Introduction
King of the Icy Wind, Lord of the Perilous Quest and Wielder of the Blooded Axe, Master of Frosty Climes, the Grey Slayer."
Sarajin is a god of battlelust, requiring fearlessness and bravado of his adherents. He loves the "sport" of war, and takes great pleasure in watching, and even participating in, large battles. Adherents of Sarajin universally admire only one virtue: courage. Sarajin is often viewed as the patron god of the Hammish.
Sarajin usually portrayed as a giant, yellow-haired, bearded warrior clad in furs and leather, who rides across the snowy wastes in his sled, Shalka. He bears Fakang, his great double-bladed axe, which is able to split a mountain or cause storms or earthquakes.
The Ascent Of Sarajin
According to Sarajinian myth, the world was once a maelstrom of primordial chaos from which eventually arose a pantheon of principles and deities, as well as a plethora of mortal creatures. Eventually, each god took a kingdom to rule, and Sarajin chose the rugged lands of the Realm of Frost. He was forced to kill, subjugate, or drive out the semi-divine entities collectively called the Pradeyalkri before he could take control of the Realm of Frost. Sarajin's war was one of humanoids against monsters. After lengthy conflict, Sarajin and his allies defeated an outlandish army of demonic beings. Among the creatures Sarajin had to defeat were his father Skarakyldrik and his grandfather Uyessegryn.
The lord of the Pradeyalkri was Suerlji, a horrific, serpentine monster. Having remained atop his mountain perch (which some legends say was Mount Ilbengaad in Realm of Frost) for most of the battle, Suerlji met Sarajin in a duel to decide the dominion of Realm of Frost.
The Pradeyalkri
A few of the Pradeyalkyri aided Sarajin in his conquest. These were allowed to serve him after his triumph. The three most important are described below.
Usnarl, Lord Of Bears
Usnarl, the great white bear, has the strength of twenty bears. Of all creatures, only Usnarl can defeat Sarajin in fair, unarmed combat. Despite his huge size, Usnarl is gentle. He has a profound empathy for helpless creatures and loathes despoilers of the forest.
Njehu, Lord Of Whales
Njehu is a great gray whale who spends most of his time sleeping on the sea bottom. He can cause terrible storms, but will also aid worthy travellers. Many tales tell of mariners shipwrecked on Njehu's back who remain unaware of the nature of their landfall until he bears them to safety (or dives).
Jarlak Carrion Lord
Jarlak is the lupine master of several dozen huge white wolves that guard Talagaad. When Sarajin summons someone, he often dispatches Jarlak to fetch them. The wolf lord swallows them whole and regurgitates them at the god's feet in perfect health.
After a twelve-day battle, Suerlji steadily weakened until, with a blow that "...caused the First Ones to gaze upon his might..." Sarajin hewed the serpent's head from its body.
Talagaad
Sarajin dwells in Talagaad, his ice castle in Yashain. The souls of his adherents who die in battle are taken there, where they spend each day locked in combat. At dusk, the fallen are revived, and victors and vanquished orgy all night within the feasting halls of Talagaad. At dawn the battle is resumed. To a devout Sarajinian, this is paradise. Near Talagaad stands Meflygur, the tree of the blood of the slain, which grows a hundred crimson apples each night. It is said that mortals who eat the fruit are healed of wounds and gifted with immortality and youth.
The Elkyri
The Elkyri are Sarajin's wives and helpmates, recruited from slain mortal women. Despite their immortality, they may be killed. Their numbers vary, and there are seldom more than a dozen. All is not harmonious between them; jealousy promotes rivalries, and squabbles are sometimes fatal, in spite of the fact that Sarajin will punish Kinslaying harshly.
The Elkyri guide those who have died bravely on the field of battle to Talagaad. Many Sarajinians pray to an Elkyri instead of the god directly. Most Elkyri spend much of their time wandering incognito among mankind. Their abilities are strictly limited when they move among mortals. They usually adopt the forms they had in life, although they sometimes appear as ravens, Sarajin's favourite birds. Speaking an Elkyri's name three times will attract her attention.
Alaryr
Alaryr is the Elkyri who most loves the sea. Many Hammeh mariners pray to her, asking her to ecalm rough weather. She bears particular malice towards the Elkyri Ylina, believing that she failed to aid Alaryr's friend Jynaale.
Bronwyne
The eldest and most often worshipped Elkyri. She is sometimes regarded as the dispenser of fate, and is very impatient. She is fond of battle, and spends considerable time among mortal men.
Deanaal
Deanaal most personifies the spirit of the Ljarl. She is the patron of young male warriors, many of whom pray to her. Deanaal is sometimes figuratively called upon to witness oaths and promises. Such an oath is deemed one of the most inviolable of contracts. As one Hammeh curse has it: "Who breaks faith on oath sworn before Deanaal, let him melt off the earth like snow off a hearth."
Easlyn
The sister of Freana, Easlyn is a relatively gentle entity, fond of song and poetry. She is revered by most Hammeh skalds, and is often credited with gifting them with "a hero's words".
Eynwif
The guardian of Meflygur, the sacred tree of Talagaad. She seldom leaves the proximity of the tree, and thus is the Elkyri who travels least among mortal men. She is a close friend of Bronwyne.
Freana
Easlyn's sister is one of the oldest Elkyri. She is fond of music, flowers, and young lovers. Sarajinian weddings traditionally end with prayer to her.
Gresalyne
Considered the patron of all women strong of heart and will, Gresalyne is stern and righteous in wrath, kind and gentle when necessary, and quick to intercede on behalf of female warriors.
Lynraal
The newest of the Elkyri, recruited upon her death in 702. She possesses a short, violent temper and loves nothing better than conflict. She and Bronwyne are bitter rivals, perhaps because of their similarities. Lynraal is illustrated opposite.
Maarne
Maarne is most often prayed to by those who farm. She is fond of the fruits of agriculture, and those who work and defend farmlands. Most Hammeh farmhouses contain a shrine to her.
Sendryl
A close friend of Freana and Easlyn, Sendryl is often called upon by those wishing children. She is fond of crafts, particularly weaving.
Ylina
The most learned of the Elkyri, Ylina is fond of those who seek knowledge, as well as poetry and song. She is the most solitary of the Elkyri.
The Avalir
The semi-divine children of Sarajin, the result of his liaisons with mortal women. Although many women claim to have been visited by Sarajin and given birth to his progeny, it is likely that there are fewer than a dozen Avalir. Two are described below.
Idjar One Eye
The son of Sarajin and a female skald, Idjar used magic to enter Talagaad before his time and was cursed by Sarajin for his impudence. He now dwells at Idjarheim, his lodge in the Realm of Frost, with one eye that views Kethira and another that looks upon Yashain. Despite the patch that he moves from one eye to the other, this has driven him slightly mad. He seldom speaks of his curse and grows angry if questioned too closely on it. The Elkyris Bronwyn, Easlyn, Freana, and Ylina pity him and often visit ‘his home.
Skivaal The Mariner
One of the most celebrated of the Avalir is Skivaal:
Did silent Shalka bear its lord
Upon his lusty quest
To mortal's lodge where might he be
Unwilling maiden's guest.
And though she wept no mortal heard;
The god had bade them sleep.
When night had fled and morning come
They woke and heard her weep.
A maiden's son, unwanted born
Where cold white mountains drift
Upon the restless, bitter seas
That rage and drown and lift.
'Though tall and strong young Skivaal grew
And fair of heart and face
He won scant love among his kin
Among the mortal race.
And came the day his mother passed.
She named to him his sire
And Skivaal swore an oath to cast
His father to the fire.
A seaman of great ken he was
Who loved those southern seas
And Skivaal made a sturdy boat
Of old, enchanted trees.
And runes upon the bow he carved
To guide by weirding way
Far north to seek his father's hearth
A year's span and a day
And Sarajin the slayer gray
Perceived him on those seas
And he was touched by quest so brave,
But could not grant surcease.
The god who loves the hero's heart
But hates Kinslayers all
Would find some way to save himself
Yet spare his son Skivaal.
For who shall pay the weirgild price
When slain and kin be one.
What god his honour can conserve
Who slays his mortal son?
For questing loved, for goal despised
Resolved he would not kill
His memories he stole from him
But left him questing still.
And still he quests in southern seas
Where gull and gray wave speaks
But knows not who his father is
So knows not what he seeks.
Ljarl
The Ljarl is the code of honour advocated by the followers of Sarajin. Its dominant virtue is courage, although loyalty and duty are also stressed. This is interpreted to mean serving one's lord bravely, giving up life in his defence at need. The noblest achievement of a Sarajinian is to die in heroic battle; the perfect life is crowned, not demeaned, by the perfect death. Life and death are one; the manner of each is of utmost importance. Most worshippers of Sarajin try to live each day as if it were the last. Any opportunity for a drunken revel is seized, women are loved, wealth is spent, and everything is done with extravagance.
To devout Sarajinians, the Ljarl has the virtual force of physical law. It is a matter of pride that improper courses of action do not even occur to them. To behave dishonourably is literally unthinkable. The fact that in many situations there is only one honourable choice makes life simpler. The Ljarl is not lacking in subtlety, however. The tragedies of internecine strife figure prominently in southern myth, and Sarajinians are fond of such quandaries. Situations of honourable men forced to choose between dishonourable options are favourite subjects of folk tales.
An extreme product of the Ljarlic code is the berserker. These are fanatical warriors whose lords have perished despite them. Once vengeance has been exacted, they often feel they have no real reason to live, particularly if they cannot find a new lord.- Most seek an honourable death at the earliest opportunity, wandering about, perhaps obtaining temporary employment as mercenaries. Many are able to work themselves into an inhuman frenzy in battle.
Early Church
The origins of the church of Sarajin are obscure, partly because of its general disorganization and its tendency to meld history and myth until they are virtually indistinguishable. Some tales tell that Sarajin himself led the Hammish into their present homes in the Realm of Frost. While this (like the Ascent of Sarajin) can be safely regarded as fantasy, it seems likely that the worship of Sarajin has its roots in the ancient history of the Hammeh people. Bjarri Threehand
The "Saga of Bjarri Threehand", while being as richly embroidered as any Hammeh myth, seems to contain some truth regarding the establishment of the church. Bjarri was a skald (bard) who lived around 563 in the Age of the Second Discovery. While travelling in the dead of winter, he was beset by wolves and forced to fight for his life. Bjarri was a skilled and valiant warrior and was able to hold off his attackers "for three passages of the sun and moon". Finally, exhausted and weakened by innumerable wounds, he collapsed while facing his final opponent, a great, snow-white wolf.
Bjarri awoke to find himself unhurt and overlooking a ferocious battle. He witnessed many courageous deeds as the conflict progressed, each warrior striving valiantly for supremacy. At dusk, the battle ceased, and the survivors left the field together in good spirits. At this point, Bjarri became aware that he had been joined by two armed women. They led Bjarri to a great mead hall where hundreds of men roistered and drank. On a dais sat a massive, burly warrior with golden hair, who beckoned the skald to a seat beside him. Bjarri was provided with the finest of meat and drink and listened to tale after tale of bravado and courage. Finally his host spoke, saying:
"Look long upon the best and boldest and take forth the tale of my house. Speak unto those of fierce heart who revel in the fullness of strength, and fear not the long night, that they may look unto me for reward in life and death.”
Bjarri pleaded to be allowed to remain in Talagaad, but Sarajin was adamant, and Bjarri was returned to the lands of mortal men. From then until he died in battle at a late age, he spoke and sang of Sarajin, attracting numerous followers who in turn spread the doctrine throughout the northlands.
Organization
Where worship of Sarajin is common, the religious needs of the community are met by freeclans whose clanhouses serve as temples. Most are loosely organized. Temple-clanhouses are founded by one who "hears the call". If the new clan prospers, then the "call" was clearly real. Sometimes, an overlarge clan will send some of its members to establish a new clanhouse. Whatever aid and wealth are sent with them, they will eventually become independent. The Valhakar (clanhead) of the clerical clan is effectively the high priest. He governs the temple and interprets the religious mysteries. Command of the mysteries of the Sarajinian priesthood is part of the clan's heritable property. It is shared among clan members and laity as deemed appropriate by the Valhakar.
Sarajinians are not particularly dogmatic, but theological disputes do arise from time to time. If one clan dislikes what another is preaching, it may wage a private temple war to resolve the issue. The debate may spread to include more temples, but disputes rarely grow to include more than a few clans.
Clans embarking on a viking expedition often hire a cleric to accompany them. He would meet the religious needs of the party and would probably wield an axe with the rest of them; his clan would receive a negotiable share of the booty. Income is also obtained from those who seek blessings on their endeavours, their houses or their families. Payment for religious services is not deemed improper, but absolution from sin is frequently paid for in silver.
There is no pontiff in the Sarajinian religion. The closest equivalent is at Molima, the stronghold of Clan Beldesa, and the centre of the Hammeh kingdom of Eldeskaal. Molima was founded in 1183 in the Age of Second Discovery by Djarni Beldesa and a dozen followers who felt that they were on a divine mission. They built a clanhouse on the shore of Lake Temis, overlooked by Mount Ilbengaad, the Holy Mountain of Sarajinian myth. There are now more than six thousand residents of the small religious kingdom. Devout worshippers of Sarajin try to make at least one pilgrimage to Molima in their lifetime. Clan Beldesa has never made any attempt to claim the dominance of the church, nor has it attempted to codify Sarajinian doctrine.
Cult Of The Elkyri
The Cult of the Elkyri is the only known Sarajinian clerical order. It is located on the windswept isle of Kyrihem, off the west coast of Realm of Frost. The island is deemed sacred because of several dozen graves of women who are believed to have become Elkyri after death. The order maintains a temple on the island and is primarily devoted to preservation of the site. The priestesses of the order decide, with divine guidance, who may be buried there. Kyriheim, like Molima, is the destination of many Sarajinian pilgrims who sustain the order through offerings. The temple is also home to the Oracle of Lokis, a foreteller of destiny of considerable accuracy.
Religious Practices
For most Hammish, religion is a matter of everyday life, almost taken for granted. There is very little in the way of formal ritual. Sarajinians respect their myths and their clergy, but are not overly reverent. History and religious myth are intertwined in eddas, the tales of heroes, gods and the divine. Generations of skalds have embroidered the eddas until little remains of the relatively mundane originals.
Although skalds are not generally clerics or members of clerical clans, they nonetheless fill important roles in reinforcing the worship of Sarajin. Skalds memorize, recite, and embellish the eddas; some dwell within the houses of great lords, most wander. They are highly respected, the guardians of an essentially oral tradition.
Symbols And Regalia
Sarajin is commonly symbolized by Fakang, his battleaxe, Shalka, his sled, a pair of crossed handaxes, or one of his Pradeyalkri servants. Many pious adherents of the King of the Iey Wind wear one or more representations of these symbols on their persons. Clerics of Sarajin have no particular mode of dress and almost nothing in the way of formalized robes; most are warriors and will dress accordingly.