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Social & Political Systems

Nomad Faiths

Itinerant Faiths use Waykeepers and one movable Sacred Camp, allowing religious life to travel with a Nomad community.

Overview

Nomad Faiths are the travelling counterpart to settled religion. They use the same wider Faith system for doctrine, followers, history, services, rites, conversion, politics, schisms and Sacred Order patronage.

The main difference is infrastructure. A settled Faith builds permanent Institutions. An Itinerant Faith carries one movable Sacred Camp through the wilderness.

Waykeepers and followers

Anyone can follow an Itinerant Faith. Followers do not need the Nomad Origin.

Formal religious office is different. Waykeepers are the Nomad equivalent of Clergy and must be eligible Nomad Origin players. Multiple eligible Nomads can serve the same Faith as Waykeepers when approved by its leadership.

A Nomad applying to serve an existing Itinerant Faith uses /faith join <Faith_Name>.

Creating an Itinerant Faith

A Nomad begins with /faith create. The normal Faith wizard is used to choose the religion's name, doctrine, practices, leadership and Statement of Faith.

When creation is confirmed, the Faith is tagged as Itinerant and the founder becomes its first follower and first Waykeeper.

Sacred Camp

Each Itinerant Faith can maintain one active Sacred Camp. Create it in the wilderness with /faith camp create <name>.

The camp uses a travelling Consecration Lectern as its altar. When placed, the altar supports services, rites, conversion and Sacred Order consecration. When packed, new sacred activity pauses but the Faith and camp record remain intact.

Moving the camp

To move the Sacred Camp, break and carry the Consecration Lectern, travel to another wilderness chunk, run /faith camp move, and place the altar again.

A packed camp can continue to count as the Faith's religious infrastructure while the community is travelling. This prevents normal Nomad movement from automatically weakening the Faith.

Followers and permanent shrines

Players from any Origin may follow a Nomad Faith, attend its services and build aesthetic or roleplay shrines to it.

Those personal shrines are not registered Faith Institutions. Itinerant Faiths still use one movable Sacred Camp and do not gain a permanent Towny Institution or Rector network through non Nomad followers.

Services, rites and conversion

With the altar active, Waykeepers can hold Worship, Sermons, Prayer and Vigils and conduct blessings, sacred oaths, marriages, funerals and memorials.

Conversion also happens physically at the camp. A Waykeeper can invite a nearby player, or someone at the valid camp can use /faith convert. Becoming a follower does not make someone a Waykeeper.

Politics and schisms

Itinerant Faiths participate in the same religious politics as settled Faiths and can use Neutral, Recognized, Communion, Rival and Heretical stances.

If an Itinerant Faith schisms, the daughter Faith remains Itinerant. Followers and other Waykeepers do not automatically move to the new branch.

Sacred Knightly Orders

A Knightly Order can request patronage from an Itinerant Faith. Approval makes the Order Affiliated, but it only becomes fully Sacred after a physical consecration at the active Sacred Camp altar.

The Grandmaster begins the consecration and an active Waykeeper of the patron Faith completes it at the same altar. Order members are not automatically converted to the Faith.

See the Sacred Orders guide for patronage, membership and schism rules.

Useful commands

/faith

Open the Faith interface.

/faith create

Create an Itinerant Faith as a Nomad.

/faith join <Faith_Name>

Apply to serve an Itinerant Faith as a Waykeeper.

/faith camp create <name>

Create the Sacred Camp.

/faith camp move

Move a packed camp to a new wilderness location.

/faith service start <type>

Begin a service.

/faith rite ...

Begin a religious rite.

/faith orders

View Knightly Orders connected to the Faith.