The Koth
Intro
The Koth are people of the woodlands, at home in places where life grows strong and survival is a rough prospect. They live in occasionally wandering clans who live off hunting, gathering, small-scale crop-growing, and the farming of pigs, cows, sheep, and other livestock. They believe in heroism, the power of the seasons, the importance of creative thinking, and in storied ideals that last throughout the generations. They respect the wilder, crueler elements of their own natures, whilst trying not to let them run rampant.
Play a Koth if you want to…
be part of a proud clan of warriors and runecasters.
do the will of your gods, lent strength by cunning and fury.
fight against bestial incarnations of your people’s own rage, given form by one of your own deities.
be motivated by the desire to live up to the examples of the past, and create your own stories and songs.
be divided by the fear of what you are capable of doing, and becoming.
The Koth are not...
- Vikings. References to real world Norse myth, gods, and history are out of place here (as are horned helmets, which Vikings didn’t even wear).
- Barbarians. Whilst they aren't much for living in cities, the Koth are a literate, crop-growing society, who struggle against their inner wildness as much as they embrace it.
History
The Koth culture originates with a northern-dwelling people called the Lohari. Ancient tales portray this as a resilient nation, whose people were originally nomadic hunters and gatherers, but who were united in their struggles against their perennial opponents, the Giants. These massive beasts of legend strode down from the mountains and made war upon the Lohari, seemingly for the love of battle. Despite their great size and strength, the Giants were frequently thwarted in their murderous ways by the four great heroes of Koth legend; Nathaia, Ganshe, Araleth, and Kothur. These four fought back the giants with skill and cunning, and tales of their deeds spread throughout the land, helping to unite them and give them a shared cultural identity.
Eventually, the Giants were defeated forever, with story claiming that Kothur finished off the last one hundred members of the species in a single battle that, ultimately, claimed his life as well. With the other heroes dead or vanished, the Lohari nonetheless thrived, and began to settle more often, beginning to plant crops, build permanent structures, and keep herds. Life became peaceful and prosperous, until the Werewolves came.
Legend states that Ganshe made the Werewolves, but there are no contemporaneous accounts of the two, suggesting that the Werewolves actually arrived some time after her death. What is known is that these shapechanging hunters infiltrated Lohari society with human faces and attacked at night, sometimes slaughtering dozens apiece before being found and killed. Soon, the Lohari became wise to their tricks, and then the Werewolves began making open war. They emerged from the forests to the east, filled with bloodlust, and their strength and ferocity threatened to overwhelm the Lohari. However, their numbers were few, and when the Lohari started building fortifications in which to defend themselves, the Werewolves retreated south.
The Lohari argued bitterly. A lot of the warriors and hunters wished to pursue their enemies and slay them all before they could recover strength, and many runecasters, who predicted great doom should the Werewolves be left alone, added their voices to this cause. The Lohari leaders, however, preferred a cautious approach, and decided that no chase would be given, and that efforts should instead be made to rebuild what had been lost, and construct new fortresses and walls to protect their lands. Those who wished to pursue the Werewolves, however, could not abide this outcome, and set off themselves to continue the war.
These outcasts, carrying only weapons and basic tools and driving herds of cattle before them as they began their life as exiles, called themselves the Koth, hoping to re-enact Kothur's eradication of the Giants. In particular, those who followed Ganshe left to join the hunt, hating the increasing orderliness and pacifism of their homeland, and seeking to try themselves against their Goddess's apparent creations. The Koth traveled further and further south in their pursuit, harried constantly by Werewolf ambushes, losing all but the most basic of contact with Lohar.
About two hundred years ago, the Koth made their first contact with the Phalreans. Their dedication to the study of magic appealed to the Koth, especially the runecasters, and, despite their numerous cultural differences, they shared their knowledge and forged an alliance. When Werewolves were placed inside the Casket of Nightmares, the Koth responded at first with gratitude. However, over time, gratitude turned into cool disfavour, and relations between the Koth and the Phalreans suffered. This was for two main reasons. Firstly, with the aid of Summoners, the Werewolves continued to hunt and slaughter Koth. Secondly, the Koth's runic magic had long been slowly fading in power, and the Lohari stopped using it altogether, instead pursuing novel technologies such as the recently invented water wheel. The Koth runecasters blamed the Casket for this, saying that it had trapped a lot of the world's natural magic within it, whilst doing little to keep their foes imprisoned. The Koth tribes moved on from the land occupied by Phalreans towers, and travelled south, further away from their original homes than ever before.
The Koth continue to fight the Werewolves, and whatever other enemies should come their way, and devote their energies to finding ways to wipe out their foes for good. Only they yet follow the traditions of the Lohari. Lohar itself has since expanded, incorporating several smaller nations as vassal states, becoming ever more urban and bureaucratic. Kothur, Ganshe, Nathaia, and Araleth are still remembered there as characters in old stories, but their deeds are not emulated and their divinity is no longer recognised.
Beliefs
The Koth have four deities: Kothur, Araleth, Nathaia, and Ganshe. Many stories are told of they roamed the world, usually as a group, before they each perished and became Gods. Worship has three main forms. Firstly, stories are very often told of the Gods and their deeds, and songs sung. Following Araleth's ways, these stories are often made up on the spot by collaborative improvisation, and their historical content is nowhere near as important as their tendency to exalt the natures and personalities of the Gods, such that mortals may take inspiration from them. Secondly, individuals often choose one of the Gods to emulate in their actions, wearing their favoured colours and living their lives by the example left behind by their chosen hero. Thirdly, the Gods are invoked in ceremonies, including marriages and funerals, and well as special rites of their own. During these, one follower of the relevant God normally 'takes on the name' of that God. They are, literally, called by that name for the during of the ceremony, and it falls to them to officiate it.
Kothur
Kothur represents strength and leadership, and it is from him that warriors and tribal chiefs take their inspiration. In his name, Koth strive to battle courageously, achieve victory over their foes, and be bold and straightforward in all they do. He was the leader of the four Gods when they were earthly heroes, and in the Koth afterlife, about which little is written or known, Kothur sits as chief of all which has lived. His storied deeds include the destruction of the ancient race of the Giants with his mighty axe and, in emulation of this, the Koth aspire to wipe out the Werewolves as well. Kothur is credited with beginning the tradition of bragging about your friends, rather than about your own deeds, and in stories he is portrayed as brave, honest, charismatic, ambitious, warlike, and generous.
Followers of Kothur often wear blue, with gold or yellow trim. He is associated with the season of summer, and the festival of Midsummer is officiated by someone taking on his name, as is the ceremony to appoint a new tribe chief.
Nathaia
Nathaia represents skill, stealth, practicality, and the art of the hunt. Learning to fight with knife and bow are considered sacred rites of passage by the, relatively insular, cult of Nathaia, and those who have mastered these arts use them to both hunt meat and bring swift death to the enemies of the Koth. Nathaia, as a Goddess, is responsible for the dead. It is believed that, on death, the mind departs from the body and, in fear and confusion, runs invisibly across the surface of the world. Nathaia sends the finest of her departed hunters to, as ghosts, hunt the fleeing mind and bring it to the warmth and bliss of the afterlife. Many of her followers seek to perfect their skills in life, such that they may serve her in this capacity in death. In stories, Nathaia is portrayed as quiet, pragmatic, tactically intelligent, and somewhat morbid.
Followers of Nathaia wear a small amount of orange, as well as plenty of protective leather or fur. She is associated with the season of autumn, and somebody taking on her name must officiate funerals, divorces, harvest rites, and the ceremony to admit a young Koth as a new hunter.
Araleth
Araleth represented birth, growth, medicine, and creativity. Most prominent amongst his followers were farmers, healers, artists, storytellers, teachers, and ritualists. Araleth was known to place new life into the world, and send the spring rains that nurtured his children. Whilst not preaching pacifism, Araleth always preferred peaceful engagement to war when alive, and was more comfortable supporting his friends than killing his foes. He is credited with first discovering and experimenting with runic magic, as well as learning how to mix herbs to create healing salves, and he taught his skills to all who wished to learn them. The tradition of improvisational storytelling and singing is also thought to be his invention, and the most eager performers usually wear his trappings. In stories, Araleth is portrayed as artistic, emotionally warm, strategically intelligent, and too full of new ideas.
Followers of Araleth typically wore green, and some adorned their clothes or skin with depictions of runes. He was associated with the season of spring, and someone taking on his name officiates weddings, the naming of newborn children, and planting rites.
Recently, Araleth came to the Mortal world, having been bonded with the soul of a Koth summoner using Ollath Sorcery. Whilst the other Koth gods who came down to the world in this way re-ascended to divinity, Araleth asked that his mantle be passed to another; Keaghan. Araleth still walks the world, remaining inconspicuous, and observing the world as it is today.
Keaghan
Like the other gods, Keaghan was once mortal, although unlike them, he was mortal within living memory, and ascended within the last few months to replace Araleth, who was tired of godhood. Keaghan, known as Keaghan the Miraculous, had already encountered the divine twice before his ascension. First, he became possessed by the power of the Stalker deity known as The Knife, driven to perform countless murders across multiple Koth clans. Then his soul was saved by the intervention of the Benefactor Sulian, and all that was murderous within him was transformed into compassion; the power to end lives replaced with the power to save them. He became a travelling healer, bringing people back from wounds that surely should have slain them, and started to be known as the Miraculous. For these deeds was he selected by Araleth as his chosen successor.
Keaghan's worship is very new, and quite tentative. Many of Araleth's cult have realigned their worship to Keaghan, and he is regarded as the new patron of spring and the one whose name ought be taken on for marriages. Still, outside of Keaghan's following, there is a traditionalist sentiment, especially among the Kothurites, that sees Keaghan as an upstart, and undeserving of being treated as a god.
Ganshe
Ganshe represents fury, desperation, and loss. It is she who is believed to have created the race of Werewolves and, for this, she and her followers are often mistrusted, especially by the adherents of Kothur. Her followers are typically warriors, who use the pain and fear of battle to inspire them into a berzerk frenzy, gaining immense resilience at the expense of their reason. In stories, Ganshe is portrayed as changeable, ferocious, indefatigable, and ecstatic in the face of death and defeat.
Followers of Ganshe wear red, almost to the complete exclusion of other colours, and some mimic the Werewolf tradition of adorning themselves with teeth and other such trophies. She is associated with the season of winter, and the festival of the Longest Moon is performed for her by one taking on her name.
Culture
Customs
The Koth are a sociable people, not given to solitude or introspection, and spend much of their time socially. It is considered a good thing to have a large number of friends. These friends serve to bolster one another’s legend and reputation publicly. Bragging about ones own deeds is considered tasteless, but speaking loudly and proudly about the courage, cunning, or kindness of a friend is commonplace and strongly encouraged. Sometimes, this practice descends into bragging wars, in which two Koth fight jovially with words to boast of their respective friends’ merits, often leading to wild exaggerations and utter fiction.
Art
Creativity and improvisation are key to Koth art and performance. They aren't interested in creating the finest poetry, or a song that will last forever, but in showing off their skill by devising new tales about old characters and themes.
Communal storytelling and singing about gods and heroes are favoured Koth pastimes. Normally, a title, and a key character or two, are selected, and the story will be spoken or sung around a circle, with each Koth taking a turn. History is unimportant here; to the Koth, telling a story that is true to the natures and personalities of the Gods is holy, whether or not it happened is immaterial. In the case of a song, a simple tune and communal chorus in between verses is normally used, to encourage everyone to participate and build camaraderie, whilst stories will often develop around repeated phrases and themes in a folky style.
Many Koth find humour relating to other people amusing. They will enjoy observations about their friends’ behaviour and idiosyncrasies, and can gossip and speculate about their actions with great pleasure.
Marriage and Funerals
Koth have a unique way of proposing marriage. Firstly, it must be done publicly, normally around a fire as people converse, drink, and sing. Secondly, it is done by the telling of a story about the proposer and their intended bride or groom. It begins by the proposer standing and telling everyone a brief story about meeting their loved one, falling for them, and then marrying them. The recipient is then expected to respond, contradicting this description of events. If they are uninterested, they will simply tell that this story can not be true, for they do not love the proposer. If they are interested, it is common for them to tease the proposer by saying that they could not be married, citing some petty inhibition or character flaw on the proposer's part. There is then typically a back-and-forth, wherein the proposer tells of how any obstacle the recipient mentions might be overcome, or of how they will mend their own faults, and the recipient continues to bring up objections until finally agreeing that the story where they are married is correct, agreeing to the proposal.
Koth marriages are typically loud and lively affairs, surrounded with feasting, drinking, sparring, and singing, and feature stories told about the wedded couple, usually focusing on one of the partners being in some kind of peril, and the other coming boldly to their rescue. Araleth, the spring god, is thought to be responsible for bringing people together in marriage, and it is necessary for one of his followers, usually one who is a friend of the couple, to take on his name (see Beliefs) and officiate the ceremony. This individual will be responsible for the central element of the wedding, the handfasting, in which they will bind the couple’s hands together with rope, as well as for encouraging the guests in storytelling and song. When properly overseen in this way, the presence of Araleth is believed to enhance the couple’s future health and happiness, and improve the chances of children being born.
Divorce is rare, but does happen, and this is a much quieter and private affair. Somebody taking on the name of Nathaia must be present, for it is she that ends marriages, and this person must carry a knife and use it in some symbolic way. This may include cutting a rope held by either partner in two, destroying one of their jointly owned possessions, or even shedding the blood of each partner.
In funerals, someone embodying Nathaia gathers everyone around some object or token formerly owned by, or representative of, the deceased. Then they call forth Nathaia's best hunters from the afterlife to find the dead person's mind and take it away to the afterlife. Then, they bid all in attendance tell stories of their deeds in life, so as to help focus the ghostly hunters on their task, and to remember them in the best possible way. Any who speak ill of the dead will normally be forcefully removed from the proceedings.
Nation
Politics
Clans are led by a small council, often consisting of four members in emulation of the Gods, lead by the clan chief. The chief is not a title handed down families, but is sometimes passed from parent to eldest child. More typically, a chief will name a trusted second, who will take over the role on their death or abdication. The chief appoints the rest of the council, to help guide their decisions. It is considered good and proper for a chief to be charismatic, courageous, and a proficient warrior. If a chief lacks these traits, pressure is typically placed upon them to nominate another to lead.
War
Koth warriors are generally melee combatants, favouring the ubiquitous sword as a weapon, or the axe; favoured weapon of Kothur himself. Some pursue the path of the berzerker, allowing their anger to overtake them in battle to keep them fighting when any other warrior would be bleeding on the ground.
Other Koth take martial inspiration from Nathaia, and equip themselves with knife and bow, learning how to strike their quarry with lethal blows. These men and women are typically a clan’s hunters, catching meat and leading services to the Autumn Goddess.
Relations
Many years ago, the Koth publicly blamed the Phalreans for allowing magic to seep from the world, arguing that the Casket of Nightmares trapped magical energy within it when it was created, and has since been draining magic from the world. Relations between the two factions have been strained ever since, but the matter has never led to bloodshed.
The Tanelim have only recently come into contact with the Koth, but have earned the Koth’s respect for their obvious courage and good-heartedness. Some are concerned about their tales of Benefactors and Archons, but others see little contradiction between their religion and the Koth’s own beliefs.
The Werewolves are, in the view of the Koth, irredeemable monsters. They have a history of slaughtering the Koth, and have claimed Ganshe as their own personal patron deity. Almost every Koth warrior has lost friends and family to this menace. Most Koth would stop at nothing to eradicate the Werewolves from all existence.
The Koth have had few interactions with the Ollath and Decaying Ones, but recognise the former as being obviously evil. The Decaying Ones, however, have done little to arouse the anger of the Koth, and seeing the Phalreans being taken down a peg or two is no bad thing so far as they are concerned.
Magic
The Koth perform magic via rituals that invoke their runic language. Each combination of runes creates a different magical effect, and the more runes used, the more powerful or specific an effect is generated. Rituals take the form of a story being told by the ritualists, and each rune must be introduced as a story element by a different ritualist.
Very recently, however, a bizarre disaster struck the Koth. The magical effects of each of the runes suddenly changed, and the knowledge of what they once each did faded from the minds of even the most knowledgeable ritualists. Nobody knows exactly who to blame, with some claiming the Werewolf are somehow responsible, others pointing fingers at the Phalreans and their Casket, and a few believing that this sudden confusion heralds the return of Ganshe from the afterlife; a cause both for joy and fear. Either way, it falls to the Koth to re-learn their ancient art, and master it once again.
The known magical runes are (images for these can be downloaded here):
Koth rituals often serve to bolster the strength of individual warriors, making them more powerful or harder to kill. Other rituals are of use to healers, whilst some improve Koth territories or grant visions of things unknown.
Names
Koth have a birth name and a byname. Birth names should be taken from Norse or Ancient Celt given names. Bynames are descriptors, such as "the Valiant", "Arrowhead", or "Redclad", bestowed by peers as adulthood approached. Until a byname is bestowed, children are instead referred to as "Child of [Parent]", where the chosen parent is usually one with the same gender as the child, if one exists.
Examples: Dagfinn the Unyielding, Eira Longtooth, Brannus Child of Gytha.
Costume
The Koth are people of the woodlands, at home in places where life grows strong and survival is a rough prospect. They live in occasionally wandering clans who live off hunting, gathering, small-scale crop-growing, and the farming of pigs, cows, sheep, and other livestock. They believe in heroism, the power of the seasons, the importance of creative thinking, and in storied ideals that last throughout the generations. They respect the wilder, crueler elements of their own natures, whilst trying not to let them run rampant.
Play a Koth if you want to…
be part of a proud clan of warriors and runecasters.
do the will of your gods, lent strength by cunning and fury.
fight against bestial incarnations of your people’s own rage, given form by one of your own deities.
be motivated by the desire to live up to the examples of the past, and create your own stories and songs.
be divided by the fear of what you are capable of doing, and becoming.
The Koth are not...
- Vikings. References to real world Norse myth, gods, and history are out of place here (as are horned helmets, which Vikings didn’t even wear).
- Barbarians. Whilst they aren't much for living in cities, the Koth are a literate, crop-growing society, who struggle against their inner wildness as much as they embrace it.
History
The Koth culture originates with a northern-dwelling people called the Lohari. Ancient tales portray this as a resilient nation, whose people were originally nomadic hunters and gatherers, but who were united in their struggles against their perennial opponents, the Giants. These massive beasts of legend strode down from the mountains and made war upon the Lohari, seemingly for the love of battle. Despite their great size and strength, the Giants were frequently thwarted in their murderous ways by the four great heroes of Koth legend; Nathaia, Ganshe, Araleth, and Kothur. These four fought back the giants with skill and cunning, and tales of their deeds spread throughout the land, helping to unite them and give them a shared cultural identity.
Eventually, the Giants were defeated forever, with story claiming that Kothur finished off the last one hundred members of the species in a single battle that, ultimately, claimed his life as well. With the other heroes dead or vanished, the Lohari nonetheless thrived, and began to settle more often, beginning to plant crops, build permanent structures, and keep herds. Life became peaceful and prosperous, until the Werewolves came.
Legend states that Ganshe made the Werewolves, but there are no contemporaneous accounts of the two, suggesting that the Werewolves actually arrived some time after her death. What is known is that these shapechanging hunters infiltrated Lohari society with human faces and attacked at night, sometimes slaughtering dozens apiece before being found and killed. Soon, the Lohari became wise to their tricks, and then the Werewolves began making open war. They emerged from the forests to the east, filled with bloodlust, and their strength and ferocity threatened to overwhelm the Lohari. However, their numbers were few, and when the Lohari started building fortifications in which to defend themselves, the Werewolves retreated south.
The Lohari argued bitterly. A lot of the warriors and hunters wished to pursue their enemies and slay them all before they could recover strength, and many runecasters, who predicted great doom should the Werewolves be left alone, added their voices to this cause. The Lohari leaders, however, preferred a cautious approach, and decided that no chase would be given, and that efforts should instead be made to rebuild what had been lost, and construct new fortresses and walls to protect their lands. Those who wished to pursue the Werewolves, however, could not abide this outcome, and set off themselves to continue the war.
These outcasts, carrying only weapons and basic tools and driving herds of cattle before them as they began their life as exiles, called themselves the Koth, hoping to re-enact Kothur's eradication of the Giants. In particular, those who followed Ganshe left to join the hunt, hating the increasing orderliness and pacifism of their homeland, and seeking to try themselves against their Goddess's apparent creations. The Koth traveled further and further south in their pursuit, harried constantly by Werewolf ambushes, losing all but the most basic of contact with Lohar.
About two hundred years ago, the Koth made their first contact with the Phalreans. Their dedication to the study of magic appealed to the Koth, especially the runecasters, and, despite their numerous cultural differences, they shared their knowledge and forged an alliance. When Werewolves were placed inside the Casket of Nightmares, the Koth responded at first with gratitude. However, over time, gratitude turned into cool disfavour, and relations between the Koth and the Phalreans suffered. This was for two main reasons. Firstly, with the aid of Summoners, the Werewolves continued to hunt and slaughter Koth. Secondly, the Koth's runic magic had long been slowly fading in power, and the Lohari stopped using it altogether, instead pursuing novel technologies such as the recently invented water wheel. The Koth runecasters blamed the Casket for this, saying that it had trapped a lot of the world's natural magic within it, whilst doing little to keep their foes imprisoned. The Koth tribes moved on from the land occupied by Phalreans towers, and travelled south, further away from their original homes than ever before.
The Koth continue to fight the Werewolves, and whatever other enemies should come their way, and devote their energies to finding ways to wipe out their foes for good. Only they yet follow the traditions of the Lohari. Lohar itself has since expanded, incorporating several smaller nations as vassal states, becoming ever more urban and bureaucratic. Kothur, Ganshe, Nathaia, and Araleth are still remembered there as characters in old stories, but their deeds are not emulated and their divinity is no longer recognised.
Beliefs
The Koth have four deities: Kothur, Araleth, Nathaia, and Ganshe. Many stories are told of they roamed the world, usually as a group, before they each perished and became Gods. Worship has three main forms. Firstly, stories are very often told of the Gods and their deeds, and songs sung. Following Araleth's ways, these stories are often made up on the spot by collaborative improvisation, and their historical content is nowhere near as important as their tendency to exalt the natures and personalities of the Gods, such that mortals may take inspiration from them. Secondly, individuals often choose one of the Gods to emulate in their actions, wearing their favoured colours and living their lives by the example left behind by their chosen hero. Thirdly, the Gods are invoked in ceremonies, including marriages and funerals, and well as special rites of their own. During these, one follower of the relevant God normally 'takes on the name' of that God. They are, literally, called by that name for the during of the ceremony, and it falls to them to officiate it.
Kothur
Kothur represents strength and leadership, and it is from him that warriors and tribal chiefs take their inspiration. In his name, Koth strive to battle courageously, achieve victory over their foes, and be bold and straightforward in all they do. He was the leader of the four Gods when they were earthly heroes, and in the Koth afterlife, about which little is written or known, Kothur sits as chief of all which has lived. His storied deeds include the destruction of the ancient race of the Giants with his mighty axe and, in emulation of this, the Koth aspire to wipe out the Werewolves as well. Kothur is credited with beginning the tradition of bragging about your friends, rather than about your own deeds, and in stories he is portrayed as brave, honest, charismatic, ambitious, warlike, and generous.
Followers of Kothur often wear blue, with gold or yellow trim. He is associated with the season of summer, and the festival of Midsummer is officiated by someone taking on his name, as is the ceremony to appoint a new tribe chief.
Nathaia
Nathaia represents skill, stealth, practicality, and the art of the hunt. Learning to fight with knife and bow are considered sacred rites of passage by the, relatively insular, cult of Nathaia, and those who have mastered these arts use them to both hunt meat and bring swift death to the enemies of the Koth. Nathaia, as a Goddess, is responsible for the dead. It is believed that, on death, the mind departs from the body and, in fear and confusion, runs invisibly across the surface of the world. Nathaia sends the finest of her departed hunters to, as ghosts, hunt the fleeing mind and bring it to the warmth and bliss of the afterlife. Many of her followers seek to perfect their skills in life, such that they may serve her in this capacity in death. In stories, Nathaia is portrayed as quiet, pragmatic, tactically intelligent, and somewhat morbid.
Followers of Nathaia wear a small amount of orange, as well as plenty of protective leather or fur. She is associated with the season of autumn, and somebody taking on her name must officiate funerals, divorces, harvest rites, and the ceremony to admit a young Koth as a new hunter.
Araleth
Araleth represented birth, growth, medicine, and creativity. Most prominent amongst his followers were farmers, healers, artists, storytellers, teachers, and ritualists. Araleth was known to place new life into the world, and send the spring rains that nurtured his children. Whilst not preaching pacifism, Araleth always preferred peaceful engagement to war when alive, and was more comfortable supporting his friends than killing his foes. He is credited with first discovering and experimenting with runic magic, as well as learning how to mix herbs to create healing salves, and he taught his skills to all who wished to learn them. The tradition of improvisational storytelling and singing is also thought to be his invention, and the most eager performers usually wear his trappings. In stories, Araleth is portrayed as artistic, emotionally warm, strategically intelligent, and too full of new ideas.
Followers of Araleth typically wore green, and some adorned their clothes or skin with depictions of runes. He was associated with the season of spring, and someone taking on his name officiates weddings, the naming of newborn children, and planting rites.
Recently, Araleth came to the Mortal world, having been bonded with the soul of a Koth summoner using Ollath Sorcery. Whilst the other Koth gods who came down to the world in this way re-ascended to divinity, Araleth asked that his mantle be passed to another; Keaghan. Araleth still walks the world, remaining inconspicuous, and observing the world as it is today.
Keaghan
Like the other gods, Keaghan was once mortal, although unlike them, he was mortal within living memory, and ascended within the last few months to replace Araleth, who was tired of godhood. Keaghan, known as Keaghan the Miraculous, had already encountered the divine twice before his ascension. First, he became possessed by the power of the Stalker deity known as The Knife, driven to perform countless murders across multiple Koth clans. Then his soul was saved by the intervention of the Benefactor Sulian, and all that was murderous within him was transformed into compassion; the power to end lives replaced with the power to save them. He became a travelling healer, bringing people back from wounds that surely should have slain them, and started to be known as the Miraculous. For these deeds was he selected by Araleth as his chosen successor.
Keaghan's worship is very new, and quite tentative. Many of Araleth's cult have realigned their worship to Keaghan, and he is regarded as the new patron of spring and the one whose name ought be taken on for marriages. Still, outside of Keaghan's following, there is a traditionalist sentiment, especially among the Kothurites, that sees Keaghan as an upstart, and undeserving of being treated as a god.
Ganshe
Ganshe represents fury, desperation, and loss. It is she who is believed to have created the race of Werewolves and, for this, she and her followers are often mistrusted, especially by the adherents of Kothur. Her followers are typically warriors, who use the pain and fear of battle to inspire them into a berzerk frenzy, gaining immense resilience at the expense of their reason. In stories, Ganshe is portrayed as changeable, ferocious, indefatigable, and ecstatic in the face of death and defeat.
Followers of Ganshe wear red, almost to the complete exclusion of other colours, and some mimic the Werewolf tradition of adorning themselves with teeth and other such trophies. She is associated with the season of winter, and the festival of the Longest Moon is performed for her by one taking on her name.
Culture
Customs
The Koth are a sociable people, not given to solitude or introspection, and spend much of their time socially. It is considered a good thing to have a large number of friends. These friends serve to bolster one another’s legend and reputation publicly. Bragging about ones own deeds is considered tasteless, but speaking loudly and proudly about the courage, cunning, or kindness of a friend is commonplace and strongly encouraged. Sometimes, this practice descends into bragging wars, in which two Koth fight jovially with words to boast of their respective friends’ merits, often leading to wild exaggerations and utter fiction.
Art
Creativity and improvisation are key to Koth art and performance. They aren't interested in creating the finest poetry, or a song that will last forever, but in showing off their skill by devising new tales about old characters and themes.
Communal storytelling and singing about gods and heroes are favoured Koth pastimes. Normally, a title, and a key character or two, are selected, and the story will be spoken or sung around a circle, with each Koth taking a turn. History is unimportant here; to the Koth, telling a story that is true to the natures and personalities of the Gods is holy, whether or not it happened is immaterial. In the case of a song, a simple tune and communal chorus in between verses is normally used, to encourage everyone to participate and build camaraderie, whilst stories will often develop around repeated phrases and themes in a folky style.
Many Koth find humour relating to other people amusing. They will enjoy observations about their friends’ behaviour and idiosyncrasies, and can gossip and speculate about their actions with great pleasure.
Marriage and Funerals
Koth have a unique way of proposing marriage. Firstly, it must be done publicly, normally around a fire as people converse, drink, and sing. Secondly, it is done by the telling of a story about the proposer and their intended bride or groom. It begins by the proposer standing and telling everyone a brief story about meeting their loved one, falling for them, and then marrying them. The recipient is then expected to respond, contradicting this description of events. If they are uninterested, they will simply tell that this story can not be true, for they do not love the proposer. If they are interested, it is common for them to tease the proposer by saying that they could not be married, citing some petty inhibition or character flaw on the proposer's part. There is then typically a back-and-forth, wherein the proposer tells of how any obstacle the recipient mentions might be overcome, or of how they will mend their own faults, and the recipient continues to bring up objections until finally agreeing that the story where they are married is correct, agreeing to the proposal.
Koth marriages are typically loud and lively affairs, surrounded with feasting, drinking, sparring, and singing, and feature stories told about the wedded couple, usually focusing on one of the partners being in some kind of peril, and the other coming boldly to their rescue. Araleth, the spring god, is thought to be responsible for bringing people together in marriage, and it is necessary for one of his followers, usually one who is a friend of the couple, to take on his name (see Beliefs) and officiate the ceremony. This individual will be responsible for the central element of the wedding, the handfasting, in which they will bind the couple’s hands together with rope, as well as for encouraging the guests in storytelling and song. When properly overseen in this way, the presence of Araleth is believed to enhance the couple’s future health and happiness, and improve the chances of children being born.
Divorce is rare, but does happen, and this is a much quieter and private affair. Somebody taking on the name of Nathaia must be present, for it is she that ends marriages, and this person must carry a knife and use it in some symbolic way. This may include cutting a rope held by either partner in two, destroying one of their jointly owned possessions, or even shedding the blood of each partner.
In funerals, someone embodying Nathaia gathers everyone around some object or token formerly owned by, or representative of, the deceased. Then they call forth Nathaia's best hunters from the afterlife to find the dead person's mind and take it away to the afterlife. Then, they bid all in attendance tell stories of their deeds in life, so as to help focus the ghostly hunters on their task, and to remember them in the best possible way. Any who speak ill of the dead will normally be forcefully removed from the proceedings.
Nation
Politics
Clans are led by a small council, often consisting of four members in emulation of the Gods, lead by the clan chief. The chief is not a title handed down families, but is sometimes passed from parent to eldest child. More typically, a chief will name a trusted second, who will take over the role on their death or abdication. The chief appoints the rest of the council, to help guide their decisions. It is considered good and proper for a chief to be charismatic, courageous, and a proficient warrior. If a chief lacks these traits, pressure is typically placed upon them to nominate another to lead.
War
Koth warriors are generally melee combatants, favouring the ubiquitous sword as a weapon, or the axe; favoured weapon of Kothur himself. Some pursue the path of the berzerker, allowing their anger to overtake them in battle to keep them fighting when any other warrior would be bleeding on the ground.
Other Koth take martial inspiration from Nathaia, and equip themselves with knife and bow, learning how to strike their quarry with lethal blows. These men and women are typically a clan’s hunters, catching meat and leading services to the Autumn Goddess.
Relations
Many years ago, the Koth publicly blamed the Phalreans for allowing magic to seep from the world, arguing that the Casket of Nightmares trapped magical energy within it when it was created, and has since been draining magic from the world. Relations between the two factions have been strained ever since, but the matter has never led to bloodshed.
The Tanelim have only recently come into contact with the Koth, but have earned the Koth’s respect for their obvious courage and good-heartedness. Some are concerned about their tales of Benefactors and Archons, but others see little contradiction between their religion and the Koth’s own beliefs.
The Werewolves are, in the view of the Koth, irredeemable monsters. They have a history of slaughtering the Koth, and have claimed Ganshe as their own personal patron deity. Almost every Koth warrior has lost friends and family to this menace. Most Koth would stop at nothing to eradicate the Werewolves from all existence.
The Koth have had few interactions with the Ollath and Decaying Ones, but recognise the former as being obviously evil. The Decaying Ones, however, have done little to arouse the anger of the Koth, and seeing the Phalreans being taken down a peg or two is no bad thing so far as they are concerned.
Magic
The Koth perform magic via rituals that invoke their runic language. Each combination of runes creates a different magical effect, and the more runes used, the more powerful or specific an effect is generated. Rituals take the form of a story being told by the ritualists, and each rune must be introduced as a story element by a different ritualist.
Very recently, however, a bizarre disaster struck the Koth. The magical effects of each of the runes suddenly changed, and the knowledge of what they once each did faded from the minds of even the most knowledgeable ritualists. Nobody knows exactly who to blame, with some claiming the Werewolf are somehow responsible, others pointing fingers at the Phalreans and their Casket, and a few believing that this sudden confusion heralds the return of Ganshe from the afterlife; a cause both for joy and fear. Either way, it falls to the Koth to re-learn their ancient art, and master it once again.
The known magical runes are (images for these can be downloaded here):
- Athras: The Sun
- Nahan: The Arrow
- Agnaktar: The Tooth
- Thele: The Rain
- Tahem: The Blade
- Kohloh: The Heart
- Irras: The Fire
- Donaki: The Tree
- Uriest: The Eye
- Hona: The Bone
Koth rituals often serve to bolster the strength of individual warriors, making them more powerful or harder to kill. Other rituals are of use to healers, whilst some improve Koth territories or grant visions of things unknown.
Names
Koth have a birth name and a byname. Birth names should be taken from Norse or Ancient Celt given names. Bynames are descriptors, such as "the Valiant", "Arrowhead", or "Redclad", bestowed by peers as adulthood approached. Until a byname is bestowed, children are instead referred to as "Child of [Parent]", where the chosen parent is usually one with the same gender as the child, if one exists.
Examples: Dagfinn the Unyielding, Eira Longtooth, Brannus Child of Gytha.
Costume
- Koth primarily wear brown, and a colour associated with their deity of choice.
- Koth care about practicality with regard to clothes. Even those who do not go out and fight will often wear at least one piece of leather armour… just in case.
- Warriors wear almost entirely leather, with some furs, especially in the cold. strips of leather or cloth, imprinted with runes or painted bright, relevant colours are often worn wrapped around the arms to bring protection and strength. they are also likely to wear a rune around their neck, and war-paint in the colour of their deity.
- Those who are not warriors wear less leather, and more colour (especially ritualists. It is thought wearing more of a colour means you are closer to that god). Clothing tends to be simple, robust and practical. Comfortable skirts and light shirts, with shawls and leather coats in the colder weather. Ritualists wear long beaded necklaces, often with multiple runes on them, and like the warriors, they too wear the strips of cloth on their arms. Gold jewellery of any kind shows status, and is usually given as a gift from the whole tribe. .
- Koth might wear simple decorative patterns on their clothing, but nothing too ornate.
- Koth wear their hair in long chunky plaits if it is long enough to plait.
- Koth are similar to Werewolves in that they both wear a lot of brown, leathers and furs, and scraps of material. HOWEVER Werewolves wear primarily furs, and Koth wear primarily leather, and Koth fabric tends to be neater than Werewolf fabric.
- Tanelim are like the Koth, in that their clothing may be mismatched and patched together, however, Tanelim are rarely in brown, and at least try to maintain a coherent look, whereas Koth enjoy the asymmetry of their outfits.
- Koth are similar to Ollath, in that they both wear face markings and long necklaces, HOWEVER Ollath face markings are always black, and their necklaces are made of glittering gems, whereas Koth wear bright face markings, and their necklaces are made of wood and stone.