《An Awful Story》Appendix: World Information
Advertisement
World
There are three planes of existence in the world.
(1) The overworld (2) The underworld (3) The hayat
The overworld
The overworld is the home of the gods and overkin. In the overworld the gods live as lords over different domains, similar to human lords.
Appearance:
The overworld is broken into ten domains. Each of the gods govern one domain. There is only one entrance to the overworld which also serves as the only exit. This is known as Bulut's Black Gate. Bulut governs the entrance to the overworld, where all souls enter, and is thus tasked with the distribution and transportation of souls to the domains of the other eight gods. Basak does not require souls.
The overworld is smaller than the hayat, which is one of the reasons overkin visit the hayat from time to time. The different domains of the overworld vary greatly in appearance.
Inhabitants:
(1) Gods (2) Godkin (3) Overkin
The underworld
The underworld is where overkin and godkin are sent if they rebel against the gods. It is there that they are punished and rehabilitated.
Humans are never sent to the underworld.
Appearance:
The underworld is broken into four domains, all of which are under Umut's control. One domain is Umut's own home. Another houses his underkin. A third is for the detention of godkin. The fourth is for the detention of overkin.
The underworld is the same size as the overworld and thus smaller than the hayat. Much of the underworld is horrid in appearance, but Umut's home, and that of his underkin, are more pleasant.
Inhabitants:
(1) Umut (2) Godkin (3) Underkin (4) Overkin
The hayat
The hayat is the home of humanity and other middling creatures such as animals. From time to time, overkin will leave the overworld and visit the hayat for a multitude of reasons. Similarly, most gods have an avatar in the hayat to ensure their worship. Overkin often escape the underworld into the hayat.
Overkin who leave the overworld and enter the hayat are called bles'ed by humans. Overkin who escape the underworld and enter the hayat are called curs'ed by humans. There is no identifiable difference between bles'ed and curs'ed. Humans can only assume.
Appearance:
The hayat is much larger than the overworld and the underworld. Humanity lives on a massive island. It is close to the size of a continent. The island is ringed by mountains, and thus the known world is called the Isle of Man (instead of Earth). The Isle of Man is surrounded by an endless ocean. There is only one port on the Isle of Man. The rest of the Isle of Man is ringed with mountain.
The Isle of Man (and by extension the known hayat) is broken into four regions. Each region is a different temperate zone. Each region is separated from one another by near impassable mountains. Each region is the same size. The top left region holds a temperate forest/grassland. The top right region holds a boreal forest/tundra. The bottom right region holds an arid shrubland/desert. The bottom left holds a tropical jungle.
Travel is only possible (albeit difficultly) to adjacent regions:
( tropical jungle boreal forest )
Inhabitants:
(1) Humans (2) Animals (3) Overkin (4) Underkin (5) Gods (as avatars) (6) Godkin
See Additional Information at the end of the document for additional information on the hayat.
Worldy Inhabitants
There are a variety of creatures that inhabit the world.
(1) Gods (2) Godkin (3) Overkin (4) Underkin (5) Humans and Animals
Gods
The gods lord over the different domains of the overworld (and the underworld). From the overworld, the gods watch over the affairs of man and overkin.
Advertisement
There are eleven godly individuals in the known world:
(1) Bulut (2) Umut (3) Nergis (4) Ufuk (5) Serkan (6) Aylin (7) Dilara (8) Unur (9) Yildiz (10) Basak (11) Esin
Godkin
Godkin are creations of the gods. Godkin are created when a god separates part of their aspect from their main body. The creation of a godkin weakens the god. Godkin are made to manage the various affairs of the god's domain and their worship in the hayat.
Godkin often visit the dreams of the devout and faithful. When a human is visited by a godkin, their mere presence bestows great strength and blessing on the human. Godkin are largely forbidden from physically leaving the overworld (or underworld) because of how valuable they are to the gods.
The creation of a godkin is irreversible, and the gods cannot forcefully control their godkin. The godkin have their own will, though that will almost always coincides with their creator's.
Overkin
Overkin are born of the reside of souls that have risen to the overworld, but were not timely returned to the hayat. The formation of overkin can take hundreds and hundreds of years. Most overkin are immensely powerful when compared to humans. Overkin cannot be killed unless if they are consumed by a god, godkin, underkin, or another overkin.
In the overworld, the gods will recruit overkin and have them war with the overkin of other gods. It is very difficult for an overkin to receive enough nutrients without swearing fealty to one of the gods.
Overkin often visit the hayat for a multitude of reasons, the most prominent being a vacation of sorts.
Underkin
Underkin are the servants of Umut, who resides in and controls the underworld. As souls rise to the overworld and thus do not reach the underworld, Umut and his underkin have to collect human, plant, and animal souls themselves in the hayat.
Because underkin have to collect souls in the hayat themselves, their appearances vary wildly from that of overkin, as does humanity's perception of them.
Underkin are charged with the punishment and rehabilitation of overkin and godkin that are sent to the hayat. Underkin are also charged with the search of overkin and godkin who have escaped the underworld into the hayat.
Humans and Animals
Humans and animals were created by Basak. They have none of the otherworldly powers the gods, godkin, overkin and underkin possess. They are, however, far more numerous than any and all of the other inhabitants of the world.
All middling creatures such as humans and animals have souls. Souls are a source of nutrition for the gods, godkin, underkin and overkin. When a human, animal, or plant's vessel (i.e. body) receives too much damage, the soul escapes and rises to the overworld where the gods and overkin feast on it. After some time, the gods return the soul (now smaller, as if a gnawed bone) to the hayat whereupon it will begin the cycle of birth and death once more.
The gods have some measure of control over where a soul ends up when it returns to the hayat. Those that live faithfully are rewarded in their next life. Those that do not are punished with harsher lives.
Types of Overkin
Overkin are born of the reside of souls. Depending on what kind of soul created them, different overkin can be born.
Overkin can fall into a number of different categories (i.e. species), albeit there can exist great differences between overkin of the same category depending on the souls that birthed them (i.e. a leaflit born of the soul of a boreal tree will differ in appearance from a leaflit born of a temperate tree).
Advertisement
(1) Leaflits (2) Dustlikes (3) Catlyn (4) Wolven (5) Crobit (6) Duskwillows (7) Treants
Leaflits
Leaflits are one of the weakest overkin. They are as rats to the overworld. They have no offensive or defensive capabilities and try to flee to the hayat where they are safer amongst the (relatively) less powerful humans. They are born of the souls of plants and other insignificant life forms.
Leaflits are one of the most numerous overkin. The gods and other overkin hold them in the lowest regard, as humans do rats.
Appearance:
Leaflits are around one foot tall and are covered in a leaf-like coat. They are humanoid with limbs resembling twigs and branches. They are capable of communication, albeit only with one another. Like all overkin, leaflits have regenerative capabilities.
Behavior:
Leaflits flee humans, but visit them in their sleep to drink their blood, which offers them enough nutrients to sustain themselves in the hayat. They will also devour dustlikes found.
Leaflits often live in forests and shrublands on the outskirts of human civilization. They often form small communities of five or six leaflits, which are referred to as bundles.
Human Interaction:
Humans actively hunt leaflits for their leaves and limbs which can be made into fine clothes, armors, medicines, and many other such items. Richer humans often place leaflits in lamps and set their leaves on fire. As the leaflit will continually regenerate whatever damage is inflicted by the fire, the flame can persist for several weeks if properly stored.
The sound leaflits make when in pain is very pleasant to human ears, and the ash produced by a burning leaflit can hearten those who inhale it.
Frequency of Human Interaction:
Most humans who live in towns and cities will never see a leaflit. Most humans who live in villages will see a leaflit at least once a week.
Godly Affiliation:
None of the gods care for leaflits aside from Umut and Ufuk. Both Umut and Ufuk abhor violence wrought against leaflits.
Dustlikes
Dustlikes are the smallest and weakest overkin. They are as mosquitos to the overworld. They have no offensive or defensive capabilities and try to flee to the hayat where they are safer amongst the (relatively) less powerful humans. They are born of the souls of plants and other insignificant life forms.
Dustlikes cannot safely exist in the wilds of the hayat as even birds, wolves, and other such animals are a threat to their survival.
Dustlikes are the most numerous overkin. The gods and other overkin hold them in the lowest regard, as humans do mosquitos.
Appearance:
Dustlikes are around half a foot tall and are as great balls of fluff. They strongly resemble the head of a dandelion. They are capable of flight and communication, albeit only with one another. Like all overkin, dustlikes have regenerative capabilities.
Behavior:
Dustlikes are prone to subsist on the nutrients found in the various dirts and dusts that collect in human homes. In this vein they often clean human homes. They will flee from humans and other creatures.
Dustlikes often form small groups in human homes of three or four, which are referred to as bushels. The largest of the dustlikes will take on a leadership position and be brought nutrients by the other dustlikes. This arrangement will eventually lead to the starvation of the other dustlikes whereupon the group will fall apart.
Human Interaction
Because of their helpful nature, humans often abide the presence of dustlikes, going so far as to build a small room in their homes for dustlikes to live (in which humans will leave shards of grass for the dustlikes to consume).
Dustlikes are also hunted whereupon their dandelion-like fibers are plucked and woven into clothes, crushed into powders, and made into many other such items.
Dustlikes cannot regenerate fast enough to be set aflame as leaflits are.
Frequency of Human Interaction:
Most humans will see a dustlike at least once a week.
Godly Affiliation:
None of the gods care for dustlikes aside from Ufuk. Ufuk abhors violence wrought against dustlikes.
Catlyn
Catlyn are stronger than most of the weaker overkin. They are immensely powerful when compared to humans. They are born when a human's soul and an animal's soul mixes and thus have characteristics of both.
Appearance:
Catlyn are a cross between man and animal. They often have tails and animal ears, as well as whiskers and tuffs of hair about their body. For the most part, they have human faces, arms, and legs, albeit with claws and paws instead of hands and feet. Like all overkin, catlyn have regenerative capabilities.
Behavior:
Catlyn are often mischievous, which can earn them the affection or ire of more powerful overkin in the overworld who treat them as pets. In the hayat, humans largely regard their mischief as negative, but catlyn can bring great fortune to humans. Catlyn are capable of speech and communication with humans.
Catlyn often lounge at the shrines of gods, eavesdropping on the prayers of humans. From time to time, catlyn will take on a prayer personally, either out of a desire to fulfill the request or to make mischief.
Catlyn are solitary overkin, as well as territorial. They actively seek out other overkin near them and attempt to run them off. Catlyn will devour dustlikes and leaflits found.
Human Interaction:
Humans actively avoid catlyn. When humans offer prayer at shrines, they will often first search the surrounding area for eavesdropping catlyn.
When humans have caught the attention of a catlyn, the standard reaction is inaction and lethargy. Without stimuli, the catlyn will often grow bored and abandon the human. Humans will also attempt to bring the catlyn to someone more interesting and thus convince the catlyn to follow them instead.
At the same time, some human communities attempt to appease catlyn and thus keep them in their town or village. Such will ensure the town or village's safety as catlyn are far more powerful than bandits and some of the other overkin and underkin.
Frequency of Human Interaction:
Most humans who live in towns and cities will see a catlyn at least once a year. Most humans who live in villages will see a catlyn at least once a month. Most humans will never be spoken to by a catlyn in their life.
Godly Affiliation:
Catlyn can be found in the domains of all of the gods (aside from Umut).
Wolven
Wolven are a relatively weak overkin. They are more powerful, however, than humans. They are born when an animal's soul and a human's soul mixes and thus have characteristics of both.
Wolven are highly numerous.
Appearance:
Wolven are a cross between animal and man. They closely resemble quadruped albeit with a human head and a human hand in place of a tail, all of which is covered in fur. They sound like humans, but cannot use human speech. Like all overkin, wolven have regenerative capabilities.
Behavior:
Wolven are violent, and are often trained as pets by more powerful overkin in the overworld. In the hayat, wolven are largely feared for their violence and grotesque appearance.
Wolven often run around forests and shrublands in the hayat in search of prey, as well as for the enjoyment of running around. They are known to devour dustlikes, leaflits, and duskwillows. They can form small groups of up to three, which are referred to as murders. Each murder is led by an alpha wolven which can be identified by how pronounced the hair on its chin is (which can come to resemble a human beard).
Wolven often visit the sites of battle or other such violence. They are drawn to the scent of freshly drawn blood, as well as the color red.
Human Interaction:
Humans actively avoid wolven. When wolven murders are found near human communities, the community will often butcher numerous animals somewhere far away to lead the wolven away.
Adherents of Nergis seek out wolven to fight as a trial of might. Wolven fur is often kept as a trophy or sold and traded as a good luck charm amongst warriors. Still others seek out wolven for their blood. Wolven blood grants great strength to humans, though it also disturbs their thoughts with thoughts of violence.
Frequency of Human Interaction:
Most humans who live in cities will never see a wolven. Most humans who live in towns will see a wolven at least once a year. Most humans who live in villages will see a wolven at least once a month. Most humans will never be attacked by a wolven in their life.
Godly Affiliation:
Most wolven reside in Nergis' domain. Others reside in Unur's.
Crobit
Crobit are a relatively weak overkin. They are more powerful, however, than humans. They are born when an animal's soul and a human's soul mixes and thus have characteristics of both.
Crobit are highly numerous.
Appearance:
Crobit are a cross between animal and man. They closely resemble a bird with dozens of human arms instead of wings, all of which are covered in feathers. They are around three feet tall. Crobit are incapable of flight. They are capable of speech and communication with humans. Like all overkin, crobit have regenerative capabilities.
Behavior:
Crobit are prone to jumping off high places in an attempt to fly. Like all overkin, they have regenerative capabilities and the falls never hurt them, though their falls often destroy human homes and damage human farms.
Crobit are often trained as pets by more powerful overkin in the overworld. In the hayat, humans are largely mistrustful of crobit. They often offer advice to humans that will lead to horrible failures. They can also offer sage advice, however, that will lead to wild successes.
Crobit can often be found in human cities and towns. They like to mingle with normal birds and attempt to follow them as they fly from rooftop to rooftop. Crobit often form lifelong pairs, which are referred to as duos.
Crobit often eavesdrop on human conversation and will inform humans they are familiar with when others have spoken about them behind their backs. Crobit also love to tell random humans about the lies they have learned, though often the lies in question will have nothing to do with the human told.
Human Interaction:
Humans are largely mistrustful of crobit due to their tendency to lie. There are ways to discern the lies of crobit, however, but such methods are secret to but senior adherents of Serkan. Normal humans often turn to crobit when in desperation.
Humans are largely generous and kind to crobit as crobit will often inform humans they are familiar with when others talk about them behind their backs. Other humans enjoy hearing about the various lies crobit have collected from around the city or town.
Because crobit often eavesdrop on humans, it is customary to bang on the roof of the room you are speaking in numerous times before discussing sensitive matters. Often such banging will be enough to run off eavesdropping crobit. Similarly, many humans reserve the discussion of matters of importance for the basement where crobit will be unable to listen in. Because of such, important matters are often referred to as "cellar talk"(i.e. "Don't burden me with no cellar talk").
Humans actively search for the feathers of crobit. Such can be made into fine clothes, arrows, quills, and many other such items.
Frequency of Human Interaction:
Most humans who live in towns and cities will see a crobit at least once a week. Most humans who live in villages will see a crobit at least once a month. Most humans will be spoken to by a crobit at least once in their life.
Godly Affiliation:
Most crobit reside in Serkan's and Aylin's domain. Crobit can be found, however, in the domains of all of the gods (aside from Umut).
Duskwillows
Duskwillows are a weak overkin. They are as strong as an adult human. They are born when a plant's soul and a human's soul mixes and thus have characteristics of both.
Appearance:
Duskwillows look similar to a human child covered in a cloak of moss. Either their right or left eye will instead be a thick oaken branch with an upward curve. Their skin is similarly oaken. Attached to the end of the branch will be a small fruit-like object. They are incapable of speech. Like all overkin, duskwillows have regenerative capabilities.
Behavior:
Duskwillows are very shy. They are frightened of the sun and will often hide until nightfall in caves. Duskwillows often live on the outskirts of small human communities such as villages. In the overworld, duskwillows are typically ignored by more powerful overkin.
Duskwillows will try to lure human children out of their homes with the fruit-like object that is attached to the branch on one of their eyes. The fruit-like object glows in the dark. Duskwillows will lure the human child back to their homes (often a cave) whereupon the duskwillow will drink the child's blood and devour the child's flesh over a series of days.
Duskwillows are solitary overkin and will flee the company of other overkin.
Human Interaction:
Humans abhor duskwillows and will actively run off those found around their communities. Humans will refrain, however, from harming duskwillows due to their affinity with Yildiz.
Communities plagued by duskwillows will often sacrifice weak children to avoid the possibility of heartier children being lured away. Humans also often seek out catlyn and crobit to run off duskwillows that refuse to leave their community.
Frequency of Human Interaction:
Most humans who live in towns or cities will never see a duskwillow. Most humans who live in villages will see a duskwillow's fruit at least once a year. Most humans will never see a duskwillow illuminated in their life.
Godly Affiliation:
Almost all duskwillows reside in Yildiz's domain. Some duskwillows can be found in Bulut's domain, however.
Yildiz abhors violence wrought against duskwillows.
Treants
Treants are powerful overkin. They are born when a plant's soul and a human's soul mixes and thus have characters of both.
Larger treants are never allowed to leave the overworld and even smaller treants are discouraged from leaving.
Appearance:
Treants are at least ten feet tall. They can grow indefinitely, however, so long as they consume an appropriate amount of souls. The largest treant in the overworld is over two hundred feet tall. Most treants, however, are around twenty feet.
Treants look like trees with a human face towards the base of their roots. They are capable of speech and communication with humans. Their roots are dozens and dozens of elongated human arms and hands, which are similarly oaken. Their branches also consist of dozens and dozens of elongated human arms and hands. Like all overkin, treants have regenerative capabilities.
Crobit often perch on their branches.
Behavior:
Treants are immensely lazy and lethargic. They are often fed souls by the crobit which perch on their branches. Treants value their lethargy immensely and will become violent when something attempts to interrupt such.
Treants do not often visit the hayat due to their aforementioned laziness. When they do, however, they often remain amongst the trees of a forest in similar inactivity. Humans who attempt to fell them are violently killed.
Treants enjoy conversation, often with the numerous crobit which perch on their branches, but will also hold conversation with humans. Treants will reward humans they are familiar with and fond of with one of their branches. Said branch will continue to live and move about and is far more energetic and active than the treant as a whole.
Treants attracts other treants. They often form communities of upwards to fifty treants, which are referred to as forets. It is uncommon, however, for treants to form forets in the hayat.
Human Interaction:
Humans largely avoid treants. Most foresters curse the appearance of treants because the noise of felling nearby trees can upset them and thus result in a violent death.
Some humans try to harvest treant bark and other such fragments. As treants are immensely lazy, they will not immediately react to a human's sawing or chipping of them. Such fragments can be made into the finest of medicines, as well as timeless wooden jewelry.
Humans that manage to befriend a treant and thus earn themselves one of its branches will often find themselves protected and looked after by said branch for the rest of their life. Upon the human's death, the branch will return to the treant wherever that may be.
Frequency of Human Interaction:
Most humans who live in towns or cities will never see a treant. Most humans who live in villages will see a treant at least once in their life. Most humans will never be spoken to by a treant in their life.
Godly Affiliation:
Treants can be found in the domains of all of the gods (aside from Umut). They are especially fond of Ufuk's domain, however.
Types of Underkin
Underkin are born of the reside of souls. Depending on what kind of soul it was, different underkin can be born.
As souls rise to the overworld and thus do not reach the underworld, underkin are created by design rather than chance and thus are far more loyal to Umut than overkin are to the other gods.
(1) Burnt cats (2) Burnt mutts(3) Leftunders (4) Whitefaces
Burnt cats
Burnt cats are the weakest underkin. They are sent to the hayat to watch over the affairs of man and search for overkin that have escaped the underworld. They are born of animal souls.
Burnt cats are the most numerous underkin.
Appearance:
Burnt cats are of size with typical cats found in the hayat. They often have sleek coats of black fur. They are of appearance with typical cats found in the hayat due to the unmixed nature of the soul that birthed them. Like all underkin, burnt cats have regenerative capabilities.
Burnt cats can be distinguished from normal cats by watching their tails. A burnt cat's tail will not and cannot rise above its torso. Similarly, burnt cats do not blink and cannot be made to blink.
Behavior:
Burnt cats are industrious and are often always on the move unless if they have spotted something of interest whereupon they will stalk it.
Burnt cats are capable of speech and communication with humans. If they believe a human has interacted with an escaped overkin, they will interrogate the human in question.
Burnt cats have difficulty distinguishing burnt mutts and other burnt cats from normal dogs and cats and will often try to strike up conversation with typical dogs and cats found in the hayat. They will often interpret the normal dogs' or cats' lack of response as rudeness and thus violently attack the normal dog or cat.
Burnt cats often travel alone.
Burnt cats are known to repay humans who have helped them in their search with forbidden truths of the world.
Human Interaction:
Humans largely avoid burnt cats. They are considered ill omens considering their task of searching for escaped overkin. At the same time, humans fear escaped overkin more so than burnt cats and thus are cordial with them. It can be difficult for humans to distinguish black cats from burnt cats, and the two are often mistaken for one another.
Adherents of Umut and Serkan consider it their duty to assist burnt cats in their search for escaped overkin. As such, tempels and shrines to Umut and Serkan often have living quarters for wayward burnt cats and departments established to assist them in their search.
Frequency of Human Interaction:
Most humans will see a burnt cat at least once a month. Most humans will be spoken to by a burnt cat at least once in their life.
Godly Affiliation:
Burnt cats reside in the underworld and adhere solely to Umut's will.
Burnt mutts
Burnt mutts are stronger than most of the weaker underkin and overkin. They are immensely powerful when compared to humans. They are sent to the hayat to incapacitate and return overkin that have escaped the underworld. They are born of animal souls.
Appearance:
Burnt mutts are of size with large dogs. They often have sleek coats of black fur. They are of appearance with typical dogs found in the hayat due to the unmixed nature of the soul that birthed them. Like all underkin, burnt mutts have regenerative capabilities.
Burnt mutts can be distinguished from normal dogs by watching their tails. A burnt mutt's tail will not and cannot rise above its torso. Similarly, burnt mutts do not blink and cannot be made to blink.
Behavior:
Burnt mutts are industrious and are often always on the move unless if they have arrived at what has brought them to the hayat.
Burnt mutts are capable of speech and communication with humans. If they believe a human has interacted with an escaped overkin, they will interrogate the human in question.
Burnt mutts have difficulty distinguishing burnt cats and other burnt mutts from normal cats and dogs and will often try to strike up conversation with typical cats and dogs found in the hayat. They will often interpret the normal cats' or dogs' lack of response as rudeness and thus violently attack the normal cat or dog.
Burnt mutts are often sent to the hayat in groups of five, which are referred to as packs.
Burnt mutts are known to repay humans who have helped them in their search and combat with forbidden truths of the world.
Human Interaction:
Humans largely avoid burnt mutts. They are considered ill omens considering their task of searching for and incapacitating escaped overkin. At the same time, humans fear escaped overkin more so than burnt mutts and thus are cordial with them. It can be difficult for humans to distinguish black dogs from burnt mutts, and the two are often mistaken for one another.
If a burnt mutt has taken an interest in a village or town, most will abandon their homes and flee to other parts of the community. Such interest often means an escaped overkin is somewhere nearby. The ensuing violence can lead to the destruction of the village or large parts of the town.
Adherents of Umut and Serkan consider it their duty to assist burnt mutts in their search for and combat with escaped overkin. As such, tempels and shrines to Umut and Serkan often have living quarters for wayward burnt mutts and departments established to assist them in their search and combat.
Frequency of Human Interaction:
Most humans will see a burnt mutt at least once in their life. Most humans will never be spoken to by a burnt mutt in their life.
Godly Affiliation:
Burnt mutts reside in the underworld and adhere solely to Umut's will.
Leftunders
Leftunders are a relatively weak underkin. They are more powerful, however, than humans. They are sent to the hayat to collect souls from humans, animals, and plants and then distribute those souls to underkin in the underworld, as well as the hayat. They are born when a plant's soul, an animal's soul, and a human's mixes and thus have characters of all three.
Leftunders are highly numerous.
Appearance:
Leftundersare a quadruped. Their legs can seem too large for how short their torsos are. They are of size with a piglet. Most of the time, each of their legs will be that of a different animal species. Similarly, their bodies can have both scales, feathers, bark, and skin in different places. Leftunders can have animal heads with human ears or features, as well as human heads with animal ears or features. Like all underkin, leftunders have regenerative capabilities.
Behavior:
Leftunders are industrious and are always busy with the collection of souls.
Leftunders are capable of speech and communication with humans. They are known to ask humans to donate some of their blood, from which the leftunder can collect nutrients. They will compensate humans with labor and other such assistance. Leftunders are also known to prothlesize Umut's worship.
Leftunders will hunt animals and devour plants to collect further nutrients. A group of leftunders can devastate a local area. Most of the time, however, leftunders avoid one another to maximize collection efficiency.
Leftunders are known to attack weaker overkin for their nutrients.
Human Interaction:
Humans largely abhor and avoid leftunders. Most of the gods forbid humans from donating blood to leftunders. Humans will attempt to run off leftunders that have taken up residence in nearby forests as leftunders can devastate the livelihood of hunters and gatherers. If someone wakes up sick or weak, it is often blamed on a leftunder stealing their blood in their sleep. Because of such, the phrase "woke up a little lighter" is used to refer to a state of grogginess in the morning.
Most humans consider leftunders to be evil creatures and thus their name is often used in insults and curses (i.e. "May a leftunder feed on you!").
Adherents of Umut consider it their duty to make donations to leftunders. As such, temples and shrines to Umut often have living quarters for wayward leftunders. Humans often seek out leftunders if they wish to enter into Umut's faith.
Adherents of Bulut consider it their duty to hunt down and run off leftunders.
Frequency of Human Interaction:
Most humans will see a leftunder at least once a month. Most humans will be spoken to by a leftunder at least once in their life.
Godly Affiliation:
Leftunders reside in the underworld and adhere solely to Umut's will.
Whitefaces
Whitefaces are powerful underkin. They are sent to the hayat to incapacitate and return powerful overkin and godkin that have escaped the underworld. They are born of human souls.
Appearance:
Whitefaces are around eight feet tall and covered in a black cloak woven of burnt mutt and burnt cat fur. Their skin is a bloodless white. They are of appearance with typical humans found in the hayat due to the unmixed nature of the soul that birthed them.
Whitefaces can be distinguished from normal humans by their height and pale skin. Similarly, whitefaces do not blink and cannot be made to blink.
Behavior:
Whitefaces are industrious and are often always on the move unless if they have arrived at what has brought them to hayat.
Whitefaces are capable of speech and communication with humans. If they believe a human has interacted with an escaped powerful overkin or godkin, they will interrogate the human in question.
Whitefaces have difficulty distinguishing burnt cats and burnt mutts from normal cats and dogs and will often try to strike up conversation with typical cats and dogs found in the hayat. They will often interpret the normal cats' or dogs' lack of response as rudeness and thus violently attack the normal cat or dog.
Whitefaces are often sent to the hayat in groups of two. They are often accompanied by burnt cats and packs of burnt mutts.
Whitefaces are known to repay humans who have helped them in their search and combat with forbidden truths of the world.
Human Interaction:
Humans largely flee whitefaces. They are considered omens of doom considering their task of searching for and incapacitating escaped powerful overkin and godkin. Most humans are entirely uncooperative with whitefaces out of fear. Most humans also do not believe whitefaces exist.
If a whiteface has taken an interest in a village, town, or city, near all will abandon their homes and flee the village, town, or city. Such interest often means an escaped powerful overkin or godkin is somewhere nearby. The ensuing violence will most likely lead to the destruction of the village, town, or city.
Adherents of Umut and Serkan consider it their duty to assist whitefaces in their search for and combat with escaped powerful overkin and godkin. The appearance of a whiteface in the hayat will often result in most branches of Umut and Serkan's faithful rallying arms and marching alongside the whiteface in search of and combat with their intended. Such rallying of arms is known as a Death March. There have been seven Death Marches in the history of the world.
Frequency of Human Interaction:
Most humans will never see a whiteface. Whitefaces have only entered the hayat on seven different occasions in the history of the world. Most humans do not believe whitefaces exist.
Godly Affiliation:
Whitefaces reside in the underworld and adhere solely to Umut's will.
On the Gods
Humanity worships nine different gods. They are known as the Ten Pillars of Man.
(1) Bulut (2) Umut (3) Nergis (4) Ufuk (5) Serkan (6) Aylin (7) Dilara (8) Unur (9) Yildiz
The tenth Pillar of Man is Basak. Basak is the One True God who created the other nine. He is not known to humans, overkin, or underkin.
Humans unconsciously include Basak in the numbering of the gods found in the Ten Pillars of Man and are aware of the phenomenon. Basak, if referred to at all, is called The Tenth. Humanity, overkin, and underkin have a primal fear of The Tenth and are incapable of questioning or speculating on Basak's existence.
An eleventh godly individual exists. She is known as Esin. Esin was not created by Basak and therefore does not exist on the Blue Tapestry. Aside from Yildiz, none of the other gods are aware of Esin's existence. Serkan often mistakes Esin's actions for Aylin's.
Bulut (Death)
Bulut was the first of the gods to be created. He governs death. Bulut is known as The High Arbitrator. Bulut does not have an avatar in the hayat.
Duties
Bulut decides when someone or something should die. He measures how much of a human, animal, or plant soul remains in its vessel and whether or not said vessel can continue to function.
Bulut monitors and keeps track of which humans worship which gods and thus prepares a tally for how much of a human's soul each of the gods should receive upon the human's death. The souls of animals and plants are distributed equally amongst the gods of the overworld.
Bulut collects the souls that rise to the overworld and tries his best to ensure none are stolen before they can arrive at his Black Gate. Once in the overworld, Bulut will distribute the souls to the various domains of the overworld.
Bulut takes a tenth of all souls that pass through the Black Gate for himself and his overkin.
Personality
Bulut has an immature character. He is immensely proud and is immensely sensitive to perceived slights. He is known to hasten the deaths of those that do not offer him sufficient praise (of which he asks and expects little).
Human Worship
Humans thank Bulut, and make an offering to him, on each of their birthdays for the year of life he has allowed them. Such is the extent of most human worship of Bulut. The worship of Bulut is considered highly ascetic and, to some, bizarre.
Adherents of Bulut are devoted to the destruction of the adherents of Umut. Certain adherents are tasked with patrolling towns for leftunders, as well as patrolling graveyards for grave robbers. Others inspect the dead to see if they have truly passed on or are merely pretending. Still others are also called to oversee battles and attend to the last rites of the dead and dying.
Adherents of Bulut are typically pariahs due to their association with death.
Blessings
Bulut is entirely devoted to his duties and cares little for worship. He does not bless those who worship him with longer life. He does not even have an avatar in the hayat.
Bulut and his godkin rarely bless those who worship him or serve him. His godkin rarely visit the dreams of the devout and faithful. Bulut is the least involved of all the gods when it comes to his faithful.
Bulut is known, however, to bless those that have demonstrated tremendous accomplishment in the destruction of adherents of Umut with the knowledge of where more such adherents can be found (and by his mere presence in their dreams blesses them with greater strength and heartiness).
Favorite Color
Bulut and his adherents mark themselves with the color black.
Relationships (perception):
Reverent: Basak
Friendly: Dilara
Cordial: Nergis, Ufuk, Serkan, Unur
Indifferent: Yildiz
Unfriendly: Aylin
Hostile: Umut
Umut (Preservation)
Umut was the last of the gods to be created. He is the antithesis of Bulut. He governs the preservation of life. Umut is known, derisively, as The Barren Plot of Earth. To his followers he is known as The Keeping of Bones and Whispers. Umut does not have an avatar in the hayat.
Umut is the only god who does not live in or hold territory in the overworld. Umut resides in and controls the underworld.
Duties
As Umut gains nothing from souls rising to the overworld, he tries to keep humans and other middling creatures alive for as long as possible and thus weaken the other gods.
Umut can prevent the soul from leaving the body and thus keep humans and animals from death. He is as sand in Bulut's eyes and thus hides the living from his collection.
Personality
Umut has a vindictive character. He resents his residence in the underworld and the necessity to collect souls himself. He does not believe himself envious of the other gods who reside in the overworld, but is clearly so. He does not care so much for the humans and animals that he keeps alive, but rather the annoyance and alarm he causes the other gods in doing so.
Umut is deluded in reference to the extent his activities affect the other gods and how popular his worship is in the hayat. His underkin are known to lie to him about how widespread his worship is out of pity (and affection).
Human Worship
Two sets of humans worship Umut: those that still draw breath (referred to as whole-breaths) and those that have overcome the Final Breath (referred to as still-breaths). It is not always possible for Umut to preserve a human who has reached their Final Breath and thus most of his faithful are reluctant to hasten their ends. Umut also warns against such.
Whole-breaths worship Umut by debasing Bulut and his followers in their prayers and deeds. Adherents of Umut are encouraged to dig up graves and unearth the dead within them, though Umut and his followers cannot bring life to the dead. Such actions are largely symbolic.
Whole-breaths are encouraged to offer leftunders donations of blood. Both whole-breaths and still-breaths are encouraged to lend assistance to underkin in searching for and doing combat with escaped overkin and godkin.
Once an adherent of Umut has overcome the Final Breath, worship is primarily done through prosthelytizing, instructing whole-breaths on how to better their chances at overcoming the Final Breath, and remaining alive.
Whole-breaths and still-breaths are also directed to collect husks, which are faithful who did not wholly overcome the Final Breath and thus lost too much of their soul to remain sentient. Umut sees the husks, which are as mindless drones, as an embarrassment and wishes for them to be destroyed.
Phrases such as "undeath" and "undead" are considered derogatory in the worship of Umut. Death is the separation of the soul from the body, which Umut prevents.
Blessings
Those who worship Umut and thus follow his teachings are able to overcome the Final Breath and persist even after Bulut has called them to his Black Gate. Bulut and his adherents, however, actively search for whole-breaths and attempt to end their lives before they can fully grasp the teachings of Umut. In doing so, Bulut aims to lessen the chance of whole-breaths overcoming the Final Breath.
Umut does not visit those that have yet to overcome the Final Breath, nor does his godkin. However, Umut and his godkin regularly visit those that have overcome the Final Breath, and in doing so grants them great strength and fortitude of mind. Furthermore, once one has overcome the Final Breath, Umut and his godkin can safely hide them from Bulut's watch and thus ensure their continued survival, so long as they continue to worship Umut.
Umut and his godkin visit his faithful far more regularly than the other gods.
Favorite Color
To spite Bulut, Umut and his adherents mark themselves with the color black.
Relationships (perception):
Fearful: Basak
Cordial: Unur, Ufuk, Aylin
Indifferent: Yildiz, Nergis, Serkan, Dilara
Unfriendly: Bulut
Nergis (Violence, Conflict/Growth)
Nergis was the third of the gods to be created. He governs violence and other such conflict. Nergis is known as The One Who Stands. He has an avatar in the hayat.
Duties
Nergis ensures that humans war and fight with one another and thus that a sufficient number of human souls rise to the overworld (and sustain the gods and overkin found there). In this vein, Nergis ensures that the populations of man remain manageable (through constant war and conflict).
Nations that worship Nergis will always have the opportunity to (and will be pushed into) war with neighbors. Such are opportunities to extol the worship of Nergis and thus earn his blessing. Adherents of Nergis will always have the opportunity to (and will be pushed into) conflict (be it with man, beast, or overkin). Such are opportunities to extol the worship of Nergis and thus earn his blessing.
Nergis ensures that conflict exists within the cities and towns of man and as such fosters the development and ascent of talented individuals. Nergis directs hardship towards those with aforementioned talent to enable them to grow as individuals.
Personality
Nergis has a boisterous personality. He is kind and jolly. He is wanton in his likes and can be insatiable. Such amicable behavior and countenance is deceptive for he is without empathy. He revels in the misery of humans because of the belief that such misery will harden them and produce more talented (and therefore entertaining) individuals.
Nergis encourages warriors to flee unwinnable battles, so that they can battle again. He mourns the death and crippling of great warriors, and is angered by those sick who take to the field when they should instead remain in bed. He revels in violence, but resents the death often attached to such due to his insatiable and wanton character. Nergis recognizes, however, the importance of death and his role in facilitating it.
Human Worship
Nations that worship Nergis will almost always be in a state of warfare, be it defensive, offensive, or ceremonial. Such are opportunities to extol the worship of Nergis and thus earn his blessing.
Nations that are not at war will often engage in a series of ceremonial battles (Rose Field Waltzes) with nearby nations known as a Rose Field Banquet. In Rose Field Waltzes, two nations muster an equal number of men (the more the better) and meet at a predetermined location. Prior to the first Rose Field Waltz, the two nations will decide on the number to be included in the Rose Field Banquet. The use of edged weapons such as swords is forbidden in Rose Field Waltzes. Blunted weapons such as flails and maces are used instead. Rose Field Banquets can last for as long as a year or as short as a week.
Adherents of Nergis follow the Doctrine of Stone. Similar to their god, adherents seek to empty themselves of empathy. They are to devote themselves completely and utterly to the perfection of their abilities and the worship of Umut.
Nergis revels in violence and combat. As such, nations that worship Nergis will have frequent gladiatorial and arena games. Similarly, citizens of nations that worship Nergis are prone to solving disputes through duels.
Blessings
Adherents of Nergis can be granted the speed to flee losing battles and the luck to avoid killing blows. Rarely does Nergis grant the strong with greater strength. He revels in conflict and struggle. It is the weak who, against all odds, survive and succeed on the field who receive his blessing. Because of such, many gifted and talented warriors will mutilate themselves (be it the loss of an eye, fingers, toes, arms, or legs) to diminish their fighting ability and thus allow themselves to struggle on the field and earn Nergis' favor. Others will go into battle without armor or arms. All of this, however, greatly angers Nergis.
Favorite Color
Nergis and his adherents mark themselves with the color red outside of battle. In battle, adherents of Nergis mark themselves with the color white.
Relationships (perception):
Fearful: Basak
Cordial: Dilara
Indifferent: Serkan, Yildiz, Bulut
Unfriendly: Umut, Aylin
Hostile: Ufuk, Unur
Ufuk (Peace, Stagnation)
Ufuk was the sixth of the gods to be created. She is the antithesis of Nergis. Ufuk governs peace and inaction. Ufuk is known as The Smile in the Clouds. She has an avatar in the hayat.
Duties
Ufuk ensures that not too many souls rise up to the overworld. She curbs man's desire for war and battle, as well as for growth. Ufuk is as a balm to man's ambitions and thus keeps them tame and docile.
Ufuk brings happiness to man and thus arms them with the peace of mind necessary to face the many evils that lurk in the hayat. She does not bring peace, but rather bliss and ignorance. Ufuk works well alongside many of the other gods, aside from Nergis, in that the happiness she brings man makes them more amenable to faith and worship.
Personality
Ufuk has a kind and lazed personality. She has little empathy for man, however. While she abhors violence, her heart does not bleed for innocence that are abused or ill-treated. Ufuk espouses detachment from frustration, detachment from suffering. Those that suffer have failed to heed her teachings and thus have none but themselves to blame.
Furthermore, to intervene would be much too work.
Human Worship
It is almost impossible for adherents of Ufuk to band together to form a nation. For one, such an undertaking would be far too ambitious. Furthermore, the use of violence is forbidden in the worship of Ufuk and thus such nations would be incapable of defending their sovereignty.
Proselytizing is an important aspect of the worship of Ufuk. Adherents of Ufuk are encouraged to spread the Doctrine of the Lamb and the Four Dues. Hermitage is another important aspect of the worship of Ufuk and must be undertaken by all worshippers at least three times in their life. The first marks one's acceptance into the faith.
Adherents of Ufuk demonstrate their faith through an abstaining from want, violence, and other such attachments and trifles.
Blessings
Adherents of Ufuk are often in a constant state of happiness and satisfaction. Adherents of Ufuk are able to calmly and happily accept whatever ill-fates approach them. Such calm and bliss can infect those that upset them. For instance, when warriors slaughter or arrest unresisting worshippers of Ufuk, their hearts will waver and incline towards the bliss and happiness Ufuk's worshippers revel in.
Ufuk and her godkin do not often visit her faithful. They are more likely to visit unbelievers in cities and communities commanded by adherents of Nergis and thus plant a seed of her faith.
Favorite Color
Ufuk and her adherents mark themselves with the color white, similar to Nergis and his adherents.
Relationships (percetion):
Fearful: Basak
Friendly: Serkan, Bulut, Umut, Dilara, Unur, Yildiz
Indifferent: Aylin
Unfriendly: Nergis
Serkan (Fate, Order)
Serkan was the fourth of the gods to be created. She governs fate and order. Serkan is known as the Rusted Needle of Fate. She has an avatar in the hayat.
Duties
Serkan constantly weaves the Blue Tapestry, which is a visual history of the hayat. What Serkan weaves into the Blue Tapestry occurs in the hayat and thus she controls the fate of all man, beast, overkin, underkin, and godkin which enter and inhabit the hayat.
In Serkan's weaving, she ensures that certain events happen in preclusion to others and thus balances the hayat and all that occurs within it. In this vein, miraculous successes or failures are kept to a minimum, as such would upset and clash with the patterns found on the Blue Tapestry.
Personality
Serkan has a motherly and manipulative personality. She cares deeply for each story she crafts on the Blue Tapestry, be it dull or epic, be it sordid or pure. She loves all who adhere to her weaving. She will become immensely frustrated, however, when individuals fail to adhere to what she weaved and thus aims to punish them with expulsion from the Blue Tapestry (i.e. death).
Human Worship
Humans show their affection and respect to Serkan through the act of sewing and offering produced handicrafts to Serkan. While sewn handicrafts are Serkan's favorites, Serkan appreciates the construction and offering of any kind of handicraft.
Adherents of Serkan, in the fashion of their patron, take to making records of all that happens around them and that has happened in the past. The reflection and sorting of such in their thoughts (and offering thanks to Serkan for establishing such) brings Serkan much pleasure.
Adherents of Serkan are instructed to seek out and destroy adherents of Aylin, as well as to correct disruptions to the Blue Tapestry. Furthermore, overkin and godkin that have escaped the underworld can cause much chaos to the Blue Tapestry and thus her faithful are ordered to assist underkin in their search for and combat with escaped overkin and godkin.
Blessings
Adherents of Serkan are offered a glimpse into the Blue Tapestry and thus are able to see into the future, as well as the past. Furthermore, favored adherents of Serkan will have more stable lives, as Serkan will unconsciously weave happier days for them.
Favorite Color
Serkan and her adherents mark themselves with the color blue or purple.
Relationships (perception):
Fearful: Basak
Friendly: Bulut, Dilara, Unur, Nergis, Ufuk
Cordial: Yildiz
Indifferent: Umut
Hostile: Aylin
Aylin (Chaos and Uncertainty)
Aylin was the seventh of the gods to be created. She is the antitheses of Serkan. She governs chaos and uncertainty. Aylin is known, derisively, as The Mad Fool Who Sings. To her followers she is known as Mother. She has an avatar in the hayat.
Duties
Aylin can hide men, overkin, and underkin from Serkan and thus remove them from the Blue Tapestry. In this vein she removes them from the certainty of fate and offers them endless possibility.
Personality
Aylin is mad and does not have a stable personality. She is immensely suspicious of those who worship her and those gods who rule beside her in the overworld.
Human Worship
Adherents of Aylin need but welcome Aylin into their hearts and minds. Over time, Aylin will recognize their worship as worship and offer them further instruction personally and via her godkin.
Depending on her mood and state of mind, Aylin will expect and demand different things of her followers. As such, there is no stable means or thread of worship.
Blessings
Adherents of Aylin are induced into madness as they welcome Aylin into their hearts and minds. This madness is peaked when Aylin herself, or one of her godkin, visit their dreams and in doing so blesses them with unconscious foresight (which will allow them to act in favorable ways to avoid detection and death).
Aylin and her godkin are heavily involved with their faithful and will often inform them of betrayals and other such occurrences set to occur (which are normally false and but paranoia).
Favorite Color
Aylin's favorite color changes often.
Relationships (perception):
Fearful: Basak
Friendly: Umut
Distrustful: Bulut, Nergis, Ufuk, Serkan, Dilara, Unur, Yildiz
Dilara (Health)
Dilara was the fifth of the gods to be created. She governs health. She works closely with Bulut in deciding when one has died or not. Dilara is known as The Velvet Mew. She has an avatar in the hayat.
Duties
Dilara ensures that humans are strong enough to wage war with one another and thus maintain a steady supply of souls to the overworld. Furthermore, she ensures humans are well enough to worship the gods and are in a state of mind inclined towards worship.
Personality
Dilara loves all of mankind. She is immensely kind and caring. She can be rather possessive, however, and often upsets the other gods with her behavior and how popular she is with humans.
Human Worship
Adherents of Dilara administer aid to those in need, be it medical, psychological, or spiritual. They run orphanages and other such centers. Such demonstrations of compassion wins Dilara's affection and earns her praise.
Furthermore, man worships Dilara by keeping their bodies and communities clean. Bathing regularly and eating specific foods are central to the worship of and respect of Dilara.
Blessings
Dilara offers peace of mind to those that are suffering from disease. She does not lift disease, but rather makes its passage bearable and aims to reduce the permanent damage wrought by it. Furthermore, Dilara aims to prevent those who worship her from incurring disease in the first place.
Favorite Color
Dilara and her adherents mark themselves with the colors white and red.
Relationships (perception):
Fearful: Basak
Friendly: Serkan, Yildiz, Ufuk
Cordial: Nergis, Bulut
Unfriendly: Aylin, Umut
Hostile: Unur
Unur (Disease and Pestilence)
Unur was the eighth of the gods to be created. Unur is the antithesis of Dilara. He governs disease and pestilence. Unur is known, derisively, as The Foul Odor Eastward. To his followers he is known as The Maker of Sweet Aches. He has an avatar in the hayat.
Duties
Unur keeps man too sick to war, too sick to worship, too sick to act. He keeps the other gods weaker and humanity as a whole easier to manage.
Personality
Unur is kind and quiet. He can be shy and bashful and has difficult speaking over or around the other gods. He has a far more personal relationship with his faithful than the other gods and views the power distance between he and his faithful as being smaller than the other gods.
Human Worship
Adherents of Unur accept disease and pestilence into themselves and strive to spread it to others. Adherents of Unur are encouraged to cultivate strains of disease. Such is the extent of the worship of Unur.
Blessings
Unur brings relief and mobility to those overcome with disease. He does not lift the disease, but rather confuses the mind to interpret pain and suffering as bliss. In this vein, his followers strive towards greater misery and mutilation to elicit greater happiness.
Adherents of Unur will develop new and unheard of strains of disease. Such can offer them seemingly otherworldly powers and abilities.
Favorite Color
Unur and his adherents mark themselves with the color green.
Relationships (perception):
Fearful: Basak
Friendly: Umut, Ufuk
Cordial: Serkan
Indifferent: Yildiz, Aylin, Bulut
Unfriendly: Nergis
Hostile: Dilara
Yildiz (Birth)
Yildiz was the second of the gods to be created. She governs the creation of life. Yildiz is known as The Mother of All. She has an avatar in the hayat.
Duties
Yildiz ensures women are fertile and that they and their children survive childbirth. Furthermore, she ensures that gifted and talented individuals are born and cultivated.
Personality
Yildiz is a hedonist. Her behavior shames the other gods and much of the mortal realm. She is shameless, however, and does not care. She is motherly (and romantic) to those of infancy and development. She is utterly detached and uncaring about all others and all else, be they god or man.
Human Worship
Humans worship Yildiz through procreation. Yildiz is fascinated by and enjoys immensely the act of procreation and birth. Further worship takes place by offering newborn children to Yildiz and her followers.
Adherents of Yildiz are all children, and worship of The Mother of All is rather enigmatic. Adherents of Yildiz are demanded by their faith to commit ritual suicide on the cusp of adulthood and are largely forbidden from mingling with those outside of the faith.
Blessings
Yildiz prevents infant mortality and other such diseases and disfigurements from occurring. Furthermore, she gifts children with great talent.
Favorite Color
Yildiz and her adherents mark themselves with the color gold.
Relationships (perception):
Reverent: Basak
Friendly: Umut
Indifferent: Bulut, Nergis, Ufuk, Dilara, Unur, Serkan, Aylin
Unfriendly: Esin
Basak (Creation)
Basak governs creation. He created humanity and the hayat. He later created the overworld and the gods to govern humanity in his stead. He grew worried the gods would try to overthrow him, so he created their antithesis (i.e. Umut, Unur, Alyin, and Ufuk) so as to balance their power, as well as the underworld where the rebellious could be sent to be rehabilitated.
Duties
Basak has no duties. From time to time, he will create new entities and introduce them to the hayat, the overworld, or the underworld.
Personality
Basak has grown to become immensely paranoid. He no longer communicates with or reveals himself to the other gods.
Human Worship
Humans are unaware of Basak's existence. He does appear unconsciously, however, when one attempts to count the number of gods. He is thusly referred to as The Tenth and held in reverence.
Many humans turn to the worship of Aylin in search for answers about Basak and his existence. Most often, those (few) who seek to learn about Basak kill themselves out of madness and fear.
Blessings
When the gods are warring with one another, from time to time Basak will bless overkin, underkin, or humans with immense power so as to balance the odds of the battle. In this vein he ensures none of the gods becomes too powerful.
Favorite Color
Basak's favorite color is brown and thus much of mankind is unconsciously drawn to the color. Nigh all forms of dress will include brown somewhere.
Relationships (perception):
Basak is suspicious of and distrustful of all the other gods.
See Additional Information at the end of the document for additional information on Basak.
Esin (The Abyss)
It is unclear when Esin came into existence. She could be considered a demi-god or the most powerful overkin in existence. She was born of the vast accumulation of souls and misplaced offerings and worship.
When an individual offers prayer to the gods, but not at one of their shrines or tempels, the gods cannot hear them. This prayer instead reaches Esin and grants her consciousness and strength.
Esin does not reside in the overworld or the underworld, but rather the hayat alongside man. She is known only to a small group of humans in the Ossryn Empire. She is known as The Queenly Shadow of the World.
Duties
Esin has no duties. From time to time, she will answer the wayward prayers that have reached her if they pique her interest.
Personality
Esin is immensely playful and reckless. She does not particularly care if the gods learn of her existence. She revels in the games she can play under their noses without their knowing or understanding, however.
Human Worship
All but a small group of humans in the Ossryn Empire are aware of her existence. They do not necessarily offer her worship, so much as show her respect and offer her company.
Blessings
Esin grants immense and inhuman strength and ability to the small group of humans in the Ossryn Empire who are aware of her existence.
Favorite Color
Esin and her adherents mark themselves with the color black.
Relationships (perception):
Of the Ten Pillars of Man, Yildiz is the only one aware of Esin's existence. Even Basak is unaware of Esin's existence.
More on Human Worship
Humanity cannot worship gods that are the antithesis of one another. Similarly, the gods do not like it when humanity worships a god they hold an unfavorable opinion of. It is in this vein that most groups of people subscribe to a certain set of gods. The exception to this is Yildiz, which all of humanity offers prayer and worship to.
Bulut (The Siyah, The Ashen Tomb)
Priests of Bulut are known as gravewardens, undertakers, and blackhoods.
Churchly Organization:
The Siyah is the governing body which oversees the administration of gravewardens, undertakers, and blackhoods, as well as the worship of Bulut. It is known colloquially as the Ashen Tomb. The Ashen Tomb recruits and positions gravewardens, undertakers, and blackhoods throughout their nation of operation.
Membership:
Priests of Bulut are typically criminals or social pariahs. The crime of murder can be absolved through service as a gravewarden. The crime of apostasion can also be absolved through service as an undertaker. Similarly, men and women can enter into the Ashen Tomb of their own free will as blackhoods.
Dress and Accessories:
Gravewardens are expected to wear black clothes. To ensure flexible movement, they often wear tight-fitting clothes. Gravewardens are expected to carry with them shovel, axe, flint and tinder, and a bag of burial dirt.
Undertakers are expected to wear black robes, as well as leather masks that obscure their faces. The shape and aesthetic of the mask varies based on the sect and the nation of the membered Ashen Tomb. Undertakers are also expected to carry with them shovel, axe, flint and tinder, and a bag of burial dirt.
Blackhoods are expected to wear tight-fitting brown robes, as well as austere leather facemasks which obscure their faces.
Ranks and Roles:
Gravewardens:
Most gravewardens are murderers. The crime of murder can be absolved through service as a gravewarden. Free men and women can also volunteer to become gravewardens, however.
Gravewardens are responsible for the patrol of villages and graveyards against leftunders, as well as gravediggers. Gravewardens are tasked with the search for whole-breaths and still-breaths, as well as centers of worship of Umut. Similarly, gravewardens look for and destroy husks.
Advancement as a gravewarden is based entirely on quantity of results: the number of whole-breaths and still-breaths discovered and destroyed, the number of leftunders run off, the number of husks discovered and destroyed, etc. etc.
Undertakers:
Most undertakers are apostates. The crime of apostasion can be absolved through service as an undertaker. Free men and women can volunteer to become undertakers, however.
Undertakers are responsible for overseeing battles and administering the last rites to those dying. They are further instructed to inspect the dead and thus ensure that they truly are dead. Similarly, undertakers are responsible for the search of missing corpses and individuals presumed dead (or possibly now still-breaths).
Advancement as an undertaker is based entirely on quantity of results: the number of living baptized into death, the number of corpses recovered, the number of husks returned to the earth, etc. etc.
Blackhoods:
Blackhoods serve as the administrative staff of the Ashen Tomb. They receive and relay communications from the various branches and offices of the Ashen Tomb throughout a nation and relay it to the various undertakers and gravewardens.
The public can report missing persons and other such disturbances to the blackhoods, and nobles and their ilk can report the expectation of battle to the blackhoods.
Public Perception:
Most people live in fear of the Siyah and the members of the Ashen Tomb. They recognize, however, the importance of their duties and do not obstruct them or denounce them.
Umut (The Iskelet, The Whitefield)
Priests of Umut are known as ashbrou and still-breaths, and (derisively) as stink-breaths.
Churchly Organization:
The worship of Umut is largely unorganized. However, the Iskelet exists in places with sufficient populations of whole-breaths and still-breaths. It is known colloquially as the Whitefield. The Whitefield educates whole-breaths on how to overcome the Final Breath and establishes missions to cities and regions to prothlesize Umut's worship. The Whitefield further offers sanctuary to oppressed and hunted whole-breaths.
Membership:
All who overcome the Final Breath and thus become a still-breath are considered a priest of Umut. In this vein, the priesthood of the Whitefield is rather eclectic.
Dress and Accessories:
Whole-breaths and still-breaths are encouraged to wear black so as to mock Bulut and his adherents.
Ranks and Roles:
All who overcome the Final Breath and thus become a still-breath are considered a priest of Umut. However, still-breaths are largely unorganized and scattered. Most turn to hermitage in their faux-immortality. Those still-breaths who retain (or come to desire) companionship are known as ashbrou. They come together and form a Whitefield. Advancement in the Whitefield is based on length of life after the Final Breath. The longer one stays alive, the higher one's rank.
Ashbrou are given different tasks based on their abilities and interests. Whitefields are fairly democratic with a low power distance between senior and fledgling members.
Public Perception:
Most people live in fear of the Iskelet and members of the Whitefield. Individuals found to be whole-breaths are, in almost all cases, summarily executed. Communities that have been infiltrated by still-breaths and have a Whitefield are often purged by the Ashen Tomb.
Nergis (The Ordu Kan, The Redwood)
Priests of Nergis are known as bloodbrou and bloodmasons.
Churchly Organization:
The Ordu Kan is the governing body which oversees the training of bloodbrou. It is known colloquially as the Redwood. The Redwood has offices in most cities and towns for the reporting of crimes and the recruitment of bloodbrou.
Membership:
Men and women volunteer at Redwood offices and are taught the Doctrine of Stone by bloodmasons. After besting three separate bloodmasons at three separate Redwood offices, the initiate becomes a bloodbrou.
Dress and Accessories:
Outside of battle, bloodbrou and bloodmasonsare expected to wear red robes and a second layer of white robes underneath. Bloodbrou and bloodmasons are to always be armed. Bloodmasons are to carry a stone hammer at their waist.
The higher one's rank, the more ruffles one's robes will have. The lower one's rank, the simpler one's dress will be.
In battle, bloodbrou are to wear a white tabard over their battlements.
Ranks and Roles:
Bloodbrou:
Bloodbrou are the main participants of Rose Field Banquets. They are often too valuable to be sent into normal battles. When they do, bloodbrou often take on officer or commander positions. Bloodbrou are often kept as far away from important individuals due to their propensity to attract conflict. Similarly, when bloodbrou take the field, they are placed in the most inopportune and undermanned positions.
Bloodmasons:
Bloodmasons are bloodbrou who have become too old or maimed to perform in Rose Field Banquets or battles. They are charged with the instruction of initiates and the armies of local lords.
Advancement in the Ordu Kan is based on the number of battles performed in and the heroics achieved within them. There can be no further advancement for bloodmasons.
Public Perception:
The Ordu Kan is honored in whatever city or town it resides and the bloodbrou and the bloodmasons of the Redwood are similarly paraded and cheered.
Ufuk (The Beyaz, The Commune)
Priests of Umut are known as whitetails.
Churchly Organization:
The worship of Ufuk is largely unorganized. However, the Beyaz exists in places with sufficient whitetails. It is known colloquially as the Commune. The Commune offers sanctuary to those who wish to escape conflict and instructs them on the Doctrine of the Lamb.
Membership:
All who accept Ufuk into their hearts and follow the Doctrine of the Lamb are priests of Ufuk. In this vein, the priesthood of the Commune is rather eclectic.
Dress and Accessories:
Whitetails dress in shoulder-less white robes.
Ranks and Roles:
There is no real advancement in the Commune. New members fill roles left by old members. A desire to advance goes against the Doctrine of the Lamb. No one member is of greater importance than another.
Public Perception:
The public is instructed to fear and despise the whitetails and the Commune, but it is difficult for the public to do so. Adherence to the Doctrine of the Lamb ensures others feel pity towards you.
Serkan (The Onceden, The Patchwork Library)
Priests of Serkan are known as librarians, seers, and seamstress.
Churchly Organization:
The Onceden is the governing body which oversees the collection and recording of current and past events, as well as the foreseeing and recording of events to come and those lost to history. It is known colloquially as the Patchwork Library. The Patchwork Library further searches for and instructs seers on how to interpret the Blue Tapestry.
Membership:
The Patchwork Library has a variety of examinations for entrance into their rank. Three different abilities are evaluated: literacy, foresight, and empathy. Depending on one's results, one can be initiated as a librarian, seer, or seamstress.
Dress and Accessories:
Librarians are to dress in blue or purple robes of which the hem and sleeves are short. Librarians are to carry with them ink and paper at all times, as well as thread and needle. Librarians are expected to be proficient in the use of thread and needle.
Seers are to dress in uncomfortably heavy blue or purple robes. The weight of their clothes is to be a constant reminder of the boundless history and future around them, as well as keep them uncomfortably hot and stuffy (states which incline one towards greater and clearer foresight). Initiates are often responsible for carrying the train of a seer's robes. Seers are to carry with them thread and needle at all times. Seers are expected to be proficient in the use of thread and needle.
Seamstresses are to wear an assortment of brown rags when not at work. Said rags are to cover and obscure their entire person, including their face. Seamstresses are to carry with them thread and needle at all times. Seamstresses are expected to be proficient in the use of thread and needle.
Ranks and Roles:
Rank in the Patchwork Library has much to do with depth of foresight. Members of the Second Thread and Third Thread typically hold senior positions while those of the First Thread hold managerial positions.
Outside of those with foresight, advancement in the Patchwork Library has to do with examination results. The Patchwork Library regularly holds examinations for its members, so as to rank their ability and growth. Reading and writing comprehension, legibility of penmanship, speed of penmanship, etc. etc. All of such determine one's place in the Patchwork Library.
Serkan is also known to tell senior members of the Patchwork Library, known as Highseers, to promote certain individuals without reason.
Librarians:
Librarians are responsible for the management and oversight of the various Patchwork Libraries throughout a nation. They are the public face of the Patchwork Library. Librarians record futures and pasts seen by seers and then sort and qualify the importance of said visions. Furthermore, librarians act as scribes for important events.
Seers:
Seers are capable of seeing and interpreting the Blue Tapestry. In this vein, they have the ability to see the future and the past. It is their duty to look into the future and into the past and remember the events seen.
Seers can be broken into three categories: those of the First Thread, the Second Thread, and the Third Thread. Those of the First Thread are the most common. Those of the First Thread cannot look into the future. Those of the Second Thread cannot look into the past. Those of the Third Thread can look into both the future and the past. In almost all cases, those of the First Thread can see less of the past than those of the Second Thread can see of the future. Similarly, those of the Third Thread can see more of both the past and future than those of the First and Second Thread.
Seamstresses:
Seamstresses are assassins that kill all those that attempt to change their fate on the Blue Tapestry. Similarly, seamstresses hunt down adherents of Aylin who act in disruption of the Blue Tapestry.
Public Perception:
For the most part, the public treats the Patchwork Library as a commercial service. One can pay to have seers look into their future, as well as to know about the weather. All of which is rather pricey, however, and as such the Patchwork Library is considered a rather prim and extravagant institution.
The public is also aware that the Patchwork Library has a darker side. They are fearful of its seamstresses, and trying to outrun or manipulate fate.
Aylin
Priests of Aylin are known, derisively, as litheads.
Churchly Organization:
The worship of Aylin is largely unorganized. Different groups of adherents will band together under different names, doctrines, and principles.
Membership:
Those that have been visited by Aylin and have accepted Aylin into their hearts become one of her priests.
Dress and Accessories:
Different groups of adherents will dress in different manners and in different colors.
Ranks and Roles:
Different groups of adherents will have different sets of ranks and methods of advancement.
Public Perception:
Adherents of Aylin are despised and hunted in almost all societies.
Dilara (The Asck, The Red-roofed Abode)
Priests of Dilara are known as redhearts, bledhearts, and bluehearts. Bledhearts are known colloquially as pack mules. Bluehearts are known colloquially as butchers.
Churchly Organization:
The Asck is the governing body which oversees the operation and mission of redhearts, bledhearts, and bluehearts throughout their nation of operation. It is known colloquially as the Red-roofed Abode. The Red-roofed Abode further recruits and instructs redhearts on healing arts, as well as plans and constructs community projects.
Membership:
Men and women volunteer at offices of the Red-roofed Abode and are instructed on or directed towards fitting tasks. After an initiation period of two years, initiates are inducted as a redheart, bledheart, or blueheart. Many enter the Red-roofed Abode early in life or late.
Dress and Accessories:
Dress in the Red-roofed Abode is austere. Redhearts are to wear red and white robes bound and tightened at the waist and elbows. All redhearts are to carry with them a bag of typical medicinal herbs and a knife.
Bledhearts are to wear tight-fitting clothes of red and white. They are to carry with them hammer, axe, shovel, rope, and nails at all times.
Bluehearts are to wear tight-fitting robes of red and white. They also are to wear ornate masks at all times. Bluehearts are to carry with them a bag of typical medicinal herbs, a knife, a saw, and other surgical instruments at all times.
Ranks and Roles:
Redhearts:
Redhearts offer basic medical care to individuals. Most services offered by the Red-roofed Abode are free of charge. However, when there are scarcities, medicine is withheld without payment. Redhearts search slums and other impoverished areas for those in need, as well as receive those that are sick at offices of the Red-roofed Abode.
Bledhearts:
Bledhearts work on the construction and repair of institutions throughout towns, villages, and cities such as orphanages, roads, and homes in downward neighborhoods. They also serve to transport supplies from the various offices of the Red-roofed Abode. Similarly, they gather supplies on their own, as well as look over small farms and gardens.
Bluehearts:
Bluehearts offer medical service to those who are deathly ill and at risk of spreading their disease to others. Bluehearts also offer mercy-killings. Similarly, bluehearts search for and destroy adherents of Unur.
Public Perception:
The Asck is held in the highest esteem by the communities they operate in and the redhearts and bledhearts of the Red-roofed Abode are seen as saintly figures. Bluehearts are feared to some extent, as they are often seen as an omen of death or terrible disease.
Unur (The Hastavik, The Wellspring)
Priests of Unur are known as pain-takers, pain-makers, and (derisively) as pus-heads.
Churchly Organization:
The worship of Unur is largely unorganized. However, the Hastavik is the governing body which oversees the spread and organization of Unur's followers. It is known colloquially as the Wellspring. It organizes the development of new diseases and distributes them throughout their nation of operation.
Membership:
Men and women who accept Unur into their hearts, and are stricken with at least one of his diseases, become priests of Unur.
Dress and Accessories:
Pain-takers and pain-makers are encouraged to wear white robes, which are quickly stained with the excretions of their disease and thus turn a motely green. Pain-takers and pain-makers are to carry a knife with them wherever they go, as well as numerous flasks, bottles, jugs, and other such containers.
Ranks and Roles:
Advancement in the Hastavik is based on how many diseases one carries and how many the diseases have been spread to.
Pain-takers:
Pain-takers are the face of the Wellspring. They wander from city to city, region to region, in search of inflicted and infected. They spread the worship of Unur and his diseases wherever they go. They similarly look for isolated pockets of worship and help them improve their number.
Pain-makers:
Pain-makers devote themselves fully to the creation of new diseases. They often leave the spread of said diseases to pain-takers, however.
Public Perception:
The Hastavik is feared by many. However, those in immense pain can succumb and seek out or beg for the attendance of a pain-taker. For the most part, adherents of Dilara seek out and destroy Wellspring enclaves.
Yildiz (The Bebek, The Grey Garden)
Priests of Yildiz are known as honored lambs and (derisively) as little men.
Churchly Organization:
The Bebek is the governing body which oversees the collection and organization of honored lambs. It is known colloquially as the Grey Garden.
Membership:
Families are required to offer the Grey Garden one of their children. These children, should they survive the trip to the nearest office, become priests of Yildiz.
Dress and Accessories:
The dress of honored lambs is dependent on Yildiz's mood, but always involves the color gold. Yildiz enjoys dressing up her honored lambs in different outfits and thus their dress is rather eclectic.
Ranks and Roles:
One's rank in the Bebek is dependent on how much Yildiz loves you and enjoys your company. There are no real responsibilities in the Grey Garden. One does as Yildiz directs.
Public Perception:
Most adults see the Grey Garden as a tragic place wherein they have to sacrifice a child to. None are too vocal about such, however, due to the importance of Yildiz's worship and satisfaction.
Churchly Constructs and Prayer
Humans offer prayer to the gods at shrines. The gods cannot hear a human's prayer if they do not make it at one of their shrines. Similarly, if humans make an offering to a specific god away from one of their shrines, the offering is invalid and thusly split between all of the gods.
Overkin can only enter and leave the hayat through shrines. As such, the more shrines an area has, the more overkin there will be. Similarly, the fewer shrines an area has, the fewer overkin there will be.
Tempels
Tempels are large complexes wherein the god's adherents live and work, as well as the faithful flock for holiday and worship. Much of the tempel is for human use. The gods cannot hear human prayers if they are made indiscriminately on tempel grounds. Prayer and offerings must be made at a shrine. The smallest tempel complexes can have up to fifteen shrines. Larger tempel complexes can have well over a thousand.
In the Ossryn Empire, the largest tempel to Nergis has ten thousand shrines.
Humans are largely unaware of the fact that the gods can only hear them at shrines. While priests instruct humans that the gods prefer to be prayed to and worshipped at shrines, they do not tell the faithful (or realize themselves) that gods literally cannot hear them away from one of their shrines.
The gods have not told humans that they cannot hear the prayers of man unless if they are made at a shrine because of the implications (of the limitations of godly power) such would suggest.
Shrines
Shrines are fairly static in aesthetic, size, and dimensions. They are built on a five by five block of stone and stand around five feet tall. They are similar in appearance to a mushroom made of stone, albeit skinnier and with harsher angles. Underneath the hood of the "mushroom" are a number of stone-link chains. Attached to the bottom of the stone-link chains are stone plates with a god's inscription. Most shrines will have ten stone plates.
Shrines can be found outside of tempel complexes. Shrines are a common feature of highways and the centers of villages. Shrines can also be found throughout cities and towns outside of tempels. Shrines can also be built in odd places for no apparent reason.
Those shrines found outside of a tempel will most often honor multiple gods. While it is very rare for two gods to be honored at the same tempel, it is very rare for only one god to be honored at a shrine found outside of a tempel. The chains of different gods can be distinguished from one another (outside of a tempel) by the inscription found on the stone plate attached to the chain.
Offering Prayer
Humans must hold and shake the stone-linked chain while making their prayer. If they are too infirm to hold and shake it, the faithful must press the stone plate against their forehead.
Making an Offering
In-front of most shrines will be a brazier for the burning of offerings. In the case of larger offerings such as animals, tempel staff must be involved.
Offerings are made (i.e. burned) after the faithful has touched their intended chain. Specific mention of the quantities and qualities of the offering must be mentioned in their prayer. Deceit will enrage and confuse the gods.
On Human Error:
The gods do not like it when humans offer prayer to other gods at their tempels. However, if the two gods have friendly relations, the god in question may deliver the prayer to the intended god.
Similarly, if a human mistakenly uses the wrong chain (and therefore offers their prayer to the wrong god) at a shrine found outside of a tempel, the mistakenly worshipped god can become very upset. All is dependent on the god's temperament and their relationship with the intended god of worship.
Construction of Shrines
Humans cannot freely construct shrines. Most tempel staff, even senior adherents, do not know how shrines are built. Humans, however, will still construct decorative shrines. These cannot be used to communicate with the gods, however.
Officially, bledhearts of Dilara's Red-roofed Abode are responsible for the maintenance and construction of shrines. Most believe this to be the case. Priests of the various gods, however, recognize this to be false. Bledhearts of Dilara's Red-roofed Abode are not responsible for the maintenance and construction of shrines.
Shrines are largely indestructible. While they appear to be made of stone, scholars have come to realize that they are not stone. Shrines appear overnight. Infrequent repairs are similarly done when men and women do not notice.
Mysterious individuals known as brown-hooded carpenters mark the appearance or repair of a shrine. They are seemingly attached to none of the Ten Pillars of Man and disappear just as suddenly as they appear. Tempels contact the brown-hooded carpenters when they desire a new shrine or repairs to an existing shrine. Such contact takes the form of prayer at an existing shrine.
The brown-hooded carpenters are overkin disguised as humans. Shrines are constructed using materials found in the overworld.
Notable Godkin
Ilkin and Irmak (Serkan)
Ilkin and Irmak are twins. They are godkin born of Serkan. They visit the dreams of faithful and offer them insight onto how to read the patterns and threads of the Blue Tapestry.
Outside of the Patchwork Library, Ilkin and Irmak are looked upon unfavorably by most. They balance the fates of man and ensure that none rise too high. They are the patrons of the seamstresses. Most orders and instructions on how to correct disruptions to the Blue Tapestry come from Ilkin and Irmak.
Bora (Bulut)
Bora is a godkin born of Bulut. Unlike most godkin, he does not reside in the overworld, but rather wanders the hayat in search of Umut's faithful whom he destroys.
Wherever Bora goes, he is venerated as a god himself. However, he shares in his creators disinterest with worship and offers none of his hosts with favor, though his mere presence bestows blessing on man.
Yavuz (Nergis)
Yavuz is a godkin born of Nergis. He visits the dreams of warriors the night before a battle and offers them the strength to overcome impossible odds. Such is in accordance with Serkan's Blue Tapestry.
Almost all followers of Nergis pray that Yavuz will visit them before they go to sleep each night. However, as these prayers are often made away from a shrine, Nergis cannot hear them.
Notable Human Worshippers
Aldwen Twice-Blessed (Bulut)
Aldwen Twice-Blessed was once an adherent of Nergis. He fought many battles for the Ossryn Empire. He was a famous warrior who won Nergis' affection and blessing. However, Aldwen later murdered an Imperial Duke in a rage and thus became a gravewarden as punishment. He took to the task with all his heart and thus earned Bulut's assent and blessing. Aldwen is currently obsessed with the search for and destruction of Alice the Mad.
His is feared far and wide by adherents of Umut.
Patience the Impatient (Aylin)
Patience the Impatient was once an adherent of Serkan. She membered a large Patchwork Library in the Ossryn Empire. She was of the Third Thread and held the rank of Highseer. However, Patience grew mad from the vast knowledge she acquired, but could not change, and succumbed to Aylin's whispers.
She is sought after across all of the Isle. She wreaks much havoc against the Blue Tapestry and leads many librarians and seers away from Serkan.
Alice the Mad (Aylin and Umut)
Alice the Mad was once an adherent of Nergis. She fought many battles for the Ossryn Empire alongside Aldwen in their respective youths. She eventually grew tired of blood and death and left Nergis' ranks. In her solitude, she grew haunted by all those she had slain. She succumbed to Aylin's whispers and sought to undo the death she had wrought. In this vein she turned to Umut and overcame the Final Breath.
She is constantly hunted by the adherents of Bulut and Serkan and has done battle with Aldwen Twice-Blessed numerous times. Having been blessed by three of the gods, however, she is, for all intents and purposes, impossible to kill without divine intervention.
Bonehead (Umut)
Bonehead is an adherent of Umut who has lost all of his or her flesh. Most refer to Bonehead as he, though it is unclear whether such is accurate.
Bonehead is entirely withdrawn from life and merely wanders from place to place. He does not interact with any who come across him, be it in conversation or defense against their attacks. For all intents and purposes, Bonehead is impossible to kill without divine intervention due to his lack of flesh.
Elwood, the Bane of the Brave (Nergis)
Elwood, the Bane of the Brave, is an adherent of Nergis. He won his favor in battle, but eventually grew old and retired from the field. He became a bloodmason and served at a military academy in the Ossryn Empire. Unfortunately, his infirmity saddened and upset those who had once looked up to his memory. He was secretly exiled, and is presumed dead by most. Elwood still lives, however, as a hermit in a far-flung province of the Ossryn Empire.
Notable Humans
Aldous the Loose
Aldous is a human in the Ossryn Empire. He had some skill at the making of handicrafts, which humans would decorate their homes, local shrine, and offer to nearby tempels. He drew the attention of a catlyn, who he married.
The marriage between himself and the catlyn caused a great stir in the hayat as numerous parties misinterpreted what was happening. Following the wedding, Aldous became famous and now has a cult following.
Additional Information
The hayat
The hayat is the home of humanity and other middling creatures such as animals. From time to time, overkin will leave the overworld and visit the hayat for a multitude of reasons.
Appearance:
The hayat is much larger than the overworld. Humanity lives on four massive islands. Each is close to the size of a continent. The island governed by the Ten Pillars of Man is ringed by mountains and is known as the Isle of Man. The Isle of Man is surrounded by an enormous ocean. There is only one port on the Isle of Man. The rest of the Isle of Man is ringed with mountain.
Each of the four islands vary in appearance. Two of the islands are connected by an enormous bridge. The third is reachable by boat. The Isle of Man, however, is too far from the other three for safe travel. Similarly, as the Isle of Man is surrounded by mountains it is nigh impossible for seafarers from the other islands to land on its shores.
Basak (Creation)
Basak governs creation. He and his three brothers created humanity and the hayat. He and his brothers later created the overworld and the gods to govern humanity in their stead.
Basak is the youngest and weakest of the four brothers. While his brothers love him, Basak is immensely paranoid and suspicious of them. As such, he built his own island far away from those of his brothers. Similarly, he ringed it with mountains so that his brothers could not intrude on his island.
While scorned, his brothers still love him and largely discourage the humans and overkin of their islands from visiting or attempting to visit the Isle of Man. Its existence is widely known and whispered of on the other islands, however.
Creation of the Gods
Bulut, Umut, Nergis, Ufuk, Serkan, Aylin, Dilara, Unur, and Yildiz are all godkin born of Basak. Godkin are created when a god separates part of their aspect from their main body. The creation of Bulut, Umut, Nergis, Ufuk, Serkan, Aylin, Dilara, Unur, and Yildiz weakened Basak immensely. The creation of godkin is irreversible, and Basak cannot forcefully control his godkin.
Basak's brothers are unaware of how weak Basak has become.
Advertisement
Raven Hood (and the Cloak of Azrael)
Long ago, in a nightmarish world created by the minds of humans, a war waged between monsters and angels. Once defeated, the monsters were forced to accept terms of surrender, terms that would enslave them forever. Their supposed hero, a hybrid infant of human and gargoyle blood, is sent off into hiding in the world of humans. All is going according to plan until Revan, a once normal 16-year-old begins going through changes he can't explain. His body is painfully morphing into something freakish and grotesque. Adopted by a Catholic Priest with a dark secret, will Father Donovan banish Revan from his Cathedral home? Or accept him as the demon he is? Or... will he kill him?
8 225The War of Spirits
He is known by a few names, the shadow of the moon in the north, and is the west Nukpana. But Nashoba was once just a child in swept up in the throws of beings far more powerful than himself. Follow him on his adventure from hunter, to theif, to assasin, to warrior. He has born many names, but the last may be the death of him.
8 161In the Pursuit of Flowers
An amateur musician, Clint, accidentally summons the Aztec god of music. The god takes a liking to Clint and offers to make a pact with him. Clint accepts and what ensues causes issues with him and the members of his band.
8 72Coils of the Serpent
The job was simple: find out why the barges had stopped coming down the river. Surely a group of war veterans could see to that, and have a few laughs along the way. But why had the baron prevented his own people from investigating? And why did their captain insist they journey covertly? Finding out the truth might cost them everything.
8 234Dungeon Core: Total war
Born in stone deep within the earth, a gemstone stares out into the grassy expanse before them. A cascade of light from a giant crevice above is the only thing that sustains this underground world. Lining the walls of the ravine this dungeon core is delighted to find that there others like them. However with so many competitors in this enclosed eco system it will soon become apparent that there is limited natural resources and room for expansion. And there are those who will believe that for their growth to continue unimpeded there are those who must be, Eliminated. You have seen plenty of dungeon core stories, but what if there were many, and there could only be one? Well that's the question I ask today. So assuming you decide to read this and I decide to write this here are my plans: 1. PvP between Dungeon Cores 2. Take monster suggestions 3. At least 3 major players
8 178Jack's Journey
In Jack's world, humans control only a small piece of land. Pushed by powerful and intelligent monsters, humanity lacks farms and resources. Living in the world where might makes right, humanity can only rely on accumulations of their ancestors to survive. Humanity is not a very successful race. Jack is only a son of a farmer. He waits for a military conscription, to fight on the frontier. Jack doesn't have great dreams, he just wants to be strong enough to defend himself. He doesn't know the humanity is currently on the brink of extinction and everyone’s lives are going to soon change diametrically, as the civilization is crumbling apart. WARNING: Not all tags are relevant from the beginning of the story. (Antihero, Post-Apocalyptic)
8 235