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Started by Hibou, May 02, 2006, 10:29:55 PM

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Kindling

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.
all hail the reapers of hope

Hibou

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]
[spoiler=GitHub]https://github.com/threexc[/spoiler]

Hibou

I used a program that is (simply enough) called MapMaker. You should be able to find it at www.demonspawn.net :)
[spoiler=GitHub]https://github.com/threexc[/spoiler]

Hibou

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]
[spoiler=GitHub]https://github.com/threexc[/spoiler]

Hibou

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]
[spoiler=GitHub]https://github.com/threexc[/spoiler]

Hibou

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 :)
[spoiler=GitHub]https://github.com/threexc[/spoiler]

Numinous

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...
Previously: Natural 20, Critical Threat, Rose of Montague
- Currently working on: The Smoking Hills - A bottom-up, seat-of-my-pants, fairy tale adventure!

Hibou

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
[spoiler=GitHub]https://github.com/threexc[/spoiler]

Hibou

Cleaned up some posts. They should be much easier to read now.

To Salacious_Angel: what did you think of my interpretation? :)
[spoiler=GitHub]https://github.com/threexc[/spoiler]

Hibou

[spoiler=GitHub]https://github.com/threexc[/spoiler]

SA

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.

Hibou

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.

:)

[spoiler=GitHub]https://github.com/threexc[/spoiler]

Hibou

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.
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Halast, the Water Lord

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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.
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The Holy Star

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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.
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Illanath, the Gentle Rain

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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.
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Jornduere, Holy One of the Realm

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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.
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Kel, the Blinding Light

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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

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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.
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Miradas, Ice Queen

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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.
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Morne Heurefaith

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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.
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Orosulian, Keeper of the Endless Woodlands

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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.
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Shunedi, the Evening Dancer

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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.
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Villik

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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.
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The Malignant Council

Abala the Deformed

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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.
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Darnilul the Bloody

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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.
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Guuria, Goddess of the Dead

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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.
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The Hand of Death

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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

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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.
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Miradas, Ice Queen

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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.
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Saemas

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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.
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Toralunas, Unholy King

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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.
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Urept, Speaker of Damnation

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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.
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Urorath the Forsaken

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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.
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Werrac, Defiler of Life

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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.
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Xakkan

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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.
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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).
[spoiler=GitHub]https://github.com/threexc[/spoiler]

Hibou

[spoiler=GitHub]https://github.com/threexc[/spoiler]

Hibou

[spoiler=GitHub]https://github.com/threexc[/spoiler]