Folklorist

## In-game Description

A belief system with roots stretching back to the popular culture of the old Russiaa and Soyuz, Folklorism contains in itself a diverse and sometimes contradictory mythology, mainly centered around Rodina, Patron Goddess of all Russians, under whose guidance they conquered everything from Brandenburg to the far reaches of Siberia, her Allies and Enemoes, and a lot of lesser deities such as Black Baron, Egor Letov, and Ataman Kudeyar, who are believed to possess magnificent powers which they sometimes grant to mortal followers in exchange for worship.

High God: Mother Russia

God Names: Mother Russia, Rod, Svarog, Kudeyar, Ded Moroz, Black Baron, Letov, Golden Admiral and Belobog

Evil God Names: Dikaya Ohota, Baba Yaga, Viy, Gosdep and Chernobog

Scripture: The Svod

### Post-reformation

A religion whose roots stretch back to the popular culture of the old Russia and Soyuz, Folklorism is built and structured upon the pantheon of deities, which is centered around Rodina, Patron Goddess of Russians, under whose guidance they conquered everything from Brandenburg to the far reaches of Siberia. Restructured and cleaned up from unneeded priestly squabble, Folklorism is prepared to withstand the pressure of Tsarists and Crossmen.

## Mechanics

* Rulers cannot demand conversion
* Priests (Temple holders) can inherit titles
* Priests can marry
* Fairly weak rulers can Prepare Invasions
* Fleets can navigate major rivers
* Rulers can raid infidel neighbors for loot
* Folklorist men can take up to 3 Concubines
* Can be Reformed
* There is (and can exist) no religious head
* Women may hold Spymaster positions

If reformed to have Great Holy Wars, Great Holy War is called The Pokhod.

## Reformation

### Holy Sites

* Perm, in Perm
* Malye Korely, in Archangelsk
* Odinstovka, in Novosib
* Yushala, in Yeckebe
* Butovka, in Omsk

### Religious Title

Titular Title: Mirogrod

Religious Head Title: Bylinik

### Religious Doctrine and Default Reformation

There Was Always a Rus: "Common legends tell us about our ancestry, the might of old Russia and her champions, such as Black Baron, Golden Admiral Kolchak or Vysotskiy, the wise bard. But there are different kinds of legends. They tell us stories much older than the Event, older even than the Motherland Herself. These are the stories of our great ancestors, who descended from the stars and build the godlike empire of Daaria in the far north, and it is said that for them one year equated to merely one day. Their descendants unified Asia under the thumb of Asgard, or Arkaim, the throne of Gardaria and created Tartary, empire of Tripillians. We, their descendants, have survived the Night of Svarog, and therefore must reclaim our ancestral right to Asia and unify it under the rule of the Rus!"

* Characters are assigned Zodiac traits on birth and by decision
* Armies ignore defensive attrition
* Enables Eldership succession law

Far-Travelled Witchers: "Our shamans and wise men have always sought wisdom and power wherever they may be found. They should be allowed to venture throughout the world to study its religious traditions, while others study in seclusion for hidden knowledge,"

* Rulers can ask their subjects to "Take the Vows" and disinherit them
* Rulers can choose to gain Sympathy with another faith by decision
* Enables Eldership succession law

Default reformation for Folklorist consists of the following doctrines:

* Warmongering Nature
* There Was Always a Rus Doctrine
* Haruspicy Doctrine
* Hierocratic Leadership