Covenant religion



The Covenant religion is the belief system that united the Covenant collective and its religio-cultural sphere, the Holy Ecumene. Its central tenet is the belief in the long-vanished Forerunners as gods, along with the promise of collective apotheosis to a higher plane of existence, known as the Great Journey, through the use of Forerunner technology, most prominently the "Sacred Rings" of the Halo Array. While the religion was too all-encompassing to have a singular name, it is variously known as the Path or the Way by its adherents.

Originally based on syncretized San'Shyuum Reformist and Sangheili beliefs, the religion is often cited as having been the primary binding glue that held the Covenant together, encompassing almost every area of society, having assumed cultural, political, technological and even economic dimensions. By far its most notable trait was its justification for the Prophets' power and the technological hegemony enforced across the Covenant, along with its caste system. Doctrinal orthodoxy within the religion was enforced by the ecclesiastical institutions of High Charity. While the Hierarchs and the High Council were commonly seen as having the final say in matters of faith, in practice the pillars of the faith relied heavily on its existing dogma and tradition. Administrations attempting to implement sweeping reforms were rarely successful as they upset the delicate balance of power between the various religious and political authorities of the Covenant. Still, the teachings of High Charity were broad enough to allow a considerable degree of variety in the practices and specific beliefs of individual denominations and traditions.

Since the onset of the Great Schism, the Covenant religion has splintered among its thousands of denominations, along with a number of new sects emerging from the chaotic events that transpired during and following the fall of High Charity. With no strong central authority to enforce orthodoxy, these splinter sects are now able to grow even further apart than before. Another, previously-rare occurrence is the emergence of entirely different religions within the Covenant sphere, as well as the rise of secular thought in the mainstream. However, the majority of the post-Covenant still continue to subscribe to some variant of their original beliefs, though the particulars of these beliefs are now viewed with an increasingly critical eye by many due to the various revelations concerning the Halos. Even so, the religion's tremendous influence on the culture and societal arrangement of the Covenant meta-civilization continues to shape the ways its splinter civilizations develop and how individuals contextualize themselves within the post-High Charity galaxy.

Origins and development
Much syncretization and debate had to occur before the Covenant religion could truly come into being as a civilization-unifying force. The specifics of the San'Shyuum and Sangheili religions varied vastly, even within their own cultures (especially with the Sangheili). This meant there was much debate before unified dogma and practices crystallized. A group of 70 or 77 (depending on the account) theologians, philosophers, political and military leaders and other individuals of note, of both species, assembled together as the first grand convocation of the nascent Covenant and set out to reconcile the differences between the two faiths. This group would later be known as the First Saints, and what would later be regarded as their most noted observations and debates would be codified into the Covenant holy book, the Word of the Second Sunrise. The work of the First Saints and that of subsequent theologians in the next few centuries laid the groundwork for the Covenant religion as a theologically robust and internally consistent belief system, giving rise to much of the terminology and concepts used to debate, theorize and defend it.

In the process, many dogmas had to be rewritten or discarded; for one, the San'Shyuum had once thought themselves the Gods' chosen people exclusively, and even as they sought to convert the Sangheili, this was to be done with the latter in an explicitly subservient capacity, with the assumption that non-San'Shyuum would not join them on the Great Journey. The notion of all beings walking the Path side by side was codified only as part of the Writ of Union, though even then, many San'Shyuum of the stubborn "old guard" continued to hold that only their species would be eligible for salvation long after the Covenant's formation.

The Great Schism
Although many within the Covenant sphere have ostensibly abandoned their faith in the wake of the Great Schism, the distinction between religious and secular ideologies can be very muddled when it comes to the Covenant. The Covenant religion and its underlying axioms are so deeply-rooted and universal to Covenant culture that even if individual pillars of the faith are questioned, many views we may regard as religious survive. Billions of Covenant citizens simultaneously denounce the last Hierarchs and their lies, yet continue to worship (or at least revere) the Forerunners. Some sects even profess to believe in the Great Journey, while downplaying or discarding the doctrine of the Sacred Rings. Though the Halos have always been the centerpiece of the Covenant religion, the notion of salvation via other means is not an unprecedented one. For millennia, the Covenant have framed this distinction as one between the "Swift Path" - the Halos - and the "Long Path", or the attainment of the Great Journey through the incremental discovery of other technologies. The latter belief would often gain ground when the Covenant's faith in ever finding the Sacred Rings was at its lowest ebb, most recently in the 23rd Age of Doubt.

The survival of many religious tenets is emblematic of the religion's all-encompassing nature in Covenant life; while individual articles of the faith may be reformed as time goes on, the underlying philosophical framework can be quite unshakable. This adaptability has ensured the survival of various forms of what we may understand as the Covenant religion well into the post-Schism years.

The Reclaimer Question
In addition to the debate over the Sacred Rings, one of the most pressing matters dividing the Covenant's ecclesiastic unity following the onset of the Great Schism is the issue of the Reclaimers. Once an elusive concept referenced in many Forerunner sites and records encountered by the Covenant over the course of the millennia, Reclaimers were supposedly those groups or individuals with the rightful privileges to operate Forerunner machinery. Several revelations in the final months of the Human-Covenant War made it clear that the fabled Reclaimers were none other than humans, the very species the Covenant had worked so hard to exterminate. In addition to the testimony of the Arbiter, Thel 'Vadam, the surfacing of the Master Chief's armor record, combined with Forerunner files recovered by the Schismatics and UNSC forces alike on the Ark, has left little doubt that a definite connection exists. This proof has also led to re-examination of earlier scripture in Covenant hands, particularly records featuring physical representations of Forerunners as well as transcripts of communiques referencing a world now known to be Earth.

Different groups have reacted to these revelations in various ways. While there is continual dispute as to the exact nature of the Reclaimers' connection to humanity, few mainline sects can deny that a connection exists. By extension, this casts the Covenant's actions over the Ninth Age of Reclamation in a very suspect light at best, and a blasphemous one at worst. The prevailing opinion among the Concord of Reconciliation, as codified in the First Schism Council, is that the war was a great crime based upon a lie. More cautious voices have arisen as well, however, and some hold to the notion that the humans should be seen as "Lost Children" - a "fallen" Forerunner offshoot that strayed from their divine path for whatever reason. In the mainline interpretation of this school, this means that the humans still retain the spark of divinity, but need a guiding hand to reach their true potential; this is mostly used as a religious justification for attempts at conquering humanity.

Some Covenant sects, most notoriously the Keepers of the One Freedom and the Sons of Heaven, continue to uncompromisingly subscribe to brands of the Covenant faith while rejecting the last three Hierarchs' ruling of humanity as a condemned species. Such groups are willing to accept humans into their ranks, provided they swear fealty to the Covenant faith. Secular or only loosely religious post-Covenant polities such as the Chikri-Merkaa Conflux usually make no concerted efforts to convert their human subjects, though many lesser religious groups operating within such larger organizations have had success in converting associated humans.

Theology
While it may be easily dismissed by an outsider as a mere suicide cult, the theology of the Covenant religion is actually very robust by even the standards of major 26th-century human religions. It is also notoriously abstruse and complicated, so much so that the average Covenant believer—for example, a Grunt laborer or even low-ranked Sangheili—is hardly aware of the finer points of the faith as such. Because of its mind-bending complexity, higher Covenant theology is largely a fancy of the hegemony's upper classes. It is mostly discussed by the clergy, though it is also taught in Sangheili war colleges and by the tutors in wealthier households. The religious sermons taught to the masses mostly take the form of parables or historical examples pertinent to the moral or philosophical teaching at hand in order to simplify otherwise impenetrable ideas to a readily understandable form.

The Axiomata
"First: To be mortal is to struggle with good and evil. This is a fight we must all wage, within our minds and within our hearts."

- Master Reader Luru Chianth, Axioms

Below the layers of tradition, myth and scripture added to the religion over the ages lay a set of fundamental assumptions about the cosmos and life's place in it, which in turn inform the goals of the religion itself; these are known as the Axiomata. The field of Axiomatics, the study of these fundamental causes underlying the faith, is a popular topic particularly among the esoteric traditions of the Ascetics.

Very early on, the scholars of both the San'Shyuum and Sangheili discovered the fundamental truth that all life—themselves and the Forerunners included—exist in a fairly narrow island of time within the Universe's total lifetime, and they take this to be a test for beings to show their worthiness before the untold eons of half light that will follow in but a relative eyeblink, and the eventual closure of everything; if that doesn't happen sooner due to a wildcard catastrophe like a vacuum collapse. This is also the fundamental question that post-Schism theologians and philosophers must tackle; even if the Great Journey through the Halos was false, how will the Covenant answer the problem of Closure coming forward? Do they merely resign themselves to it or attempt to find other ways to step out of the path of collapse, escaping the universe's inevitable demise?

The Ecumenic Communion
The Covenant was not merely a political union, but a spiritual one, and all who were inducted into the religion were considered to be partaking in the holy covenant sealed by the Writ of Union. The Holy Ecumene and its Arterial Network of slipspace passages was often likened to a vast super-organism, and this was reflected in Covenant beliefs: just as an individual could not begin the Great Journey on his own, the entire Covenant was interconnected and engaged in holy communion as one being, feeding to the great synapses at the apex of High Charity, striving toward the ultimate point of brilliance that was the Unworlding. Pieces of this superbeing could be severed by trauma and heresy, but the body overall would survive. This is also why the Great Schism was so devastating - this holy communion and unity were shattered.

The Death Cycle
"Second: The struggle between good and evil is eternal. It ends in death, but through enlightenment we can reach salvation."

- Master Reader Luru Chianth, Axioms

One key part of the Covenant worldview is a doctrine variously transliterated as the "Ovun Dra'edai" or the "Ovun Drahedai". This is the cycle of death and rebirth of civilizations. Brave and virtuous people create strong civilizations that grow stronger and wiser as each generation builds upon what comes before. But complacency and corruption creeps in. The old virtuous ways are thrown aside for novelty and vice. The civilization descends and devours itself until a new generation of virtuous citizens can restore it. Cycles repeat after cycles. As it is for great clans and cities, so it is for entire planets, and even entire domains. It takes no great intellectual leap to realize that this might happen on a grander scale, across the Covenant Empire and even for the galaxy as a whole. It is hard to see the arc of the cycle, except in a generalized form that spans thousands of years, but the educated among the Covenant are at least aware of the shape of the cycle and how the Covenant has changed over the years.

It may be a shock to a peon or a lowly warrior that High Charity has changed from a powerbroker to a pawn to a powerbroker once more over its history, but it is common knowledge for nobility and learned warriors. As for what changes, history doesn't repeat, but it does rhyme. There is also a certain event horizon to these cycles. Up to a point, decadence, complacency and sloth are reversible. But left unattended, they will fester, and begin to spread exponentially, and bring with them perils yet more terrible. This is Ruination, and the only way to fight it is to strive always according to your station. But even the cycles cannot go on forever. Even if a civilization were to remain stable indefinitely, eventually, all matter and energy freezes, and every pattern, memory and recollection shall be wiped clean in the long darkness. And the only way to escape this is to step out as the Forerunners once did.

Ruination, the Enemy and the Parasite
"Sixth: Sin is evil manifested through action. It leads inexorably to strife, entropy and death."

- Master Reader Luru Chianth, Axioms

Ruination, Chaos, or Oblivion is a state of being seen as the diametric opposite of the Great Journey. It is a state of total pattern-death, or non-being, in the face of the Abyss of Time, which is also known as the Ending Darkness and is associated with the Universe's long half-light long after the stars go out and entropy takes its toll. The Covenant believe that there is a point where all civilizations turn toward Ruination if they cease striving, both individually and as a collective; there is no difference between these as a civilization must work as one being, like organs and synapses in one organism. By far the most well-known and corporeal manifestations of Ruination is the Parasite, and its controlling intelligence, the Gravemind, the "carrion god" that is seen as the physical embodiment of Ruination and a horrific, twisted mockery of the miraculous preservation of life-patterns through the Halos' divine harmonics.

For much of their history, the Covenant mistakenly conflated the narrative of Mendicant Bias' creation - and its subsequent betrayal - with that of the Gravemind and the Flood, resulting in a general belief in some traditions that the Flood itself was a Forerunner creation. This belief had largely been phased out by the later centuries of the Covenant, as the nature of the Flood as a separate entity that had corrupted Mendicant Bias became clearer. However, some sects such as the Governors of Contrition continued to hold the belief that the Flood, too, was a Forerunner creation, and in the absence of real evidence to the contrary, the Ecclesiarchy did not altogether curb such beliefs.

Epistemology and Revelation theology
"Third: The Forerunner were mortal, until they were not. In seeking salvation, they found godhood."

- Master Reader Luru Chianth, Axioms

Most Covenant sects agree to the mainstream doctrine on Perpetual Revelation: that revelation is not fixed and happens as a continuum over time. This might actually save the Covenant religion following the Great Schism, as the truth about the Halos will merely be chalked up to another progressive step on the Path to fuller revelation. Later scripture is generally assumed to contain fuller information; it does not override the old, but can recontextualize it, or complement it, and is generally deferred to in seeming conflicts arise. Revelation is also teleological; the Forerunners have a plan for the order and time it should be discovered in, which means that earlier revelations were incomplete because the Covenant was not yet ready for the fuller version, but the lesser interpretation served a purpose in the collective at the time.

Hermeneutics, that is the interpretation and philology of Forerunner records or older Covenant scripture, is also a large part of Covenant theology. Interpreting Revelation is often challenging, as records, even intelligent machines, could be corrupted by time and/or malicious agents of the Enemy; and even seemingly-inviolate scripture was written for beings far greater. Therefore, Revelation must be carefully interpreted to attempt to divine the Truth behind the text.

Forerunner records were commonly categorized as thus:
 * Principal Revelation: Forerunner records regarded as authoritative
 * Applicable Revelation: Revelation with direct practical applications, e.g. technology.
 * Numinous Revelation: Revelation with no direct applications such as information on Forerunner life, culture and history. Even if it lacked direct material applications, it was still treated with utmost reverence as it provided more information about the lives of beings seen as paragons, and would often inform trends in how the Covenant organized its own society. For example, information about the Forerunners' mutations and rate system partially influenced the religious underpinnings of the Covenant's own caste system, namely the belief that each being is physically and psychologically tailored for certain roles.
 * Twisted Revelation: Revelation with identified traces of corruption by the Enemy; truth can still be salvaged out of such scripture at times, but theologians must tread carefully lest they lose their way.
 * Particular Revelation: Revelation relying on individual testimony; one that cannot be independently demonstrated or repeated

Proscription Against Particular Revelation
The Proscription Against Particular Revelation is a principle that holds that any discovery or revelation about matters of the Forerunner are only valid if they can be independently demonstrated. The Covenant faith is founded upon careful analysis of incomplete and time-corrupted records. Careless recovery could damage or destroy these volatile records. Likewise, unprincipled clerics could make a career out of fabricating new finds. The classic case is the story of B'sot Dhroat of the Second Age of Doubt. He claimed to have uncovered a recording from the damaged sections of the Partitioned Beacon, which revealed key details of the Forerunners' final year as well as daily life in the Bygone Ecumene. Unfortunately, the substrate that the record was stored within decomposed as the record played back, and all that was left of it was Dhroat's notes and a few key sections recorded on his personal device.

Dhroat made many more discoveries over the years, but his career came to a halt when key details of the Partitioned Record were proven to be false. He spent the last sixth of his life disgraced and exiled far from High Charity. To this day, it’s unclear as to whether he was a forger who made a few lucky guesses, or researcher of only middling talent who made a civilization-changing discovery, which he promptly misunderstood or misremembered. Whichever side of the debate one falls on, it is generally agreed that the Covenant would be better off if the Partitioned Record had never been taken seriously in the first place.

To prevent honest mistakes and forgeries from corrupting the faith, the Church as a whole adopted the Proscription Against Particular Revelation. San'Shyuum researchers are to carefully document their studies, and whatever doesn't hold up is discarded by the researcher's peers or by future generations. The problem is, burden of proof requirements have never stopped anyone from believing a lie that they really want to believe. So when Truth and Regret claimed that the Silent Oracle had given the Covenant a mission to exterminate the condemned humans, some of the more hidebound members of the clergy grumbled about the lack of proof, but the Hierarchs did not face any widespread pushback over the validity of their revelation until the war was well underway.

Heterodoxy
The Covenant has always encompassed many interconnected belief systems and schools of thought, some of which are localized and may predate the Covenant, especially those among the Sangheili. In addition to the orthodox teachings of High Charity, almost all particular churches of the domains as well as other religious groups have some local peculiarities. When such variety does not run counter to the mainstream faith or challenge its primacy, it is called heterodoxy. It is the belief that no matter their differences on the particulars, they all seek the same ultimate truth: Enlightenment through the Great Journey. This is traditionally represented by the recurring theological motif known as the Branching Tree, or Tree of Many Branches, which highlights the Holy Communion - the unity of the domains' particular churches and sects under High Charity. This is often explained through the Parable of the Branching Tree: What is a tree without its branches? Though the Tree is a key tenet of the faith, enabling the plurality of beliefs to exist under one umbrella, some traditions emphasize it more than others. As such, Hierarchs from stricter denominations could be more zealous in curbing perceived heresies than more moderate ones.

The idea of the Branching Tree was borne partly out of practicality. There are a thousand different schools and denominations of the Covenant faith. The Hierarchs' word was law, but they couldn't stop different homegrown versions of the faith from festering on a thousand worlds. In the Covenant's ancient past, numerous bloody wars were fought over sometimes minute differences of religious doctrine, wars that were seen to detract from the Covenant's singular mission. To stop this, the Hierarchs and the High Council eventually instated the Branching Tree doctrine, electing to focus on the very essentials.

What is universally accepted today is that the Forerunners are gods, and that through the Great Journey the younger species - under the Prophets' guidance and blessings within the holy communion of the Covenant collective - can join them in their divine transcendence, and in doing so escape the ever-turning grinding mill of the universe, which shall consume all at the end of time. Beyond that, and what the incumbent Hierarchs happen to declare in accordance with their own views and the religious traditions they come from, things get more fluid. However, local groups can be seen as straying too far from the religion's core teachings, crossing the line into heresy. Often this is also a political matter, with regional polities drifting away from High Charity's control both religiously and politically. Such groups may be issued a Summons to Reconciliation, a formal edict for the group to reform and renounce their heresy, before inquisitorial actions are taken.

Salvation Theology
"Ninth: Salvation is freedom from the cycle of death and rebirth."

- Master Reader Luru Chianth, Axioms

The accepted doctrine on the nature of the Path to the Great Journey varied over time. Some traditions springing from the Many Paths school were actually accepted in mainstream doctrine even as they were downplayed in more zealous ages. One of these was the Incremental Path, which emphasizes lesser discoveries over the Sacred Rings, and most recently came to prominence in the 23rd Age of Doubt. However, all officially-approved doctrines must still include the Forerunners and their holy technology as prerequisites for salvation; a tenet known as Instrumentalism, which is contrasted with the heretical Solipsism. However, the distinction between corporeal and incorporeal could at times be elusive, especially when it comes to questions of salvation as an individual vs. salvation as a civilization, and the Forerunners' role in said salvation. The early Hidden Virtue and Inner Path sects believed that salvation could be achieved merely by studying and meditating on the Forerunners and their great deeds. Such cases led to the codification of the Instrumentalist doctrine as a core tenet of the Covenant faith to avoid distractions from the Covenant's civilizational mission.

Eschatology
Mainstream Covenant doctrine holds that none, apart from the High Prophets, has the authority to prophesy the time of the Journey, declare its imminence or attempt to hasten its coming by their own hand against the will of the Prophets. This prescription was established in response to various extremist millenarian movements active within the Covenant in the Late Antiquity and early Feudal periods, which broke off from the Prophets' rule over dissatisfaction with their perceived inaction in the search for the Sacred Rings and other holy relics, with High Charity instead focused on endlessly touring the Holy Ecumene, collecting tithes and gathering wealth to its clergy.

The Divine Wind and the Moment of Unworlding
Despite outward appearances and the religious trappings, the Covenant's technologically-oriented clergy actually understood how Halo works on the level of the relevant cosmology and higher-dimensional particle physics staggeringly well. Their discovery-priests have fairly robust of conceptual frameworks on the propagation of the "Divine Wind", and said frameworks have informed developments in other areas, such as slipspace navigation. It's just that they got the purpose wrong from the start. There were, of course, many scholars throughout Covenant history who came just this close to that fatal epiphany; whose thoughts lingered on a particular passage of a holy text here or there. But the first principle of their civilization - that Halo is a tool of salvation, not extinction - was so strongly ingrained that they could never quite connect the dots even if it the terrible truth was staring them in the face. Most of them, anyway. There are tales of scholars who, at a certain point in their career, seemed to retreat to their own studies and close themselves from the world in madness; and even rare heresies that preached Halo would doom them all. But such cults were just as often born out of legitimate madness as rigorous scholarly research.

Besides, the Covenant were aware that Halo is a weapon. Many scriptures refer to "burning away" sin and corruption, and it seems this dual nature as a machine of both salvation and destruction came about very early in Covenant history to reconcile the seeming contradictions with the First Principle, while also slotting nicely into the beliefs about the Forerunners' triumph over the Enemy. Incidentally, the word for "Salvation" in the liturgical language, when used in the context of the Sacred Rings, also means "destruction" when it comes to those unworthy of the Great Journey, and the exact meaning of the word depends on who is being referred to.

The Great Journey
"The Great Journey is the journey of a leaf floating on the outermost ripple caused by a stone dropped in an endless ocean when it reaches the distant shore. It will happen, it is happening, and it has already happened."

- Mystic philosopher Nur Kalwah, 10th Age of Reconciliation

The Great Journey is named as such because it is understood to be a form of travel, not only in the abstract sense but as a physical transit from this mortal plane to a far greater one. This is assumed to be accompanied by great spiritual growth and the shedding of one's physical form. Covenant believers also sometimes refer to a Paradise, Afterlife, or the Sublime, the assumed state of bliss and wonder that is either the process or endpoint of the Journey. Official religious doctrine avoids discussing the supposed destination of the Journey, however, as it is thought to be one of the Great Mysteries not revealed to the faithful.

Numinatics
"Eighth: The Forerunner did not build useless things, nor did they concern themselves with trivial ends."

- Master Reader Luru Chianth, Axioms

Numinatics is the study of the numinous, or the nature of the divine. This encompasses theology and scholarly speculation as to the specifics of the gods, and includes lore and knowledge on the Forerunners' behavior and acts while they were still flesh. This field of numinatics also includes studies of Forerunner society and culture. Typically, such information was studied to ascertain virtuous principles and practices to live one's life by, or as basis for sermons about the Forerunners' nature as divine exemplars. Numinous knowledge was also used to justify the Covenant's own social structures and practices, such as the caste system, which was regarded as being patterned after the Forerunners' own system of rates and mutations.

While the Numinous relates to the Forerunners' divine ability to act upon the natural world, all sapient beings are said to have some level of this spark. Very powerful, skilled or creative Covenant citizens could also be said to have a particularly strong Numinous element to them. This is particularly true in the ancient Sangheili traditions of venerating powerful historical figures, such as the founders of polities, great families or philosophical schools, in an almost divine fashion. Such beliefs also influenced the theology behind Covenant beliefs on generative forces as inherently divine.

Generally speaking, Covenant theology defines a god as a being that can dictate the nature of its own reality. The Great Journey is about the victory of the self and the collective over the constraints of entropy, matter, and time. The Forerunners are gods because they mastered and manifested this divine potential in themselves, becoming exemplars of the various Arts, to the point of eventually becoming beings of pure Essence by using the Sacred Rings.

Artifice and Will
"Eleventh: To be pious is to ever strive toward perfection according to your station."

- Master Reader Luru Chianth, Axioms

Unlike major human religions, in which the holy is spiritual and immaterial in nature, the Covenant religion is explicitly technocratic, and its revelation is built around demonstrable and tangible proof of the divine. This does not mean the Covenant's interpretations of Forerunner scripture are always accurate or that all Covenant doctrine has direct proof, but it does mean that the immaterial plays merely a secondary part in what they regard as sacred. It also means that the practice of the religion is heavily tied to physical artifacts. In addition, science, or any attempt to understand the universe, is fundamentally a religious act, being an attempt to follow in the Forerunners' footsteps and master what they once mastered. Consequently, the Covenant's understanding of cosmology is actually fairly advanced, even if it's partly dressed up in religious rhetoric and exclusive to the higher castes.

To understand this and its wider implications, we must first examine the notion of Art. In Covenant theology, what is variously translated as Art or Artifice is the deliberate and skillful application of one's Will to effect the material world; an outward manifestation of a numinous generative force in an individual. The greatest gift of sapient beings is their Will and their ability to Create and master Creation, as the Forerunners once did.

Technology is one aspect of Art; other aspects are generally agreed to include arts and architecture, various crafts and sciences, and even philosophy, poetry, warfare and leadership (though it should be noted that the divisions between these categories do not perfectly correspond to our human equivalents). Creation is fundamentally divine, and to be divine is to create new things; in this regard divinity is very much tied to the physical, as what you do in the physical world reflects your spiritual stature. The key point is to maximize the imprint one leaves on the world, whatever form that may take. Even destruction can be considered artful, as long as it is in keeping with the faith, though the clergy is quick to preach against wanton carnage.

This belief, which derives largely from pre-Covenant Sangheili culture, has various implications on the Covenant worldview and social order. For one, it means that the Covenant favor specialization and dedication; for he who attempts to master many arts masters none. It plays a part in the foundations of the caste system, which is heavily built around the notion of each species (and then each individual within their species) fulfilling a duty they are best suited for. It's a worldview that doesn't reward idleness but calls for constant striving toward improvement, on the individual and societal level; because the alternative is to turn things on a downward trajectory towards oblivion in the grinding wheels of Entropy. To believe is to strive always, according to your station, all without exception.

The antithesis to this creative elemental force is the Lamesai Unesh Nok. The Flood is reviled for the horrors it inflicts, but it is fundamentally abominable because it cannot create, only corrupt and mock what already exists.

The Source
The numinous generative force behind Will is generally thought by Covenant theologians to stem from a divine Absolute, Origin or Source, which is simultaneously the source and the endpoint of everything. It is also what all intelligent beings are—consciously or otherwise—drawn to. The exact nature of this divine origin point is subject to debate, however, and is widely regarded as one of the Great Mysteries of Covenant religious esoterica. Some Covenant philosophers speculate that the Absolute is the sum of the acausal, atemporal soul-essences of those who have and will Depart on the Great Journey. Others seek to explain it as the universe itself bringing forth matter, energy and life so that it may know and surpass itself, for it cannot think on its own. Other schools of thought say the Absolute is an aware, even personal force, rather like the Deist conception of God.

Wars, including a particularly bloody schism in the Covenant's antiquity, have been fought over these differences, however, eventually leading to the differing interpretations being codified as acceptable heterodoxy under the Branching Tree doctrine. In its modern form, the Covenant religion avoids commenting on the possibility of a being or beings greater than the Forerunners, and the matter is largely left to the realm of esoteric philosophy; the Absolute is not one that routinely comes up in everyday worship.

Discovery
The Covenant word used to describe science would translate something akin to "Discovery", as all science was based on discovering definite and Truth. However, the Covenant recognized the fallibility of their own methods and tools, and this was indeed even part of dogma; for however advanced Covenant creations may be, they could never surpass the Forerunners.

Pluralist vs. Transcendental doctrines
One of the major theological points of debate that divided the Sangheili and the San'Shyuum Reformists of the early Covenant, in addition to the Sangheili's overt controversy over the Reformists' "blasphemous" utilization of Forerunner technology, was the nature of divinity and divine personages. When Forerunner worship became the mainstream faith on Sanghelios, through conversion and conquest, they adapted several of their old religious narratives (from various cultures across the globe) into the overarching framework of the Forerunners, as often happens when religions collide. As not much was known about individual Forerunners at the time, some of the old myths - as well as deities - were almost directly adapted to the Forerunner faith. Gods became or were associated with known or invented Forerunner figures, while demigods and mighty heroes of old were recontextualized as Sangheili servant-warriors blessed with divine gifts by their Forerunner overlords. Whatever their origins, Sangheili gods were personal, much like those in the Greco-Roman or Norse pantheons; concrete beings with distinct personalities, relationships, quirks and specialties- heroes, artisans, craftsmen, healers, rulers, tricksters and more. There were, of course, differences in traditions as there are in any interstellar civilization, but such gods were definitely the majority trend in the Sangheili sphere when the Reformists came into contact with them.

The San'Shyuum view of godhead was more elusive and transcendent. To them, the Forerunners became gods only after their technological apotheosis. Gods had no individuality or personality in the mortal sense; they merely floated in the heavenly spheres of the Divine Beyond, and their true nature was a mystery to beings of the mortal plane. Moreover, polytheism presented something of an issue to the centralization of religious authority and thus power; the early Sangheili civilization was split among dozens of different churches and traditions that favored certain gods above others, sometimes to the point of inciting competition and conflict between them. On the other hand, a religion without a pantheon of divine personages, each with their own priesthoods to champion their supremacy, would be easier to govern from the top down.

This difference was borne in part out of the lack of a solid Great Journey narrative among the Sangheili. The Forerunners were venerated as gods, but mainstream religious dogma did not recognize the notion of becoming like them. Many traditions did look to the Forerunners as exemplars, and some even contained the aspiration of becoming like them at one point, but this would be strictly through one's own path, for Forerunner technology was not to be tampered with. On top of that, the general consensus among Sangheili faiths was that the Forerunners had always been divine, whereas the San'Shyuum held that while enlightened in life, the Forerunners were only elevated to Godhead by the Sacred Rings. The Incremental Path tradition of the Covenant, which gained a mainstream following during the 23rd Age of Doubt, for example, added that the Forerunners' ascent had been gradual - that they had achieved enlightenment over time through their marvels of technology and science, and the Sacred Rings were but the culmination of this millennia-long progress. The most radical adherents of the Incremental Path would even go so far as to maintain the Sacred Rings may not even be necessary for transcendence, and the gradual accumulation and study of lesser artifacts would do. But such beliefs would typically surface to the mainstream only in Ages of Doubt.

This, in turn, led to another question that delved quite deep into esoteric territory, one that would occupy Covenant scholars for millennia - namely, what did it mean be a god? What would truly happen to one's self once the Divine Wind swept the soul away from the mortal plane? Would one truly be as one had been in life, or would one change irrevocably - and if so, how? Such questions were mainly the domain of theologians to debate on; the average Grunt, or even Deacon, would hardly have answers beyond vague religious rhetoric.

The question of the nature of gods was one of the many religious disagreements of the early Covenant, and one that kept theologians busy for centuries and beyond. In some ways, the debates on the nature of divinity never truly ended, even as the Covenant's mainstream religion settled into something of a balance between the two extremes, albeit one that tipped into either direction depending on the spirit of the Age (as well as the schools of faith followed by the incumbent Hierarch triumvirate). Some worlds emphasized particular gods, as did adherents of certain trades; engineers and builders prayed to the Master Builder, warriors to the Didact, healers, certain brands of discovery-priests and archivists to the Librarian and so on all the way down to numerous lesser gods (which also changed and increased in number with time as more named Forerunners were discovered, or when it was discovered that someone once thought to be two or more individuals was actually one with multiple titles or monikers; though just as often, especially in the early days, Forerunner gods were simply made up to fit existing archetypes). Other worlds and domains were content with leaving their gods as elusive as they had been to the early San'Shyuum.

This did not mean the split was uncontroversial, however. In the Covenant's Late Antiquity period, the conflict between the adherents of Pluralist and Transcendental doctrines nearly tore the Covenant asunder before the High Council stepped in to formally instate a balance between the two.

Pluralism
The Pluralist traditions of the Covenant faith emphasize the personages of the Forerunners as individuals, and highlight their deeds in life. Pluralist denominations often favor one god over others, at times bordering on monolatry, emphasizing and consistently worshiping only one god while acknowledging the existence and divinity of the others. Most of these cults center around the best-known gods, namely the Master Builder, the Librarian and the Didact. Today, strictly Pluralist churches are much less common than they once were, and mostly predominate in less-trafficked regions of the Covenant Sphere. As a general rule, worship of the Forerunners as individuals is more common among the lower classes of the Covenant than the religious elite, as it is considerably easier to grasp on a conceptual level than the rather esoteric nature of Transcendentalism.

Transcendentalism
The dominant doctrine in the Covenant's most recent period of history, Transcendentalism focuses less on the gods as individuals in life and more on divinity as a higher state of being free from the restrictions of the flesh; this is also known as the Sublime. Divine personages are acknowledged, but hierarchies or favoritism between them are avoided. It is usually assumed that Transcendentalist doctrines originally supplanted Pluralism largely for political reasons. The rising power, wealth and influence of regional churches began to threaten the unique status of High Charity, which led to reformations downplaying the role of gods as individuals and thereby undermining the power bases of lesser priesthoods throughout the Holy Ecumene.

The Metapotheotic Question
One of the foundational dilemmas of the Covenant faith was that of Metapotheosis, or the question of whether the Forerunners were divine in flesh, prior to the firing of the Halos. On one hand, it was indisputable that the Forerunners' creations were divine, so the Forerunners too must have been gods to have created them; for creations cannot be greater than their creators (though this, too, was at times disputed). The Sangheili faith postulated that they were, while the San'Shyuum generally held that only the firing of Halo initiated their apotheosis. There were numerous smaller disputes over specifics e.g. when the Forerunners fired the Halos, did the souls of all Forerunners who had passed prior join them on the Great Journey? This ties to the question of Eternal Salvation; in the early days of the Covenant faith, it was not even decided if the Great Journey came to those who had already died or just those alive at the moment. Eventually, it was codified into the Covenant faith that Salvation was acausal and timeless, and all who believed would be saved. Below are some key schools or doctrines on this matter:


 * Perpetual Divinity: The Forerunners are and always have been divine in all their incarnations; thus it follows that the nature of godhood is eternal and unchanging. This did pose the theological problem that if the Divine was an immutable constant, how could the younger races - which were not definitively gods as of yet - attain it? While some apologists claim that the Forerunners' divinity was a special and unique case, their godhood being of a "higher" level than that of those who may later follow in their footsteps, this argument would still give rise to the later prevailing doctrine of Acausal Consecration. In addition, though post-Ascension theology was only understood and debated on by the most learned, it was commonly preached that following the Moment of Unworlding, one would ever grow in splendor and virtue, which seemed to conflict with the notion of a "fixed" Divine.
 * Acausal Consecration: The Forerunners were mortal albeit Supremely Enlightened in flesh, but because the Great Journey is free from the boundaries of causality, the act of firing Halo retroactively made them and all their deeds in life divine. This was the mainstream view as of the Covenant's latter ages, but its specifics varied among various schools, the most prominent ones being:
 * Inner Consecration: the retroactive effects of Halo left the Forerunners fallible in flesh but divine in spirit
 * Absolute Consecration: the retroactive effects of Halo made the Forerunners divine in both flesh and spirit
 * Singular Consecration: The Forerunners were mortal and flawed in flesh and were only propelled into godhood by the Great Journey. Now obsolete and generally regarded as heretical, as it implies Forerunner technology was not forged by divine hands.

This also relates to the question of whether Covenant dead are already undertaking the Journey, or in Paradise; it is believed by many schools (particularly among the Sangheili) that one's ancestors are with the gods and watch over the living. This is also a major reason why lineage, dignity and personal integrity are so crucial to the Sangheili. Some traditions even hold that one's ancestors may even grant one favors in life, though such beliefs are more folkloric in nature as orthodox Covenant belief generally rejects the notion of divine intervention outside Forerunner relics. Like many other finer points of the Covenant faith, this also varies a great deal by tradition.

The Immanence Question
Known today as one of the faith's Great Mysteries, the question of immanence pertains to whether the Forerunner-Gods are actively involved, or present, in the material world today, or able or willing to directly influencing matters within the physical universe. This notably pertains to the structure of prayers and how one should address the gods. Generally speaking, the Forerunners are understood to be non-immanent or at least non-interventionist. They have long journeyed to a different plane of existence and have much better things to do than meddle in the frivolous affairs of the still-mortal; as well, they left their relics for the younger races to find as a way of testing their numinous potential, and we are not to seek shortcuts from our duties via divine intervention, even if the gods were capable of intervening in the physical plane. This also means miracles or visions of a non-technological, non-provable nature are virtually absent from the religion, though individual sects have been known to believe in comparable things in the past.

Prayers are still spoken and hymns sung, but these are generally not for providence in the here and now, and it is blasphemous to pray for frivolous thigns (however, this does not mean it doesn't happen). Prayers are often spoken for the souls of the departed, or oneself before battle, and it is assumed that Forerunners and/or one's ancestors in the afterlife can hear them.

Sacred Geometry
The Covenant's dogma on discovery assumed strangely particular dimensions. For example, Khai'ul, translated as "Sacred Geometry" or "euformia", was a fairly prominent field concerned with the study of Forerunner architecture and design, its patterns and peculiarities, and the divination of purpose and wisdom therein. One of the more prominent points of dogma to come out of this school of faith was the religious justification for the Covenant's curved and organic architecture, which was seen as "imperfect" in contrast to the clean lines of the Forerunners' divine geometry. There was a time in Covenant history when they mimicked Forerunner creations in religious architecture such as temples and even counterfeit relics, sometimes very convincingly. This eventually led to a schism and reformation which saw standardized edicts and closer supervision put on design, under the rationale that while the Covenant should strive to be akin to the Forerunners as an ideal, they should not attempt to pass their own imperfect creations as Forerunner ones.

Morality
Covenant views on morality differ from the oft-dualistic perspectives of mainstream human ethics, and are more concerned with the consequences of actions in relation to the fulfillment of the Covenant's ultimate goal of the Great Journey than in isolation; to Covenant theologians, an abstract "good and evil" juxtaposition would be seen as reductive and simplistic without this overarching context. While such terms can still be seen in common usage, ultimately the Covenant faith concerns itself more with the imposition (or retention) of order and structure in the face of the encroaching chaotic forces of Ruination than it does with whether an action is "good" or "evil" in isolation or even limited context.

For a considerable part of Covenant history, the ethical systems involved in much of daily life were largely isolated from the religion itself, though later reformations would meld them more closely together and they have now long existed under the umbrella of the religion itself and integrated into religious doctrine. Because of this, many facets of Covenant ethics do not always directly derive from the religion, but were given after-the-fact theological justifications.

Liminal matters
The Liminal Doctrine is an older school of thought that posits that the essences or souls of those who died in faith are conscious or semi-conscious, existing in a Purgatory-like state while awaiting for the Great Journey. This state of being is variously translated as the Limen, the Limina, or the Liminal Realm. As the Great Journey's acausal nature has become increasingly codified in the Covenant faith, this belief falls in the realm of heterodoxy; in modern Covenant theology, no actual time passes for the dead prior to the Journey as it is already happening to them across time. Still, references to the Limina continue to occur in Covenant philosophy and in figurative, common contexts; some religious traditions still continue to maintain the belief as well.

Saints
Within the Covenant religion, saints are individuals who, through their deeds in life, were regarded to have reached the highest possible state of virtue and piety within their station, serving as exemplars to all of the Covenant. Saints are venerated throughout the Covenant, with tales of their activities often appearing as instructory examples in education and religious sermons. Though guaranteed to occupy a special place at the Forerunners' side once the Covenant embarked on the Great Journey, saints were still not worshiped as gods, though some of the more popular ones were occasionally prayed to depending on the denomination. This is one of the aspects of the religion most clearly influenced by ancient Sangheili beliefs, which often incorporated ancestor-worship and divine or demigod heroes, as well as veneration of powerful figures, especially lawgivers and founders of old.

The Mantle
The Covenant knew of the Mantle, the Forerunners' guiding ideology, though they initially believed it to be a physical artifact which granted the Forerunners their supreme power and wisdom. It did later become increasingly clear to the Covenant that the Mantle was merely a philosophy. In some traditions, the Mantle became associated with the Forerunners' divine guidance of future civilizations toward enlightenment. However, some interpretations, seemingly based on commentary by the Librarian in her messages to the Didact, went so far as to paint it as a facet of Ruination, which allowed corruption and complacency to set in within Forerunner society, and made them vulnerable to the Parasite.

Oracles
Functioning oracles were so uncommon as to be near-mythical in most ages, and even then rarely had any useful information (due to compartmentalization and the Array being very niche knowledge even among Forerunners). Most oracles found were known as Lesser Oracles, mundane machine-servants that knew little of their masters' grand plans. Oracles are revered, but it is also known that they can be confused or have gaps in their knowledge (for the Forerunners wisely saw fit to limit their knowledge base) while others can be tricksters, even in league with the Enemy; while they are holy, they are also associated intelligences, and are thus not to be unconditionally trusted. To establish an Oracle's truthfulness, stringent study and questioning is mandated. Specific attitudes regarding them also depend strongly on the religious tradition in question.

Practice and hierarchy
The Covenant clergy was in many places synonymous with its political authorities.

Adherence
Some human scholars have speculated that the Covenant religion existed largely as a cynical tool of control used by the Covenant religious elite (namely the San'Shyuum) to maintain control over the empire. However, true atheism was very rare among the San'Shyuum; even those with only a casual adherence to the faith, such as the would-be Prophet of Truth, would often still believe in the core tenets even if they doubted the particulars. Likewise, most of the Covenant population was varying degrees of faithful, and widespread atheism or cynicism toward the Great Journey occurred only among the Kig-Yar.

Grand Councils of the Wise
On paper, the Hierarchs' word was law, but even their decrees, actions and interpretations of scripture were subject to scrutiny. In addition to informal phenomena like the public opinion, the Covenant had several official mechanisms of enacting that scrutiny. By far the most important and venerable of these was the Grand Council: a religious court convened in response to major crises, revelations or discoveries, such as new species or major reliquaries. Consisting largely of religious scholars and monks rather than career politicians, the Grand Council was the highest such court convened in the Covenant, and often served as a kind of "devil's advocate" to the Hierarchs and the High Council. And even though formally an advisory assembly that the Hierarchs could overrule, they would not do so easily, nor without raising many eyebrows.

And this is why the onset of the Ninth Age of Reclamation was such a divisive event. There was a Grand Council convened to inquire the Hierarchs-to-be (largely Truth and Regret, as Mercy remained mostly out of the spotlight) regarding the Quickening of the Silent Oracle and the Reclamations on the new Reliquary. But the Council did not exactly follow proper procedure, and even voiced their qualms over various ambiguities with Truth and Regret's testimonies, including the suspicious inability to view sensor data from the Sacred Vessel, which put their claims in doubt in light of the Prescription Against Particular Revelation, an ages-old law which decreed that more than verbal testimony was necessary to codify Revelation. Even Mercy made remarks that could be, in hindsight, interpreted as contradicting the other two other Hierarchs' line. But, due to the power their home ministries wielded, as well as an upwelling of public support in High Charity, Truth and Regret managed to sway the Grand Council to defer to their testimony under an obscure and somewhat vague letter of the law.

It cannot be underestimated how important the tradition of the Grand Council is. The basic idea of the institution dates back to the First Saints, and later became an important check on the power of both the Hierarchs and the High Council, an arbitrator on matters of civilizational importance outside the political hierarchy. The Arbiter and the new government he's trying to set up couldn't just dismantle all the institutions of the old Covenant, nor did they want to. They sought to salvage whatever could be reasonably salvaged. So, one of the first thing they did, once they had major ex-Covenant leaders around a table, was convene a Grand Council- the first of the new order.

Enforcing religious orthodoxy
Beyond the basic universal dogmas, or whatever specific question was on the table at the time (e.g. Humanity in the 9th Age of Reclamation) it was generally not in the best interests of the High Council to interfere in the specifics forms of worship on individual worlds or domains. It hardly mattered to them whether this cluster or that subscribed to a pluralistic or unitary view of the godhead, or what specific gods they emphasized. What truly mattered was the amount of power those regional churches held within their respective domains and over their parishes, and their eagerness to defer to High Charity's decrees. What the Clergy was efficient at, with some exceptions, was in unifying - and thus keeping the peace - between the countless different denominations of the Path.

High Charity's ecclesiarchy (and eventually the Hierarchs themselves) served as the ultimate arbitrator of religious disputes, should the need call for it. However, such interventions were typically reserved for critical cases such as conflicts on the domain level. For provincial ministers, asking for high-level arbitration could be a double-edged sword: on one hand, it could end in their church's favor, but it could (often depending on the generosity of either side's "tributes" and their connections to the High Charity ecclesiarchy) also invalidate core tenets of their specific denomination. This was also why High Charity's clergy was careful to pick their battles, and did not easily intervene in lesser disputes: because it did not serve them to make large groups of subjects unhappy by essentially invalidating their denomination's view on some (often minute) religious question, at least if said subjects were wealthy and powerful. To circumvent the issue, High Council arbitrators would often attempt to find compromises that would not invalidate either side's views, only recontextualize them in a way that was at least supposed to placate the dispute.

With the fall of High Charity, many domains have fallen into infighting due to the sudden absence of that spiritual nucleus or its instruments of compliance. Regional churches may not have always agreed with the word from High Charity, but they respected it nonetheless; for it cannot be understated how enormous its religious authority was, and how much sheer weight the High Council's missives carried.

Conversion
Covenant policy on converting new species changed with time, but broadly speaking, the prevailing doctrine has been that of Universal Conversion: all beings capable of understanding the message of the Great Journey should be made to do so, and brought into the Covenant collective as per the divine mission given to the Prophets. Species (and, technically, individuals) incapable of understanding and embracing the concept of the Great Journey were considered unable to walk the path, and thus little more than beasts. As a result of the doctrine, conversion and incorporation into the Covenant proceeded more or less immediately following contact, though at other times political realities meant that species awaited conversion for ages, or were simply never converted. The Xar-Shaa, for example, were left largely to their own devices due to their extreme Enigmatic nature and lack of physical utility, while the conversion of the Cix-Tu was delayed indefinitely by internal unrest within the Covenant. Such species were generally grouped under the Covenant fringe category. Others were too militarily powerful and had their core worlds too far from the Covenant sphere to be feasibly converted by force, whereas the Gryunjalla had largely left the Orion Arm by the time the Covenant came across them. The Jiralhanae remained in a fringe status for nearly a millennium before their formal assimilation into the Covenant hierarchy largely due to the overall chaos of the late Feudal Era they were encountered in. Other fringe species, such as the Ior, Ikjuttar, and the Rhiln survivors experienced drawn-out or halfhearted conversion processes that were never brought to their conclusions before the fall of High Charity.

Temples
There were different kinds of Covenant temple. In order to be formally consecrated, a temple needed to house at least one holy relic. Sometimes it was very unimpressive and inert, other times resplendent and active, and may even perform miracles; wealthy temples usually had more relics, and the most sacred ones were Forerunner structures themselves.

The temples of some reformed denominations are more plain and austere as too ornate styles are seen as garish and sometimes even heretical, as though attempting to outdo the Forerunners. The smooth, organic forms of Forerunner architecture are seen as lesser and humble, as only the Forerunners were permitted the divine perfection of hard angles and surfaces.

Representations of Forerunners
Statues and other visual depictions of Forerunners, often highly speculative and fanciful in appearance, were rather common in the Covenant's early history. As the Covenant faith evolved, the increasing focus on Transcendental doctrines over the formerly dominant Pluralist traditions, coupled with accusations of idolatry with an alleged emphasis on Forerunner statues over their subjects, led to a shift in Covenant doctrine, with representations of Forerunners eventually being banned as blasphemous. Not only were the worldly forms of the gods unimportant next to their divine perfection, they were also seen as a distraction which divided the Holy Ecumene as different local denominations emphasized their own favorite gods over others, and the regional priesthoods of individual gods began to rival High Charity in power and wealth. Still, idols of Forerunner deities remain in use in some of the Covenant's less-trafficked fringe regions, where cults venerating specific gods persist. Within the mainstream Covenant faith, statues and holo-images of saints effectively replaced the older Forerunner statues, with the gods themselves being instead depicted with the individual sigil-glyphs known to be associated with them.

As the furor of the iconoclast reformation wore off, later ages saw the development of the cynosure: a semi-abstract statuette or holograph representing a Forerunner. The cynosures serve as devotional images, meant to serve as the focus of one's attention in meditating upon the gods and the virtues associated with them. Vaguely resembling robed figures lacking any distinct humanoid traits, the sculpting of the cynosures has long been an artform in its own right, with highly complex rules and traditions associated with their creation. While a small degree of artistic interpretation is allowed, these rules are exceedingly rigid and specific; for example, cynosures must always use the same set of curves and other geometric motifs traditionally associated with the gods they represent. The creation of cynosures is a common devotional practice among the faithful, often carried out by monastics but also members of various martial orders.

Rite of Adoration
The rite of Adoration is one of the most common and treasured rites observed during temple services, and is a staple of Covenant worship. It entails a Forerunner relic being brought forth and then being adored by the faithful. Regional denominations have variants on the custom, such as bringing sacrifices for the relic as a sign of respect and honor; some even believe that relics can grant wishes (e.g. cure ill relatives). Though this is not substantiated by the official brand of the Covenant faith when it comes to all artifacts, some are indeed known to have healing powers.

The relics are seen as an interface between the physical and the spiritual, a manifestation of the divine in corporeal form. Even the smallest relic will do for the ceremony, this often being a small shard of Forerunner metal which is often carried by chaplains for battlefield services, though greater temples pride themselves on large Forerunner relics, especially those capable of miracles. Some Solipsist denominations were originally born due to an absence of Forerunner relics on given worlds or regions, which led to instrospective meditation on those relics instead; though others had iconoclastic ideas and sought to democratize the fundamentally hierarchical world of relics.

Because of the rite's importance across the Covenant sphere, counterfeit relics are dime a dozen. Even though forging a holy relic is a capital offense in the Covenant, there were still always enough entrepreneurs willing to get rich through it. In some earlier eras, there were denominations which substituted the Forerunner relic for a Covenant stand-in, but a later, particularly controversial reformation banned this as idolatry; consequently, hundreds of thousands of counterfeit relics were destroyed by the faithful, and much blood was spilled in the process.

Associated folklore and mythology
In addition to the canon and doctrine of the religion, there exists plenty of superstition and folkloric belief around regarding alternate spaces, realms, places, deities and beings, and more. This is especially true on less developed or partly cut-off worlds where dogma is less strictly enforced. In such cases, it is often difficult to draw the line between legitimate belief and folklore, as the two blend together seamlessly in the mind of the believer.

Demons
"Demon" is a common translation of a class of evil beings from Covenant folklore, which is best known as a common term for the UNSC's Spartan supersoldiers during the Human-Covenant War. Beginning with tales told by superstitious Unggoy footsoldiers, the Spartans' borderline-supernatural exploits eventually made the term common among even the higher castes of the Covenant. By the later years of the war, stories of Demons were widely circulated among the Covenant military organizations charged with prosecuting the war, but there their true nature or numbers were shrouded in ambiguity. Various legends were attached to them, some more plausible than others. Teleportation was a commonly hypothesized ability, but there were more also more outlandish theories; some postulated that demons could not be killed or would always be brought back from the dead, and some even went so far as to claim that the different sightings of "demons" were in fact manifestations of a single time-traveling individual.

Spartan-IIIs are an interesting case. While they were mainly built to fight the Covenant, the nature of their deployments was such that not many Covenant usually survived to tell the tale. As such, there was very little reliable intel on them, and nothing to distinguish them from Spartans in general; it was not conclusively known whether all demons possessed the ability to render themselves near-invisible, or if this was a specific kind of demon. The same applies to the Gammas' berserker mutations; even in their few deployments, the Gammas' ability to keep fighting well after they should rightfully be dead utterly terrified their foes and fed into the existing mythos about the demons as being undead or otherwise unnatural.

Symbols and imagery
Symbols are important in any religion, and the Covenant faith and its offshoots are no exception.


 * A key symbol and, indeed, perhaps the most powerful one, is the ring - an unbroken circle. There is some controversy about the use of the ring symbol in the post-war era, and some groups have adopted a "broken circle" symbol to oppose the Covenant.
 * The Mantle symbol or the Eld, known to the Covenant as the Branching Three, is popular among those emphasizing the unity of believers - unity in their faith in the Forerunners. Some versions of the symbol are more ornate and complex. Has its deepest origins in old legends of world-trees and the like, in faiths which predate Forerunner worship.
 * The Second Sunrise glyph is associated with the Covenant bringing order and enlightenment into the chaos left behind by the Forerunners' ascendance. It was also the symbol for the Word of the Second Sunrise, the Covenant's most widely-circulated holy book laying down the basic tenets of the religion.
 * Most of the various Forerunner glyphs are holy symbols, and are emblazoned on gear or weapons as protective runes.
 * Some Covenant glyphs, such as the oval one of the Har Tanqi tradition, are quite common as holy symbols.

Related pages

 * Kandonom Codex