Age of Grimm Religions
Children of Remnant
The most popular and proselytized religion in Remnant, it teaches that the world has endured a cycle of eons since its creation by the Nameless One, a being that created the universe and bestowed souls upon the people of Remnant before sealing himself within the planet and falling into a fitful sleep. Now, they believe world is in its final eon - the cycle is ending. When that day comes, the Promised Hunter will arrive to purge the lands of Grimm and evil forever. Then, the Nameless One will emerge, and Remnant will become a joyous paradise of eternal life and boundless harvests.
Community is important to its followers, and their temples are often found within rock formations or dug deep into the earth, to be closer to the heart of Remnant. Its priests are referred to as Deacons, and preach the Nameless One's Songs to all that will listen. The head priest or priestess is stripped of their name and identity, and is charged to wander the world as the Blessed Huntsman.
Since Dust is mined from Remnant (and appears to be limitless), they regard the substance with a degree of respect, and often incorporate it into their rituals, clothing, and constructions.
It is most popular in the former realms of Vale and Vacuo, and maintains a strong presence in what was once Mistral.
Features:
Concubinage - All souls are one, so why not unite as many as possible under your household? Allows you to take Concubines. Children of Concubines are legitimate heirs, but aren't considered for inheritance until the primary inheritors have their say.
Temple Vassals - Deacons that rule over Temple Lands pay tribute to you, and are connected to the larger network of the Children.
Holy War - The Children are in danger! The Blessed Huntsman has rallied the faithful!
Blessed Huntsman - The Blessed Huntsman is welcome in your realm, and fostering a good relationship with one is beneficial to your rule.
Rites of the Progenitors
The second most common religion found in the Age of Grimm is the Rites of the Progenitors, or more commonly, the Progentiorists. They hold aloft a sacred pantheon of immortal deities, who reign over the forces of Nature and the capricious whims of the Heart. Many stories, myths, and fairytales shroud these luminous beings, legends from a time long forgotten, when Gods and Goddesses walked upon the face of Remnant. They also maintain a strong tradition of ancestor worship, believing those that came before are to be treated with dread respect.
They maintain no formal priesthood, though many communities gather around those commonly known as 'Tellers', humans and faunus well-versed in the stories of their chosen deity (or all of them).
The religion is most popular in the frigid Atlesian Kingdoms, as well as the Eastern City-States that occupy the former Kingdom of Mistral. It is also growing, though its archaic traditions and decentralized nature have slowed its progress.
Counted among their Pantheon are the following:
The Thorned One - The Goddess of Justice, Hope and Hunters, she is most popular among the youthful and bold, who yearn for adventure and to render judgment upon Grimm and the wicked.
The Knight of Frost - The Goddess of Dust, War, and Technology. Immensely popular in the former realm of Atlas, this frigid yet caring Goddess holds domain over the Silverlands, the resting place for those who have died after living righteous lives. She is most popular among soldiers and tinkerers, and many of her adherents possess a strong sense of civic duty.
The Shadowed Sword - Goddess of Death, Faunus, the Moon, and Night. She is commonly depicted as a puma faunus, and her domains are often associated with darkness, but not with evil. In fact, she is one of the more benevolent Goddesses. She is popular in Menagerie, due to being a faunus herself.
The Sun Dragon - The Sun Dragon takes the form of a Human Woman, radiant and alight in holy flame. She is the Goddess of Hosts, Valor and Strength. She is most popular among royalty, raiders, mercenaries, and bandits. Though her followers may sometimes be brutish, they maintain a romanticized code of honor, which is followed according to practicality.
The Kingmaker - God of Wisdom, Learning, and Foresight. King of the Gods, he is said to have whispered the world into existence in the form of stories, now known as fairy tales. He is mysterious and unformed, though often depicted as an aging man. Very few communities worship him exclusively, due to the absence of legends regarding him.
The Stormcaller - The most capricious of the Progenitors, he is commonly referred to as a Trickster God. Portrayed as a raven faunus with storm-grey wings, He holds dominion over fertility, drunkenness, decay, and love. He remains a popular figure with urbanized populations, and many adolescents.
The Nightwing - The Goddess of time, decay, Grimm, hatred and souls. She is seen as the Progenitor's psychopomp, leading the souls of the deceased to their final resting place. Depicted as a magpie faunus with a bloodied beak and decrepit wings, she also holds dominion over the Pit, where souls of the wicked suffer before returning to the world for another chance at reaching the Silverlands.
The Bronzeblade - Once a mortal woman, she was chosen by the gods for her prodigious skill and purity of soul to become a goddess. She holds the title 'Defender of the Hearth', and guards the Home and Heart against those that would do them ill.
The Shieldbearer - God of Audacity, Chivalry, and Agriculture, he is the the gentlest God, said to love his followers unconditionally. His most ardent followers are known as Paladins, Hunters and Huntresses that do not bind themselves to Carrion Lords - only the people.
Features:
Favored Progenitor - You are allowed to choose one of the Progenitors to focus your prayers around, netting you related bonuses.
Holy War - The Progenitors are wrathful! Their tellers have been martyred, their groves and holy places despoiled. Become their sword!
Sacred Places - The myths regarding the Progenitors are many, but rooted in the geography of Remnant. Standing Stones, Ruins, Groves, Caves, Coves, Forests, and many other sites of legend that feature in a Teller's stories exist in the world of Remnant. Though they do not count as Holdings, possessing more within your realm brings many benefits.
Pilgrimage - The Progenitors are said to have been birthed from chthonic means in the Land of Vale. Go on a dangerous pilgrimage to the most Sacred Places to connect with your spiritual roots.
Scions of the Maidens
No one doubts the reality of the Seasonal Maidens and their extraordinary power like they did in centuries past, but a smaller, devout group of Remnant citizens have chosen to worship them, believing the spirits that inhabit prodigious young women to be deific. What's more, is that they believe the legend that inspired them is sacred truth, and the Old Man - God - is the ruler of all beings, omnipresent and omnipotent.
They worship the Maidens as avatars of God, and when a Maiden joins the faith or a follower receives a Spirit, they sing praises and hold festivals for months. However, this is a very uncommon occurrence, and no more than one Maiden has been formally associated with the faith for any stretch of time. They believe that, should the Maidens be united in faith within the Scions, God himself may appear.
It is the religion of mendicants, travelers and merchants, and many who wander find the Maiden's power wherever they tread. Shrines dot the roads of Remnant, and are welcome in many inns as well.
Since they share some legends and similar beliefs to the other religions, they are accepted in all lands, and many are searching for the Maidens, attempting to help whomever they can along the way.
Features:
Grand Search - An influential Priest has called for a Grand Search! The faithful drop their everyday lives to aid in locating one of the Maidens. Greatly increases the chance of finding a Maiden. Note: They are not warriors - they remain peaceful travelers.
Seasonal Festivals - At the beginning of each season, festivals are held to celebrate the oncoming transition. They draw many of your realm to one location. The joyous spirit almost always helps repel grimm, but if a Festival goes awry, the opposite occurs.
Vassal Priesthood - Priests that rule over Scion lands pay tribute to you, and are connected to the larger network of Priests.
Charity - You can more easily practice charity in your lands, which will keep your serfs happier and less stressful.
Maidenage - If you are a Maiden, or one is a vassal to you, your power and influence expands meteorically.
There are many smaller, local religions that do not fall in line with the three major religions, and even whispers of those who worship the Grimm. This has to be false, no one would be foolish enough to do so.