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The Archives => Homebrews (Archived) => Topic started by: Hibou on May 02, 2006, 10:29:55 PM

Title: Sleep
Post by: Hibou on May 02, 2006, 10:29:55 PM
Time is running out.

I can see your eyelids growing heavy. Your breathing is heavy and unrushed, but your heartbeat is hardly the same. You're slipping slowly, and soon you will be in the dark. Your movements are weak and enervated, and though you struggle, the icy hands pull you down. Below you is a sea of horror - of nightmares - that drifts and clashes with whitecaps of fear. In the distance a storm of madness brews, and it advances your way far too quickly. The night is closing in. Sleep awaits you, a sleep filled with septic embraces and wicked woundings. You will fall into the venomous slumber, and I will be waiting for you. You are slipping, losing grasp on the shores of day and plummeting into oblivion. Sleep awaits.

Time has run out.
-The Witch
Title: Sleep
Post by: SA on May 03, 2006, 06:43:33 AM
Ooooooooooooh.  The similes are sooo evocative.

Gimme more, dammit!
Title: Sleep
Post by: Numinous on May 03, 2006, 07:22:45 AM
I love it, beautiful.  Absolutely fine sample of emo poetry. I can't wait to see the setting which supports this fantastic little bit of material.
Title: Sleep
Post by: Hibou on May 04, 2006, 09:52:43 AM
Chances are you've already seen it ;)
Title: Sleep
Post by: Hibou on May 04, 2006, 10:10:43 AM
It is mine.

My kingdom is not lost. Time has forgotten it, and its people have gone, but I have not given it up. There is hope for my land yet. Though it is basked in eternal autumn, it has not failed to stand through the ages. I am here to comfort it, to protect it. It is precious to me, and it will not be harmed as long as I roam its lonely fields.

You are miasmatic to my kingdom. Your life is a plague of industry and lies that does not understand the darkness of the land. All of those who once dwelled here, and all of those who seek to dwell here yet are a threat. You will die if you come to my kingdom. I will make sure of that.

It is mine. All mine.

-The Fallen King
Title: Sleep
Post by: Xathan on May 04, 2006, 11:52:40 AM
I'm a fan. When do we get to see the setting, or if we all ready have, when will you point us in the right direction? soon? Please? *wants to see*
Title: Sleep
Post by: Hibou on May 04, 2006, 12:03:16 PM
It's been around the WotC boards for a while.
Title: Sleep
Post by: Hibou on May 04, 2006, 12:47:29 PM
Everything they tell you is a lie.

In the lower levels of the organization, they fight for purity and benevolence with unmatched valor and strength, but those who do so are blind. The ones who command them speak to their lessers countless falsehoods and misleading precepts, blocking their eyes from the realities that lie before them. They claim holiness and wage wars against They and all of those who would threaten the good of the people, when they themselves seek to undermine and destroy all that is pure. They are no better than the creatures of the night themselves, and those beneath them are oblivious to it all.

There is a way, however, to find the truth and see past the lies that define our false lives. The monuments of the lost civilizations tell us something. There are obelisks of similar origin dotting the continent, riddled with symbols and aligned in particular ways. The land does not end where we believe it to, but rather continues to places of horror that we can only imagine. There are long-forgotten tunnels and passages where we least expect, even beneath our own cities. And the libraries we keep of ancient tomes hold within their writings countless metaphors and hidden references to a truth that is masked by what our leaders tell us. Only one thing is certain: within the lies we shall find the truth.

Within the Nightmare, we shall find the answer.
-Saint Sarah
Title: Sleep
Post by: CYMRO on May 04, 2006, 02:15:30 PM
Quote from: WitchHuntIt's been around the WotC boards for a while.

A link would be nice.
Title: Sleep
Post by: Hibou on May 04, 2006, 07:03:06 PM
Everything of importance is being ported over, but here's the link for all of those especially interested:

http://boards1.wizards.com/showthread.php?t=572588

Title: Sleep
Post by: Soup Nazi on May 04, 2006, 07:07:36 PM
Ahhh...I knew I recognized this writing style. The Angry Primate has finally joined us! Hooray! Welcome to CBG Witch Hunt/Mad Ape. The Nightmare will finally be ported to the place where it belongs.
Title: Sleep
Post by: Hibou on May 04, 2006, 07:22:20 PM
Thanks :)
Title: Sleep
Post by: Numinous on May 04, 2006, 07:51:40 PM
Wow, I feel honored...  I've seen your posts everywhere and...  just wow...  Can I have a digital autograph or something?
Title: Sleep
Post by: Hibou on May 04, 2006, 08:48:54 PM
Vilydunn - The Nightmare

(http://img81.imageshack.us/img81/6785/nightmare3gp.jpg)
The Nightmare, by Henry Fuseli, 1802.


Wake to see the light.
See the beautiful sky, the abstract clouds, the aromatic meadows.
See the people, the smiles, the children.
See the cities, the lords, the law.
See the wilds, the freedom, the opportunity.
See the friends, the family, the love.
See it all fade.
See the ravenous fire, the dim stars, the moonless night.
See the weeping, the plagued, the dying.
See the ruins, the madmen, the chaos.
See the death, the destruction, the futility.
See the darkness, the cold, the void.
See the nightmare. Live the nightmare.

All that was is gone, on a wind that steals your very soul. It was only a dream, a thought; a hope. But this is none of those. This is the Nightmare, where bad dreams come true.
Here, good is a lost cause. Things not of this world lurk at night just beyond the threshold of vision. They wait to tear, to maim, to murder. They wait for you.

Perhaps there is another world, another dream. A dream where animals frolic alongside the fey, men and women share love but no hatred, and where peace has no meaning, for that is all the world has ever known.

But if there is, the people of Vilydunn have never witnessed it. Here they live what they should never have to: hatred, death, destruction, and darkness. Yet somehow, they survive. And that is hope enough. Hope for the future that seems so very lost.


State of the Union

Why do we wreak havoc at every high-society gathering? I'll tell you. Rats plague the sewers. The poor starve on the streets. Things from beyond the edge of madness encroach upon our cities. And worst of all, those who run the government just couldn't care less. They're all too busy collecting taxes and spending said tithes on shiny baubles and fine wines. They look the other way when those who look to them for aid beg for a copper. Now next time you see us, you'll understand why we do what we do.
-Ellis, a member of the Entertainers based in Calahaye of Faelunas


Once, the puny kingdoms of the day were united under the banners of a few much larger and mightier territories, but like all grand nations they were doomed to crumble into feuding mockeries of what they once were. What was Bryynaldor is now shattered into Sundayr, Harvandor, and Bravila, but even these three countries do not envelop all of the land that used to be. Likewise, Tehrale and Faelunas were once a single, mightier kingdom that ventured its borders much farther west and south halted only by the warlike sea-nations, but times have been unfortunate even to the blessed Oracles.

While the world of Vilydunn is more or less at peace, bonds are fragile and wills are soon to snap. Tensions build between factions as the seasons struggle on, and it is certain that the neutral beauty will burn out, a flame too well fed.

Bravila, Land of Peace
[spoiler]
Located on the southern part of the continent of Vilydunn, Bravila is a nation of order and caution. Its people live under a government called the Triad that is split into three divisons: Political, Spiritual, and Environmental. Its three governors and their respective advisors convene biweekly to consult on all national matters. The Kingdom of Bravila has always been one to declare a half-neutrality in times of war, initally claiming that it will take no side but quickly offering aid to the highest bidder as time rolls on. Its military is not very large compared to that of Sundayr or other regions, but what it does have has been vital in protecting the kingdom in the rare few times it has been attacked. Its capital city is also called Bravila, though many Bravan folk call it the City of Smoke because of the fumes that rise from its sewers  (Bravila's people make heavy use of fire for waste disposal and light at all times of day). Bravila(the city) is located at the mouth of the Shee River that spills into the Tulsun Sea. Its people are generally of the tulsan race.

[/spoiler]

Cimilrin, A Past Beauty
[spoiler]
Occasionally while wallowing in self-pity amongst the drunkards and town lunatics at the local tavern, stories arise of a forested kingdom once so glorious and fair that fell into darkness mysteriously, its people simply vanishing. This story has much fact in its origins, however, and those who hear it would be wise to pay attention. It is the tale of Cimilrin, a northern jewel in The Nightmare's darkness. Little is remembered of what Cimilrin was or is like even now, for none who ever dare venture madly into the realm ever return. Some say that the king was actually a powerful sorcerer who went mad, murdering his subjects and casting a shadow upon his reign. None with any sanity go there now, fearing that the mad king still walks the countryside tending to long-gone subjects and withered memories.
[/spoiler]

Faelunas
[spoiler]
A territory located south of Cimilrin's Verelwood and the Whitesea, Faelunas is a sister to Tehrale in its nature. It is a land of enlightenment and curiousity, possessing a glory reflected in its prominent art and lifestyles. Faelunas is sometimes called the Western Oracle(Tehrale is called the Eastern Oracle) because of its significance to the rest of the world both in religion and science. It is a monarchy, with the caesar of the kingdom sharing decision capability to some degree with her benevolent adviser. Faelunas's people are well-equipped for war, but they rarely have been in battle in recent times - the sea kingdoms rightly fear the power of Faelunas and Tehrale too much to make more than flighty skirmishes on shipping and coastal villages. Faelunas's inhabitants are generally of Nusan descent.
[/spoiler]

Grugast
[spoiler]
Grugast is the fabled fatherland of the Aust'ene. Little is known about it except it is cold, mountainous, and very difficult to access. It is located on the northernmost peninsula of Vilydunn, and its southern end is bordered by the Forbidden Swamps. Travellers say that the culture in Grugast is radically different from that of other nations, often being "uncivilized", but like all of Vilydunn's inhabitants the isolated nation shares something in common: it too is haunted by what waits for it at night.
[/spoiler]

Harvandor, The Shores of Light
[spoiler]
The sultanate of Harvandor is a balmy, exotic rulership that is perhaps the most active of the all mainland kingdoms at sea. Its entire shoreline is covered in white, sandy beaches, and its inland ground consists of plains and jungle. The sultana of Harvandor tends to visit cities all across her scepter's reach, and often travels to Sundayr and Bravila on peaceful endeavors. Harvandor as a nation takes great pride in its navy, and is profoundly well-known for its exotic foods. Harvandor, however, combats dark things that those of other nations do not see and have never seen. There is something about Harvandor that interests the wicked denizens of the Nightmare.
[/spoiler]

Sundayr, the Morning Realm
[spoiler]
Sundayr is the most populated land of the west, and deeply immersed in the Western Faith. While most other people in other kingdoms practice their religions as but a small portion of their daily life, the inhabitants of Sundayr base everything around theirs. They do so because they believe that The Holy Star will deliver them from the perpetual darkness invading their lives, and though in many cases it seems otherwise, they continue. Sundic lifestyle shows no signs of changing anytime soon, rooted strongly in war-like and evangelical habits that it presses on its neighbors. In its short lifespan, the Morning Realm has shown to be one of the most war-like of nations (annexing smaller, independent territories after threats of force), but even this does not save them from their fears and their dreams.
[/spoiler]

Tehrale
[spoiler]
Tehrale is the sister land to Faelunas, and is commonly called the Eastern Oracle. It shares many qualities with its sister kingdom, though its government is a theocracy-republic ruled by the High Curates of Tehrale, who believe piously in a slightly different version of the Holy Star faith than the people of Bryynaldor. Like its sister, Tehrale is a nation that sports many artists and scientists, especially astronomers - and these produce the best maps and other geographical tools in all the world. Tehrale prefers not to have a large military anymore, though in the past it had a large force that warred often with the offshore city-states, and these states know well how fast Tehrale would rise up and crush them were they to launch any large-scale assaults. Outsiders say that Tehrale's forested land is haunted by dark creatures of malicious intents and desires, who kidnap travelers and whisk them off to horrible, twisted fates.
[/spoiler]

The Nightmare's Gaze

http://img142.imageshack.us/my.php?image=vilydunn10rm.jpg

That map shows most of the Nightmare. Grugast and Cimilrin are partially cut off at the top, and parts of the Ghostsea and Eruqwar also do not appear.
Title: Sleep
Post by: Hibou on May 04, 2006, 10:14:44 PM
The land does not end in Grugast.

I say this referring to its northern reaches. Where the mountains lie in the height of the world is truly just a barrier, not an end; there is something beyond. It is like a land bridge on the other side, before expanding into a massive, ever-frozen place of snow, plains, and mountains. Icy lakes and rivers wind along in ways they should not, and wicked things lurk amongst the white - all under a sky that never sees the day. At the heart is a frozen sea whose surface glistens with starlight as if the stars dwelt in the lake and cast figments of themselves into the dark overhead. There is something lurking there, but I know not what.

I write this letter knowing that I am lost. I have traveled north and found the frozen beyond, the path to warmth and safety now obstructed by the sinister wills of those who dwell here - there are creatures watching me. The sun shines so rarely and so dim through the clouds that it is but a torch in a downpour, and the thin, perma-frozen trees offer no shelter from the blistering winds. The air is so cold here that each breath you take seems to grow hard within you. Through the ice-like blasts of my own respiration, I see them dancing. They frolic with malicious glee and wicked excitement at my plight, my strength fading fast. Their ways tell me that I have not been the first to come this way, and I know I shall not be the last. But none who do will ever see the sun again.

Beware of Grugast's northern reaches.
-Rukkiss'ee, explorer



How cowardly this place is. All its inhabitants are weak, even their blessed Day Guardian, a cowardly entity too bashful and frail to save the world in its "blessed" light. They do not see what awaits them, what watches them, what hunts them. They do not see the truth. But I have.
-Shadowburn


The Rhythm of Life - The Sun, The Sky, and The Year

So precious is the Sun to the world of Vilydunn that the lives of all revolve around it. They mark their time by the days, and mark their years by the passing of five seasons made recordable by the sun's phases. Without it, their world be chaos and confusion among the masses. Without it, they would surely die.

The Days

[spoiler]
Vilydunn's day is a 24 hour cycle of roughly the same amounts of daylight and darkness(varying from season to season). While this may seem short, to those who live these days a night seems like forever. The darkness of the eve in Vilydunn is like a shadow creature that lurks all around you, lunging at and caressing your body with spectral limbs. And a year of 400 of these gives despair even to the most faithful of priests.
[/spoiler]

The Seasons

[spoiler]
The Nightmare sees different from other worlds, though those who are part of it know it not. It is governed by the Five Seasons: Spring, Wae, Summer, Fall, and Winter. Spring, Summer, Fall, and Winter are generally the same as they are in other worlds, but Wae is a frightening period where intense fog and mist greedily envelop the land. Sight and sound are somewhat obscured, which makes travel difficult. Breaks in the fog come as they do in the clouds occasionally during an overcast day, but they are rare. All of the seasons tend to be roughly 80 days long(more or less) each year.
[/spoiler]

The Sky: Night and Day

[spoiler]
It is said that if one were to fly high enough they would find themselves without air and without life in mere moments of wandering a vast, uncaring dark void, but beyond that somewhere among the stars is Azlorn, the Great Field of Altruism. In an attempt to reach its greatness, some ambitious lords of the past have attempted to build towers so tall as to reach the Day Guardian and beyond, but none have ever succeeded. The most sound of architectures have only ever reached the clouds. Many of these towers have become the Great Seeing Spires of Vilydunn, havens for those who wish to ponder in a place of solitude and refreshing winds.
During the day, the sky is colored blue, green, or purple, depending on the area(the Forbidden Swamps have a green sky looming above their entire expanse). The Day Guardian appears everywhere, cascading across the sky in its golden glory, hiding the stars from view. As it sets, so do the colors of the sky fade until everything is black and littered with the stars. In the journal of Ust'er, a Harvaian Philosopher, it is said that the heavenly lights follow some special pattern, though no one has discerned it. In all its beauty, there is wonder as to why folk are not gazing upward each night - but the folk of Vilydunn do not have time to do so. They must watch around them for what prowls their fears and their world. They must watch for what hunts them.
[/spoiler]
Title: Sleep
Post by: Kindling on May 05, 2006, 08:50:21 AM
Wow, I really like the fluff!

I'm stupidly busy at the moment (damned education system!) so I can't really formulate any questions or feedback.

However, I'd be curious to know how you made the map, looks good.
Title: Sleep
Post by: Hibou on May 05, 2006, 10:28:19 AM
Thirteen.

It is the number sacred to many for its relevance in the heavens; its correlation to the number of Archangels and the thirteen pretenses of true altruism. Thirteen is the number that folk define their weeks by and the number of years that pass between mass pilgrimages to the Eastern Oracles. Thirteen is the number of councilors on every major council in the West, and it is the number of royal guards that are trained to perfection for the protection of the queen in Sundayr. Thirteen became such an important number simply because there were thirteen Archangels said to be watching over the world and protecting it from eternal shadow.

But thirteen is not the true number.

Clergy and philosophers alike will state that there are but thirteen Archangels left in Azlorn, watching over Vilydunn from high above, and in a way they are correct. Wise men know, however, that there are others who dwell away from the Fields of Altruism. They are no longer of natures as kind as their brethren, and they no longer wear white garbs of purity. They have become forsaken by their kin, but they do not care. Their hatred for the world is the purest of all animosities, burning like a wildfire in dry elephant grass - and it will engulf the entire Nightmare before it is quenched. Before the end, the coming doom that is so very imminent, all will know who they are. They are the Five Hates, the Flock of Fear.

They are the Fallen Angels. We are the Fallen Angels.

-The Murderous Angel

Thirteen we are not, hidden and feared,
True bastions of evil and might,
Our hate shall burn till all is seared,
And day turns eternal to night.

-Hymn of the Fallen

The Fallen Archangels

The Murderous Angel
[spoiler]
Once the Angel of Honor, the Murderous Angel (or Murder) fell into darkness and became a being of treachery and unending hatred. They say that his true name is Umaulax, though those who speak it are often found dead and mutilated with no clues as to their murderers. The Murderous Angel is bloodthirsty and sadistic, taking pleasure in the ending of lives innocent and guilty alike. What drives Umaulax to be so impossibly in love with the notion of death is uncertain, but one can be guaranteed two things: Murder feels no remorse for his actions, and he will never stop.
[/spoiler]
The Lying Angel
[spoiler]
Once the Angel of Truth, The Lying Angel, also known as Drahael or Illusion is the embodiment of everything false. Drahael is the chief symbol of all that is fabricated to conceal any fact grand or small, whether it be unfaithfulness in a relationship or the lies that political figures speak to their subjects. He takes endless pride in knowing that mortals can be tempted into corruption and enter a downward spiral as they destroy everything they love with their own lies. Legends tell that when the Fallen Angels were first thrown from Azlorn, the Thirteen cursed Drahael to be forever incapable of speaking the truth. The Curse of Wrongness may ultimately have been a gift in Drahael's eyes however, as what master of deception would ever tell the truth?
[/spoiler]
The Salacious Angel
[spoiler]
The Salacious Angel was once the Angel of Love, before he was cast from Azlorn and Adiel took his title. Since then, the Tempter has perverted his ways and become the embodiment of all that is lascivious. The Salacious Angel corrupts mortals into betraying those they love, ruining relationships by committing many unsavory acts. He is said to harbor some ancient sorrow that drives his habits, though none except perhaps other Archangels know of it. Despite the rumors, however, the Salacious Angel's unfaltering will to corrupt and seduce mortals suggests that if there is some deep secret that the Tempter hides, it will not be revealed by his own actions. Coaxing the pure is the only thing he is concerned with.
[/spoiler]
The Venomous Angel
[spoiler]
When an epidemic surfaces and ravages the countryside, drowning folk in seas of pustule pain, it is the work of the Venomous Angel. Both in spirit and in method, Gvadiel is poisonous to the core. She is the proprietress of physical and mental virulence in all forms, from the lethal berries growing on dark bushes, to the plagues that kill tens of thousands in mere weeks, to the noxious vapors from deep in the Forbidden Swamp that sap one's mental strength. Gvadiel is said to delight in assassins and others who slip toxins into the drinks of good people and who leave their enemies with wounds that cause them untold pain. She is known by a symbol of a wilting white rose enveloped in a noxious haze. It represents her detrimental being in every way, a reminder of the her past as the Angel of Healing and her current, darker state as the Lady of Poison.
[/spoiler]
The Psychotic Angel
[spoiler]
The Psychotic Angel, also known as Pharael, was once the Angel of Sanity. When she was cast from the Fields of Altruism by her kin, all of the madness from which she had so long protected mortal minds returned to her, and her mind was lost. Pharael is far beyond the boundaries of rational thinking, and all who are mad are children of her maniacal ways. Those who are touched by her will are said to be forever lost, with no cure save The Holy Star's greatest of blessings to save their souls. Depictions of her, as well as her name are often found scribbled on the walls in asylums. Like the other Fallen Angels, Pharael delights in actively spreading her madness about the mortal world, but does so with the greatest of all devotions - a strange quality considering her demeanor.
[/spoiler]
Title: Sleep
Post by: Hibou on May 05, 2006, 10:31:10 AM
I used a program that is (simply enough) called MapMaker. You should be able to find it at www.demonspawn.net :)
Title: Sleep
Post by: Hibou on May 05, 2006, 03:01:19 PM
Time


In the beginning... one cannot continue in any substantial way, for no one knows the true answer. Some say that the gods sought to rid their own world of corruption and war, so they shattered their realm, putting all the focuses of love, peace, beauty, and goodness in one place, and leaving the rest to a dark fate that became the world of Vilydunn. Others say that Vilydunn is the dream of a god greater than any worshiped in the world, sleeping to escape his own nightmarish reality. Still others claim that Vilydunn has always been here, and always been a haven for evil and a prison for good. Not one claim has more precedence over the other.

The exodus of the angels, as stated in the Codex of Azlorn, became the centerpoint for the ages in Vilydunn. Of all the ancient divine texts, only the Codex survives(it was written by Kamiler, a prophet of the First Age who went mad just after completing it), and even it is charred, torn, and faded throughout its countless pages. Burnt among the sections regarding the Exodus, only this much remains:

[spoiler]

"...The angels then sought to protect their beloved world, even with the terrible acts of heresy and destruction their mortal children had wrought. They left behind The Thirteen, a squad of the most elite of the angelic warriors, to safeguard Vilydunn in case a great evil should ever arise. Then, they withdrew into the mists, becoming lost stars in the dark.
And then came horrors of twilight. They crept into the nights of Vilydunn, searching out victims for their heartless and vile torture. They prowled the forests, mountains, deserts, swamps, and seas searching for the weak. And they found them in good number. The darkness slowly crept into the world, until little was left but ashes and the cold echoes of screams."

[/spoiler]


The Records of the Reaper


He wrote vigorously at his desk as if there were no time, his quill nearly breaking under pressure. Out of the crazed scribbling came text in a language that he was not even sure he knew at times, but reading it always reassured him. It told him things that he didn't know - but then he did - and didn't again. The words recalled the story of a fallen kingdom where the screams of its people still ricocheted off the walls. He could hear those screams, he could see the faces, and he could hear the laughter. He was there. And he was pretty sure - no, couldn't be. He kept writing.

Now the words spoke of heroes who were to save a land from a shadow that hung over it. They would gather courage and strength, and - hmm? - he didn't know. What would they do? This would prove to be a tough one. He paused and stared blankly at the parchment for some time. Stumped, he looked back among his previous notes. Terror, destruction, sorrow, evil - it was all there. Still, something was missing. He simply couldn't determine what to do with them. It had to be horrible, but what? He looked at the previous pages, reading again the tale of the lost kingdom. "Ah, Cimilrin, my lovely," he said aloud, no one hearing him. And then he remembered.

They were all around him, screaming, crying, dying. Their bodies were bloodied and torn, and their loved ones lay dead all around them. Their homes burned, and their walls crumbled. Horrid things danced about the flames with wicked eyes and grins that did little to hide their evil. They frolicked as faeries would, destroying all that was beautiful. Somewhere in the distance, atop the mighty castle of Querelen, he could hear the crazed king laughing. And he was pretty sure - almost positive - that he was too.

He leaned back in his chair, his black cloak ruffling as he moved. "Ah, yes. That is how they turned out," he said, leaning forward and hunching over his tome. His skeletal hand took hold of the quill once again. He had the perfect ending for them.



The Passing Of An Age

It has been over one thousand years since the supposed Exodus of the Idyrlo(angels), and since then, the people of the world have tried their best to document what occurs as time passes. Many events are difficult to agree on regarding truth and certainty, but most lands can generally all confirm the occurance of several major ones. These are presented here, beginning from the year 0 AE("AE" meaning "After Exodus", which was the beginning point for this age; most history before that time is forgotten).

[spoiler]
0 AE - Disappearance of the Idyrlo. Shortly thereafter, a great assault upon the world is made by things from beyond mortal boundaries.

7 AE - The fall of the Verkem Empire. Little is known about its demise among Western folk, and with the East crumbling into many small anarchies, the fate of the kingdom is never confirmed. The White Warriors convene in the West in what would become Sundayr, debating the defense of the West and how best to hold what's left of society together.

21 AE - The White Warriors are murdered, plunging the remaining major cities into chaos. Disease erupts in multiple regions.

22 AE - During the season of Wae, a new power of good rises in the West. Calling themselves the Hallowed Order, they are a group of selfless individuals who quickly help bring order to the land, slowly gaining new soldiers to aid their cause and defend the people from madness.

72 AE - The Hallowed Order, gaining increased popularity and fame severs its public relations. Few understand why, but the Order believes it to be for the best. They become a covert organization that makes its appearance only in dire times.

101 AE - The fall of Cimilrin, the last bastion of civilization in the East. Mysteriously ending its life as Verkemy had, stories quickly circulate as to its fate.

148 AE - The Aust'ene, who had once been common all about the Tulsun Sea and the closer eastern lands withdraw into the north. They become isolated and quickly are seen as a people of legend. The Tulsi gradually come to rule all of Bryynaldor.

214 AE - 'Civilized' activity begins to occur in the East again. The Nusans struggle to keep hold of their lives as the wicked terrors of the land haunt them in their ruins.

233 AE - The Codex of Azlorn is recovered by faithful in ancient ruins. The artifact book is kept in the infant territory of Harvandor.

271 AE - The Twin Oracles are founded in the East. Called Tehrale and Faelunas, they are built upon what little knowledge remains from their predecessors, the Verkem. Their cultures take on some qualities of their ancestors, but it is clear from the vague remnants that they are very different.

359 AE - Bravila rises as a monarchy. The Star Keepers soon follow as a major organization in that nation, considering themselves the rightful wielders of the powers that The Holy Star grants to govern and police the mortal world.

474 AE - The leaders of all current nations decide upon the outlawing of magic. Not long after, what would later be named the Servants of the Damned is founded as a cult and begins its reign of terror.

532 AE - Sundayr is the last of the current nations of the world to become an established kingdom. Around the same time, The Entertainers begin as a secretive organization in an Eastern city. They quickly gain notable influence and within the next 70 years, they begin appearing in the West as well.

588 AE - Sultana Marlan of Harvandor contracts a terrible disease, and it spreads to her people. A great epidemic occurs in the Southwest, and many folk die of the plague and the evils that seek to take advantage of it.

621 AE - Bravila becomes a triad government.

679 AE - The people of the Southwest, still recovering from the great spread of disease a hundred years before, are plagued now by increased vile activity in the lands. They say that the forests become haunted by unknown beings whose intents are too alien to make any attempt at explaining.

774 AE - Murders of hundreds of innocents occur in Adailth, the capital of Sundayr. People claim that a syndicate of the Na'ril Dum lurks in the city, but attempts to locate them result in failure. Claims are made that Na'ril Dum and the Hallowed Order waged a battle in the late hours of night.

860 AE - People begin to make ventures into the north in search of Grugast and the Aust'ene. While a few find isolated Aust'ene settlements, none ever reach Grugast. For countless years afterward, travel by ship fails as well due to stormy seas.

909 AE - Many practitioners of magic are banished from the Oracles and some are even executed. These folk had all originally been sanctioned, but the people of Tehrale and Faelunas would forsake the magic arts out of fear. If there are wielders of the Forbidden Science now, they are careful not to reveal that they do so.

1000 AE - Present day.
[/spoiler]
Title: Sleep
Post by: Hibou on May 05, 2006, 09:24:12 PM
Hate

We fight a war.

Hidden in the shadows is a conflict older than Verkemy itself. It is an endless battle fought by night against creatures with little purpose in their lives other than to maim and corrupt. We fight them on grounds that favor them more than us, and yet still we struggle on. Our warriors will continue to do so until the conflict has ended, for better or for worse - they have no choice.

Where do we fight, you wonder? The war is waged everywhere, from the deep wilderness far from civilization to the very streets of our largest cities. They are everywhere, and so we must be too. It was us in 774 on the night that many heard the sounds of battle in the streets, when we took to the cobbles of Adailth for a battle called the Midnight Murders, a clash of our own blades against those of the Deceivers. It was us in Calahaye when the Na'ril Dum surfaced in an attempt to disrupt a sacred marriage, and atop one of the Great Seeing Spires at dusk we fought, driving them back with grievous losses. They have taken from us, unleashing plagues and corrupting those we trust within our own order. We will return the favor.

Who are we? We are the Hallowed Order. Our mission: protect the innocent, and illuminate the abyssal darkness that haunts this land. Rest now. Your life is in good hands.
-Viyalth, Hallowed Harbinger


 The Church - Unquestioned Trust

The cathedral is the one place in all the world that cannot be destroyed, even when its physical rendition is gone - or so they say. Faith is the mightiest of the mortal masses' powers in Vilydunn, the one thing that keeps them from succumbing to an eternal void. To these people, prayer holds more power than a thousand swords. True faith does not shake and wobble when thrown against the machinations of evil.

Faith of the Star

The sky of Vilydunn's nights is dark and uncaring, but there is one light that shines brilliantly in the darkness. That light is the Holy Star. The Holy Star is perhaps the greatest bastion of hope for the people of Vilydunn; an island in a stormy sea. It watches, protects, and understands the pain that its children must endure, and they know that it does. Some of them simply pray and give thanks to it; others rise up in its name and do battle against evil. The Hallowed Order is a gathering of these people.

The Hallowed Order

The Blessed. The True. The Holy. These are the names of the Hallowed Order of Saints, a sect of the devout who keeps its agendas and movements secret, but do so with the best of intentions. They are an association of men and women who fight against that which others fear, and have learned what others cannot imagine. They protect those who depend on them, and defy the taint of the shadow.

The Five Factions

[spoiler]
The Hunters

The Hallowed Order enlists those who hunt the creatures of the night; those who do not fear. They are The Hunters, the Hallowed Warriors who seek out those who would harm the innocent and put them to the sword. They are trained to defy the supernatural horrors that their quarries may wield against them, and strike with pious fury.

In D&D 3.5/d20 rules, those of the Hunter faction typically have levels of Fighter, Paladin, Scout, or Ranger. They wear browns and blacks and typically don domino masks.

The Exorcists

There are those who are called upon to banish taint from the hearts of the good. They are the Exorcists, those who see the Possessors and combat them on their own front. They cannot be taken by those they have power over, and thus they wield their symbols of faith with undying strength.

Exorcists using D&D/d20 rules tend to be much like Hunters, though they are much more likely to have levels of Paladin, Cleric, Favored Soul, or another divine class. They tend to wear black and white, and are recognized by the winged visors they wear.

The Inquisitors

There are also those who must deal with taint, but not as the Exorcists do. These men and women must combat the taint that strikes from within the Order. They command powers of both the Hunters and the Exorcists, prepared for tasks that the Order wishes never have to be done.

Inquisitors form a special, very small division in the Hallowed Order, and share many qualities with both the Hunters and Exorcists. Inquisitors are likely to have any of the classes found in those, as well as the Knight. They wear black and gold, and have no headgear unlike the other members of the Order.

The Harbingers

The Hallowed Order must sometimes rely on knowledge more extensive than that which they teach to their Hunters and Exorcists. That is when they must rely on the Harbingers. The Harbingers see with holy sight and hear with holy ears. Their knowledge is as expansive as a library.

The Harbinger sect is the most secretive of all the divisions, and for good reason: they have a large number of arcane spellcasters among their ranks, which are outlawed in most areas of Vilydunn. Typical harbingers include archivists, wizards of most specialties, sorcerers, clerics, and other spellcasting classes, though some also take levels in more martial ones to diversify in their skills. They are recognized by their clothing, which is red and white, and the almost shamanistic and feral masks they wear.

The Ghosts

There are those in the Order who can hide in plain sight, masking themselves from the prying eyes of the world. They can sneak about, uncovering mysteries and exposing the wicked. They are the Ghosts. They handle observation missions, and weave tales that hide their organization when its designs must be opaque. They are trained even to assassinate the corrupt and the sinister.

The Ghosts are most commonly formed by Monks, Rogues, and Ninjas. They wear grey or whatever other colors suit them (though the former is the standard within a house of the Order), and wear concealing full-face masks with a V-shaped opening only for the eyes beneath their hoods.

[/spoiler]



What Lurks In The Dark

Tales may be woven of terrible creatures that stalk the night without motive, harming all those they come into contact with. In other worlds, these tales may be meant to scare the children into obedience, but not in Vilydunn. Called simply 'Them' or '˜They' by most, there is not one mortal who can deny that these are no mere fairy tales. Here, they are real. Here, their only wish is to violate your body and devour your soul.

 
Demons

[spoiler]

The Demons are those who come from the darkest, most unholy depths of insanity to the mortal world, where their very presence warps the landscape. They seek nothing except to tempt and corrupt the hearts of the pure, and destroy all that is good. There are no words for  "honor" or "mercy" in the language they speak, and they will show none of either to their countless victims. They come from the places known as The Abysses, endless expanses of shadow and ruined remnants of what once was cheerful and loving. Beware the Children of Destruction - they will rot your soul.

Demons come in many shapes and sizes, but in their most common forms take the shape of massive creatures complete with bat wings, oversized fangs and maws, and roughly humanoid shapes. 'Roughly' refers to the fact that everything about them - from the length of their legs to the way they move - seems horribly wrong. Less common and more feared demons take different shapes, or may even be made to resemble what their observers fear most instead of taking a shape of their own.

[/spoiler]


The Damned

[spoiler]

Sometimes, people hear whispers inside their heads. They may be all alone for days or weeks at a time, but still they hear them as if someone was right next to them. They are whispers of the Tainted, the Vile, the Twisted - they are whispers of the Damned. They reach from unholy graves, from dark crypts, and lost catacombs; they reach from inside your mind. They reach into your soul and defile it, and smile as they hear your screams.

The Damned are not demons, but they are malicious, vile spirits. They may be called the ultimate undead, for their power extends to the ability to make the dead rise from their graves to wreak havoc upon the world, and their appearance suggests little otherwise - ancient, red-hued skeletons wrapped in black cloaks, with more wicked life in their eyes and more unholy expression on their flesh-less faces than is possible. The Damned are not as erratic or as scheming as the various Children of Destruction that they often war with, instead lurking in the depths of darkness beyond the world of Vilydunn's borders - but the mortal world would be too fortunate if they remained there. No, the Damned often make their presence known among mortals in various ways, and seem to have some secret, ultimate purpose for their actions and those affected by them.

The Na'ril Dum
The Darktouched. The Tainted Hearts. The Decievers. These are the names of the Na'ril Dum, or the Warlocks; those who have been corrupted. They haunt the word like malevolent ghosts, always returning with unfinished business. They are mortal, but the most powerful of them seem to transcend this limit. The Warlocks spread terror in the name of the dark lords they serve, The Damned. They would like nothing more than to break the wills of the pious such as those of the Hallowed Order. There is no escape from their evil. They hunt those who are happy, just because they are able to hunt them. They murder the innocent and the harmless. They will continue to do so because their mysterious masters command them to do so, and the call of the Damned is not an order easily ignored.

[/spoiler]

The Risen

[spoiler]

They walk among us as if they are us. They hide in the darkest alleys and long-forgotten crypts with no motivation but hate. Hate of the world. Hate of their imprisonment. Hate of life. All these angers are with good reason, for in their undeath they suffer both mentally and physically. Even the lowliest animated corpses are wracked with pain and maddening whispers inside their heads at all times, and the greater forms such as vampires and specters have uncontrollable desires for blood, force of will, and other afflictions. They hate because mortals are (mostly) free of such madness, but one should never feel sorry for them - the undead do not take well to compassion. They are creations of The Damned, who will raise more of them to their unknown cause at every opportunity.

[/spoiler]


The Nameless

[spoiler]

There are those they call the Many-Eyed and the Outsiders. It is said that they lurk beyond the stars, watching the world for reasons unknown, and think in ways that mortals do not understand. They are called The Nameless. Madmen speak of such creatures in their bouts, and none can ever describe their forms. They are beyond comprehension of demons and even The Damned, who seem to barely know of or acknowledge their existence. It is likely, however, that if they knew more of them even they would fear The Nameless - such unexplainable forces of the universe can be nothing but incredibly powerful. The greatest fear of those who know The Nameless is of their minds; they either do not care about the world, or seek to end all life as it is known.
[/spoiler]


Other Nightmares


[spoiler]

Something is watching. Something is always watching - or at least that's what they say. Things that cannot be explained sometimes surface at the edge of frontier towns. Footprints too large or small to be made by humans are sometimes uncovered in the hills. Unusual people come to town with a seemingly outdated or nonexistent knowledge of everyday life. Strange noises are heard whenever the thick fogs roll in and at night, and people sometimes disappear. One thing is certain: no one is safe, not even in their own home.

[/spoiler]
Title: Sleep
Post by: Hibou on May 05, 2006, 09:29:12 PM
While I'm here I thought I'd mention something. To those of you who've read my WotC boards thread over once or more, don't forget to at least skim the ported material. In most of the transfers I will be adding to or modifying some material, particularily the older stuff from the first few pages of the Vilydunn - The Nightmare thread.

Peace :)
Title: Sleep
Post by: Numinous on May 05, 2006, 10:56:11 PM
Do you know how to use the spoiler blocks at the CBG?  [ spoiler=insert tile here ]  use that to clean up some of your posts, as right now the organization makes it difficult to read.

The setting is great, and although the quality description of evil takes away from the haunting feel of the setting originally, it is necessary for the game.  I also must say that I can see evil campaigns being very interesting in this setting...
Title: Sleep
Post by: Hibou on May 05, 2006, 11:28:54 PM
I'll have to start using spoilers.

EDIT: I'm just going to start writing it generically and see how that works. That way, the setting won't lose its touch when I start throwing out stat blocks and the like.

Until next time,
 WitchHunt
Title: Sleep
Post by: Hibou on May 06, 2006, 11:54:29 AM
Cleaned up some posts. They should be much easier to read now.

To Salacious_Angel: what did you think of my interpretation? :)
Title: Sleep
Post by: Hibou on May 06, 2006, 12:30:49 PM
Reserved
Title: Sleep
Post by: SA on May 06, 2006, 10:35:11 PM
Glad to see Vilydunn/Sleep up and running again, The Artist Formerly Known as MadApe.  I will be sure to keep an eye on this.
Title: Sleep
Post by: Hibou on May 06, 2006, 10:44:08 PM
Quote from: Salacious AngelGlad to see Vilydunn/Sleep up and running again, The Artist Formerly Known as MadApe.  I will be sure to keep an eye on this.

:)

Title: Sleep
Post by: Hibou on May 06, 2006, 11:42:12 PM
Trust

Oh silver star, thy glory true,
On golden wings, in skies of blue,
Make sound my home, take not the Light,
Keep me safe throughout the night.
-Children's Prayer



The Need For Faith


At first glance, one would wonder why the people of The Nightmare would pray. The gods seem to have abandoned them to their doom. They do not believe that all of the divine powers have gone. The people of Vilydunn praise and sing of the beings they believe still watch over them. They find that faith gives them something they dearly need: hope. Hope to the people of Vilydunn is everything.

The Western Faith - The Court of Azlorn

It is said that there is a palace among the stars, a massive temple of pillars and open ceilings; this where the Holy Star and the Thirteen Archangels dwell. From there, they watch their children in Vilydunn and do battle with the enemies that would seek to harm them. This place is the Court of Azlorn, from which the holy make war.

The Holy Star

[spoiler]
The Parent, The One, The White Light. These are the names of the god of the West, The Holy Star. The Holy Star is the great protector of the people of Vilydunn, its light piercing the hatred of the night. It is sexless, though rare personifications of The Holy Star have appeared both male and female. It teaches its followers to find strength within themselves and live happily. It encourages learning, though much less aligned in that way than its Eastern version. Warriors and priests of the Holy Star often wield star-shaped flails and wear garbs of white with a silver four-pointed star on the torso.
[/spoiler]

The Thirteen Archangels

[spoiler]
Also known as the Winged Elite, the Archangels are the mightiest of The Holy Star's warriors. They are not true deities, but various organizations base their creeds around individual Archangels. It is said that there were once hundreds of them, but most are now gone. Each Archangel represents some part of life that is central to the ways of Vilydunn's people, and their faithful favor the sword as a sacred weapon. The Thirteen are Sanelix(the Angel of Order), Adiel(Angel of Love), Lya(Angel of War), Zirel(Angel of Knowledge), Micio(Angel of Weather), Amiel(Angel of Peace), Atmiel(Angel of Freedom), Hyrxames(Angel of Wisdom), Solomsiah(Angel of Nature), Khetep(Angel of Trust), Zirayhe(Angel of Purity), Kescilia(Angel of Life), and Sothos(Angel of Altrusim).
[/spoiler]

The Day Guardian

[spoiler]
The Day Guardian is the offspring of The Holy Star. While The Holy Star is the protector of the world, the Day Guardian lights it and destroys the gloom. Like The Thirteen, the Day Guardian is not a true god. Common belief states that it travels the Naywlym Road a mythical path around the world of Vilydunn that allows it to complete a cycle every 400 days. There are several holy days that celebrate the Day Guardian's strength, particularly on the longest day of the year. The favored weapon of the Guardian's faithful is the morningstar..
[/spoiler]

The Damned

[spoiler]
Western religion says that The Holy Star and its ilk are at war with an ancient enemy known as The Damned. The codexes state that there are others, beings of evil and corruption as old as the Holy Star. It is said that they were there, doing battle with the Court of Azlorn long before the sun ever lit the world. They are The Damned, the vilest of beings to exist. They keep their shroud of mystery and deceit hung before them, leaving those who would seek to defeat them blinded as to their plans. The people of Vilydunn do not worship them in any way, except those who forsake their very human nature: the Na'ril Dum. How these people ever come to worship The Damned is anyone's guess, but it is a question not likely to be answered for many years.
[/spoiler]


The Eastern Faith - The Pantheon

Eastern religion is only remotely similar to that of the West. They also believe in The Holy Star, but to them it is one deity in a large group. The Archangels, the Day Guardian, and even The Damned are all part of the Eastern theology, but they are not as prominent. There are many divine beings worshiped among Tehrale, Faelunas, and nearby regions, and they are divided into two sects: The Beloved Ones, who are worshiped as actual protectors and watchers; and the Malignant Council, a host of wicked gods.

The Beloved Deities

Athasha, Jeweled Goddess

[spoiler]
Athasha is the deity of travel, trade, and wealth. Athasha's alternate names include the Silk-Robed and the Gold-Eyed Woman. She is a quiet god who believes in prosperity and luck for her followers. Her worshipers often include merchants, smiths, and adventurers seeking fortune. Her devotees often trade with exotic locales and peoples, such as those in the southern Veruhn Sea, hoping to return home with unique and magnificent goods. Athasha's followers are known to always keep compasses and tend to show their love for her by wielding staves adorned with the most expensive jewels they can obtain.
[/spoiler]

Halast, the Water Lord

[spoiler]
Halast is the god of sailors, pirates, greed, and the ocean. His cruel nature would make him part of the Malignant Council, were it not that the people of the world prefer Halast much more than other evil gods. He is also known as the Sea-Baron and the First Pirate. Halast is an erratic deity whose intent and favor can change at a moment's notice. He is sometimes seen as savage and cruel, but he is an intelligent deity with a charming way of voice. His worshipers include frequent seafarers, fishermen, folk obsessed with wealth and attaining more riches, and some mercenaries. Halast and Athasha rarely agree with each other, a truth reflected in their followers. His favored weapon is the scimitar.
[/spoiler]

The Holy Star

[spoiler]
In the Eastern religion, The Holy Star is also the god of knowledge and learning. Although one of many, it is still considered the chief deity of the pantheon.
[/spoiler]

Illanath, the Gentle Rain

[spoiler]
Illanath is the deity of rain, wetlands, mercy, and sorrow. He is known as the Gentle Rain and the Wizard in the Mist. It is said that Illanath was the most beloved deity in Cimilrin, and the loss of that nation is why he is now a god of sorrow. Illanath protects Cimilrin by blanketing it in thick, ever-present fog as a deterrent to would-be thieves of whatever remains there. He appears as a fairly old man wearing a gray and blue robe, and rarely smiles. He teaches his followers to be good to others, but show no mercy to evil. His favored weapon is the morningstar.
[/spoiler]


Jornduere, Holy One of the Realm

[spoiler]
Jornduere is a deity of battle prowess, honor, law, and protection of the innocent. He teaches his believers that it is one's greatest duty to practice their skill in combat, protect the weak, and fight with honor. He disdains the use of ranged weapons. His followers are mostly pious fighters and rangers, though many others often revere him. His faithful are always easily recognized by the colors of black and yellow that they wear. Jornduere is a hated enemy of Toralunas. His favored weapon is the battleaxe.
[/spoiler]

Kel, the Blinding Light

[spoiler]
Kel is the god of faith, love, and the sun. He is known as the Holier, the Light-Crowned, and The Aura'd. Kel teaches his followers to be guiding lights and beacons of hope where there would otherwise be none. Like Jornduere, he is a martial deity, but also one who encourages the growth of relationships and learning. His followers often travel to teach people to live in harmony, and take the defense of the innocent into their hands willingly. Kel wields a mighty bow infused with the power of light to the point that it fires its own divine arrows, without need for ammunition.[/spoiler]

Minotha, the Great Sea Serpent

[spoiler]
The serpent of the sea who is also the goddess of prophecy is Minotha. She is known as the Waterwinder and the Snake of Ages. She is a nearly forgotten, uncaring deity of the sea. Her worshipers say that one day she will be needed in the face of a great catastrophe, but many do not even believe she exists or is a true god. Minotha teaches that there will come a day when the world will be 'enlightened' in a way none had expect. Her favored weapon is the net.
[/spoiler]

Miradas, Ice Queen

[spoiler]
Miradas is a snowy goddess of two personas(the other is part of the Malignant Council). Her titles include the Twin Lover, Snowgown, and Lady Frost. She loves the snow and winter, presides mainly over those good people who travel in wintry areas or simply admire their beauty. She teaches her followers peace and friendship, and she has a special place among children, who wear all white clothing tinted with icy blue during a special winter day of worship. Her favored weapon is the shortsword.
[/spoiler]

Morne Heurefaith

[spoiler]
The father of time, and memory, Morne is an enigmatic deity. He is mainly known as The Father. His age is constantly disputed, some believing he is the oldest of the deities barring The Holy Star, while others say he is even older. He is the keeper of history, and remembers everything - even remembering things that have not yet happened. He is a mysterious god when it comes to appearances - no two descriptions are alike, when they describe him as more than a blurred human shape. He thinks poorly of those who waste the time given to them. His favored weapon is the dagger, and his own, called Timesplitter, is a blade that ages anything it touches by one year, and always seems to move faster than the hand that wields it.
[/spoiler]

Orosulian, Keeper of the Endless Woodlands

[spoiler]
A quiet deity who lives in the forest, Orosulian is the master of the wilds. He is the great lord of all forests and groves in Vilydunn, and is especially popular in Nilmavwood. His followers tend to be woodsmen, hunters, and herbalists. Orosulian teaches to respect the wilderness and not to despoil it. Orosulian understands that natural fires cleanse and make room for regrowth, but he despises Fiinus and any others who would use fire to burn the world (especially forests) recklessly. His favored weapon is the spear. Often, rituals will be held in the name of Orosulian where the members don helms decorated with elk horns and bash their heads together in resemblance to the wild beasts. This event is called the Woodfest.
[/spoiler]

Shunedi, the Evening Dancer

[spoiler]
Shunedi is the goddess of art and freedom. She believes in love and longevity, and instills this into her people. It is said that Shunedi dances on the water as the sun sets each night, creating the waves of the ocean. She is a woman who takes pride in individuality and artistry among her followers, as well as a fair sense of humor and a love for dance and song. Shunedi and Villik are lovers. She teaches to love those who love you, and to love even those you have never met. Her mythical weapon is a bow that fires arrows which do not harm, instead causing overwhelming infatuation or euphoria.
[/spoiler]

Villik

[spoiler]
Villik is the god of song, dance, and celebration. Villik's followers have esteemed musical talent. Villik teaches his followers to enjoy life to the brim, and that music, ale, and friendship are the greatest things one can possess. It is said that Villik's home is a mystical tavern on the horizon, where music and drink are as plentiful as gold in a dragon's hoard. He and Shunedi share similar portfolios and are a couple among the gods. Villik teaches that everyone has musical ability. His favored weapon is a crossbow that looks much like a guitar, and fires projectiles of harmful sound.
[/spoiler]

The Malignant Council

Abala the Deformed

[spoiler]
The sinister goddess of abominations, Abala is truly fearsome. She is known as Malicious and The Deformed. She is a heartless goddess who loves fear and suffering among mortals. The twisted, demented creatures that stalk the land are created by her, and she believes that one day her children will rule the world. From the waist up, Abala appears as a twisted humanoid with three arms, seven eyes, two sets of hideous, sharp teeth layered over one another, and ears like horns. Her bottom half is an ever-shifting form that changes too often to give a real description to. Her followers wield nagiakas.
[/spoiler]

Darnilul the Bloody

[spoiler]
Darnilul is a greatly feared god of murder, killing, and anti-society. His followers are said to be among the most primal and savage beings of Vilydunn. He teaches his followers that only destruction and murder are the only real paths to power, and that everyone is expendable. He and his followers have trouble understanding others who do not agree with them, and tend to simply kill those who even threaten to get in their way. His favored weapon is the halberd, and his divine symbol is composed of two crossed polearms dripping with blood.
[/spoiler]

Guuria, Goddess of the Dead

[spoiler]
Guuria is a feared deity in The Nightmare, for she is the goddess of all of the risen dead that walk the lands. Her followers, like her, seek to rule through fear and tyranny. Even though the least of her minions are rarely capable of intelligent thought, she is a scheming god and teaches the undead who can think to do the same. She believes that in order to survive, her followers must use all the options given to them when there are so many who would destroy them. She wields a mace made out of a skull and a rib.
[/spoiler]

The Hand of Death

[spoiler]
The Hand of Death is a symbol of fear among the people of Vilydunn; a reason for The Nightmare to be called what it is. The Hand of Death has no emotion. It appears as a cloaked figure whose face is hidden but is skeletal like the rest of its body, and it carries a scythe that gleams even in the darkest of nights. It always appears to those who are dying or are about to die. The Hand is the gatherer of souls, It Who Deems One's Time. Its favored weapon is the scythe. Its followers are either madmen or opportunists who will do as they wish without concern for who they harm, and take a sick pleasure in causing death. [/spoiler]

Mantur the Poison-Veined

[spoiler]
Mantur is a god of poisonous substances and words, and of cruel tortures. He is known as The Rat. Mantur is a covert deity, as are his worshipers. They take pride in subtle murder and skill at stealth. They also enjoy using every form of torture available to sap valuable information from prisoners, and then continue to torture them afterwards. The priesthood of Mantur are very secretive and rumors say they have been the origin of countless new poison discoveries over the years. Mantur's favored weapon is the hand crossbow.
[/spoiler]

Miradas, Ice Queen

[spoiler]
Miradas also has a dark side. It sees no beauty in anything but chilling, unbearable cold. The evil version of Miradas is a being of winter and death, obsessed with the cruel, deadly qualities of winter.
[/spoiler]

Saemas

[spoiler]
Saemas is the deity of perversion, destruction, and sickness. He is known as Plague and Soulfire. Saemas takes pride in his nightmarish domain, gaining an unfathomable thrill from destroying the dreams of the good hearted and watching mortals rot. He is the deity of everything that is wrong and horrid. He and his priests are enemies to most other beings in existence. He is said to appear as a grotesque human with decaying and missing flesh, always with a hideous grin on his half-decayed face, and a sadistically evil laughter emanating from his throat. His favored weapon is the ranseur, and the one he carries whispers terrible things to his victims as they are torn apart.
[/spoiler]

Toralunas, Unholy King

[spoiler]
Toralunas is the deity of darkness, hatred, evil, and horrible truths. It is said that Toralunas once walked the realm of mortals, and was a great king in the Old Kingdom of Verkemy. But Toralunas fell from grace ages ago, and has since become a deity of terrible secrets only the mad or the strong willed would listen to. His worshipers are wicked, murderous, and obsessed with their martial prowess. Toralunas and his priests despise Jornduere and his followers deeply. His favored weapon is the bastard sword, and his is curved and radiates an unholy black aura.
[/spoiler]

Urept, Speaker of Damnation

[spoiler]
Urept is a crazed god of silence, the void, endings, and annihilation. He is known as the Void King and He Who is Mad. Urept is the lord of that which all others, mortal and immortal alike, fear. They say he walks among the pillars of The Nightmare themselves, waiting for the time when he will strike at them with terrible words of undoing, bringing one final, eternal end to everything. Whispers of the End and the Fate of All are the secrets only he knows, spoken from Urept's throat millenia ago. They have the power to kill outright any who hear them. Urept prefers to do combat with his bare hands, which can instantly annihilate anything they touch by aging it so quickly that it is instantly and utterly destroyed.
[/spoiler]

Urorath the Forsaken

[spoiler]
Urorath is a demon of incredible power. Urorath is ancient, far older than any god in the pantheon, though he is not one himself. All of the deities except Toralunas are very careful to cross paths with the terror. He once lurked within the mortal realms (around the same time as Toralunas), and he may yet still. His favored weapon is the whip. They say that to speak with Urorath is to speak with madness for he is not capable of rational thought and none of those who hear him talk are ever capable of such again.
[/spoiler]

Werrac, Defiler of Life

[spoiler]
Werrac, the deity of lustful obsession, vanity, and twisted births, is perhaps the most haunting of the Malignant Council. He is the god of false love and obsession, the lord of the stillborn and the cause of deformities and illnesses in children. His followers sacrifice newborns and children, or turn them into twisted monsters, breeding them for evil from an early age. Werrac is a hated god among the mortal peoples of all races. His favored weapon is the dagger, and his own appears as a twisted black heart shape with an obscenely wicked point.
[/spoiler]

Xakkan

[spoiler]
Xakkan is the god of chaos, madness, and magic. His titles include The Mage and The Wild. Xakkan is known for his unpredictable ways and constantly changing dogma. He does not usually teach his followers anything, and they are usually already as mad as he is. Xakkan is a god of magic, which makes him even less liked by the populace. His favored weapon is the shuriken.
[/spoiler]

The Faith of the North - Aust'ene Belief

Unlike their southern and eastern brethren, the Aust'ene do not revere gods as they are known in the south. Instead, they have an animistic religion where everything has a spirit, from the rivers to the sky. Thus, it would be impossible to name all of the beings they revere. They are everywhere, as are the twisted and evil things that hunt the Aust'ene people.

A less well-known belief system that is most recognized by the Aust'ene (but found among all humans) is the reverence of the states of mind: Happiness, Fear, Courage, Madness, Passion, Peace, Hate, and Anger. They are seen as living entities that are in every mortal. It is said that divine beings possess only the good virtues (angels and the like), or the bad ones (demons and their ilk).
Title: Sleep
Post by: Hibou on May 07, 2006, 09:58:58 PM
Reserved
Title: Sleep
Post by: Hibou on May 09, 2006, 03:03:45 PM
Reserved
Title: Sleep
Post by: Hibou on May 10, 2006, 08:20:44 PM
OCEAN OF GHOSTS

Walls.

In any direction you will find them. They are beyond the thatched rooftops, the luscious hillsides and the shimmering treelines. They are beyond the lakes and the mountains, and beyond the sandy shoreline. Out there, in the far reaches of the Ghostsea, they lurk. They bar our passage to what may lie beyond, be it Heaven, Hell, or only more of this dreaded Nightmare. They rise from the very water as great walls of violet mist, trapping us. We have never known a day without them. It is my worry that they will enclose Vilydunn for all of time, leaving us to our fate at the hands of those who hunt us.

We are trapped, my friend. Trapped.

-Yuhanre, Sea Master

The Ghostsea

Truly an ocean, the Ghostsea is a place that mariners and drunks often tell tales of when in port. It surrounds the entire outer rim of the Nightmare and is bounded at its farthest reach by impenetrable walls of mist. It is an ocean haunted by explorers and exiles, and folk who have sought to find land beyond its dark depths and never returned - alive. Tales often tell of ghost ships looming on the horizon, and spectres of lost sailors both appearing on ships that have not been taken by the sea(yet). They say that just as the sun begins to fade, one can see the sunken wrecks on the bottom of the ocean, faintly glowing in the darkness.

The Ghostsea is home to a myriad of unique marine life not found closer to the continent of Vilydunn, and is not lacking in stories of massive creatures that draw entire fleets into the deep. The Ghostsea is poorly charted as well, both because of people's fear of being there and the difficulty in navigating it. Islands and archipelagos that lurk in the Ghostsea are good places for one to hide, but many risk becoming lost there and unable to find their way back to the mainland. Some distance from the coast, fog begins to permanently cover the waters of the Ghostsea, and it gets progressively thicker the farther from shore one sails. There are likely things other than islands hiding among the waters...
Title: Sleep
Post by: Hibou on May 16, 2006, 05:18:19 PM
THE GOLDEN AGE

The prophecies have come true!

In the west, beyond the Ghostsea's farthest reaches, the great walls of mist have dissipated. They have opened to show us other realms like our own, haunted by wicked things that prowl the forests and corrupt the mind. The explorers call one of these lands Nussur Ethara. Things supernatural roam there in the shadow of the two peaks that rise from the land's center, which are visible from every point on the island. The culture of Agalanath is different from ours, but they seem to share a past.The prophecies of our ancestors have spoken of this newfound land for ages, but few believed in them until now. Stepping onto the shores of Nussur Ethara, I look with excitement as my fellows greet the inhabitants of this land, and realize we have entered the Golden Age. But something strange and fearsome cripples my optimism - something primal.

Something here is terribly wrong.
-Lucarn, Harvaiish explorer

Title: Sleep
Post by: Hibou on May 22, 2006, 11:07:24 PM
TEHRALE, THE EASTERN ORACLE

Uaun stressfully scanned over his charts and diagrams, an answer his needle in a haystack of deception. In all his life, he had not believed the Church's claims that Vilydunn was a walled-in world of no hope for discovery outside its boundaries. He had not believed that there was nothing beyond the mists and what little land existed was a flat realm of darkness and terror. And now, he would reveal that he was right.

Tossing aside hundreds of sheets, he frantically looked for the one equation that would reveal it all. It had been one of his earliest derivations of previous scientists' toil, and while they had been right, Uaun was becoming more and more convinced by the second that his own was wrong - but he knew how to correct it.

Finally, he found the paper, and without drawing a breath grabbed his ink pen and scribbled down  new lines to an equation. Variables disappeared, and new ones were added, and quickly he came to a product. With awe, he looked onto his calculations: they  worked. Rushing to his illumiscope to view the stars again, then returning to his desk, he shouted in joy.

Vilydunn wasn't alone.


Nation Statistics

Population: approx. 2,540,000

Government: Theocracy/Republic

Chief Deities: Vary from city to city

Prominent Organizations: Sea Keepers, Spellhunters, Stormseekers, Hallowed Order (unconfirmed), Technocrats, Guild of Merchants, Sons of Hyrxames, Visionaries

Capital: Vlherwust, approx 998,500 people

Resources: Lumber, Fish, Game, Furs, Ore, Livestock, Wheat

Imports: Weapons and armor (Faelunas), Exotic Furnishings (Harvandor), Southern Fruits (The Veruhn Sea and Gulf of Jivyl), Fabrics (Faelunas)

Exports: Wheat, lumber, precious metals, furs, artwork, wines

Military: Small

Notable Inventions: Illumiscope, Cannon, Fogbombs, Clocks

Allies: Faelunas, Harvandor


Tehrale is a land of prosperity, invention, and hope. Long has it stood with its twin nation Faelunas as a leader in innovation and knowledge, marching into the future with strength.Through its people, its discoveries, and its history it has inspired and reassured the masses, and is guaranteed to continue to do so - if it can survive the trials of the wicked world it is in.

Tehrale's origins lie in the remnants of the fallen empire of Verkemy, like its twin nation. Out of the anarchy that plagued the land for many years after its fall, centers of commerce gradually rose from nothing and became the basis for nations of today. Much of its architecture and culture resemble what monuments are left over from the past or what knowledge is known. Its people favor such pastimes as the study of astronomy and history.

 Government, Military, and Trade

[spoiler]

Tehrale's government is not just run by the Church, it is the Church. In the Eastern Oracle, only longstanding members of the Grand Priesthood are eligible for a seat in the parliament representing the people. The wisest and oldest of the hierarchy's members, the High Curates, each oversee a particular part of the government and decide upon the passing of a new law or change in an existing one. In addition, one other well-respected member of the Church is elected Archon of Tehrale (many call the Archon by King, Queen, or any number of other monikers, but Archon is the proper title), who serves a partially ceremonial role as well as having some power in the passing of new laws. At any time there are five High Curates and one Archon, all of which are elected by the people. The 300 members of the political houses are then appointed by their superiors to their more specialized roles in the government.

Tehrale's military has for many years been small, due to both the kingdom's popularity and its greater focus on technological advancement. The Eastern Oracle's armed forces consist mainly of city guards and sailors that patrol the coasts near Eruqwar and Werrundwar. Tehrale's last major battle was with a now-dead kingdom called Malumereq, which is now governed by Harvandor.

Trade is a vital activity in Tehrale. The Eastern Oracle has long been known for its magnificent wines that folk from all over the continent greatly desire, and the inventions that have come out of the nation are equally popular. Its soil is very fertile, allowing for many fruits and vegetables to grow easily - making it one of the larger exporting regions for fruits and vegetables. Tehrale's wheat fields are a national symbol and its greatest agricultural resource.

[/spoiler]

Entertainment

[spoiler]

Tehralese folk are a jovial people. Their nation's culture is famous for its dance and their music is generally upbeat and energetic, with tempos and keys that change anywhere from one to four times during a song. Dance halls and musical schools are a common site even in the smaller villages, and the Tehraleans have crafted some of the finest musical instruments in all of Vilydunn.

People of the Eastern Oracle are also patient and generally content. When not taking part in more upbeat activity, the average Tehralean is found reading, debating, and gazing at the stars. Astronomy has been a passion of Tehrale and its predecessor centuries, and the creation of gadgets such as the Illumiscope only reinforce the link between the culture and the science of astronomy.

[/spoiler]

Important Figures

 Vaera, Archon of Tehrale

[spoiler]
Vaera is the recently appointed Archon in the Eastern Oracle, but so far she has not held the position effectively. She is quick to act and has temper, though her wisdom and judgement help to keep her from going overboard. The Curates have faith in her, though some of the populace has its doubts. Regardless, Tehraleans have no outward dislikes of the Archon. She is quite young (the second youngest Archon ever), and despite the wrinkles that suggest a greater age, she still possesses a form of gentle beauty. Her green eyes at first glance make her seem docile and weak, but her voice and presence in any conversation quickly show otherwise.
[/spoiler]

  Uaun, Harvaiian Scientist

[spoiler]
Born Harvaiian but a longtime citizen of the Eastern Oracle, Uaun is well known in Vlherwust for his involvement with the Technocrats (an organization based in the nation's capital that frequently create and test inventions and ideas against countless trials) and the Visionaries (a group of historians, religious scholars, and curious adventurers who make it their goals to unravel mysteries and discover new things). Uaun is a very dedicated person who spends most of his waking hours leaning over his desk, looking over his many charts. He is a firm believer that Vilydunn is larger than it seems, and through his countless calculations he has helped to back up his theory, using mathematics to lend hope to those who will listen. He worships Morne Heurefaith piously. His lighter skin causes him to stand out in a crowd, since in Tehrale the majority of people are of Nusan descent.
[/spoiler]

 The Sons of Hyrxames
 
[spoiler]
An organization almost solely based in the city of Armaalaht, the Sons of Hyrxames are devout warriors of willpower who frown upon unwilling servitude and the inability to defend oneself. The Sons of Hyrxames are folk from all backgrounds who sport often unbreakable wills (some simply call them stubborn). They live their daily lives as their peers do as if they belonged to no sects or brotherhoods at all, but they make it a personal responsibility to help others strengthen their self-esteem and their mental strength. All Sons of Hyrxames wear tattoos in the center of their upper chests just above where a shirt would open, making fellow members of the cult easily recognizable to each other.
[/spoiler]

 Apoch Ruiar

[spoiler]
Apoch has been dead for many centuries, but his memory as a hero of the East has lived on in the hearts of the Nusan people. Celebrated on the Day of Apoch (the 72nd of Spring), he is found depicted in countless busts and in statues built in gardens and city streets. His bloodline has been traced carefully through the years, and his descendents enjoy good lives.
[/spoiler]

 Khauthi, Sea Mistress  

[spoiler]
An aging woman whose sharp senses defy her age, Khauthi is an esteemed citizen of Windport. For eleven years she has held the title of Sea Mistress, a prestigous affix given (by the rulers of the kingdoms themselves) to those whose skill on the open sea is truly remarkable, and she wears it proudly. Khauthi has a sharp wit and a fair sense of humor, but acts first to get important tasks completed before taking part in leisurely events. She is highly respected in her city of residence, and works as a tutor for in-training seamen and explorers. Khauthi also is known for making surprise journeys with random crews when they go out into the Ghostsea or into enemy territory to the southeast. Danger interests her in her middle age.

[/spoiler]

-----


History

Though many contest the fact, Tehrale's official history begins in 271 AE, when both it and is sister kingdom were founded from rowdy, unorganized territories with no true rulers and no governments. The terrors of Vilydunn had kept them that way until the Sons of Hyrxames emerged and vanquished fear, lending the people of the East the courage to unite under a banner. The Sons have since then been heroes in the eyes of the people, rivaling the Hallowed Order in public interest.

[spoiler]
214-268 AE - Called the Sunless Days, the fifty-four-year period was a time in the East when the Nusan people began to make a realm that they could call their own, but had to constantly fight the nightmares that hunted them. Even during seasons other than Wae, it was very cloudy and foggy for years, and the people of what would become the Eastern Oracles survived by operating from concealed underground bunkers. The Sunless Days was the title given to that period due to the dreary conditions they had to endure.

268 AE - The Sons of Hyrxames are reborn after several hundred years of hiatus. Quickly taking matters into their own hands, they work alongside the Hallowed Order in a battle against the things from beyond the reaches of goodness.

270 AE - Also known as the Year of Apoch by Tehraleans, this was the year when wicked humans were pushed from the East by a warrior named Apoch Ruiar and other members of the Sons of Hyrxames. With the relative calm that ensued, Nusan people were finally capable of building more than nomadic camps and hidden bunkers.

271 AE - The founding of the twin kingdoms Faelunas and Tehrale, and the simultaneous crownings of the Eternal Caesar Mlaumoch and the First Archon Illanerue, in the border city of Ymas-Thur.

285 AE - First major cathedral established in the East, built in Armaalaht. Prior to this, places of worship in the Oracles consisted of household and roadside shrines, and in the ruined temples of the Verkem and Ayrmaric civilizations.

343 AE - War begins between Tehrale and Werrundwar, which at the time consisted of two feuding nations, Chevsica and Ehrmel.

347 AE - The war with Werrundwar ends.

349 AE - Invention of the cannon, which for many years is a Tehrale-exclusive article of weaponry.  Illegal sales to other nations slowly brought them to the other warships, until Tehrale's Archon of the time sold the first set of cannons to Faelunas, approving the exporting of the technology.

382 AE - Faelunas is the first present-day kingdom to restrict the use of magic in any way, and it quickly gains Tehrale as a second for its opinion. The use of any magic without a license or not in wars with outside threats now presents a fine of anywhere from eighty silver stars to seven years in a prison.

428 AE - the second and third major cathedrals are built simultaneously in Tehrale, one in Vlherwust and one in the seaside city of Windport.

474 AE - Tehrale joins the other nations in the outlawing of magic. Later, it would banish users of magic altogether and kill many of those who did not leave immediately.

532 AE - The Entertainers become a secret power in the East, building their first headquarters somewhere in the Eastern Oracles. Some say they are based in Calahaye, others in Windport, and still others claim they hide in the mountains on the western border of Tehrale.

596 AE - Vlherwust becomes Tehrale's capital.

700 AE - Some people begin to speak of a fallen angel that roams the countryside at night, and use many mysterious and dreadful occurences to back up their mad claims. Many are lost to the evening and never heard from again, causing Tehrale's Archon to issue new laws and regulations in order to better protect the people.

784 AE - The Church merges into the government, altering the form from monarchy to a theocratic republic. Archons are still elected as despots of sorts, governing specific areas of the Tehralean rule.

860 AE - Mutual efforts are made to reach the fabled land of Grugast by land and sea, Tehrale joining Faelunas in its ventures by water. They attempt to sail through the northern Ghostsea, but do not make it past the Cimilaic coastline. Durastic temperature fluctuations and deadly storms kill many unprepared sailors, and others are forced to turn back unsuccessful.

909 AE - Many practitioners of magic(good and evil) are banished from the Oracles and some are executed. These folk had all been involved in the Eastern Church, but the the Tehralean government would allow no exceptions for fear of corruption. If there are wielders of the Forbidden Art now, they are careful not to reveal their capabilities.

992 AE - The Spellhunters become known in the East.

1000 AE - Present day.

[/spoiler]
Title: Sleep
Post by: Hibou on May 24, 2006, 09:57:42 PM
There's all I'll be posting for Tehrale at the moment. Vlherwust will wait for a bit as I finish porting stuff over from WotC and tidy things up.

I'd also like to note that if you read my WotC thread, and this one, please note that if something here conflicts with something there, whatever is on the CBG is the correct info.

:)

Additionally, if there's something you'd like to know about that I didn't clearly explain or haven't yet explained, let me know and I'll be happy to clarify :)
Title: Sleep
Post by: Hibou on May 25, 2006, 06:13:47 PM
THREE'S A BLOODBATH

Vilydunn, or The Nightmare as it is more commonly called, is only made more fearsome by the realization that humans are alone among the Dark Dream. They are the slaves, the peasants, the merchants, and the nobles. They are the warriors, the priests, the oracles, and the saints. They are the good, the love, the peace. They are the taint, the wickedness, and the shadow.

Humans

While humans may be the only mortals to walk Vilydunn, they are not without their own diversities. Some are born bearing different appearances and tend to have certain abilities based on their cultures.

The Tulsi

A people who are fond of uniqueness and individuality, the Tulsi are far from being restricted to one mind-set and one way of life. They are both great lovers of open water (their name comes from the Tulsun Sea in Bryynaldor), and also fond of gentle forests and breezy hills. They can be found mainly around the Tulsun Sea(which touches Bravila, Sundayr, and the south of The Forbidden Swamps). Their skin is a light brown, and their hair is usually black, very dark brown, or rarely, blond. The eyes of a Tulsan human are usually green or hazel, with rare specimens being a violet color. They otherwise appear much like most other humans.
The Tulsi are inhabitants of one of the most prosperous regions in all of Vilydunn, so it is no surprise that they tend to have the widest variety of careers available. For all of their occupational grandeur, however, they are gripped by a great vice: a plethora of superstitions. The tulsan people are often recognized as the most isolationist and radical of the three human sub-races, as the nation of Sundayr proves time and time again.

The Aust'ene

The Aust'ene are aggressive and don't take so kindly to outsiders, but unlike their southern kin, they are this way out of love for their homeland and fear of invasion. Some folk from the south and eastern regions consider them primitive, but they are not so - making advances in some areas of life that Sundayr and other nations have been suffering in for centuries, including medicine and hygiene. The Aust'ene are found almost exclusively in the mountainous lands on the northern edge of Vilydunn, beyond the Forbidden Swamps. Their skin is fair, their hair blond, brown, or red, and their eyes blue, green, hazel, or gray. They are much taller than other humans, generally reaching 6'0 in height in the males on average, with women slightly shorter. The Aust'ene live in a cold climate and have adapted to living in such conditions.
The land of the Grugast is an isolated one, located far from what most would call 'civilization', and both it and the lost roads to it are riddled with legends and superstitions. Travel to and from their land is scarce, and when it does occur tales and rumors of a traveler's fate are spread for weeks. Were it not for the occasional adventurers and other strange things that came out of the land, Grugast would be only a legend in obscure tomes locked deep within grand libraries.


The Nusa

Found on the Eastern ends of Vilydunn in such countries as Faelunas and Tehrale, the Nusa are a very contemplative people who take strongly to science. The Nusan people are fond of philosophy, art, and architecture, and many Nusans will go great distances to intermingle the arts and the sciences together in everything they do. They are a peaceful people, but nevertheless make basic combat training part of almost every citizen's education so that few in their society are unprepared for war. Nusans have black skin and dark hair, with eyes that are generally blue, hazel or turquoise. They are slightly taller than the Tulsi, but not as tall as the Aust'ene.
The Nusans can be found throughout the eastern parts of the Great Forest, and in Faelunas, Tehrale, and parts of the Star Desert, also reaching as far north as the mountains that separate the rest of the land from Cimilrin, the Fallen Kingdom. The Nusans do not venture there for reasons that none discuss. Nusan lands are the pinnacles of architectural magnificence, and many of Vilydunn's greatest wonders are located within them - many even joke that the Heavens are hidden somewhere in the Eastern Oracles. They take pride in the mastery of this art perhaps above all others. The Nusans learned what they know from the remnants of the grand empire of Verkemy, which left many relics of their time behind - most notably the Great Seeing Spires.
Title: Sleep
Post by: Hibou on June 21, 2006, 09:13:53 PM
THE CURSED

They are hunting me.

The moonless night's moaning winds play with the feeble limbs of the trees, dancing about me in the inky doom surrounding. It may mask the sounds my crashing and half-muffled cries make, but I know they will find me anyway. They always do. And they will discover me again soon. Already my mind is mocking me as if it were one of them, leading me to believe that I see dark shapes gliding amongst the twisted growths and the leaves that glitter golden even in the most shadowy of eves. Indeed, I would never hear them coming if they did not speak to me, and even so the words that slip from their lips give me little insight as to their whereabouts. They hover hushful above the earth and the flora and fauna wisely part for their woeful presence as they pass. Their ubiety alone brings the most damning of fears to the hearts of those that breathe, and their sight freezes blood in the veins and pierces the mind with a spike of pure malevolence. They are the Ombra, those who see and do not at the same time. There is no hope left for me now, for I am trapped in this wood with only those who would deal me death. I hear their whispers once more and know they are close.

They are here.
Title: Sleep
Post by: Hibou on June 23, 2006, 10:56:52 PM
I live in this place where the Sun rarely shines, where rain besets the days and the moon chokes the darkness of the midnight sky. Here the cries of the dying and the howls of the wicked take shapes as true as the very trees that stand woefully upon the blistered earth. The rivers run silent in fear of the things that would steal their voices from them and leave them to weep inaudible for what once was. The mountains loom uncaring over the fields and forests as if not even time could defeat them, too proud to move for anything but what may lurk below. And the dead who we once loved so dearly fail to show like compassion as they terrorize their loved ones from a final rest not so confirmed. This place is truly a hellish nightmare.

This place is Vilydunn.
-Qlaveq, Aust'ene Warrior


VLHERWUST, CITY OF RAIN

 In the distance, two massive spires rise from the wooded hills near Tehrale's southeastern shores, joined together by a sturdy bridge that spans their gap as a symbol of unity. They are two of the Great Seeing Spires built by the Verkem long ago and survive today when they did not as awesome structures surrounded by mystery and intrigue. They are called The Two, and mark the location of Vlherwust, the largest city in all of Vilydunn.

 Welcome, traveller. You have ventured to a place where your mind will run amok with impossible ideas and intangible dreams.
-Vaera, Archon of Tehrale


 Vlherwust is a massive city known for both its trade and the remnants of a past civilization that it encloses. A population of nearly one-hundred thousand allows the city's inhabitants to take much more diverse and focused professions as the economy booms and technology soars ever higher into a sky filled with promise. Those who have dreams of fortune and prosperity find the City of Rain the perfect place to live. But even a city as wonderful as Vlherwust has its secrets, and some of them are true nightmares.

 Trade
 [spoiler]
 Though not a port town, Vlherwust's shipments of goods enter and leave the city limits frequently by day, with caravans sometimes manned by hundreds travelling from the City of Rain to  Windport (which is a short distance to the southeast on the coast), Armaalaht, smaller agricultural communities, and other locales out-of-country. Over the years the goods to be found on its markets have increased exponentially to include just about anything anyone could seek (though like many major cities, it has a black market for many items that the government of Tehrale does not sanction the use or possession of). Its major sources of food come from the outlying farms that ring its walls, and the harvests that come in from the countryside are used for a plethora of different things.
[/spoiler]

 Society
 [spoiler]
 Vlherwust's society is faring nearly as well as its economy, as a major percentage of the population is fairly well-off, and many laws are in place to keep the range of wealth from becoming too great. Some government employees monitor the incomes of all the people in the city, and a certain amount of one's earnings must be donated to charities (such as ones for the homeless and medical research) annually (though this rule hardly keeps everyone from staying at the same level, and there is still an unofficial 'upper class' in Vlherwust).
 
 Song and dance are almost vital to the society of the City of Rain, and generally if a citizen is not good at one they are good at the other. Public balls and musical events take place quite often throughout the year, where those who wish to showcase their talents on stages across the city. The majority of Vlherans attend the festivals at some point during their schedules, as do many out-of-towners or travellers from other nations as they journey through on their ventures.
[/spoiler]

 The Two: Remnants of the Verkem
 [spoiler]
 The Two are towers that have been standing for far over a thousand years along with several others across the Nightmare, and they make Vlherwust a larger attraction than it already is. They appear as two massive obelisks nearly a mile high and about a quarter mile apart from each other at the bottom, beginning with a large round base that slowly becomes smaller as it gains altitude, evening out about halfway up their reaches. Even when their diameter becomes constant at the halfway point, they are still as huge as many dozen castles stacked atop one another, making them truly expansive on the inside. The bridge that connects them is also quite large and is about seventy feet wide, allowing for several men to walk comfortably side-by-side across it.

The incredible size of the Two causes their insides to be labyrinths of countless floors that are difficult to patrol and maintain. As a result, there are many folk hired to police the hallways and the entrances, and a large portion of both towers are off limits to the public. The East Tower  is of greater concern in this respect, as many people have gone missing in it, and now those who wish to travel to the top via complex vertical transportation mechanisms that were built into them by their creators must be placed on long waiting lists, and are accompanied by guards to and from the bridge level. No one is allowed into the few floors above the bridge level, and there is a large amount of speculation as to what, if anything, goes on in them or in any other unapproved areas of the Two. However it is not only the uppermost floors that bring questions to the mouths of everyday folk, but all of the rooms, for there are places such as great feasting halls, living quarters, galleries, treasuries, prisons, secret passageways, and great indoor balconies that make up the inner sections of the Seeing Spires.
 [/spoiler]

  Establishments, Shops, and Celebrities
 Being such a large city, Vlherwust is littered with taverns and shops that sell just about anything anyone could seek, and is also populated by a mass of people that is well marbled with heroic and enigmatic figures. Thus there are none listed here, but rest assured that there are many.
Title: Sleep
Post by: Hibou on July 10, 2006, 08:48:44 PM
WARNING: major setting spoiler ahead. If you read Vilydunn as a player and a 'Dreamer', not a DM/GM/critic, you'd best not read this post. Something is about to happen here that might change a few theories regarding Vilydunn from way back on the WotC boards...

[spoiler=The Lies That Lay Waste]

We do not deny that we are evil.

Long have those that we fight called us vile, malicious, and wicked, and we only take pride in such things, if you can call it pride. There are no words in any mortal language I have known since my birth that can explain why we are the way we are. "Evil" barely brushes the surface, and is better restricted to a less defiant mind such as that of a Dying man. The Ombra perhaps describe us best: "those whom we see even though we are blind, burning their unknowable desires of blood into our very souls". Ah, the Ombra. They are one of the most amusing of the Middle-Dwellers, so naive yet free of many curses others must accept. 'Tis truly a shame they must all die, like your kind. Indeed, you are going to perish in our wake as well.

What of the Warlocks, the Na'ril Dum? They are pawns, nothing more. They fail to see that their dark masters, The Damned, use them in a covert war forgotten by all but us and them, sources of power in a struggle that never ends. We sometimes lift the Warlocks from the spiritual purses of The Damned, offering them untold power in exchange for the sentience they retain even after their transformations. Our primary focuses, however, are the hearts of those who are pure and foolish enough to forsake one of the only weapons they could wield in futility against us: magic. The followers of that weak Holy Star have given away all their weapons - except for faith - and they pay dearly for it. The only of their kind that we must watch are those who have excluded themselves from the claustrophobic ideals of the Church and discovered the eldritch power of magiks not granted by ourselves or The Damned, but by someone even we do not know.

We have no fear of the giants, the faeries, or the dead (whom we both value and degrade). They are weak in our eyes, childishly mischevious creatures who do not understand what is happening. Our greatest threats in Vilydunn are the things known as dragons, who hide in their elusive lurks and reveal themselves only when they feel they must. They are planning something now, we are sure - and our greatest leaders do not yet know what it will take to stop their assault, should they make one directly. We spy on them nervously, even though we are aware of some who claim allegiance to our legions. There is no trusting a dragon.

We know now that there are ancient relics of the Verkem and civilizations prior - lost tools of war and whimsy - that threaten to show the mortal kingdoms a vantage point too great to bypass. Many human legends speak of fae-hunting weapons that reveal the veiled door into a land we have named Lnumenwun, a place delightfully lacking in complete days with nights ruled by two twisted moons. We have forged our own ways into this land, creeping into the world from the depths of the earth. Here they know the powers of the divine and the cryptic all too well, and if the people of Vilydunn were to ever find their way to Lnumenwun or its inhabitants to the Nightmare, they may find their dusky existences illuminated. They will come to realize what happened before the Verkem vanished, and they will know a day where they shall stand against us fearless. We cannot let this happen, and we will make sure it does not. We have a world to conquer.

We are Demons. Beware.

-Vuzaxanam, Captain of the Charred Eyes
[/spoiler]
Title: Sleep
Post by: So-Keher on July 10, 2006, 09:57:11 PM
beautiful, an inspiration at the least. your expans eof information is breathtaking. *bows in worship*
any chance you could give me  alittle advice for my world: Astraea?
Title: Sleep
Post by: Hibou on July 10, 2006, 10:03:31 PM
Thanks :)
Title: Sleep
Post by: Hibou on July 10, 2006, 10:07:08 PM
Hmm... where do you most need help? Private Message me with what your biggest concerns are and I'll try and help you hone your setting :)
Title: Sleep
Post by: limetom on July 10, 2006, 11:14:46 PM
Was the name Tutsi intentional?  There is a real world African ethnicity called Tutsi.
Title: Sleep
Post by: Hibou on July 11, 2006, 05:43:40 AM
No. Tulsi was randomly created (as most of my stuff is at some point or another). I had no idea the Tutsi ethnicity existed :)
Title: Sleep
Post by: Hibou on July 29, 2006, 12:02:56 AM
THE EMPIRE OF SHADOWS - FOOTSTEPS IN THE DARK

I know they're here. They're here among the dunes and the blistered earth, watching. Waiting.

I have seen the signs since I was a child - boot treads marking the sand, dark shapes on the horizon, whispers beyond the windows. They're here somewhere, evading our discovery. But they cannot hide forever. My sister and my most beloved friends were lost once outside the walls of our great city Sunerec, and I know they did not lose their way on a midnight dance. My mother and father went mad searching for them, and were likewise doomed to be unretrievable beyond the safety of the walls. I am alone now, the heir to a throne I cannot find the courage to mount. I am afraid only of accepting defeat, and to take that seat would be to believe my father, Merancarn, King of Sunerand, eternally insane and dead. I will not accept that.

Within the deep foundations of this ancient city, I will find the answers to the disappearance of my family and friends, and I will bring them home. Those who are responsible will pay.
-Amasahn, Self-Exile


----

There's a little introduction for a character I will likely be using often in the future to convey new information about the Nightmare. He and his homeland are inspired a bit by the Prince of Persia series, so there may be a few similarities. If you follow along in the future you're likely to see Amasahn both detailing various inhabitants, places, and legends of Vilydunn as well as getting the chance to read sections of adventures he has. :)
Title: Sleep
Post by: Hibou on July 30, 2006, 08:05:10 PM
THE INSTITUTION

Screams erupted from every room as madmen ravaged the patients of the St. Placsne Infirmary. Something had gone wrong in the Carsus Wing, a series of individual holds that seemed more like a dungeon used for housing the insane. As a result, the worst of the crazed folk of Sundayr were free from their confines, and the guards who had tried to stop them had been overrun and mutilated. They were not simply neurotics; they were monsters. Horrible, unstoppable beasts bound within human forms.

The screams slowly died down as fear set in not as a passing breeze, but like a thick fog that hungered for every inch of undisturbed air, refusing to disappear as the minutes passed by, and the terror of being hunted set in. The few staff left who had not had their eyes gouged nor their stomaches torn open hid wherever they could, but it was inevitable: despite the hospital's gargantuan size, the maniacs that prowled the halls would find them. There were at least a hundred of the lunatics housed at St. Placsne, and whenever one of the terrified people who remained attempted to escape, they would quickly be caught, and their screams sent cascading from wall to wall as they were rended. The horrific events that were occuring were too unimaginable and cliche to accept as real. Yet they persisted.

Hours passed, and the silence of the building only added to the distress of the dwindling numbers of hospital staff and patients well enough to run. They learned to overcome claustrophobia and discovered how to hold their breaths for previously unmatched lengths, for their hunters frequently came within only an arm's reach of them, separated only by closet and loft doors and blankets that displayed them as deceased. Even some of those who hid very well were unveiled and massacred through the demonic hunger that drove the things that could not be called humans.

Then, as the last dying strands of daylight disappeared, noise truly became absent. There was nothing. No cracking wheezes, no creaks of doors, no creeping footsteps across the floor. Only the sound of their own restricted breathing could be heard. Something had happened to the monstrosities that patrolled the hallways. Perhaps they had gone, or maybe they were just waiting. The most daring slowly opened the cupboards and slid out of crawlspaces they were hiding in, hoping that those wicked madmen had gone.  

One man, a patient wrapped in a crimson robe, creeped silently through the room. He was alone, he realized, as he passed by a table surrounded by overturned chairs and smashed plates broken by one of the insane men who had only an hour prior laid waste to the enclosure. His expression was colored with relief, but showed alarm seconds later as he realized the door was ajar, and he thought he could hear something beyond it. Frightened, he darted as silently as he could to the wall, away from the direct sight from the crack, and slowly made his way along the barrier. Sensing there was no presence directly outside the portal, he pushed it open slightly only to fall prone as a bloodcurdling cry of excruciating pain erupted from somewhere far down the lengthy corridor. He recognized the cries somehow - those of a nurse who had tended him only hours prior to this horrific incident - and it only increased the fear that plagued his soul.

Only seconds went by before the patient became overtaken by panic, and he climbed to his feet frantically. His judgement and fear of discovery out the window, he threw the door open and practically hurtled down the stairwell that lay only a few feet from the room he had been hiding within. Several stories he descended, until he realized he had ventured past his means of escape - the building exit was now two floors above him. Yet through all of the apprehensiveness, curiousity now beset him. He had never been this far below the main floor. The Carsus Wing was on the other end of the St. Placsne Infirmary, meaning this was not part of the mental area. This was something else. And the darkness of the stairs here told him that it was not meant to be publicly viewed.

The man snapped out of a stupor as the staircase began to grow lighter. Daylight was not coming - it was much too soon - and there were no windows on this level regardless. It was coming from below. Someone was coming. A multitude of feelings washed over him as he worried that the approaching being was hostile and hoped it was someone who could help. Then, the light reached the flight just below his. Anxiety held him paralyzed as he watched. What he saw terrified him more than the madmen above.

A humanoid shape draped in a shadowy violet cloak ascended the steps, an oil lantern hanging in his right hand. He immediately succumbed to dread as he felt the evil of the person that turned to face him, its hood hanging low over its face. The person's head gazed straight ahead as if the person did not know the patient was there, but it was certain he did. There was a long silence as the figure simply stood motionless, and the escapee swallowed hard as he struggled to breathe. As he was about to speak, however, the figure before him hastily drew back his hood. The person was definitely male, with untamed hair and eyes that must have been inky black, for the patient could not make them out. As the man raised the lantern up, however, the awe-struck man realized that the figure had none.

The patient fell backwards, striking his upper back upon the stone stairway, his mind overcome once again with fear as the figure before him began to grin. That cold, heartless, evil stare destroyed any wall of sanity he had within, and he began to babble uncontrollably. The cloaked man looked beyond the patient now, his grin wider than ever as a massive executioner's axe sliced viciously through the air, downward into the babbling fool. The cut drove clear through him into the stone beneath his body, splattering blood across the walls. The cloaked figure never lost the crooked smile as he stepped past the twitching body of the man. There were others he sought.
Title: Sleep
Post by: Hibou on July 31, 2006, 10:08:50 PM
Currently writing a short adventure for Sleep. Expect in a few days.

There will be a few updates and additions before then. :)
Title: Sleep
Post by: Hibou on August 02, 2006, 05:33:05 AM
Bump.
Title: Sleep
Post by: Hibou on August 02, 2006, 08:10:49 PM
DENIZENS OF DARKNESS - COMMON NIGHTMARES(PART 1)

A madman can do battle with monsters, but only true heroes can slay dragons.
-Verkem Proverb


Foreword

Though the common folk are not truly aware of their numbers, the wicked things that haunt the world of Vilydunn are countless and within their ranks they keep many divisions. They are as different from individual to individual as humans, and each has a motive for the things they do, even if it is as simple as to satisfy their twisted souls. A few of the most common of the malicious creatures and people of The Nightmare are presented here. One should note, however, that the word "common" in this case does not mean that they are frequent adversaries; they are not often seen openly. Most wait for the cover of night, the mists that frequent the land, or the use of magiks in order to travel. Being unknown and untrackable adds to the fear they create in mortal men.


Goblins

Characteristics
Goblins in Vilydunn are not the short, troublesome creatures of other worlds. A goblin (sometimes spelled "goblyn" or "gobblyn") of The Nightmare is a twisted creature born of malice and cruel desires, with no wish of its own but to drag its victims away from their homes and cause pain and suffering. They are the stereotypical image of simple evilness. They greatly enjoy robbing young children from their parents and leaving their mutilated bodies where their mothers and fathers will discover them and be horrified. In short, goblins are terrifyingly gruesome.

Appearance
Vilydunn Goblins appear as human-sized creatures, though that is where their resemblance to mortal men ends. They have huge black bat wings, but they rarely choose to fly for unknown reasons. Their skin is like that of a body burnt to ash, and their eyes glow a horrifying red. They rarely have hair, and when they do it is thin and dry. Goblins rarely wear much clothing or armor, even when they are aware of coming combat. They have claw and bite attacks, but generally prefer to wield weapons made of steel with rusty blades.

Territory
Goblins in Vilydunn do not dwell in any one area. They lurk across the continent, striking fear into the hearts of all of those incapable of facing their fears and dealing with them. Goblins prefer to dwell in shadowy caverns, foreboding forests, and ruined structures where their presence often goes unnoticed as they play their favorite sport: murder.

[spoiler=Statistics]
Goblin(Vilydunn)

Size/Type:    Medium Outsider
Hit Dice:    1d8+3 (8 hp)
Initiative:    +3
Speed:    30 ft. (6 squares), fly 30 ft.(average)
Armor Class:    14 (+3 Dex, +1 Natural), touch 14, flat-footed 11
Base Attack/Grapple:    +1/+2
Attack:    Longsword +4 melee (1d8+3/19-20), claw +4 melee (1d4+3, x2), bite +4 melee (1d6+3)
Full Attack:    Bite +4 melee (1d6+3, x2), 2 claws + 4 melee (1d4+3, x2)Longsword +4 melee (1d8+3/19-20)
Space/Reach:    5 ft./5 ft.
Special Attacks:    Smite Good (+1), Darkness 3/day
Special Qualities:    Darkvision 60 ft., Poison Immunity, Fire, Cold, Acid, and Electricity Resistance 10, Damage Reduction 5/magic, Spell Resistance 11
Saves:    Fort +5, Ref +3, Will -1
Abilities: Str 17, Dex 17, Con 16, Int 14, Wis 9, Cha 10
Skills: Disguise +4, Hide +7, Move Silently +7, Knowledge (local) +6, Listen +3, Spot +3,
Bluff +4, Sense Motive +3, Swim +7, Knowledge(History) +6
Feats: Alertness
Environment: Any
Organization:    Solitary, Gang (4-12), or Terror Brigade (12 plus 3 6th-level sorcerers and 2-4 hell hounds)
Challenge Rating: 2
Treasure:    Standard
Alignment:    Any evil
Advancement:    By character class
Level Adjustment: +5

NOTE: Vilydunn Goblins are created by adding the Half-Fiend template to a standard Hobgoblin. :)
[/spoiler]

Skeletons[/u]

Characteristics
All undead creatures are secretly bound to The Damned, whether they (or their creators) know it or not. Most are in fact created through dark energies that those distant and murderous beings send forth to Vilydunn, such as one of the most common forms: the skeleton. They hate the living and hunt them obsessively no matter where they are. Most are forbidden from ever speaking by the unholy vocal talents they receive until they become leaders among their undead brethren. When one does, it often finds ways to disguise itself as a living being until it can strike silently against a victim.

Appearance
Skeletons simply appear as if they were the animated skeletal system of a human, but their movement appears unnatural, forced and yet completely fluid at the same time. Tiny dots in their eyesockets burn various colors (but are usually red or white), and in rare cases their bones may be tinted unusual hues. Most of them wear some form of armor, preferrably garbs that require little maintenance.

Territory
Like Goblins, Skeletons roam dark places wherever they may find them, or wherever they were created. There is no telling when the grave of a deceased person will be defiled by the twisted powers of The Damned and a skeleton will rise to unleash their hate upon the world. They are usually aware of the fear they instill in common folk, and attempt to use it as effectively as possible, hiding in dark labyrinths and forgotten places where travellers and workers sometimes become lost.

Statistics
The standard statistics for a skeleton warrior are those of a Human Warrior with the Skeletal Creature template (BoVD).

Wendigo

Characteristics
Wendigos are often spoken of in the legends of the Aust'ene and those who dwell near the forsaken land of Cimilrin. The tales speak of mysterious spirits of the land who are not kind or protective, but sinister and bloodthirsty. The wendigo of the stories are malicious hunters of people that have no real reason to be stalked, tracking them and tormenting their waking hours and slumbers alike. Stories of them are often told to children, who cower in fear. Adults, however, fear the wendigo as much as their progeny.

Appearance
The legends of the wendigo vary in stating what a wendigo looks like. Few know which tale is truthful in this matter, for when one does see one, it is usually out of the corner of their eye as they are being hunted. Most are wild and unnerving versions of the people or creatures they once were.

Territory
Since the tales all state so, most folk assume that the wendigo is limited only to the cold, northern regions of Vilydunn. Southern folk count this as a blessing, for those who have heard the stories know how terrible the creatures are. And new tales are always rising from the coldest regions of the world...

Statistics

Wendigos use the template found in the Fiend Folio.

Psychotics[/u]

Characteristics
Once the New Kingdoms were well-established in Vilydunn (after the fall of the Great Empires), countless asylums were constructed in order to house the madmen that had gone insane for frightening reasons over the years. Some of these places quickly fell into ruin, and the caretakers, fearing for their safety among some of the less sensible of their charges, abandoned the institutions with the people still inside. The psychopaths left behind encountered various fates: some broke out and caused disturbances among the populace; some could not do so and died in their prisons; some simply disappeared. But when they did finally perish, their demented souls would not.

Travellers often speak of old, abandoned asylums perched high on hills, in deep ravines, or in forests that leave a chill in an onlooker's spine and a disturbing image of it left in their mind for many days. Others speak of such places being haunted by those who were not mentally healthy in their lives and were forced to commit suicide to avoid slow, hungry deaths. Whether or not the stories are true, one thing is certain: something lingers in the long-forgotten havens of the unhinged.

Psychotics are the undead spirits of the insane and suicidal, left alone for great periods of time to find comfort only in babbling amongst themselves. Some also call them allips, though most do not know the difference between them and true ghosts and occasionally call them such.

Appearance
Psychotics appear as twisted, tortured versions of the people they once were. More often than not, their minds have become so unreachable that they have forgotten completely what they looked like, and as a result they become vaguely human-shaped spectres of shocking appearance that tells no identity. Regardless of their physical qualities, they always seem to have basic shapes for eyes and a mouth, though these features always seem as though they are torn between appearing in pain, depressed, and enraged.

Territory
Most allips dwell in the places where they were once held captive away from the public, where their unstable minds could cause problems or do terrible damage. They usually haunt lonely insane asylums in the middle of nowhere, but sometimes ghost stories are told of wraiths that vex institutions that have not yet fallen into decay. Some are also known to bedevil places where many suicides have taken place or where the suicides of particularily beloved and important people have taken place. One of the most notorious believed haunts is the St. Placsne Asylum, a sanctuary for the insane that was abandoned only a few years before the current.

Statistics
Psychotics use the Allip stats found in the Monster Manual.

---

That's all for this post. I think I'll begin posting a Denizens of Darkness chapter every once in a while, each time with anywhere from two (very detailed) to ten (somewhat detailed) creatures from Vilydunn.

Until next time :)
Title: Sleep
Post by: Numinous on August 03, 2006, 12:23:26 AM
This is my grand and in-depth review of Sleep, enjoy.  Also, please note that this is my best effort, even if it seems shallow.  I've read through the whole setting, but I'm not gonna read it all over again.

[spoiler=Review]
[spoiler=The Introduction]I like the openign pieces of fiction, very creepy and it establishes an atmosphere, but also short and simple.  It seems to be a world that's falling apart, to very nice effect.  I'm just wondering though, who is the Fallen King, the Witch, and Saint Sarah?  what is this organisation Saint Sarah speaks of?[/spoiler]
[spoiler=State of the Union]Bravila is nifty, and I like the judging aspect.  Does this affect morale when Bravila joins the opposing side in a war?

I'd love to hear more about Cimilrin, as ruined empires/kingdoms are always great fun.  I can't really say much more on it...

I'd like to hear why exactly Tehrale and Faelunas are so closely tied, as their similarities are  nice but hardly an excuse for an unconditional peace.

How is the culture in Grugast different than elsewhere?  You mention it's difficulty to access, are here any specific barriers?  More please!

Alright, I like Harvandor, very nice semi-Arabic vibe is what I'm getting.  A naval power is an important element it would seem, and it's good to see one called out.  What interests the Dark things about Harvandor?  Can you give us a mysterious clue please?  Also, I'm beginning to wonder where the tensions are between these nations, can we get some information on that?

Is Sundayr aggressive?  Who has it attacked? Were there past alliances between these countries?  Just some questions...  And how is Sundayr ruled, theocracy?[/spoiler]
[spoiler=Northern Reaches]
Based on you're consistent level of description, you've said all you can here, and it successfully frightens me, these northern reaches.

I'd like to ask who Shadowburn is?  Is he one who hunts, or one of the hunted?[/spoiler]
[spoiler=The Rhythm]The extra season of Wae is an interesting concept, and you've successfully added a new season and new terror to this world with it, very nice.  Why did you post this information, I wonder...  Is it that important, or just nice to know?[/spoiler]
[spoiler=13]I like these angels, very nice.  It's also nifty how they each had a previous aspect that matches so well with their new one.  Nothing to say here but good job![/spoiler]
[spoiler=History]Since History is unknown, a creation story is unnecessary, even though you gave us the bit about the archangels.  The Reaper bt is interesting, can you explain what's going on there?  Also, the timeline is useful, clear, and concise.  Damn, this is some good stuff.[/spoiler]
[spoiler=The Hallowed Order]Yay for the good guys.  I usually have a hard time reading the good guys, but this organisation makes sense, and is very cool.  Kudos![/spoiler]

I'll finish this another time, until then, keep writing!




[/spoiler]
Title: Sleep
Post by: Hibou on August 03, 2006, 10:25:50 AM
In response to your review :) :

QuoteI like the openign pieces of fiction, very creepy and it establishes an atmosphere, but also short and simple. It seems to be a world that's falling apart, to very nice effect. I'm just wondering though, who is the Fallen King, the Witch, and Saint Sarah? what is this organisation Saint Sarah speaks of?

[spoiler=answer]

The Fallen King is the King of Cimilrin. No one is really sure what became of the mad monarch of that place when it fell, though most claim he still roams his kingdom, watching over the ruins of a past greatness...

The Witch is a figure of Vilydunic folklore that haunts the dreams of the living. They say it can appear as either a male or female human, though twisted, and always possesses a few traits that stimulate the phobias of each person who sees it in their dreams.

Saint Sarah is a member of the Hallowed Order, which she is speaking of. She tells that there is corruption even in this cult so respected and beloved by the people, showing that there are even those in the purest settings that cannot be trusted.
[/spoiler]
QuoteBravila is nifty, and I like the judging aspect. Does this affect morale when Bravila joins the opposing side in a war?

[spoiler=answer]
The soldiers are generally not affected in any way as a whole when they join a particular side or change sides. Some may have friends on the side they now fight against, or some may have lost to those they now ally and in either case become angry, but for the most part they are happy with their leaders' decisions. They take pride in the fact that their leaders are helping them keep a balance in a war, preventing one side from winning too easily. Other nations sometimes see Bravila as a bit of a nuisance, but respect the fact that they can serve the function of a peacekeeper and a war ender at the same time.

[/spoiler]
QuoteI'd love to hear more about Cimilrin, as ruined empires/kingdoms are always great fun. I can't really say much more on it...

[spoiler=answer]
Oh, we'll definitely be seeing more of the Fallen Kingdom :)
[/spoiler]

QuoteI'd like to hear why exactly Tehrale and Faelunas are so closely tied, as their similarities are nice but hardly an excuse for an unconditional peace.

[spoiler=answer]
Tehrale and Faelunas were once part of the great empire of Verkemy, which helped to breed their unique cultures. In the years following the fall of the Empire, the nusan people fought together against evils that plagued their lands. Originally, there was only one kingdom spanning the land that Faelunas and Tehrale now occupy, but civil war erupted because of the poor quality of living and advancement, and the rulers were dethroned by the angry people. The new leaders of the kingdoms decided it would be best to divide the nation in half so it would be more easily governed, but they swore they would always be allies and come to one another's aid in times of difficulty. The people of Tehrale and Faelunas respect this promise to this day, and the prosperous trade and technological advancement they experience together has only strengthened their bond.

[/spoiler]

QuoteHow is the culture in Grugast different than elsewhere? You mention it's difficulty to access, are here any specific barriers? More please!

[spoiler=answer]

The culture in Grugast is radically different from other places mostly due to their isolation. Their religion (Animism/Spirit Worship), government (monarchy determined by a test of will, good judgement, and health), technology (the first to discover the catapult, among other things), and real-world resemblance (Scandinavian meets Aztec) make them different from other kingdoms, not to mention the different subrace of human that lives there.

Grugast is difficult to access, yes. The primary 'barrier' that keeps travellers from it are the Forbidden Swamps, a massive series of quagmires and everglades that is largely uncharted and features few safe paths that have not yet been claimed by the wilderness. Additionally, even the lowest points in Grugast are mightly highland bluffs, meaning that the terrain of the hidden kingdom itself is difficult to navigate.
[/spoiler]

QuoteAlright, I like Harvandor, very nice semi-Arabic vibe is what I'm getting. A naval power is an important element it would seem, and it's good to see one called out. What interests the Dark things about Harvandor? Can you give us a mysterious clue please? Also, I'm beginning to wonder where the tensions are between these nations, can we get some information on that?

[spoiler=answer]
The dark forces of The Nightmare know something that only a few people possibly do about Harvandor. Somewhere, deep in the darkest of ancient labyrinths below the greatest of its cities, lies something crucial to the future of mankind. Whether it is an ancient weapon, a record of truths related to devastating past events, or a portal to another world, it is certain that the wicked powers do not want humans to find it. It would change the very face of the world.

Tension grows most prominently between Sundayr and Harvandor. While the seafaring kingdom does battle with city-states found in the Gulf of Jivyl and farther east in Werrundwar and Eruqwar, Sundayr does not help them despite frequent requests delivered in person by the Sultana herself and even seems to be preparing to advance on their borders, seeing that a large part of Harvandor's military force is away. Bravila will certainly take action against Sundayr if they do assault the southernmost territory, but Sundayr does not appear to care.

[/spoiler]

QuoteIs Sundayr aggressive? Who has it attacked? Were there past alliances between these countries? Just some questions... And how is Sundayr ruled, theocracy?

[spoiler=answer]
Sundayr is the most aggressive and paranoid of all of the current kingdoms on the continent. It has taken land from Bravila, annexed a small kingdom called Maulaca that once ringed the northern part of the Tulsun Sea, attacked and overtaken a series of allied city-states on the large island west of Harvandor, and looks like it is pushing eastward.

[/spoiler]

QuoteI'd like to ask who Shadowburn is? Is he one who hunts, or one of the hunted?

[spoiler=answer]
Shadowburn is a very mysterious denizen of the night, spoken of only in obscure literature and mad cults. The people in the "new world" known as Agalanath seem to know him well, but his name is never spoken there. His alliegances, motives, origin, and even appearance are unknown, but some say he is a powerful demon that walks the land...
[/spoiler]

QuoteThe extra season of Wae is an interesting concept, and you've successfully added a new season and new terror to this world with it, very nice. Why did you post this information, I wonder... Is it that important, or just nice to know?

[spoiler=answer]
There are some as-of-yet unnamed things that make the information on Wae important, but at the moment it's just nice to know about. I wanted to make the year in Vilydunn different than other worlds, and create a season that by itself was very frightening, and Wae was what was born from these needs. :)
[/spoiler]

QuoteI like these angels, very nice. It's also nifty how they each had a previous aspect that matches so well with their new one. Nothing to say here but good job!

[spoiler=answer]
Thanks :). I'm still wondering if Salacious_Angel has noticed yet that I put a tribute of sorts to him in my setting. :D
[/spoiler]

QuoteSince History is unknown, a creation story is unnecessary, even though you gave us the bit about the archangels. The Reaper bt is interesting, can you explain what's going on there? Also, the timeline is useful, clear, and concise. Damn, this is some good stuff.

[spoiler=answer]

With the Reaper (also known as the Eastern god, the Hand of Death), I copied almost directly from the real-world image of the Grim Reaper, and put him in my setting. In that little story, he is writing out the fate of a band of travellers, reminiscing about watching a mad king murder his own people with sorcerous power (can you guess which king, and which kingdom? ;))
[/spoiler]

---

Hope that clears up some questions, and brings up a few new ones :)

Until the next post. ;)
Title: Sleep
Post by: Hibou on August 04, 2006, 10:23:41 PM
A KING AND HIS KINGDOM

The wind sings a song of sorrow among the autumn leaves in Cimilrin, for none shall hear its beauty in the spring that never comes. The land is devoid of men and women, but eerily the animals remain among the withered woodlots and ruined rookeries that once belonged to the soaring humans. Somewhere, sometime, in all its glory, Cimilrin took the dark path.

One tale says it was the magic they wielded, for they did not fear its consequences. They built mythic monoliths and towering spires that defied the laws of the world, and they were punished. Their minds became twisted and unfit and the people were taken away by the dark powers. The kingdom's ruins now moan in anguish and loneliness.

Another tale says that the angels cursed Cimilrin for its heresy against the Holy Star and the Thirteen. In this tale Cimilrin was too proud of itself to value the watchful eye of others. They cast down the faith and banished the clergymen who remained devout, and began a crusade against the very beings who once protected them. And so they were cursed to vanish and for their land to become forever autumn.

The third tale claims that the king of Cimilrin, whose heart was once purer than the most flawless of diamonds, went mad from the death of his family and whispers that crept into his soul. The sorcerer-king murdered his most trusted advisors and friends and slaughtered his subjects, laughing with inhuman glee as he did so. Their bodies were then burned in a field once sacred as the insane sovereign disappeared into the wilderness. But the anger and sorrow of those who had been murdered would not be unheard, and the ashes cast to the wind plagued the land itself with their torment, leaving the land in an eternal autumn whose sight haunts onlookers till their deaths. They say the king wanders his kingdom still, scepter in one hand and crown on his head, looking for his subjects that once escaped him, the land weeping for what he has done.

Whatever the truth, one thing is known: Cimilrin, of all places, is far from safe. What seems empty hardly appears so after a prolonged visit. There are no safe havens there; towns and settlements are long-gone. There may be someone to hear your cries, but do not take heart in that: those who hear you in Cimilrin want you to scream.
Title: Sleep
Post by: Hibou on August 04, 2006, 10:35:05 PM
NIGHTMARISH DREAMSCAPES - HAUNTED LANDS OF VILYDUNN

Kaeralen stood atop a lonely hill that overlooked the southeastern border of the Forbidden Swamps, eyeing the terrain before him. A strange smell danced about his nose from deep within the swamp, and it stunk of fear and horror. As he took in the sight and aroma of the landscape before him, his heart was overcome with dread. His eyes played tricks on him, for he was sure he could see shadows moving about in the semi-darkness created by the navy clouds. Whispers struck his ear drums, beckoning him to enter the swamp, but he resisted. Suddenly he feared going into this place, though the promised reward would be great.

Tales had long circled the taverns of a magical lantern lost to the Forbidden Swamps, hidden deep within a nightmarish and sunken castle-turned-crypt whose highest towers still loomed above the murky marshes. Many had gone in search of this lantern and never returned, likely suffering some horrible fate at the hands of the ghostly giants that folk said roamed the swamps. None both alive and sane have ever given proof to the existence of the giants, or to the whereabouts of the Crypt of Mym, but that had never stopped the stories from rising from the depths every now and then.

Kaeralen was one of the many foolish swordsmen who would venture into the Forbidden Swamps in search of such treasure and danger, blindly believing that his quest would prove fruitful. I, however, turned and walked away, fearing for him but sure that he was too convinced he would find the lantern to try and stop him. I hever heard of Kaeralen again.
-Rostaul, retired sword-for-hire in Silver Hollow

[spoiler=Terrifying Terrains]

The Forbidden Swamps

The most expansive (and perhaps most gloomy) of the lands in Vilydunn, the Forbidden Swamps span the northwest from the southern borders of Grugast and the northern borders of Sundayr all along the Northern Ghostsea to the Mourning Mountains and Nilmavwood in the east. Roads are a blessing to travellers in this place, and they are only known to exist in the western section (even these are poorly built dirt roads that wind north towards Grugast). The Forbidden Swamps, however, are far from lacking in the department of tavern tales of wicked, hateful things that lurk in the mists.

It is commonly known that the Swamps are shrouded in heavy fog that lingers year round (discouraging would-be adventurers from venturing into them even more), and many believe that they are the source of the mists that creep amongst the lands during Wae, bringing with them insubstantial horrors to demoralize and consume the souls of innocent people. Within the swamps however, it is claimed that there are things that most folk choose to ignore any word of. On the outskirts of the swamps, massive footprints are sometimes discovered admist the underbrush and the mud (though these are dismissed in larger kingdoms as hoaxes and cruel jokes played by cults with little grasp on reality), and inhuman sounds are sometimes heard at night near settlements. Children's stories often tell of giants, dragons, and undead horrors emerging from the Swamps to snatch up mischevious boys and girls and drag them off to some gruesome fate, though these are surely mere stories.

Nilmavwood

A huge, largely uncharted forest, Nilmavwood (also called The Great Forest) is famous not only for its aid in dividing the East from the West but also its resilience against being claimed by any nations. It is a woodland littered with small hunting and logging communities that owe no true alliegance to a sovereign, and also a safe haven for bandits outrunning the law for their crimes. In some places however, it is far too dark and thick for easy living, its trees reaching high above the ground yet concealing distances with low boughs and dense foliage. These are the areas that generate as many myths and memoirs as the Forbidden Swamps.

Many roads traverse the dense forest of Nilmavwood, though the most well-known of them lead through the central portions, where the Forest is most hospitable and best-mapped. Some trails partially retaken by the land lead north and south of the beaten paths, though few know where they actually lead. Some say to old ruins of ancient Verkem colonies and monuments; others say they lead in circles or into the ominous Mourning Mountains (in the north) and the Sunstorm Peaks east of Bravila (in the south). Either way, the inhabitants of The Great Forest are careful not to follow these paths, and they warn against travellers doing so, for getting lost in the Forest's northern and southern areas spells certain doom for those with a poor sense of direction.

The Great Forest is full of many dangers and strange sights, and none should be overlooked. A known cause for worry is the presence of outlaws and highway robbers that make camp among the trees and bushes, some near well-worn trails, others deeper into the forest. More unusual and feared are the tales of mysterious lights and disturbingly aggressive animals in the southern, more widespread deciduous woodlands, and the haunting accounts of ghastly apparitions and shadowy cries in its northern reaches. As if these things were not enough, even the game beasts that are not unusually aggressive are very strong and tough, leading the inhabitants of Nilmavwood to become hardy and cunning in order to survive.

The Star Desert

The Star Desert is a sunny, rolling desert of sand dunes and oases located south of Faelunas, east of The Great Forest and the High Spires, and southwest of Tehrale. It is named for the clarity one has in viewing the night sky within its reaches, as its skies are rarely obscured by clouds (though sandstorms sometimes kick up, and there is an occasional rainfall). Like The Great Forest, it is home to some independent settlements, but unlike that massive woodland, most of these are fairly large and heavily-inhabited despite the intense environs of the desert. Perhaps one of the most notable is Haldakaar, a merchant city on the coast near Tehrale that is home to many noble families with long backgrounds and important traditions and heirlooms. Despite being fairly inhabited, the landscapes between civilized areas are treacherous and unbelievably hot, and the heat alone has claimed many travellers that got lost among the featureless dunes.

Traversing the Star Desert is quite difficult. Locals of many years can generally remember locations by the arrangement of sand dunes, but someone who is unfamiliar with the desert is likely to become lost quickly without a guide. In the past, roads were implemented, but they hastily disappeared beneath the desert sands. Thus, the desert is a deathtrap to unprepared adventurers. There are several small towns on the outskirts of the desert where an escort can be hired, but a few particularily daring (sometimes poor) folk have braved the desert on their own and lived.

As if Vilydunn itself were trying to strike fear and paranoia into the hearts of all of its inhabitants, the Star Desert too is home to tales of terrible monsters that add to the danger that the apparent lack of discerning features and incredible warmth of the desert already provide. The territorial dune wolves prowl the sands hungrily, a peril to those who travel unarmed. Worse, tales of sand beasts and mysterious outlines of creatures stalking the rolling dunes on the horizon at night abound, and they seem pure fancy until the storyteller's comrades reinforce the tale with nothing but sincerity in their wide, drunken eyes.

The Mourning Mountains

Sometimes called the Wall of Vilydunn, The Mourning Mountains hold the title of the longest mountain range in The Nightmare, reaching from the southwestern edge of Cimilrin to the northern end of The Great Forest and cutting off mainland travel between the East and Cimilrin. Many who believe in the legends of that forsaken kingdom consider this a blessing, and the nearby governments consider them convenient for isolating criminals from society. The small offshoot that blocks that northern reach off from the rest of Vilydunn, however, is not what the Mourning Mountains are best known for.

The Wall is a range frequented by relentless storms and many forms of animals, including massive bears, elk, and larger birds of prey. Additionally, the Faelunic people claim that they are inhabited by mythical beasts such as griffons and dragons that prey on livestock in the valleys and the plains to the east, though these reports are often dismissed since they come from the mouths of near-lunatics. Many of the peaks of the range are high enough to sport year-round snowcaps, and most are covered in fair vegetation on their lower slopes. In addition to the claims of terrible flying beasts, people of Faelunas claim that their hunters have sometimes spotted what is known in the Verkem language as a chaumsinn("yeti" in the common tongue). Wild declarations by Tehralese folk of similar such sightings in the Shuwai Peaks lend additional mystery to the topic. The few and far between inhabitants of both mountain ranges say little when approached about such stories.

[/spoiler]

She tread the water, shaking out of fear, cold, and the pain of the wicked wounds in her right leg. Her ship had gone down here in the northern Tulsun Sea strangely, and now she bobbed in its waves, praying someone would find her soon. Blood from her wounds clouded the water, and she knew that the tulsan sharks would smell it and be upon her soon. She cried, her tears mixing with the foam and salt water around her.

Hypothermia quickly began to take hold, and she felt herself struggling to stay awake, her face often dipping beneath the waves and giving her a glimpse of the cold abyss below. Her senses were rekindled however, when she noticed something. It was a cloudy evening and surely past midnight, but despite the darkness, the water below her was not dark. There was a glow emanating from the water beneath her. She could see three tulsan sharks circling her a few feet under the surface, but that wasn't what worried her. Something horrible approached. She tried to scream, but only bubbles of air escaped her body.


[spoiler=Pernicious Peaks]

The Shuwai Peaks

Located between Faelunas and Tehrale, and on the northern edge of the Star Desert, the name of the Shuwai Peaks does not detail them entirely correctly. The Peaks are as much a ridge as a mountain range at the top of which sits the plateau of Tehrale (south of the Shuwai Peaks, there is actually a gradual rise in the land that leads up onto the plateau). There are mountains however, on the inside of the Peaks, that can be seen from outside the plateau (and this is where their name comes from). Either way, the Shuwai Peaks are a major reason for Tehralean isolation from the rest of the world, making their culture so unique (even with some similarities to Faelunas).

The Shuwai Peaks, like the Mourning Mountains farther to the west, are home to many rugged trails, hardened residents, and insane claims. Verkem monks long ago built pagoda shrines in the range, and many of them are still in fair condition today, looming on outcroppings across the Peaks. Members of the Stormfolk sometimes undertake long ventures to this collection of shrines, believing them to have special relation to their reverance of weather (partially because the Peaks see a lot of rain, and because the Verkem seem to have been very interested and awestruck by storms). Only the most brave and skilled folk (which include their residents) generally traverse these mountains however, for stories of a creature called the luk'ssiss ("yeti") abound, and few of them ever end well.

The Starsight Mountains

The Starsight Mountains are perhaps one of the most benign and peaceful of places in Vilydunn, though they are remote and far from popular civilized settlements. They do not reach as high into the heavens as do the Wall of Vilydunn or the Daylight Tors in Sundayr, and are unusually warm even in the upper altitudes, so they rarely become snow-capped. Additionally, they see frequent storms, making them a popular haunt for the Stormfolk (though they are also popular with stargazers, since when it is not storming the skies are "the clearest Vilydunn has seen in a thousand years"). Many rivers flow from them, and it is said that somewhere in the range is a massive series of waterfalls of mystical power. The Starsight Mountains are a very wet place.

There is one fairly well-known outpost in the Starsight Mountains that sits on the edge of Lake Ocajenm, called Elunan's Bluff. Many travelers make it a pitstop on in their journeys, including traders going to or coming from Grugast (even though Elunan's Bluff is several miles off track). It is a small town but sports several inns, taverns, supply shops, a mining guild, and a decent local militia. The inns are usually anywhere from half to three-quarters full, though many of these folk are travelers turned residents when they could not get up the will (or the interest) to stop drinking and continue on their travels.

Recently, these peaceful spires seem to have become less so, though little is heard outside them or Elunan's Bluff. Folk who have recently gone that way have returned to their homes speaking of bodies turning up horribly charred with gruesome marks across their bodies.
The residents of the town do not know what is happening, but they have seen much decreased business as of late.

[/spoiler]

A trio of men strode nervously through the thick brush completely oblivious to direction. Night had fallen, and the unfortunate group of would-be heroes was lost somewhere north of Faelunas. They had gone in search of children missing from a tiny village in the Mourning Mountains but had quickly added concerns to their list, including their own survival. As they moved they prayed, hoping the gods would bless them and not lead them into the forsaken northern land they all feared. Prayer was their reassurance.

The path they walked obviously hadn't been used in years and was heavily overgrown, sloping downward off of a mountain's lower slopes into a thick forest. It had been oddly quiet for some time, with no noises emanating from the forest except their own. This unnerved them and left them looking about anxiously, as if something was watching them. Reaching much more even ground, they realized the horror that now beset them: the leaves of the trees were the color of autumn, though it was early summer in the south. They had come to the Autumn Kingdom.

"Sssskreeeeeee!" was the sound that pierced their eardrums suddenly, driving their already weak morales into the ground and causing them to panic. They ran off in different directions, weapons drawn and eyes darting back and forth while the wind blew softly among the branches, as if the trees cared not at all. The forest however seemed to grow darker as their feared increased with every beat of their hearts.

One of the three soon found himself alone and on the edge of a misty bog. His fear began to toy with him, guessing at what nasty things could be lurking below the water, but still he leaped into the swamp, eager to move away from whatever had made that noise. It could be anywhere, but he was sure it was behind. Then, a new terror arose - not a sound - but a sight. He could swear that as he moved he could see something out of the corner of his eye, but as he turned to look it disappeared, only to be visible at the edge of his vision once more. He picked up the pace, sloshing through the viscous and putrid swamp water, trying to find a place to hide.

The vision did not stop, however. No matter where he looked or what direction he moved, it was there, hiding from his direct eyesight. He couldn't make out most of its figure, other than it had charred black stumps in place of feet, and its eyes - oh, those horrible eyes - were illuminated with what was surely to be pure malevolence. The lost man began to cry for his life from a level of fear that he had never before experienced. Half-blind from his sulking, he stumbled and fell. Pulling his filth-coated head from the bog, he screamed, seeing the creature before him. It raked its claws across his neck and sunk its teeth into his upper back, and he knew no more.


[spoiler=Forsaken Frontiers]

Verelwood

Skulking behind the eastern branch of the Mountains of Mourning, blanketing the fallen kingdom of Cimilrin in a haunting golden color, is Verelwood, the Forest of Sorrow. They say that Verelwood weeps for what once was and what shall fail to be, though the atmosphere of the place is hardly sympathetic. Winds sometimes blow south and eastward, seemingly from the depths of Verelwood, sounding almost like a terribly dismal song of bone-chilling harmonies and words of despair. It is as if the trees themselves contemplate life, time, and ruin, and if the glory of their land shall ever rise again (and if they could talk, then they'd surely be able to solve an age-old riddle about the end of Cimilrin). Despite these things however, the Forest of Sorrow hardly seems somber to those who've walked its leaf-laden paths.

Inside Cimilrin, things are not all they seem on the outside. Wistful thought is quickly replaced with alarm as the nature of Verelwood's deep groves are seen. Impossibly sonorous screams and laughter can be heard emanating from between the trees many miles away from the forest edge, and only the gods know what causes them. Worse, those who return from Verelwood claim to have seen something that has no name except in the language of Grugast and the lost language of Cimilrin - "wyndimagek(win-dih-mag-gik)" - that hunts them, but cannot be viewed except on the edge of their vision, no matter how or where they move their gazes. Lending itself easily to Cimilrin's 'fairy' tales, such dreadful stories have been related to the lost king of the fallen land - many say it is him, returned as a spectre with undying hatred for those who enter his realm.

The Tulsun Sea

The Tulsun Sea is an important part of Vilydunn, not only because of the transportation and wealth it provides, but also because of its relation to the current Western culture. The Tulsun Sea is what aided in the prosperity of the Tulsan peoples' ancestors, and is what their race is named after. It is a warm body of water and fairly calm, though it does see many storms during Wae and Autumn. The Sea is also home to a well-known aquatic predator appropriately named the Tulsun Shark, a deadly creature shown on the flag of Bravila.

Of course, the Nightmare would not be the Nightmare without something to fear in such a place as well. Most of the Tulsun Sea is as benevolent as any other large body of water, but the northern inlet is a place where only the insane and mislead would ever sail. Beyond the Mouth of Uero, the waters become unusually rough and many rocky protrusions jut from the surface, easily capable of tearing gashes in a ship's hull. Worse, there is known to be a red jelly-like substance that floats a few feet below the surface capable of sapping the strength from living creatures unlucky enough to enter its space. Those who are weakened by it are quick to succumb to the pounding waves even if they are decent swimmers.

The Forgotten Dale

Like a treasury of hatred hidden behind walls of deceit, the Forgotten Dale waits beyond the southeastern border of Nilmavwood for those believing that beyond the forest is comfort. They are sadly mistaken.

The Dale is an erratic collection of hills, river valleys, forests, and plains all crowded amongst each other. There was once a kingdom in its lands, but it has been so long that few memoirs of its existence remain. Still, the occasional ruined battlement or crumbling tower is happened upon by those who do come to the land (intentionally or not). Many stories related to the Forgotten Dale tell of a river flowing out of the mountains on its eastern edge that can heal mental wounds and ailments by immersing one's hair and index fingers. The ritual is odd, but those that believe in the river's powers are hardly skeptical about the method of curing.

Many tales also tell of ancient burial cairns that conceal passageways into tunnels beneath the earth, leading to a place only their constructors would have knowledge of. A few of these cairns have been known to be found in the past, though none who have passed down the tunnels within them have ever returned.

[/spoiler]

---

Well, there's a little porting from WotC for you to view if you haven't already. :)
Title: Sleep
Post by: Matt Larkin (author) on August 05, 2006, 05:43:17 PM
I have not gotten through all of this yet, but the fluff is very nice.  Its got that dark fantasy edge I love, without the gratitutiousness that makes some settings hard to take seriously.

Does this setting relate to The Dream (that was one of your settings, as well, yes?)?

Oh, and credit for thinking up a new season.  The very idea of such a thing had never even occured to me.
Title: Sleep
Post by: Hibou on August 06, 2006, 11:24:55 AM
:)

Yes, Aath - The Dream was one of my settings back on WotC (it is[/b] going to be here sometime, but I don't know exactly when). Aath, Sundown, and Vilydunn all relate to each other in many ways, and one of them may very well be secret planar connections... ;)

The creation of a season was a strange step to helping my mind get the mood of the setting more than anything else. Wae is a time of the year where the inhabitants of Vilydunn experience even more fear, paranoia, and superstition than they already do. It's definitely my favorite part of the year in The Nightmare, because the things I can do with it to scare as a DM are endless :)
Title: Sleep
Post by: Hibou on January 13, 2008, 07:53:25 PM
Some news on (SHOCK!) a very old thread. I'll be doing some cleaning up and updating with both Sleep and Golden Age of the Nightmare in the next little while in an attempt to flesh out Haveneast's back-story a little more. Hope people enjoy what they see when it comes up. :)
Title: Sleep
Post by: SA on January 14, 2008, 06:39:09 AM
That's great!  There was no Vilydunn goodness for such a long (long, long, long) time.
Title: Sleep
Post by: Ishmayl-Retired on January 14, 2008, 01:35:48 PM
I, too, am very excited about this.  Can't wait, Troll.
Title: Sleep
Post by: Hibou on April 23, 2008, 12:51:39 AM
I seem to keep promising things and not getting around to doing them, so I'm going to post something soon (and I will have time for a few days since I just had a small surgery). This is partially in preparation for the Vignettes concept that has been mentioned, and partially just a general advisory section on running the setting.

Vilydunn - A d20 Perspective

In progress: Classes, Building Vilydunn Characters, What the Characters Know, Atmosphere, The DM in Vilydunn, The Sanity Mechanic, and Other Variant Rules
Title: Sleep
Post by: Hibou on April 23, 2008, 05:20:21 PM
Vilydunn - A d20 Gaming Perspective

Playing in and running Vilydunn with d20 (or any other system, for that matter) requires a fair amount of work, and not just because it's a new setting. It's designed to be run with somethings that set it apart from the standard game style, not all of which can be easily integrated.

Theme

The Nightmare first and foremost is a horror setting, with fantasy elements. If I were to categorize it, I'd call it "horror conspiracy" because not only are things terrifying and destructive to one's mental health, but few things are as they seem and the very world itself seems to conspire slowly and subtly against its inhabitants. This theme is represented strongly through different aspects discussed further down (most notably the Sanity mechanic).

Required Materials

Vilydunn only requires access to the Core Rules/SRD to be run. Though I've sometimes mentioned other materials, these are of course optional.

For Players and DMs[/size]

Building a Vilydunn Character

The most important thing to remember when building a character from Vilydunn is this: fear is a common part of life. Be it just misguided superstition, or a realization that the darkness is truly alive and wants nothing more than to hurt you, inhabitants of The Nightmare have reason to be afraid. This doesn't mean they're weak - on the contrary, Vilydunic people are hardy, especially those that become its heroes. It just means that they must be cautious and clever in order to survive.

[spoiler=Stats]

With any character, often the first thing that is determined are his/her attributes, and the recommended method for Vildyunn is 30-32 Point Buy. Those that rise to become Vilydunn's greatest saviors (as well as its most fearsome villains) are a number of steps above the average individual. Additionally, a little should be said about which attributes are most important: regardless of class, every character benefits from a decent Wisdom score with which to better resist the effects of madness (see the Sanity mechanic and the related information posted below). This is especially true for spellcasters, whose greatest asset is also their greatest worry - those who wield too much power too often will lose their minds quickly.

[/spoiler]

[spoiler=Race]

Characters in Vilydunn may only be of one of the three human races; there are no elves, dwarves, or the like. Each subrace of human suggests a specific region that one will come from, and colors the foundations of how that character may develop. Many Tulsan people are superstitious and devout; even the most martial Nusa is well-read and knowledgeable of science compared to his foreign peers; and the Aust'ene are steadfast, direct people that are adept at self-sufficiency and providing something in any situation. These qualities however are not represented by varying racial stats, and all characters in Vilydunn use the Human racial statistics found in the Player's Handbook.

[/spoiler]

[spoiler=Classes]

Barbarian
What is it to be a barbarian? The term is often used to describe marauders and foreigners whose way of doing things vary greatly from others', but as a class it represents a warrior who draws on inner, primal energy to become a fearsome juggernaut in combat. It can certainly be assumed that one who does so hasn't had much formal training, but it isn't the rule. Warriors from the bustling hearts of civilization could certainly be members of the barbarian class, choosing to "follow their heart and intuition", while those from the most isolated and forgotten settlements can certainly dream and develop the kinds of martial abilities that the barbarian's rival, the fighter, would learn. In Vilydunn, the Barbarian may ultimately have the upper hand, as through his rage he may be able to shrug off the evil that tears at the mind.

Bard

No world has ever been without music, and even dark Vilydunn is unable to change that. The bard as always holds a special place among musicians in a world because she can work wonders with it, be it magic akin to sorcery or making her allies feel as though they were invincible. However, bards who slip into madness are every bit as disturbing as the most vile of demons, playing songs that chill the very soul and destroy the spirit of all who hear it.

Cleric

It's almost surprising that clerics are as rare as wizards, sorcerers, and druids in Vilydunn, considering how religious the majority of the populace is. However, the mental effects of divine magic are as taxing as the arcane, and as such it is seldom used. Perhaps it is simply that men were never meant to wield the power of the gods, as they were never meant to know the secrets of the universe that foolish wizards and sorcerers unlock - or perhaps it is just that the gods are not as benevolent as their magic suggests.

Druid

Of all major spellcasters in Vilydunn, druids have it best - their magic, which comes purely from the natural world, is far less alien to the mortal mind. This doesn't mean that they're much more common - in fact, unlike other worlds Vilydunic druids have a much more frail organization, with long lines of mentors passing on their secrets to one and only one apprentice at a time, resulting in many lines of druids traceable farther back in time than all of known history. Druids adventure for various reasons, most often being to protect the land that they love or control.

Fighter

Heroes (and mortal villains) in Vilydunn most often do battle through the sword, not spells, and as such belong to classes such as the fighter. Though they represent a level of training above that of the common warrior, they are often mostly indistinguishable from militia or members of armies - that is, until, one puts them in the face of darkness.

Monk

The monk really doesn't have any place in Vilydunn - not because there are a lack of Eastern-flavored, monastic warrior traditions, but rather because it is not part of human nature to achieve something supernatural through the same means. Those who are so in tune with other worlds as to defy the one they're in aren't compatible with The Nightmare - at all.

Paladin

There is no hero Vilydunn needs more than a paladin. A strong hero devoted and powered by ultimate goodness, capable of actively seeking out evil is the darkness's greatest foe. This may be the most solid choice for a player and is probably the class most likely to survive the trials of darkness and come out a victor and a power for good. They are also likely to have some form of sponsorship or at least recognition by a church or small portion of the populace.

Ranger

Rangers might be somewhere between the situations of fighters and druids, or fighters and paladins. They excel at doing battle through methods that won't themselves cause insanity, and as they grow in ability they become more and more capable of destroying the horrors that lurk everywhere. The benevolent ones make good heroes; as it seems folk are often being carried off into the night by monsters, the ranger's ability to track is a useful and sometimes vital skill. The wicked rangers that roam the land might, as time goes on, become indistinguishable from the supernatural things they share the night with - with such cunning at hunting and stalking, few would see them coming and fewer would know just what it was that attacked them.

Rogue

Rogues in Vilydunn are much like they are in other settings - ignoring the madness that can affect them as well as any other mortal. They move through life in varied ways and possess a wide range of skills to aid them, and though the scales aren't exactly tipped in their favor, they do have an edge over the terrors of Vilydunn. Few rogues are incapable of sneaking covertly through any area, or remaining hidden as others approach; the ability to be seen only when one wishes may ultimately allow one to get the upper hand on their hunter.

Sorcerer

Sorcerers are more common than wizards in Vilydunn, but that doesn't make them any better off. Arcane magic may ultimately be the most devastating of all to the mind, and as the sorcerer is so  skilled at wielding it almost endlessly, it is a rare individual indeed who is not mad by the end of their teens. However, they are blessed in that their power source is not one found in dark places and in texts that were written by those who should be forgotten - or at least, they can't be sure.

Wizard

The wizard in Vilydunn is a very rare individual. Why? There are no known places to study the arcane arts. The few still-sane people who can be called wizards guard their powers carefully much like druids, passing on their knowledge to few. Sometimes, wizards are born from adventurers who have already braved some foul depth of a forgotten crypt, uncovering the demonic writings kept in a spellbook only to foolishly attempt to understand them. A wizard who manages to keep his head in The Nightmare finds no shortage of texts with which to expand his repertoire, however - Vilydunn has a past that hides many things, but there is always another codex of power waiting to be discovered.

[/spoiler]

[spoiler=Skills]

Most skills retain their typical usefulness in Vilydunn, but it's important to note the change to the Heal skill. With the Sanity rules, Heal becomes all the more vital as now it can not only treat physical wounds, but wounds to one's mental stability as well.

In addition, Vilydunn is host to the Knowledge (forbidden lore) skill introduced with the Sanity system, and follows the normal rules for it.

[/spoiler]

Adventuring in Vilydunn

[spoiler=Finding a Reason and Play-Style]

Whether the party is cautious and calculating or fearless and direct, Vilydunn presents plenty of opportunities for adventure. Vilydunn's history is unknown beyond a little over a millenium into the past, but the Verkem, Ayrmarians, and other civilizations even older left behind many secrets and relics waiting to be discovered. A castle overlooking the southeastern edge of the Forbidden Swamps may conceal a maze of endless hidden dungeons, crypts, and tunnels beneath its crumbling, foreboding exterior, and some of them have not seen visitors since before Verkemy was born. The knowledge hidden deep within the darkest recesses of a catacomb may be ultimately be too awful and horrifying for one to handle, but it may also reveal a truth that is so desperately needed in The Nightmare. Here, few things are what they seem, and few are understood.

That, however, is a very straightforward reason to adventure. Quests and entire campaigns in The Nightmare can avoid long-lost dungeons and caverns entirely, as there are many other things that must be taken care of. There is always someone at war, and even Vilydunn's most peaceful nations seem on the brink of shattering into hundreds of petty kingdoms. The Church of the Holy Star itself, for all its goodness and light, is infiltrated by the corrupt Na'Ril Dum and other enemies, and sometimes it is not even due to an outside source that one of its members falls from grace. And there is always something wrong in the countryside - disappearances abound, bandits on the roads, or countless things more sinister.

When adventuring in Vilydunn, often one of the most pivotal aspects of the game is paranoia - not knowing who is an ally, and who is an enemy. Everything horrifying that could possibly be true cannot be confirmed, except by players brave (or foolish) enough to try and uncover the reality - even if in the end they wish to bury what they've found.

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[spoiler=Knowledge and Power]

Inevitably, any character who survives to uncover ancient artifacts and grow in levels is going to possess powers and information that can destroy the veil that hangs over Vilydunn. Some of these secrets (there are a great many) may be so moving that, if they were revealed for what they were, the entire world could be changed. Is this a bad thing? Some would think so. In The Nightmare, most wars waged are covert battles behind the scenes between parties that the majority of the population don't even know exist. What is learned is sometimes best used only by those that know it. Those that believe their fears are merely bad dreams can keep doing so - the players can be the heroes that chase those dreams away without them ever knowing.

It may be that the players, who can and will come to possess untold knowledge, will find it best to hide what they've learned away in their hearts, where no one will know but them. To reveal too much to the people would be catastrophic - at least until the Golden Age. The only people who one might inform would be others like them - and finding similar individuals who have experienced what they have may be another perilous adventure all on its own. Characters may find that the more they search, the more futile their battle becomes, as they lose more and more of their comrades to madness...

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For DMs[/size]

[spoiler=Foreword]

As the DM for a game in Vilydunn, your job is probably going to be tough. Other settings might be difficult because they introduce very unique cultures or change the way the game is played. Vilydunn does both - it utilizes and requires a horror atmosphere to work, and the way that this atmosphere is conveyed is through the way that the denizens of The Nightmare live, think, and act, and the way their world developed because of it. Vilydunn is inspired by the writings of H.P. Lovecraft and Edgar Allan Poe (as well as my own nightmares), but also takes a lot of inspiration from video games, most notably Doom 3 and Diablo / Diablo II. These sources should be your primary sources for your own ideas if possible, but they are by no means the only options available to get the right feel for Vilydunn.

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Building a Campaign

The beauty of the way Vilydunn is designed is that many things are only superstitions, rumors, and what-ifs; the real nature of things is up to you. Although reading Golden Age of the Nightmare and Haveneast will reveal what eventually happens to the world, what happens now (and maybe even in the end) is up to you. There is a wide variety of antagonists to use on your game, including a large number of monsters right out of the Monster Manual.

[spoiler=It's Your Game]

As has been said before and is emphasized in D&D, the campaign is ultimately your game. That is why Vilydunn is intentionally left vague in its histories, origins, and realities: so that you can decide what they are. It might be that you choose to follow the "canon" (as in, what I've written in the offspring of Vilydunn, Golden Age and Haveneast) of the setting and have it be that eventually Vilydunians learn that they are the monsters, or you might do it a different way. Each piece of knowledge however large or small is subject to debate by a DM and inquiry by the players - and sooner or later you'll have to make a decision on what the answer is. Much of what terrorizes the common people might truly be supernatural, or you might choose a more mundane approach (a la The 13th Warrior) and have most of it actually be twisted mortals (there is actually an option set up for this in the Na'ril Dum). Vilydunn may be on a planet like Earth, or it may actually be a flat world, beneath which through dark tunnels and mine shafts lurks the Abyss of the Damned and other horrific places, and above which is Azlorn, though the stairs to ascend crumbled long ago and allow passage no longer.


[spoiler=Where to Run It]

An encounter or series of encounters that leads to an entire story can be found most anywhere in Vilydunn, be it in the middle of a city, in the stormy Gulf of Jivyl, or lost in the Forbidden Swamps. The setting isn't set up so that all of the potential dungeons and other adventure locales are already written and located on a map (quite the contrary, actually), so as a DM you can do what you want to do nearly anywhere. What is important to note is that in Vilydunn, run-down and condemned insane asylums are every bit as common as castles overlooking borders, and outside the cities and often-traveled countrysides, strange obelisks, ruined temples, and forgotten mines that lead to who knows where are frequent. The farther one gets from civilization, the more lonesome and ancient the features of the land become. Even if you decide your campaign involves uncovering a conspiracy in the heart of the city and doesn't do a lot of dungeon delving, you will not be left high and dry - there are many cities of varying appearance and personality dotted about the land.

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[spoiler=Finding a Story]

Coming up with a plot should be fairly easy for you - no matter who you are, if you live in Vilydunn something terrible is going to find its way into your life - be it one of the Na'ril Dum who hunt you knowing their dark masters will devour their souls should they fail, a long-forgotten city being uncovered on a frontier and accidentally awakening an undead menace, or a search for a cure to madness while seeking to put an end to what causes it. It seems that The Nightmare and its malicious inhabitants work in many ways to corrupt and terrorize, as more texts of unknown age are always turning up in unexpected places that cause the foolish to run off with sword in hand. A player might accidentally witness a creature not of the mortal world moving about and be compelled to learn more. The Hallowed Order may seek out capable warriors to do work for them, while these warriors are unaware that those who summoned them are corrupt and as wicked as those they claim to battle.

It may quickly end up that the players have bitten off too much to handle at once, and this is fine - the burden of having such great responsibility with the knowledge they possess tied with the things they are required to do and the knowledge that the world itself is against them are effective means to immerse the players into their role as good's only hope.

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[spoiler=Rewards and Getting Stronger]

Eventually, your players will grow in power. They'll learn things, defeat wicked adversaries, and come to understand the world a little better. But in Vilydunn, with its damaging magic and superstitous populace, what could you give your players as a reward? Well, at the end of the day the thing the characters may need most is a pat on the back and some time in a padded room, but they are by no means restricted from magic items. In fact, the remnants of past civilizations such as Verkemy are littered with magic - and most magical items left behind do far less damage to the mind than actually casting a spell.

The only problem with this is, magic items no longer come with a real market cost; this is because there is no market to trade them on. Similar individuals they meet along the way, mysterious mentors, or even monsters who would otherwise be their enemies may present opportunities by which to gain new items by trading their old ones, but as a general rule the equipment that the players will find is there to stay. This isn't necessarily a bad thing - especially if a large amount of the equipment consists of general protective gear, or utility items.

As for leveling characters, there is no real change in the rate that players can grow. It actually makes perfect sense for them to gain levels quickly: as soon as they start learning things that have been kept secret for hundreds of years, as well as things never meant to be known, their power reaches far beyond that of their peers (this is true even with the warriors). If they survive what they're up against long enough, they may become the nightmares of the things that stalk the night.

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in progress
Title: Sleep
Post by: Hibou on April 25, 2008, 03:40:32 AM
Mezerous[/size]

"You must understand that the world as you knew it is a lie," the man said as he stared at the parchment on his desk. The room was well-lit considering there were no windows, just bookshelves on the walls. The floor was overgrown with moss and in some places was uneven due to twisted roots of some dark tree that had broken through. In fact, the entire place was slowly being reclaimed by nature, though the occupants seemed quite comfortable. Various tools and pieces of equipment lay strewn about the room and to the desk's right there was an open doorway, beyond which was an altar-table of sorts where a cadaver lay, fresh out of operation. In there, everything was very neat except for the stains of blood and other matter near the altar.

"They used to tell you they were just bad dreams," he continued. "They said there'd be no worries for you, except when it came to your quotas for the year. You were a good worker, of course. I passed your farm several times - your wife was so beautiful - were you dressed in a nobleman's clothes the whole world would've mistaken you for a king. She's dead now, though, and I don't know where they put her." The figure at the desk said this to a figure standing some three feet in front of his desk, who said not a word.

"But I digress. No, they were not just bad dreams - I think you're about to find out just how wrong you were. If you could only read as much as I have, you'd know what's going on here in Vilydunn, inside each and every person - and they don't even realize. Perhaps you should know first," the man at the desk said, getting up, "that our world is much, much larger than any map you have ever seen has shown." The speaker's appearance became apparent as he stood and stepped forward: a tall, powerfully built man with wavy brown hair, dressed in simple earth tone tunic and breeches and a black cloak. His face was a handsome but the glare he gave was frightening - possibly because he had no eyes, just empty sockets. Oddly, he moved as if he could see perfectly well.

"Your journey now will likely take you beyond the boundaries you once obeyed, but not to worry; you won't fear what you used to now that your eyes have been opened." The eyeless man stepped face to face and placed a hand beneath the other figure's chin, moving his head about as he checked him over. His listener said nothing. "I'll need you to go on an errand for me, see - I need some... how can we put this? Ingredients," he said to this man, this servant again, stepping to the side and taking hold of a gnarled, black staff. The eyes of the one he spoke to flickered a little as he did so. "Don't stop until you've retrieved them, and don't travel the roads except  by night. I'm afraid there's not much to you, and the locals might be a little worried if they saw a skeleton walking around." The man with no eyes brought his face back to meet his servant's, and as he looked into his eye-sockets he felt a connection, as if he were looking in a mirror. "Any questions?"

There was silence. Tiny, red points of light so deep inside that skull flickered again.

"Good."




The Journal

 All of my life I have felt no need to keep a record of my habits. What would I tell, and who would read it? No one, except perhaps myself, that's who. Yet now I share what I know with this dusty tome, overgrown with moss and bound in metal so dark it saps the heat from the air. Read on, and you may learn some things about this world. You may find that all you were ever told was a lie, or you may choose to forget all you've read. I care not - I'll come for you soon.

[spoiler=Entry One, 83rd of Spring, Eastern Forbidden Swamps]

Whilst on the Hunter's Road north towards Apterly, I encountered a trio of lost Aust'ene merchants. Ironic that the legendary folk would be unable to find their way. I informed them to make camp beneath a festering orchard of trees where I could return for them after reaching the town - they didn't need to know what I was after. Upon reaching the town I quickly gathered the supplies - isolated herbalists in the Swamp always make the best medicine. I waited until nightfall and returned to the merchant camp as a great bear, dismembering them in the darkness and hiding their remains beneath a gnarled tree stump. Later I will return for them, but for now I have more important matters. The rain at this time of year provides me with all that I need to hunt. I shall write more once I return.

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[spoiler=Entry Two, 11th of Wae, Asylum]


The current patient has been reacting rather well to the medicine - his babbling ceased for a time, and at one point inquired as to where he was. It seems that the ilslica cures the mind of lesser afflictions. Upon operation, it was revealed that the damage sustained to the cranium and the soft tissue inside was almost entirely healed by the drug over time. Once again his screams of pain from lack of an anesthetic were distinguishable from those that declared his condition - it has been so long since they contained enthusiasm. I could sense that the crows perched on the beam above the operating table were eager to feast, and as I could gain little more from this subject, I allowed them. Those test subjects with the appropriate conditions whom I had captured were no longer necessary for the testing of the drug, so instead they served as subjects for the testing of my surgical implements. I stitched their bodies back together and animated them, sending them on their way to retrieve the merchants' bodies from a few weeks prior. One can never have too many servants.


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[spoiler=Entry Three, 19 of Wae, Asylum]

Today I encountered a demon in a dying grove. The creature thought it amusing that I did not cower, but I quickly assured it I was no laughing matter as the earth and the woods made it a prison. The things thrive on fear and resort to taunting in the rare cases where the former is ineffective - they have been dealing with the weak-willed for far too long. Were it that its master was there to witness it weep. I wonder if they are taught to fear? This one seems incapable. Perhaps the best remedy for this demon will be to set it loose in Bravila - a church would be a fine target. Indeed... there has been too much of a religious presence here among my vile forest. I shall have to find out who has informed them that I am here and use them for research, once I clean up the mess that the demon has made.

I find it odd and yet entertaining how the animals of the forest look at me. They regard me with genuine fear but obey my words to the letter. They are far more useful than the dead - it is a shame they are as squeamish as most humans. It is only the murders of crows and the lone wolves that will walk with me without being commanded now. Well, they and their undead counterparts. I understand that several small towns on the south border of the swamp have been assaulted by many elk with fur black as night and eyes that burn red - how unfortunate.


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[spoiler=Entry Four, 22 of Wae, Study]

Sometimes I forget what it is like to be unfamiliar with the world. These naive men and women understand nothing, not even the ones who spend all their lives tending to the earth. They believe that by tearing down the forests and damming the rivers they can improve their domains, but in reality they are only sealing their fate. As time goes on they will see that what they have done becomes difficult to reverse, but it will be too late. I will do my best to prevent this, but not because I care for them. Their war lies with their minds, not with nature.

It seems that my asylum is growing to be a popular site for inquisitors - I have witnessed no fewer than thirty members of the Order on my doorstep in the last week. I do not know how they located it, but they will soon find they won't be able to leave. I find it amusing reading captured maps of the area - the fools depict the entire northwest of the continent (barring distant Grugast) as nothing but swamp. It hasn't been that way since... since I came. Where things were once barren and rotting there are now woodlands and fields of a noxious beauty. Among some of the pits and other traps I have lain I have discovered the remains of more men and women from that annoying Order, and have hidden them away for later use. I have no doubt that their corpses shall make good minions, and I may even seek to gift one of them with a soul.


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Title: Sleep
Post by: Hibou on April 25, 2008, 07:50:03 PM
Introducing a major character of Vilydunn, as seen in the post above. There'll be many journal entries and dialogues as time goes on. :D
Title: Sleep
Post by: LordVreeg on April 25, 2008, 09:25:09 PM
Good job.  The best of it might actually be the beginning description of the room.  Very, very well done.  I will use the word 'Evocative'.  
The transition to the nature of the servant is also quite good, and conjures a different relationship/dialogue than in a more common FRP with said servant.  I will continue to look for journal entries.