The Port is still filled with the pitiful remnants of your people, awaiting distribution to the towns and cities of the Kingdom of Karth. Your homeland destroyed by Natural Disasters, flooded, burned and finally ravaged by the survivors in a bid to conquer the few spots who were still arable.
As the remaining Highest Officials of your Creed you organized the evacuation. Now months later, half starved, tired and miserable you have come upon this new land. The King of Karth is a kind man and has offered refugee for the thousands of your people that made it out of the Apocalypse of your Homeland.
A new Beginning. Most of you weren't particularly high in the official hierarchy of the Creed but now as the most important remaining members it is upon you to rekindle the Faith in your people, or more importantly spread it in this new lands and so far King Harmund has granted you the right to openly practice your religion as you see fit. What is more important with many of the old writings and artifacts gone, your Faith has become quite moldable and what you say will be new religious law mostly because nobody can contradict you with the writings of old...it is time to become the Voice of the Gods.
Well then you all will play members of the same Faith. a Faith which you should first describe in its basics.
Name of the Faith:
Deity/Deities/Other: (are you a monotheistic religion, a polytheistic religion or does your faith work completely different?)
Describe your Faith more specifically, what are its basic tenets, its gods and large figures.(Remember you can keep some things vague for now and add them alter as you widen your control):
Now that we have a Faith lets talk about Organization, there are 4 Major Roles occupied by players:
The Pope/High Priest/ The Voice of the God/s
The Highest Member of the Faith is elected for live from the four Minor Players by the Synode. Being the Center of the Faith the Vox Dei(lets call him that until we have a different title from you guys) decides General Policy of the Faith, Decides which Arm of the Faith gets which funding. And while you can call Crusades/Holy Wars and generally decide things, everything you do comes before the Synode to which you are in the end, subordinate. Your Main Goal is to amass power. First for your Faith by becoming the Major Religion in the World. Secondly for your Church by amassing land,wealth and ascending in Influence so far that Emperors fall to their knees at your behest. Finally within the Faith. Like the other Major players you want to shape policy and as such you need as many seats as possible. However your lifespan is limited and once you die the Synode convenes and votes for a new Vox Dei from the minor Players. What you could set aside for yourself however stays with your Group of Interest and can be used for your schemes
The Synode
The Synode consists of 13 Seats. 1 currently occupied by the Vox Dei and 4 occupied by the 3 Arms of the Faith. Every change in policy that doesn't fall directly under an arms area of expertise or every directive initiated by the Vox Dei is voted upon here. Logically the More influence one has, the more seats one possesses.
The First Arm: The Eccelsiarch
The First of the other 3 Major players is the Eccelsiarch. While the Minor players represent Groups of Interest within the Faith and the Vox Dei is a being with a limited lifespan, the Three Arms are timeless. As a Player of the Eccelsiarchy you deal with the spread of the Faith, the management of temples and the management of Church Lands and money. You are the pillar that upholds the rest of the Faith. You train Monks and Priests and convert the masses. While usually you do not possess military might (that doesnt stop you though from assembling military power anyway) you have economic clout and the masses behind you. Basically you lie down the "Party-Line", but you do not have any say in Inquisitorial or Military Matters.
The Second Arm: The Militant
The Second of the Three Major Players. Fighting the enemy from outside, you deal with the heathen,the beast and generally protect the Church from all outside enemies. Which can sometimes lead to clashes with the Inquisition as to what falls under their and what falls under your jurisdiction. Your Organize the Temple Guards, the Knight Orders and ensure the security of the Faithful. You are the one who goes on Crusades and Holy Wars and leads the Fanatic Masses with Righteous Zeal. However your influence especially at the beginning is negligible and depends largerly on the will of the Vox Dei to get military involved in matters. Especially without funding you will sink into insignificance, however an Order of Knights might bring in some money just for yourself...that is if you are not ordered to share...
The Third Arm: The Grand Inquisitor
The Third and final of the Three Major Players. The Grand Inquisitor protects the Faith from the Heretic and the Enemy within. Your job is to make sure the "Party-Line" set up by the Vox Dei and the Eccelsiarchy are held up and that deviations of that are either integrated into the Faith or eradicated. You also work together with the Militant (or against each other) to take care of the Dark Things that go bump at night. You are not just the Inquisition though. You also clear up Conflicts of Faith and are a Judge when Members of the Faith commit worldly crimes. Where the Militant is the Soldier and the Night Watch, you are the Policeman, the Judge and the Secret Police. Just like the Militant you are largely reliant on the Eccelsiarchy's Funds, doesn't mean though that you can't find alternative means of aquiring funding...
The Minor Players: Groups of Interest
The Four Minor Players all represent Interest Groups within the Faith, Directions, Movements and Currents which are within (or even not within!) the accepted boundaries of the Creed. These Interest Groups Transcend the system of the Religious arms and have their own Agendas. Each of these IGs has a Figurehead, somebody who can be nominated to be the Vox Dei. Obviously once in such a position he wants to amass more power for his Group. Once the Vox Dei dies a new one is elected but whatever money, lands and similiar things he put aside for himself are given to the Interest Group. Now the Player can create a new Character for his interest group if he wants, or another player may instead be put in the position to lead that interest group. So yes there may very well be the possibility that your hardwon gold and lands are under control of another for a good while...
Once a common faith has been decided upon you guys can start to apply:
Major Player App:
Desired Arm: (Inquisition, Militant, Eccelsiarchy)
Description of Organization: (History of that arm of the Religion, note it should be in concurrence with the Chosen Religion, also note that not much will remain of the original structure although you get some remnants of it)
Minor Player App:
Name of the Interest Group:
Goals and General Direction of the Interest Group: ( could the IG be more interested in going with the Fire and Sword way than the peaceful conversion? Are they more interested in recovering the old artifacts of faith than forming the Faith anew? Are they more in line of merging with Heresies or rahter eradicated them? etc.)
History within the Original Faith: