Church of Áldthadt

Church of Áldthadt is a polytheistic religion that represents a branch of Nostikur that split off after Ælryh av Aldver discovered the ancient texts hidden in Gældingvåld, town which lied south of Erðvald, the text revealed that the original five Jarls of Frostmarch changed the original native beliefs of the Valds and compiled them into what would become the Nostikur faith, to make themselves prominent figures of religious authority. During The Great Valdic Voyage Ælryh would preach this to followers of Nostikur and further facilitate the split. The Church's ultimate goal is to return to their traditions and beliefs of their ancient Sorligstian and Valdic ancestors. 
At the heart of this belief system lies the veneration of Solvera, the Sun Bearer, who is seen as the most powerful deity and the guardian of life, and also the one who gave humanity the power of Allurthræl, there is also the The Raven of Áldthadt which is how the Church refers the Universe as, reflecting the complexity of the universe's balance between creation and decay.
== Core Beliefs ==
=== Allurthræl ===
Main core belief of Church of Áldthadt is the concept of Allurthræl, which represents the everlasting cycle of resurrection after our death. It tells us that after we die we will resurrect if we have enough strength and willpower to push forward in this life. This concept encourages the followers of the Churchto have a healthy body and a healthy mind, connecting them to the physical and spiritual realms. However, the process of Allurthræl is taxing on both body and soul, as it requires immense energy and willpower to preserve your soul from "drowning." It is believed that Solvera gave humans the power of Allurthræl. This is also one of the reasons why Solvera is the deity that is the most venerated within the Church.
The belief in Allurthræl fosters a deep sense of purpose among followers, motivating them to embrace life's challenges with courage and resilience. By focusing on both physical well being and mental clarity, practitioners cultivate a holistic approach to life that aligns them with the rhythms of existence. As they navigate the complexities of life, the teachings of Solvera remind them that the pursuit of strength and willpower is a sacred endeavor, elevating their spirit and reinforcing their devotion to the Church of Áldthadt.
=== Lyfsblodt ===
Souls are constantly swimming in an upstream river of Lyfsblodt in order to keep the cycle of Allurthræl going. As they navigate this divine current, and as they perish several times and spend their spiritual energy, and when they grow too weary, they drown, losing the power of Allurthræl and dying for good and ascending to the afterlife if they kept the cycle of Allurthræl going for long enough; if not, they undergo transformation which leads them to become a pile of Soulsand, a drowned husk, or any other hostile mob symbolizing the end of their journey. Some individuals have managed to swim up the Lyfsblodt for hundreds of years, but only the strongest and fittest, both psychically and mentally, survive for that long.
In this ongoing struggle, the currents of Lyfsblodt also reflect the trials of life itself—moments of doubt, pain, and joy that shape the soul's journey. Each ripple and wave represents the challenges faced by individuals in their quest for purpose and meaning. The river not only tests their strength but also offers lessons in resilience. The more they navigate these waters, the deeper their understanding of life and their own potential becomes, emphasizing that the path to resurrection is as vital as the goal itself.
=== Flýjmarunt ===
The Flýjmarunt, also known as the First Creations or the Beast of the Old World, were the original beings created by the Gods. These huge, immortal, various humanoids whom lived in harmony with their creators for centuries. However, as time passed, the Flýjmarunt grew restless and began to question their place under the wings of Áldthadt. They yearned for autonomy and the freedom to shape their own destinies.
Driven by pride and ambition, they ultimately rebelled against the Gods, seeking to assert their independence and challenge the authority that governed them. This act of defiance was seen as a direct threat to the established order, prompting the Gods to respond with severe consequences. As punishment for their rebellion, the Flýjmarunt were stripped of their advantageous beastly features and exiled to the realm of Eldashur, known as the Nether. While some of the Flýjmarunt were cast into this dark realm, others cleverly evaded the wrath of the Gods and managed to hide in the Overworld. Those who survived in secrecy eventually evolved into what we call Humans. Meanwhile, those exiled into Nether retained some of their beastly traits and became known as Grokærmänn, or the Piglins.
It is also believed that the deity Solvera granted Humans the power of Allurthræl, offering them numerous opportunities for redemption and growth despite the challenges of their origins.
== Pantheon of Deities ==
=== Brotsjónir ===
Solvera, the Sun Bearer: The head of Brotsjónir and the most powerful god, Solvera holds a ball of holy energy known as the sun by a grand chain of clouds and liberates souls, and is the most venerated God.
Vlangolar, the Whispering Wind: Bestows power to the righteous while enjoying trickery, usually has a form of an bearded elderly man with a bindle. 
Glefa, Friend of the Goats: Glefa travels beneath the land on his sled drawn by Dire Goats. Each Winters Solstice, Glefa travels the world giving gifts of gold to the kindly and rotten meat to the cruel. It is said that Glefa watches the people of the world through the eyes of all goats and rams.
=== Verðinir ===
Áhorfanim, the Watcher of the Heavens: Head of the Verðinir, Ahorfanim observes all during the night and can bring misfortune if your soul is weak, serving as a reminder of the balance of forces in the universe, is the second most venerated God.
Eldashur, the Flame Keeper: Guardian of fire and transformation, symbolizing the duality of creation and destruction within the cycle of life.
The Hunt of Horfangandr:  A group of broken souls who lost purpose but regained it trough following Áhorfanim. They pursue the unbroken souls in dark winter skies, in a cruel way reminding them to strengthen their spirits.
== Balance of Forces: ==
Both Brotsjónir and Verðinir are integral to the universe's balance, representing two essential aspects of existence. While Brotsjónir embodies creation, growth, and the nurturing elements of life, Verðinir encompasses the darker forces of change and decay, they are two sides of the same coin, each necessary for the other’s existence, they together form the The Raven of Áldthadt, or what we know as the universe.
Though Verðinir may appear malevolent at first glance, their actions fulfil vital roles in the cycle of life and death. They are not inherently evil; rather, their nature is to enact necessary transitions that lead to renewal and rebirth. This interplay between the nurturing light of Brotsjónir and the transformative darkness of Verðinir highlights the complexity of existence, where respect and understanding of both forces are essential for harmony. Embracing both sides allows followers to appreciate the full spectrum of life, ensuring that neither creation nor destruction is feared, but recognized as part of a greater cosmic balance.
== Practices and Rituals ==
=== Blóðvin and Ritual Sacrifice ===
Bloodmagic, known as Blóðvin, is a significant aspect of Church of Áldthadt. It has various applications, ranging from everyday blessings for better farming seasons, healing wounds, and communicating with ancestors to more controversial and forbidden uses like curses and dark arts of blood control. Some practices require permits, such as infusing weapons with Blóðvin, which not only inflicts physical harm but also harms the very soul of the victim, severing their ties to Allurthræl, preventing them from respawning. This duality reflects the religion's view on life and death, emphasizing the consequences of one's actions in both the physical and spiritual realms. 
Ritual sacrifice entails offering a "ritual object" upon an altar. This can include Blooded objects, which are living beings sacrificed during significant ceremonies such as transitions of power, assignments of the Guard, and marriages to ensure good fortune and symbolize the weight of the decisions made. These sacrifices help all parties recognize their commitments fully. Bloodless and pertain to daily life and domestic activities. They often involve food items like berries, bread, or, on special occasions, honeyed mutton. participants may also use a branch of an oak tree as a ritual object. In both instances, the object is placed on the altar while rites are recited, then burned to conclude the ritual, the Bloodless rituals are also used to try to release the Fallen Ones from their imprisonment within a block Soulsand. 
=== Fnárðr ===
Fnárðr, or simply "the act of gifting," is a common practice among the Valdic peoples and is heavily encouraged within the Church of Áldthadt. Fnárðr involves unexpectedly gifting something to a stranger or a friend purely out of goodwill. Followers of Solvera believe that this selfless act strengthens their soul and appeases Glefa, the deity associated with generosity and fortune, who in return may offer even greater gifts.However, if the act of gifting is done solely with the expectation of receiving something back from Glefa, it is considered insincere and thus not viewed as valid by the deity. This distinction highlights the importance of genuine intent in acts of kindness, stating that the belief that true generosity comes without strings attached. Engaging in Fnárðr not only fosters community bonds but also deepens one’s spiritual connection, allowing individuals to cultivate a richer, more fulfilling existence in alignment with the values of the Church.
=== Gelhna ===
The practice of moon bathing is called Gelhna, this ritual is usually performed in tall structures with an opening on its roof to let in the moonlight in, a person would perform Gelhna to prove that their soul is indeed strong and capable, people such as military leaders, merchants, and young men are the ones who practices Gelhna the most often, usually to prove to others or to themselves that they're capable of certain tasks such as: leading armies, manage wealth or to grow into an adult, but if their soul is weak, they will experience the wrath of Áhorfanim and suffer from misfortune for a short period of time, their misfortunes would be very petty though, because of their purposeful exposure of the soul to the God.
== Beyond the Allurthræl ==
In the Church of Áldthadt, death is viewed not as an end, but as a crucial part of life's journey. Each death offers a chance for growth, with more meaningful deaths strengthening the soul. Upon dying, a person's soul travels beneath the wings of the Raven of Áldthadt, called the Ævaridt, to face judgment from the Gods. Those who live long, righteous lives and die multiple times are rewarded with a rich and fulfilling afterlife in the Ævaridt, gaining everything they desired in life and more.
Conversely, those who are unaware of the power of Allurthræl and live in ignorance become undead immediately after death, turning into skeletons or other creatures. For those who understand Allurthræl but die prematurely, the outcome is grim. If their soul is weak and their body frail, they become blocks of soulsand; if their body remains strong, they may reanimate as husks, zombies, or skeletons empty shells of their former selves. Individuals who fall early in this cycle are called "Nári," or "The Fallen Ones." These Nári serve Verðinir in hopes of redemption, needing to hunt their former kin for the same duration they lived as humans before they can ascend into Ævaridt. Meanwhile, those transformed into blocks of Soulsand must wait for someone they knew in life to perform a Bloodless ritual to free them, a process that can take decades.
=== Ancestors in Ævaridt ===
Trough use of Blóðvin, we can talk and communicate with our ancestors who ascended into Ævaridt, during rituals, ancestors often appear above the fire on the altar, they enjoy sharing their insights, helping the living navigate challenges and transitions. This connection emphasizes the importance of honoring ancestral legacies and learning from their experiences. Practitioners must approach these rituals with respect, as misuse of Blóðvin can sever ties to one's lineage. Overall, this relationship with ancestors enriches the community's understanding of identity and legacy.
== Hierarchy within the Church ==
Different sects and various regional beliefs emerged from Nostikur because it lacked authority and firm structure, learningfrom this mistake of the past, Church of Áldthadt puts an emphasis on how important it is to follow the structure and authority of the religious figures.
=== Tafmestrir ===
In the Church of Áldthadt, the Tafmestrir is the highest-ranking spiritual leader, holding authority over the church’s doctrine, governance, and administration. They are considered "first among equals" among the followers, meaning they have preeminence but share authority with them. The Tafmestrir presides over major religious events and ceremonies, representing the church in religious matters and promoting unity among the faithful. They are also responsible for appointing new Fiðmän and ensuring the proper governance of the church, working closely with Hafiðmän in these decisions.
Though they hold a significant leadership role, the Tafmestrir does not have absolute control but serves as a symbol of unity and spiritual guidance for the Church of Áldthadt.
=== Hafiðmän ===
Hafiðmän is an individual responsible for overseeing a larger group of regions or provinces within the church. They have authority over multiple areas, ensuring that the church's teachings and practices are maintained across a wider scope. The Hafiðmän coordinates and supports the Ahtop in their duties, ensuring consistency in the administration of the church across their jurisdiction. They may also be involved in important decisions and play a role in the appointment of Ahtop and other local clergy. While their influence extends over a broader area, they remain under the guidance and unity of the Tafmestrir and the collective body of individuals within the church.
=== Ahtop ===
Ahtop is a responsible for overseeing a specific region or province within the church. They have authority over the local clergy and faithful, ensuring that the church's teachings and practices are upheld.
The Ahtop leads minor local religious events and serves as a key figure in the administration of the church's affairs in their area. They may also play a role in appointing Fiðmän and addressing issues within their jurisdiction. While they have significant influence, their authority is always under the guidance and unity of the Tafmestrir and the broader body of individuals.
=== Fiðmän ===
Fiðmän is an individual responsible for overseeing a specific parish or congregation within the church. They have authority over the local faithful, ensuring that the church's teachings and practices are followed on a more personal level.
The Fiðmän leads regular local religious events, such as weekly services, rituals, and ceremonies, serving as the primary spiritual leader for their community. They provide guidance, counsel, and care to the members of their congregation, helping them maintain their connection to the teachings of the Church. The Fiðmän may also assist in administrative duties, such as organizing local events and helping with the appointment of other clergy.
While the Fiðmän holds significant influence within their parish, their authority is always under the guidance of higher-ranking individuals, such as the Ahtop, Hafiðmän, and ultimately the Tafmestrir.
Category:Valdic