Religion in Kellashar
 

For the Gryphs, religion is a necessary part of life. Their religion concerns the belief of four divine Goddesses that gave the code of moral and balance to their race. Their lifestyle and attitude revolve around this code. The four Goddesses, and their stories, morals, and teachings, serve as a source of wisdom and aptitude for living, and in return the Gryphs worship them with devout praise. In their honor the Gryphs constructed the United Guild, a house of holiness, for where they gather in masses to send their love in hopes of receiving their blessings and learn of their teachings, of their code. Rare is the Gryph who denounces their supernatural presence, and rarer still is the Gryph who believes they are below him. Either act announces the “unbalanced” soul of the individual, for how can one receive their gift of balance if he does not believe in their existence?

History of the Goddesses

The Goddesses were born of one Glycenia. The Divination, the ancient book of Gryph literature, claims that she descended from the heavens and stars, and is a higher Goddess. She claimed the world of Kellashar after a tragedy left it barren and black. As she landed, life blossomed at her feet, her wings spread the wind of existence around the world, and her love made the bleak land turn bountiful. Once the world was satisfied with sustenance, she split her spirit into four beings: Ginnala, Stella, Delphinium, and Forsythia. Each goddess was given the gift to share with her people, the Gryphs.

Ginnala, known for her love of humanity and art, gave her kin the moral of sharing love with one another. She gave them the love for music, theater, and arts, and the gift of healing. These gifts would calm the qualms in both mind and body. Stella, both spirited and courageous, knew that there would be the day that monsters, jealous of not receiving Glycenia's blessing, would rise up and attempt to overthrow their people. There would also be disagreements and dishonesty, for no creature is completely pure. So as not to fall feasibly, Stella gave the gift of law, honor, and bravery to the Gryphs, for they are needed for a civil life amongst even themselves. Forsythia, a preserver of the natural life, wanted the Gryphs to share the world with all creatures, whether they walked on four feet, two feet, no feet, or didn’t walk at all. So she gave them the gift of harmony with nature, of respecting it, and of living beside it. Delphinium saw her sister’s blessings and realized that one thing would be needed in order to keep a balance of these sanctifications: unity of the mind and actions. Thus, Delphinium gave philosophy and moral to the Gryphs. She granted them the ability of thought, rationality, meditation, and the means to hold heart that all of the blessings were given equally to all and that all are equal in the blessings. She gave them a reason for unity.

The second generation of Gryphs became a thriving community. With the aid of the Goddesses, they built the first city, the most magnificent city, of Kellashar (which means “bountiful”): Eudaimonia, the City of Crystals (called so because the central palace in which the Goddesses resided was made of Crystal), and home to the Gryph race. Once the city was built, the Gryphs returned the favor of the blessings by constructing a United Guild, a house of worship, for the Goddesses (who, as they lived among mortals, were called “Princesses”). There they sang praises and kneeled with love and respect, but also begged to be taught the true ways to live their life so that the fullest would amount. The Goddesses agreed, and lived among their people. They fed them knowledge, protected them from invading monsters, and sheltered them with love. The people rejoiced.

Shortly after the Monolith Campaign (a little over 500 years into the new creation of Kellashar), the Sisters felt that their work of overseeing their people flourish and spread throughout the world was complete. They decided to depart from the mortal world, and when this was announced, the people responded in shock and worry. The goddesses calmed their anxiety with a commitment that was to be held in Kellashar for the next 500 years.

They chose one member of the United Guild, a determined member with knowledge, bravery, love, and unity, to act as their corporeal Avatar. Through this member, the Goddesses would be able to watch and communicate with their people so long as the member could withstand the power needed to breach the barriers between the mortal and the immortal planes. Their first Avatar was a young priestess named Mynthe. The four became spiritual goddesses, and left Kellashar to let their people live abundantly. Mynthe completed her duties responsibly, always harking and reverentially obeying the Goddesses every command as they communicated through her peacefully. And when the time for her to pass on the responsibility dawned, she abided by the Goddesses’ requests in choosing the next Avatar. This day, the day a new Avatar was chosen, became the Ceremony of New Light.

This era of the Avatar may have been ongoing had not one odd, but perhaps inevitable, turn in history occurred: the discovery of humans. The Gryph Age of Exploration stretched many miles and resulted in new flourishing habitats for their race, but this certain discovery left them confounded. The humans were of many ages, but they all appeared worn with years and years of unending, treacherous life. Not knowing what to do with the humans but not wanting to leave them, the explorers loaded the humans on their ships and took them back to Eudaimonia. Many of the humans died along the way. But their awkward appearance and unblessed souls were discriminated and hated by the Gryphs. The Gryphs, believing the blessings and magic they had received made them superior, felt the humans had no worth, and no less a burden upon the city. Some owned humans as dog-treated slaves, and others ignored and dismissed their presence instantly and entirely. The young humans grew up unsheltered, unloved by all but each other (and even still not all loved one another), and continuously evading capture and racism just to steal enough food to live.

The Avatar during this time, an eloquent priestess named Hamelida, remained silent. It would be three years since the time that the humans set foot in their territory that Hamelida, and the Goddesses within her voice, spoke up. The Goddesses, angered by the attitude and demeanor of their people, insisted and ordered that the humans be treated as equals; else they would rain a fury of storms and winds upon the city. Frightened by the message, the Gryph hastily obeyed.

Perhaps, however, it was too late for the message to sink in with the humans. For awhile, yes, the two races subdued side by side. Many humans, thankful to the Goddesses, became enveloped in the Gryph religion and studied it as devoutly as any Gryph would. But for some, this type of generosity was too late. Their previous treatment turned to rage, and their rage turned into a day that tainted the benevolent history of the Gryph forever: The Massacre of Eudaimonia. The morning of this day began quietly, normally quietly. But it wasn’t the sound that awoke the citizens of the city that morning. It was the smell. The heavy smell of blood and tears that crawled through the city like a slow fog was what turned an ordinary morning into the Massacre.

When the citizens had just started to grasp on what was occurring, the humans responsible called forth their first magic (how humans obtained this skill remained unknown) and killed more. They killed more…and more. They killed until hundreds, maybe even a couple thousand, of Gryphs and let them lay lifeless on the streets. When at last every single human was rounded like a herd of sheep, Hamelida came forth to judge them, the will of the Goddesses directing her.

Many humans feared for their lives. How could their Goddesses have mercy upon them after such a blood-dripping incident, particularly after they had revealed an undeserving kindness unto them? But…mercy did the Goddesses withdraw upon them, and did not kill a single human. Instead, whether they participated in the Massacre or not, the humans were exiled from Eudaimonia. No human has set foot in the city since that day, and for years spread throughout the lands of Kellashar. This act baffled the Gryphs further, but when one’s Goddesses emits an act, any act, it remains unquestioned.

But the Massacre marked another tragedy for the Gryphs that day: That was the day the Goddesses left the Avatar, never to return to speak to their people. The reason for this is unknown. Hamelida herself disappeared shortly thereafter, presumed to have died.

But though the Goddesses left Kellashar, the people continued to seek their blessings. Inescapably, some Gryphs did lose faith in the Goddesses, but their ingrained teachings of love and hope remained in the vast majority of the Gryphs. Perhaps, if they prayed hard enough and remained to show their faith, the Goddesses would return to the physical side of Eudaimonia and lead them once again.

Modern Religion of the Gryphs

The Goddesses are worshipped daily with prayer, and for children a religion class is a mandatory part of education. Many of the moral teachings of the religion are taught through the Divination, an ancient book that has been loosely translated and abridged (the reason for this was that the only Divination left from ancient Gryph history was charred and beaten, and thus only a few scriptures remained translatable).

There is also an annual holiday called “Festival of the Goddesses” that serves to celebrate the four sisters. It is also a week of rest, where there is no work or school. It is a rather large and joyous commemoration with much food, music, and parades and plays.

The United Guild is held responsible in the hands of a Matriarch and a Circle of Unity. This is the same as it has always been in Eudaimonia, with the exception that there is no longer an Avatar through whom the Goddesses speak. The Matriarch is the head of the Guild, and represents the unity between the law and religion. She blesses the honored during promotions, grants the sick with her presence and prayer, and walks among both prosperous and poor. During wars she acts as a head empyrean, and it isn’t uncommon for a member of the United Guild to be an empyrean. She is seen as the most revered woman in the city, and many go to her to seek knowledge, advice, and wisdom.

The Circle of Unity is made of members who help the Matriarch make decisions concerning the city and its people. These members usually include high priests and high priestesses that have either served the United Guild for years or common (but respected) citizens who have done remarkable and revered deeds for the Guild and the city. Knowledge and understanding of the Divination are keys to being initiated into the Circle of Unity.

In descending order, here are the ranks and duties of the united Guild:

Matriarch: Possesses fullness of the United Guild, and connects the law of the Emperor with the religious aspects of the Gryphs. The Matriarch is always female, and is either the wife or eldest female relative of the Emperor. She has complete and direct authority.

High Priest/Priestess: Commonly serve either on the Circle of Unity, as an ambassador for the United Guild, or both.

Abbots: Act as the “guiding light” for those that have lost their way (consolers), and direct religious research.

Deacons: Teach older students, also arrange and teach/preach weekly ceremonies, and also conduct religious research under the Abbots.

Priest/Priestess: When first accepted as a representative of the United Guild, the first rank is that of a Priest or Priestess (obviously depending on gender). Their role is simple, and that is to share the teachings of the Goddesses with the young students of schools or members of the United Guild.

Members: An average citizen, much like any member of a church or other religious community.

Most Gryph teachings of religion focuses on the four morals of the Goddesses:

Humanity: Ginnala’s moral is that of generosity, sympathy, and charity. It demonstrates the giving and sharing unto others, to treat one another as sisters and brothers, even through painful times. Humanity also refers to all forms of art, which are brought out to serve, teach, and entertain the people.

Honor: Stella’s moral is that of bravery, fortitude, and law. It is upheld whether one is serving emperor, general, or parent. It is needed to maintain civility and to uphold justice within one’s society.

Nature: Forsythia’s moral is that of perseverance, respect, and reciprocation. Nature was created as a part of Kellashar, and thus has a role in its existence. To destroy that role is to destroy a vital part of living. When part of nature must be taken, it must also be returned.

Unity: Delphinium’s moral is that of wisdom, self-control, and tranquility. Perhaps the most important moral of all, as it is hard share anything with others if one does not have the will to share openly.

Modern Religion of the Humans

Why did humans adopt the religion of the people that once discriminated against them?

The humans lived a wretched life under the eyes of the Gryphs. For years they were abused, malnourished, treated as commodities or cattle, and scorned. The Gryphs’ reasons behind this was that the Goddesses had blessed their race, and none other. How could a race not sanctified by the Goddesses be of any spiritual value?

But it was the Goddesses themselves who saved, and spared, the humans. After their first message, the Gryph and humans developed a rather subdued pact, but it was a leap from the humans’ previous treatment. After the Massacre, the Goddesses had the power to kill those who harmed their kin…but instead spared them. They were exiled, yes, but this act of mercy from the Goddesses who kin they murdered was, for many humans, a sign worthy of worship. But holding true to the worship was another battle.

Whether due to inadequate/incomplete teaching of the entire faith or, as some Gryphs believe, their inability to hold unity in their souls, humans could never agree to withstand a United Guild. Their minds and hearts always appeared to favor one Goddess over another, and while the heart for religion was stout, the mind was not capable of withholding a United Guild. In the end, the Guilds split into four: Silver Moon, Green Arrow, Onyx Moon, and White Sand.

Each Guild has three common commodities:

Housing: Many of the Guild members have traveled far to become members, and as a result many Guilds have dormitories.

School: Each Guild serves as a school of teaching its respective Goddess. There are many classrooms in each Guild dedicated to members of different ages and abilities.

Church: The Guilds have a large room dedicated for prayer and worship for the Goddess.

The Silver Moon Guild

The first Silver Moon Guild was founded by a soft-hearted woman named Tyita Thrift. She was a doctor and a musician, and held full belief that music could cure the body and mind of ill harms. She cared for many during her travels, whether by song or medicine, and was a revered leader and teacher during her time. She would direct plays and conduct music for small towns, too poor to afford other means of entertainment, in hopes that the light of sympathy for life and arts would shine throughout the lands. She praised Ginnala, Goddess of Charity and Arts, and shared her teachings of love and sympathy with many.

Legend has it that Tyita was visited while she was practicing her harp under the bright light of Kellashar’s full silver moon in the Forests of Rembrandt. A fire was flicking, surrounding her with a soft orange light while the gentle and cool wind provided a delicate background to her serenade. During her practice she fell into meditation, and the light and voice of Goddess Ginnala fell upon her ears and whisked her into a trance. From there, the Goddess spoke:

My musician, my singer, my humanitarian
My love for the world still stands, though I do no longer
You, who share the love of the arts and the people…
Teach them! Teach them to remember my blessing!

The encounter with Ginnala lit a new beacon within Tyita, and immediately she shared the message with her closest musicians. Soon after this day, the first Silver Moon Guild (named after the shining light that was pouring down the night of the encounter) was built in Palero. Many eager, curious, and willing students flocked to the remote forest town, ready to be taught the ways of the Goddess Ginnala.

Currently, the Silver Moon Guild (led by Chancellors) holds the largest roster of members and is the wealthiest of the Guilds. The Silver Moon Guild is best known for their plays and orchestras, which can be conducted privately (for sick patients), personally (hired for small parties), or publicly (in public and/or traveling theaters). The Guild itself also acts as a hospital for sick patients and as a laboratory for alchemedical (alchemy to create medicines) study and research. Many Guild members play at least one instrument and know a fighting technique called sword dancing, which is mostly used for self-defense during travels (or in plays). Most professions that stem from the Silver Moon Guild are: bards/actors, doctors, musicians, artists, craftsmen, and alchemists.

The Green Arrow Guild

The Green Arrow Guild was a result of a near-death experience. A brave and kind warrior named Ismene Begonia was what many would consider a true paladin: She fought to protect the innocent, she fought for justice against those that dictated through injustice, and she would brandish her sword and arrows to defend many poor villages from horrible monsters that threatened it. And she asked for nothing in return. She was revered as charismatic, intelligent, and courageous. She also praised Stella, and gave her thanks for the strength and heart to bear the hardships that few would even dare attempt.

But as she was all of these, there was one encounter that nearly ended her noble life and cause. She was traveling along the well-worn road between Hatetemo and Ryle, and her keen eyes spotted a poor old woman trying to evade a monster. The monster itself was of untold torridity and power flared in every pulsing muscle; it struck at the old woman with no mercy. Ismene had never seen a monster so large and terrible before, but still charged it to save the old woman.

A small battle raged, but Ismene was outdone. The monster roared, preparing for the final strike that would end Ismene’s legacy, but in her would-be last breaths, a spiritual voice called out to her. It was the voice of Stella, Goddess of Honor and Law:

“My dear paladin, you are a hero to many
You are my disciple, and I will not forsake you
Stand and overcome that which you chose to take on!
Live…and bless others with my teachings and this example!”

Ismene arose with an inhuman power and quickly vanquished the monster. In return for giving her the strength to defeat that which nearly devoured her, Ismene constructed a Guild in Ryle for worshiping the Goddess Stella: the Green Arrow Guild, named after the green-feathered arrows that Stella was known for using in battle.

Currently, the Green Arrow Guild (led by Generals) is stationed in large cities to act as law enforcement, dealing with criminals, killers, and confiscated materials. Their members are warriors, metal-muscled and unbreakable, who serve by the two morals of protection and justice. The Guild itself serves as a jail for lawbreakers as well as a training ground for its members. The laws of justice of most cities come directly from the laws of the Green Arrow Guild. Many Green Arrow Guild members also travel to surrounding towns and villages to protect them from whatever threat has come. Occasionally, for instance when escorting one of noble regime, they will also be hired out as mercenaries. The professions that stem from the Green Arrow Guild include: swordsmen, cavaliers, archers, haldibearers, and personal guards for hire.

The White Sand Guild

Meditation is said to be the pathway of the soul and heart, the places in the body where morals call home. The founder of the White Sand Guild, Escallon Liatrus, was a philosopher and a teacher, and a very kind man. He spent many hours in thought. These thoughts were spoken to those who wished to endure a more fulfilling life than just succumbing to the daily daunting tasks that so readily ate away at man’s inner nature. He spoke of a type of balance that could be achieved when harmonizing the thoughts of the mind with the acts of the body and voice. In this state, one could be at perfect unity with oneself and do no harm, either to oneself or others. Thus, he abhorred the idea of war and weapons and magic, insisting that pacifism and understanding could achieve long-lasting peace. He praised Goddess Delphinium, Goddess of Unity, daily, hoping that one day he could achieve such perfect balance and meet her through this state.

Escallon believed he had achieved the ultimate balance” (nirvana) while practicing a quiet meditation on the beach during a sunny afternoon. His mind became white, and within the white light the voice of the Goddess Delphinium spoke.

“My worthy student, philosopher that strives to achieve the true unity…
You are perfect in your thoughts and your actions
You have achieved true unity
And now, please, teach others this state of being!”

He awoke, alarmed and excited, and shared this encounter with his current students. Hastily, the White Sand Guild (named after the location of his encounter) in the rocky crag of the Cliffs of Nubora was constructed. Within each Guild is a great hall for ceremonial teachings. As the Guild developed, Escallon also discovered another way to move the mind and the body closer to unity: he found that certain exercises and stretches worked the body into balance and strength, but if this was done during meditation, the body and mind would knit at certain points and thus become as one. Thus, mind-flexing was first founded in the White Sand Guild.

Currently, the White Sand Guild (lead by Pastors) is known as a resource of knowledge. Its many members are wise and intelligent, teaching the morals of the Goddess Delphinium. They act as peaceful envoys between those that war…whether they are two friends or two nations. They do not adhere to fighting of any sorts, whether physical or magical. They strive to reach agreement and understanding, and serve as therapists on many bases. The professions that stem from the White Sand Guild are: empyreans, diplomats, philosophers, ambassadors of peace, counselors, and nomads for peaceful and charitable missionaries.

The Onyx Moon Guild

Norgold Russet was the founder of the first Onyx Moon Guild. He loved and basked in nature around him, and found sustenance in all that it offered. Russet enveloped himself in nature so greatly that he was able to call forth its elements (earth, fire, wind, water, and metal, as well as carbon-based life such as animals, birds, plants, and insects) through his mind, and bend them at his will. However, he never saw himself above nature, and worked in harmony with it to conjure and create many spells known to druids today. He also developed the ability to talk with flora and fauna (at least to a certain extent which cannot be breached due to the animal and plant lack of intellect). He despised harming nature, whether it is through hunting and slaying animals or by destroying the forests and valleys in which they resided. If he ever took from nature he gave it back thrice, and praised the Goddess Forsythia for giving the world the circle of life on the planet. He went around the world and preached of her teachings, and in return gained followers.

During one of his crusades,Norgold found himself fighting a bitter cold night. His body became so numb that he felt himself drifting off to a place he would never return from. But he suddenly felt great warmth pierce the bitter wind, and with that warmth was a voice:

“You, who love and share your life with my creation,
Bring together the bonds of nature and man,
Share all things that and share my teachings
For life in all its forms are precious gifts”

When he awoke it was dawn, and the cold air was gone. In fact, he was far away from where he remembered falling asleep. He was in a grove that would be perfect to house his Guild. He looked up at the silver moon, beginning to fade into morning, but as he did he saw the rare onyx moon eclipsed over it. Knowing that such an occurrence is exceptional and beautiful, he named his Guild after this event.

Currently, the Onyx Moon Guild (lead by Resident Mothers/Fathers) is the most concealed and secret of the Guilds. Magic over nature can lead to severe power-hungry madness, and thus its ability is not taught to many. Thus so, the Onyx Moon Guild is often viewed as untrustworthy, and is at times sought only to be destroyed. In turn, those of the Onyx Moon Guild view outsiders as dishonest and don’t take kindly to them. But to those within the Onyx Moon Guild, loyalty to other members and to nature is what keeps them a close community. The professions that stem from the Onyx Moon Guild are: Mancers (magic-workers that branch from the elements of nature), witches, veterinarians, and biologists.