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Cults of G.. - Index of - Free

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Magic and Religion<br />

8<br />

Nurturing one’s descendants and maintaining the ebb and<br />

flow <strong>of</strong> the sea’s currents for a future they will never see<br />

takes up much <strong>of</strong> their time. The myths they teach their<br />

children tell <strong>of</strong> ancient battles against insurmountable<br />

odds, floods that drowned entire nations and lands<br />

rising up beneath the waters to destroy them. With the<br />

depredations <strong>of</strong> the God Learners, many <strong>of</strong> the sea’s<br />

treasures have been plundered, and these tales take on<br />

new meaning.<br />

Orlanth Pantheon<br />

Along with his wife Ernalda, the Great God Orlanth<br />

rules over a large pantheon <strong>of</strong> temperamental deities.<br />

Also known as the Storm Tribe, his followers are found<br />

throughout a region in central Genertela known as the<br />

‘Barbarian Belt’. The relationships between the gods <strong>of</strong><br />

this pantheon are appropriately stormy and are governed<br />

by three great rules:<br />

1. No One Can Make You Do Anything<br />

2. Violence is Always An Option<br />

3. There Is Always Another Way<br />

Orlanthi mythology focuses on personal responsibility,<br />

both for heroic deeds and for tragic mistakes. The pantheon<br />

embraces freedom and the right <strong>of</strong> an individual to make<br />

their own way in the world. The Storm Tribe wrecked the<br />

world with the murder <strong>of</strong> Yelm and the incessant wars<br />

<strong>of</strong> the Storm Age but they also revitalised a stagnant<br />

universe with their violence and freedom-loving ways.<br />

When the world teetered on the brink <strong>of</strong> destruction,<br />

Orlanth gathered his companions and journeyed on the<br />

Lightbringer’s Quest to return the Sun God and undo his<br />

mistake.<br />

The nature <strong>of</strong> the Orlanthi culture is such that it seldom<br />

unifies for long, staying a barbarian mixture <strong>of</strong> clans,<br />

tribes and short-lived kingdoms. Much <strong>of</strong> the territory<br />

formerly occupied by these is now under the sway <strong>of</strong> the<br />

EWF and the Justreli Middle Sea Empire.<br />

Pamalt Pantheon<br />

This category includes the spirits <strong>of</strong> both the Doraddi and<br />

the Artmali.<br />

The Artmali are a relic <strong>of</strong> the Godtime. In the Golden<br />

Age, the Artmali ruled central Pamaltela in a glorious<br />

cold-blooded reign. Their heartless perfection could not<br />

withstand the brute vitality <strong>of</strong> the invading gods, sorcerers<br />

and chaos, and they disappeared from the world. Today,<br />

only its blue-skinned descendants, the slaves <strong>of</strong> Fonrit<br />

and the Veldang people remember them.<br />

After the Artmali perished, the Doraddi tribes rose. Their<br />

new spirits, united under Pamalt, defeated the enemies<br />

that destroyed the Artmali. Under their chief they defined<br />

a new way <strong>of</strong> life that has survived to the present day.<br />

Most <strong>of</strong> the Pamaltelan interior is rolling grasslands<br />

dissected by seasonal rivers that rage in the wet winter<br />

and dry up in the summer. The Doraddi are seminomadic<br />

horticulturists and hunters living in extended<br />

families. Their religion mirrors their lifestyle with a lively<br />

family <strong>of</strong> spirits whose quarrels are petty and endless<br />

until threatened by outsiders. Mythology includes both<br />

cosmological events and explanations <strong>of</strong> the myriad<br />

social mores and restrictions. Most plains-dwellers<br />

belong to the nomadic Doraddi culture. Recently, they<br />

have been fighting against the expansion <strong>of</strong> the Elf forests<br />

that began in recent centuries, overrunning much <strong>of</strong> the<br />

plains.<br />

Pentan Tradition<br />

The nomads <strong>of</strong> Pent are animists and loyally follow a<br />

very ancient religion. They are very conservative and<br />

call themselves the Horse People. Pentan religion centres<br />

on worship <strong>of</strong> the sun and <strong>of</strong> horses, both <strong>of</strong> which are<br />

contacted through ancestors. The Majestic Horses <strong>of</strong> the<br />

Kargzant Tradition are their protectors and guided them<br />

through the Great Darkness. Kargzant, the Sun Horse, is<br />

supreme and men primarily deal with fire spirits; women<br />

with earth spirits. Ancestor spirits are propitiated and<br />

<strong>of</strong>ten asked for advice. At the Dawn, they were powerful<br />

and occupied the lands now known as Pent as well as<br />

most <strong>of</strong> the Pelorian Valley. The nomadic rulers enslaved<br />

the peasantry until the armies <strong>of</strong> the First Council drove<br />

them back onto the Steppes.<br />

Pentans are a patriarchal culture and everyone owes<br />

obedience to their father or older brothers. In turn, men<br />

must protect their mothers, wives and unmarried sisters<br />

and daughters. Loosely related families gather into clans<br />

and tribes united by shared worship, customs and kinship<br />

bonds.

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