Table of Contents
Religions
Four religions dominate in the Zeitgeist campaign setting. Unlike in a typical Fifth Edition campaign, there is no planar travel, and magic to summon extraplanar creatures is exceedingly rare and brief; only once in recorded history has a god actually physically appeared in the world — and then she was killed. While it is undeniable that powers and forces exist beyond this world, their shapes cannot be proven, and must be taken on faith.
The Clergy (Le Clergé)
Organized religion based in Crisillyir. Mortals can empower themselves, even reach godhood, by confronting the challenges of the world. Beyond this world exist many planes, each a perfect manifestation of some aspect of reality, and they are presided over by powerful gods, angels, and spirits that can be entreated for power.
Guerro
Folk religion of Ber. Every tribe has its own gods, conquered from the tribes who were not strong enough to stand alone. As the tribes battle, so do the gods. For now, it seems, the gods are at peace, and so we make peace, but all good things die in battle. A syncretic com- bination of Clergy and Guerro is enjoying a popular surge in Drakr.
The Old Faith (La Foi des Anciens)
Folk religion of Risur. Honor the spirits of the land, and draw power from nature. The stars above trace patterns that predict events on our world, but the only other worlds are the ones we can visit: the Dreaming and the Bleak Gate.
Seedism (Germinisme)
Folk religion of Elfaivar. Our actions seed change in the world, though it may take ages. Elves and eladrin have long memories. Before the rise of humans, the gods spoke, and we still remember their names and teachings. Srasama, the three-faced mother-warrior- queen, was slain by human treachery, but it is our duty to endure and outgrow this injury. The archfey of the Dreaming were once vassals of the gods, and so we revere and respect them.