Sanctus Grex
Nestled in the southeastern peninsula of Western Varzzen, deep within a land perpetually drenched in rain and fog, lies a cult of muscan zealots; Sanctus Grex. Uninterested in the orderly lives of their neighbours, the nation is entirely devoted to worshipping the chaotic entity known as the Great Wurm. Sanctus Grex is a recent addition to the scene of Western Varzzen and it is becoming an increasingly worrying threat, most notably due to their mangrove swamps that seem to be ever expanding.
History
The muscan zealots do not believe in the traditional iteration of the Myth of Creation.Instead of gratitude towards the Cocoon, it is The Great Wurm who is praised for creating the muscans’ immortal souls. It is their savior from this flawed reality and the herald of chaos which is their promised end.
In the last 200 years, the once feeble cultists have gained power by uniting underneath the messiah known as The Spawn of the Wurm. After they arose to shepherd the muscans into The Great Wurm’s chaotic darkness, Sanctus Grex has become a nation to be feared.
Governance
Sanctus Grex is led by the Spawn of the Wurm and their college of cardinals. All citizens must follow the Divine Commandments dictated by the Church of The Great Wurm and rest easy knowing they can rely on their leaders’ support regarding the wellbeing of their communities.
Members of the ruling clergy can be easily spotted as they all bear a mark of the Wurm. To gain a mark, one must mutilate a body part and offer it as a sacrifice to the Great Wurm.
Economy
Material wealth is unimportant to the everyday muscan. All that is needed to live a fulfilling life is to worship the Church. Muscans want neither coin nor lavish furniture nor fine weaponry and the majority of the population lives in a relatively poor, yet content, social class. As a result, it is difficult to sway a muscan when they are in a trading position.
To outsiders, muscans are the best sellers when it comes to acquiring contraband. Their prices are steep, but their wares are rare and usually high-quality. Bartering works better than trade and muscans are happy to exchange wares and services for sacrifices and magical items rather than currency.
Aside from contraband, muscans would delight in trading more common goods such as produce from their plentiful agricultural lands. However, bans from neighbouring nations, and a general distaste for the fermented food that the muscans prefer, render such occurrences sporadic.
Social Relations
To succeed in the Marshlands, the seven chaotic virtues of The Great Wurm must be followed:- Fertility
- Devotion
- Acumen
- Selflessness
- Pride
- Patience
- Acceptance
All worshippers of The Great Wurm, so long as they obey their village’s priest, are valued just as they are. In doing so, most muscans live happily, cultivating crops and sending their numerous offspring to different vocations. The eldest larvae usually take over their parents’ business while the middle ones are scattered throughout their native villages to help with other trades. Finally, the youngest ones are bestowed the highest honor and sent into the priesthood.
Cultural Influences
Religion permeates every part of muscan society to such an extent that it influences everything from cuisine, to dances, music, and visual arts. So whether a muscan is making a rotting pot roast, dancing in a death ceremony, singing along to a hymn during mass, or painting iconography, The Grear Wurm, the Spawn, and their doctrines will be represented. In a nation where religion is everything, other cultural influences are not only eclipsed, they are outright banned. Worship of any other divine being is punished by death.
Theocracy of the Wurm Type
Geopolitical, Theocracy Population/Inhabitants
95% muscans, 5% other Demonym
Grex Government System
Theocracy Official State Religion
Church of the Wurm Dates Active
230 AH - today Important Locations
Immergo Notable Members
Spawn of the Wurm
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