Zesheko
Along the Western coast of Samvara and throughout Garadel it is not uncommon to see them: hooded travelers wearing strange porcelain or wooden masks, their faces covered. Beneath these masks are weaves of cloth and some masks even have glass lenses for the eyes. Some masks are plain, with light robes or a tunic; others are engraved marvelously and paired with a large cloak. Their ships are often painted black, white and red and sail second only to The Khilaia. Their temples are gated and guarded, and often deny outsiders any view inside. Selkies are taught to fear and hate them- these are the pelt thieves, the skin takers, the hunters in the dark who take those who wander too far from their crew.
Beneath all the fearful tales outsiders tell of them, the Zesheko are a people who simply seek peace. Their Holy Hunters of Norinar do hunt rogue selkies and take their pelts, this is true, but they do so only when those selkies cause damage to local groups. And while their temples and cities are closed to outsiders at first, guests who are willing to follow their rules are allowed inside. And their suspicions towards outsiders comes from a long history of resisting invasion and exploitation.
The core concept of Zesheko is simple: the world is corrupt and dangerous and communities must come together to create safe havens of purified space to live in safely. To travel behind these safe havens is to risk disease or spiritual corruption, so true believers must cover their faces, hide their true names, and practice careful sanitation rituals when abroad. When at home, careful ritual is used to prepare their living bodies for safe journeys into the afterlife, where they will walk together and protect one another until they reach paradise.
Selkies fleets, as relentless and militaristic as they are, are particular dangers not only to Zesheko communities but other peaceful lands. The Zesheko having the most experience with them creates an obligation for mutual aid with other groups that find themselves raided or oppressed by Selkie military might.
In terms of worship the Zesheko view the world as ruled by associated elemental spirits of good and ill, but above all the rest is Death. Death and endings come to all things, even the land itself. The path to the underworld lies in the ocean, which is eternally dying and reborn- the sea is both Death's domain and the first great obstacle for any spirit. As a God of Ghosts and Oceans, The Masked One is worshiped as the God of Gods known as Alima (who splits into Ozima the Laughing, Ozara the Crying, and Ozualo the Furious). It would be a mistake to call the religion "monotheistic" as many gods are revered or acknowledged, but the Zesheko see Alima is something of a patron deity
In terms of ways of living, Zesheko communities tend to have a default that assumes close human-Dryad intermingling and cooperation, leading to a growing population of Half-Dryads. Prisms are not unwelcome, but are usually kept to their own insular communities with their own separate church structure.
Structure
The Supreme leaders of Zesheko are the Prophet-Empress of Zeshema (for stately matters) and the Triumvirate (for ritual and bureaucratic matters). The Triumvirate are the three highest priests of Zesheko, with the replacement chosen by the prior holder. Each represents one of Alima's three aspects (and has the unique privilege to dress in those outfits, typically for ceremonial re-enactments of holy stories). The Triumvirate are considered ritually possessed by Alima, and divinely inspired.
Reporting directly to the Triumvirate are the Vicars and the Speakers. Vicars manage Zesheko communities outside of Zesheko dominated states, with Harbingers acting as priests directly underneath them to manage local communities in migration or flux. The Speakers act as religious advisors and managers for Zesheko-majority countries that are not Zeshema, and beneath them the Anointed manage districts or major cities in Zesheko-dominated states.
Beneath all of this structure are the priests, which are selected by the Anointed or Harbinger/Vicar, but must be confirmed by the community to be considered valid.
History
In the early days of history, there was no unified Zeshem people, religion, or even large cities in the region now known as Zeshema. Settled villages around the seven major rivers of West Larazel traded with the patchwork of semi-nomadic migratory peoples as part of a large cultural-trade group. Magical items from Garadel would travel through these lands slowly to Samvara, making the area reasonably wealthy in trade but still largely isolated. This changed with the arrival of Selkie traders from the North in 606 ME.
The Plundering of Zeshema
The Holy Empire
Mythology & Lore
The Creation of the World
The Beginning of the Corruption
The Zeshem Purelands and the Message of Alima
- The Five Mothers Vikaja, Hamaja, Tivija, Sumija, and Sisilja
- The Podkover, the mountain clans
- Ledovar the forest father and first dryad to be born
- Lonozi the wind rider, master of the plains and the parent of the South and North winds
- Sevizu, Alima's guard dog and protector of the sea
- Zivora, keeper of islands, patron of exiles, and fire of the hearth
Cosmological Views
World of Impurity
Death is Not Peace
Tenets of Faith
- Keep your body and mind pure: It is important for yourself and those around you to avoid unholy things, such as corpses, rotting meat, enemies of the faith, and evil books or items. Those who touch those things should be ritually purified via community ritual to keep them and those around them safe
- Do not allow outsiders to know you: Your true name (given by your parents but can be altered via ceremony) gives others powers over you- often via dark ritual or Curse Magic. Share as little of your image, name, or personal details with nonbelievers as possible
- Never serve an outsider: To sign a contract placing you beneath an outsider is to make yourself magically vulnerable to their influence. It also invites invasion by reducing the appearance of community strength. Invite no evil, sign no contract.
- The community is everything: The community will protect you in this world and the afterlife. Any failures of your own purification can be redeemed by a thriving community- it is the most important thing
- Lend aid to those who need it: To clean the world beyond in some small way is to reduce and distract evil. Where you can aid others without imperiling your community, do.
- Be prepared to defend your community: The world is dangerous and cruel. Behind every peace is a lurking war. Trust sparingly and always keep your blade close.
Sects
There are no major Zesheko subsects, as the community's hostile surroundings form a strong unifying element. There are differences of theology and ritual between zesheko states or communities, but the differences have so far not been enough to create major schisms. The relative strength of the imperial states and triumvirate as well as the somewhat hands-off approach has kept the communities together.
A number of Holy Orders are particularly prominent within the Zesheko hierarchy and have their own distinct rituals and theology:
- The Holy Hunters of Norinar are holy warriors who specialize in slaying selkies. To practice, they venture abroad in small groups to hunt down selkies who engage in abuse of local power
- The Purifiers of the Sisterhood of the Five Mothers are the most academic of orders. A mystical semi-mystery-cult, they collect information about disease, disease prevention, and medicine. They have been known to venture abroad seeking cures, medical texts, and documenting foreign diseases.
- The Sanctifiers of Sevizu are the auditors of the empire. They are a combination of judges, secret police, financial auditors, and imperial foreign agents. They work to review internal matters as well as maintaining proper ritual in communities outside the empire proper.
"Walk Safe Through the Gates of Death"
Founding Date
720 ME
Type
Religious, Organised Religion
Demonym
Zeshek or Zeshem (Zeshem is more regional/cultural)
Subsidiary Organizations
Permeated Organizations
Deities
Related Items
Notable Members
Related Plots



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