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by The United Prefectures of Noronica. . 204 reads.

Noronica | Nyssic Culture - Faith, Myths and Folklore



The Gods are indifferent and care little over the lives of us mortals, as for us, nothing but sadness and chaos lay ahead. Life is merely based on the roll of a dice. Play the game and you shall find Atumná.

~ Old Nyssic Pagan Proverb

Dice.........Old Powers.........Gods.........Afterlife.........Creatures.........Festivals.........Folklore


Neo-Paganists in Mòr Geal
Spirituality, faith and folklore are held in high regard in Noronica due to the vast array of various beliefs and faiths that are practised in Noronica. The Nyssic pagan faith originated from the Proto-Nyssic migratory period moving between Gael and the Noronnican Isles. Christianity served as both a blessing and a curse on the islands as, while it was invaluable in modernising the islands in terms of faith and learning, it served as a point of extreme tension between Christians and Pagans. When Christianity was finally integrated into the Noronnican Isles, the pagan Nyssic faith seemed to bleed into it, creating Noronica’s brand of Christianity, Nyssic Christianity. This meant that while much of the population kept a strong Christian faith, they were also very much superstitious, (and to some degree paranoid) of the various myths and folklore.

Many monarchs and nobles used myths to further and accentuate their claims to their seats of power, the most notable example being Noronica’s most famous and widely celebrated monarch, Queen Magaidh, who is said to have many myths about her person. Modern historians believe that during the civil war, Magaidh was very much aware of the common peoples’ beliefs and she utilised them to her full advantage, hailing her as an excellent propagandist. From the extensive war paint to the garish war chants, she ensured that her army was seen as the vengeful undead spelling the death of those that crossed them in life. Through accounts of Monks and learned men, it is obvious that this plan worked to its fullest extent as there were battlefield reports of panicked retreats by many of the younger and lesser-armed peasants.

When the Khas-Kirat Empire (Athara magarat) came to the shores of the Noronnican Isles, they found peace and diplomacy, a far cry from their history of extensive and violent conquering campaigns. Due to this willingness and acceptance, many people of the Khas-Kirat Empire travelled to the northernmost reaches of the empire and found themselves in the Noronnican Isles where they could spread their language, culture and technologies. This led to the widespread adoption of beliefs and exchange of faiths, leading to a most interesting fusion of folklore, myths and superstitions.

As time progressed, most of the pagan beliefs, notably the creatures and mythical beings were accepted as folklore and mere superstitions by around the 1600s, with only the most traditional and rural peasants still truly believed in the old ways. This was a time of enlightenment and so, therefore, scientists and mathematicians were taking centre-stage in Noronnican culture. When the Act of Union was enacted, that spelt the ultimate end of the traditional Nyssic beliefs. After the Noronnican Clan-War, the Noronnican Crown oversaw the destruction of Nyssic culture to ensure that there were no more uprisings or rebellions.

The late 1800s brought about a complete revival of the lost Nyssic culture, as parties and social conventions saw the increased usage of kilts and clan colours. Pagan beliefs also saw a revival, as many Gothic authors in Noronica sought to use them in tales of ghosts and horrors. In Architecture, folklore was widely used in places such as gargoyles in churches and the inclusion of superstitions such as the way a house was designed to ward off evil. While no actual there was no more belief in such superstition other than in minuscule communities in far-flung areas, it became rather fashionable.

This fascination continued into the early Twentieth Century until the coming of the region-wide wars, when innovation and the future took precedence. The fascination of the great unknown beyond the stars became the new fad. It was only until the 1990s when folklore began to reappear in music and popular culture. Since then, fascination with Nyssic culture has steadily risen, especially from countries connected with the Noronnican Empire, where tourists come to reconnect with their heritage.

Dice
Dys

Fated Dice

Mentioned a lot in Nyssic pagan mythology is the die. The die meant total fairness without bias. It was the last resort to decisions. It was used by the Gods to make a judgement on a soul in the afterlife and it was used to decide who would die and who would live. Each side of the die would contain an answer to a choice that one had to make, which was part and parcel to the philosophy of the Nyssic people who believed that life was arbitrary and that no matter how many plans they made, if the die of fate did not deem it so, they would fail in an endeavour.

These wooden cubes would be used by priests in various applications when they wished to make a decision. While it was believed that this die, appeared out of thin air, a priest would often write on the die to make each side a favoured outcome.

They were also used in the application of justice by the early justice system. While a fair judgement was set in place for most crimes, when it came to severe ones, a more arbitrary system was put in place to remove bias and revenge out of a fair trial. The die would often suggest cruel punishments, yet they were standard and did not afford anyone emotionally involved in the crime to force a specific punishment upon a criminal.

The Old Powers
Adh Anciéll Noths

Aye, great beasts were they. Not a man caed stand
with them. From sand and rock they came, not by
our fleshy wombs.

Fer they were the Old Ones, standing
o'er us. We were children and they, our
guardians.

The Gods waed give them strength, and in their
strength they made man.

Passage from Nyssic Tales (c. 1613)

The ‘Old Powers’, or ‘Adh Anciéll Noths’ (literally 'the Ancient Energies') in Nyssic, refers to the ancient beings that were believed to have inhabited Gael since the dawn of time. They were the arbitrators of time and magic, weaving their ancient power and energy into the earth as they traversed the land. It is said that they were so tall that with a great leap they could go from the shores of Gael to Noronica. It is important to note that they were not Gods themselves, but instead they were beings that were born from the elements, created by the Gods to nurture and grow the land before the arrival of humans. In the modern fantasy genre, the Old Powers might be contrasted with Giants.

However, much like humans, they were ferocious. It is said that the cliff-faces were created when the Old Powers settled disputes by their tremendous fights. One such fight between two of the most powerful Old Powers, Okk and Nah, was so powerful that when Nah pummelled Okk to the ground, Okk’s body split the land that is now known as Lovsk away from mainland Noronica.

Not much is known about the Old Powers, being that their tales are not well-documented and they originated from the very beginning of Gaelitic migration. However, the tale of the two warring brothers, Okk and Nah, feature on some of the oldest pieces of art found in the Noronnican Isles. Surprisingly, as time went on, Okk and Nah became a tribal matter, with tribes in Noronica declaring themselves as descendants of Nah and those in Lovsk of Okk.

As the Old Powers could not reproduce and as their energy drained into the earth, they decayed, moulding into their chosen elements. Those that were born of rock and stone are said to still be able to be seen in the mountain or cliff-faces, their peaceful rest undisturbed by weathering or crashing waves.

When the Gods were finally happy with their design, they convened on Mount Baeron, Noronica’s tallest summit, to combine their powers to create humans.

The Nyssic Gods
Adh Nyssicen Déuns

Keyran, King of the Gods of Beasts

Much like the belief of Pantheism, which later formed the central tenet of Nyssic Christianity, the Nyssic Gods, (or 'Adh Nyssicen Déuns' in Nyssic) were immersed in everything, intertwined with the very fabric of reality. It is because of this that no one god held specific designations, but instead there were groups of gods that performed similar functions depending on tribal beliefs. The gods would only come together as one if they needed to make a unified creation such as the creation of humans. It is in this belief that it is understood that they could take forms or avatars to make contact with humanity or to convene in spiritual festivals.

It is important to note that the Gods did not command but instead they oversaw, not wishing to directly and overtly intervene unless truly necessary in human affairs. While nature was a direct consequence of them, they did not actively seek to communicate with humans unless they held some significance. Great warriors or kings were said to be in contact with the Gods, but for the common folk, a chance to communicate with the divine was an impossible notion. Of course, there were many that laid claim to the notion that they were indeed vessels of the Gods, but this was decided by religious folk settled in settlements or royal courts. Many of them were said to have been bribed by kings to legitimate their claims to the throne.

The Gods, while they were viewed as indifferent to human affairs, were violent and aggressive when it came to their own affairs. Akin to the Old Powers, the Gods’ fights could be seen through violent acts of nature such as storms, rockfalls, lightning and gales. Unexpectedly, it was later found out that for deaths caused by these acts of nature, funeral ceremonies would include rituals or sacrifices that would attempt to plead to the Gods to cease their fighting and prevent further deaths in that manner for a family. As so little deaths are caused by lightning or through extreme acts of nature, this was believed to have worked.

Due to the sheer amount of various tribal names for the Gods, and as similar beliefs stretched across Gael, it is impossible to find a definitive number of Nyssic Gods. According to modern studies, there are well over 90 deities in just the Noronnican Isles alone. Tribes, petty kingdoms and localities often had their own patron gods that only they worshipped. However, there were eight gods that were generally agreed upon, often being the most important gods that served the most important functions.

Name

Pronunciation

Roles

Atumná

Ah-tomb-na

King of the Gods and the Sun

Rénalda

Ray-nal-dah

Queen of the Gods and the Moon

Séanidh

Shaw-nee-deh

Queen of the Gods of Harvest

Keyran

Kay-ran

King of the Gods of Beasts and Flora

Thursol

Th-er-zol

King of the Gods of Health and Herbalism

Baenal

Bane-al

King of the Lords of Horses

Loklathé

Lok-lath-ay

Queen of the Gods of Fertility and Nurturing

Henoth

Hee-noth

Death


Spirit of Gonhold
There was one other God named Ragneth, who was forever banished from the circle of Gods due to his actions. When the Gods had finished their creation of humans, Ragneth took a deep fascination with humans, taking a human form to explore the various tribes that humans had created. Ignoring warnings from his peers to maintain the statute of impartiality. He immersed himself in humankind for many years until he married a human called Fréanna. Fréanna gave birth to a great darkness, dying the process. This great darkness became known as 'Gonhold', a deeply evil spirit that desired to wreak havoc and corrupt the beauty of the Gods' creation.

Gonhold is, by many accounts, a scapegoat. This spirit is blamed for the creation of dark creatures such as witches and demons that fueled superstition around Noronica. The name was rarely uttered other than for the use of insult on another's house, as it was badly feared by all. In some parts of the Nyssic faith, Gonhold would be considered as an iteration of Satan, however, that would be short-sighted as Gonhold was never meant to be personified due to the fact that 'he' is, in fact, a cloud or ball of energy according to pagan belief. Gonhold is not a god, it is the omen of evil and malice.

Henoth is very much the same. Henoth was rationalised as a deity as people saw death as something that must be administered by some being. Rather than seeing the irregular and random nature of death as something arbitrary, they came to the conclusion that a deity must have overseen death, using a die to make their decision on who must die. Henoth was never specifically gendered as tribes created various iterations, with burial tomb-sites often depicting very different visions of death. Some tribes honoured and respected death as a figure of timeless beauty, while others depicted death as a crumbling vile creature that plagued the Isles with its presence.

The Afterlife
Adh Làs-Deya

Adelfelná

The Afterlife, or ‘Adh Làs-Deya’ (literally 'the Mortality') in Nyssic, was a topic of great contention between the Nyssic people, as it was something that was achieved, not assumed as default. The Nyssic understanding of Heaven was a lot more complex than simply judgement, as a spirit was sorted between several choices. The Nyssic equivalent of 'Heaven' was more unforgiving and arbitrary, as a craven soul may have been gifted a plentiful afterlife in comparison to a warrior of great renown.

Among the Gods was 'Adelfelná', akin to 'Lady Justice', a woman blinded who would make a fair judgement on souls. However, rather than weighing a soul's worth or its sin, Adelfelná randomly chose a place for the soul, as she could not see or judge the soul, instead fairly distributing souls into their allotted place in the afterlife.

The key to understanding the Nyssic afterlife is the understanding that one did not prove themselves in life but in death. Once a soul was sorted by Adelfelná, they would seek to better their situation through trial. However, if a soul was allotted a place by Atumná's throne, then they would take their place in perpetuity, as that was their ultimate goal. There were six faces with letters on each face on the die cast by Adelfelná, rather than numbers. This would inform the Gods of where a soul would be placed, with each representing a specific place.

Hall of Atumná (A)

This was a soul's ultimate desire. The Hall of Atumná was a vast hall built entirely of the most precious known and unknown materials of the Gods' creation, filled with splendour. It is not specifically mentioned what exactly awaits one in the Hall of Atumná, but what is assured is that it promises the soul pleasure beyond imagination, whether it be material or spiritual. Atumná would have those souls in his hall advise him in the same vein as a royal court, as they would provide him counsel and understanding of human affairs so that he and the Gods would maintain some understanding of their creations.

Hall of Henoth (H)

This outcome was viewed differently between various peoples. If one had a positive vision of Henoth (Death) then this outcome would allow a soul to become what would be known in Abrahamic religions as an angel, as the soul would serve as Henoth's servant to peacefully allow a soul to transcend, consoling their troubled souls and their grieving families. However, if one believed Henoth to be an evil being, then this outcome meant servitude to a very dark version of the above. A soul would become a Vile, a hideous and malformed creature that haunted the living and feasted on the flesh of the recently deceased. Both had a similar way of transcendence, by living out the servitude. When Henoth was done with your service, you would be assured a venerated place in the Hall of Atumná.

Hall of Fénon (F)

This was that many a warrior strove to achieve, as they would be most prepared. The Hall of Fénon was a place whereby the Gods would watch over a grand arena where souls would combat each other for a place at the Hall of Atumná. The higher skilled the soul in battle, the likelier they would be given a place at the highest Hall. However, those who were unskilled and were felled in battle would continue to battle until they finally won.

Atumná Horyyls (AH)

While the term, 'Eternal Riders' sounds pleasant, this outcome would assure the soul a place in the most feared of spiritual groups. The Eternal Riders were souls forced into the servitude of the vengeful King Fechlan, a (fictional according to modern historians) king that was scorned by his people after he committed infanticide, forever damned to rot in a cage fixed to a cliff and held above the sea. Fechlan and his riders tormented sailors, as the power of their charge powered the waves in storms. A stormy sea meant that the riders were passing by, and sailors should steer clear. These damned souls would then reach the mainland and pillage homes, brutally slaughtering the occupants so as to allow them to join the ranks of the riders. According to one Nyssic tale, only one soul left the service of the riders and forced his way to the Hall of Atumná.

Làs (L)

Làs meant that a soul was chosen to live again. They would be reborn as a child of another mother than to their previous life, forced to live another life before they could be re-sorted by Adelfelná. Interestingly, this theory was applied to those that committed suicide, as pagan priests excused them in funerals as being souls that did not feel comfortable in their new life and wished to go through Adelfelná's choice again.

Gonhold (G)

This outcome was truly vicious. If a soul was given this outcome, then they would be sent into the depths of the void that was the evil of Gonhold. Very little is known or written about this outcome. Some speculate that a soul is trapped in a vast void devoid of life, while others believe that the soul would be sent into what would now be called 'Hell', in a pit of fire and demonic beings. Souls would be forced to find their way to the door of Atumná within the depths of Gonhold's being, a small crack of the God's light within the darkness of Gonhold, which was said to have been near impossible to find.

Mythological Creatures

Noronnican mythological creatures remain extremely popular to this day. Some are a lot older than others, originating from the ideas of Gonhold, who is said to have birthed creatures of great evil and suffering. Others are said to have been the creation of Satan when Christianity came to Noronnican shores. The more modern creatures stem from urban legends.

Below are some very famous examples of Noronnican mythical creatures.

Name

Pronunciation

Tale

Adfá

Ad-fa

Adfá are said to be creatures that were born from the Old Powers. They were tasked with holding up the islands of the Western Isles, supporting the islands under their backs. Any earthquakes or rockfalls would often be blamed on the death of an Adfá.

Alnern-Lá

Al-nern-la

The Alnern-Lá is said to be a sea-demon, birthed of Gonhold to wreak havoc for sailors and deplete the supply of sea life in the sea. Modern takes on Alnern-Lá describe it as one of the only surviving dinosaurs in the Western Isles. The Alnern-Lá is described as having 'a neck the length of an island, rows of a thousand teeth and eyes the colour of death'. While this description is vastly exaggerated, it supports the theory of Alnern-Lá being a maritime dinosaur. There have been multiple hoaxes, the most famous being in 1961 with the Royal Noronnican Navy's NOS Rebound, a submarine whose crew decided to dress the mast in the fashion of a creature so as to give the impression of it being the head of Alnern-Lá. Those complicit were tried in a military tribunal due to them making monetary gain from the national interest.

Tri Sitraichean

Tree-sit-ray-hian

Perhaps the most feared of all the myths in Noronica, the Three Sisters are still prevalent today. A festival in the northeast is still held so as to ward them away every October. While the Three Sisters are not given much thought by modern society, they are still reserved in the most gruesome of horror stories. Aenna, Glanne, and Petrenia were the names of these sisters, each of them described as beautiful and melodious beyond belief. They were said to have tormented the Noronnican Isles from the dawn of time, existing during the time of the Old Powers, however, they came to prominence during the Succession War between Magaidh and her opponents. They wished to control a territory, and so bewitched Magaidh to ensure them the procurement of Clan Frasyr's land. They proved invaluable during the war, brutally maiming and devouring any that Magaidh wished them to. Once the war ended, they became well-known in the lands of Clan Frasyr, demanding cruel sacrifices from local villagers to ensure protection. Broken from her bond, Magaidh ordered a Khas-Kirat shaman to destroy the sisters. When he approached them, he found that in their insanity they had skinned themselves and had done so to sacrificed villagers. They were eventually banished, but their legacy lives on. In fact, any witch trials that were conducted later on were conducted on the basis that alleged 'witches' were servants of the sisters and wished for their return.

Aeld Stran Sudhnaich

Ay-ld-straw-n-sudd-nay-ch

Aeld Stran Sudnaich, or 'Old Man Sunday', originated from medieval Nyssic tales and was revitalised by the Noronnican author Richard McGivven's book series, Tales of Terrors in the 1920s. Old Man Sunday was said to have been a creature that fed on children. When a child died, Old Man Sunday, dressed as a bard, would come to a village on a Sunday after sensing the death, and begin to subtlely change the village, whether it be the inhibitions of the people, the weather, the buildings, the flora, etc. He would lure children away from their parents who would become increasingly abusive and violent, promising their freedom and security. When children entered his lair, he would devour them, trapping their soul in his mind which was a maze of horror and evil. To ward him off, a priest would be asked to bless a child's funeral service.

Séan-Aden-T'Anoch-Né

Shawn-aden-teh-an-och-nee

Originating from the late medieval-era, Séan-Aden-T'Anoch-Né was a travelling merchant who would offer deals only to those who were poor or in desperate need. He would never ask for monetary payment, instead, he would offer something needed for a favour that would later be asked. A contract would be signed and the merchant would be on his way. The favour would then later come, often being impossible to complete, so the lives of those in the contract would be forfeit when the merchant came back for his payment. If no payment was given, they would cease to exist, their lives and houses gone within a night, the villagers forgetting their existence.

Adh Dounéd Stran

A-dh-down-aid-straw-n

Adh Dounéd Stran, or 'The Sad Man' was said to be a spirit of the battlefield that many a soldier was said to have witnessed. The spirit did not have one definitive appearance, as he was said to have appeared as any one of the soldiers that lay dead on the field, the only discernible quality being that he held his head in his hands as he wept. There was no sound nor aggression, merely the spirit silently weeping over the dead. Modern historians believe this to be part of the PTSD or extreme stress experienced by soldiers, as the vision was often of a dead friend.

Adh Tickstra

A-dh-tick-str-a

Adh Tickstra, or 'The Trickster' was said to be a pixie-like creature that plagued some households by messing with families and pushing over possessions and smashing plates. Tricksters were mostly harmless, yet they remained in a household until a member of the household played cards with the Trickster. If the member of the household beat the Trickster at its own game, it would disappear, but if they lost, the Trickster would remain in the household, its tricks becoming more and more aggressive and harmful.

Wostran o adh Baernachts

Woe-straw-n-oh-a-dh-bare-nachts

Wostran o adh Baernachts, or 'Woman of the Mountains' was a higher spirit, who is often depicted as a goddess. The Woman of the Mountains was the patron of miners, who was said to have permitted or prevented the mining of certain minerals. It is because of this belief that many miners took to various lengths to ensure their safety in the mine, by asking for the blessing of the Woman of the Mountains, you would promise to respect and care for the mountain, as the yield you brought was a gift from her, not your conquest. Many modern minders in Noronica still wear pendants as offerings to the woman, but it is more of a common superstition than actual belief.

Adh Kat

A-dh-cat

Adh Kat, or 'The Cat', was said to be a spirit that resided in every cat. Every cat would heed the call of Adh Kat, who had them under his protection. If a cat was killed, the person who killed it would be plagued with bad luck and strife. It is said that if one witnessed the crossing of a white-cat, (an extremely rare occurrence as Noronnican breeds of cats were not white) then they had seen Adh Kat, blessing them with good luck.

Agiréa

Ag-ee-reah

An Agiréa would be the equivalent of a vampire in today's mythology. An Agiréa could only be female, often of great beauty. An Agiréa would lure a man into their home, with promises and desires, but would then kill and drain the man of his blood much like a vampire. The Agiréa was said to have been a child of the Three Sisters, gifted with their beauty but cursed with their cruelty. So-called non-virtuous women would sometimes be insulted by being called an Agiréa.

Worvelf

War-vell-fh

A Worvelf, or 'War-Wolf', was a huge wolf that would reside amongst dense forest. They travelled in packs much like normal wolves, but their speed was unmatched and they would often be extremely violent. Some said that Worvelfs carried goblins and other woodland creatures as their steeds. Many forest travellers carried pendants and weapons to ward off these creatures, yet there were not many who could say that they could best a Worvelf.

Déunlad

Day-un-lad

Déunlads were fallen cherubs who had lost their wings and holy-ways to instead live a life of solitude. It was believed that once cherubs had grown into teenagers, then they would lose their holiness, instead becoming cynical and moody. Déunlads spoke and acted like regular human teenagers, yet their skin was blue from the loss of holy heat and their skin was sunken due to their loss of power. Déunlads were a creation of the Nyssic-Christian fusion as while they were a pagan design, they were holy cherubs of God.

Incubain

In-cube-ain

Incubains have a rather humourous background, as they were used as an early manner of explaining homosexuality. Incubains were said to be male demons that gave off a feminine allure, attracting men to them. Incubains would convert these men into Incubains through dark rituals.

Lunathach

Lune-ath-ach

A Lunathach was a very rare and very ancient being, some saying that it was a remnant of the Old Powers from before humankind. They were woodland spirits, their bodies like trees and rocks, while their heads were akin to the skull of a male deer. Lunathachs were solitary creatures, never seen beyond the boundaries of forests in which they made their territory. They often blessed villages near the woods for their interest in humans that coexisted with nature. However, if humans took little care or took down too many trees, or even hunted too many animals without allowing them to breed again, the local Lunathach would employ a host of animals that would kill the humans, while the Lunathach would absorb the village into the woodland. This was used to excuse the fact that after being left for a long while, vines would grow and slowly overcome village buildings.

Reg Diadohl

Regg-Dya-doll

The Reg Diadohl, or 'Red Demon', is actually just another name for the Noronnican Red Shark. It was believed that the shark was an evil demon awaiting sailors to fall into the depths of the sea to then be devoured. Of course, it was a surprise when sharks avoided humans, which was then explained as being a sign that the survivor was a champion of the Gods.

Craugh

Cr-awe

The Craugh, or 'Crow', was a highly respected and feared bird in Noronica, as it, with many cultures, was the omen of death among other things. Interestingly, crows were not an instant omen, as they were said to have kept an eye of every human. If you saw a crow, it was recording your movements and reporting to Henoth who would add names to the list of those that would be put on the die to decide who would die. It was believed that if you harmed a crow, then your chances of death were high, but with the arbitrary nature of death in the Nyssic faith, this was likely not a widely-accepted theory.

Festivals

Amongst many Christian or modern festivals that Noronnicans celebrate, there are some pagan festivals that still live on, becoming a fascination of tourists or even Noronnicans themselves. Those that follow the traditions are mostly rural North-Eastern Noronnicans or the Nyssic traditionalists in New Forest, Athara magarat. There used to be a full cyclical system of festivals that Neo-Paganists still adhere to, but the festivals mentioned below are the few that are widely practised as a part of national identity.

Name

Date

Description

Faollich

1st January

This festival is held in place of New Year's Day. Noronnicans celebrate through gift-giving, (small gifts due to proximity to Christmas) and singing. At midnight, the youngest male in the house would be invited to enter the house carrying gifts as he is the first guest of the new year.

Làs

1st March

This festival is both a tradition and an excuse for shopping. It is a tradition that Spring would be a time of renewal, (Làs=Life) so traditionalists would have a Spring Dance to cleanse, but for many, this is the time for buying new household objects.

Tickstra

1st April

Tickstra is the Noronnican April Fools. It is held to ward off the Tickstra spirits, as by pulling pranks in a household, the Tickstra will not come.

Atumná

1st May

Atumná is a festival held in the honour of the King of the Gods and the Sun, Atumná in the hopes that he may provide a good harvest. This festival involves a traditional dance and drinking festival of locally-sourced beer and ale.

Sabbath

10th October

This is traditionally observed in the North-East, but for many this is just Halloween. To traditionalists, a ritual of dancing and dressing in white is held to prevent the return of the Three Sisters and their enslaved witches.

Taeldh-Faestrans

31st October

Translated as 'Forefather's Eve', this festival is held at night to honour dead ancestors and wish them well in their trials of the Afterlife. Ritual meals and libations are held to commemorate.

Folklore

Yrden (Modern Depiction)

Noronnican folklore is highly extensive, with many localities boasting their own tales of heroism or horror, to varying degrees of interest. The art of storytelling was a much sought-after skill in Noronica, as it was something that was very traditional and allowed for an easy way to pass the time with others. Some stories caught on, soon becoming fast legends that may sometimes hold some truth.

Nyssic legends were of a large variety, with examples stretching from great warriors to cunning peasants. An interesting point to make is that the stories celebrate those that rose to a status from nothing. The 'rags to riches' idea was very favourable to the Noronnican people throughout history, as it meant that the person in the tale had made the most of their lives and died honourably before the die took their lives. If one could outlive the cull of the throw of the die to a good age or lead a good life, then it would be celebrated.

One of the most famous Nyssic legends is that of Yrden, a half-Nyssic-half-Khas-Kirati peasant who lived in the Sessux Isle. Yrden was unsatisfied with his lot in life, knowing that he would die unsatisfied and with the possibility that in the afterlife he would be sent to a terrible place. Deciding to make the most of his life, he vowed to rise to power. Travelling to the seat of power of Clan Ronyld, he conned his way inside, using various guises to make his way past the guards. When inside, he used a razor to make a gash in his leg. Making his way to the infirmary, he began to cause a ruckus, screaming that the guards had assaulted him for being a Khas-Kirati. Word travelled fast, and the Ronylds did not want to anger the Khas-Kiratis anymore, so the guards were excused from service and Yrden was healed quickly. Yrden however, managed to sooth and woo the Laerd's daughter, who begged her father to allow Yrden to have her hand in marriage. Yrden claimed to be a diplomat of the Khas-Kirat Empire, making his social standing much more important. The Laerd was interested in maintaining a good standing with the Queen and her allies in the Empire, so the marriage was sanctioned. Yrden and his new bride were given a castle in the south of the island, but Yrden's plans were already set in motion, so when the Laerd died he would have the best claim seeing as the Laerd had no sons or siblings, and Yrden's wife was the eldest. Yrden came to become the Laerd of Clan Ronyld, but his death of unknown cause came shortly after with no heirs.

Yrden's tale of cunning and wiles inspired many at the time and it still does today as Noronnicans often live a life that satisfies them as they work hard to rise to their desired positions.

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