Catégorie:Culte des Esprits

De Lexicanum.

Nombreuses sont les tribues humanoïdes qui vénèrent des esprits élémentaires ainsi que les esprits de leurs ancètres eux-mêmes soumis à l'autorité d'un puissant esprit. En un sens, ils constituent un panthéon miniatures semblable à celui des occidentaux, avec une seule entité dirigente sur laquelle se focalise l'adoration et de nombreuses autres entités mineures associés. L'exemple décrit ici est celui du culte d'Heama des Dolgans Heama, une tribue nomade des steppes Kislevites ; d'autres cultes des esprits ont traits semblables mais varient sur des détails spécifiques en rapport à la nature de l'esprit dominant du culte (c'est à dire, s'il est un esprit du feu, de l'eau, de la terre, un élémental d'air ou un esprit-ancètre).


Sommaire

Symboles et costumes du culte

Varies according to cult. Symbols are seldom standardized even within a tribe. Initiates and Shamans may be identified by the arcane symbols and fetishes (symbolic ornaments associated with the divine powers conferred by the spirits) worn on garments, tools, weapons, and other objects.

Zone d'Influence

in primitive and nomadic barbarian cultures primarily east of the World's Edge Mountains and south of the Black Mountains in the Border Princedoms, the Badlands regions, and on the Southern Continent; substantial barbarian tribal minorities persist in remote regions of Kislev, Estalia, and the Northern Wastes

Amis et Ennemis

Relations with other barbarian spirit cults vary according to traditional alignments and shifting alliances. Even old friends are suitable targets for friendly derision and competitive raiding, while traditional enemies may be become allies-of-convenience against a common foe. Respectful and somewhat in awe of the Old Faith, which is regarded as similar in nature but more impersonal and indifferent, and which does not reinforce or support inter-tribal conflict and competition. Enemies of Daemonic Humanoid Spirit cults (e.g., Zotan-Luvûtatar) and Chaos Powers. Barbarian tribes in frequent contact with modern Old World cultures are neutral or enemies of the Young Gods, Dark Children, and Elder Race cults according to circumstances; remote and isolated tribes may regard these cults simply as similar and competing spirit cults.

Temples et Sanctuaires

Nomadic barbarians do not have shrines or temples, but may have sacred spirit grounds associated with tribal burials or funeral rites. Nomadic shamans carry the cult trappings with their own possessions when traveling; when encamped the shaman's shelter is the center of worship. Barbarians with permanent settlements have shrines and sacred grounds near some prominent natural or magical feature associated with the tribal spirits (hot springs, mountain peak, ancient grove, burial ground, etc.).

Small tribes may have a single shaman and one or more initiates; larger tribes may have many initiates and shamans led by a single powerful head shaman. A shaman usually elects and trains initiates and subordinate shamans in the cult mysteries; typically a shaman selects his own successor, though occasionally tribal politics or competition among subordinate shamans may frustrate such plans. Within the tribe shamans are second in power and influence only to tribal chiefs. Shamans recognize no superior authority outside of the cult; even when chiefs of different tribes can set aside tribal conflicts to cooperate with another tribe, shamans of different tribal cults are notoriously quarrelsome and uncooperative.

Ordres Consacrés

(aucun)

Personnages Importants

Jours Sacrés

These vary according to cult. Nomads often celebrate the beginning and end of seasonal migrations, praying for protection beforehand and offering thanks afterwards. Coming-of-age ceremonies inducting adolescents into full layman status in the cult occur typically in the spring before seasonal migrations. Marriages, burials, and accessions of tribal chiefs are also accompanied by feasting, celebrations, and ritual ceremonies involving the entire tribe.

Héros et Saints

Each spirit cult has its own heroes. The Heama Dolgan, for example, especially revere Chief Sadura, who successfully led the Dolgans in a series of defensive raids that discouraged the Hobgoblin Hegemony from further expansion into Dolgan grazing ranges, and Lathkaty Black, a shaman who quested in the World's Edge Mountains and returned with the Lance of Perdurable Fire now carried into battle as a standard by the chiefs of the Heama Dolgan.

Tempérament

Commandements

In general, elemental spirits are uninterested in principles and doctrines. They are energetic and often malevolent or perverse spirits to be propitiated with respectful ceremonies and tributes, and then aimed at your enemies whenever convenient.

Ancestral spirits, on the other hand, typically represent the virtues of leadership, cunning, and magical power necessary to preserve the tribe against enemies and advance its fortunes at the expense of competitors. Ancestral spirits demand ceremonies and tributes from their worshippers, just like elemental spirits, but they also require their followers to observe the various rules that are thought to help preserve the tribe’s identity and security. Some of these rules simply reinforce the basic skills and attitudes necessary to the culture's survival -- riding, martial skills, animal husbandry, obeying clan leaders, bearing many children, seasonal migrations to traditional pasturelands, etc. Others of these rules may seem more arbitrary, with no obvious connection the tribe's survival -- prohibitions against wearing the color blue, or against washing clothing, or against speaking a person's name on the night of a full moon. Such superstitions are called "taboos." Taboos may seem no more than silly superstitions to a civilized visitor, but are matters of deadly seriousness to a cultist.

The tribal cult of the Heama Dolgans, for example, centers around Heama, a powerful fire elemental whose magics aid the tribe in battle, protect against harsh weather, and provide other useful services to the tribe. Also available to the cult are some air elemental magical powers and assorted magical powers associated with tribal ancestral spirits.

Many minor and major ritual observances are designed to appease and honor Heama the fire spirit (the first portion of a meal is given to the fire, adolescents entering full layman status must pass trials of fire, bodies of deceased enemies and clansmen are buried on pyres along with their most treasured belongings, and so forth). As long as these rituals are observed, Heama will continue to offer his magical powers to the tribe through the agency of the shaman and his initiates.

The ancestral spirits, particularly the spirits of past heroes, leaders, and shamans of the tribe, are honored by small tributes (oaths sworn in ancestor’s names, offspring named after ancestors, death wishes honored by living descendants, etc.) and are often consulted by the shaman on matters of importance to the tribes. Guardian spirits protect sacred sites like the shrines at seasonal campgrounds and the spirit grounds associated with tribal funeral pyres.

Heama Dolgan superstitions include prohibitions against touching the possessions of a dead man until they have been cleansed by fire, against crossing open water by night, and against speaking with members of the Dvalha cult (who worship a water elemental spirit hated by Heama).

Failure to observe the rituals and taboos of the cult earns harsh punishment from the tribe and the tribal spirits. Minor offenders are usually required to make some special sacrifice or offering to appease the offended spirit. Major or repeat offenders are denied any of the magical benefits of the tribe until they have purified themselves by performing some task ordained by the shaman, and if their offense is thought to endanger the welfare of the tribe, they may be temporarily or permanently exiled. Offenders are often plagued by visions and nightmares sent by the spirits until they have cleared their consciences of their sins.

Au-delà

Varies according to the cult. Commonly the deceased’s spirit is absorbed into an idealized afterworld of the tribal spirits where it enjoys the pleasures of life without hardship, pain, or worry. Often individual personalities, particularly notable chiefs, heroes, and shamans, retain self-awareness and may be summoned back to the World of the Flesh to aid or advise the tribe.

Esprits

Esprits Kislévites

  • Domovoy, Grand-père Etincelle, esprit du foyer. [1]

Spirit of the Hearth, Grandfather Spark. These rural demi-gods are associated with the home and the family, and are said to bring good luck. Appears as a tiny, ancient human no taller than six inches high. Wears a white cloak that swirls with the colours of fire. If you look into the flames of any fire for long enough you will see him. (WD#104pp10)

  • Leshy, Seigneur de la forêt. [1]

Spirit of the Forest, Lord of the Forest. This spirit is the sovereign of the forest and is vain, egomaniac. He has a patient servant in Father Bear. A Leshy is a strange sight, like a bear with green hair, goat's feet and horns, great claws like a grizzly and wearing a sheepskin cloak. He can be any size he choses but prefers a gigantic frame, twenty to forty feet high towering over the forest. (WD104)

  • Maciew, Grand-père grange, esprit des bêtes et des hommes. [1]

Spirit of Man's Beast, Grandfather Barn. This rural demi-god watches over domestic beasts and is reknowned for playing practical jokes. Appears as an aged human figure about a foot high; he can assume the appearance of a staff of straw. (WD104pp11)

  • Polevik, Grand-père grain, esprit de la terre et de la faux. [1]

Spirit of the Soil and Scythe, Grandfather Grain. The bloodthirsty spirit of the harvest, murder, war and treachery. They appear in groups and always whisper amongst themselves. They require blood sacrifices and are exceedingly cruel. (WD104)

  • Vodyanoy, Grand-père noyeur, esprit des eaux. [1]

Spirit of the Waters, Grandfather Drowner. A truly malevolent spirit that delights in appearing as an old man by the river with a brightly-ribboned club. If anyone approaches he batters them to death and hurls them into the water. (WD104pp13)

  • Hiskai, l'aimé de la glace et du froid.[1]

Hiskai apporte les tempêtes de neige hivernales et gèle les étendues d'eau. Hiskai est également associé à la mort, celle qu'apporte le vent glacial à qui les Horkois doivent courremment faire face.

  • Urkov, le contrôleur du feu et de la chaleur. [1]

Esprit solaire, source de vie, Urkov apporte avec lui la saison estivale et met fin au règne d'Hiskai. Il est apprécié dans de nombreuses régions de Kislev et tout particulièrement parmi les montagnards qui ont à souffrir de la fonte des glaces qui provoque inondations et avalanches.

  • Vostich, divinité des animaux [1]

Esprit très populaire, on invoque le nom de Vostich pour s'attirer ses faveurs lors des chasses ou pour s'assurer de la bonne santé de son troupeau.

  • Kordusk, Khai terre. [1]

Façonneur des montagnes et des fleuves, Kordusk est également à l'origine des plantes et de l'eau.

  • Heama, esprit du feu [1]


Notes & références


    Inspiration

    La Mythologie Slave pour ce qui est des esprits Kislévites.

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