Lore: Religions of Sinai
Lore: Religions of Sinai

  • Religions of Sinai
  • 1.0 Sky Gods
  • 2.0 The Star
  • 3.0 Rephidim: The First Ones
  • 4.0 Rephidim: Technopriesthood
  • 5.0 Nagai: Golden Serpent
  • 6.0 Babel: Seven Sisters
  • 7.0 Olympia: The Pantheon
  • 8.0 Half Valley: Rikkianism
  • 9.0 Chronotopia: The Great Gear
  • 9.1 Church and State
  • 9.2 Differences with Other Religions
  • 9.3 Symbolism
  • 9.4 Celestial Order and Warders
  • 9.5 Deism and the Keepers of Time
  • 9.6 Cultists of Bosch
  • 10.0 Bakanal: Mother Nature
  • 11.0 Titania: Gremlins
  • 12.0 Aeztepa: Necropolis
  • 13.0 Himar: Beliefs of the Vartans
  • 14.0 Hekoye: Shung Matu

  • Religions of Sinai

    There are many religions to be found on Sinai, and of any given religion described here, there are many variations and sects beyond those "mainstream" examples presented -- to the point where it's impossible to list them all. After all, an adventurer may encounter new cultures while exploring the unknown. There is more yet to be discovered.

    That said, there are several religions on Sinai that have been introduced during the course of adventuring, some of them influential, some of them not quite so influential. Here is a rough overview of some of these faiths. Some of them are described in greater detail in other sections of the Players' Guide -- especially under the entries for the cultures in which they are prominent.


    1.0 Sky Gods

    While there are many nations and cities, there are far more scattered nomadic tribes and small settlements with minimal if any contact with outside cultures. Their languages tend to be highly deviated versions of more common Sinai tongues, and their religions vary greatly from tribe to tribe. However, there are some recurring features of the "stereotypical" tribal belief system that can be found all over the globe.

    One of these features is a belief in the "Sky Gods", particularly among those species without flight ability. It is not terribly difficult to impress such "primitives" with airships, or simply by virtue of being a species that the natives haven't encountered before -- especially if the species in question happens to have wings. This is a risky business, since one runs the risk of being mistaken for a devil as oft as an angel, so to speak, but there are unscrupulous traders who have made a living by seeking out such "pocket cultures" and exploiting their naivete by capitalizing on this -- though it should be noted that pickings are rarely bountiful with the surface tribes, as their lives are harsh and their resources are few.

    After so many ages of practices like this, a good number of the tribes on the surface near Forbidden Zones have learned that, if they encounter "Exiles" (which occasionally may just be some hapless wanderer of strange species who happens to bumble into the area) that they should set out signal fires and turn the stranger over to the "Sky Gods".

    Some tribes have ascribed particular identities to various "Sky Gods", blending them with other traditions and beliefs ... and the nuances of these variations may spell success or doom for someone who tries to pass himself off as a "Sky God", depending upon how close he gets to meeting their expectations.

    It should be noted here that just because someone is primitive doesn't mean that he or she is stupid. While there may well be cases where the natives will be so impressed with the "gods" that they'll offer up blood sacrifices or hurl themselves into volcanos for the promise of riches in the next life, most of the time they will ultimately have their self interests -- including self-preservation -- at heart. (If they were all so easily swayed, there would be far more treasure-seekers exploiting them, until all of the tribes would have either caught on or be wiped out by now.)

    Many a time there has been a witchdoctor or shaman or village elder that was shrewd enough to see what was going on, and would know how to "play the game", pulling up obscure legends (perhaps made up on the spot) to villify some supposed "Sky God" throwing his weight around the village, or otherwise sway general opinion.


    2.0 The Star

    The worship of the Star might seem at first to be a nearly universal faith on Sinai, followed by the greatest warriors of the Knights Templar to the lowliest Savanite slave bringing traditions from the "wild".

    However, while worship of the Star generally involves a monotheistic viewpoint of the universe being created by an omniscient and omnipotent deity, the exact nature of that deity varies depending upon what sect of the Star-worshipping faith is doing the explaining.

    The core Star belief is basically a genericized quasi-Judeo-Christian faith, sometimes with more specific elements thrown in. On the whole, the Star is supposed to be a good and righteous creator of the universe, and directly involved and interested in the affairs of mortals. The Star created everything, and it was to be perfect, but the sapient races were given free will, and in a repetition of failures, they each fell to temptation, and the world became imperfect. An evil force opposing the Star and encouraging the corruption of the sapient races is referred to as "The Darkness", and sometimes more specifically personified as "The Dark One". There is a concept of an eternal soul of each person, and an afterlife of paradise with the Star, or being banished out into "The Darkness".

    From this point on, details vary greatly. Some sects believe that the difference between spending the afterlife in the Light or the Darkness is based upon how many good or bad deeds one performs -- and just what comprise really good or really bad deeds varies from point to point. Others, however, have a concept of asking the Star for forgiveness, and that being the key to an afterlife in the Light.

    There are even some cases where the Star is not worshipped exclusively -- or at all. In the Olympian pantheon, for example, the Star is recognized, but only as an impersonal "creative force" that got the ball rolling, so to speak. That's much the same concept that is recognized in the Temple of Rephidim, though the Knights Templar of the Order of the Bounded Star and Anchor follow a more "personalized" version.

    The Star is known amongst some Savanite tribes, and thus Star-worship has spread wherever Savanites have been taken into households as slaves, though exact particulars tend to be influenced by the culture of the given country that this worship is found practiced in.

    Some limited contact has been made with the cultures of Abaddon, and there has been evidence of worship of the Star (or some similar entity) on that world, particularly by a culture known as the "Silent Ones". Unlike scattered Savanite tribes, the Silent Ones actually have a set of holy books that define their beliefs. However, it has already been discovered that there may be disagreement in particulars in their ranks. The texts describing the Star can and have been interpreted in different ways -- while some emphasize the Star as a loving and merciful entry, other parts of their holy texts describe a more war-like Star that leads its people to conquer unbelievers, and who brings punishment to transgressors. It appears that the more militant interpretation of the Star holds greater sway in the culture of these "Silent Ones".


    3.0 Rephidim: The First Ones

    The veneration of the First Ones is the official and primary religion recognized and practiced in Rephidim, as well as in places where Rephidim holds considerable sway (such as Half Valley, Himar, the Paquebots, and any port where you might find Rephidimite airship sailors or Temple representatives). As a religion, the popular practice of it is not very defined at all. The exact identity of the First Ones is not known, though there is plenty of speculation. The First Ones are invoked in prayer, they are praised, but a priest -- let alone a layman -- would be hard-pressed to say anything definite about them, except that they were ancient, wise, and were here long before any culture presently found on Sinai.

    The veneration and worship of the First Ones is based loosely on a notion that the First Ones had somehow "ascended to a higher plane of existence", and left the physical realm en masse. There seems to be a concept that these "First Ones" represent not merely the "first ones" on Sinai, but the "first ones" to go onto this "greater realm", and that they might have a hand in helping other races to "evolve" to this next stage of existence.

    Literature concerning the worship of the First Ones blurs their identity with the people known to scholars as the Sifras, owing to the fact that, once upon a time, nobody knew the term "Sifra", let alone made any distinction between "Sifras" and "First Ones". Some still debate that fine point even today.

    While "the First Ones" are seen as a who culture of exalted beings of unknown forms, there can be found "statues of the First Ones" that serve as focii of worship, and typically look like members of the race of whomever sculpted such pieces. Some have tried to personify specific First Ones, turning them into a pantheon of "patron deities" after a fashion, but this practice isn't really recognized by the Temple of Rephidim.


    4.0 Rephidim: Technopriesthood

    This "religion" of the Temple presumably dates back to the formation of the Temple itself, and is worshipped exclusively by the Technopriests, who don't even have a name to apply to their odd faith. Basically, this religion centers around the maintenance of the various machines that make up the Temple, and its holy books are maintenance manuals that have been rendered in song and verse, memorized by the Technopriesthood and faithfully transcribed down through the ages -- and practiced religiously. Some of the processes described in the holy books have not been performed for time immemorial, and some of the machines listed have been destroyed or non-functional for a long time. The Technopriests are technically unable to live up to the letter of their holy books, but continually strive to do so. Rumor has it that they've actually been slowly making progress, in recent years restoring electrical lighting to sections of the Temple long reliant on torches and candles, and even enacting major repairs to arcane computer systems that have begun to spring back to life.

    Deep within the Temple is an area known as the Inner Mysteries, restricted to any but the Technopriesthood, except in special cases. One of the most holy sites here is the Diagnostitorium, where the more overtly spiritual side of this faith is manifested when persons seen to be "malfunctioning" are strapped to a hydraulic lift and the Technopriests attempt to perform "diagnostic routines" to determine the problem and exorcise it.

    On the darker side of things, heretics and blasphemers are often hurled into the Scrap Pile -- a sometimes fatal punishment, since the scrap pile has a great many sharp and jagged edges poking up here and there, and it's a considerable drop. Entry into the Diagnostitorium without permission is immediately punishable by instant death, or consignment to the Scrap Pile.


    5.0 Nagai: Golden Serpent

    In the Nagai Empire, the average Naga is not particularly religious, but lip service is still given to the "Great Serpent" or the "Golden Serpent" from time to time, especially in official functions. For the most part, the Golden Serpent (associated with the sun) is more a symbol of national pride than a true deity, but some worship it as such. Nagai religion is not very organized, and there is no official "holy book" or centralized religious body, so many variations exist ... Sometimes the "Silver Serpent", associated with the Procession, is added to this little "pantheon", and others as well.

    It is a general belief in the Nagai Empire that when one dies, one is swallowed by the Golden Serpent, thus being annihilated utterly, or else losing oneself by "becoming one with the Serpent". There are technical differences between the two fates, but neither allows for a view of some "paradise" afterlife. Nagas are thus encouraged to be focused on the here and now ... or else to seek immortality by other means, such as by being remembered as a great Naga in one's field of specialty.

    More Details on Religion in the Nagai Empire


    6.0 Babel: The Seven Sisters

    In Ashdod, countless gods and goddesses are venerated and worshipped, some of them being exalted heroes that were "promoted" to godhood, while others are personifications of natural forces or (as is repeated in many magic-using cultures), the Spheres of Magic. Which particular gods or goddesses are worshipped in a given area varies greatly, but the most widely recognized deities of the Babelite pantheon have their centers of worship in Babel, and are fairly representative of the natures of most Babelite deities.

    These would be the Seven Sisters, seven goddesses that are depicted as young, beautiful, female Eeee. (Well, they're beautiful by Eeee standards, anyway.) Each goddess is associated with a different mountain in the range that Babel is situated in, and each goddess has a different "specialty". There are many tales told of the exploits of the Sisters, though there is no real concern for continuity or consistency. There are numerous times when one goddess or another was killed or maimed in some way, yet the goddess pops up for more in another story. Some purists have attempted to explain all of this and to present a chronology to the "canon" tales, but the average worshipper honestly doesn't care. Tales of the Seven Sisters are typically lurid, excessively violent, and generally devoid of any socially redeeming moral by most standards -- not, however, by Babelite standards.

    Each of the Sisters has a shrine on the mountain that shares her name. Priests and priestesses (usually the latter) following a given Goddess are given to professions appropriate to that Goddess' area of expertise. Donations to the temples are typically given in return for services as much as for any sort of favor with the Goddesses. In actuality, the nature of the Goddesses is that they are not to be worshipped so much as appeased, and in the tales of their adventures, those who gain their attentions generally just live long enough to regret it.

    The Seven Sisters include:

  • Rephath: Goddess of Vengeance
  • Blakat: Goddess of Rage
  • Inala: Goddess of Pleasure
  • Sunala: Goddess of Death
  • Zakaro: Goddess of Sorcery
  • Gurphat: Goddess of Disease
  • Barada: Goddess of Secrets
  • More Details on Ashdod Religion


    7.0 Olympia: The Pantheon

    The Olympian Pantheon is an example of a Sinai religion developed by a magic-using culture, where the major gods and goddesses correspond to the twelve recognized Spheres of Magic. There are many other gods and goddesses that have been tacked on to this pantheon, most of them consisting of deities borrowed from other faiths that Olympia has come into contact with -- modified to better fit their world concept. Thus, the Seven Sisters are even recognized in Olympia, though they are presented in such a mild light that they are almost unrecognizeable compared to their Babelite origins.

    The primary Olympian gods and goddesses are all Katthas, given that this is a land dominated by that species. Legends about these deities have them squabbling and competing with each other all of the time, in a never-ending contest to determine who is the best. Like Babelite myth, there is no real chronology to these events, nor any attempt at consistency. However, unlike the Seven Sisters lore, the Olympian deities are considered eternal and immortal, and therefore don't kill each other off, even temporarily.

    The main Olympian deities include:

  • Primus: King of the Gods. Primus is depicted as a lion-Kattha, and is associated with the Sun, Light, and Wisdom. He is held to be the wisest of the gods ... except that Logos also claims this distinction. There are several tales of Logos and Primus having contests to determine which of them is truly the wisest. Some have Logos winning, some have Primus prevailing, and some end in draws, depending on the teller.
  • Ariel: Messenger of the Gods. Ariel is a milky-white Kattha, and is also Goddess of the Spirit World. She is a mischief-maker, unlike the dark goddesses associated with the realms of spirits and the dead found in other mythologies. Tributes are made to her in hope of gaining her protection against malevolent spirits, and in hopes that she will carry messages to loved ones who have passed away.
  • Morpheus: God of Dreams. Morpheus is depicted as a grey, mysterious Kattha -- though in recent history, it has become fashionable to depict him as a black, winged Kattha instead. This is not entirely out of character, for Morpheus has the ability to shift appearances, a power oft used in his myths. Although he may be an interesting character in stories, he is not often invoked or given tribute, except by those suffering from insomnia or bad dreams.
  • Ashtoreth: Goddess of Water, of Fertility, of Beauty, and of Love. Ashtoreth's depiction tends to change with each generation, as she is represented as whatever is considered the ideal of feminine beauty at the time. Prayers are made to her in hopes of bringing rain, of having a good harvest (a role shared with Behemoth), and by young maidens hoping to be married. She is also the Goddess of Winter, which prompts the faithful to either try to appease her in hopes of a mild winter, or to celebrate her during winter holidays.
  • Sinai: Goddess of the Air and of Travel. Sinai is often depicted as a winged feline (though not always so), and as flighty and prone to wander. She is a Storm Goddess, though this role sometimes crosses over with that of Ashtoreth. (Both of them are prayed to in hopes of getting rain, for instance.) She is a particularly moody goddess, at times being happy and airy, and then easily angered and becoming stormy and chaotic.
  • Abaddon: God of Destruction, War, and of Fire. Abaddon and Behemoth are both venerated by metal-workers, as gods of the forge, but Abaddon is especially venerated by warriors. He is often depicted as a tiger in full battle dress.
  • Fortunatis: God of Fortune and Luck (good or ill). Fortunatis is typically portrayed as a jolly, happy, nearly crazy feline, and more of a prankster than Ariel. However, as cute and happy as he is, he tends to pick victims or beneficiaries at random, and then showers blessings and/or curses into their life. Quite often, he will grant some poor mortal a wish or several wishes, and the hapless individual doesn't get what he bargains for.
  • Arcadia: Goddess of Life and of Healing. Arcadia's area overlaps that of Ashtoreth as a Goddess of Fertility, but she is best known as the patroness of the healing arts. She is seen as the most benevolent of the gods and goddesses ... but consequently apparently the most boring, as there are not many legends that describe her personality.
  • Logos: God of Knowledge and of the Mind. Logos competes with Primus for the distinction of being the wisest among the gods. He is depicted as an aged, bearded cougar, even more advanced in age than Primus, judging by appearances. He, along with Primus, is often given tribute in hope of receiving insight into the future.
  • Behemoth: God of Earth, of the Forest, of Metal, of Strength. Behemoth is the most powerful of the gods, yet he is typically in the role of servant to the others. Behemoth often comes down in mortal guise in myth, performing all sorts of absurd feats of strength and prowess, as a great god-hero. He is also, along with Abaddon, a forger of weapons and armor for the gods. Behemoth is often regarded as a brother of Abaddon, and is therefore depicted often as a tiger as well.
  • Dagh: God of Illusion, of Deception, and of the Underworld. While Ariel may be Goddess of the Realm of Spirits, Dagh has developed the distinction of being a sort of "Lord of the Dead", though he is not associated with "undead" creatures. In myths that require a villain, Dagh fits the role, and is so reviled that his name is known even beyond Olympian culture, as a curse word. (Most people that use the word haven't much of an idea who or what "Dagh" really is, though.) Dagh is depicted as a handsome black panther Kattha, jealous of the gods and goddesses, and scheming to usurp Primus as their leader.
  • Kasaris: Goddess of the Night, of Secrets. Kasaris, depicted as a dimly seen panthress Kattha, is typically a subtle, conniving villainess in the myths of the gods, when a villainess is called for. Sometimes, she is in league with Dagh, with whom she is closely associated. Some legends depict her as a sister to Dagh. Still, she is not always considered an evil goddess, as she is often invoked to give protection to travellers at night, or to keep close guard of secrets. Still, her reverence as a sort of patron deity of thieves doesn't earn her many points with the authorities.

  • 8.0 Half Valley: Rikkianism

    Long ago, it is believed that an Exile came to Sinai, of a species known as a "mongoose", bearing physical resemblance to Sinai's race of Kavis. This Exile was a skilled fighter, but most curious was that he was a specialist in killing Nagas. On his homeworld, apparently there was enmity between this race of "mongooses" and a race of Naga-like beings. This Exile brought his teachings to Sinai, and preached to the Kavi he found, spreading the word of Rik'.

    Rikkians can be identified by "holy symbols" they wear, known as Rikkorels. These are amulets stylistically represent their god, Rik'. (Apparently, there is a goddess, as well, which the females wear representations of.) When making prayers to Rik', believers touch the appropriate part of the body represented by the amulet, which corresponds to the nature of the prayer. When praying for swiftness, for instance, the feet of the amulet would be touched.

    It is believed that there may be some pockets of belief in this Exile faith, the largest known instance of this being found in Half Valley. There, it is reported that a large settlement of Rikkianists had been preying upon Nagai in the region. Although Half Valley is under the protection of Rephidim, a Nagai military force moved in, and wiped out the settlement, though it is believed that many of the Kavis escaped.

    The controversial aspect of this faith is that the "Devil" of this faith, Nakh, is personified as a Naga, and the Nagai as a race are seen as the "Children of Nakh". Many Rikkianists, therefore, have interpreted this to mean that Nagas are inherently evil, and that killing them whenever the opportunity arises is a good and just thing. It is believed that there is a Rikkianist prophet who has preached against wonton slaying of Nagas, but he is also believed to be a specialist in killing the snake-people, and so some Kavis have interpreted this as just meaning that one needs to find a fairly good reason to kill Nagas. Given how disagreeable and imperious Nagas are given to be toward "lesser" persons (anyone else) outside the Empire -- and certainly including Kavis -- it probably isn't hard to find some sort of "just cause".

    As such, the Nagai Empire has pretty much declared war on any pockets of Rikkianism to be found, and it is similarly unpopular in Babel. A potential flash point may be in Rephidim, given a large population of Nagai and Kavi to be found there.


    9.0 Chronotopia: The Great Gear

    In Chronotopia, the primary religion there focuses on "The Great Gear", also known as the "Prime Mover", among other titles. There is considerable similarity between the worship of the Great Gear and that of the Star, though the Gear enjoys a bit more consistency in Chronotopian worship.


    9.1 Church and State

    Churches to the Gear are to be found in any town, and great cathedrals in the larger cities. The Great Gear is a god of law and order, and followers of the Gear desire to find their particular place in life, in the "Grand Machine". Although Great Gear theology has concepts of sin and forgiveness, and of an afterlife of reward or punishment, it is a religion that has developed a close association with the nation of Chronotopia, to the point where one does not identify one's faith as a "Gearite" or some other such title, but simply as a "Chronotopian".

    Thus, clocks are, after a fashion, patriotic symbols of Chronotopia, as well as holy symbols of the Great Gear. Cathedrals typically have gearwork visible in the ceilings, and sometimes operating on the walls -- decoration and symbolism more than actual function. Government buildings typically have similar design concerns.

    The dedication with which Chronotopians tend to their clocks, in an ongoing effort to see to it that they continue to not only function, but be accurate, is seen as a patriotic and religious symbol. On a patriotic level, it is a way for the Chronotopians to thumb their noses at the chaos and anarchy represented by Bosch and by Titanian raiders. On a spiritual level, it symbolizes the dedication and devotion required to do good in the face of adversity.

    It is small wonder that the state tolerates this particular religion and indeed celebrates it, for what government would protest against priests who urge their congregations to be law-abiding, hard-working citizens?


    9.2 Differences with Other Religions

    Some tolerance is made for the Temple, but only so far as its teachings can be seen as somehow "the same god, only known by a different name". One point of contention is that while Temple teachings allow for the practice of slavery, this is considered illegal and immoral in Chronotopia. Also, magic is obviously widely used in Rephidim, while it is largely shunned in Chronotopia -- due to the negative examples set by Bosch.

    Some compromise is obviously made here. Chronotopia can be hard-nosed about its no-slavery policy. For instance, a Temple ship with so much as a single slave on board will not be permitted to land in Chronotopia. The ship will have to land just beyond the border, near one of the Auschlander Keeps, and then the delegation will have to hoof it to the nearest city, leaving any slaves back on the ship.

    Still, Chronotopia is obviously on speaking and trading terms with Rephidim. Chronotopia hasn't tried to put pressure on Rephidim for its ways.

    The "Great Gear" faith has many sects and denominations. Some of them are more "fundamentalist", while others are more "liberal". As a very rough generalization, priests of the Great Gear tend to get along better with religions that are monotheistic, and which promote values that at are close to those of the Great Gear. Religions that worship multiple gods are seen as "pagan", and disorderly.


    9.3 Symbolism

    The symbol of the Great Gear is, of course, a large gear. It is typically portrayed as having five spokes in an arrangement that makes it look like a five-pointed star (encouraging further comparisons with the worship of the Star).

    Clocks and other timepieces also figure into Chronotopian religious symbolism. Conversely, Bosch cultists within Chronotopian society tend to pick symbols that are seen as blasphemous: a clock with 13 hours, or with multiple, crooked hands, or wrong in some other overt way, or else a gear with mismatched cogs, for instance.


    9.4 Celestial Order and Warders

    Unlike many nations on Sinai, magic is not practiced, by and large, in Chronotopia. However, there is a noteworthy exception, in the form of the Celestial Order (based in the Celestial Monastery). The Celestial Order trains some of its priests in a very specialized form of magic, drawing small parts from the Spheres of Spirit, Chaos and Shadow, specializing solely in anti-magic and wards -- thus becoming known as Warders.

    Warders cannot generate any magical effects or any proof of their magical powers, except in the presence of magic ... and then, only to suppress and dispel that magic. Magic is associated with the realm of Bosch, and while Chronotopian priests may not come right out and call magic evil, they believe it to be dangerous -- too dangerous. Warders, ironically, do not consider themselves mages or wizards, but rather just priests who have learned about how to fight the powers of magic. Their rituals and cantrips are shrouded in added prayers and religious trappings beyond that which is actually required to produce magic.

    The Celestial Order has its closest association with the Rephidim Temple by its contributions to the Sanctuary of Order on the fringe of Bosch. There are many members of the Celestial Order at the Sanctuary, some Warders among them to travel the Pilgrim's Way and to restore the wards meant to hold off the chaos of Bosch.


    9.5 Deism and the Keepers of Time

    "Deism" is sometimes illustrated as believing that God is a watch-maker, and that the universe is His watch, which He wound up, then left to run on its own. This idea is often reflected in Chronotopian religion, though it is more prevalent in some sects more than others.

    Namely, on Sinai, with the widespread availability of magic, miracles don't seem to have so much importance. Mere mortals, after all, are capable of working "miracles", regardless of their pledged faith. Some Chronotopians go so far as to think that there simply are no miracles, that though there is a Creator, or a Watch-Maker, He can't be counted on to meddle in the affairs of mortals.

    This particular illustration has been taken a step further by the Keepers of Time, who hold to it in a literal fashion. They refer to the Great Gear as the "Watch-Maker", and believe that the universe is indeed a watch created ... for the sole purpose of keeping time. Therefore, they see the keeping of accurate time as a religious imperative.

    This sometimes brings them into conflict with other sects, due to the theological implications of suggesting that the Creator would need someone to help Him keep track of time (and that He might possibly be late for an appointment somewhere).


    9.6 Cultists of Bosch

    Where there are forces seeking to maintain order, there inevitably emerge forces to oppose the status quo. Filling this role in Chronotopia would be the Bosch Cultists, known by countless names, in scattered cells, with greatly varying degrees of involvement with any real powers of Bosch.

    Some cultists are just spoiled rich kids who essentially have formed a "coven" as a sort of elite club, and as their way of rebelling against parents and society. Some cultists genuinely have some sort of contact with Bosch, either through a "touched" member who gets dreams and visions from some force of Bosch ... or else through direct contact with a monster of Bosch that is powerful enough to travel outside of Bosch for a limited amount of time to meet secretly with the "believers".

    The activities of Bosch cultists vary greatly, from symbolic pranks (sabotaging clocks, grafitti, defacing monuments) to subterfuge (spreading rumors), and all the way up to assassinations, murders and other heinous crimes. Their actions are usually more symbolic than tactically effective -- they seek to sow discontent, to make the populace uncertain, to spread fear and misery.

    Individual members often seek personal power, typically being promised all sorts of power, should they prove "worthy" of becoming an Overlord or some other powerful being in Bosch some day. Some are given "blessings" in the forms of special powers, enhanced strength, et cetera, granted during a secret "pilgrimage" to the fringes of Bosch. This almost inevitably comes with some sort of side-effect, whether it appears immediately, or develops over time. This side-effect is usually some sort of physical mutation. At first, it may be easily enough concealed, but if it is discovered, it can give away the identity of a cultist. Over time, such mutations may grow worse, until a cultist degenerates into a horrible monster, typically going on a rampage until finally hunted down by the authorities and destroyed.

    Cultists generally aren't given what they're promised. And if they are, then the old adage of "Be careful what you wish for" is quite applicable.


    10.0 Bakanal: Earth Mother

    The nature worship in Bakanal is an extreme example of how some "pocket cultures" -- particularly those with some history of one-time contact with humans, or who have come into contact with non-anthropomorphic versions of their races (e.g., Jupanis / wolves, Khattas / cats) -- have developed a "get back to nature" value system. Many of them originated in more civilized areas, but were led by some "prophet" to settle in a remote area and set up their own community.

    By all known examples, humans have been excluded from such movements, as well as those races that don't directly correspond to a non-anthro Terran species that can be found on Sinai. In Bakanal, this included a mixture of Jupani, Cervani and Lapi, who settled in an area west of Himar. (All three species are found in the area.) This is atypical, as such communities tend to either comprise of members of a single species, or at the very least, be restricted to those of similar diet (i.e., all herbivore, all carnivore, or all omnivore) where the "natural" equivalents of each species are not in a prey-predator relationship in the food chain.

    In Bakanal, however, this "return to nature" was characterized by communal raising of children, as well as "culling of the herd" of members of the community who were either too old, too sick, or who had undesired traits. This was accomplished by a "festival" in which the people would partake of intoxicating beverages, engage in all manners of debauchery, and then, at the culmination of their "celebration", some of their number would devolve into animal-like behavior. Those who had been targeted to be "culled from the herd" would be handicapped (tied down, drugged, etc.) in some way so that they would not be able to run away in the ensuing madness.

    This particular colony isn't expected to be able to survive its current practices for too long, as most tend to favor a more communal -- and presumably more peaceful -- lifestyle. Still, the "culling from the herd" concept is sometimes still practiced in less dramatic ways, and many social mores taken for granted in Rephidim culture do not hold in these places.

    In most of these groups, either no true deity is recognized, or else "nature" is personified, often as an "Earth Mother". There is typically a vague notion of reincarnation, that as one's organic substance is recycled and becomes part of new living beings, so one's existence goes on. The worst fate one can suffer is for one's body to be completely obliterated, or to die in such a way that one won't be able to rejoin the "cycle of life".


    11.0 Titania: Gremlins

    Titanians are typically seen is irreligious, except for the fervor with which they build their Titans, which might be seen as being on par with the Technopriesthood's worship of technology rather than any personified deity. However, Titanians do have a certain lore all their own, and a concept of an afterlife where they can build even bigger and better machines ... or a bad world where nothing works and there are no hammers, and everything is incredibly boring and dull. (Oddly enough, many Titanians consider some other cultures' concepts of "Heaven" to be what they'd consider eternal torment, from sheer boredom.)

    Titanian religion is far from organized, and their pantheon of gods (or, more accurately, celebrated warriors who have "passed on", and who are believed to somehow invisibly have a hand (and hammer) in the affairs of the living) varies from clan to clan. The only truly unifying concept is that they all believe in "Gremlins" -- impish, demon-like creatures, possibly inspired by monsters from Bosch, which are invisible, and exist solely to make machines fail to work. The Titanian explanation for why machines tend to work better at higher elevations is that most Gremlins can't jump that high, so there are fewer Gremlins there to mess things up. Places where Quantum Uncertainty is higher (and machines break down faster) are held to be places where Gremlins live.

    Titanian theology is hardly thought out, and basically involves something along the lines of, the more things you smash, the better things you build, the more great things you do, the better junk you get to work with when you get to the afterlife.


    12.0 Aeztepa: Necropolis

    Nothing is really known what goes on in Aeztepa, but there are scattered cults -- particularly amongst mages who practice forbidden arts -- that revere and/or fear an entity known as Necropolis, associated with the land of Aeztepa. Terminology in these ancient texts are a bit unclear on the identity of Necropolis, identifying it both as a place and as a power, and the distinction between Necropolis and Amenlichtli -- known as the "Queen of the Dead" and the "Queen of Necropolis" -- is blurred. ("Necropolis" means "City of the Dead".) Some texts refer to Amenlichtli as being Necropolis. (However, that is perhaps not far removed from some feudal concepts of "The King and the Land are One".)

    Amenlichtli/Necropolis is seen as a force that can manifest itself in "Avatars" -- physical bodies in the material plane -- and meddle in the affairs of mortals. These Avatars are typically -- but not exclusively -- female, feline, and beautiful. There is nothing to indicate that there is anything the least bit good about Necropolis, but it still holds appeal to some sorcerers seeking out promises of "ancient mysteries" and forbidden power ... and perhaps immortality as one of the undead creatures serving the Queen of the Dead.


    13.0 Beliefs of the Vartans

    Vartan religion centers on the belief that all things have spirits -- plants, animals, people -- and should be respected. They also believe that magic is bad, because it rips the spirits out of living things. Vartan lore also holds that at one time they were slaves to the "Sky Gods", which are held to be something other than just Rephidimites with airships.


    14.0 Hekoye: Shung Matu

    The theology of the Hekoye centers around their god, Shung Matu, who is seen as less than benevolent, more of a prankster god who seems to delight in bringing misery to his creations. However, the Hekoye accept all of this with reservation of passion, as their lot in life. Even those who master the magical arts of Sinai, they believe, are not spared from the trickery of Shung Matu.

    A reflection of this is the traditional Hekoye blessing of "A'Natur'Matu", which means, literally, "May Matu turn from you," a wish that Matu will not take notice of the recipient of the blessing. The traditional response to this is "Matu'd'arum", which means "Matu isn't watching." The implication of this response is to wish for this blessing to apply to others as well, and not only the recipient of the blessing.


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