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8 yrs ago
Current "Þæs ofereode, þisses swa mæg." - Deor.
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10 yrs ago
"Point me out the happy man and I will point you out either egotism, selfishness, evil - or else an absolute ignorance."
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Hwær cwom mearg? Hwær cwom mago?
Hwær cwom maþþumgyfa?
Hwær cwom symbla gesetu?
Hwær sindon seledreamas?
Eala beorht bune!
Eala byrnwiga!
Eala þeodnes þrym!
Hu seo þrag gewat,
genap under nihthelm,
swa heo no wære.

Most Recent Posts

Use them for pretty much anything you want, I'd rather the corrupted abbey was a small one though (So more like a chapel than a full on abbey) They tend to be pretty inept at actually locating the heresy, its only when they've found it they are actually good at what they're doing. Most don't have a clue on how to find it, with only the members who live in the larger abbeys actually having methods to properly seek out heresy, The rest just sort of hope for a proper catch. Its more fear than effectiveness that does their work.
In short, sure, as long as the Abbey wasn't very big or anything so the skilled ones weren't there.
The Argutus grinned slightly upon hearing the words "such fools". He enjoyed watching religion get put down by an exogen, it refreshing to know that it was not only they who saw religion as an obstacle and as something illogical "In that case they are being deceived are they not? And all those who deceive have an ulterior motive, oft one which will cause enslavement, death or some other benefit to the deceiver and detriment to the deceived. In short, it could be either, or both, depending on the deceiver. Regardless, its an elaborate confidence trick, and those so conned are either illogical, foolish or gullible. Of course, the masses are always gullible" He shot a glance to the Equestrians as he said that "And there is almost always a cost that will cripple the deceived and may, as you say, lead to their eventual destruction. Exogens are never simple matters, and their culture is often so clumped with religion they can spend centuries cutting it back out. Religion leads to wars like the human common sense war, regardless of whether the being is real or not, and that can bring about extinction events. In other cases, such as the Equestrians, it leads to advancement, but as we have seen the war like tendency holds true. We conclude that all religious roads, whether the 'god' be real or fictional, come to ruin"
Yeah, you can't exactly trust a guy who gets what he wants regardless of whether he betrays you or not. He just wants change, the further reaching the better
NewSun said
Unless someone changes something so much that there is then nothing left to change. OOOOOO.


Well, he can always try and change it back :p He doesn't really care if its going forwards or backwards, just as he doesn't care if its good or bad. Its like his realm, he's created and destroyed places over and over again because he enjoys the change. He finds much more satisfaction in the mortals, specifically when he gives the tools to someone and lets them go mad, just to see what changes.
I might make one of his artifacts a paintbrush which allows the holder to change things by "painting" over them (Because abstract artifacts are fun... Hehe

Edit: I think he would get along with her too, because its a massive change. The problem is indeed his ambiguity. He just doesn't give a crap as long as something happens xD

Edit: I see him as the character who would help the other princes complete their plans, then try to fuck it all up for the sake of change, its the same with the slaves, I never said he's let them be slaves forever after that, and he could have a lot of fun setting it up so the slaves got away or died after the fact.
Orfai versus Nat, haha. They are literally the opposite. Orfai embodies Secrets, Change and often Chaos, while Nat embodies Knowledge, Stagnation and Order. They will not get along one, tiny little bit will they? One eternal conflict coming up...

Other than the God of Order and maybe the God of Law, I think Orfai would get along with pretty much anyone. He mainly wants to change things, and since almost anything the gods do will cause change he isn't really bothered by who or what he helps as long as something changes. You enslaved someone? You just changed the lives of them, their family, their friends, the Guards, the search parties who will look for them. Hurray! You want to spread undeath across the world? Woah, that's a big change, hurray! You want to take what everyone else has? This could be massive, hurray! He's pretty much content no matter what happens as long as something happens xD
The Order of the Aether

The order of the Aether is a religious militant faction that is prevalent in the Shattered Kingdom and the Shattered west. They are well known for their strong distrust of magic and their over zealous responses to bad fortune, often jumping to the conclusion that it is black magic and starting a witch hunt for the 'Agent of Ruin' responsible for the act.

The Order of the Aether operates from its Abbeys, which exist in several cities and towns, the most notable of which being Crofton. The Abbeys include a sermon hall, an interrogation room, a meeting room, a "Black Library" in which captured "Dark Artifacts" are stored. Some of these are genuinely black magic artifacts and there are a large number of Stone Charms, but much of it is standard magic equipment which the Templars have captured and locked away.

There are several branches of the Order of the Aether. The first is the Artificers, who are responsible for creating the equipment used by the Order. This equipment is covered in markings which supposedly protect from "Black Magic". While this claim may seem suspect at first, some wizards do believe that the markings convey an enchantment upon the objects, making the wearer more resistant to magical attacks, ironically meaning that the order is using magic its self.

The second branch is the Laymen and Priests. They preach sermons upon the dangers of magic and the Princes of Ruin. These sermons spread paranoia, and teach that people must be as pure and pious as possible to avoid being taken by the Princes. As a result, many areas under the influence of the Order have reached technological stagnation, and new technologies are routinely deemed heretical by the orders priests. People are taught to report each other for any signs of influence by the Princes of Ruin, and the accused are dragged from their homes by the Templars and tortured until they confess their crimes and are executed as a result. They always confess. The Templars always find the guilt they seek, even in the innocent. Some people report on opponents to remove them.

The final branch are the Templars of the Order. They hunt down magic users, Heretics, Dari Artifacts and nearly anything or anyone involved with a prince of ruin or magic in any way. Once they have found their supposed heretics, they 'Redeem' them by getting a confession and killing them. They are experts at extracting confessions, even from the innocents. Armed with a sword and a crossbow and armoured in gold armour covered in sacred symbols and patterns, and wearing a menacing golden mask. The Templars beliefs may be laughable and their hypocrisy obvious, but that makes them no less skilled at their task.

Each Abbey is run by a Master, and their overall leader is the Grandmaster who resides in Aether Abbey in Crofton. Each abbey has its own artificers and templars, and many are considered fortresses in their own right. Due to their beliefs, they are the natural enemies of all the princes of ruin and their servants, the Zaandi, and all other magic users and associates. Luckily, their influence outside the shattered kingdom is minimal, and even within the shattered kingdom they often come into conflict with city guardsmen, who mostly regards them as dangerous insane zealots, and the guardsmen often try to impede the activities of the Order where possible, sometimes directly attacking or arresting them.

Ten Commandments of the Order of the Aether

1: Be pure in heart first, be wise second, for what value is the man without faith? A clever heretic is still a heretic first and foremost.
2: Restrict your lust, for that is the path to ruin. Save your passion for your wife, whatever wanton woman has caught your eye is an agent of ruin, trying to lead you astray. What is the value of consorting with a prostitute? What is the value of the company of a fickle lover? They are worthless.
3: Control your thoughts, for through a devious mind can enter the forces of ruin. Likewise, an open mind is like a house with its doors unlocked, and in shall seep ruin. Leave no place for the schemes of the princes of ruin, and instead occupy your mind with the prayers against witchcraft and ruin.
4: Your brothers are an extension of yourself. Does the sane man attack his own arm? He does not, and so neither must you. As such, you must never raise a hand against a brother.
5: Pain is temporary, Honour is forever, and so you must never betray your brothers nor your faith, no matter the torment.
6: Teach the heretics and you make them but clever devils. Is a clever devil not worse? Instead, purge them from the world that they might see their errors from the next
7: Faith without deeds is worthless. What value is a man, should he refuse to work? Act on your faith or forever turn your back on your brothers.
8: Cowards die in shame, and so you must never retreat and never surrender. Remember, dear brother, that none have died in service have died in vain
9: Greed is a trap, a trick to lure your to the path of ruin. Watch for the objects that, though shiny and pleasing to the eye, bring only sorrow to their owner. Rather, deny yourself pleasure and luxuries, and instead wait patiently, for your reward shall be great.
10: Blessed is the man who can overcome his doubt, for doubt leads to ruin. Instead, be sure and certain in all your actions, and leave no space for uncertainty in your soul and mind
The Argutus listened to the Makudan speak "We have often thought so, Parem Habui, religion is an obstacle. It is, seemingly, a vital first step in a nations formation, but slowly becomes irrelevant. Oddly, many nations do not see this, and some even fully embrace it" He glanced to the Equestrians, then back "As you say, it is comparable to mental imperfection. It would be funny if it were not so tragic. How can one bear the weight, I wonder. How can one advance when their 'religion' teaches stagnation? Is there ever a mention in anyone holy book of technological advancement? Never, they always say that the god has provided all that is necessary, thus rendering technological advancement obsolete. Not to mention the inevitable split of beliefs and conflicts of interests arising from it. Religion is a horrible idea, and we pity those who are attached to it."
Crofton

Crofton is a medium sized city of men that is carved into the great mountain known as Croft Mountain, supposedly named after the Croft family, who were an aristocratic family who brought the land and built the now derelict and supposedly haunted Croft Manor. The original name of the city was once literally On Croft, but mutated to Croft-On over time and eventually became Crofton. It lies on the far west of Anadara, Mt Croft being part of the mountain range in the northern parts of the shattered west, and is a proud mining city, drawing minerals from the rich deposits of Gold and rare gems in the mountainside. These deposits have made it prosperous, but if the gold ran out then the cities economy would quickly decay and Crofton would become a shadow of its former self
Crofton is also the origin point of many of the Stone Charms. Often having the mark of Orfai carved into them, there is a fair market for them among the more superstitious of the lower class who purchase them in the hopes that it will bring a change to improve their lives. Its a gamble, however, for while some genuinely benefit, there are more owners who face changes for the worst, some who die and some which do nothing at all or make so little a change its near impossible to notice. They are known to be used by some Travellers, again with varying results, and are sometimes exported from Crofton due to them being cheap to make from the mountain stone, and sold to the poor around the shattered west
Five years ago, a famine struck the town as the crops mysteriously withered and died over night. The Order of the Aether, in their usual zealous manner, claimed that a witch, acting as an agent of the Princes of Ruin, must have placed a curse on them. This began a witch hunt, and may old widowed women were killed out of fear. The witch hujt lasted fifteen days and nights, before the City Guards finally put a stop to it on the orders of William the Vast.
Its current ruler, William the Vast, is a massive mountain of a man who, despite his appearance, is fair and just to his subjects. He rules from the towns Keep, built within the mountain with an elaborate entrance hall. The famine claimed his wife, it is just him and his daughter now.
The Coat of Arms for Crofton is a mountain with two crossed pick axes overlain on it on a backdrop of golden yeloe This appears on the shields of the towns guard and army. Croftons national colour is golden yellow and its people are highly superstitious and fearful of magic. As such, magic is shunned in Crofton, and the Order of the Aether have set up an Abbey here, feeding off the peoples fear. Croftons reputation among magic users has suffered from both its anti magic stance and the activities of the Order of the Aether, and as a result the city has a lack of magical practices, ironically weakening its defense against the more malevolent magic users it fears so much.
"While it is true that Orfai is the Keeper of Secrets and the Captain at the Helm of Change, not all secrets are good and endless change is Chaos" - Neville Seymore, Templar of the Order of the Aether

The Prince
Name: Orfai, The Distorted One, The Eternal, Keeper of Secrets, Prince Of Change, The Lord of Meta, Prince of Chaos

Domain: Secrets and Change. He is sometimes also considered to be the Prince of Chaos because of his domain of Change.

Description: Orfai, being the prince of change, appears in many different forms. In fact, sometimes he appears as a formless void or even changes through multiple forms right in front of others. This had led to him being almost impossible to depict by mortals, so he is often instead indicated by his mark, which is perhaps the only uniform thing about him.



His mark is sometimes emblazoned on lucky charms by the Men of Crofton, a settlement carved into the stone of a mountain in the far West of Anadara, as it is said that his Mark can bring about drastic change. As such, many poor people spend their few coins buying these charms, hoping that it will change their lives for the better. Sometimes it does, sometimes it does nothing and sometimes it leads to their deaths.
He acts mostly neutral to those he encounters and mostly does things because he wants to see the change that will result from it. He gifts great powers and artifacts to a select few just to see what they will change using them. Sometimes, he even changes people into powerful monsters and demons. This has led to some powerhungry individuals and cults making disgusting sacrifices in his name in an attempt to make him appear, hoping they will be able to benefit from these gifts. Most of what Orfai does is simply to see a reaction. He is neither good nor evil, for all his domains also have a brighter side that he also exercises, but is considered evil by many mortals simply because he would bring chaos to the world
While his presence may not be obvious, he is often responsible, in some way, for changes to the mortal world. Whether it be the fall of a nation, an important new invention or the death of a prominent mortal, Orfai is usually mixed up in there somewhere. His powers are often not on display for mortals to see, as he is not interested in conquering the world, only creating endless change. At some times, however, they are displayed in horrible ways. A long time ago, maybe too long for the mortals to remember exactly how it happened, a great trade city known as Iriwall was razed. Orfai sent his demons to completely destroy the city, and they arrived en masse from Meta and slaughtered everyone inside the city, bringing down it's great towers and destroying all the goods in it's massive warehouses. Orfai then recalled his armies and watched as the economy of many, many nations suffered. Great businesses losing billions in coin and making grand cut backs to cover it. Millions losing their jobs and starving, old and well established family businesses collapsing and nations declaring sudden wars and sending their knights to kill one another in an attempt to save their crumbling economies. Such change, what a glorious year for Orfai that was! And a great secret to be hidden from the mortal world, chaos and discord... It was in that year that more individuals with gifted powers by the joyous Orfai than ever before and ever since.

The Realm
Name: Meta
Description: Meta is a vast expanse of ever changing locations, confusing and odd. It consists of various 'Areas' due to Orfai's constant insistance on changing his realm by adding more and more layers to it or completely changing that which he has already built. These area's are their own self contained 'bubbles' floating in Orfai's void. They are constantly changed, and many are added and removed on Orfai's whim

The First is called Labyrinthian, a massive ever changing circular maze around a mansion that was, according to legend, torn from the mortal plain by a witches magic and tossed to the void until Orfai found it floating between the space between plains and took it too his own. It is said the souls of it's former inhabitants still roam the mansion and maze, master and servant alike trapped forever. The portal to the second area is found in the attic of the mansion, but getting there through the decaying structure is a nightmare. In addition to the supposed souls, the maze has men who were driven insane by their inability to escape it. Many a would be hero has become trapped here and driven mad

The second is a collection of large islands, called Dremga (Peaceful World), filled with lush fields, forests and with rivers of Dark Blue flowing the land, cutting vallies under beautifully cut stone bridges. Villages dot the land scape, filled with the souls of the loyal servants who Orfai saw fit to reward in death. By Mortal Standards, it is beautiful and is home to the more peaceful souls who served Orfai. The portal to the next area lies upon a small island off the north of the isles.

The third is called Danikga (Doomed World). It is a mirror image of the first, but instead of water there is blood, the forests are eternally burning and the dotted villages are filled with demonic creatures and Atronachs instead. Corpses are pinned to the rocks and swing from the bridges, and the seas are filled with Sturling pirates who fight constant wars, with shifting alliances and constant chaos. Ogres stalk the land, beating anyone or anything they come across into non existance with their powerful fists. The portal to the next part of Orfai's realm lies in the same place, but getting there is infinitely harder due to the Blood Drinkers. A blasted hellscape, it is home not just to demons but to the souls of the sick and twisted individuals who once served Orfai, or those who crossed Orfai and learnt that the Prince of Chaos harbours long grudges.

The fourth is a place known as the Sanctum of Secrets. Oddly carved, winding passages of stone fill it, with bridges over pits covered with a mist so that the bottom is invisible and whatever lurks can remain a secret. Inside is locked all kinds of secrets that mortals have prayed to be 'Shadow Marked'. Once a secret is shadow marked, the Prince of Secrets ensures that it shall not be discovered. This has made many a man beg his favour, but he is selective about which secrets he accepts, and there is almost always a price. The Sanctum is ever changing as more secrets are added, new chambers created for them, as the hallways shift to provide different routes and objects defy the laws of physics. There are a great many secrets kept here, some sad, some joyful, some wonderful and some completely mundane. Maybe the saddest is the Pale Girl, a ten year old child who once prayed to Orfai to Shadow Mark her so that she could not be found in a game of hide and seek. She wonders the chambers now, searching for the exit that she can never find. The world will never know of the young girl who accidently entombed herself, Orfai reveling in the changes. The towns search, her parents mad from grief after their childs unexplained disappearance, her brothers eventual suicide and the incidents eventual passage into myth and legend, and tale used to frighten children and shared as Ghost stories about the haunted woods. The Keepers roam the Sanctum, ensuring that the locked knowledge will remain forever locked

The portal from the Sanctum of Secrets leads to a place known simply as Orfai's Void. A chaotic arrangement of random pieces from the mortal world, often unique for each entrant. It is infinite and chaotic, with seemingly no rules. In some places, things float freely, in other places the force of gravity is so great that anyone who enters is crushed against whatever surface they are standing on. There is no set path, the piece are randomly floating and one has to leap between the platforms, and failure meaning an eternal fall unless Orfai or a Void Walker rescues the falling being. There are few demons here, save for the Void Walkers, but the place is nonetheless a dangerous obsticle. It serves are Orfai's 'playground', where he tests his newest idea's and creations to be applied to his realm or released upon the mortals. Although they can rarely be seen, and never at the same time, there are massive black spheres floating somewhere in the endless expanse of the void. These sphere's contain the area's. At the center of the Void, is the final set piece, the Seat of Orfai... the Shifting Spires

The Shifting Spires, true to their name, are constantly shifting and realigning themselves. The spires are apart from one another, with an endless fall into the void, criss-crossed by large bridges which change constantly. Navigating the labyrinth of changing passages, or even finding your way back to where you were before, is a grand task. This is made even more difficult by the roaming demon guards, protecting their masters inner sanctum with zeal

Denizens:

Being the Prince of Change and Secrets, his worshippers and demons come from all walks of life. Murderers seeking to get away with their crime by 'Shadow Marking' the kills, Grumbling men wishing to bring around a change of system or government in a nation, jealous men wishing for the failure of a marriage... all these and more attempt to strike deals with Orfai

Void Walkers: "She took my hand and suddenly I could walk on the air, we walked for what must have been seconds before arriving at a floating island, and there she opened a portal back to the mortal plain, it's all true I swear!" - Quoted from a supposed mad man in a lunatic asylum
The Void Walkers are, despite being demons, kind and helpful. They rarely, if ever, leave Orfai's void. They are generally considered harmless and, in fact, often helpful... but should one provoke them, they have control over the void, and will often use this to send the subject of their annoyance hurtling into the abyss. They appear as young women with pure white hair and black eyes, giving them a somewhat disconcerting appearance

The Pale Girl: The Pale Girl is the Ghost of a Ten year old Girl, Lily, who accidently locked herself away in the Sanctum of Secrets. Fearful and Alone, the Pale Girl may seem harmless, but when she screams she sends out a powerful blast that can send people back with such force that grown men can be knocked unconscius or even killed by the impact.

Struling: "Our caravan was ambushed by some Sturlings on the way through the pass. The men fought them off, but... they flew off with the children" - Violetta Suri, Gypsy
The Strulings are small winged demons who stand a little over four foot. They have red skin and green eyes with claws and sharp, jagged teeth. They use their wings for short flights, and often use their claws and teeth to assault their opponents in addition to any other weapons they have grabbed. They can speak only in hisses, but Orfai understands what they say, and they can act as scouts in the mortal realm.

Changelings: "Beware the changeling, for they may take any form. Look for Orfai's mark, the Changelings will always have it somewhere upon their bodies." - A preaching from a priest
The Changelings, as their name suggests, are able to change their form. They serve Orfai in many different ways, such as acting as assassins or gaurdian angels, bringing people together or providing more promiscious behavoir to drive a wedge between mortal relationships on Orfai's command. Some even lead full lives among the mortals, serving Orfai in secrecy

Orge: "Damned Ogre's, we lost six good men taking one out. Six!" - A City Watch Officer
The Ogres were created by Orfai to spread Chaos, thus forcing a change in mortal hunters behavoir. They were seeded into the Mortal world, and it is said Orfai did so simply to menace the mortals for his own amusement. They have scaly green skin with small red eyes and stand at around 8 foot. They are extremely heavy and strong but also incredibly stupid. Some are even too stupid to understand how to open a door in any other way they smacking it with their fists and hoping it works.

Keepers: The Keepers are the demons responsible for keeping the secrets safe. They come in two forms, the first is a eight foot demons with metal flesh and armour of stone, carrying either a ranged or a melee weapon. This type is known as the Guardian Keepers. The second is a man sized creature that floats off the floor, They have no legs and their face has two slits for eyes, which tentacles coming off of their head which 'feel' the air for intruders and two arms which come off from their snake like body, allowing them to sling magic at their foes. These are known as the Seeking Keepers.
Blood Drinkers: The Blood Drinkers is the name used to refer to the four massive Leviathans, sea monsters from the depths of the Bloody Seas of Danikga. They each have eight massive, twenty foot tentacles protruding from a octopus like body with a mouth of many sharp teeth. They use their tentacles to grab and smash boats, then rise from the ocean floor to consume the unlucky seafarers.

Atronach: "The Atronaches are strange beings, composed of the elements. A few Black Magic users have been able to call these powerful beings forth. Their creator is unknown, but the Danikga of Orfai's realm is supposedly filled with them." - Arthas Winterbottom, Scholar
Atronachs are composed of either Fire, Ice, Lightning or Stone, in corespondance to the four elements of Fire, Water, Air and Earth. They are powerful and destructive beings which ravage the landscape of Danikga and serve as soldiers in the armies of Orfai. The Fire Atronach shoots fireballs at her enemies, the Ice Atronach is a massive hulking being that smashes his opponents which frozen fists, the Lightning Atronach is misty like cloud, coursing with electricity, and the Stone Atronach is a durable beast who can manipulate the very earth around her to brind down her foes.

Sheligath: The Sheligath are human sized, intelligent demons which resemble some more classical demons, with blackish red skin and small horns on their head which grow larger as they age, stopping after becoming around ten centimeters long. They have powerful arms which they use to swing deadly blades forged in the depths of the Shifting Spires and wear their bulky armour. They serve as Orfai's foot soldiers, some are known to use their natural powers to set themselves up as demigods in the mortal plain, or as prophets of cults, and prey on the sacrifices offered to them. Undyingly loyal to Orfai, they are usually only seen guarding the Shifting Spires or in Orfai's armies.

Arifer: "The feral, beastlike Arifer appear in huge numbers in Orfai's armies, and may represent common creatures existing like wild animals in the wildernesses of Danikga." - Arthas Winterbottom, Scholar
The Arifer are feral beasts, resembling small dinosaurs standing the height of a man. They have a large spiked 'crown' on their head and run on two legs, with two clawed hands and a short tail. They use their claws and teeth, as well as their spiked head, to assault their opponents. While they are feral, they obey Orfai's orders which he slips into their minds whenever he requires their service. They often act as fast attack units and meat shields, being thrown at the enemy in great numbers. After living long enough and consuming enough food, an Arifer will transform into an Arirother

Arirother: The Arirother are much larger versions of the Arifer, and with some important differences. Firstly, they have spikes running down their back, culminating in a spiked tail. Secondly, they have much larger claws and thirdly, their jaws are powerful enough to rip a man limb from limb. Also, their overall appearance has warped in a way that they resemble upright crocodiles rather than the small, running dinosaurs of the Arifer. While they are still feral, they possess markedly higher intelligence than the Arifer and are often used as shock troops.

Kathilut: Kathilut is a powerful, female Sheligath-Human hybrid mage who was concieved to a human mother after her virginity was sacrificed to a Sheligath who had set himself up as the prophet of a cult. The Sacrifice complete, her mother was tossed back into the wilderness and eventually managed to return to a town. Considered 'Demon Spawn' by the Mortals, Kathilut was despised by many in the town and was frequently beaten and attacked by the mortals. She finally found her peace when Orfai offered her a place in his armies, noting that she embodied a change. Eventually, she was given a place upon the royal guard/grand council. She is the mage of the Grand Council

Urfilut: Urfilut is a Void Born, a Sheligath created inside Orfai's void rather than one of the other, more stable places. As such, he was warped by the unnatural energies at creation, and grew to a great size. Urfilut is a powerful Sheligath Warrior, who earned his place in Orfai's royal gaurd/grand council through mellenia of service. He is twice the height of any normal Sheligath and unnaturally durable as a result of his birth in the void. He carries with him a powerful artifact, the Warhammer known as Hatreds Hammer, and acts as the Supreme of Orfai's legions. He is the General of the Grand Council

The Grand Council/Royal Gaurd: The Grand Council also acts as Orfai's Royal Gaurd. They are all Sheligath of extreme prowess and intelligence and each holds a legendary artifact that aides in their paticular role. In total, there are eight of them. A Mage , A Battlemage, A Warrior, A Shadow Warrior, an Assassin, a Shadow Mage, a General and an Artificer

Mortals: "There are always some who will turn to the worship of demons. The Heretics, the pious, the power hungry, the jealous, the evil and the good may all turn to the princes of ruin at some time in their life, desiring something that they as mortals cannot achieve." - Modern Heretics, Thaddeus Moray
Orfai is an attractive Prince to those who desire a change or desire forbidden knowledge or power. Orfai can provide something very simple that many mortals want. Change. Mortals tend to believe the grass is greener on the other side, and the desire for change can cover many topics. Maybe an envious man wants anothers marriage to fail so he can take the bride for himself, maybe a poor man desires wealth, a greedy man desires power... maybe a pious man wishes to purge a village of heretics, and decides to turn to heresy to achieve his goal. The young girl wants to be more beautiful, the fat man wishes to be thin, the frail man wishes to be strong. Orfai, being the god of change, is often turned to by mortals to sate these desires. Cults to him have sprung up all around Anadara. Worship of him is not uncommon, some do it in secret, others, like the City of Crofton, do it in unobvious ways. Some do it openly, some form cults dedicated to dark rituals to try and convince him they are worthy of his gifts. The wiser, however, do exactly what grabs Orfai's attention. They change things. They might burn crops, introduce foreign diseases intenionally, spark a war or maybe even do acts of good. The greater the change, the more likely Orfai will be interested. Sometimes he comes to those who do not seek him, sensing that they might do great things in the world, and gives them gifts to see what they will do. It could lead to a golden age, or all come to ruin, Orfai doesn't care, he just wants to see change. Late a night, he sometimes visits the dreams of men, and plants seeds that they might develop into inventions and contraptions. Whether they use the knowledge for good or for ill is irrelevant to him, again, he simply wants to see change in the world.
Other times, men come to him to hide their secrets. There are many ways to summon him for this. Sometimes, simply asking for him to hide a small secret will result in him appearing or simply doing so. For greater secrets, however, the correct ritual must be performed, and one must hope Orfai is willing to forge a contract with them. Being the god of secrets has also earned him a multitude of followers. Paranoid inventors, afraid someone might steal their work, murderers attempting to hide their crime, thieves attempting to hide their loot. Once the contract is signed, there is no going back on the deal unless Orfai himself releases it. This fact is often overlooked, and sometimes leads to the poor souls downfall
These mortals serve him in various ways, from worshiping him from their cults, joining his armies or simply changing things for him. Through the mortals, Orfai is a lot more present than many think. Him being the god of changed has poisoned many churches across Andara to condemn technology and advancement, fearing change is the work of Orfai, and as a result several area's have completely stagnated out of fear of change.
Raptorman said
Dude we are supposed to fight each other. Why do you keep trying to give the humans shit?


Because having billions of completely passive mortals who are simply going to watch as we eat their souls is boring lol. We need some who are ready to fight the princes of ruin, zealots, heros, wizards and the like who might pose an obstacle to our hordes
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