Sunday, June 9, 2019

Other religions

The Gods of Law

Alluminas is the Master of Light, Lord of Enlightenment.
He embodies a pure, unchanging light, representing the idea of total divine enlightenment, whatever that may mean. His worshippers are few in the Old World, and you aren’t surprised.

 Solkan is the brother of Alluminas (god of heavenly illumination) and is the angry god of vengeance and retribution. He is most often depicted as a tall, intense man on the edge of fury. Solkan is usually attired either in shiny armour or in black clothing with a wide brim black hat. His worshippers follow
his example, and need to be given a wide berth – especially the witch-hunters.










Arianka, a goddess of law and discipline, is nothing more than legend – though some say she did exist ages ago and was destroyed by Chaos.

Foreign Gods
Most of the nations of the Old World worship the same gods, though with different strengths. However, just as Sigmar Heldenhammer is The Empire’s own, so do other countries have their own protectors. For example, Jeanne du Lac is the focus for the nationalistic fervour of the Bretonnian peoples, as she was a great heroine in the Crusades against Araby, who was sanctified at her death. In Jeanne du Lac are combined the aristocratic virtues of justice, valour, and might in arms with the common virtues of modesty, compassion, and generosity.

Non-human Gods
Esmeralda is the patron of the hearth and home and the mother to most of the Halfling deities. In Halfling lore, it is Esmeralda who gave the gift of cookery to Halflings. Normally, Esmeralda is depicted as a plump and matronly Halfling with a perpetual smile and wearing a flour-covered apron.

Grungni is the principal deity of the Dwarven pantheon.
Liadriel is the prime deity of the elf pantheon.

You know little of either, beyond the fact that Grungni is respected by the Cult of Sigmar, and that Liadriel shares certain festivals with the Old Faith and Rhya.
Proscribed Gods

Ranald is the Trickster god, a patron of rogues and gamblers. He is generally portrayed as a Human male, a charming rogue who is an incomparable thief and con man. As a god of thieves, his worship is officially proscribed, but he is popular with the poor who see him as striking back against the rich. Some see little difference between him and Handrich!

Kháine is the dread Lord of Murder – the patron of assassins and murderers – and God of the Undead. It is said that he is jealous of his elder brother Mórr’s rulership over the world of the dead. Kháine steals the souls of those unprotected by a cult and those murdered or sacrificed in his name. With these souls he builds his own dark realm, a realm from where Necromancers call forth some of the Undead spirits. Some preachers have suggested that Khaine is the offspring of Ulric and a demon of chaos disguised as Rhya, as a warning to the pervasiveness of chaos and its link with carnality. It doesn’t really matter if Khaine is half-brother to Morr, or a demon himself, his worship is to be abhorred.

Chaos is an entity only whispered about. Beyond the boundaries of The Empire, the people of Kislev defend the borders of the Old World from the hideous monstrosities that would otherwise destroy civilisation. The Empire sends aid, and in the magnificent crusade of Magnus the Pious, some 200 years ago, Imperialist soldiery not only saved Kislev from certain defeat, but threw the enemy hordes back into the Chaos Wastes they originated from. Today, chaos still dare not venture forth from its northern hell. You hear stories of citizens within The Empire turning to gods of chaos, but pay them little heed. No one would be so foolish, for chaos is unbridled evil, hatred and destruction. To sell one’s soul to such would be idiocy.

Major religions within the Empire

Sigmar

Sigmar is the deified, legendary founder of The Empire. As befits the epic stature of this great warrior-statesman, Sigmar is worshipped both for his martial prowess and for his role as the Father of The Empire – a symbol of national destiny and unity of purpose among the various conflicting power groups of The Empire. Most statues and paintings depict him as a muscular, bearded giant of a man with long blond hair bearing a massive two-handed Dwarven warhammer and seated on a simple throne with piles of Goblins heads at his feet. He is, however, more than simply a military god.

Sigmar represents both the heroic exemplar and the common man. Admired for personal courage and strength in arms as well as military generalship; Sigmar is also a unifying leader and founder of a
nation out of disparate, hostile tribes. Though divine in stature, he still remains recognisably simple and human enough as a mortal man. Cult doctrine emphasises Sigmar’s mortal origins as the source of his understanding and compassion for man, and his desire to protect man both as a divine patron and as the symbolic inspiration for man’s protector on earth – the Imperial state.

The Cult of Sigmar is the official religion of The Empire, and all recognised cults have tolerable relationships with the cult with the possible exception of the cult of Ulric. The Church is on good terms with The Fraternal Brotherhood of Witch-Hunters, and also maintains their own forces of the religious inquisition – the Ordo Inquisita Sancti. The cult exhibits a traditional conservatism towards magic, balancing distaste with the fact that The Empire’s wizards form an important role in the defence of the nation, and the maintenance of social cohesion. The Church’s intense hatred is  reserved for non-Imperialist wizards, who are all assumed to be servants of The Empire’s enemies.

Sigmar is the state cult of The Empire by Imperial decree; only in the City State of Middenheim, the seat of the chief temple of Ulric, are his temples outnumbered by those of other cults.
Worship elsewhere is confined to Imperialist emigrants and exiles. As the official patron of The Empire, Sigmar embodies the spirit of the country. It is deemed an important part of the mission of the church to ensure that those practise this spirit on a daily basis and that clerics are entrusted to manage Sigmar’s land and people.

Ulric
Ulric is the brother of Taal and son of the Earth Mother. He is the god of individual valour and ferocity, the Lord of Winter and Wolves. In the cold northern lands, he challenges each man to survive on his own, and as the Lord of Wolves, is a symbol of the relentless hunter who separates the weak from the strong (and the Ravening Wolf of Winter’s Hunger). Particularly admired by those who place individual valour above all else and seek berserk frenzy in battle. Ulric is portrayed as a
massive warrior, armoured in the style of the barbarians who inhabited The Empire several centuries ago, and wearing a silver grey wolf-skin cloak. He can also take the form of a huge silver-grey wolf.

Ulric is a distant, harsh and unforgiving god, who expects his followers to stand on their own two feet, putting their faith in martial prowess. He despises weakness, cowardice, and trickery, and expects his followers to always take the direct approach to solving a problem.

He is worshipped throughout the Old World as ancient god of war and winter, most commonly in The Empire, Kislev, and Norsca (there known as Olric). He is the patron of Middenheim. As the former state cult of The Empire, he rivals the Cult of Sigmar for popularity and is coolly correct and competitive towards that cult. In fact, the two almost despise each other, and you have heard them speak that Sigmar is not a god, but a great hero whose reign was blessed by Ulric.

Taal
Taal is husband and brother of Rhya, brother of Ulric, father of Manann, Verena, and Mórr, and was the first son of the Earth Mother. Taal is the god of the wilderness and the storm. His power controls the wind and the rain and drives waterfalls and rapids, avalanches and landslides. Also, Taal is the Master of the Wild Hunt, as well as the lord of beasts, the forests, and the mountains. All of the wild places of the Old World are under his control and all that venture into his realm are expected to show him proper respect. To do otherwise, may incur his displeasure at the least, wrath at the extreme. Taal is normally depicted as a powerfully built man with long, wild hair, dressed in animal skins and wearing the skull of a great stag as a helmet. Taal may even take the form of a giant stag, great bison, or bear. Taal is worshipped throughout the wilds of the Old World.

Morr
Brother of Kháine, husband of Verena, father of Myrmidia and Shallya, Mórr is the god of death, protector of the deceased and the ruler of the underworld. He is normally depicted as a tall person of aristocratic bearing, with a detached, slightly brooding aspect. He protects all dead souls, and he makes sure that they are guided safely to a small area of his Shadowrealm where Mórr judges the deceased. If the deceased was a faithful cultist to another cult, then the spirit is escorted
to the respective Shadowrealm of their cult. If the spirit did not faithfully follow his cult, then the spirit enters the larger portion of Mórr’s Shadowrealm. He is also the god of dreams, since the Land of Dreams is close to the Shadowrealm, and is capable of weaving great and terrible dreams and illusions.

Shallya
Shallya is the daughter of Verena and Mórr, the goddess of healing and mercy. She is represented as a young and beautiful maiden, whose eyes are perpetually welling tears. Her symbols are a dove, and a heart and drop of blood. The church of Shallya seeks primarily to help the poor, and has very limited political and economic power, for the poor are largely ignored and their needs are under-funded. Money in medicine resides in the powerful guilds and the streets of doctors catering to the ailments of the wealthy. Public hospitals are rare, overworked, run-down and short of everything. However, the church is a useful salve to the consciences of the elite, and whilst relegated, Shallya is not a cause they would publicly criticise. Indeed, certain rich women are known to spend their time performing charity work in hospitals, and a number of senior Physician Guildsmen offer their services annually on their birthday.

Manann

Manann is the son of Taal and Rhya. Manann is the god of the seas, oceans, and the great rivers (such as the Reik) that empty into them. Manann controls the tides and currents, and is as unpredictable and changeable as the sea itself. He is usually portrayed as a huge powerfully built man, wearing a spiked
crown of black iron and dressed in barbarian clothes in the same way as his father Taal. Manann can also take the form of a whirlpool or waterspout, or of a huge sea monster (usually that of a Triton). He is worshipped in coastal areas throughout the Old World, as well as in the large river ports in which seagoing ships can put in. He is a primary god for the city of Marienburg.







Rhya
Rhya is the wife of Taal, mother of Manann and Verena. Those who worship her view Rhya as the goddess of nature, fertility, childbirth and the family. She is also known as Haleth, goddess of hunting, in the north. Others, outside the cult, view Rhya as either a lesser aspect of the Mother-Goddess or a deity who is much diminished so that her worship is incorporated with and overshadowed by Taal. Depicted as a loving mother (and, at times, a pregnant one), Rhya represents the fertility and bounty of the earth and mothers everywhere. In urban areas, Shallya is worshipped for these aspects.







The Old Faith
Mother Goddess or Old Faith is an ancient religion now only worshipped by druids and backward peasants. The faith is still popular in Kislev – which probably says it all.







Myrmidia
Myrmidia is daughter of Verena and Mórr, and sister to Shallya. She is the patron goddess of soldiers and strategists, but is less popular in The Empire than either Ulric or Sigmar, who reflect better the Imperial ideals of strength of combat and the frenzy of battle. Myrmidia represents the art and science of war, and is better worshipped in Tilea and Estalia.
She is commonly portrayed as a tall, well-proportioned, young woman equipped in the style of soldiers from the southern parts of the Old World. Myrmidia can also take the form of an eagle.

Verena
Verena is the wife of Mórr and is the patroness of scholarship, reason, and justice. The search for Truth is the highest aspiration of man; Truth is sought through painstaking collection of facts and opinions, careful analysis of these facts and opinions, and weighing the facts, opinions, and analysis in light of ethics and moral law. Justice is for Verenans more than a concern for the letter of the law – true justice is the law considered in the context of compassion and an understanding of human nature.

The cult is worshipped by an educated, upper-class, primarily urban minority – scholars, artists, nobles, enlightened merchants, lesser and greater state officials, and sorcerers in particular. Verena is associated with the symbols of the owl (represented entire or as a stylised head), the scale of justice
weighed in the balance, the sword point downwards, and the Verrah Rubicon – the most respected ethical, religious, and scholarly text in the Old World.

Handrich

Handrich is the god of merchants, and patron of Marienburg. Enough said!

The Empire


You are citizens of The Empire, the greatest nation in the world. It is the year 2512 IC, some 10 years into the reign of the great Emperor Karl Franz. He is a mighty ruler, Commander-in-Chief of the Imperialist Army and lives in the capital, Altdorf, some 340 miles by road from Middenheim.

The Empire is divided into Electoral Provinces, large regions ruled by powerful nobles who gather together and elect a new Emperor on the death of the old Emperor. These are:

  • the Principality of Reikland
  •  the Duchy of Middenland
  •  the Principality of Ostland
  •  the Duchy of Talabecland
  •  the County of Stirland
  •  the County of Averland
  •  the Barony of Sudenland
  • and the halfling Mootland. 
Certain other provinces exist, such as the Barony of Nordland to the north of Middenheim, which
is ruled by Baron Nikse as a vassal of the Graf of Middenheim. The Sea of Claws bound The Empire to the North, and mountains to the east, south and west. In addition, the nations of Bretonnia (south-west), Marienburg (west) and Kislev (northeast) surround the nation, and demand constant vigilance.

Middenheim is allied to Kislev because of their common belief in Ulric, but both the others are historical enemies. Indeed, Marienburg used to form part of The Empire, but it revolted many years ago. It is the major trading port in the Old World and is full of merchants and other money-grubbers.

Imperialist citizens like you know that the Emperor is simply biding his time before re-capturing the city, and hanging the fat merchants by their purse strings.

As citizens of Middenheim, you are held to be familiar with the city. Middenheim is situated on top of a sheer crag, Fauschlag, and can only be entered by one of four gates served by great viaducts rising from the forest floor 500 feet below or either of two chair lifts. Buildings in the city are made of stone that was mined from the rock or hardwood taken from the forest below. Architecture is impressive – though run down in places – and reflects the liberal and artistic nature of the city.

Middenheim is the centre of worship for the Cult of Ulric (see below) but is a generally tolerant place to all faiths and peoples. You can select any (legal) faith that you desire. Graf Boris Todbringer rules the city. The city is split into a number of districts. You are required, by law, to own one of a crossbow, a longbow or a sword, and to train for two hours per week as members of the Citizen Levy.
There is a standing army of mercenaries and the City Watch patrol the streets to make them safe for the citizenry. Middenheim is also the home of the (Ulrican) Templar Order of the White Wolf.

Your knowledge of the rest of The Empire is fairly limited in most cases. The Empire is a highly regional nation; think of it more as a loose confederation of states, ruled by a centrally elected Emperor. This means that there is strong regional diversity in all areas. Whilst there is a theoretically uniform law, economy, language and culture, expect regional variations. In general, you are aware of the hierarchical nature of things. At the peak are the gods, then the Emperor, then the Electors, and finally an assortment of lesser nobility. As urban dwellers, you are familiar with elected governments of sorts, but these are simply servants for the nobility. Most towns have councils, but these are actually simply representatives of the varied ruling groups – the guilds, landowners and urban nobility – within the town. The closest that The Empire approaches to a democracy is in the election of its portreeves, who are elected by a ballot of all the property owning citizens.
Whilst theoretically representatives of the people, rather than businesses, they are usually senior figures within guilds. The number of portreeves varies between settlements, whilst villages have a single mayor to represent them. Despite the nominally uniform Code of Law throughout The Empire, there are still many local customs and laws. In some cases, it is simply that these have yet to be officially overturned, but like many other things within The Empire, it is often politically impossible to over-write local laws. Imperial power is very weak in local regions, and local lords have almost complete independence to do as they wish. A coroner is appointed by the Emperor to investigate crimes against Imperial law. In general, if you witness a crime or discover a body you are expected to raise hue and cry. This will mean shouting and giving chase, or alerting the local residences and authorities to the crime. You must not interfere with the crime scene. Failure to carry out your duty is an offence leading to a fine. In reality, most people simply try and avoid trouble and stay well clear of the legal authorities. The other basic legal issue is the need for permissions. Basically the authorities control everything, and you need a permit or warrant to carry out most tasks. Travelling, buying and selling goods, carrying weapons and many other things may only be done where you have the authority. Some of these permits are written parchments, others are deemed from wearing appropriate livery or trading under a guild sign. There are even wands of carved bone, silver or gold that offer more permanent rights, so you hear said. In any event, make sure you have the right permissions – or good forgeries, of course! As a citizen of Middenheim, you are deemed to have most of the appropriate approvals from your residency.

The nature of The Empire also leads to a repetition of many services by Empire, provincial ruler and private individuals.
For example, road wardens are Imperial employees patrolling the Emperor’s roads. However, there are also provincial road wardens employed by local rulers and civil authorities to patrol the lesser (provincial) roads, and private organisations – such as the coaching houses – who employ road wardens to serve their own interests, such as protect inns and coaches.
Similarly, whilst towns and cities employ a civil police force, the Watch, others also employ their own local forces, particularly wealthy city areas, who wish to keep out the riffraff, and merchant
areas, who wish to deter thefts. Your character has to be careful which type of official he is dealing with, especially as many are nothing more than hired bullies.

Imperial society is not a literate one. Since most people are illiterate, information is obtained by the spoken word and not the written one. Most people are likely to be awed by parchment writing, seals and the like, but will obtain their news and information from criers.
Cities and towns employ public criers to disseminate public information, but private criers will also be found proclaiming whatever they have been paid to say. Use criers as a source of
general information – including jobs.

Currency in The Empire is standardised at 1 Gold Crown = 20 Silver Shillings = 240 Brass Pennies. You should note that despite this uniformity coins are minted locally at approved mints, and are only technically valid in certain areas and/or businesses. Similarly, providing a customer with change requires a licence; Middenheim accords this to all businesses registered within the city, and Imperial
edict allows change for payments to Imperialist operatives or franchised businesses. Coins are also liable to counterfeiting and clipping; poor quality coins may not be accepted.

Most beer throughout The Empire is brewed in local town breweries or in individual roadside taverns, and is extremely variable. Similarly, food is likely to be extremely variable, and most Old Worlder diets will consider food that we consider as inedible as perfectly palatable.

Most households have few basics and even fewer luxuries. For example, it is rare anywhere in The Empire for anyone other than a rich head of household to sit in an armchair. For most, benches and stools is the best seating that can be hoped for. What does an Old Worlder think when they look out of their window, assuming they have one? An Old Worlder must see the world as a hostile, alien place in which they scramble to find a niche where they will be able to live in peace, provided
they abase themselves before their “natural” superiors and work themselves to their physiological limits – and beyond.

Certainly chaos is enough to worry the Old World, but to most life itself is enough of a hardship.

A Guide to the Empire

THE FACTS OF LIFE
The scenario will try and bring the Old World alive for your characters. This means that you need to be aware that not everything revolves around you or your adventure. NPCs have lives too. Your character “knows” a variety of “facts”. Most of these will have nothing to do with the adventure – probably.
Much of this is folklore passed down by your family. This consists of a variety of notions about how things work, such as that cats’ eyes are so sharp that they pierce the darkness with beams of light. It also includes guides on how to solve problems, such as that at birth a part of the foal’s placenta
makes a love charm. In these cases, knowledge is based upon a mixture of experience and observation. In other cases, it is drawn more from need. For example, rabies is a major problem. This means you should be wary of stray animals, especially those acting strangely. If infected, however, folklore can also offer a cure to those unable to pay Physician Guild fees or find a cleric; you may be cured by killing the infected animal, cutting a slice of meat from it, and eating this between two slices of bread.

Remember that in The Empire you should act as an Old Worlder. This means that, in general, you believe in the existing nature of things. Strict social classifications, bowing to one’s natural superiors and belief in a polytheistic godhood are normal modes of behaviour. This does not preclude you rejecting such norms, but you should have valid reasons for doing so – such as playing an agitator career. In general, the class system is natural and the divine will of Sigmar, and no comments to the opposite will be appreciated or expressed. By all means play a more ‘modern’ attitude, but be prepared to reap the very negative results.

Map

Handout

Location

Lothar Freiherr von Arenshausen

Lothar is an elderly Knight and Freiherr from Arenshausen, a small village in Middenland.

For the last few years, his estate has been run by his steward, Freidrich Koegel, while the Freiherr travels around the Empire.

Lothar doesn't talk a lot about his past, but it is clear that he has had many experiences in his lifetime, which have brought him in contact with a large amount of people of all walks of life. His wife died a long time ago, leaving him without heir. He is a Knight, and is known to have worked closely together with the Temple of Verena, although he is a devout Sigmarite.

One day our heroes, who form part of his retinue, may be visiting a baron, the next one they all have to dress down to accompany Lothar to discuss something with a lowly merchant in the backstreets of Carroburg.

Recently he has returned from Averland to Arenshausen (via Stirland and Talabecland). After a few weeks in his manor, he ordered his retinue to prepare for a short trip to Middenheim, where he has some business to attend.

His heraldry is a checkered shield, the top left and lower right fields striped blue and white, with a sword laying over the stripes. The top right and lower left fields are red, with a bright yellow sun overlaying the fields.


Gotwin von Geiss-Streissen