[Religion] is about divide between reality and mysterious.In addition to everything else that has been said here, you're wrong about this. There is no scholarly consensus about what precisely constitutes a religion or religious moods. The idea that it must necessarily involve some sort of division between the natural and the supernatural is a modern, Western invention. It's a hasty generalization from how Western Christianity functions and it starts falling apart once you move outside this realm.
I would disagree with this notion in EVERY capacity. Before I joined Aetolia, I was a heavy Imperianite in which I played for 8 years. Imperian decided to kill their gods and implement the exact design in which you are wanting @Kalak and it became such absolute garbage that you had a plethora of organizations claiming they were religious or a cult that you had no idea what is what and many cults representing the same things as each other. Not only that, but in order to achieve these cults, Imperian killed off their gods completely.
The bolded part suggests that Orders should be led by the God not by the player. Religious organizations could be led by people not by Gods. Aetolia does not allow such a thing in the current context.
Perhaps it might be a bit hard to convey for myself the "stiffness" pervading the current system. It is underdeveloped and largely in the shadow of other things (tethers, cities, guilds)
@Shachalai On the contrary I am trying to increase the possibilities with a more dynamic approach. We can all use honeyed words and wear our rose-tinted glasses when it comes to the current system. It will not change the fact it is outdated and heavily monopolized. It is a commodity unfairly distributed within the game. Basically a mechanic to create cults would open room for new interpretations. If it succeeds, then it will bring forth a new fluorishing organization on the table. If it fails, it can be culled.