Spirituality and Religion
Vaskharr spirituality is very personal, and each member of the clans has their own beliefs and practices taken from the world around them. Some concepts of life, death and personhood are are universal, but others are much more individual. There isn't a specific place of worship or any kind of organised religious services; spiritual connection between the individual and the pantheon is found in prayers, gestures and offerings, and physical activity.
The Soul
The concept of the soul is one of the most important core beliefs among the clans. Vaskharr believe the soul is inherently tied to the body, that it is the source of consciousness, and it is housed within the brain. Being the physical location of the soul, damage to the brain is also considered damage to the soul, and an individual suffering brain death is considered to be properly dead.
Vaskharr belief in the inherent tie between the brain and the soul carries a handful of superstitions; the brain is one of the few organs that is never eaten regardless of origin, as consuming it is thought to be consuming also the soul, which is believed to cause mental and emotional trauma and degradation.
Death
Vaskharr are fairly practical about the concept of death. The loss of any community member is tragic, but instead of public mourning, Vaskharr throw parties to send them off to the afterlife. This is seen as reassuring the spirits of the deceased that life will continue, so they can move on without guilt.
The dead are always partially or totally cremated-- if the whole body can't be burned, then the brain alone is, as it is believed that this ensures that the soul has been properly freed to move onto the afterlife.
The Afterlife
The Eternal Desert is the Vaskharr vision of the afterlife, which patterns itself largely after the kinds of environments the Vaskharr tend to settle in. It's a bit of a misnomer in that it contains several warm climate environments, from true desert to scrub to monsoon plains and rainforests. It's believed to be a space in which the souls of the deceased can exist in peace, safeguarded by their gods until they feel like reincarnating. Reincarnation is a bit of a footnote in their belief system; most riftclaws believe that their alternate selves are simply expressions of the same soul, which decided to return to the land of the living for another lifetime.
Vaskharr Gods
While there is no organised Vaskharr religion, the clans do have a small pantheon of gods which feature in the prayers of the more spiritual. The Vaskharr pantheon consists of six deified heroes of the early years of the culture's lifespan, an adopted god from the world of Terra, and few dozen smaller individual deities specific to individual clans.
The Vaskharr strongly believe in their gods' ability to speak to and interact with them, which the gods themselves support by slipping in and out of daily life. Recognised sightings are rare, but most Vaskharr have a story about an encounter, or know someone else with one. As a result, they also strongly believe that if they speak or think their gods' names, the gods will hear them-- so they refer to them by titles unless the situation is truly dire.
The major gods of the Vaskharr are as follows:
Karika (Arra Lanai, the Sentinel), the god of battle, perseverance and protection. Karika is the patron of the hunter caste, often invoked for safety and success on hunts, as well as protection for the self and others. Items sacred to Karika include spearheads, broken claws, beast hide and bone crafts.
Endil (Visla Irim, the Secret Keeper), the god of discovery, knowledge and concealment. Endil is the patron of the scholar caste, and is invoked most often for safe travel through the void. Items sacred to Endil include quills, goldstone, shedbound tomes, and small insects such as bees and wasps.
Javar (Mai Diyin, the Caretaker), is the god of sentries, childcare and elder care. Javar is the patron of the guardian caste, and is called on for the protection of the young, elderly and infirm. Items sacred to Javar include handmade items such as soft toys, paintings, and clay figurines, which are made sacred by their creation.
Somna (Kai Renna, the Dreamweaver), is the god of the night, magic, and dreams. Somna is one of the gods called on the most, invoked for protection from nightmares and the gift of restful sleep. Items sacred to Somna include the night-blooming irajin orchid, braziers, and the glowing light gems given to children as night lights.
Venira (Den-Arra, the Denmother), is the god of medicine, love and motherhood. Venira is the patron of the guardian and consort castes, invoked for safe and healthy children and romantic endeavours. Items sacred to Venira include riftbean blossoms and coffee, tiger's eye gemstones, shed feathers and fur.
Amaru (Lanar Mai, the Hearthkeeper), is the god of food, the harvest, and the home. Amaru is the patron of the harvester caste, and is invoked for home- and food-related prayers. Items sacred to Amaru include the various riftclaw crops, prepared foods, and cast-iron pans and pots.
Ophanki (Vilkarr Sei, the Veilwatcher), is the god of life, death, and rebirth. Ophanki is the steward of the afterlife, and is responsible for ferrying the souls of deceased Vaskharr to the Eternal Desert. He is invoked by those wishing to evade death, as well as those who wish to ease the passing of the dying. Items sacred to Ophanki include blue-petalled roses, diamonds and other clear crystals, shed antlers and bones.