I have tried to base my theology as much as possible on sim behaviour and the actions that are punished or rewarded in game.
Religious Figures: First, and most importantly, there is the Sacred Code, represented by the Plumbbob, that guides the life of every sim; the Plumbbob is the principle religious symbol in my game.
In addition there are two primary deities: the Watcher, God(dess) of the Living, to whom sims appeal when in extremis with the hope/expectation that s/he will help them, and Grim, the God of Death. The Watcher can be capricious, responding with kindness, cruelty, or not answering at all. Grim is fearsome yet fascinating, and is always respected. Sims are aware that his seemingly arbitrary games, and the payment extracted when a sim is resurrected, are merely measures he uses to discover how much the sim that has entered his domain is loved and valued by the living.
There are also the Patron Saints of the Aspirations, collectively usually called "the Aspirations" (represented in my game by specific statues) as one might say, "the Muses". They are: Saint Familia; Saint Cognitionem; Saint Voluptas; Saint Fortunam; Saint Fama; and Saint Amatoria. No aspiration is more or less important than any other; all are equally valid choices.
Followers: Since all sims display the same "beliefs", ipso facto they all practise the same religion. Studying the Code helps sims understand why they do what they do. Religion is, a basic part of the fabric of life. If they have a high holy hymn it would be "Roll The Bones".
We go out in the world and take our chances. Fate is just the weight of circumstances. That's the way that lady luck dances. Roll the bones. Why are we here? Because we're here. Roll the bones. Why does it happen? Because it happens. Roll the bones.Mythology: In the beginning was the Code, laid down by the Supreme Creator, a being of the same tribe as the Watcher, but greater than the Watcher. There are other Great Gods, well known to the Watcher, that have the power to alter the Code, often making a sim's life better. Sometimes the Watcher him/herself will alter the Code. These Gods clearly are extremely powerful, and deserving of all veneration.
Grim was created by the Code and given dominion over death. He is immortal and untouchable by living sims except at the moment of death, when he will listen to prayers to spare the dying, or when a sim asks that he release a loved one from his domain, allowing the formerly deceased sim to rejoin the living.
The Aspirations are seen as idealised greater-than-sims who have achieved all that is possible within their respective spheres. For example, the legend of Saint Familia (I use the Grey Lady statue) says that she had ten children, graduated three of them from university, married off six of them, had (more than) six grandchildren, and lived to a ripe old age, celebrating her golden anniversary with her first and only love. The Aspirations deserve emulation, and are appealed to for help, intercession, and guidance by all sims, not only those of the same aspiration. For example, a family sim might ask Saint Amatoria for her help in winning the love of a desired romantic partner, or any student might pray to Saint Cognitionem before taking an exam.
There is no afterlife; when someone dies they become a ghost, like jedi or Heinleinian Martians; such ghosts are often seen. Still, church doctrine speaks authoritatively of a beautiful land, a lovely garden (called Persimmon Grove) where sims do not age, and where it is always perfect summer. That, they teach, is where simkind originated, and many sims believe they will return there when they die, citing the suitcase and the dancers sometimes seen when Grim comes to collect a soul that passed in a state of grace. This extrapolated belief is neither confirmed nor refuted in sanctioned dogma, but it is subtly encouraged by the clergy for the comfort it brings.
Thus far no mods are needed to play my religion, although certain items are extremely useful, like mustluvcatz's gorgeous Plumbbob of Praise and Sophie-David's amazing Opportunity Pack lecterns and reading desks. Specific tenets would, of course, require your mod. (I'd really appreciate a progress reports of how it's working in other people's games!) If I get it...
Tenets:
WRATH: Condemns.
THEFT: Condemns.
VIOLENCE: Condemns (albeit with player reservations; I wish another line of code could be added asking if the action is done in play, restoring red hands and punch-me. Both games provide quick boosts to fun and social).
INDISCRETION: Frowns upon but permits. (You shall be kind to all your fellow creatures.)
DISRESPECT: Condemns (see INDISCRETION).
ADULTERY: Condemns, if the marriage is intact, without the consent of both partners. (In game/mod terms, probably allow, but tweak on the ACR adjuster.)
FORNICATION: Allows (or there will be far fewer marriages).
SAME-SEX ROMANCE: Does not differentiate; love is love.
POLYGAMY: Allows with the full knowledge and approval of all parties (see ADULTERY).
Practical Matters:
Source -- This religion originated in ancient days when the Code was first handed down to the primitive ancestors of today's sims. It has changed and evolved, and with it, sims have evolved (see: Persimmon Grove above), spreading with the growing population of sims across the world.
Influence -- Religion has shaped the sims, who in turn have shaped their society; it is bedrock to the social order, and is incorporated into all civic functions. It is too tangible to permit unbelief; most people have seen Grim, all have felt the influence of the Sacred Code. An agnostic or atheist would be considered deranged, and thus ineligible for any position of influence, political or otherwise.
Marriage -- Marriage can be either a formal (uses wedding arch) or an informal (doesn't use the arch) affair, but all marriages are simultaneously religious and civil contracts. There are no requirements for marriage beyond love and commitment. Divorce is very rare, but when it occurs, it is usually caused by non-consensual adultery, which the religion condemns. When there is but a single world-wide denomination, there can be no interfaith marriage.
Virtue and Vice -- Beyond the tenets, there are Commandments (listed here in order of importance):
Never do to others that which you would not choose to have done to you.
You shall not murder.
You shall not steal.
You shall not strike another in anger.
You shall not spread slander and calumny against your neighbour.
Just as pain, anger, and hindrance are not agreeable to you, it is so with others. Abide by this principle of equality, and treat others with respect and compassion.
You shall be kind to all your fellow creatures.
Regard your neighbour's gain as your own gain, and your neighbour's loss as your own loss.
Covet not their possessions nor their good fortune.
Remain continent in your marriage, abiding by the covenant you and your partner established, that you and your children may dwell in harmony and contentment.
Forgive and overlook the transgressions against you, as you would have the Watcher forgive and overlook your own transgressions.
In summary, kindness is a virtue, cruelty is a vice. Sin is a violation of the tenets and the commandments.
Behaviour and Dress -- Of shibboleths, rather than sins, any behaviour that is disruptive, distracting, and therefore rude to other sims in the vicinity, is frowned upon in church. Certain church services require formal attire, at others everyday clothes may be worn (controlled by Simlogical formal dress signs).
Construction and Maintenance -- Churches are considered community/municipal buildings, and the funds to support them, and all public facilities, come from taxes (Cyjon's Bigger Bills mod). Endowments and donations are also greatly appreciated.
Social Services -- Abandoned, neglected, and orphaned children and pets, the homeless, and the indigent are cared for by the municipal authorities, which includes the clergy. The social worker is virtually always a dedicated religious.
Supernaturals -- In my game aliens are virtually indistinguishable from other sims (S2 skin; dark brown, normal looking eyes; reasonable noses) and only females can get pregnant. No one is impregnated by alien abduction. I don't actually play supernaturals; in my game there is no chance of plant sims (a mod prevents their inadvertent creation), no zombies, no werewolves, and no vampires by choice. Servos are AIs, and after considerable legal debate, have been granted the civil rights of other sims. Bigfoot is a primitive, reclusive (big, hairy) sim, but quite nice once you get to know him, not the least bit supernatural. Witches I will discuss later...
Sanctuary -- When the church is part of the government, running to a church is akin to running toward a police station.
Clergy: In point of fact, it is (will be) fairly easy to have clergy, at least in flavour. I am currently working on a "Cleric" career track. That said, obviously there are levels, ten to be precise: acolyte, guide, teacher, counsellor, minister, preacher, vicar, rector, bishop, and primate. A degree is required (although graduates still must begin as acolytes), and the qualifications for advancement are very demanding, but it is rewarding, at least in a spiritual sense (setting fun and social to increase at work; I wish I could make faith increase too, but I'm pretty sure that's beyond my skill). Anyone who meets these requirements can become a cleric, and the negative chance cards will cause the loss of a skill point or level; this is a vocation, not a mere career, so a sim can not be fired.
Clerical duties are many and varied, from social work and community outreach to presiding over worship services, including holy days, weddings, funerals, and name days, with some building maintenance and paperwork on the side. They also provide grief counselling and conflict resolution between couples and friends. Although the vicar of the Church of Saint Familia, located in a child-filled suburb, might sponsor regular church picnics, and focus on ensuring the well-being of the parish children and on keeping families intact, while the minister of the Chapel of Saint Cognitionem, on a university campus, encourages intellectual discussion groups and comforts homesick young adults, the Services in all churches follow the same rituals of adoration and thanksgiving (the Plumbbob of Praise), a sermon of varying length (the Opportunity Lectern), contrition and supplication (the Plumbbob again), with time afterward for community fellowship. The laity expect their clerics to be there for them, ready to support them through all life's joys and sorrows.
Clerics stand out from the general population, signified by the clothing they are expected to wear (the female habit is the social worker's suit--or will be when I finish tweaking it, I hope--with optional veil; men wear a "vicar's suit"). They are permitted to marry but many don't; their vocation is too demanding of time and energy. They draw a salary by way of which they meet their expenses, all except for habits and formal vestments, which are provided (MATY clothing tool).
Ritual: See above for a basic worship service. More formal and prolonged ceremonies are held on the four holy days of the year, Winterday, Springtide, Summerday, and Harvest Day, the solstices and equinoxes. They occur on the third day of each respective season, and are times of great celebration. No one works or goes to school (assuming I can tweak Phaenoh's summer vacation mod, since I have no idea how to do this from scratch). On Winterday sims exchange gifts, decorate trees, burn Winter logs, and feast, celebrating family. Springtide is devoted to appreciating nature; gardens are planted or tended, hiking, bug hunting, and bird-watching are promoted, and at night sims stargaze (or cuddle beneath them). Summerday is marked with picnics, barbeques, sports, and fireworks, in recognition of the importance of play, as well as work, in a sim's life. Harvest Day is for baking, preserving food, carving pumpkins as household guardians, drinking fresh-pressed cider, and enjoying other seasonal delicacies; it is a day of thanksgiving. Additionally, all of the Holy Days begin with worship services, with sims (wearing their best clothes) gathering in community fellowship. Worship on other days is encouraged; on Holy Days it is mandatory. Optional observances are weddings, funerals, and coming-of-age ceremonies (coming-of-age marks the transition from child to teenager). All of these call for formal dress and formal clerical vestments.
Finally, the church teaches that if a sim has failed in his religious observations and inflicted harm or insult on another sim, the transgressor must apologise and, where possible, make restitution, returning stolen items and performing acts of kindness.
Special Notes: In my game witches and warlocks have no special effects surrounding them. They wear regular clothes, they don't glow or change colour, and the game-generated archmages are banned from all community lots. Witches and warlocks are merely sims whose studies of the spiritual mysteries have taken them down an alternative path. Not all clerics are witches and warlocks, but all witches and warlocks are clerics.
Re: Reply
I hope this isn't too long...
I have tried to base my theology as much as possible on sim behaviour and the actions that are punished or rewarded in game.
Religious Figures: First, and most importantly, there is the Sacred Code, represented by the Plumbbob, that guides the life of every sim; the Plumbbob is the principle religious symbol in my game.
In addition there are two primary deities: the Watcher, God(dess) of the Living, to whom sims appeal when in extremis with the hope/expectation that s/he will help them, and Grim, the God of Death. The Watcher can be capricious, responding with kindness, cruelty, or not answering at all. Grim is fearsome yet fascinating, and is always respected. Sims are aware that his seemingly arbitrary games, and the payment extracted when a sim is resurrected, are merely measures he uses to discover how much the sim that has entered his domain is loved and valued by the living.
There are also the Patron Saints of the Aspirations, collectively usually called "the Aspirations" (represented in my game by specific statues) as one might say, "the Muses". They are: Saint Familia; Saint Cognitionem; Saint Voluptas; Saint Fortunam; Saint Fama; and Saint Amatoria. No aspiration is more or less important than any other; all are equally valid choices.
Followers: Since all sims display the same "beliefs", ipso facto they all practise the same religion. Studying the Code helps sims understand why they do what they do. Religion is, a basic part of the fabric of life. If they have a high holy hymn it would be "Roll The Bones".
We go out in the world and take our chances.
Fate is just the weight of circumstances.
That's the way that lady luck dances.
Roll the bones.
Why are we here?
Because we're here.
Roll the bones.
Why does it happen?
Because it happens.
Roll the bones.Mythology: In the beginning was the Code, laid down by the Supreme Creator, a being of the same tribe as the Watcher, but greater than the Watcher. There are other Great Gods, well known to the Watcher, that have the power to alter the Code, often making a sim's life better. Sometimes the Watcher him/herself will alter the Code. These Gods clearly are extremely powerful, and deserving of all veneration.
Grim was created by the Code and given dominion over death. He is immortal and untouchable by living sims except at the moment of death, when he will listen to prayers to spare the dying, or when a sim asks that he release a loved one from his domain, allowing the formerly deceased sim to rejoin the living.
The Aspirations are seen as idealised greater-than-sims who have achieved all that is possible within their respective spheres. For example, the legend of Saint Familia (I use the Grey Lady statue) says that she had ten children, graduated three of them from university, married off six of them, had (more than) six grandchildren, and lived to a ripe old age, celebrating her golden anniversary with her first and only love. The Aspirations deserve emulation, and are appealed to for help, intercession, and guidance by all sims, not only those of the same aspiration. For example, a family sim might ask Saint Amatoria for her help in winning the love of a desired romantic partner, or any student might pray to Saint Cognitionem before taking an exam.
There is no afterlife; when someone dies they become a ghost, like jedi or Heinleinian Martians; such ghosts are often seen. Still, church doctrine speaks authoritatively of a beautiful land, a lovely garden (called Persimmon Grove) where sims do not age, and where it is always perfect summer. That, they teach, is where simkind originated, and many sims believe they will return there when they die, citing the suitcase and the dancers sometimes seen when Grim comes to collect a soul that passed in a state of grace. This extrapolated belief is neither confirmed nor refuted in sanctioned dogma, but it is subtly encouraged by the clergy for the comfort it brings.
Thus far no mods are needed to play my religion, although certain items are extremely useful, like mustluvcatz's gorgeous Plumbbob of Praise and Sophie-David's amazing Opportunity Pack lecterns and reading desks. Specific tenets would, of course, require your mod. (I'd really appreciate a progress reports of how it's working in other people's games!) If I get it...
Tenets:
Practical Matters:
Source -- This religion originated in ancient days when the Code was first handed down to the primitive ancestors of today's sims. It has changed and evolved, and with it, sims have evolved (see: Persimmon Grove above), spreading with the growing population of sims across the world.
Influence -- Religion has shaped the sims, who in turn have shaped their society; it is bedrock to the social order, and is incorporated into all civic functions. It is too tangible to permit unbelief; most people have seen Grim, all have felt the influence of the Sacred Code. An agnostic or atheist would be considered deranged, and thus ineligible for any position of influence, political or otherwise.
Marriage -- Marriage can be either a formal (uses wedding arch) or an informal (doesn't use the arch) affair, but all marriages are simultaneously religious and civil contracts. There are no requirements for marriage beyond love and commitment. Divorce is very rare, but when it occurs, it is usually caused by non-consensual adultery, which the religion condemns. When there is but a single world-wide denomination, there can be no interfaith marriage.
Virtue and Vice -- Beyond the tenets, there are Commandments (listed here in order of importance):
In summary, kindness is a virtue, cruelty is a vice. Sin is a violation of the tenets and the commandments.
Behaviour and Dress -- Of shibboleths, rather than sins, any behaviour that is disruptive, distracting, and therefore rude to other sims in the vicinity, is frowned upon in church. Certain church services require formal attire, at others everyday clothes may be worn (controlled by Simlogical formal dress signs).
Construction and Maintenance -- Churches are considered community/municipal buildings, and the funds to support them, and all public facilities, come from taxes (Cyjon's Bigger Bills mod). Endowments and donations are also greatly appreciated.
Social Services -- Abandoned, neglected, and orphaned children and pets, the homeless, and the indigent are cared for by the municipal authorities, which includes the clergy. The social worker is virtually always a dedicated religious.Supernaturals -- In my game aliens are virtually indistinguishable from other sims (S2 skin; dark brown, normal looking eyes; reasonable noses) and only females can get pregnant. No one is impregnated by alien abduction. I don't actually play supernaturals; in my game there is no chance of plant sims (a mod prevents their inadvertent creation), no zombies, no werewolves, and no vampires by choice. Servos are AIs, and after considerable legal debate, have been granted the civil rights of other sims. Bigfoot is a primitive, reclusive (big, hairy) sim, but quite nice once you get to know him, not the least bit supernatural. Witches I will discuss later...
Sanctuary -- When the church is part of the government, running to a church is akin to running toward a police station.
Clergy: In point of fact, it is (will be) fairly easy to have clergy, at least in flavour. I am currently working on a "Cleric" career track. That said, obviously there are levels, ten to be precise: acolyte, guide, teacher, counsellor, minister, preacher, vicar, rector, bishop, and primate. A degree is required (although graduates still must begin as acolytes), and the qualifications for advancement are very demanding, but it is rewarding, at least in a spiritual sense (setting fun and social to increase at work; I wish I could make faith increase too, but I'm pretty sure that's beyond my skill). Anyone who meets these requirements can become a cleric, and the negative chance cards will cause the loss of a skill point or level; this is a vocation, not a mere career, so a sim can not be fired.
Clerical duties are many and varied, from social work and community outreach to presiding over worship services, including holy days, weddings, funerals, and name days, with some building maintenance and paperwork on the side. They also provide grief counselling and conflict resolution between couples and friends. Although the vicar of the Church of Saint Familia, located in a child-filled suburb, might sponsor regular church picnics, and focus on ensuring the well-being of the parish children and on keeping families intact, while the minister of the Chapel of Saint Cognitionem, on a university campus, encourages intellectual discussion groups and comforts homesick young adults, the Services in all churches follow the same rituals of adoration and thanksgiving (the Plumbbob of Praise), a sermon of varying length (the Opportunity Lectern), contrition and supplication (the Plumbbob again), with time afterward for community fellowship. The laity expect their clerics to be there for them, ready to support them through all life's joys and sorrows.
Clerics stand out from the general population, signified by the clothing they are expected to wear (the female habit is the social worker's suit--or will be when I finish tweaking it, I hope--with optional veil; men wear a "vicar's suit"). They are permitted to marry but many don't; their vocation is too demanding of time and energy. They draw a salary by way of which they meet their expenses, all except for habits and formal vestments, which are provided (MATY clothing tool).
Ritual: See above for a basic worship service. More formal and prolonged ceremonies are held on the four holy days of the year, Winterday, Springtide, Summerday, and Harvest Day, the solstices and equinoxes. They occur on the third day of each respective season, and are times of great celebration. No one works or goes to school (assuming I can tweak Phaenoh's summer vacation mod, since I have no idea how to do this from scratch). On Winterday sims exchange gifts, decorate trees, burn Winter logs, and feast, celebrating family. Springtide is devoted to appreciating nature; gardens are planted or tended, hiking, bug hunting, and bird-watching are promoted, and at night sims stargaze (or cuddle beneath them). Summerday is marked with picnics, barbeques, sports, and fireworks, in recognition of the importance of play, as well as work, in a sim's life. Harvest Day is for baking, preserving food, carving pumpkins as household guardians, drinking fresh-pressed cider, and enjoying other seasonal delicacies; it is a day of thanksgiving. Additionally, all of the Holy Days begin with worship services, with sims (wearing their best clothes) gathering in community fellowship. Worship on other days is encouraged; on Holy Days it is mandatory. Optional observances are weddings, funerals, and coming-of-age ceremonies (coming-of-age marks the transition from child to teenager). All of these call for formal dress and formal clerical vestments.
Finally, the church teaches that if a sim has failed in his religious observations and inflicted harm or insult on another sim, the transgressor must apologise and, where possible, make restitution, returning stolen items and performing acts of kindness.
Special Notes: In my game witches and warlocks have no special effects surrounding them. They wear regular clothes, they don't glow or change colour, and the game-generated archmages are banned from all community lots. Witches and warlocks are merely sims whose studies of the spiritual mysteries have taken them down an alternative path. Not all clerics are witches and warlocks, but all witches and warlocks are clerics.