Cult of Eurmal

Eurmal is the Trickster god of the Lightbringer and Orlanthi pantheons.  Like all Trickster gods, it is hard to pin down Eurmal's attributes and nature - he (or she) exists to break all the rules and subvert the social hierarchies.  

Many Eurmal initiates or rune priests are not public about their affiliation because of the social opprobrium that it can bring, while others are public about it and accept their role outside of society.  Those that keep their identity secret are still needed for key rituals, especially in Sacred Time, where they will conceal their identity either magically and/or with disguise.  It is taboo to try and unmask a disguised Eurmal worshipper, or to take revenge against them for their actions when taken as part of a sacred ritual.  To receive this protection though, they must be identifiable as tricksters, normally by wearing costumes that are ritually appropriate to the role required. 

In Orlanthi society, protected Eurmal worshippers are expected to offend and provoke the rich and powerful - responding to this with violence or challenges to fight would just confirm their accusations and be catastrophic for the honour and social standing of the victim.   Orlanth encourages his Wind Lords and other Orlanthi in positions of authority to sponsor and protect a trickster as part of their entourage in order to challenge their actions and make sure that they remember their vows to Orlanth.

Eurmal Shrines in Pavis

Shrines to Eurmal are present in the following temples:

The Orlanth Temple as Eurmal is one of the Lightbringers who brough Yelm back from Hell.  Like the rest of the Orlanth temple though this is rarely accessible.

The Ernalda Temple as Eurmal is one of the husband protectors of Ernalda (as Tricksters would be the first to admit, he is neither a good husband or protector).

Other temples, even Lightbringer temples are loath to have a Eurnal shrine because they don't want a bunch of drunk bums in their temples.

Holy Days

Wildday of Illusion week of Sea Season 

Wildday of Illusion week of Earth Season

Wildday of Disorder week of Fire Season

Wildday of Disorder week of Dark Season 

Wildday of Illusion week of Storm Season 

Training

Eurmal training involves finding a suitable Initaite or Trickster Priest who is prepared to train you.  Initiates should receive a discounts for being a member of the cult for certain skills, but rules are there to be broken.  If their bar tab is too large and they need the cash quickly then they may forget.  Many people train under a trickster with ever realising they are a trickster...

Tricksters teach the following skills at half price to Initiates:

  • Act - 300/600/1,200
  • Charm - 300/600/1,200
  • Conceal - 400/800.1,600
  • Cult Lore (Eurmal) - 200/400/800
  • Disguise - 400/800/1,600
  • Dodge - 200/400/800
  • Meditate - 200/400/800
  • Fast Talk - 300/600/1,200
  • Sleight - 400/800/1,600
  • Worship (Eurmal) - 200/400/800

Trickster Priests will teach any spirit magic spells they know at a cost of 500L per point.   Variable spirit magic cost is cumulative (i.e. Bladesharp 1 costs 500L, Bladesharp 2 costs 1,000L if you know Bladesharp 1, or 1,500L if you don't).

Every five years an Initiate may claim one point of spirit magic for free.

 

 

Pavis City Council

The legal ruling body of New Pavis, led by the Mayor that is elected by the Council.  Council members are elected by the wards of the city.

The council consists of:

Benderri, Son of Pavis

Brygga Scissortongue, Mayor of the Council, Guidmaster of the Cloth and Leatherworkers Guild

Kolli the Portly, Guildmaster of the Jewellers Guild

Hallarax the Singer, Guildmaster of the Riverman's Guild

 

Pavis Royal Guard

Established by the Lunars after they had disbanded the Pavis Survivors (who had fought on the 'wrong' side at Moonbroth), the Pavis Royal Guard is responsible for security in the Rubble.

Nominally commanded by Hargran the Dirty and comprised of followers from his old bandit gang and a few outlaws and soldiers of fortune it is also heavily stiffened with Lunar regulars, and the Lunars effectively report to their own lieutenants, who report to Jotaran Longsword.

The Pavis Royal Guard is based at Zebra Fort.

It consists of two branches:

  • The Fort Guard, which garrisons Zebra Fort and the North Bridge, collecting tolls from those crossing the latter, which is the source of Hargran's wealth.  They are all Hargran's men.
  • The Zebra Riders who patrol Manside and the river, and provide escorts to the Real City and other Manside areas, and also further afield on official business, for example down to the Salt Mines.  The Zebra Riders are about half Hargran's men, and half Lunar regulars.

The Commission of the Armistice

A council set up by the peace treaty between the Lunar Empire and the City of New Pavis to regulate the Lunar Administration of New Pavis as part of the Lunar Provinces.

Its head is Sor Eel, Governor of Pavis.

The Watch

The Pavis Watch is responsible for safety and security in New Pavis.

As a whole, it reports to {ln:Jorjar the Quick), Constable of Pavis.  

It is divided into three contingents:

  • The Wall Watch which is responsible for manning the walls.  This is made up of Lunar regulars from the Marble Phalanx.
  • The Street Watch which patrols Pavis by day.  This is made up of loval Pavisites, and patrols the streets to keep order and maintain law.  Patrols in Rich Hill, Public and Downtown are nornally single men, whereas they patrol in pairs in Oldtown and the Farmers' Quarter.  They keep out of Suntown (which looks after its own affairs) and only enter Riverside or Badside in platoons.
  • The Night Warch which patrols pavis by night and is made up of trollkin from Adari.  They patrol in groups of 4 to 6, and rarely enter Riverside.  They never enter Suntown or Badside.

Subcategories