Gods of the Folk
You can learn much about a people by understanding their legends, their gods, and their faith in practice. This will be the first of several entries exploring the religions of the world of Ash and Ruin, and the people who adhere to them.
Patrons of the Seasons
The Old Empire was once the hub of civilization to known world. Today, that empire is but a crumbled ruin. Its whitestone roads and keeps are mere dusty bones strewn across the lands it once protected. Still, many within and without its former domain hold tight to its customs. These revolve around the distinct modes and manners of the four seasons, as represented by their four patron deities. Persons born in each season are thought to be graced by the spirit of that season’s patron deity, attuning to that god’s qualities. In this way, the gods are dead, yet very much alive in spirits of the Folk.
Nall, Goddess of Spring
Nall is the goddess of the wilds, cycles, health, and famine. To be born under Nall is to be graced with purity and serenity with the world around. Nall is often depicted as the wilds come to life with some semblance of a feminine form.
Firr, God of Summer
Firr is the god of expansion, wealth, war, and security. To be born under Firr is to be spurred to capable fervor and drive. Firr is a handsome, muscular figure, typically geared for battle, standing atop a mound of wealth.
Merra, Goddess of Autumn
Merra is the goddess of culture, justice, artistry, and peaceful death. To be born under Merra is to be endowed with an inspired mind. Merra is often depicted in fine garb reflecting the trends of the day, playing a fine instrument. She is sometimes in the prime of youth, other times in her wizened years. Her eyes are never open.
Syn, God of Winter
Syn is the god of illumination, discovery, sacrifice, survival, and ingenuity. To be born under Syn is to be made skillful and innovative. Syn is often depicted as an old man with a beard of white. He wears animal furs and holds forth a torch or lantern. His eyes are hollow voids, locked wide in their gaze.
Folk Afterlife
To the Folk, hallow is the realm of the gods and the dead. It is from the rubble and stone of hallow that the foundations of the world were built. The winds and rains find their source in the hallow. The roots of ancient trees reach into the hallow. The essence of spirit that brings life is kindled in the hallow. It is to the hallow that all return things return.
The Old Empire died. As it fell, the old gods left this world.
When the empire came to be, the gods had made their designs on this world, as a farmer structures his fields and orders his livestock; A place for all things and a routine for each season. With these tended designs, Folk flourished. When the Empire fell, it was the death of that divine order. The worldly foothold of the gods was lost as their domain withers in abandonment. The death of the empire was not merely a failure of state, but a severance of the Folk and their divine designs.
Ten penny toil
Before the Fall, it was the duty of the Folk to toil in service of the gods. The spirits of the dead would continue to serve in the hallow until Merra determined their duty done. Once so decreed, the spirit is granted an eternal hallowed respite. It was once a common belief that service to the empire in this world is valued ten fold to the toils of the afterlife, as time in this world is all the more precious.
To live is to toil. There is no escaping that. Better, then, to toil for a higher purpose.
As is the way of things, new traditions and beliefs have come to replace the old. Those that hold to the old beliefs, toiling in service of the old gods, are referred to as ten-penny-toilers. These toilers labor so that their works serve to revitalize the old gods and restore their designs in this world. Some see the Arahetian Empire a perversion of the hallowed ways, and therefore reject Arahet’s salvation. They fear that If too many people convert from the old ways, there will be too few to revivify the old gods. Others see the Arahetian Empire as the rebirth of the Old Empire, and toil toward its betterment while maintaining their faith in the old gods.
Children Of The Old
Not all who hold to the old ways are so peaceful as the ten-penny-toilers. A clandestine society exists in the ruins and abandoned ossuaries of the Old Empire throughout the Protected Lands. They are called the Children of the Old, or simply the Children, by the Folk. While they have no armies, nor public presence, they do live amongst the Folk in great numbers and hold some sway over the Protected Lands. Their ultimate goal? No less than the restoration of the Old Empire, its gods, and its ways. For now, they seem to lack the means to their desired ends. So they rely on subterfuge, marking the stone with perversions of ancient symbols to communicate. They identify one another with their own coded language, passwords, and call signs and use symbols to mark havens, hazards, sympathizers, and targets.
The ways of the Children are well known. They divide themselves into roles that reflect the four gods of the Old Empire, determined by the season of their birth. The Children of Nall serve as hunters, farmers, and procurers of goods, working to secure food for the Children. The Children of Merra serve as judiciaries, organizers, tenders, and scribes. The Children of Syn serve as crafters and artificers. Of all the Children, the outward facing Children of Firr, who serve as soldiers, are most known and feared throughout the Lands. They raid, pillage, and torment with little discretion. They intercept caravans, claiming their goods for their Empire. They stage assassinations, coops, and revolts throughout the Protected Lands. None are truly safe from their machinations, but they are most active against the Arahetians and those that fold to their ways, particularly along the frontiers of the Empire.
History of Eons
The Olden religion, as it is now known, is one of the oldest still held. For that, there are myriad traditions, large and small, yet to explore and understand. After The Fall, the religion fractured along with its people into distinct practices and representations. No matter where your feet might lead you within the Protected Lands, you will find a novel take on the ancient wisdoms of the Olden ways. What would you like to learn about the Olden religion? Were you blessed by your patron deity? If you want to explore the Protected Lands, join in!