From the World of Holobar

The Encyclopaedia Atriliana

By MC Gianni
© 1996-98

Contents

  1. The Gyptian calendar (as used in SE Atrilia)
  2. The Gods of the Pheacians
  3. The Gods of the Xolas
  4. Mbole religion
  5. The Gods of the Bandogo
  6. Meshuesh religion
  7. The Nomadic Xolas
  8. Atrilian Ships

Articles

The Gyptian calendar
Although its seasons do not really correspond to the weather in SE Atrilia, the Gyptian calendar is the most widely used calendar in SE Atrilia.
The year is made up of 365 days: 360 normal days followed by 5 extra days.
The 360 normal days are divided into twelve 30-day months. The months themselves are grouped in three 4-month seasons: AKHET (Inundation), PERET (Growth) and SHEMU (Harvest). Months are simply known as the Fourth Month of Akhet, the First Month of Peret, etc. The first day of the First Month of Akhet roughly corresponds to real-world 20 July. Unfortunately, there is no reckoning of years. Each country tends to count them in terms of years of rule of the current ruler.
For instance, the date of the end of the battle for the Babyo Pass, in Dogobar, was the 15th day of the 1st month of Peret of the 1st year of Lalibęa's reign (15, 1st Peret, 1 L).

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The Gods of the Pheacians
The Pheacians are an independent-minded, courageous people from Northern Atrilia. They live in a very small mountainous country by the sea, Pheacia, which is located between two much larger countries, Istan (to the west) and Haran (to the east). Despite their small numbers, the Pheacians rule the waves and have established a strong presence in South-eastern Atrilia, especially on the island of Serendíb.
The Pheacians worship a number of gods in a loose pantheon. However, since Pheacia is not a united country (it is divided into three city-states: Hiram, Maité and Aradus), Pheacians tend to worship their local gods over the national ones.

Major gods
Baal Hammer; god of the sea, navigation, sailors; also local god of Hiram
Baal Hammon; father and king of the gods, god of the sky
Baal Qarnaim; grandfather of the gods, god of light
Baalat Tanít; goddess of marriage, protection, the moon; also national goddess of Pheacia

Intermediate gods
Melk Qart; god of the morning sun; protector of sea travellers
Eshmun; god of wine, merriment, fertility; protector of land travellers; also local god of Aradus
Ânat; queen of the gods; goddess of revenge

Minor gods
Adón; god of beauty, spring, vegetation
Ashtaret; goddess of love and pleasure; also local goddess of Maité
Baal Refa'ím; god of evil giants
Réshef; god of thunder and lightning; popular amongst colonists
Sakun; god of writing, scribes, knowledge

The priests
Priests in Pheacian society have a lesser role than in Gyptian or even Meshuesh society. They just perform coming-of-age, marriage and funerary rites.
There are, however, two peculiar cults playing a less negligible role:
1) The priesthood of Ashtaret maintains sacred brothels all over Pheacian lands.
2) Specialty priests of Baal Hammer often accompany Pheacian galleys on long voyages.

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The Gods of the Xolas
Readers of the Atrilian e-journal may be confused by the Xolas. There seem to be Xolas almost everywhere in SE Atrilia, and it seems they worship all kinds of deities.

This instalment of the Encyclopaedia Atriliana shall make the issue clearer for everybody (hopefully...)

The Xolas used to live all over E Atrilia (including SE Atrilia of course) in the past. Several wars against various foes (both human and non-human) as well as climatic changes restricted their territory.

NOMADIC XOLAS
These Xolas are the ones most similar to their ancestors. They live in the dry plains and savannahs of Western and Northern Punt. They sometimes foray into the Land of the Githzerai or into Southern Punt.
The religion of the Nomadic Xolas is shamanism, a combination of the worship of Earth-Mother, of the ancestors, and of the spirits of ancient heroes.

COASTAL XOLAS
These Xolas are the most peaceful of all Xolas. They live in Southern Punt, raising cattle and tending their crops.
The Coastal Xolas used to be quite unaffected by religion; however, since the late Meshuesh missionary Imám Suheil visited them, they've become fervent worshippers of Suheil and of Israfil, the angel believed to carry his will.

ISLAND XOLAS
The Island Xolas are scattered on the small islands between the Sea of Zwazi and the Sea of the Sirens.
They received the teachings of Meshuesh missionaries and, as a result, worship the Lawful Gods (i.e. the same gods as the Northern peoples), among whom they hold Hammon in highest esteem.

HARATIN
The Haratin are the Xolas of Dogobar. They are slaves or ex-slaves working in the state-owned plantations of Dogobar ('Harat' means 'labourer' in Xola).
They worship the Lawful Gods, Kwoth in particular.

NDARUGAN XOLAS
Xola society is very tight and does not leave much to individual freedom, whether nomadic, coastal or land-based. Hence many Xolas leave their families and their land in the search for personal achievement and freedom.
Most are renegades from the nomadic tribes, or fleeing slaves from Dogobar.

These runaways usually flee to the inhospitable mountains between Klesh and the lands north to it. There, they organise themselves as loose bands, attacking Dogobar or the nomadic Xolas.

In the last years, a powerful warrior has emerged as the ruler of these bandits: Emir Aman has gathered all the runaways under his firm rule, and has conquered the (formerly) Ndogo emirate of Ndaruga so that these Xolas now have a home. He has declared himself Emir of Ndaruga, and has allied with the Kleshites for support (see issue #2 of the e-zine).

The Ndarugan Xolas, being of such different backgrounds, do not share a common religion; however, under the influence of their Kleshite allies, it seems most of them now worship the Chaotic Gods, especially the serpent god Jáh and the crocodile goddess Ragarra.

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Mbole religion
INTRODUCTION
The Bambole do not care about the other peoples' distinction between Lawful and Chaotic Gods.

Theirs have always been and shall always be, independently from the cosmic struggle between Law and Chaos which -- they presume -- shall never affect them.

The Bambole believe they and their land were created by their high god Niamye whereas other peoples were created by other gods; this is why they believe the defeat of either the Lawful or the Chaotic gods won't affect them.

MBOLE RELIGION
A. The Mbole Pantheon
Niamye the creator god
Álurwa god of air, and his wife Ásîse the scorpion goddess
Mbotumbo the god of diviners

B. The Elemental Gods
Álurwa (god of air)
Áger (god of earth)
Sát'u (goddess of water)
Zaqme (goddess of fire)

C. Worship of the ancestors, the dead, and the Lwa (spirits) of the Kongo nation (there are three spirit nations, rival to each other)

MBOLE PRIESTHOOD
A. Priests of the Mbole Pantheon
Niamye, Álurwa, and Ásîse are worshipped but do not have any established priesthood.
Mbotumbo is the patron deity of the diviners, who are the Bambole's highest caste. The diviners combine shamanic and magical powers.

B. Priests of the Elemental Gods
These gods are feared more than they are worshipped.
Álurwa and Sát'u do not have any established priesthood.
Áger and Zaqme do have specialty priests who are shunned by the population and live as outcasts in the remotest areas of Úmbole.

C. Spirit worship
Shamans worship the ancestors and the Lwa, necromancers worship the dead.
Both are influent members of Mbole society (not as influent as diviners though), yet necromancers are greatly feared and usually must live in taboo areas where the dead are left by the tribe.

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The Gods of the Bandogo
INTRODUCTION
Before I introduce the Ndogo pantheon, some history may be useful. Indeed, Dogobar's civilisation went through various contrasting phases, which all had an enormous influence upon the religion of the Bandogo.
The first, proto-historical phase, is when the Bandogo worshipped Chthonic or local gods, as the Kleshites still do.
Then came the Ndogo Civil War, after which the Gyptian Kem took the power; he proceeded to turn the Bandogo into worshippers of the Lawful Gods from Gyptos.
But this religion, under the influence of the mighty Order of Geomancy, slowly drifted towards corruption by the Cult of Elemental Earth.
The Meshuesh imám Suheil, a paladin and a prophet, defeated the Order of Geomancy and re-established the proper worship of the Lawful Gods, losing his own life in the process.
A new vigour was instilled into Ndogo religion, culminating with the fanaticism of the recent years. A disastrous war against Klesh ensued, bringing the loss of the two most ancient provinces of the kingdom.
These events caused a "quiet revolution" in the field of religion, and Dogobar has reverted to more tranquil ways in worship.
To-day, religion is but one aspect of Ndogo life.
"Radical" cults (such as Ngai's, D'ámba's, Ímana's and Lisa's) are more or less abandoned in favour of more peaceful gods (like aloof Óbodah).
A last word: Ndogo religion being essentially a Gyptian import, the Bandogo have the choice between a great number of deities for their worship.

A. THE FORGOTTEN CHTHONIC GODS
These gods were worshipped in ancient times. To-day, they are all but forgotten.
--Kalebu (Goddess of hunting)
--Kiga (Leopard god)
--Sát'u (Goddess of Elemental Water)
--Zaqme (Goddess of the raging Sun, mistress of Fire genies)

B. THE CHTHONIC GODS STILL WORSHIPPED
These gods are worshipped by fanatical underground cults. Gross rituals are usually part of their worship, which is forbidden by the authorities of the kingdom.
Despite a ferocious repression, the cult of Ragarra is fast becoming a real threat in the region of Dôgu.
--Ragarra (Salt-water Crocodile god)
--Shadjar (Hippo goddess of the river Zabezu)

C. THE GODS BEFORE SUHEIL'S ARRIVAL
The worship of these gods was at its peak at the times of the Order of Geomancy; they fell into oblivion after Suheil's heroic fight.
--Áger (God of Elemental Earth)
--D'ékha (God of Knowledge)
--Zarqe (Scorpion goddess of Healing)
--Zashu (Goddess of Hieroglyphic writing)

D. THE LAWFUL GODS
1. Major gods
These are the ones most popular to-day in Dogobar; most of them are peaceful deities whose worship doesn't require much fervour.
--Óbodah (Creator god, State god)
--Kalumba (God of the rising Sun)
--Kibuka (God of warfare)
--Kwoth (Father of the Lawful Gods)
--Rugaba (God guiding the souls of the dead)
2. Minor gods
These are either really unimportant gods, or former major gods who lost in popularity because of the ill-fated war against Klesh, whose responsibility Bandogo think was theirs.
--D'ámba (Fresh-water Crocodile god)
--Ímana (God of warriors)
--Katavi (God of the sea)
--Lisa (God of the midday Sun)
--Mawu (Goddess of Solar light)
--Ruwá (God of the Sun)
--Ngai (God of Evil)

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Meshuesh religion
INTRODUCTION
Before events of which more shall be said here, the Meshuesh used to have a very distinct pantheon, as they worshipped the Ant Goddess, the desert idols, and the Elemental Gods.

About 3 or 4 centuries ago, a Meshuesh merchant living in Sau (Northern Gyptos) had a revelation as he walked past a temple of Amun-Râ -- this revelation is called "the Illumination" by the Meshuesh.

The merchant took on the name 'Abdammon ('slave of Ammon': Ammon or Hammon is the Meshuesh name of Amun) and started spreading the worship of Amun and the Lawful Gods amongst the Meshuesh.

As a consequence, the Meshuesh are today split between 'those who received the Illumination' (called the Insan) and 'those who did not'. Their co-existence is generally peaceful because only some bedouin tribes and some sultans follow the tenets of Holy War preached by 'Abdammon, the First Caliph, in order to spread the Illumination. These zealots are called the Mujahedin ('holy warriors' in Meshuesh) -- see below.

THE MESHUESH PANTHEON
A. Traditional Gods
--the Ant Goddess
--the Gurzil (stone idols)
--the Elemental Gods
B. Lawful Gods
--Ammon or Hammon (chief god of the Lawful pantheon)
--Zazél (father of the gods)
--Ash (defender of the gods)
--Amqran (crocodile god)
--Shams (goddess of the Sun)
--Sâd (warrior god)
C. Foreign Gods
--War Ism (cat goddess)
--Abúfihâmat (Baphomet)
--'Arush (merchants' god)

MESHUESH PRIESTS
A. Priests of the Traditional Gods
These priests are close to nature and to the Meshuesh ancestors. They are similar to the classic AD&D druid or the Al-Qadim kahina, and to the Al-Qadim mystic.
B. Priests of the Lawful Gods
The Meshuesh priests of the Lawful gods always speak in the name of Hammon first, the other Lawful gods being considered as his stewarts. The Meshuesh lawful priests are hence not divided according to whom they worship, but according to their behaviour vis-a-vis the Holy War.
1) The most fanatical are called the Mujahedin. They wage a tireless war against not only the ancient cults (eg the Ant Goddess) but also the foreign gods (eg 'Arush).
They are similar to the Al-Qadim moralist priests.
2) The Henotheists are more tolerant with regard to non-Insan, but acknowledge the importance of the Holy War in some cases. Yet they prefer a peaceful but insistent proselytism. They are similar to the Al-Qadim ethoist priests.
3) The Polytheists are against violence and preach the peaceful co-existence of all Meshuesh cults... they believe the Lawful Gods are but an aspect of the Meshuesh pantheon. They are similar to the Al-Qadim pragmatist priests.
C. Priests of the Foreign Gods
These priests are very specialised in their own particular fields.
Priestesses of War Ism, for instance, are concerned with all things feline, but are not interested in the epic struggle between Law and Chaos... These priests are specialty priests as per the standard AD&D rules.

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The Nomadic Xolas
Common cultural traits: nomadism, influence of shamanism.
Chthonian (ie Chaotic) religion. Very close links with their totem animals, and with the Spirit World.
Barter economy. Tribes are usually self-sufficient.
No slavery. Prisoner exchange. Slaves are sometimes sold to city dwellers, like the Island Xolas or the Bandogo, but never to the Gyptians.

4 main tribes:

  1. The kwagga riders: the most powerful tribe. They are usually found in Southern Punt (wet savannah).
    Preferred weapons: lance (or javelot), sword. "Kwagga"
  2. The zebra riders. More to the north-west (dry savannah). Light cavalry. Bow or javelot. "Awili"
  3. The antelope riders. Everywhere, very mobile. Pygmies (black-skinned halflings). Composite bow (made from antelope horns). Very numerous, having hence mighty shamans (many ancestors). "Seballa"
  4. The camel riders. To the north (desert). Under the suzerainty of the Gyptian governor of the Red Coast. They are getting ever less nomadic, to the detriment of the other tribes. Auxiliaries in the Gyptian army ("traitors"). Mounted infantry. "Dadjimalu"

Lesser tribes:

  1. The rhino riders. Heavy cavalry. Lance, battle-axe. Little mobile, in the same area as the Awilis. They have the best smiths. "Ahironé"
  2. The llama riders. Used to be a major tribe, were wiped out by the White-Skins (the Githzerai). Preferred weapons: javelins, daggers. "Wanáko"
  3. The unicorn riders. Warrior females with mixed fay blood. "Mukhali"

Organisation:
Clan = base unit. Made up of people sharing a common ancestry. 10 to 300 people. The largest clans have one or more shamans. The clan leader is all-powerful, but he sometimes has a body of elder councillors (depending on the size of the clan).
Tribe = made up of all the clans. Every tribe has a Sheikh who is elected for life amongst the clan leaders. A High Shaman takes care of the tribe's spiritual needs.
Shamans: sometimes related with a clan, but often independent, going from one clan to the other. They make sure the links with the ancestors are being kept. Other priests : druigs (with a g), necromancers, much rarer.

Culture:
Conception of the world: earth-plants-animals-men chain. The earth nourishes the plants, which nourish the animals, which nourish men. But men must breed and protect the animals, and the latter keep the earth fertile = equilibrium under the responsibility of the tribes, and necessary for survival.
Each tribe made a covenant with an animal race and with Yig (the highest Chthonian god).
Oral culture. Importance of memory and genealogy, in order to know the ancestors and be able to call them. Spiritual link with the animals.
Men's and Women's roles
Men = hunters and fighters. "Active" side of survival. They defend the clan and the tribe. They worship Yig.
Women = "fertile" side. They take care of the herd, of gathering, of children. Very important rôle. Much better considered than in more 'civilised' cultures. They worship the Earth-Mother.
Funerary rites
The dead are buried with their belongings. A prayer is chanted so that the spirit may join his ancestors, another one so that he won't come back to harrass the living.
Those who were not properly buried are said to wander between the Spirit World (as wild spirits) and the Prime Material Plane (as ghosts). Shamans know how to save wild spirits/ghosts, but it is dangerous.
The dead may or may not be buried together.

Inter-clanic relationships
Each clan is autonomous. They get together in case of danger, or at the Sheikh's request. They keep in touch with each other through their spirits.

Inter-tribal relationships
Sporadic wars. Herd theft. If the well-being of the land is threatened, they unite : life as Yig taught it must be preserved. The Dadjimalus are a particular case, since they oppose all the other tribes.

The Grand Hunt:
Every fourth year, a champion is chosen in each tribe. A monster hunt takes place, in which all the tribes compete (even the Dadjimalus). The winner is venerated by all for the following 4 years.

Outer relations:
The Nomadic Xolas do not trust sedentary people, being even hostile to them, although trade is conducted, especially with the Coastal Xolas (handcraft, rare food -spices, sweets- traded for hide, monsters, slaves, mineral). Anyway, geography prevents conflict.
Relations are tense with the Sundjenis, who steal herds.
Hostile to Gyptos.
Hospital with visitors (even city dwellers) if the latter respect the nomadic way of life.

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Atrilian ships
Atrilian ships may divided into three broad categories: galleys, dhows and pirogues.

See also my Naval Battle Rules.

A. GALLEYS
Galleys come in two sizes: large and small. These are war ships that can either sail or be propelled by their rowers. Only the Northerners (Gyptians, Meshuesh, Pheacians) have the technique to build galleys. Building a galley is time consuming, expensive and needs good wood.
1. Ship: Pheacian large galley
Price (dinars): 15,000
Time to build (weeks): 4
Crew: 150
Holds: 150 tons of cargo or 150 men
Speed: 3 to 14 km/h
War gaming value: 3
2. Ship: Gyptian or Meshuesh large galley
Price (dinars): 12,500
Time to build (weeks): 5
Crew: 200
Holds: 100 tons of cargo or 100 men
Speed: 5 to 10 km/h
War gaming value: 3
3. Ship: Small galley
Price (dinars): 7,500
Time to build (weeks): 3
Crew: 100
Holds: 50 tons of cargo or 50 men
Speed: 5 to 10 km/h
War gaming value: 2

B. DHOWS
Dhows are medium size ships unfit for ocean voyaging but very useful for coast voyaging, being very easy to maintain and to repair.
They are usually used for trade or to transport heavy loads (like metal or wood). Dhows can even navigate on large rivers.
1. Ship: Baghla
Price (dinars): 10,000
Time to build (weeks): 3
Crew: 40
Holds: 150 tons of cargo or 360 men
Speed: 6 km/h
War gaming value: 0 (may be improved to 1)
2. Ship: Sambuk
Price (dinars): 3,000
Time to build (weeks): 2
Crew: 20
Holds: 90 tons of cargo or 80 men
Speed: 5 km/h
War gaming value: 0
3. Ship: Zaruq
Price (dinars): 2,500
Time to build (weeks): 2
Crew: 15
Holds: 60 tons of cargo
Speed: 8 km/h
War gaming value: 0

C. PIROGUES
Pirogues are small to medium size dug-out canoes mainly used by the Black peoples of SE Atrilia. They are usually used on rivers or on the sea when the weather is calm. Some Ndogo pirogues can cross some distance on the sea, holding up to eighty persons and the corresponding supply.
1 Ship: Ndogo large pirogue
Price (dinars): 20
Time to build (weeks): <1
Crew: 20
Holds: 60 men
Speed: 3 km/h
War gaming value: 0
2. Ship: Standard pirogue
Price (dinars): 10
Time to build (weeks): <1
Crew: 20
Holds: 1 ton of cargo
Speed: 3 km/h
War gaming value: 0
3. Ship: Kleshite small pirogue
Price (dinars): 5
Time to build (weeks): <1
Crew: 4
Holds: .25 ton of cargo
Speed: 3 km/h
War gaming value: 0

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