Note: what follows is a purely fictional rendering of some beautiful religious principles into the World of Darkness. This gaming world has been partially deprived of some of its cultural possibilities by exclusion of African-American and Hispanic influences, so I have borrowed some real-world religious ideas and altered them into a fictional world. If I offend anyone by the following, that is not my intent - please remember that this is only fiction for a specific game. If I engender curiosity in anyone to reach out and learn more about the real world they live in (in other words, research the reality of other cultures), then I have achieved my goal. I do not espouse any religion above another, since I believe in the equality, divinity and sacredness of all that exists within the Universe. Thank you!
Again, I must credit Green with much of the work on many of these Kith from an African point of view (as opposed to African-American/Hispanic). I've still kept a great deal of Green's work intact here.
As African slaves were forcibly emigrated to America, so came their religion. European influence could only berate the human soul so much - many Africans became disenchanted, many converted to European ways, but some held on to their traditional beliefs. Over the centuries, as families and nations were broken apart and remolded by foreign humans playing as gods, old traditional African family rivalries were forgiven and many banded together for mutual survival. Traditional beliefs were practiced behind a façade of Catholicism, and several "New World" religions were born - Voudoun and Santeria to name just two. As countries revolted against their European owners, some neo-traditional religions took sanctioned rights. But it wasn't until around the time of the Resurgence, which also signified many minorities reconnecting with their roots as never before, that the Orisha began moving outside of their traditional circles.
Yes, the Eshu had been sent forth as messengers and infiltrators of the European Kithain. Yes, the Eshu were to present themselves as ingratiating admirers of the "Westerling" ways. But, in a secret even kept from the prying eyes and ears of the Sluagh, they remained loyal to their Orishan roots.
What are the Orisha, you ask? They are the Spirits of the Gods, particularly of the Yoruban and surrounding nations of Africa. Although their Sky-Home in the Dreaming was broken with the colonization and exploitation of their homelands by the Europeans, they survived through inhabiting the bodies of willing priests and priestesses of traditional African beliefs. As the Africans' beliefs and environs changed throughout the period of slavery, so to did the Orishan souls. The Orishan Kith presented on this site are the modern forms.
Note that the Eshu are Orisha, not "Westerlings."
Orisha choose a dominant Court just as Westerlings do, but they call it their "Path." The two paths are:
Within these two Paths, Legacies are chosen as normal.
Views on the Escheat - only differences from the traditional Seelie/Unseelie courts are noted here.
The Right to Dream: this is completely wrong to the Orisha. One of their missions is to guide mortals in their worship and creativity of Ife (the Orisha word for the Earth and all that is). The mortal worshippers of the religions which recognize Orisha welcome and seek Orishan guidance. However, the Orisha are also expected to help their mortals and answer their prayers, just like the Hsien.
The Right of Ignorance: yes, an Orisha should never betray one's host body to the mortals. The only time an Orisha should reveal his/her presence is through a Possession. In fact, the breaking of this offense is punishable by the death of the host body of the offender.
Orisha have courts and titles just as the Westerlings do. They do not have an equivalent of the Parliament of Dreams - those recognized by the power of the Heavens have the right to rule, plain and simple. Yet, most chiefs (equivalent word to "nobles") meet in council at regular times to discuss matters important to self and Ife.
Glamour is considered Divine Food by the Orisha, and is bestowed by worshippers. Orisha gather this Glamour the same way as Westerlings. Reverie is to inspire worshipping and creativity of Ife (by the same Musing Thresholds the Westerlings use). Ravaging can only happen via Possession - the mortal Ravaged also receives wounds equivalent to the Banality gained. Ravaging is also grounds for death among Orisha. Rhapsody is unknown to Orisha. Rapture is achieved by spreading the worship and spirit of Ife, or creating celebratory works of art for Ife.
As spirits of Ife, Orisha can also gain Glamour from nature, just as the Nunnehi harvest Medicine. Blessing can only happen in the Sky-Home - no totems are possessed by Orisha, so a totem spirit is unnecessary.
The Orisha still have access to the Dreaming, and even their Sky-Home today. What Westerlings see as Silver Trods, the Orisha experience as Golden Chains. The "Dreaming" are the Heavens to Orisha. But, Sky-Home is broken. Although the Orisha can visit, they can never stay, as most of it doesn't exist any more. What does is almost constantly being reshaped by the Firchlis as the Sky-Home contracts and reshapes itself. Still, the Orisha hold a small measure of hope that, thanks to the Resurgence and modern peoples looking to return to their pre-colonial roots, the Sky-Home may be rebuilt. With appropriate Dream-Craft, Gremayre and access to a Golden Chain, any Orisha may try to determine a path to Sky-Home (while in the Heavens). The base Difficulty is 7, with the number of successes determining the reliability and directness of the route (1 success indicates the path is most unreliable - better have an Eshu to guide you, while 5 successes indicates a broad, direct path). There are no guardians to Sky-Home - it is open to all Orisha, and only to Orisha and their guests. Any non-Orishans best stay in sight of their host, or they will find themselves lost in the Deep Dreaming, without any way home.
Arts: Orisha have always had the obligation to intercede for mortals with spirits, so they may learn Spirit Link. Chronos (except for Orunmila), Sovereign, Delusion, Infusion (except for Ogún), and Contempt are unknown to them. However, there is a new Art which all Orisha can learn: Possession.
Orisha possess the Seemings just like the Westerlings, and have starting Glamour, Willpower, and Banality determined by their Seeming.
Orisha function the same as Westerlings as regards to Banality, the Mists (including the Samhain Mists in the Americas), Chrysalis, Forgetting, and Undoing.
Whereas the Orisha first inhabited the bodies of willing mortals, now they are reincarnated in a process similar to the Changeling Way (and unlike the Nunnehi Way). Since the Resurgence, Orishan spirits have manifested in all racial groups, although primarily in African and Hispanic derivative lines.
As far as Realms go, all Orisha except the Olorun are affected at Fae 1, hearty commoner. Olorun are affected at Fae 2, Lofty Noble.
Orisha are usually found helping out the local churches and worshippers that call on them. All Orisha are expected to learn Possession (although this is by no means an absolute necessity) and are expected to help answer the prayers of the mortals. This may entail much more than a simple Possession.
Orisha have the strongest Fae presence in South America, Mexico and the Caribbean. They have maintained secretive footholds in the US for decades. So far, the Seelie Court only knows of the Eshu, thanks to the Eshu's campaign of misinformation (rivaling House Leanhaun's) and the rest of the Orisha's own version of the Masquerade. But this is changing now, and more practitioners of the Orishan religions are moving into the US and becoming more vocal. Their vibrant art has attracted Westerling Fae, and encounters are bound to happen at any time.
Jhardhel'Healdan Kith The Orisha | Site Map |