This writeup uses RuneQuest 3 terms. The Gods were generated using The Primal Urge, but those stats have been omitted here.
History
A sect which flourished in The Kingdom in the 32nd-34th centuries
of the present cycle, they were persecuted by the followers of Ahmetad
the Mad (3390-3446) and fled abroad. Colonies are to be found in most
cities around the Inner Sea. The Bright Empire placed severe restrictions
on them prompted by Christian suspicions of their 'secretive' religion,
so few dwell within the present boundaries of the Empire.
Due to their reputation for sobriety and fair dealing Eronessans are
found in banking and commerce as well as their original occupations
of dyeing, tanning and tailoring.
The Myth
`In the beginning was Dhamiel, who created many beings. One such was
Samiel, who in his dreams made woman, and as the people grew so did
the world. Eventually Man made gods in his own image.'
- The Unknown Seer, 32nd Century
The Eronessan pantheon of Gods is similar to other 4th millenium Eastern
religions. Eronessans differ in believing that the world is kept in
being by the combined mental power of its inhabitants, and can be
changed by a change in belief, just as magic changes reality on a
micro scale. By this philosophy the Gods themselves are constructs.
Previous Experience
All Eronessans are civilised. Previous occupations are limited to
Tailor, Weaver, Dyer, Leatherworker, Potter, Merchant, Priest, Scribe.
No Eronessans can be sorcerers or shamans.
Initiates
Admission is automatic for those of Eronessan birth, adult males wishing
to join must be 'postulants' for at least a year, giving up all other
religions and magic during this time. They may then attempt to join
by rolling as normal on the following:
Ceremony, Sing, Orate, Read/Write Draconian, one of the Crafts listed
above.
Only men can apply to join from outside, if successful any dependant
females and children are admitted as well.
Priests
There are no full time priests, if using previous experience take
alternate years as a Magister and in a secular occupation.
Worshippers
There are about 2 million initiates worldwide, 5,000 Minor Temples,
about 20,000 Priests (½ as part-time).
Spirit and Divine Spells are limited and there are some Eastern spells
that are not common to the Peninsula. Magisters generally pledge themselves
to one of the four Gods below.
Silence (V): Variable, each point adds 10% to Sneak or subtracts 10%
from Listen. Hypnotic Pattern (2): a swirling pattern appears in front of the caster.
Any seeing it must make a save vs magic or be 'boggled'. Dispel Illusions (V): As Dispel Magic but only works against Illusions. Fog (2): 10m radius sphere of fog that only the caster can see through. Darkness (1): the reverse of Light. Gaze Reflection (2): as Lightwall except the surface is a mirror. Summon Dog (1): brings the Dog of Markash, see below.
Dog of Markash: as Wolf plus fire breath, 2m range, 2D4 damage,
DEX*5% to hit. Recognises caster and obeys him.
Eronessan Life
Despite their flamboyant mode of dress (brightly coloured tunics,
top hats, sweeping cloaks) Eronessans are essentially puritan. Women
dress in black with veils, eating seperately from men; unmarried girls
are kept in seclusion and marriages are arranged by parents. Alcohol
and all drugs are forbidden.
The leader of the Eronessans in Caran is the Grand Magister, elected
by a Conclave of Magisters. There are no full time priests, the Conclave
and Temples employing clerks for administrative work. Most religious
ceremonies are open to all, consisting of the chanting of traditional
prayers in archaic Draconian and a sermon. Services of this type are
held once a week in the morning. Eronessan Temples are cubical, with
a gallery for women and benches for seating.
Another ceremony in private homes in the evening is generally limited
to families: readings are given from edifying works. Eronessans have
no holy books, the book of prayers varying from one Conclave to the
next, nevertheless an extensive list of books is approved by Conclaves
for study. All Eronessans, including women, are taught to read.
Akkut, Chief God
Akkut appears as an old sage in a multicoloured robe. As Trade is his Sphere of Influence, he knows the value of everything and anything. A prayer to him can often enable his followers to strike good bargains.
Amongst his servants are Giant Condors, whose appearance indicates his interest.
Attut, Sea God
Attut always sends his dwarf to answer summons, so his true appearance is unknown. This dwarf does not get on at all well with land dwarves.
No sea creature can harm him, and he can both calm and create storms at sea.
Hiisut, Earth God
Hiisut appears as a deathly pale hairless man in a white cloak. He is often ill disposed towards humans, the 'bad' God of the quartet. He can create earthquakes and darkness.
Sampsut, God of Nature
Sampsut appears as an elderly pottering gardener. He talks to plants and animals and can control the weather. His Servants are beautiful maidens who assist him in his work of restoring nature. The Eronessans are nowadays a mostly urban sect, so Sampsut goes his own way.
Sampsut is however responsible for the Contsips:
Contsips
These are the 'little people' that guard Eronessan houses from thieves in return for bowls of food and milk left out. They have been with the Eronessans since the Kingdom. Living in the
nooks and crannies of houses they are 'borrowers'. Their magic is the same as the big people.
Joukhainut
The Gods of the Isle of Morn were an old fashioned pantheon in charge
of humans from pre-Norse Scandinavia. Johann was their Trickster God.
When Christianity arrived in Morn (35th Cent.) the Gods were too slow
to react and lost control. Johann foresaw their fate and made his
plans, becoming first of all patron of bards and minstrels and then
coming to the aid of Eronessans fleeing the Jihad became their Trickster
God, to the annoyance of the existing Eronessan pantheon!
Joukhainout is a survivor. Minstrels and Eronessans are survivors,
scattered around Midgard, so he cultivates them, turning up when called
(but not always helping). While no mean fighter he will by preference
use magic or his minions to achieve his ends. He is a deflater of
pomposity, an opponent of the established order - usually. A chaot.
As a master of Illusions he can appear in any guise, and as God of Minstrels can turn his hand to any intrument.
He sometimes rides The Red Horse, a warhorse with 75% abilities,
it is of eerie appearance and can breathe fire: 3m range, D6+3 damage,
2MP.
His servants the Himsam are bears from his home plane. They
can teleport (line of sight 50m, 1MP) and are semi-intelligent (2D6).
They can be summoned and when their purpose is served return home by themselves
(by primal travel).