For those not familiar with Eberron, it is the creation of Keith Baker, and was submitted to Wizards of the Coast as part of an open call for new D&D campaign settings. It was first published in 2004 for 3.5e, republished for 4e, and has now come out in the form of Eberron: Rising from the Last War. This is exciting news for me, because for my money, Eberron has by far the most interesting religious system of any WotC campaign setting, and it's not particularly close. In particular, it highlights, and then addresses, a couple of basic issues that any fantasy religion must grapple with.
1. Religion Is Not the Same as "The Gods." So, let's begin at the beginning. There are definitely people who will disagree with what I am about to say, but I would define "religion" (both in the real world, and in a fantasy world) to mean "a system or structure that promotes a metaphysical idea or set of ideas that inform the way a member of the system or structure views the world." Said another way, religions have three parts (1) some claim or set of claims about the world that transcends simple materialism (20th Century theologian Paul Tillich called this an "Ultimate Concern"); (2) some organizing principle for people who hold the claim; and (3) some way in which that claim impacts the lives of the those hold it.
Notice that none of those three elements require or necessarily involve some belief in a god or gods. The gods or some single god may provide that source of Ultimate Concern, but it doesn't have to be that way. Religious systems do not have to be grounded in deities, but instead in some other set of principles or ideas. Buddhism, for example, isn't necessarily concerned with divine entities (depending on the sect of Buddhism). More controversially, I would argue that many comprehensive philosophical and political systems, like Marxism or Fascism (or, if you want to be even edgier, Capitalism), are religions that either officially reject the existence of divine entities, or are indifferent to their existence.
Generally, fantasy religions are hyper-focused on gods and goddesses, and assume that "religion" is co-equal with "the gods." Eberron, however, is not like that, and takes a much broader view of what religion is and can be. Depending on how you group them, there are eight different "religions" in Eberron--the Sovereign Host (including the Dark Six), the Church of the Silver Flame, the Blood of Vol, the Cults of the Dragon Below, the Path of Light, the Undying Court, the Keepers of the Past, and the various druidic sects. Of these, only the Sovereign Host is focused on the gods and worship of the gods. While the others might recognize the existence of the gods in some general way (especially the Church of the Silver Flame), they are all organized around very different "Ultimate Concerns" than the gods and doing their will. In some cases (such as the Cults of the Dragon Below and the Undying Court), the focus is on veneration of powerful beings, but beings that are not "gods" in the way that the Sovereign Host are understood as "gods." For the others, the Ultimate Concern is more in the direction of a philosophical principle or principles, without much reference at all to the gods.
This works in the context of Eberron in large measure because of the nature of the gods of the Sovereign Host, about which more in a bit. But I think the bigger point is that Eberron provides a more varied set of religious ideas for the players to interact with. Because the religions of Eberron line up with philosophies or ideas instead of simply "[Blank], the god/goddess of [Blank]," there is more room for players to interact with these structures. Even some of the darker religions, like the Blood of Vol, can have reasons for non-evil PCs to be a part of them (more on them later).
2. The Sovereign Host, Epistomology and Hinduism. In the last post about the religion of Critical Role's Exandria, I talked about the impact that direct access to knowledge of the divine has on the religious structure of a fantasy society. Eberron is well aware of this dynamic, and goes in the other direction than the one taken by Exandria by closing off this channel of direct knowledge. You cannot speak directly to the deities of the Sovereign Host, period. As a result, it is an open question in the setting whether or not the deities of the Sovereign Host really exist at all.
In something like the Forgotten Realms, atheism would be a kind of mental disorder. Going to the wayback machine, during the "Avatar Crisis" in FR, the gods and goddess were walking around, talking to folks, getting into fights, etc. Saying "I don't believe in Bane" is sort of like saying "I don't believe Donald Trump actually exists"--it's nonsensical. In Eberron, atheism is a completely valid worldview, as there can never be the sort of direct interaction with a discrete divine entity like "Bane" that you see in the FR. The most fervent believers in the Sovereign Host never promise that Dol Dorn is going to show up in some tangible form and do things.
Even more interesting is the fact that the theology of the Sovereign Host complicates the entire notion of "believing" in the Sovereign Host. A key tenet of the Sovereign Host's faith is the "Doctrine of Universal Sovereignty"--"As is the world, so are the gods. As are the gods, so is the world." In other words, when something is born in the world, it is not simply that Arawai blesses that event, but that it is a manifestation of Arawai. To a believer in the Sovereign Host, saying that you "don't believe" in Arawai is to say that you "don't believe" in things being born, which they would say (rightly, at least accepting these premises) is nonsensical. To what extent the distinction between "Arawai" and "things being born" is a "real" distinction, or whether Arawai is simply a personification of the natural function of things being born, probably doesn't matter all that much, including to believers in the Sovereign Host.
On the flip side, the "Doctrine of the Universal Host" states that the different members of the Sovereign Host are, to some degree, different expressions of the unitary principle of the Host itself (one of the formulations is "the Host is the name, the gods are the letters of that name"). This is really interesting on a number of levels, especially as the Sovereign Host has the rival "Dark Six" of evil deities. Presumably those entities are also a manifestation of this universal principle as well, though, I am not aware of any canon discussion of this point. This is in keeping with broader themes in Eberron that good and evil are not hermetically separated in the way they are in Tolkein and his somewhat Manichean derivatives.
I hesitate to say this, because I am not deeply familiar with this tradition, but the Sovereign Host religion strikes me as a lot like Hinduism. Hinduism has a multiplicity of deities, but unlike, say, the Greek pantheon, there is assertion that there is a fundamental unity to these divine principles. From a game perspective, this allows you to have the simplicity and accessibility of polytheism ("I worship the sun god Dol Arrah"), while having a more interesting and philosophically coherent metaphysics "behind that" if you care about that sort of thing.
3. The Catholic Church problem. D&D, and most of the fantasy genre, draws inspiration from medieval Western Europe. And medieval Western Europe is incomprehensible without the Roman Catholic Church, the most powerful and most influential single organization in medieval Western European society. And this is a problem for the fantasy genre, because most of fantasy worlds do not have any institution, let alone a religious institution, that takes the place of the Roman Catholic Church. They replace the religious dimensions of the RCC with their fantasy religion, which is fine, but that still leaves the social and cultural dimensions of the RCC without any analog. This leaves something of a "church sized hole" in these quasi-medieval societies.
Now, this can be fixed--Midgard does a good job of hearkening back to pre-Christian religious traditions and models as a baseline for an alternate medieval history. But one way or the other, it needs to be addressed, and the easiest way to address it is to create a religious institution that fits into a similar social and cultural space as the Roman Catholic Church. In Eberron, that institution is the Church of the Silver Flame.
Now, I am aware that Eberron inventor Keith Baker has been very insistent that the Church of the Silver Flame is not a Catholic Church expy. And he's right, in the sense that the beliefs of the Church of the Silver Flame are dissimilar to the beliefs of the Roman Catholic Church (Baker analogizes the CSF to the Jedi Order from Star Wars, and while I'm not sure that totally works, it's closer than the theology of the RCC). But socially and culturally, the Church of the Silver Flame is a clear RCC equivalent. For one thing, it has a very tight organizational structure, with a hierarchy of levels of leadership (a hierarchy and levels of leadership that, it should be said, use all of the same terminology as the Roman Catholic Church). Most people have some sense of what a bishop is, what templars are, etc. Those things feel very consistent with the medieval-ish fantasy of D&D, but are actually somewhat hard to work into D&D in any logical way without having all of the rest of the monotheistic superstructure that gives rise to those elements.
Fantasy settings tend not to go for full monotheism. Some of that has to do with a fear of making it too on-the-nose to real world religions and risk offending people. But I think the bigger problem is a game problem--monotheism is premised on the idea that there is only one divine principle that actually exists, which runs against the idea of lots of antagonist factions with Real Ultimate Power that the heroes need to defeat. You can make those factions some variation of fallen angels or Satan--that's what Tolkien more or less did for Middle Earth with Morgoth and Sauron. Or you could go in the dualist direction and have a good god and an evil god. If you are looking for inspiration there, Zoroastrianism is a real good source to mine, as it is somewhere in between the dualism and fallen angels choices and has all sorts of cool angels and demons from its mythology.
The Church of the Silver Flame avoids this problem by making the object of veneration, the Silver Flame, not a god. The Silver Flame is a created entity, originally formed from the souls of powerful entities of good, the couatls. It then takes on a modern form through the effort of a human hero, Tira Miron, who joins with the Flame to trap a demon lord who would destroy the earth. The result is that, as Baker says, there is basically no similarities between the Church of the Silver Flame and medieval Catholicism in terms of the the content of belief, but there is strong parallelism in terms of the structure. Both have a singular focus of veneration, both have a central person who is the clear founder of the faith, both have a strong moral narrative that orders the lives of believers. Because all the "buildings" of medieval Catholicism are still preserved, you can port over stories and conflicts from the real world into Eberron without creating anachronisms and incongruities. All you have to do is change the stuff inside the buildings.
In other words, the Church of the Silver Flame lets you do monotheism without actually having to do monotheism and take on all of the metaphysical problems monotheism creates for a fantasy adventure world. It's a brilliant solution to a challenging problem. I would have said the Church of the Silver Flame is my favorite part of the Eberron religious landscape, but I keeping going back and forth between it and the other side of the coin--the Blood of Vol.
4. Let's Talk About the Afterlife and the Blood of Vol. In the Forgotten Realms, when you die, you go to a purgatorial space called the Fugue Plain, where you will eventually get picked up by your deity and taken to the home of said deity. Thereafter, you will exist in that space in a manner consistent with your deity and home plane's basic ethos--if you worship a Lawful Good god, you end up in the Lawful Good plane (the Seven Heavens, I think) and have an eternal Lawful Good lifestyle with your Lawful Good patron.
This is fine, and there are some interesting things in there about what happens if you betray your god or are just a lousy worshiper (you soul gets plastered into a wall that protects the city of the dead, and you eventually disintegrate into nothingness). But, I think it is kinda boring. And it opens the door to weird sorts of Pascal's Wagers--if I like the idea of frolicking in glades for eternity, it is rational for me to worship the deity whose afterlife is in the frolicking in glades plane. It makes the afterlife a transactional consumer product, as opposed to an act of faith.
In Eberron, when you die, your soul goes to Dolurrh, the plane of the underworld. Dolurrh is similar to the underworld described in the Odyssey--a grey place, where you just exist without particular meaning and purpose. Eventually, you just kinda fade away into nothingness, as you lose any desire to continue to exist.
Now, two things about Dolurrh jump out at me. First, it provides an excellent explanation for why Raise Dead and Resurrection spells work the way they do according to the D&D rules. The longer your soul is in Dolurrh, the less "real" you are, and so the harder it is to pull you back.
More importantly, that afterlife sucks. And everyone in Eberron understands that this outcome sucks. As a result, many of the religions of Eberron explicitly react to this basic, objective fact that the afterlife is terrible. In the Silver Flame faith, the idea is that after you fade away, some measure of your vital essence is incorporated into the Silver Flame, and so you live on in a de-personalized way, strengthening the great project. One of the two major religious traditions of the elves preserves ancestors (or, at least, important ancestors) in an essentially undead state so that they don't have to go to Dolurrh.
But, the best reaction to the reality of death in Eberron is the Blood of Vol. The Blood of Vol teaches that there is divinity within you, waiting to be unlocked. This divinity allows you to transcend and skip Dolurrh, if only you follow the teachings of the faith. In light of the nature of Dolurrh, this is seems a pretty attractive possibility, and it makes complete sense to me why people in-universe would be attracted to the faith. Now, the catch is that the Blood of Vol is actually run by a cabal of intelligent undead. And the mysterious leader of the Blood of Vol is trying to make herself un-undead in order to harness her massive dormant powers. But, even here, the faith has a logical explanation--becoming an intelligent undead, while dooming yourself to a pale shadow of the divinity possible under the faith, is still way better than Dolurrh. Those intelligent undead, according to Blood of Vol teachings, are martyrs who have voluntarily sacrificed potential transcendence in order to guide and help the rest of the faithful.
Make no mistake, the Blood of Vol is very clearly a "bad guy" religion. But it is a bad guy religion that has a pitch that seems utterly plausible, even relatively compelling, in light of how lousy Dolurrh is. It seems to me completely logical why someone might sign up for the Blood of Vol, and even accept the idea that the head of your congregation is a vampire ("I admire so much that Count Dracula was willing to take on the burden of undeath to lead and teach all of us. Poor guy. I'm glad to offer him some of my blood as a token of my appreciation.") While most "bad guy" fantasy religions struggle to explain why anyone would follow them other than for naked power opportunities, it makes perfect sense why regular, non-megalomaniacal people would be devoted followers of the Blood of Vol. And, because that's true, it creates interesting moral and ethical challenges--sure, the vampire boss is a clear black hat, but his minions are just folks looking for something to believe in that will save them from a slow fading away after death.
The fact that, at the end of the day, it's a scam doesn't undermine this complexity and nuance. Indeed, the Blood of Vol reminds me very much of a certain real world religion that has itself been accused of being a scam, which I shall not name due to its noted litigious nature. And, as demonstrated by the significant numbers of people who are part of that faith, the fact that you might be a scam doesn't stop people from believing in your teachings.
*****
So, bottom line--Eberron's religious system is awesome, by far the best and most interesting of the official D&D settings. It has great conceptual diversity, it smartly addresses some of the pitfalls of trying to match up the medieval source material and D&D-isms, and it provides interesting, "gameable" ideas for using religion in the campaign. There is lots of other good stuff about Eberron, but its take on religion is the highlight for me.

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