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hor­ror frp

Three bad win­ters in a row this one looks no dif­fer­ent

Don’t over­do these things or you’re like­ly to get laughs in­stead of ten­sion. Start slow­ly and build up grad­u­al­ly.

Ease the ten­sion back now and then

Play with the PC­s’ san­i­ty - are they see­ing things? Are they go­ing mad? Is some­thing chang­ing them?

The un­known is scary. in a hor­ror game, the more a play­er un­der­stands what’s hap­pen­ing to his char­ac­ter and WHY it’s hap­pen­ing the less fright­ened he’ll be.

Give glimpses of your mon­sters rather than re­veal­ing them whole­sale.

Re­mem­ber that some mon­sters are in­tel­li­gen­t. A mon­ster that schemes can be ter­ri­fy­ing in­deed, par­tic­u­lar­ly if he does­n’t think in a hu­man man­ner.

Put the em­pha­sis on the re­sults of the mon­ster­s’ hand­i­work, rather than on the mon­sters them­selves.

Re­mem­ber at­mos­phere. Don’t present your mon­sters with min­i­mal de­tail in a sun­ny and non-fright­en­ing set­ting. Use your de­tails to make them scary.

Don’t give your play­ers too much in­for­ma­tion about your mon­ster­s, and par­tic­u­lar­ly not all at once.

use re­al world light­ing mu­sic to do at­mos­phere

Setting

Rus­si­a, ba­ba ya­ga, cold, pa­gen, huge, wilder­ness, poor

Full arc is Ba­ba Ya­ga de­feats Lord of the Lake.

Events: 10-20 yrs pri­or De­mon­Turks in­vade lots of True­God land over­take sev­er­al vas­sal­s/proven­cies in SW No­va­ka. Stopped by mys­te­rios Lord of Lake

Dan­s­ka along with Lat­land de­clare in­de­pen­dence at­tack Freisen (port city of No­va­ka Sev­er­al north duke­doms quit pay­ing tax­es/send­ing troops (but don’t out­right re­volt)

Map: west of The Lake is the great flat east is the old king­dom east the Ice teeth moun­tains east is wilder land Nor­vosk on the Lu­ga is the largest city in wilder lands east more wilder­ness and ocean out there are druids and vikings south is ger­man rex hold­ings north is snow waste and orcs

Economy / Trade

Tech­s: -Sil­ver is rel­a­tiv­ly plen­ti­full (im­port­ed) -Gold is rare -plat bronze brass are un­heard of -iron is not plen­ti­full but not rare ei­ther

Coinage:

The ba­sic unit of mon­ey was the sil­ver griv­na, a sil­ver in­got weigh­ing rough­ly a pound.

Foriegn coin­s: In ar­eas close to a source (sil­ver dirhams in SE, var­i­ous in­/n­ear vas­sal­s) val­ue was that of their weight. (no con­ver­sion)

Lo­cal ‘money’: Worn-out fur un­suit­able for use in gar­ments. Used furs are brought to a clerk au­tho­rized to mark them, and he af­fix­es a mark­er to the furs, which is then used as cur­ren­cy. The need for such a sys­tem is a lack of sil­ver, a met­al al­ways im­port­ed.

Fur cur­ren­cy was mea­sured in frac­tions of the sil­ver griv­na. There was no uni­ver­sal sys­tem for all the Rus­sian land­s, but val­ues were con­stant with­in each area.

one ex­am­ple

1 griv­na of sil­ver = 25 ku­nas = 50 rezana = 150 vek­sha/vever­it­sa ku­na 1/25 griv­na rezana 1/50 griv­na vek­sha/vever­it­sa 1/150 griv­na

some ar­eas al­so have a bela

Religion
In Novaka - True God / Raskolniki / Ancestor / Animalism
True God:

The dom­i­nante re­li­gion for most non-No­va­ka world (not vin-home­land, yet) Hos­tile to oth­er be­lief­s, likes to warp and ab­sorb them.

lame ass chris­tian­s, no re­al mag­ic get pow­er through ma­nip of oth­ers

2-300 years ago some tzar con­vert­ed to True God. Most of East­ern No­va­ka cares less. Vlads and good parts of Sev­er­naya(­d­u­al whor­ship) are True God. Ma­jor cities (where Vlads are) have strong True God pressense.

Called “Em­brace the True God” when a King/­coun­try con­verts

Old Believers (Raskolniki) aka Pagen:

Slav­ic folkcraft and mythol­o­gy, lots of na­ture spir­its ev­ery­where.

Cult of Bear:

Sev­er­naya speci­fic, but fear/re­spect of bears through­out west­ern & north­ern No­va­ka. Bears are un­known east­ern (most places with­out wood­s) Lythropes

Ancestor whorship:

Most­ly Tyu­men. Mixed with a bit of An­i­mal­ism and var­i­ous oth­er/­foriegn be­liefs de­pend­ing on area.

Heretic­s/­False God: the de­mon whor­shipers (take place of Turk­s)

Adventure ideas:

-Rusal­ka -For­est of dead, dead peo­ple in the trees -Shin Tsu is­land palace show down

Vasil­isa the Beau­ti­ful & the… White knight Red Knight Black knight

play­er camp guard falls asleep has dream­s, par­ty wakes up in baba’s grave­yard

misc ramblings

On­ly bear meat was off lim­it­s: cause of lythrop­ic cult of wear-bears

Ros­tov is cap­i­tal

Some­times, the black­-han­dled knife is forged from a dead mare’s horse­shoe. The han­dle is made from a black male goat’s hoof or from the right horn of a black ram. Con­se­cra­tion of the black­-han­dled knife is per­formed dur­ing the eclipse of the Moon. the per­son who per­forms the rit­u­al puts the black­-han­dled knife in a ves­sel filled with wa­ter. Then she (or he) places the ves­sel in such a po­si­tion that the eclipsed Moon can be seen on the sur­face of the wa­ter, and waits for the Moon to come out from the shad­ow. When the Moon ap­pears from the dark she (or he) pro­nounces ap­pro­pri­ate words which ends with: “Be more pow­er­ful, Om Moon! be stronger, Oh Moon! Ded­i­cate this knife, Oh Moon!”. When the whole Moon ap­pears from the dark­ness she (or he) takes the knife from the wa­ter. It’s be­lieved that this knife is now con­se­crat­ed and charged with the Moon’s pow­er.

Armor

iron face masks split is for knight­s, lots of chain hauberk­s, some scale

Spring with its run-off from the melt­ing snow made it im­pos­si­ble to trav­el by land, and the break­ing-up of the ice made it too dan­ger­ous to nav­i­gate the river­s. Fal­l, with its rain­fal­l, was al­so too mud­dy. The short sum­mer was de­vot­ed to plant­ing and har­vest­ing and pre­par­ing for the long, harsh, and most­ly dark win­ter. How­ev­er, the very rivers that flood­ed reg­u­lar­ly and made land im­pass­able were the high­ways of me­dieval Rus­si­a. Trade routes through Rus­sia fol­lowed the river­s, with rel­a­tive­ly short portages from one to an­oth­er. From the Baltic sea to Byzan­tium, the famed trade route “From the Varangians to the Greek­s” con­sist­ed of a se­ries of river­s. Pi­rates were not un­known in the gen­er­al­ly land-locked Rus­sia (or rather, ice-locked, for most of the seas are Arc­tic seas); they were riv­er pi­rates, as feared and re­viled as any Car­ib­bean sea dog. In the win­ter, it was still the river­s, now frozen for many long month­s, that of­fered their hard­ened sur­faces to the mer­chants, war­riors, and oth­er trav­el­er­s. While the heav­i­ly forest­ed land was cov­ered in deep snow­drifts that made it all but im­pass­able, the wide rivers would be swept free of snow by the wind­s, and trav­el­ers rode in sleighs wher­ev­er need took them.


Nov­gorod was a wood­en city: large stoves and hot fires were a prob­lem, so much so that it was not, as the say­ing goes, a ques­tion of whether, but of when, there would be a ma­jor fire. The an­swer is, his­tor­i­cal­ly, about ev­ery 20 years, there would be a fire large enough to be record­ed in the Chron­i­cles

Male hero must quest and find mag­i­cal al­lies to de­feat ob­sti­cal Fe­male just does stuff fig­ures it out

” And I had been there, was drink­ing mead and beer but no drop got to my mouth.” It means that I spent all my time talk­ing, which is how it is sup­posed to be when a per­son tells fairy tales.


Mag­ic

Hedge/­fold mag­ic - a gift slow­er, more sub­tle. life & death / div­ina­tion Us­es, na­ture, life, spir­its (both good and bad) to in­flu­ence re­al­i­ty

Sor­cery - a gift, on­ly very rare in­di­vid­u­als have abil­i­ty to ab­sorb and use this pow­er Ab­sorbs pow­er/en­er­gy from some­thing (peo­ple, sac­ri­fice, lay­li­nes, etc) forms this in­to mag­i­cal ef­fects pow­er can be stored Pow­er is un­lim­it­ed but abil­i­ty to chan­nel is not.

Mages - an inate gift pow­er comes from knowl­edge and with­in. Al­chemist

Baba Yaga

Ba­ba Ja­ga - (BAH-bah YAH-­gah) Jezi Ba­ba in Pol­ish (YE­H-zhee BAH-bah) Ba­ba in Rus­sian means “grand­moth­er.”

“Grand­moth­er Bony-shanks”. A ter­ri­fy­ing Witch who flew through the air in a mor­tar us­ing the pes­tle as a rud­der and sweep­ing away her tracks with a broom. She lived in a re­volv­ing house which stood on chick­en legs. Her fence was made of hu­man bones and was topped with skull­s. The key­hole was a mouth filled with sharp teeth. She would aid those who were strong and pure of heart and eat those who were not. I see her as a God­dess of death and ini­ti­a­tion. Ba­ba Ya­ga smiled, show­ing her iron teeth, old hag weav­ing at a loom,A large cat sat in front of the girl to keep an eye on her

Ba­ba Ya­ga, ug­ly, haglike, fly­ing in her mor­tar, with broom Jan­u­ary 20th is Ba­ba Den (Grand­moth­er’s Day) in Bul­gar­i­a. This sounds like a pret­ty good day to cel­e­brate Ba­ba Ya­ga!

Cultures:

Vlads (the mus­covites) Sev­er­nayans (Ukra­ni­an­s) Vins Varangian from Vin­land (swedes) many vins re­side in Ros­tov, a few elsewere. Lats (e­sto­ni­an­s) Laps (eski­moes) Danes Dan­sk Tyu­men (my Mon­gols Asi­at­ic­s) Dwarves (Ger­man­s) Gyp­sies (hun­gar­i­an­s) (cos­sak­s) (byzan­ti­nes) (Poles)

(* NPC on­ly)

Vins:

Vin ti­tles (male, fe­male): 1. Rid­dari 2. Baron, Barons­fru 4. Greifi, Greifafru 6. Her­togi, Her­to­gafru 7. Prinz, Prinzes­sa 8. Ko­nung, Drot­tning

Clan cul­ture, in­hab­it is­lands far off in un­know ocean. Trav­el, ex­plore ex­ten­siv­ly, of­ten hire out as mechanires/­guards turn to ban­dit­ry. A com­pa­ny of them have been the Tzar’s pri­vate guards for over 200yrs. Mag­ic is of runic shaman sort. Sound­ly re­ject True God.

Lats:

Lat ti­tles (male, fe­male): 1. Rüü­tel 4. Krahv 8. Kuningas, Kuningan­na

Small king/­duke­dom. Sev­er­al times vas­salage, en­e­my, al­ly of No­vo­ka. Has had own king at var­i­ous times. Cul­ture sim­i­lar to Vlad but much west­ern in­flu­ence(from be­ing vas­sal/what­ev­er of Dan­s­ka and oth­er­s). Ful­ly Em­brace True God, oth­er re­li­gious be­liefs not tolorat­ed. Since ear­li­est times the Lithua­ni­ans had idols of their re­spect­ed di­vine crea­tures (first totem­s, lat­er zoomor­phic-antropo­mor­phic and fi­nal­ly pure­ly an­thro­po­mor­phic deities). This was proved by arche­o­log­i­cal and writ­ten sources, as well as lin­guis­tic and etno­graph­ic da­ta. for­mer trin­i­ty sky earth un­der­world

Danes Danska:

ti­tles (male, fe­male): 1. Rid­der 2. Baron, Baronesse 4. Greve or Jar­l, Grevin­de 6. Her­tug, Her­tug­inde 7. Prin­s, Prins­esse 8. Konge, Dron­ning

Eter­nal Foe of No­vo­ka. High ‘tech’, nev­er much mag­ic though.

Ful­ly em­brace True God, oth­er re­li­gious be­liefs not tolorat­ed.

Laps:

Laps have no ti­tles

Trib­al, pri­ma­tive, es­ki­moes. Most­ly un­known to the av­er­age in­hab­i­nent of No­vo­ka. An­i­mal­is­m/Spir­it whor­ship, True God is sil­ly to them. Sub­sis­tance hunt­ing.

Tyumen:

No re­al ti­tles (trib­al chiefs and sub­-chief­s)

Ac­tu­al­ly sev­er­al sub­-­cul­tures.

Var­i­ous east­ern mi­grat­ing/no­madic tribes/peo­ples and de­cen­dents of same. Of­ten no­madic now, but many have set­tled un­der Vlad in­fu­lence. Ex­cel­lent archer­s, herder­s, and horse­men. Mag­ic is of­ten herbal/al­chem­i­cal/spir­it based. Most­ly lim­it­ed but oc­ca­sion­aly a pow­er­full wiz­ard emerges. Few em­brace True God. Much an­ces­tor/spir­it wor­ship. Some pa­gen/­druid mix­ture.

Hungarian titles (male, female): 1. Lovag 2. Baro, Baronö 3. Vicomte, Vicomte Felesége 4. Foispan or Grof, Föispanno or Grofnö 6. Ban or Herceg, Banno or Hercegnö 7. Fejedelem, Fejedelemnö 8. Kiraly, Kiralynö 9. Csaszar, Csaszarnö
NPC types:

Druid­s/­Pa­gens na­ture / rit­u­al mag­ic

Gyp­sies some mag­ic pos­si­ble

PC types:

Bo­yar(­land own­er) Vlad, Sev­er­nay(very rare)

Land­less knig­git Sev­er­nay, Vlad

Sol­dier Lat, Sev­er­nay, Tyu­men, Vlad

Cav­al­ry Tyu­men, cos­sak cos­saks or horse-archers

Guard (man-at-arm­s, mer­chi­an­ry) Lat, Sev­er­nay, Tyu­men, Vin, Vlad

Ban­dit Wood­land - Lat, Sev­er­nay, Vin, Vlad horse/­great­plains - Tyu­men, cos­sak

Mer­chan­t(­Foriegn ) Tyu­men, Vin, Vlad, ex­ot­ic oth­er

Priest (One God) Dane?, Lat, Vlad

Mid­wife/­Wise­wom­an Sev­er­nay, Vlad(east­ern) Old Rus­sian ve­dun or ve­domye zhe­ny (“­wise wom­an”)

Her­mit Sev­er­nay, Tyu­men, Vin(runecast­er), Vlad(east­ern)

Pa­gan wiz­ard/­priest Sev­er­nay, Tyu­men, Vlad(east­ern)

You are a prac­ti­tion­er of hedge mag­ic, the sub­tle mag­ic of wise-­wom­en and ru­ral wiz­ard­s, most suit­ed to keep­ing crops healthy and chil­dren snug, and to catch­ing cryp­tic glimpses of the fu­ture. Hedge wiz­ards are the keep­ers of an­cient se­cret­s: herbs that ease pain, for­got­ten words that can calm an an­gry beast, the na­ture of omen­s, and the lan­guage of the stars. Their pow­ers are the pow­ers of life and fate. To put it an­oth­er way: where an or­di­nary Physi­cian can give you a root to ease your toothache, a wise-­wom­an can give you a root, a chan­t, and a can­dle to re­move your toothache en­tire­ly (and give you pleas­ant dream­s). Where an or­di­nary An­i­mal Han­dler can calm a wild horse, then take it home and break it and teach it to jump and can­ter, a hedge-wiz­ard can calm a wild horse with an an­cient word re­mem­bered on­ly to hors­es, in such a way that the beast will fol­low the mage home, ea­ger to be taugh­t. A hedge-wiz­ard can try just about any­thing. It’s the GM’s job to tell the play­er what skills are re­quired, and what rit­u­al­s, ma­te­ri­al­s, or oth­er spe­cial ef­fort re­quied Hedge-­mag­ic is nev­er a short­cut. In fac­t, such mag­ic of­ten re­quires more, in terms of tool­s, ef­fort, and sup­plies, than mun­dane us­age of the same skills (with an ap­pro­pri­ate­ly im­pre­sive re­sult­s, on a suc­cess­ful rol­l). Hedge-­mag­ic fail­ures are rarely any dif­fer­ent from mun­dane ones

The six most com­mon­ly-used skills of the typ­i­cal hedge-wiz­ard are prob­a­bly Agron­o­my, As­tron­o­my/As­trol­o­gy, An­i­mal Han­dling, Nat­u­ral­ist, Physi­cian, and Psy­chol­o­gy.

Agron­o­my: Spells used to pro­tec­t, al­ter, or even harm fields of grow­ing food are com­mon; most are very slow and the more un­usu­al ones of­ten re­quire reg­u­lar, long-term at­ten­tion on the part of the mage.

An­i­mal Han­dling: Ac­tu­al­ly hold­ing a con­ver­sa­tion with an an­i­mal is be­yond the scope of hedge mag­ic, but an­i­mals of­ten re­veal what they know in sim­ple, ab­stract ways that a hedge mage can un­der­stand. Al­so, a hedge mage with this skill can some­times dra­mat­i­cal­ly al­ter the mood and tractabil­i­ty of an­i­mal­s.

Ar­chi­tec­ture: This in­cludes knowl­edge of the in­ter­re­la­tion­ship be­tween the homes and tem­ples of mankind and the spir­its that of­ten dwell with­in them. Use­ful for fer­ret­ing out the hid­ing-­places of haunts and house­-spir­it­s, and for de­sign­ing homes that at­tract the good kind and make the bad kind un­com­fort­able.

As­tron­o­my: This is “as­trol­o­gy” at TLs ap­pro­pri­ate to this ad­van­tage, and can be used to find the an­swers to many ques­tions of long-term in­di­vid­u­al fate, and to re­veal the na­ture of a stranger’s per­son­al­i­ty.

Cook­ing: Of­ten used in con­junc­tion with Physi­cian skill to make for­ti­fy­ing meals to speed along re­cov­ery from ill­ness. Hedge wiz­ards are al­so knowl­edge­able of the pow­er of food to af­fect mood and out­look, and to dis­tract peo­ple from their wor­ries and dis­agree­ments.

De­tect Lies: When used by a hedge mage, this skill of­ten grants ad­di­tion­al in­sight in­to a liar’s mo­tives or state of mind.

Di­ag­no­sis: This skill can de­tect su­per­nat­u­ral mal­adies as well as or­di­nary ones, ills that would flum­mox an or­di­nary doc­tor.

First Aid/­Physi­cian/Vet­eri­nary(etc.): These skills all in­clude knowl­edge of ar­cane and per­son­al meth­ods of heal­ing, as well as more tra­di­tion­al mean­s. Hedge-­mages are con­sum­mate heal­er­s, and know to clean, plas­ter and ban­dage as well as any sec­u­lar doc­tor - but much more. As a gen­er­al rule, hedge mag­ic can heal the sick or wound­ed two or three times as fast as mun­dane doc­tor­ing, but a good deal more ef­fort is of­ten re­quired (both in terms of cre­at­ing the right at­mos­phere for heal­ing, and in terms of re­quired medicines and treat­ments).

Ge­ol­o­gy: In­cludes knowl­edge of what the stones and shapes of the land re­veal, and how to make mi­nor changes to the spir­i­tu­al “char­ac­ter” of an area. The “out­doors” equiv­a­lent of Ar­chi­tec­ture’s ap­pli­ca­tion­s.

Me­te­o­rol­o­gy: Use­ful for read­ing por­tents in clouds and breezes, and for cre­at­ing sub­tle changes in the weath­er it­self. Dra­mat­ic changes are ex­treme­ly dif­fi­cult.

Nat­u­ral­ist: Pos­si­bly the most es­sen­tial skill for the hedge wiz­ard, since it pro­vides knowl­edge of the mag­i­cal prop­er­ties of plants and an­i­mal­s, as well as a deep un­der­stand­ing of nat­u­ral cy­cles and the re­la­tion­ships be­tween all liv­ing things.

Poi­son: Hedge mag­ic won’t make a dead­ly poi­son much dead­lier, but the mag­ic of plants and an­i­mals can of­ten be used to cre­ate ex­ot­ic poi­son­s, such as those that cause on­ly the sem­blance of death, or those that work sick­ness on the heart and mind in­stead of the body.

Psy­chol­o­gy: Many of the ills of a vil­lage are root­ed in fear. Iron­i­cal­ly, the (benev­o­len­t) vil­lage wise-­wom­an or hedge wiz­ard is of­ten a vil­lage’s first line of de­fense against the dan­gers of su­per­sti­tion. This skill can be used with great ef­fect to al­ter moods and to nudge peo­ple to­wards or away from a par­tic­u­lar be­lief.

Re­search: If the mage has an aca­dem­ic bent and tends to col­lect books and manuscript­s, this skill will be use­ful for delv­ing in­to them for hid­den mean­ing or scraps of use­ful mag­ic.

Teach­ing: Can be used to pass on the ar­cane wis­dom to a stu­den­t, and to ap­praise a po­ten­tial stu­den­t’s use­ful­ness. An hour or two is of­ten suf­fi­cient to pass on a sim­ple, help­ful trick. Years of ap­pren­tice­ship are nec­es­sary to grant the Hedge Mag­ic ad­van­tage in it’s en­tire­ty, though, un­less the stu­dent is es­pe­cial­ly gift­ed with an open mind and a sense of won­der (G­M’s dis­cre­tion).

Omens & Superstitions

Nev­er touch a per­son or shake their hand over the thresh­old. If you don’t wait un­til they are in­sid­e, you will not see them again for sev­en years and risk an­ger­ing the Do­movoi to boot.

It is un­lucky to sit at the cor­ner of a ta­ble.

If the cat is clean­ing her­self it means that com­pa­ny is com­ing.

If you whis­tle in­sid­e, you risk los­ing all your mon­ey.

Nev­er be­gin a new project on a Fri­day.

If you com­pli­ment a per­son on their ap­pear­ance or their baby’s health, you must ei­ther knock un­pol­ished wood or spit three times over the left shoul­der lest the fairy’s take them.

Nev­er shave or cut your hair when a fam­i­ly mem­ber is in dan­ger.

Nev­er cut your hair while preg­nant or the un­bil­i­cal cord will wrap around ur baby’s neck - From Vi­ka.

When giv­ing flow­er­s, give on­ly odd num­bers of flow­er­s. Even num­bers are for the dead.

If a bird hits the win­dow, some­one will die.

If you ac­ci­dent­ly step in poop or a bird poops on you, you will win mon­ey. - From Vi­ka.

If you break a mir­ror, you can run the pieces un­der wa­ter to coun­ter­act the bad luck.

Nev­er show a new­born ba­by to a stranger un­til it is at least 40 days old.

Do not put keys on a ta­ble. You’ll lose mon­ey - From Vi­ka.

It was cus­tom­ary on New Year’s Eve for a girl to back up to the bath­house door with her hem over the back of her head (rear-end ex­posed) and ask a ques­tion of the Ban­nik. If a cold touch or scratch from his claw was felt, it meant no. If a warm touch or ca­ress was felt, it meant yes.

Animals in stories

Wolves are greedy rather stupid, and male (the Rus­sian word for wolf is “volk,” a mas­cu­line noun).

Fox­es are sly, cal­cu­lat­ing, and trick­ster­s. They are al­so fe­male (the Rus­sian word for fox is “lisa,” a fem­i­nine noun).

Cats are op­por­tunis­tic and lazy. They are male (the Rus­sian word for cat is “kot,” a mas­cu­line noun).

Bears are big and lum­ber­ing (nat­u­ral­ly), rather clum­sy, and not very bright. They are male (the Rus­sian word for bear is “medved’,” a mas­cu­line noun). The Rus­sian word that is the equiv­a­lent of “ted­dy bear,” “misha,” is al­so the diminu­tive for the name Mikhail, which is the stan­dard “first name” of folk-­tale bears.

Hares are quick and cow­ard­ly, and male (“hare,” in Rus­sian, is “za­iat­s,” a mas­cu­line noun).

The goat is cun­ning, and fe­male (Rus­sian – “koza­,” a fem­i­nine noun).

The roost­er is cocky and boast­ful, and male (Rus­sian – “petukh,” a mas­cu­line noun).

Tale of the Invisible City of Kitezh

Leg­end about a vil­lage that re­sist­ed Tar­tar in­va­sion by sub­merg­ing it­self in a near­by lake, Svet­ly Yar .

First witch story

Once up­on a time, a young wom­an went off in­to the woods to pick mush­rooms and with her she took her new hope chest. While she was search­ing for mush­rooms it be­gan to rain very hard. She quick­ly re­moved her clothes and placed them in her hope chest; then stood naked un­der a tree, un­til the rains sub­sid­ed.

Lat­er, she dressed and con­tin­ued pick­ing mush­room­s, un­til she was spot­ted by Vel­ni­as, (Lithua­ni­an Horned God of the Un­der­world). Vel­nias asked if she had been pick­ing mush­rooms dur­ing the rain­stor­m, and if so, how had she re­mained dry?

The young wom­an replied that she had a se­cret that pre­vent­ed rain from touch­ing her.

Vel­nias was in­trigued and pressed the wom­an for her se­cret. The young wom­an agreed to tell Him, but on­ly if He re­vealed all His mag­i­cal art­s. So a bar­gain was struck and Vel­nias taught the wom­an all that He knew of mag­ic and heal­ing.

It was then that the wom­an told Vel­nias how she had avoid­ed the rain. Vel­nias spit and flew away, rag­ing and scream­ing that He had been tricked.

Thus, the wom­an be­came the first witch and passed on her teach­ings to oth­ers from that time on. And so, witch­es flour­ished.

Russian PaganS

Du­al­ism per­me­ates all of Slav­ic Pa­gan spir­i­tu­al­i­ty. It is a sys­tem of com­pli­ment­ing op­po­sites such as dark­ness and light, win­ter and sum­mer, Oth­er ex­am­ples of du­al­ism are - the two Rozhinit­sy, the moth­er and daugh­ter fates, the spir­its of mid­night, Pol­unoc­nit­sa and noon, Polud­nit­sa - both times seen to be equal­ly as fright­en­ing, and the Zo­rya - God­dess­es of dusk and dawn. Rod and Rozhen­it­sa, the God and God­dess who im­bue the new­born child with a soul and his/her fate Al­though many bod­ies of wa­ter had their own deities, most bod­ies of wa­ter were ruled by spir­its known as Rusal­ki or Vo­danoi. Fire was per­son­i­fied by the god, Svarozhich and it was con­sid­ered near­ly crim­i­nal to spit in­to a fire. Mati Syra Zeml­ja or Moth­er Moist Earth, how­ev­er, seems to have been giv­en the great­est amount of re­spec­t.

The fol­low­ing in­ven­to­ry and dis­cus­sion of Rus­sian pa­gan gods is tak­en from Lin­da Ivan­it­s, Rus­sian Folk Be­lief, Ar­monk: M. E. Sharpe, 1989. Rus­sian words are translit­er­at­ed ac­cord­ing to the Li­brary of Con­gress sys­tem, with the stressed vow­el in­di­cat­ed by bold type. Num­bers in paren­the­ses are page ref­er­ences to Ivan­it­s’s book.

Dazh­bog: sun god, al­so god of bless­ings and son of Svarog; Ira­ni­an in­flu­ence

Iar­ilo: mi­nor god of male sex­u­al po­ten­cy as­so­ci­at­ed by Ry­bakov with semik

Khors: sun god; Ira­ni­an in­flu­ence

Ko­li­ada: spir­it of the win­ter sol­stice

Ku­palo: spir­it of the sum­mer sol­stice, as­so­ci­at­ed with Ku­palo’s Day (June 24)

Lada, Lado: var­i­ous­ly thought to be the moth­er of Lel’ and Polel’, a god of the un­der­world and mar­riage, or not a de­ity at all Ry­bakov con­sid­ers her the god­dess of spring and moth­er of Lelia

Lel: pos­si­bly the son of La­da and broth­er of Polel

Leli­a: pos­si­bly the daugh­ter of La­da

Mat syra zem­li­a: Moist Moth­er Earth, per­son­i­fi­ca­tion of the earth as a fe­male de­ity

Mokosh: on­ly fe­male de­ity in­clud­ed among Vladimir’s idol­s, pos­si­bly as­so­ci­at­ed with Moist Moth­er Earth­Ry­bakov as­so­ciates her with fer­til­i­ty, boun­ty, mosi­ture, wom­en’s work, the pro­tec­tion of maid­ens Oc­to­ber 28 (Saint Paraske­va-Fri­day)

Pe­run: chief of the pa­gan god­s, god of thun­der and light­ning and of war Ry­bakov as­so­ciates him with Ju­ly 20 (Eli­jah the Prophet)

Polel: pos­si­bly the son of La­da and broth­er of Lel’

Rod: mi­nor god of birth Ry­bakov sees him as an ear­ly pri­ma­ry god of the east Slavs, a cre­ater and god of fer­til­i­ty and light, as­so­ci­at­ed with the win­ter sol­stice and Ju­ly 20, who was re­placed by Pe­run short­ly be­fore the tenth cen­tu­ry

Rozhan­it­sy: mi­nor god­dess of birth Ry­bakov as­so­ciates her with the har­vest (Septem­ber 9)

Simar­gl: a winged dog, guardian of seed and new shoot­s; Ira­ni­an in­flu­ence as­so­ci­at­ed by Ry­bakov with rusal’­na­ia week

Stri­bog: pos­si­bly god of wind, stor­m, and de­struc­tion; Ira­ni­an in­flu­ence

Svarog: sun god, fa­ther of Dazh­bog, di­vine smith

Svarozhichi: sons of Svarog

Svi­a­tovit: pos­si­bly an im­por­tant god of the west Slavs, god of light, boun­ty, and div­ina­tion re­gard­ing the har­vest

Volos, Ve­les: god of cat­tle (skot­nyi bog), com­merce and pos­si­bly the dead as­so­ci­at­ed by Ry­bakov with the win­ter sol­stice and spring equinox

rid­dle for map A: the sun In­spec­tion blinds thee look away to rea@$# all It blinds if in­spect­ed but re­veals all when ig­nored

some junk from pa­per Ba­ba con­fronts de­feats sco­ceror of the lake soceror has com from far east killed all mages be­lieved to be con­trol­ling the czar. win­ters = failed crops = no mon­ey to fight Danes de­clared in­de­pend­nece from czar and loss of mages plus no mon­ey cause lacked ablil­i­ty to stop them. Lats and Vins 2 vas­sals have sid­ed with danes and at­tacked vas­salge Freisen al­so lat cul­ture North­ern duke­doms while not in re­volt no longer send tax trib­ute or sol­diers all this war is in west why play­ers fled east

czar bro tried un­suc­cess­ful throne seizure Czar nephew slain by sorver­ror czr on­ly male heir is miss­ing czar has 3 daugh­ters wife died in child­birth. church could not pre­vent so czr kicked them out but they re­vealed foiled bros plot so they back Lats Vins Dands Laps