Through her grace, this day...is your last day. Urchin, charlatan, prince or general; it matters not on this..hallowed ground. In the name of the Ten true, let weakness burn away in her light. Let trembling hands be steeled by her touch. Let the throats of men moaning trepidation deafen to her call. Let your fears die, and all that you once were pass on with it. You are called to a higher purpose. You are a blade in the fog finding liberation in oppressive mists. You are a conduit for the dead; a brazier for the living.
Yours is the darkest of tasks to bear, oh wardens of taint. You are the breaker of beasts.
Extend your hand, and may our Goddess Minerva, by her infinite power, accept your oath of blood and burden.
Yours is the darkest of tasks to bear, oh wardens of taint. You are the breaker of beasts.
Extend your hand, and may our Goddess Minerva, by her infinite power, accept your oath of blood and burden.
Setting: The year is 39 in the Age of Owls. The Order of Vigilance, bound in blood to protect all of Vicelles from the abominations of the Fog, have conscripted its newest recruits under the protection of their ward, Elias Black. For over two eras these pervasive, toxic, mists have obscured most of the vast Vicellan woods cursing and poisoning whatever may be lost to the ever undulating murk.
The abominations, dogged in their seizure of land and resources, are only one of many threats to the realm. The myriad of noble houses occupying the various Vicellan holds feud perpetually over claims of birth-right, scarcity, and territory. Whispers of war spread even farther than the mist.
Ever elusive to the musings of farmers and kings alike is the origin of the Fog, and how exactly it may be halted. Secrets, conspiracies, oaths, blood and fog await the damned souls of Fort Stag.
Authored by Miriam Foster
Referred to also, as the Common Calendar the Marcellian Calendar is a unit of measuring time developed primarily for Carthus. However, after the War of Splitting Branches, with a far more expansive global trade system the calendar and its months have become the norm for a number of societies throughout Ithea.
Frostmist: The first month of the year. Characterized by the beginnings of consistently colder climates in most of Carthus and throughout the Dales. (45 days long)
Verestas: Named after the embodiment of death, Veruun. Verestas denotes the first snow falls and the dying of plant life throughout many parts of Ithea. This month is the longest month in the year. (63 days long)
Harbormarch: This month marks the end of Veruun’s influence over the lands of Ithea. Harbormarch is called such because it is during this month that most major waterways begin thawing out. (45 days long)
Springtide: The middle month. Springtide is the return of life to Ithea, and with it the start of productive agricultural routines. (43 days long)
Reistas: Reistas much like Springtide is a month characterized by growth and a welcoming of the summer months. Reistas’ rise in temperature often brings about heavy precipitation. (42 days long)
Summerhill: Summerhill, as the name suggests, is the only summer month in the year. (40 days long)
Cristulas: Cristulas represents the transition from summer into fall, and is the shortest month in the year. Cristulas has moderately warm temperatures, and is the optimal harvest season for much of the produce in Ithea. (38 days long)
Monday
Fielday
Wineday
Vairday
Freeday
Stoneday
Solday
Fielday
Wineday
Vairday
Freeday
Stoneday
Solday
“Oft the subject of handmaiden’s tales to young Vicellan nobles my kind have been relegated to mere fantasy and myth. Yet beyond the fog do we lurk- same as any beast, I suppose. Vicelles is not yours alone. Those who have arisen in the glimmer of nightfall lay claim to your forests, your homes, and your person.” -- cited by anonymous author Memoir of the Tainted
An arisen (known locally as night-stalkers or nightkin) is the product of a mortal having submitted to blood lust symptomatic of the night sickness. The months following their transformation, these arisen develop a level of agility, strength, and endurance far more substantial to that of normal mortals. This is at the consequence of an incredible sensitivity to light, and extreme reactions to sunlight. Along with this, the sickness requires its victim to feed on the blood of mortals. Preference seems to be given to, sentient mortals, for unknown reason. Failure to meet this need produces fog poisoned nightkin, and with it the loss of sentience and sanity.
Arisen do not age in the traditional sense, and because they remain exclusive to Vicelles’ forests there is little research regarding their life cycle. Even still, arisen are not immortal. They are regarded as an incredible threat throughout Vicelles, and thus oft take up hiding in small communities on the outskirts of civilization. For fear of infiltration by an officer of the Order of Vigilance broods often require outsiders to first have a contact within the community. In practice this means that arisen transformed by a random attacker are usually ostracized and forced to brave the forests alone.
It is unknown where nightkin might originate, but like other creatures they are assumed to have come alongside the fogs that plague Vicelles.
"Beware the hushed cries that play on the winds. It is not a cry for help, but a warning. Her blood tears mark her territory. Once you've heard the her harrowing scream it is oft too late.--Miriam Foster--Compendium Obscura
It is more common to hear of banshees in handmaiden's tales than to actually encounter one. They dwell where the fogs are heaviest most likely because they prefer to be alone. Their emaciated husks make them appear weak, but they are incredibly powerful. They move along the wind with their screams being the only sign of their presence. Their wails have been known to pierce the ears to the point of drawing blood. With elongated digits and sharp teeth that have ripped apart pieces of their jaw- most encounters tend to be fatal. This includes even the strongest of the Order.
"Occasionally, when the harvest is at its most plentiful do these creatures stumble ravenously from the wood. With inflamed and tumorous sores bloating their stomachs like a woman with child these monstrosities are often reduced to a pathetic shamble. Regardless, their hunger knows no limits and they will feast on anything they manage to catch.--Miriam Foster Compendium Obscura
Upon feasting on the meat of a fever stag the feaster's stomach begins to rot and corrupt from the tainted meat. In the early stages of the affliction fever and explosive stool are common. Large cysts appear on the torso, and within a few days expand forming a larger tumor on the stomach. As the bloating continues it becomes difficult for the victim to keep down foods and bile frequently spills from their mouth. The flesh can rot, and becomes weak and easy to tear. The feet often become gangrenous from prolonged exposure from weakened flesh.
In the final stages of the infection the victim is plagued by hallucinations and an intense burning sensation throughout the body. The fever begins to destroy the mind, and soon only the most basic mental faculties are kept undamaged. Bloats ooze wretched smelling pus from their orifices, and clamor for anything they can eat. They prioritize meat, but will not prey on most fog-poisoned creatures and fauna. Some victims are kidnapped by the Crows of North Marsh and intentionally transformed into Bloats for the purpose of rituals.
A powerful coven of mutilated witches corrupted and twisted by the blood magic that feeds their power. Rather than serve a divine or otherworldly entity the Crows of the North Fens draw their power from the fog itself. Unlike most witches, the Crows are physically altered by their ritual. It is speculated that this is because the ritual is forced unto an individual as opposed to a consensual rite. The Crows have a connection to the tainted wildlife of the forests. They may use them for surveillance or protection. The Crow Witches kidnap people (more often those who are feminine), and perform a ritual wherein the victim is force-fed one of these tainted poultry. Upon ingestion of the sickly meat and blood, an ancient Ellvaani incantation is uttered. The victim is corrupted within hours, but upon transformation is gifted with incredible cultivation magic.
“In the heart of the forest do they shamble without cause or conviction. Nay, they are little more than manifestations of the twisted oak that weeds its way through the fog. Lost men whose intrepid curiosity robbed them of their flesh.”--Miriam Foster Compendium Obscura
The Hollow Men are husk like creatures that aimlessly wander the fog-heavy forests of Vicelles. Though the arcane research that explores these creatures is limited, there exists a wide consensus among arcanists that the hollow men suffer an ancient curse. The stories of travelers bound by magic to the trees of the forest are commonplace in much of Vicelles.
What little is known of the affliction is that spores seem to lull careless travelers into a state of euphoria. From here, vivid hallucinations plague the victim and entice them to wander the forest with little regard for their own safety. Continued exposure to these spores inflict a hex curse on the victim. The transformation is believed to be quite painful as the shoulders bloat like tumors until they engulf the neck and chin. Before long the face becomes sunken and disfigured, and the breastplate is compressed. Once the hex has ravaged the body enough the head is so disfigured, and the upper body so swollen, that the face appears sunken into the chest.
"Vicelles is the colder distant sister of the other great countries inhabiting Carthus. While the state is comprised mostly of humans the dark soils and ever-present wandering moonlight beckon much stranger bedfellows. The noble houses of the land are in constant turmoil with perpetual feuding over birthrights as constant as the mists that bathe every village and city of the country. The aforementioned noble families remain loosely bonded in solidarity only for the wondrously dreadful abominations of the fog.” -- cited from Professor Copernicus Plumbottom-- The Essential Ithean Atlas
Astoria is one of four nations in Carthus. Highlighted in red on the political map, Astoria is ruled by one major house. House Chamberhill currently holds the throne with little in the way of political opposition from minor houses throughout Astoria.
There are a myriad of religions scattered throughout Ithea. Below is a compendium of some of the most prominent.
The Ten Divines Faith is the religion that dominates most humanistic cultures throughout Ithea. The Ten Divines are each an embodiment of specific virtues, and often are worshipped in that specific context. A farmer might pray to the Goddess of rain and fertility, for example. These deities have their own respective temples dotting across Ithea, and have priests and paladins whom serve them.
One of the ten divines can be chosen as a patron. In doing so, the faithful promises to live their life according to the texts and values ordained by their patron God. Successfully living one's life by those virtues will grant them access to their patron's realm in the afterlife. A failure to live up to these virtues will instead send the dead to a corrupted realm designed specifically by their patron as punishment.
One of the ten divines can be chosen as a patron. In doing so, the faithful promises to live their life according to the texts and values ordained by their patron God. Successfully living one's life by those virtues will grant them access to their patron's realm in the afterlife. A failure to live up to these virtues will instead send the dead to a corrupted realm designed specifically by their patron as punishment.
- Reias: Mother of Birth and Soil- goddess of Soil, Fertility, Nature and Rain.
- Minerva: Mistress of Magic- goddess of Magic, Arcane Knowledge, Balance, and Foresight.
- Clarus: The One Who Sees- god of Fate, Destiny, Divination
- Veruun: Guardian of the Deep- god of Death, Darkness, Murder, and the Underworld.
- Cristo: Lord of Light and Strength- god of the Sun, Light, Strength, and Healing.
- Merrin: Minister of Reason- god of Peace, Reason and Serenity.
- Therest: Hand of the People- god of Prosperity.
- Armond: Master of Coin- god of Trade, Opulence, Coin and Commerce
- Niverus: Lady of the Hunt- goddess of Hunting, Obsession, and Debt
- Quirinus: Champion of Valor- god of Chivalry, Justice, Honor, War, Daring, and Valor.
The Old Gods, or Elder Mages, are revered by high-elves. They were a class of ancient mages that could bend and shape Ithea to their will. So great was their power that they were deemed gods by the non-mages they ruled over. However, the Fallen Elves (believed to be ancestors of dark elves), betrayed their high-elven masters and stole their power. This betrayal was what spread magic to Ithea and every other species. The religion dictates that magic is inherent only to elves, and that eventually other species will once again lose the ability to harness it. The Elder Mages each represent one of the magic foci (or a specific aspect of a foci), given that adjuration magic is outlawed in Ellvenaan there is no mage to represent adjuration.
- Maa'thalo: Cultivation Magic- god of Nature and Keeper of the Wood Elves
- O'gaana: Rend Magic- goddess of Madness and the Cosmos
- Tritheus: Constitution Magic- god of Life and Death
- Vaa'ti: Blood Magic- god of Sacrifice
- Mai'ven- Apparition Magic- goddess of Secrets and Intangibility
- Daerune- Ruination Magic- god of Power and Wisdom
- Aa'reith- Divination Magic- first Ascended and goddess of Righteousness
The fallen elves, deemed "lesser mages" by high-elven religious texts, were a group that rose up against the Elder Mages. The religious texts often cite Maa'thalo, naive in his trust and inability to quash rebellious thought, as a major cause of the spreading of magic. However, the dark elves revere the "fallen" as champions against tyranny. They have been a symbol of dark elven oppression for ages. Each of the four represents an aspect of revolution and rebellion.
- Raanidus: Champion of Blood and the Military
- Indemma: Champion of Tomes and Negotiation
- Carmista: Champion of Lies and Subterfuge
- Quenyus: Champion of Home and Community
The Wood Elves recognize the Elven Deities as 'The Old Ones' a powerful group of mages that drew too much on the magic that Ithea provided them. For Wood Elves, magic comes from the fauna of Ithea. Where the Old Ones lost their way, and their power, is in ignoring Maa'thalo's warnings of drawing on too much power. By imposing their will on Ithea and her people's the Old Ones were their own demise. Their warfare with the dark elves caused the lands of Ithea to split and drift to take shapes as the continents they are now.
While they respect the Old Ones for their power, these mages serve as a warning to any who might try to gain power. There are no deities to the wood elves; only Ithea herself. Attempting to manipulate Ithea to one's own ends is folly.
While they respect the Old Ones for their power, these mages serve as a warning to any who might try to gain power. There are no deities to the wood elves; only Ithea herself. Attempting to manipulate Ithea to one's own ends is folly.
To the southern most parts of High Mist, where the sand is soaked in crimson, there are whispers of a faceless and ethereal creature who feasts on weakness and the obedience of its prey. The Dread God is not a God to be worshiped; instead it calls upon those it torments for sacrifices. The tiefling religion is a misotheistic one, where doctrine dictates that followers must reject the Dread One's influence over Ithea. Magic and its taint are a blight upon the world, and tools of the Dread God. Still magic can be used sparingly, and out of necessity, but a cleansing process is should always follow such excursions into the dread. By refusing to give in to the temptations of the Dread God and foregoing worship one can negate some of its power.
The Wayward are a monastic order with religious and executive authority throughout the Pillar Cities. All mages in the Pillar Cities of High Mist are to become monastic priests. Tieflings who come of age are required to journey on a pilgrimage through the Blightlands desert where they are tested by priests. The priests are capable monks. Even still it is typically Wayward Justicars, some of the most capable warriors in all of Ithea, who work as enforcers. Some justicar are sent around the world to retrieve high-level tieflings (especially mages) who escape the Pillar Cities out of fear of persecution. Justicar are also tasked with escorting tieflings on their pilgrimage, but the trek can still prove perilous.
Created during the "War of Splitting Branches" to deter Elven assassins. Erasure Wards are commonplace throughout Carthus and in High Mist. Erasure Wards are magically encrypted glyphs that absorb magic and outright dampen spells based on a tiered potency system.
There are three tiers (I,II, III) of magic spell classifications and as such the Erasure Wards have three tiers. Each tier can only dampen spells of the corresponding tier. As it stands now Erasure Wards have a canceling effect if placed too close together. Mages can feel a force pulling on them whenever in the presence of one of these words.
A particularly odious substance obtained from the body of a Bloat. Mixed with throw-up and pus the bile is typically used for poisons and for torture. The smell can also attract other creatures from the fog.
A common plant throughout Vicelles that is used most commonly by peasantry for the purposes of mitigating blood loss. Crimson golds, much like leeches, will feed on the blood upon contact. However, leeches not tainted by the fog are a much more expensive investment than the crimson gold. Since herbalists can control the growth cycle and location for these plants crimson golds can be used more widely. It is believed that leeches are more effective especially when it comes to ridding the body of toxins.
Crow feathers are a prolific ingredient used in a number of incantations, rituals, and alchemist's potions. Improved vision, summoning spells, clairvoyant rituals, and other powerful magics require these feathers.
Grown in the forests of Valenndale Deeproot works as incredibly potent disinfectant and anti-bacterial cleansing agent. It is used most commonly throughout the Elven Kingdom as well as the Union. Deeproot serum is often recognized as a foreign entity by the body and thus quickly attacked in an attempt by said body to balance its humors. It works well in cleansing cuts and when applied to infections.
Typically found in the drier regions of Penault, Marron Grass is a dense long-grass typically used socially (at least in Penault) as a means of offering friendship or partnership, and can be used as a decorative piece for flower arrangements. The thick grass symbolizes a strong connection between two or more people. In most other places around the world it is seen as a petty and insulting gift. It also tastes quite bitter. It is considered an important ingredient in any alchemist poultice that enhances defenses against cuts.
Nightshade berries are a fairly common commodity in Carthus. Named for growing in the shaded areas under trees these barries have a number of useful applications. They typically help with easing inflammation and headaches, but can be used in potions for varied affects. They are a common ingredient in stealth-based potions.
A common plant found throughout Vicelles' woods that can cause rashes for most races other than Elves. Puke Weed contains a potent essence for healing potions, but if ingested in large quantities can cause a rash in the throat that could cause fatal swelling. It is said that the rash can save men from being transformed into hallow men.
A common herbal serum ingested to alleviate pain, and minor illness. Witch Hazel is common in more areas of the world, particularly in Carthus.