COMMUNITY - FORUMS - NEW PLAYER QUESTIONS
Religions?

Any info on how they will work?


7/10/2019 9:01:40 PM #1

Vidrik, There has been very little direct info on what mechanics will be in game concerning religions. It seems they want it this way so as to be discovered in game by the faithful to each religion. Here are a few links with some basic info and lore. Hope they help. https://chroniclesofelyria.com/game/lore https://chroniclesofelyria.com/blog/24270/The-Cardinal-Miracle-of-the-Second-Age A couple of search terms for google.
site:https://chroniclesofelyria.com/blog/ (religion) site:https://chroniclesofelyria.com/forum/ (religion)


Divide et Impera

7/11/2019 2:32:14 PM #2

Worth noting as well is that players cannot create their own religions, but they can create cults. The difference I think is that the former will be a construct recognized by NPCs while the latter will not.


7/11/2019 9:39:03 PM #3

Posted By Hieronymus at 07:32 AM - Thu Jul 11 2019

Worth noting as well is that players cannot create their own religions, but they can create cults. The difference I think is that the former will be a construct recognized by NPCs while the latter will not.

For now.

8/8/2019 9:12:21 PM #4

I saw it as letting us decide how we are going to do this or not.


6D242B

8/9/2019 8:19:41 AM #5

@Nanyetah,

I truly do not understand how to interpret your post. The most obvious interpretation to me is that we are free to participate in the game's religion mechanics or not. If it means something else, I'm at a loss.

I think it's the consensus that there are only five distinct religions (i.e., supernatural belief systems) in the game, with one of them being Faithless, which is substantially a "don't care" religion. The other four are Qindred, Virtori, Al'tifala, and Faedin. All but Faithless are strongly associated with specific tribes. Each tribe generally has its own unique flavor of its traditional religion, with the most flavor differences distinguishing the practices and beliefs of the three Faedin tribes -- Brudvir, Kypiq, and Janoa.

There is also some consensus that a cult could attract an NPC following if it is close enough to the beliefs and practices of one of the standard religions. How much of a variation would be tolerable is up to players to find out, so far as we know. There are a number of players who will try to find out -- in other words, stretch beliefs and practices until their congregations lose NPC adherents.


8/12/2019 11:44:56 PM #6

From my current understanding the original starting Religions come with different benefits and possibly bonuses. You are free to start your own cult or religion if you want but there will be no direct benefits, it would be more of a role play exercise.


"Count Eldric Blackmoore of The Haven, offering direct support for the Hunters, Explorers and Gathers of Elyria" the

8/24/2019 4:33:01 PM #7

It would be nice to see cults that become popular get recognized as religions though. So what if it gets not bonuses, all praise our lord Cthulu! :P


8/25/2019 4:21:43 AM #8

Cthulhu might be interpreted as one of the Qin, as a Vice, or as an incarnation of the dark side of the Twofold Queen. Alternatively, it might be interpreted simply as a demon, which is probably enabled by all the "canonical" religions.


8/25/2019 5:34:26 AM #9

I started working on an Al'tifali cult here.

I haven't been able to get an answer about Cult mechanics or even how much of this is doable just yet from SBS. They keep dodging the questions.. >.>

So I'd say there either probably aren't a whole lot of developed mechanics just yet, or they are keeping it under wraps for a reveal later.

So for now it is just RP stuff.

Religion will have quite an effect in game though, especially for the Neran and Waerd.