Necrism
Work in progress
This article is currently still being written. The author(s) apologise for the inconvenience.
|
This article is a Stub
Please help out the Industria Pacificum Wiki by adding to it.
|
Necrism (Virassian: Խեալաէլ tr. Khealaēl) is an indigenous Amleian religion, and encompasses a vast variety of local traditions and folklore, with several recurring trends and shared stories practices throughout most sects. Necrism is the world's fourth largest religion, with over one hundred million adherents across the world, encompassing 7.9% of the global population. A follower of Necrism is called a "Necrist".
Etymology[edit | edit source]
The origin of the Atraelish language term "Necrism" is disputed. The closest genetic relative to the term is the early Amulndian word ec, descended from the Upcymlu-amleian nek, both meaning "death" (which later evolved to the Amulndian euc, meaning "putrefaction", the ancestor to the Atraelish muck). Possible explanations by some scholars cite the name being attributed to the Necrist barbarians on the fringes of the old western Amulndian Empire, whose raids on the early coastal colonies of the Empire struck the fear of death into the settlers.
Beliefs[edit | edit source]
Pantheon[edit | edit source]
Necrism is an organised collective of animist beliefs, with a variety of non-human creatures, plants and even non-living objects believed to each possess unique spiritual essences and mystical attributes, with most spirit-inhabited entities having a specific role and purpose in the greater universe. These spiritual essences are frequently personified as human-like figures, forming a large pantheon of deities.
Afterlife[edit | edit source]
Festivals[edit | edit source]
Morality[edit | edit source]
they have zero shame what soever
Sacred texts[edit | edit source]
Practices[edit | edit source]
Clergy[edit | edit source]
Necrism is often contrasted with the highly organised and hierarchical religion of Astralism in regards to its apparent lack of clear clergy. The key religious figure of Necrism are the Journeymen, who have historically existed as venerated travelling mystics and faith-healers who spend much of their time living in the wilds in order to communicate its will to humanity. Kings and Lords (and historically tribal chieftains, especially in the nation of Virassia and its predecessors) have also played a vital role in maintaining the religion, with them historically citing their divine right to rule in a manner modelled off that of the Western Amulndian feudal system.