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In Westeros, religion deeply influences politics, warfare, alliances, and daily life. Your character’s choice of faith grants unique abilities, significant roleplaying opportunities, and strategic advantages. Players select one religion at character creation, unlocking distinct abilities and bonuses as they progress. There are many religions, allowing members a choice between 5 different major religions. These religions grant differing amounts of passive and active skills to it’s practitioners, allowing them chances to access magical abilities.
Religion plays a powerful and enduring role in the world of War of the Realm, shaping cultures, allegiances, and the destinies of both kings and commoners alike. Characters may choose to follow one of the established faiths, unlocking unique Religious Feats, blessings, and special abilities tied to their devotion. Each religion offers distinct advantages, requiring players to balance spiritual power with political ambition. While some faiths grant passive protection or martial strength, others open paths to miracles, prophecy, and influence over the hearts of men. Commitment to a religion is not only a source of personal strength but a reflection of a character’s identity within the Realm.
The five major religions recognized in War of the Realm are:
✖ CHOOSING A FAITH
When creating a Character, one is allowed the chance to choose their character's religion should their Piety by 1 or higher. This is normally pre-determined by the region and House one joins but players are allowed to choose any Religion they want if available. This may cause loss of Influence in some regions, depending on the era and campaign in process. The only exception to this is House Greyjoy, all following the Drowned God Faith unless otherwise told by the GM/DM.
Upon choosing their Religion, members gain access to passive skills of their Faith and the ability to construct a Shrine should they reach the Piety requirement. In addition to this, additional Feats are unlocked as one's Piety and Faith increase. Before gaining access to any Active skill for the first time, one must visit a holy site related to their Faith and complete a ritual. This may range from praying at a Weirwood Tree to being baptized in the salt seas to meeting with a Septa. Some more powerful Skills may require these visits before each use. Additionally, if one wishes to forgo a religion, they are allowed to. Once the minimum of 1 Piety is met, members do not have to invest more points into this attribute unless they wish. Should one wish to convert to a religion later, however, they will require a higher minimum of 2 Piety before they can learn any skills as well as a religious event/ritual mission to be completed.
Unique to the Faith of the Seven, one may choose a specific aspect of the Faith to worship. These 7 Aspects ( The Mother, Father, Warrior, Maiden, Smith, Crone, and Stranger ) grant different skills and abilities to followers, allowing them to each feel unique and purposeful. One can follow only one aspect at any time, requiring at least 4 Piety and a reasonable ritual declaring their Aspect. This aspect cannot be changed later.
Religion plays a powerful and enduring role in the world of War of the Realm, shaping cultures, allegiances, and the destinies of both kings and commoners alike. Characters may choose to follow one of the established faiths, unlocking unique Religious Feats, blessings, and special abilities tied to their devotion. Each religion offers distinct advantages, requiring players to balance spiritual power with political ambition. While some faiths grant passive protection or martial strength, others open paths to miracles, prophecy, and influence over the hearts of men. Commitment to a religion is not only a source of personal strength but a reflection of a character’s identity within the Realm.
The five major religions recognized in War of the Realm are:
- The Faith of the Seven: The dominant religion across much of the southern kingdoms, the Faith of the Seven worships seven aspects of a single deity ( the Father, the Mother, the Warrior, the Maiden, the Smith, the Crone, and the Stranger ). Followers gain access to a wide array of active and passive abilities based on the aspect they devote themselves to, with a strong emphasis on justice, protection, healing, and righteous warfare.
- The Old Gods of the Forest: An ancient faith tied to nature, the spirits of the earth, and the Weirwood trees. Practiced mostly in the North, followers of the Old Gods rely on passive blessings and natural resilience, gaining abilities that enhance survival, perception, and a deep bond with the land itself.
- The Lord of Light (R’hllor): A faith centered around fire, prophecy, and the eternal battle between light and darkness. Devotees of R’hllor wield both active miracles and passive advantages, including abilities tied to visions, fire manipulation, and unshakable spiritual conviction in the face of adversity.
- The Rhoynar: Traditions rooted in the riverfolk who once roamed Essos before settling in Dorne, the Rhoynar venerate water, memory, and ancestral wisdom. Followers of the Rhoynar draw strength from fluidity and adaptability, gaining powers that enhance speed, resilience, and spiritual attunement to the flow of fate and the living world.
- The Drowned God: The harsh sea deity worshiped in the Iron Islands, the Drowned God exalts strength, survival, and conquest by water. His followers are blessed with bonuses during naval warfare, storms, and raids, thriving in conditions where others would falter and invoking the power of the ocean itself to crush their foes.
✖ CHOOSING A FAITH
When creating a Character, one is allowed the chance to choose their character's religion should their Piety by 1 or higher. This is normally pre-determined by the region and House one joins but players are allowed to choose any Religion they want if available. This may cause loss of Influence in some regions, depending on the era and campaign in process. The only exception to this is House Greyjoy, all following the Drowned God Faith unless otherwise told by the GM/DM.
Upon choosing their Religion, members gain access to passive skills of their Faith and the ability to construct a Shrine should they reach the Piety requirement. In addition to this, additional Feats are unlocked as one's Piety and Faith increase. Before gaining access to any Active skill for the first time, one must visit a holy site related to their Faith and complete a ritual. This may range from praying at a Weirwood Tree to being baptized in the salt seas to meeting with a Septa. Some more powerful Skills may require these visits before each use. Additionally, if one wishes to forgo a religion, they are allowed to. Once the minimum of 1 Piety is met, members do not have to invest more points into this attribute unless they wish. Should one wish to convert to a religion later, however, they will require a higher minimum of 2 Piety before they can learn any skills as well as a religious event/ritual mission to be completed.
Unique to the Faith of the Seven, one may choose a specific aspect of the Faith to worship. These 7 Aspects ( The Mother, Father, Warrior, Maiden, Smith, Crone, and Stranger ) grant different skills and abilities to followers, allowing them to each feel unique and purposeful. One can follow only one aspect at any time, requiring at least 4 Piety and a reasonable ritual declaring their Aspect. This aspect cannot be changed later.
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