites
Religious activity happens physically around an active altar. Services include Worship, Sermon, Prayer and Vigil. Rites include blessings, sacred oaths, marriages, funerals and memorials.
These ceremonies can contribute to permanent Faith history. Participants must remain physically present where the ceremony requires it, and only one major sacred activity can use an altar at a time.
Leadership, status and history
Faiths can use founder led, supreme, council, independent or traditional leadership structures. Authorised leaders manage doctrine, Statements of Faith, Clergy applications and formal relations with other religions.
Faiths are broadly Nascent, Established or Extinct. A settled Faith normally becomes Established with five followers and one active consecrated Institution.
Important events remain in permanent history, including founding, leadership changes, institutions, services, rites, schisms, religious politics and Sacred Order patronage.
Politics and schisms
Faith leadership can formally describe another religion as Neutral, Recognized, in Communion, a Rival or Heretical. These are player declarations and can be one sided.
A schism creates a daughter Faith with a permanent relationship to its parent. Followers, Clergy, Institutions and Sacred Orders do not automatically move to the new branch. Players choose their own allegiance.
Sacred Knightly Orders
A Knightly Order can ask a Faith for patronage. Faith authority may approve or reject the request through /faith orders.
Approval creates an Affiliated Order. To become fully Sacred, the Order Grandmaster and an active Cleric must meet at a valid Institution altar and complete a physical consecration ceremony.
Sacred status is religious and political recognition, not a combat bonus. Order members are not automatically converted. See the Sacred Orders guide for the full player facing rules.
Useful commands
/faithOpen the Faith interface.
/faith createCreate a new settled Faith as Clergy.
/faith institution create <name>Create a local Institution.
/faith join <Faith_Name>Apply to serve an existing Faith as Clergy.
/faith invite <player>Invite a nearby player to convert.
/faith service start <type>Begin a service.
/faith rite ...Begin a religious rite.
/faith ordersView Knightly Orders connected to the Faith.
More Faith administration commands
/faith doctrine, /faith statement, /faith leadership, /faith admin, /faith politics and /faith institution admin cover less common management tools.
