Oltari

Oltari, also known as Oltarism or as the Oltaran Faith, is a polytheistic religion that originated within the Telkevan Union, where most of its practitioners can be found. Oltari is founded upon the teachings of the eponymous Oltari Clan, a kingdom of deific beings led by the God-King, Oltavar, who established the Blood Covenant with Arkevan Kaiser Telkevon I and Kaisiren Kilune. Oltari's teachings are recorded in the Keltular, the Oltari holy book, with some denominations adopting additionally supplementary texts. Though the reigning Kaiser or Kaisiren is traditionally regarded as the leader of the faith, they hold no official sway over individual communities; likewise, even after seizing power, the Telkevan Armed Forces made no effort to consolidate the faith, which has contributed to the vast number of denominations which have since developed, some of which have amassed a following outside the Union.

Oltarans believe that creation is enveloped in the Unbreaking Cycle, an endless cycle of creation & destruction in which the world and its gods are inevitably destroyed by a new generation of gods, who then create a new world in their image. The current cycle was created by the Builders, who later sacrificed themselves to slay the monstrous Oroganu, the lone survivor of the previous cycle's destruction. Control over the cosmos subsequently fell to the Builder's children, including the Oltari, who chose the Telkevon to act as their mortal ambassadors; those who live a righteous life will join the gods in the afterlife and will fight alongside them during the coming Dusk, an apocalyptic battle believed to determine the ultimate fate of their world cycle.

Beliefs
Oltarism encompasses a vast number of philosophical and religious beliefs united by a shared understanding of the nature of creation.

World Cycle
The World Cycle describes the endless, cyclical formation and destruction of the cosmos. The cycle begins with formless chaos, a vast, swirling mass of liquid and smoke which continuously spawns entities until inevitably giving birth to a god or group of gods which then tame the chaos and use it to create a new world. These gods then rule until they and their creations are destroyed by a new generation of gods, returning creation to chaos and beginning the cycle anew. All things born of chaos are bound to the World Cycle; the gods may be able to delay their destruction, and some, for a time, may even survive into subsequent cycles, but one way or another, whether it be through decay or war, they will inevitably die. Only the Five Scribes, whose essence is beyond primordial chaos, are free from the cycle.

The World Cycle forms the bedrock for all Oltari philosophical and religious beliefs. Because all things will inevitably be destroyed and forgotten, lift has no inherent meaning or objective; the world and all that occurs therein are little more than a byproduct of creation's unpredictable nature. The gods and their followers are instead left to give meaning to their finite existence. For the Telkevon, this means honoring both the Oltari and their ancestors whilst leaving behind a legacy in spite of the fatalistic nature of the world around them, though what this entails varies from sect to sect. Knowing death and chaos are unavoidable, the Telkevon do not fear mortality, viewing it as just another part of a cycle beyond their control.

Mythology & Deities
Main page: Oltari Deities, Oltari Mythology

It is widely believed that the current cycle was initially formed by a group of gods known as the Builders. The Builders slew the Beasts, the rulers of the old cycle, before creating a new world in their image. They reigned as royalty, siring a new generation of gods in the process, but their reign was brought to an end by the Oroganu, the last of the Beasts, which had returned from hiding to enact vengeance and return the world to chaos. Amidst an apocalyptic conflict that reduced much of the world to ruin, the Builders sacrificed themselves to finally slay the Oroganu. With their dying essence, the Builders passed the world over to their children to rebuild and nourish until the coming Dusk, a future conflict that will once more decide the fate of their cycle.

The eponymous Oltari clan are desce4ndents of the Builders and are the central deities of Telkevan sects of Oltarism. The clan is comprised of at least nineteen gods, with some sects adding or removing particular deities. God-king Oltavar, the god of fatherhood, leadership, courage, war, strategy, and blood, rules the clan alongside his wife, God-Queen Lluawit, the goddess of fertility, motherhood, love, peace, animal husbandry, storms, and lightning. Together they have sired sired Riigr the Hero, who protects the Telkevon from spiritual threats; Hruthvar and Hruthvair, the twin gods of medicine & travel; and Livunyr, the goddess of hospitality. Saertu and Sarikarak, the gods of law and magic respectively, act as Oltavatr's advisors and direct the royal court, with contains a number of prominent gods including Visar the Engineer, Xitav and Faea the seers, and Magnate Hunovo.

The Oltari rule from their heavenly domain, Vethia, which is home to an array of supernatural beings, including the various servants of the clan, collectively referred by the Telkevon as the Zuldhi. Mortals who performed heroic deeds live in Vethia alongside the gods, where they are given new bodies and live in eternal bliss. The rest of the dead instead go to Lyathra, a realm of rest ruled by Nilzeli, the goddess of death, funerals, and ancestral worship. Some of the gods, most notably Yinve the Blood Dancer, are said to pass through and entertain the residents of Lyathra. Those who committed heinous acts are instead sent to the Ofu, or pit, to be punished by Golgolag, the god of terror and punishment, until they are repentant.

While Telkevans worship the Oltari, Oltarism itself is omnistic, declaring that all gods and religious beliefs have some element of truth to them, even if they are wholly contradictory to the Oltari. These two seemingly contradictory ideas are reconciled by the Oltari view that the gods, while beyond mortal understanding, are still imperfect beings driven by their own whims and desires; therefore, if a god proclaims himself to be all powerful, it is generally assumed by Telkevon that the god is either referring to their sphere of influence in particular or is outright lying.

There are also a number spiritual entities that are not traditionally worshiped or revered; chief among them are the Five Scribes, immortal, omniscient beings who either record the events of each cycle as impartial observers or who play an active role in creation by determining one's ultimate fate. Worship of the Scribes is rare even among those who see them as an active force due to the Scribes seeming indifference towards individuals, the scribes serving only their own esoteric goals.

Animism
Alongside the gods and their mortal followers, Oltarism teaches that all entities, both animate and inanimate, possess either a soul or some form of spiritual energy. However, this does not mean that all objects are considered to be living in the traditional sense; the nature and characteristics of a soul depends upon its host. Inanimate objects such as stones lack sentience and solely respond to outside stimuli. Plants and animals are purely instinctual, lacking any comprehension of higher concepts, but they, just as mortals can, can increase in might and wisdom as they age, with some deeming ancient trees to be the equals of mortal life.

Some groups hold a pantheistic view, professing that primordial chaos, being the place from which gods are born, is a god in and of itself, and that all entities forged from chaos are therefore aspects of the same god. Much like the Five Scribes, whether or not chaos is a living entity which directs the course of creation, is itself one of the scribes, or is something else entirely, is a contentious subject among pantheistic sects.

Blood Covenant
The Blood Covenant is the oath of loyalty established between the Oltari and the Arkevon of Alrukai under the leadership of Kaiser Telkevon I. It is said that shortly after the death of the Builders, the surviving gods divided the cosmos amongst themselves, each god and clan receiving lands to rule as they see fit. While the Oltari were observing their new holdings, Xitav and Faea found Telkevon I and his followers and were moved by their devotion and perseverance in the midst of the ruins of Alrukai. They presented the Arkevon to Oltavar, who after consulting his advisors and divining the future, appeared before Telkevon and his wife, Kaisiren Kilune. After commending their Arkevon's righteousness and informing them of the Builder's fate, the God-King promised to bless the Arkevon's work and give them purpose, wisdom, and power with which they could build their world anew. The mortals agreed, and the two sealed the agreement with a blood oath, forever binding the Arkevon to the Oltari and imbuing them with a tiny, imperceptible portion of Oltavar's essence.

Adherence to the Blood Covenant and its precepts, even unto death, is required of all who deem themselves servants of the Oltari. Through their righteousness, practitioners will attain blessings from the gods for their devotion, glorify their name and lineage through heroic deeds, and maintain honor amongst their brethren through their loyalty and strength of character.

Core Precepts
All Telkevon adhere to these precepts:


 * Telkevon of the oath shall serve the Oltari alone; they shall serve no other gods.


 * Revere the ancestors, for it is their sacrifice that brought life.


 * Treat even the outsider with respect and humility. Give anger and hatred only to the enemy, for they shall find no safety in these commands.


 * Act with courage and loyalty, for this brings honor. Children shall serve parents, parents shall serve their rulers, and the rulers shall serve those above them. Those above shall likewise serve below, for their followers are the pillars upon which they stand. Above all, serve the Oltari.


 * Act with integrity and honesty, for this brings glory. It is easier to tell a hard truth than to mend the scars of deception.


 * Act with compassion. Feed the hungry, protect the weak, shelter the lost, mend the sick and wounded. A strong community is of more value than any singular warrior.


 * Abhor weakness in both mind and body. Strive for greatness in all things.


 * Abhor the sluggard. Rest is good for the soul, but it is through work that one attains a life worth living.


 * Honor oaths, to do otherwise is a disgrace.


 * Waste nothing. To waste material goods is to insult the legacy of the Builders; to waste lives is to summon retribution.


 * Do not steal from your neighbors; those caught in the act must repay their victims.


 * Do what must be done to defeat the foe, but spare those who concede, and give no heed to those who do not take up arms. If, however, one is bound by oath to kill, then they must show no mercy; to do otherwise brings disgrace.

Oaths
In Oltari tradition, oaths are promises or agreements in which one or both parties explicitly swears upon their own honor, their ancestors, and/or the gods to as an assurance that they will fulfill their part of the deal. Oaths are deeply rooted within Oltari society, and overrule almost all other precepts of the blood covenant; even if one makes an oath with their most hated enemy, they are obliged to perform their duty until either the terms are met or their adversary breaks the terms of their agreement. Those who break their oaths tarnish their own reputation, smear their family name, and invoke the wrath of spirits and the gods, with unrepentant offenders being sent to Golgolag for punishment upon death. Conversely, those who uphold their oaths receive blessings and a place of honor amongst the gods.

Worship
The Oltari, ancestors, and other spiritual beings are worshiped in both public and private settings within shrines and temples and through the use of idols and icons.

Shrines
Oltari shrines come in two forms: communal shrines and ancestral shrines, sometimes referred to as altars. Communal shrines are public buildings typically dedicated to a specific deity or set of gods determined by the dominant gods in the local community. Communal shrines are used for public prayer and worship services as well as rituals specific to their chosen deities, though any follow of the Oltari is permitted within. Shrines also serve as archives containing detailed records of the history of the local area, notable individuals, and a reliquary for notable artifacts, some of which may be employed in rituals. Shrines are led by a matriarch or patriarch, under whom are priests, priestesses, and attendants chosen from among the congregation, though the exact organizational structure can vary. Outsiders, including even aliens, are often allowed inside shrines as guests so long as they do not disrupt worshipers and ongoing rituals.

Ancestral shrines are private shrines owned by a family and are dedicated both to the family's patron gods and their ancestors. There is no standard for what constitutes an ancestral shrine, meaning that they can range from a single, symbolic urn to one or more rooms containing altars, idols, heirlooms, and other items of significance. Compared to communal shrines, ancestral shrines are intensely private; visitors are seldom allowed near unless they have earned the family's trust. This is due partly to the belief that ancestral spirits use the shrines to commune with their descendants and that the entry of an unfamiliar stranger may be considered deeply offensive.

Akla, god of the wild, is a notable exception among the gods as he explicitly forbids his followers from constructing shrines or temples in his name. The wild god dictates that his worshipers convene in natural groves so that they may connect with the natural world and with their inner primal being.

Temples
Often located near or within densely-populated regions, temples are serve a similar function to smaller shrines, albeit on a much larger scale. Each temple is a tiered complex built atop a ziggurat-like structure with chambers dedicated to all of the Oltari gods and their associated rituals (with the exception of Akla). While the majority of temples adhere to a particular denomination, some have instead declared themselves nondenominational, hosting chambers specifically for those of differing beliefs to debate with one another. Temples are the traditional place to celebrate numerous religious and civil ceremonies such as festivals, communal rituals, and military triumphs. The topmost portion of the temple, traditionally closed for much of the year, will be used during these events to prepare offerings.

Temples, like shrines, are open to outsiders, though they must abide by the same as they would if they were visiting a shrine.

Ritual Offerings
Ritual offerings can be given to the gods for a variety of reasons and can consist of material goods, animals, and even sapient beings, though the use of Telkevan civilians, regardless of whether they have taken the oath of loyalty, is strictly forbidden. When an animal or prisoner is offered, they are placed upon an altar. The priest or priestess performing the ritual, after reciting a prayer, will then sever the offering's carotid arteries, which flows freely upon the alter until the offering bleeds out. The offering is then cooked and eaten, with individual pieces being divided amongst those involved in the ritual. The use of sapient beings in such rituals, while still relatively common, had gradually become less prevalent among some communities and sects who prefer to instead hold prisoners as hostages.

There are several forms of sacrificial rituals:


 * Forgiveness Offering - If one has angered a spirit or the gods, they can offer an animal or an item of personal value so as to receive forgiveness. The specifics of the offering depend greatly upon the severity of the offense. Forgiveness offerings can also be performed by two parties locked in a dispute so as to settle the matter without violence.


 * Requests - Requests offerings ask for favors and blessings from either the gods or from one's ancestors and can vary from finding one's love to finding victory in battle. Like forgiveness offerings, the offering itself depends on the request being made.


 * Gratitude Offering - Gratitude offerings express thankfulness for having been blessed. They are particularly common in the military, where entire armies will host gratitude offerings after a victorious battle. It is often during these rituals in particular that sapient beings are offered to the gods. Only those deemed worthy for their strength and/or bravery are chosen to be sacrificed, for it is believed that the gods will reject the souls of cowards and fools.

Magic
Magis is the use of various rituals to coerce spirits into following one's will. Magic is often divided into various branches, each used to achieve particular goals. Practitioners will often specialize in one or two branches of magic, with only the most dedicated followers mastering all of them.

Runes
The Union's lingua franca, Kyrlagon, is comprised of a set of runes, each rune corresponding to an Oltari god and/or notable spirit. Each rune features a number of specialized variations, each of which can be combined with other letters to attain the desired effect. Runic magic is performed by inscribing an item with the desired rune(s), which then imbues that item with that rune's properties. Runes must be kept in good condition in order for them to work properly; users must also adhere to the Blood Covenant, lest their runes fail them at the user's time of need.

Astrology
Each Gods and spiritual entity is associated with one or more constellations, the positions of which have traditionally been used to track the passage of time and seasons. Some sects take this a step further, employing the constellations in their magical practices by performing certain rituals only when a specific constellation dominates the night sky so as to enhance its magical effects. These groups also believe that the movement of celestial bodies can be used to predict aspects of an individual's life and personality. Astrology has never attained a mainstream following among the Oltari, and its validity has often been called into question due to its claims that it can accurately divine the future, a feat widely believed to belong only to the gods.

Vocal Magic
Words have innate power that can be used for magic. Prayers, incantations, poetry, curses, and songs are the most common forms of deliberate verbal magic and are oftentimes used in conjunction with other forms of magic. At the same time, any word or phrase that stirs one's spirit can be considered magical in its own right; as such, an inspiring general or charismatic politician is as much of a magic user as a priest.

Dance
Ritual dance is believed to channel one's spirit towards their desires, thus helping them come to pass. Dancing is particularly common among devotees of Yinve and Akla.

Shamanism
Among the oldest and most esoteric forms of magic, shamanism intends to place one in an altered mental state so that they may commune directly with the spiritual realm. This is achieved by mixing blood from ritual sacrifices with specific substances, such as herbs, into a drink. The practitioner then drinks the mix while those around them either chant the runic alphabet or perform dances.

Funerary Rituals
When an individual dies, their body is to be cremated to symbolize their body's return to the primordial chaos and the spirit's ascension to the next world. These ceremonies take place in open-air funeral pyres. Before the deceased is cremated, friends and family are given time to gather together and to leave valuables around the body as offerings; these offerings typically reflect upon the deceased's livelihood and social status. Once they are ready, the body, as well as the offerings, are burned while onlookers and priests recite prayers for the departed. Once the body has been burned, the ashes are collected into an urn which is then either dumped around the deceased's property or kept in the family shrine depending on their final wishes.

When a soldier falls in battle, all of their equipment is collected for salvaging with the exception of one part of their armor. This part, chosen by the soldier following recruitment, is to be sent home along with their identification tag. This piece is sent home regardless of condition, and thus could either be a near-perfect helmet or a barely recognizable hunk of scrap metal. If it is in good condition, the piece is demilitarized before being shipped. If the armor in question cannot be recovered, then the military will default to either a glove, boot, or shoulder plate depending on what remains.