Religion

religion

The many gods and entities of Adlyheim are worshipped in many different ways. Some races have their own patron gods whilst some invidividuals may choose their own path of reverence. Some organised religions are vastly powerful and in charge of fiefdoms themselves, whilst others sit in the background and work quietly in dedication of their god.

Introduction to Religion

religion

Religion doesn’t know boundaries in Adylheim, it interacts with daily life at every level. The fiefdoms all worship the same gods, however religious structures are not necessarily the same from fiefdom to fiefdom. There is no single dogma or cult which stretches across all of Adylheim defining religion throughout. It’s all a series of disparate gods being followed by different people, the most powerful person around is the High Priest of Luxor in Arameia, who commands that entire fiefdom.

For the most part, religion works on a tit-for-tat principle. In return for prayer and sacrifices in their honour, the Gods are often willing to grant their followers aid in small ways. It may not amount to anything more than a stroke of luck or a subtle nudge in the right direction. In truth, the Gods rarely reveal themselves to their followers except in the form of visions and dreams.

Without a doubt the most worshipped God in Adylheim is Gaern as he is the one who secures the harvest. However, there is no follower of a god who does not occasionally ask for help from other gods. After all, why would one ask for the help of Gaern while trying to sell one’s grain? In such a situation most would ask Elron, the god of commerce, for help.

Priests are the main users of the Low Magic called Mantra and though their spells will vary somewhat from temple to temple, they are all impressive though they vary both depending on the god being worshipped and the traditions of the temple itself.

Cult of Quinnas

Cult of Quinnas

Worship from the masses is few and far between, Quinnas does not hold the same stigma as the darker gods, such as Maia or Charn who's domains are considered by many to be evil. In fact many people would openly worship Quinnas if he was but a single aspect of luck. People who have asked for his aid have often found that all their luck has increased, both good and bad, something that usually proves fatal, the last thing you want is to discover that your chances of being stabbed decreases at the same time as your ability to attract arrows increases. Great amounts of money have been won or lost during bets where Quinnas was invoked. People have gained job promotions thanks to asking for his aid, or ended up slopping out latrines because their boss took offense to something. Secrets have been protected and discovered. All in all, the populace soon realised that Quinnas is neither malicious or benevolent and what outcome his aid has can never be predicted, for that would deny his very domain.

Where his influence lands is completely to his fancy, quite often, those million to one chances people pray for are due to Quinnas, when it starts raining as soon as you put the washing out, despite it being a sunny day a few minutes ago are most likely thanks to his influence. Many believe that the other Gods shun him because his chance warping influence can even effect them. His eyes were gouged out by Khanes due to one of his plans going awry thanks to Quinnas, Khanes hoped that if Quinnas could not see, he could not influence. If anything it only enhanced his abilities, for without knowledge of the stakes luck and chance takes a greater factor.

Despite this, people still worship him in their own little ways. Many don't do it directly, often the most common is to carry a rabbit's foot on ones belt or coin purse, rarely a preserved rabbit's eye, held inside a small sealed wooden box an inch square. Rabbits and hares are considered holy to Quinnas, two similar animals, the rabbit is supposed to increase good luck, while the hare brings bad. Others might carry a blindfold, putting it on for a few minutes when the might want chance to favour them in some way, sometimes even wearing them throughout, depending entirely on chance to see them through. Those who do chance upon a run of good favour often offer up some of their winnings to Quinnas, less to get his attention, but more to stay on his good side whenever he does give it.

Only the most dedicated of risk takers and gamblers actually swear themselves to Quinnas in a more religious way, becoming some of the very few who can invoke him directly, Quinnas knows he can turn to his followers for guaranteed entertainment, since they thrive on him placing challenges in the way and try and get out of them. Many dedicants join the Dens of Quinnas, combinations of gambling dens and temples, but not all follow the devout path, the occasional adventurer might follow Quinnas, revelling in the risk and challenge that spring about him and using them to improve his own skills. There was once a Quinnan lion tamer, who's run of success was immense, gaining fame over many years until he unfortunately choked on a hairball.

Those less educated treat Quinnas as a god of good luck, failing to take into account any bad that might come with it, one of the most common adages repeated by Quinnan priests. 'Luck is relative'. If you go on a winning streak in blackjack, that means some poor soul is losing rather badly. The chance of rolling 5 ones on 5 six sided die is amazingly slim, and rolling it is a brilliant stroke of luck, unless you needed twos or more, in which case it's the biggest stroke of bad luck possible. Another popular adage, though rarely told outside of the Dens, is 'You must make your own luck'. A religion worshipping a deity as inconsistent as a god of chance quickly learned not to depend on him directly, instead they focussed on becoming the most proficient bunch of cheaters available, besides, why wait for that ace to come up when you can just slip one out of your sleeve? Now you're taking the chance of people discovering your cheating instead, a much more interesting gamble than the game itself.

Dens of Quinnas

Although worshipping him is a bad idea, Quinnas still ends up with enough dedicated followers to warrant a temple in each major city dedicated to him, usually also a gambling den or tavern where dice and cards are more than welcome. They usually remain hidden since the worship of Quinnas brings unwanted attention, also Dens of Quinnas quickly develop a reputation as cheaters, which loses customers. Better to remain undercover so more patrons attend. Still, all have the identifying feature of a blindfold somehow integrated into their pub sign. The temple priests also tend to be the bartenders, waiters and dealers within the den, using the money gained to fund the table and the rather risky sacrifices to Quinnas.

Religious Hierarchy

The head of the temple tends to be referred to as the Master of the Deck. He holds the deck of cards which is always used during the sacrifice to Quinnas, a complex single player game which the other priests watch intently, mostly to try and figure out the rules. It generally results in the Master losing a lot of money to Quinnas, but every so often he comes out on top and benefits from a strong run of luck for a few days, as well as getting to keep whatever money was ante'd up in the first place. He also holds the scales of chance, representing the balance of good luck with bad. Some priests believe that these scales can be read by the Master to judge how in favour with Quinnas the temple is at the moment. In truth it's used by the Master to check that he hasn't been cheated out by people using weighted gold or dice, but he's not going to tell that to the rest of his followers, except the Collectors. The Collectors are like the paladins of Quinnas, seeking out those people who had a run of bad luck to claim on any debts owed, or to chuck people out of the den if they seem to be getting a little too lucky.

The rest of the priests are just referred to as Gamblers, and are people who are quite happy to take a risk at life, spending their life averagely on top, with the occasional slip to keep them on their toes and to keep life interesting. Only a Gambler who really pushes his luck is in any real danger for Quinnas enjoys seeing his worshippers worm their way out of a situation as much as he enjoys putting them in it in the first place.

Newly inducted priests are called Fools, for rather obvious reasons, having only just started their first steps into the faith of Quinnas, they tend to either take too many risks, or play it too safe and end up losing out because of either. They haven't quite found that fine balance yet and as such look all the more foolish for it.

Gods of Adylheim

gods

Deities

Adienna: The Goddess of Mysteries and Doors. She protects doorways and mysteries. She is often worshipped by those desiring protection. As well as doorways, she also protect mysteries, causing her to be a favourite stop for those searching for lost knowledge. Her sacred places are crossroads.

Akar: The God of Life. He brings life wherever he goes, in all forms. He has no sacred place. Only he can return people from the dead. He is the lover of Maia.

Arthium: The God of savage warfare. The second of the twins. He favours warriors and barbarians. His is the warfare that gives up everything to win, including strategy and mercy. His holy warriors are the berserkers. The twins are continually fighting.

Charn: The God of Plagues. He is often referred to as the Lord of Sneaking Death. He is rarely worshipped, more often sacrificed to so that he may leave. His sacred place is mass graves. His sacred animals are rats.

Dolores, the Lady of Tears: Dolores holds dominion over the twin domains of suffering and change. She embodies both the struggles of mortal beings during the life and, as her sister Maia comes to claim their souls, their final passing into the eternal. Curiously, she embodies both the positive and negative aspects of change; delighting in a hero's self-improvement through tribulations and a villian's slow decay alike. Like Charn, Dolores is not a popular goddess and normally invoked only during times of terrible upheaval.

Eirwin: Eirwin is the God of Knowledge, his followers are usually scholars. Eirwin is also the warning of what knowledge might do as he is also considered to be the insane or idiot god. Libraries are holy to Eirwin.

Elron: The god of commerce, markets and similar. His followers are usually merchants and similar, preaching the value of acquiring material possessions and bettering one’s life through them. Things sacrificed to Elron are typically expensive luxury items. Markets are holy to Elron.

Erina: The Goddess of the Sea. As harsh as few, she offers great gifts for those who know how to appease her. Her sacred place is the sea. Albatrosses are considered her messengers.

Gaela: Goddess of Nature, Wild herbs and flowers, and of Healing. Among pockets of followers who recognize Gaela, she is considered Gaern's twin sister. Unlike her brother, however, Gaela is a goddess of the wilds and cares little for either civilization or for its products, such as vast cities, warfare, diseases, and so forth. Armies, industry, and the dark arts are all despised by the goddess, who is thought to take vengeance upon those who encroach upon or disrespect the power of Nature. She considers these things to be blemishes upon the earth, things to be stamped out in the name of purity, and will go at lengths to destroy anything that threatens her domain, even if it means damaging the forest itself: ice storms, fire by lightening, and horrible floods are all weapons belonging to this goddess. Nevertheless, and despite her darker and more violent aspects, Gaela is often referred to as the "Earth Mother," a kind and nurturing parent to those who respect and revere Nature. She takes form in and is represented by the four seasons, each with its different personality. Her symbol is the Gaelis blossom, a rare white wildflower rumored to have miraculous curative properties. Among her chief followers are the Gaelanti Gypsies of the Old Woods; they are perhaps the most concentrated group to recognize and worship the goddess specifically.

Gaern: The God of the Field, he’s the one who ensures a good harvest. He is mainly worshipped by farmers, making him one of the most popular deities. His sacred places are fields.

Il’unno: The Goddess of Dreams. She’s often represented by the moon. She grants hope and prophecy. Most of the Oracles belong to her. Her sacred place is the moon and her sacred animals are moonspiders.

Khanes: Khanes is the God of Vengeance. Unlike other Gods he has no priests and no temples in his honour. Khanes delights in manipulating people to take vengeance. He is known to possess people with vengeance in their hearts and drive them insane in their pursuit of this vengeance. Khanes is said to exist wherever vengeance is being taken. He is often depicted as a soot covered, bearded man with wild eyes. While he has no sacred places, he is said to find the scent of burning fires especially pleasing. There are few who pray to Khanes though as the gift of vengeance often comes with a heavy price.

Lapis: The Goddess of Love. Known to have a penchant for unrequited love and occasionally referred to as an exceptionally cruel mistress.

Luxor: is generally designated as either the chief deity or the deity of chiefs. He is highly venerated, especially in Arameia. Often depicted as a one eyed man of some age. Often identified with the sun.

Maadrth: The God of the Deep Earth, Maadrth is said to have been chained beneath the mountain and every time he tries to break free of his chains, the earth shakes. Maadrth is not often worshipped, except to appease his anger and gain safe passage underground, and by those who live underground. His sacred places are caves and underground passages.

Maia: The Goddess of Death. She’s the one who gets the dead, she collects them and brings them to their afterlife. She has no sacred place. She is the lover of Akar.

Mekon: Mekon's purview is to be the god of thieves. Mekon is especially well known for stealing the secrets of fire and agriculture from the gods and giving them to mankind. Unlike the majority of the gods, Mekon is said to have a sense of humour and enjoys pranks immensely, tricksters often find Mekon a worthwhile deity to follow. Mekon has no particular sacred place, but is known to be more receptive to sacrifice and prayer during the night. Sacrificing stolen items in his honour is a sure way to gain his favour.

The Namer: The Namer is rarely worshipped, though none doubt his existence. His task is to give names to everything and he is said to be the origin of the True Names given to all living things. It is said that he is present at every birth and some have been known to leave little presents for him during this time, to ensure that he will keep their True Name a secret. According to the legends he once had a name which stretched almost to infinity, but every True Name he gives away is a part of his own name so it has become shorter and shorter. According to his few priests, when his name ceases to be the world will come to an end.

Periap-Thon: The God of Artifice. He gave fire to the sentient races. He is generally portrayed as a misshapen giant made out of lava. Volcanoes are his sacred places. He is generally worshipped by Artificers and tradesmen.

Quanoth: Quanoth is the trifold god of Time, Causality and Debauchery. While it is generally considered polite to leave a place open for him at any large party or feast, he is otherwise generally ignored by the populace. He is usually depicted as a man with three eyes, wearing a crown of hops or grapes depending on what the local beverage of choice is and holding a hourglass in one hand and a golden cup in the other. Quanoth enjoys a very limited following and has very few temples erected in his honour, priests of Quanoth have been known to move from place to place and it is very bad form and could potentially prove catastrophic not to invite them to gatherings. Quanoth is generally considered to be responsible for such things as time moving quickly when you're having fun, and other, more serious, mishaps in time and causality.

Quinnas: The God of chances and luck, Quinnas appears as a smiling old man who's eyes are blindfolded. The God of luck is, despite his domain, rarely worshipped other than by the most die hard of gamblers and risk taker. For it is not only good luck that Quinnas watches over, and just as the fates can turn, so can the whim of Quinnas, leading to the worst luck of your life. Quinnas is rarely invoked by name, because that's just asking for his unwanted attention, generally he's referred to as the Great Gambler or The Blind Chance to avoid this. Direct worship amidst the masses rarely happens since relying on his intervention causes him to ignore the situation, but often subconscious pleas such as "What are the chances?" or "Hah, you'd be so lucky." are surprisingly efficient, he is not like most gods, where direct prayer and sacrifice brings their fortune, instead small favours are offered to stay in good stead for when his attention is turned upon them. Quinnas doesn't ask for sacrifices, watching the outcome is enough for him, but anything that goes his way is gladly accepted, it takes guts to take such a chance and most followers offer up a small percentage of their winnings, just in case. Gambling dens and anywhere a game of dice can be played are holy to him.

The Sleeping God: This god is never given a name, though he is worshipped by the Dae’vol as their creator, they do however, hold that waking him up would be a very bad idea as all of creation is his dream.

Therium: The God of civilized warfare. The first of the twins. He favours soldiers and paladins. His is the warfare that favours strategy and tactics. His holy warriors are the Paladins. The twins are continually fighting.

Thissies: The Snake Goddess, she is represented by the snake and is often said to control rain. Her anger is drought and her blessings are rain.

Tirell: The God of Poetry. He is the one who is worshipped by poets and musicians. Tirell is generally regarded as a trickster and is not afraid to interfere in the affairs of other deities. He has no sacred places.

Demi-Gods and Lesser Deities

Colmyras: Colmyras is a demi-god working for Gaern, he is not widely worshipped except among pig herders and breeders. Colmyras has the honour of being the god of pigs and though his priests know many rites to increase fertility in pigs and make them grow faster they are few and far between. Temples to Colmyras can usually only be found in places where pig or boar raising plays an important part of everyday life, priests of Colmyras have also been known to bless the Warhogs of Nevros.

The Green Man: One of the Walkers, a representation of plant life with extensive powers over it.

The Hunter: One of the Walkers, he is sometimes worshipped as a God of Hunting. His role is to act as the head of the Wild Hunt, a force which hunts for things they deem unnatural. To face the fury of the Wild Hunt is to never find peace. They will hunt till either they perish or their prey is brought down. The hunter looks part animal, part man, with antlers curving around his head and hoofs instead of feet. He wields a spear which is said to never miss once its target is marked.

The Lix Tetrax: One of the Walkers. Lix Tetrax is a representation of wind and is generally hostile to people. The only people she is known to like are the Dragonkin.

The Lord of Ravens: One of the Walkers, a pale figure made to look like a human noble. The lord of ravens dresses in black and often spins elaborate schemes.

The White Wyrm Woman: One of the Walkers, the White Snake Woman is almost always in opposition to the Lord of Ravens, though they employ similar means by scheming and using mortal agents. The White Wyrm Woman usually takes the form of either a pale woman with black hair, dressed in white or a white, talking snake.

Maia

Maia

There are no more intrinsic deities than Maia and Akar. Every sentient being—from the chaos giants to the smallest fae—pass from the fullness of life into the grey twilight of death. The inhabitants of Adylheim, however, could not treat these two gods more differently. Akar is revered and praised with feasts and sacrifices. His temples overflow with offerings from farmers, midwives, and the odd formerly-barren noble. In sharp contrast, invoking Maia’s name is considered an ill omen or curse. Her mortuary temples are quiet, solemn places where only the lamentations of the grieving disturb the still air. The few that worship her are considered morbid at best and insane at worst, tolerated only because persecuting the followers of the goddess of death is considered a far worse idea than turning a blind eye to their presence.

These difference matter little to Maia as she sits, waiting, on her ice-hewn throne. All things begin with Akar, and all things end with her.

Common Alias

She Who Waits, Little Lady, The Last Arms, Bringer of the Final Sleep

Appearance

At the end of a life—no matter the deceased’s race, station, or status—everyone is welcomed into the afterlife by Maia herself. She chooses a form fitting for the dying soul, but whatever shape she takes is always pale (whether in skin pigmentation, hair, or fur) with cold, blue eyes. In the case of humans, the goddess of death takes the form of a tall, blond woman of indeterminate cultural origins.

Maia’s symbol is a mirror framed in a simple black ivory frame. However, she normally eschews religious iconography.

Plane/Home

The Plane of Death is a dark, still reflection of life. Everything one might find living and breathing in Adylheim can also be found in Maia’s realm—but motionless like insects trapped in amber. Only the faintest glimmer of light illuminates the forests; only the slightest breeze stirs the grass of the plains and meadows. Streams and rivers are filled with stagnant water. Only at the center of the realm, where Maia makes her home, do the silent tableaux take on even the appearance of life. Here a few awakened souls dwell as ghostly apparitions blown to and fro by even the lightest breeze as they slowly slip into the final sleep.

Interlocked as they are in constant strife, on occasion Planes of Life and Death will bleed into others. Creatures in Akar's domain will fall dead; locations in Maia's domain will spring suddenly to life. These incursions are almost always temporary as the majority of the conflict goes on outside the realm of mortal perception.

At the center of the plane stands the castle where Maia makes her home. The entire edifice has been carved from an opaque white crystal with no mortal equivalent. Vast battlements covered with deep green ivy surround a truly awe-inspiring collection of towers and buildings. The smallest spur would put the largest human fortress to shame. The tallest spires reach high enough to intertwine with the holdfast of her husband, Akar. Each room of her great fortress is decorated with luxuries from across the breath of history. Tapestries spun with gold and silver thread tell the stories of history from the rise of the gods to the latest wars to afflict Adylheim. Gold and jewels accumulate almost of their own volition; working themselves into ever more spectacular forms. The only living things able to endure in her realm are gifts from her husband—the odd plant, a beautiful cat, and the like. Maia makes a point of tempting artists that have captured her fancy; promising them an eternity of youth and splendor if they stay and work their craft in her realm. The luckiest, it is said, she takes as lovers—before granting them her ultimate blessing: oblivion.

History

Long before the creation of Adylheim, the gods fought the Chaos Giants in an titanic struggle for control over the multiverse. Maia fought alongside her brethren in the thick of battle, her wreaking havoc that would never again be matched. But the giants were strong and not easily destroyed. For every one of them that fell, a score of gods met their end. With a will and drive that frightened even her comrades, Maia delved deep into the arts of magic to perform a deed forevermore condemned. When Primus, the father of the Chaos Giants, took the field against his upstart foes, Maia raised an army of undead gods to fight alongside their living brethren. It was an unthinkable sin, yes, but resulted in a bloody stalemate between giants and gods. It was then that the dragons cast away their shackles and joined with the gods against their former masters. Together they crafted the multiverse as a prison for Primus; trapping their ultimate foe inside the very fabric of the worlds.

Each had drunk the power of the Chaos Giants and taken a portion of their power for themselves; becoming the masters of a domain in their current form. Most chose their vocation willingly, seeking out the facets that best fit their personality. Maia was not so lucky. The other gods feared that she would one day seek to seize power, bolstered by a shadowy army of their former comrades-at-arms. She was forced to accept the domain of death as her own; forever sentenced to rule over the dark, dreary realms. Akar, god of life, was forced to leave Lapis for an arranged marriage with Maia. Their realms—life and death—would forever be locked in an unending struggle. The union weakened them both, but more importantly prevented her from ever working her necromantic powers on her fellow gods.

Unknown to even the most learned mortal, Maia had a secret reason to bind her own power. Her sister—Dolores, who would later take on the aspects of suffering and change—had fallen early in their war against the Chaos Giants. Her spirit was the first Maia resurrected, and the sisters had fought as equals for the rest of the war. In return for sealing away her powers, the other gods agreed to accept Dolores as one of their own.

Her marriage, as most borne of political necessity, began as an unhappy paring. Maia personally had few feelings for Akar, either positive or negative. He was merely a pawn; a convenient chain the other gods used to bind her hands. But time sooths all wounds, even for immortals. In the eons since the fall of the dragons, the two gods has developed an understanding of sorts. Their squabbling is the stuff of stories and legends, and neither is particularly faithful. Still, when the shifting alliances of the gods interrupt her quiet life, Maia has always chosen to stand by her husband.

Personality

Maia takes no joy in her responsibilities. Death, to her, is merely an event. Sometimes painful, sometimes peaceful, and one even the bravest souls face with fear and uncertainty. Nonetheless everyone—from king to pauper—must die. She is always there at the end; waiting to take the souls of the departed into her loving arms.

The matters of mortals hardly interest her. In the end, all things come to her. A knight slain in battle and a knight who dies of old age, after all, both come to her realm. The certainty of death, sometimes hidden and sometimes painfully apparent, is enough to sustain her. Pain and misery is in the domain of her sister, Dolores. Justice, as she sees it, is merely the marriage of vendetta and power. All are made equal in death.

Maia makes a point of remaining aloof and separated from her fellow deities. She has long ago forgiven them for forcing her into her responsibilities—and her marriage with Akar. Forgiven, yes, but not forgotten. When they come to buy or barter for the souls of their most devoted followers, the goddess makes sure to extract her pound of flesh. The sole exception is Akar who, by nature of their linked planes, she cannot avoid. Maia rarely expresses love for her husband. She makes a point of often ignoring his approaches and spurning his gifts, playing the ice-cold queen to his more amorous advances.

Places of Worship

Maia herself cares little for appointed places of worship. Death will always find you, no matter where you are or where you hide.

Mortals, however, have always associated her with graveyards, tombs, and charnel houses. Her actual places of worship vary differently based on the prevailing cultural trends. At times nobles have chosen to build great tombs hoping, in vain, that the treasures buried within will buy Maia’s favor in the afterlife. In others, empires have erected huge necropolises to house their dead. The most famous example is the Necropolis in Longmoor.

Sample Rites

Oracles

While there are oracles of Maia across Adylheim, the most famous resides in the Necropolis of Longmoor. The oracle is not a person but rather a pool of water in a beautifully decorated crypt deep beneath the city proper. Petitioners traditionally bring treasures (though artwork and literary works are both accepted) to toss into the depths while chanting the name of the person they wish to summon. Each soul must answer three questions before being allowed to return to their eternal rest, and cannot be summoned again for another three years.

Death Rites

Funerary rituals vary widely across Adylheim, but most include a small offering to Maia in one form or another. In the days of the Empire, nobles would bury their dead with an unstamped silver coin clasped in the left hand. The clans of Nerin adorn their dead with jewelry crafted from seashells.

Servants & Creatures

Maia oversees the passing from life into death personally, and as such needs no lesser creatures to assist her in the task. Her citadel is empty of servants and worshipers with the dead largely forbidden from intruding. Anything that needs cleaning or rearranging rather mysteriously sort themselves out.

In the extraordinarily rare case where she feels the need to intercede in mortal affairs, Maia will empower one of her favored souls and craft an undead body for their return to the lands of Adylheim.

Mystical and Religious Sites

mystical sites

All across Adylheim there exists a rich variety of sites both holy and mystical, some of which are sites of pilgrimage and relics, others places to be shunned and avoided for fear of attracting the notice of someone you should never cross.

Temples

The Island Oracle

Despite being on one of the less accessible islands along the Slivers the Island Oracle is perhaps one of the best known islands on it. It is regularly visited by pilgrims and others wishing to learn what path they should take in the future. The Priestesses of Il’unnos who serve here take their wages from the gifts the visitors leave and have constructed a large, underground temple. The stone steps have long since acquired a groove in the middle where people have walked over the years.

Down in a cave beneath the island itself, surrounded by water and torches lies the dreaming oracle of Il’unnos. She is considered to be the best oracle in Adylheim, second to none and many wealthy pilgrims have left this as one of the richest temples in Adylheim.

Haven

The cathedral of Haven isn’t merely constructed by a crossroad, it is constructed on a crossroad. An ancient road runs through the cathedral, the paving stones themselves are considered sacred to Adienna. The cathedral has been covered with a mirror like stone, causing it to reflect The cathedral is located not too far north from Fort Resolve, placing it directly on the flash point between Starkwater and Arameia.

While the road itself runs along what may be considered tunnels beneath the actual cathedral, the warrior priests of Adienna who have taken up residence here consider both the road and the cathedral sacred and anyone may seek refuge there, both from the law and from anyone pursuing. According to the priests themselves Haven will only fall to outside forces when those inside it no longer have faith in Adienna.

Temple of Luxor

The Temple of Luxor in Aram is the ruling seat of the Prelate of Luxor. It is a site of splendour for all who see it, the golden dome of the Temple itself is a wonder, having cost the imperial treasury at the time into a tailspin. It is a site of great interest for the various rulers in Adylheim as it is said to contain the blessed crown that Luxor himself gave to the Emperor and according to prophecy none may recreate the Empire and unite the fiefdoms without this crown.

The Cavern of Splendour

Deep beneath the Arameian Highlands lies a cave which has been carefully carved into an underground cathedral. Here the blind priests of Maadrth work and pray in the absolute dark of the underground cavern. Those few who have seen the cavern report it to be dressed in gold and treasure befitting Maadrth himself.

The Cavern is occasionally visited by pilgrims, especially miners but also others seeking the favour of Maadrth.

The Necropolis

This half-sunken city can be found in southern Longmoor, though the only permanent inhabitants that live there are the half-alive priests of Maia. Priests of Maia often leave this city to collect specific corpses to add them to the collection in the Necropolis, who gets this honour and why is unknown except by the priests who are just as likely to choose a peasant as a nobleman. The priests who live here do so by their own law and have never been pestered by the local authorities, they do not allow necromancers to revive any of the corpses interred in the necropolis though, considering them all sacred to Maia.

The Necropolis itself consists of a series of stone buildings, with it being built on swamp, each level has been built on top of another one as the buildings slowly sink. The priests often include bones and pieces of skeleton in their architecture. Being a priest in the Necropolis is an austere life spent serving Maia, with the corpses which are brought in being given more space and luxury than them.

Every 1st of Maius pilgrims flock to the Necropolis because on this day the spirits of those interred there walk the streets of the Necropolis and much strange knowledge may be gained from these hallowed spirits.

The Temple of the Rotting Leaf

This strange stone temple in the depths of Nerin is known for its order of Smiling Priests, each of them wearing a large, fixed smile at all times. The obsequious priests live in a large temple carved out of a single block of greenstone, there are four entrances but no windows in this temple. In this oppressive and darkened temple, the Smiling Priests stand out by wearing brightly coloured clothes. Living amidst them in the temple are thousands of rats, cockroaches, flies and other vermin, causing the entire place to be covered in a constant stench of ammonia.

Pilgrims rarely venture here except in the most dire of circumstances, when hoping to free their towns from the grip of plague they often come to give large offerings to the Smiling Priests in the hope of reprieve.

The August Choir of Magnificence

A grove in the vicinity of Nander is set aside for the priests of Tirell, the grove enjoys a constant summer as long as the priests there keep up their song. The song has continued uninterrupted for over 700 years, with each priest taking turns adding verses to it. The Choir draws birds and other animals inclined to sing from thousands of miles away to join in the singing.

Poets, bards and all manner of other storytellers and entertainers make a pilgrimage to the Choir to learn their secret techniques and attain the blessing of Tirell.

Erina’s Home

Erina’s Home is a magnificent temple that is placed at the bottom of the Arameian sea. Those blessed enough to have joined Erina’s priests below the sea are the only ones who have ever seen it. On very clear days it is visible at night as lights deep, deep in the waters below the surface.

Those priests of Erina who attend the temple consist solely of sailors who have been abandoned at sea or have drowned in her waters, they can occasionally be seen swimming alongside ships, though they carry Erina’s curse as often as Erina’s blessing.

Sites

The Faerie Court

The Faerie Court is something of a peculiarity. It exists in a remote region of the foothills of Nevros. It is not easy to find as no priests maintain it and no roads lead up to it. It is marked only by a circle of standing stones, inside which are four more upright stones. One of these four is separately and is known as the Audience Seat, the other three are the Maiden Seats and the Throne. Each of these four seats serve a specific purpose.

The Audience seat has a groove worn in it, after thousands of years of people sitting in it. Like the other three it is a simple upright stone, but it is set apart from them. Flanking the Audience seat are the Maiden Seats, both are standing stones much like the Audience seat but bear no mark of anyone sitting in them. The final seat is the Throne, which is also a standing stone, albeit taller than any of the others, it bears no mark of anyone sitting there.

On the 16th of Adiennus though, after nightfall, a night usually marked by a boisterous heat throughout Adylheim the standing stones are transformed, with the Throne becoming an actual Throne made of woven gold and the Maiden Seats becoming pillars of silver. All manner of faeries wander around the standing stones, but none may harm a man on this night. Anyone sitting in the Audience seat on this night may plead their case before the Queen of the Faeries. Some have even been known to ask a boon of her, though such favours rarely come cheap.

The Crown of the Heavens

The Crown of the Heavens is a series of interlocking metal spears sticking out of the ground. How deep beneath the ground they go is unknown, but any effort to pull them up even by the strongest ogre has failed. Digging under them has also proved futile as the soil will magically return overnight, or as soon as the backs of those watching are turned.

This has not deterred it from being a place of pilgrimage for those who worship Periap-Thon, who believe that this crown was his work. As a result, the Crown of the Heavens is generally a good place to go to get something repaired as it is one of the best places to meet master craftsmen in Adylheim. Priests of Periap-Thon are said to have to pilgrimage there at least once in their life to retain the favour of Periap-Thon.

The Ice Arena

The Ice Arena is a natural amphitheatre which has later been added to and altered throughout its thousands of years of use, currently it is one of the largest arenas in Adylheim. Capable of housing as many as 20 000 people. It is situated on one of the taller mountains in Starkwater, the year round snow and ice which has been known to cover part of the arena is the reason for its name.

Every year, on the first of Theriumnus a champion from among the priests of Therium and one from the priests of Arthium meet in this arena and battle to the death. Deciding who will be superior for the next year. The event has never failed to fill every seat in the arena.

Eirwin’s Seat

Eirwin’s Seat is a large, elaborate stone throne situated deep in the Ribs to the north of Starkwater. It is said to have been enchanted by Eirwin himself on one of his sojourns through reality, anyone sitting in the seat is said to be able to see anywhere they wish.

The only route to reach Eirwin’s Seat is to ascend a steep stone staircase to the top of the mountain it is located on. Gaining passage through the barbarian lands filled with Ursidaen and savage Threakians is not without a certain danger of its own though.

Priesthood of the Namer

The Priesthood of the Namer

The Priesthood of the Namer is a small sect located primarily in Aram, although a few other small temples can be found elsewhere. They're relatively few in number and are largely a monastic order, having little to do with outsiders. While magi will sometimes go to them for aid, they generally refuse to have anything to do with wizards and their kin. For their part the priests of the Namer are committed to staving off the apocalypse.

Organizational Structure

The order has largely eschewed any manner of titles, beyond the temporary. The importance of a certain member of the order will depend entirely on what they are doing that day. Structure is imposed by a series of strict rules which say that no one can do the same task twice in a row.

Stepping into the order requires giving up one's name, the order's members are identified through the task they are doing that day. So the person tending to the bees will be the Beekeeper, however, the next day another the Beekeper will be another person entirely. Names, such as they are, are entirely transitory and descriptive. Some of the more hardcore among the priesthood even eschew anything which is not a temporary and entirely descriptive noun, refusing to use place names, bynames, or given names not only for themselves but for anyone or anything else.

The order does not call itself the Priesthood of the Namer, it's a name given to them by outsiders, they refuse to give their order any kind of name.

The Nameless

The Nameless are considered the most sacred relics of the order, they are members of the order who have, through a powerful rite, removed their True Names. The Nameless become little more than gaunt approximations of the humans they once were. Becoming one of the Nameless is the ultimate reward for one of the order.

While the Nameless cannot be killed, they do not heal, age or even bleed. Their minds cannot be clouded by illusions, glamours and mind control spells and similar, and they cannot be paralysed or poisoned. If any limb is removed from the body, however, it will stop moving and cannot be reattached and they do feel pain.

Their bodies go through no major exterior changes as a result of the experience of being changed into one of the Nameless. Their skin often goes grey, however, and their mere presence seems to be unnerving to anyone who approaches them. Cats seem to especially shun their presence, but other animals also dislike them. For some reason, the Nameless have a dread of water and greatly dislike being around large pools of water for extended periods of time.

The oldest living Nameless is considered an oracle and is generally known as the Head as that is all that remains of him. A severed head hidden deep within the depths of the Aram temple, according to the records he pre-dates the Empire. The Nameless are the cornerstone of the order and a new temple cannot be founded without at least one of the Nameless present at the site.

Sekkumaya

Sekkumaya

This article deals with Sekkumaya, a spiritualistic philosophy that is rather obscure in comparison with the rest of the religious system of Adylheim. It is mainly practiced in the southern fiefdoms, though its monastaries are scattered all throughout the country.

Description

Sekkumaya is a spiritual philosophy which, while it does not ignore the accepted Gods of Adylheim, focuses more on mental development and enlightenment. The earliest practitioners noted that, while the religious system offered a type of refuge in times of trouble, and while there were often miracles to help those in need, such worship was haphazard and deteriorated one's own ability to act as an individual force in one's very own life. In other words, it appeared as though dependence on the Gods was taking away from what it really meant to be a free-thinking creature.

These early practitioners, though not the first, found it of utmost importance to prevent this de-evolution by helping others strengthen their own mind and their own spiritual resilience, and thus the first of the Sekkumaya monastaries were born. Monks and free practitioners alike turn to Sekkumaya to forge an independence of will within themselves and to apply compassion for others to try and make the lives of less fortunate folks more peaceful. Sekkumayans often practice the martial arts to aid in the defense of others, though this is a personal choice.

Many people, especially the more religiously devout, frown upon the Sekkumaya practice and hold most of its philosophies in contempt, as it appears on the surface as though the Sekkumayans have forsaken the Gods altogether in exchange for a heathen mental practice. Practitioners defend themselves by protesting that they have not forsaken the Gods at all. Rather, by strengthening their own spiritual and mental powers, they are developing a closer relationship with the Higher deities. As no one knows the will of the Gods, it is not certain whether Sekkumayans really are heathen or if they are in fact attesting to Their greatness. No matter which path these mysterious practitioners are walking, it is universally (even if sometimes reluctantly) agreed that they are a peaceable sort, and do great good for others wherever they go.

To call Sekkumaya a religion would be inaccurate, as there are no gods or other major entities involved. The part philosophical, part spiritual system of beliefs has its roots in seeking peace for the self and for others through intense mental discipline. Sekkumaya is different from religion in many ways. Three of the major differences are as follows:

One: There are no Gods or other entities, as previously mentioned, though Sekkumayists place great importance on acceptance of all beliefs.

Two: There is a distinct lack of scriptures or doctrines: there is greater emphasis placed upon searching the soul, mind, and heart for enlightenment.

Three: There are no actual "sins": there are "Anchors", listed further on. There is also no "right" or "Wrong", but free choice and free opinion.

The exact time of establishment of Sekkumaya is not known, but it is a generally accepted theory that is simply evolved over time and owes its existence to times of trouble: for in Sekkumayan philosophy, enlightenment can only be attained through realizations and epiphanies born of hardship. The original founder of Sekkumaya can not be determined, as so many individuals have practised it, and for the lack of documentation on the subject it is almost impossible at this point to find out.

The name "Sekkumaya" comes from an ancient language thought to be primitive Soilien, and is taken by those familiar (as familiar as is possible, at any rate), with the ancient dialect to mean "outer thought". This could be elaborated upon to mean, basically, that Sekkumayans think outside the box, outside the norm, to make their own conclusions according to each individual's mental disposition. While inventing one's own theories and philosophies is encouraged among practitioners, there are a few philosophies and general guidelines that are generally impressed upon practitioners. Most of these are morals and principles that are universally accepted among the general decent populace.

Abstain from taking life as is possible. If it is unavoidable, do so as honorably as is possible.

Avoid stealing.

Avoid the use of hurtful language or speech.

Refrain from thoughts of superiority; this can be helped by projecting an image of self-inferiority to all you meet, regardless of their own race, station, or social status.

Avoid wrathful or otherwise hurtful thoughts, even if you never voice the opinion.

Abstain from sexual misconduct (adultery, abuse, or otherwise hurtful activity); for monks, this means abstinence from sexual activity altogether.

Abstain from the use of alcohol or perception-altering substances, as these interfere with mental performance.

Display courtesy and kindness to all living and unliving things.

Be merciful: be kind to those who suffer, even if it is as a result of their own wrongdoing.

Abstain from the practice of envy: be happy for another's fortune.

Show indifference towards the positive and negative aspects of life, for in everything is as impermanent.

These are only the bases of Sekkumaya, and elaboration can be found with further study.

The Six Anchors and Virtues

("Anchors" are not sins, but merely qualities that are likely to hold one to an unfavorable rebirth, or likely to hold one to misery or unhappiness. Thus the term "Anchor".)

The Anchors

Anger

Vengeance

Envy

Greed

Self-Righteousness

Desire

The Virtues

Compassion

Empathy

Generosity (both material and otherwise)

Humility

Neutrality

Control

Compassion

When you compare the size of Adylheim's general populace and the amount of Sekkumayans, the practice seems rather obscure. However, the students and especially the monks of the belief are well-known for their kindness. Even skeptical and disapproving onlookers find a lot to admire about their universal compassion and their generosity, though monks aren't always necessarily well-off themselves. Teachers-- or, Venerables--impress upon students the importance of compassion, even above all other virtues, as it is said to be the root of all other virtues. If one can practice compassion, they will unwittingly breed all of the other virtues within themselves. Compassion encompasses untainted, unbiased affection and concern for all, regardless of wealth, occupation, race, species, or station.

Neutrality

In spite of its loving nature, Sekkumaya has the habit of creating monks who are always frowned upon at least once in their lives. This is because the practice engenders neutrality, and objectivity. This is not, however, to say that one is forbidden to forsake one end of the spectrum for another, but instead teaches the student to be able to step back and view the chessboard from all angles before making any allegiances. One must delve into both sides of the story rather than relying on obvious appearances, and must not be affected by the words or surface actions of either side. This concept of neutrality weeds out the idea of Good and Evil and replaces it with a simple matter of free choice.

Good and Evil, and the Concept of Free Will

Good and Evil are seen as a matter of opinion, not of fact. Because everyone's morals and ideals are different, so too are the views on the subject. Sekkumayans vanquish amongst themselves the biased opinion on Good and Evil and replace it with free will, but use this free will towards trying to make people happy. This doesn't necessarily mean that they endorse hostility or hatred, but merely accept it as a matter of personal choice, as much as they themselves may try to thwart those wiles. However, as they attempt to thwart said wiles, they will (in most cases, if they have paid enough attention to their Teachings) also try to make peace with the hostile individual in question in order to make everyone happy. Obviously, there's been no easy way to do this, and the contradictory nature of appeasing the members of both sides of the battle is something Sekkumayans have to resolve themselves.

Individual Responsibility

Obviously, with free will comes great responsibility: a responsibility to do the decent thing in an uncertain time. It would be impossible to do what is decent by every living beings' opinion, so discretion is left up to the individual. While mention is made in the above section on Sekkumaya's views on hostility, it is known that in order for peace to result, sometimes hostility is required. However, it is the individual's responsibility to look at all available options before taking any drastic actions. It is said that true wisdom comes not from abstaining from violence entirely and still getting by, but from knowing where violent action is necessary, where it can be avoided, and using up all other resources before making the decision to harm someone or something else.

Mental Discipline

Mental discipline plays a critical role in the lives of monks and independent practitioners alike, and with compassion, is the very foundation of the Sekkumaya practice. The most dedicated monks display amazing feats of control over their mind and body, such as controlling their own body temperature, denying physical pain, and slowing their heart rate to a near-standstill. Adopting these extraordinary abilities takes years upon years of practice, but the rewards are well worth the lifelong dedication. Those most benefited by this disciplinary training are those who undertake training in the martial arts as well, and the masters of both fronts are fighters regarded with admiration, respect, and sometimes fear. Independent practitioners will also apply intensive mental discipline, though certainly to a lesser degree.

Philosophies of Mental Discipline

Aside from being helpful in sticky situations, mental discipline provides for an even emotional terrain, making the Sekkumayan in question a good deal easier to get along with, as well as keeping them out of undue trouble in the first place. "A clear head makes for a steady hand, and a steady hand makes for few regrets" is a popular saying amongst Sekkumayans. Not only does it keep control over internal issues, but it can also influence outside events, labelling some talented practitioners as mystics as well as spiritualists or philosophers. Obviously, not every monk can extend their will this far, but those who can are considered blessed.

However, an individual's will over their own thoughts and bodily functions and stability of emotion is not the only reason a monk will practice so intensively. Developing such abilities proves to Sekkumayans that the body is malleable, a tool, and that, as far as eternity is concerned, doesn't matter. Those able to extend their willpower outside of their own aura only further prove the point. This of course is not to say that one should not take care of one's body and mind, but merely restates the impermanence factor: nothing and no one is immortal.

Tests of Will

Tests may be conducted upon a select few monks to confirm their mental abilities. These tests are often extremely dangerous and may only be undertaken upon consultation with a Venerable. Various tests include: being soaked through with freezing water in a snowstorm, as the monk must control their body temperature and warm themselves by will alone; drinking poison, as the monk must fight it without the aid of medicines or flush out his or her own system by will alone; being cut or stabbed numerous times, as the monk must stop his or her own bleeding without the aid of bandages or medicines; and a host of others. Use your imagination.

On Death

No matter who, what, why, where or when, everyone must someday die. This is a truth disturbing to most, and one constantly meditated upon by monks. Sekkumaya faces this reality and instead of fearing it or trying to deny it, smiles and bows peacefully. Coming to terms with Death is an important part of Sekkumayan practice, as unpleasant as it may be. However, nothing can be done to stop death, and so it is pointless to do anything but accept it. Reflection on the ineffability of death is important for monks and independents to practice daily, as death can strike at any time.

If peace is not attained at the time of death, the individual in question has a higher chance of leaving behind a "residue"--or, an unpleasant manifestation of themselves--and also increases the chances of an equally unpleasant rebirth.

The Elements and Ether

Everyone knows the four elements: Fire, Water, Earth, and Air. Sekkumayans have a theory on a fifth element: Ether, or Nothingness. The philosophies behind Ether are complex, but can be explained in a somewhat simple manner.

Nothingness is, in the Sekkumayan belief, what all physical matter exists within. Without the space and time, physicality could not exist, but Nothingness provides a place for physical matter. However, there is not only physical Ether, but spiritual Ether, where one's soul is said to come from. This can only be touched before birth or rebirth and after death, when one is not restrained by physical Ether. This spiritual nothingness is said to be able to take the shape of one's own choosing, but controversy has met this theory, as there is only one spiritual Ether and it could not possibly conform to numerous souls' wills at once. Nor could it possibly combine to take the shape of all souls' desires, as this may very well contradict each soul's will, and thus defeating the purpose for a peaceful Ether altogether. Therefore, thus far, the matter of spiritual Ether is still a subject of debate, and only physical Ether is an accepted solid theory.

Sekkumaya and Magic

Suprisingly enough, probably because of their easy-going, humble, good-humored nature, Sekkumayans generally have little trouble getting along with wizards, even some of the more arrogant ones. Venerables have established an acquaintanceship with wizards in order to further their knowledge of the different Planes, as well as the fundamentals of magic themselves and how they may be applied to benefit practices.

In its days of youth, however, Sekkumayans had trouble getting along with the concept of "magic" and even considered it to be a low art. Practitioners frowned upon magic and its users, mistrusting them not only for their outstanding abilities, but also for their knowledge and usage of things Sekkumayans did not yet understand, things that went against their teachings. In present day Adylheim, there still exist conservative monks who watch wizards with a wary eye, but the majority of practitioners have been able to move on, having long-since realized that their disapproval not only didn't matter, but defeated the purpose of their "universal compassion" ideals.

Monastic Practices

On Meals

Generally, as little food as is needed is taken in by monks, usually only one meal each day, but some Venerables have decided--in concern for students and monks passing out or hallucinating or being otherwise over-exhausted--to leave the meal choices to the monks themselves, recognizing that each individual's disposition is different.

On Meditation

Meditation in Sekkumaya can mean any number of things: intensive thought on a particular subject, usually to formulate the individual theory on said subject; focus on one of the senses to sharpen the mind and enhance said sense; or letting the mind wander for relaxation. Usually meditation occurs in that order, to establish one's own philosophies, to strengthen the will, and relaxation to block off the mind from undue outside influence, lest the rest of the meditation process be defeated. Meditation sessions, called "Lesshinzens", are short for new practicing monks (such as children or newcomers) and become longer with experience. The most practiced of monks meditate, on average, about five hours each day.

On The Sleeping Schedule

Sleeping time is kept to a minimum, approximately six hours each night. Monks retire at ten o-clock, and rise at four the next morning.

On Prayer

A prayer will vary with each monk, and is really just a formula for training the mind to remember the teachings. Included in each individual's prayer should be mention of the Anchors and Virtues, as well as mention of universal compassion.

The Great Vault

The Great Vault

The Great Vault and the Lost Treasure Fleet of Elron

In ancient times, before the rebellion of Robin the Black, and when it seemed no power under heaven could unseat the emperor, the teachings of Elron followed the frontiers of Arameia and grew strong in the domains of the first wealthy traders. It is said that before others even thought of crossing the Great Sea, the followers of Elron turned their eyes toward the horizon, dreaming of an empire across the water where they could trade for unheard of treasures.

Today, even the Maradin say the Great Sea stretches as far as they know. But it is believed that once, long ago, some of Elron’s followers became so enchanted of the sea’s potential that they joined with the servants of Erina to tame the waves in a way never known before or since. With their combined skill, they created ships capable of going far out to sea when no one else could. Their methods were hidden from all, with only the greatest shipwrights working under the direction of only the wisest and most powerful members of each religion.

Using these secret skills, the most trusted followers of Elron created a great fleet of treasure ships. These ships, however, were not intended for ordinary wealth. They were meant to carry only those goods and commodities that seemed to be on the brink of extinction in the known world. When cities or princes would fall, taking with them ancient techniques, Elron’s people would be there to take a share of the valuables. These valuables, lost to time, were gathered within an enormous vault on a distant, hidden island. The vault, said to be taller than the tallest building today, held things that simply could not be found anywhere else, things that are only spoken of in legend or completely forgotten. With the keen foresight of truly great investors, the Elronite patriarchs planned to resell these objects over time, once their like had not been seen in living memory and people would pay magnificent fortunes for one-of-a-kind things.

As such, the Vault is said to hold a vast variety of treasures: pottery, jewelry, weapons, scrolls, and all manner of other wondrous goods from every place and time in Adylheim and, some believe, beyond. The one thing common to each and every one of them is the fact that their makers are long extinct. They can only be found in the Great Vault on the nameless island far over the horizon.

It is said that as quickly as the alliance of Elron and Erina was made, it was unmade. One night, without warning, the ships of Elron’s treasure fleet were destroyed in a great storm. Without the help of the water goddess’ servants, the ancient Elronites could never again return to their own Vault. The influence of the Vault lives on, in secret, among the Elronite sects. Those who are bankers and traders take their teachings from the first investors who planned to reap the profit of thousand-year-old antiquities over many generations. Those who instead seek personal wealth without concern for the sacred flow of commerce have taken their views from the buyers, agents, and “collectors” who ensured that the prizes of lost civilizations fell into Elronite hands by fair means or otherwise.

If the stories are true, then there are truly vast fortunes to be found by a clever seeker. There may yet be husks of the destroyed treasure ships, complete with all their wares, somewhere off the coast. But the biggest prize of all is the location of the island itself, which some adventurers believe is not far from the shores of Adylheim, instead of weeks’ journey away as the myths claim. This has led many people, both faithful to Elron and not, to try and decipher hidden clues to the island’s location.

Sacred Maths and the Map to the Great Vault

There is no known map to the Great Vault, if indeed it exists at all. But many versions of Elron’s holy writ, passed down from the prophets and priests of ancient times, include strange and incomplete “accounting books” discussing the first trading endeavors of the Elronite religion. These books, when understood according to special numeric codes, are said to indicate the location of the Vault, as well as places where Elronites secretly buried treasure intended for the fleet after it was destroyed.

Elronites of a very mystical bent believe in a form of sacred math. Though rare, there are those who feel that the hidden messages of Elron can be deciphered in the way numbers come together in business transactions, and that good or ill fortune can be interpreted by the geography of trade routes intersecting on a properly created map. The architects who were responsible for creating the first banks of Elron are said to have hidden many sacred numbers in the structure and proportion; the main sacred number is a figure known as “all the money in the world”, an official Elronite estimate of the total face value of all coins and banknotes in the known world at a given time. This is the principal number to which all Elronite sacred math relates. Since this number is re-estimated regularly, someone hoping to crack ancient codes in any document or building would have to know what the figure was at the time the author or architect lived.

If a map to the Great Vault exists, it may be hidden in the figures of the account books that often appear at the end of Elron’s holy text. These books, though ancient and outdated, are used to create economic problems and trading scenarios to test the skill of Elron’s priests as they advance in rank within the hierarchy. If one gathered together many of the different versions of the holy text that have existed over time, perhaps one could find the secret, numerical key to the vault’s location.

The Order of Elron

order of elron

The Order of Elron is a large organization which stretches across pretty much all the fiefdoms, although it does not have branches in every city. They are behind the banks of Elron which support the banknote as an important part of their plan for expansion of the economy. While it is technically possible for the fiefdoms to sack the banks (which are also temples to Elron) the rulers usually know that to do so is to tempt fate and few would be crazy enough to do so. Their main temple is in the city of Nandar.

The banks which are the foremost (but far from the only) identifying feature of the Order is supported by the Knights of Elron and gives loans at reasonably favourable rates. These banks are attended to by priests of Elron who are tasked with making sure that all their comers are attended to and that none leave their temple without knowing the value of money.

Elron teaches them that the creation of wealth and trade is good; to accumulate wealth is always good and the priests always wear expensive clothing.

The Knights of Elron

The Knights of Elron are an order of Paladins with their own divine mission. They are emissaries of the God of Trade and Commerce. Their banks can be found in every fiefdom and their money transports are heavily guarded by their Paladins. Paladins of Elron enjoy an existence of wealth for their services to the Order of Elron. They provide security and protection for those sending money and are often known to guard trade caravans, always ensuring that they get paid for their work.

The Priesthood of Luxor

luxor

The Priests of Luxor are at once the spiritual and temporal overlords of Arameia. Though their influence is strong in Arameia itself, the Priesthood has fairly little influence outside of Arameia, especially in the Duchy of Starkwater they hold little to no sway.

Organization

The Organization is top down, with the Prelate of Luxor as the head and de-facto leader of the Priesthood. Beneath the Prelate are a series of Bishops and Deacons who work as administrative entities with their own regions of Arameia, with Priests working at the lower level of management for Arameia. Any manner of administration within Arameia usually requires being part of the Priesthood. With the organization being dependent on faith rather than birth to define who has power it is something of an oddity in Adylheim.

The Prelate maintains a small army known as the Paladins of Luxor, who answer only to him, apart from that leadership and the responsibility for raising armies is divided amongst the Bishops and Deacons.

Vestments

While it is certainly possible to catch members of the Priesthood without them, the most usual vestments of the Priesthood are robes. Priests wear black or brown coarse robes, with the colour signifying how important the Priest’s work is. Brown robes are reserved for those working on a very local level, answering to Deacons, whereas black are reserved for those Priests working under Bishops of the Prelate himself.

Deacons wear red robes. These are made of fine spun wool or linen, and are usually adorned with small coat of arms to show their specific allegiance and place of residence.

Bishops wear purple robes, usually made from silk but often added to with fur and other things to give more warmth. They wear no coat of arms on their clothing but often have a signet ring with their personal seal and coat of arms on it.

The Prelate wears white robes adorned with gold and his hands are often decked with gold rings and jewellery, at least some of which is supposed to hold potent spells of protection.

The Paladins of Luxor are usually armoured, but wear a light blue cloth over their armour to signify their allegiance.

The Sleepwalkers

The Sleepwalkers

Also known as the Sleepwalkers, the Paladins of Il'unno are a secretive sect dedicated to prophecy. They are also known under the less cordial term of Hoodfaces.

Reputation

The Sleepwalkers exist in a rather strange place to most people. While some consider just seeing them to be bad luck, others consider treating them badly as bad luck. Certainly they're rarely a welcome sight anywhere they go, though they are usually greeted with wary hospitality. This reputation as being bad luck has often to do with them bearing bad news or arriving in places just prior to large calamities.

Despite their reputation as being bad luck, the advice of the Sleepwalkers is generally considered to be very good indeed and many have been known to seek them out because of this.

Uniform

The Sleepwalkers all wear heavy or light robes, depending on the season, though their single distinguishing feature are their hoods. The hoods are pulled down into the face covering their face to a point where they cannot see. Their faces are permanently obscured by these hoods, they do not remove them for any reason.

In addition to their robes the Sleepwalkers often wield swords or some other weapon, though they seldom use these except for self-defence.

Modus Operandi

The Sleepwalkers are trained in secretive monasteries scattered across Adylheim. Most who join them are selected from an early age as being part of the order, though some do join well into their prime.

There is no rank among the Sleepwalkers, beyond those who have been fully initiated and those who have not. No formal leaders exist and those who join in the monasteries share all burdens as necessary.

Perhaps the most important step in the training of a Sleepwalker is gouging their eyes out. From that moment on they are taught, through meditation and other techniques to remain in constant contact with the dreaming, through which they are capable of seeing the prophecies of Il'unno. Through focusing on the dreaming and the future they are capable of replacing their sense of sight for something more encompassing.

They have no particular stated agenda and only do the things they do because that's what they're supposed to do. Asking a Sleepwalker why they do something is like asking a normal person why they breathe air.

Divine Gifts

As a side effect of the training to see the future through dreams, however, they no longer require sleep. Rest still remains important of course, as even though their minds do not need rest, their bodies still do. Their constant focus on the future generally leads to a lack of belief in free will, as they consider themselves a people who can see the futility of fighting the deterministic nature of life. The Sleepwalkers do not look into the future and see the best potential outcome of a certain situation, they look into the future to see what it was they did so they know what to do.

This ability to see the future remains very limited though, as long as they are using it as a replacement for their sense of sight they are only capable of seeing a second or two into the future. By meditating and concentrating on it though they are capable of seeing further into the future, this leaves them relatively blind to the present though and leaves them very vulnerable. The further into the future they see, the foggier the picture becomes as well and the more characterised by the language of dreams.

In addition to their ability to see the future, the Sleepwalkers can look into the dreams of others and even communicate with others through these means. Such communication can be somewhat spotty though as many tend to forget their dreams when they wake up. Sleepwalkers, who exist in a constant sleeplike state, however, can always communicate with each other.

The Travelling Monks of Eirwin

monks of eirwin

The monks of Eirwin are a sect of lone, travelling monks who spend their life wandering all across Adylheim. In return for food, shelter and writing supplies they copy books and texts they come across. Sometimes they carry manuscripts with them, which they will add to libraries as they go along, thus increasing the size and scope of many libraries across the Mainlands. Their system is relatively simple, any books the monk does not possess in the library, he will take a copy of if he can, any books he carries that the library does not have is copied and the copy given to the library. As copying is a long and onerous task though, this often means that the monk will stay in one location for several months before moving on.

The monks are a welcome source of sage advice for most. They often educate those who live around there and for much less than a normal copier they will make new texts, although they are not very fine copies, their purpose is to spread knowledge, not create luxury items.

The travelling monks come in both genders, though they are usually male. Not because Eirwin favours men over women, but because it is not always safe for women to travel the roads alone. Of course, the travelling monks do not always travel alone, they sometimes travel in groups. The monks are a favoured target of bandits though, because the books they carry with them can be very valuable indeed.