Iskrania

Iskrania

The Slums

The majority of Iskrania the tall apartment buildings, the rotting factories, the machine works that pump out a constant plume of black smoke. These types of structures ring the inner circle of the elite, this is where the common man lives, the foul stench, the dirt and dust, life here is by no means pretty, but it's life none the less. The working class is the busy class, tinkering on machines, cooking food around group fires, living high in their apartment buildings. Wandering around here at night is not necessarily a good idea, there are groups of guards formed and run throughout The Slums all working out of one area and patrolling the entire thing, but due to the simple size and layout of the city, it is a hunting grounds for beasts of both human and other races.

GHOUL Embassy

This building has been converted to GHOUL's Embassy to Iskrania, with One-Eyed Magnus the cyborg Yeek Lom Gunji GHOULite, as Ambassador.

It was a fortified, hidden position, from whence One-Eyed Magnus led the followers of Gaunth's way here in Iskrania, and still bears apparent traces of its origin. It is, for the most part, one of the many factories, indistinguishable from the rest. The ground-level entrance leads only to a factory floor that produces some sort of incomprehensible widget or something. There are also many hidden, ensorcelled secret entrances, mostly underground. This city had very little underground network before Magnus came along; it still doesn't have much, but it has a little.

It should also not be confused with the Orcish settlement of New Ghuundagor which is actually outside the Line In The Sand that constitutes Iskrania's border, and was abandoned during the war and will not be resettled, as per the terms of the treaty.

Roundabout Way

The only street that goes full circle around Iskrania, four wagons wide and littered with the various shops and places that the people of the slums go to work, eat and sleep. The most patrolled street in the slums, also the most safe. Machines putter to and fro, taking goods from shop to shop and performing menial grunt tasks. Many many roads shoot off of this one and out of the city or to dead ends.

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Lake Optunia

Lake Optunia

  • Region: Iskrania
  • Climate: Desert Lake
  • Ownership: Frankel Institute
  • Notable Features: Fortress, and Lighthouse
  • Sessions:
  • Notable Plants: Optunia, a desert cactus that is considered a sweet delicacy when prepared correctly. If it is not, it is an incredibly dangerous poison without antidote that erodes ones insides. Charcoal is considered a decent way to delay death.

History and Description:

It was purchased thirty years ago by Strome with inheritance money from the parents of Les Danstrome. It was 'sold' to the Frankel Institute for tax reasons a year or so later, as a retreat, for tax reasons.

The Fort used to be an outpost for when Iskrania was a bit more concerned about invasion from other countries. Roughly two hundred years old. However, it's real history is that a general wanted to retire to an easy outpost and had it built. It is a few days rough ride from Iskrania, south and west, to the mountains, where there is a sizable waterfall. The island is teardrop shaped, with the northern end suffering from erosion. The island was abandoned for sixty-odd years ago, formally.

The erosion is what lead the island to be abandoned, as the castle was build close to the northern edge, with a lovely walkway down to a fortified dock and seawall. In time, that seawall and dock gave way, to the relentless rush of water. What also caused the abandonment was inconsistent flooding in the multilevel basement. It turns out that an underground river ran through the island, just underneath the castle, and exits out in two places on the southern edge. Those mouths can be seen from the southern edge, as most of the southern side has natural fortifications in the form of cliffs.

The fort is surrounded by a four strong walls, with a tower at each corner. The north east corner is the chapel tower, with priest's house and chapel connected to it, on the inside. The north west tower is a debtor's tower with prison at the basement, on the inside. The two southern towers are watch towers. The south west one connected to the guest hall, the south east one connected to the bakehouse, and kitchen. The interior of the fortress has halls, living quarters, stables, armory, kitchen, grainhouse, etc, and a courtyard. Off center is a sizable great tower where the general's chambers, as well as mistress chambers were. There is also a well.

There are two sub basements, as well as rumored secret passages. But, they were prone to flooding.

South of the fortress are spindly trees fighting for life, and also a rolling valley.

At the furthest southern point of the teardrop, up on the cliffs, is a lighthouse, and sizable house.

Danstrome is not able to give much more information on the fortress, other than the maps that were provided at the time of purchase. He only saw it once in person, when they toured after buying.

The lighthouse and accompanying house are what he thought Strome lived in.

Lastly, at the southern edge of Lake Optunia is a boathouse with an old man who farms the land there. He charges people to take them around the island, from time to time.

The only way to dock at the island, is that eroded fortitude dock. So much of the dock collapsed, that they can now dock on the stairs, or what remained of a dock master's house.

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Kazu Vedu

Kazu Vedu
Kazu Vedu was a Bishop of the Followers of Light He was observed to use teleportation magic and null magic wands, in addition to holy magic, though his real skill was with mind magic. He was killed by Marilyn Westchester, Okova, Elrundir Galadhrim, Andrew Lantare, and others in a massive assault by GHOUL and the Brotherhood of Arms on a FoL stronghold on January 4/5, 2008.

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Saint Polonius

Saint Polonius
Saint Polonius was a famous prophet priest of Kosmo who lived in Iskrania around the year 2250.
He prophesied that a day would come when Kosmo would be reborn as a miraculous half-breed, and all who would look upon the child would love him or her (he was vague on the gender). The child’s birth is supposed to herald the beginning of the End Times, the final war wherein all evil is vanquished to usher in an era of eternal Utopia. Some have suggested that the prophecy may refer to Queen Anne of GHOUL

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Iskrania

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Summary:

  • Region: Vaxian Continent
  • Climate: Desert/Urban Industrial
  • Governance: Theocracy (Servants of Kosmos Mercy and Knights Aleator)
  • Notable Landmarks:
  • Major Events: Fall of the Seven Churches, Fall of the Followers of Light

Details:
Iskrania is a massive city where the worlds of magic and machines mix. The machines are run by both physical means and magical means, sometimes only one, and sometimes both together. The priests of the two warring factions are out for good most of the time, really believing that the god-hero Kosmo will one day return to them. The weapons of Iskrania are mixed as well: black powder cannons, muskets, swords, crossbows, daggers, spears, all the normal weapons and then some. The city is a blur of the magical and the machines, and that makes it so much more dangerous. Iskrania is not a happy city, the foul cloud that envelopes it shows more than just the pollution from the factories, it shows the pollution of the churches and the population.

The city itself is a marvel to behold. From a great distance away on the middle plains the dark cloud that constantly hovers above the city can be seen, a vile black stench rides on the winds around Iskrania, to an elf it would instantly smell of destroyed nature, of the slow death of magic in the air, but to a human it would smell like progress, like success. As one gets closer they will see shimmering bubbles of protection throughout the city. Seven different colors, sometimes blended but most often quite separate, with a good quarter mile of space between them, these are the holy barriers that divide the city into magical regions (more detail on these later). Upon entering the city from one of the hundreds of streets that seem to just pour out of the city the immediate impression is WOW, especially if one has never been to the city. The buildings here are eight to twelve stories high, most of them with smokestacks pumping out thick plumes of blackness. Machines litter the roadways, if they break down they are left for junk, oil patches litter the roadways, their shimmering rainbows visible in what light spills through the cloud above the city. People here wear a lot of metal, bracers, leggings, breastplates, body rings in all manner of places, the style of dress for the commoner is quite literally rags, brown, black, gray or green and any other color they can scrap together to cover themselves. The first impression is indeed a bleak one, the feeling of dirt, pollution and the stench of ever burning fires are what greet you on the edge of town, this however changes as you move inward.

As one moves deeper into the center of the city they will notice a slow change to a cleaner environment. At about this point they will pass through any of the various barriers for the zone they have entered. They will no doubt see priests wandering about, performing their duties, running errands, carrying books back and forth, the feeling between the zones is for the most part the same. Occasionally a troop of well-armed and very well trained men will shuffle past you, looking for all the world like they are out to conquer something. They are color-coded depending on where they are from and who they work for, the general rule is if you see a group of warriors wearing a color not of the zone you are in, head for cover. There are constant battles going on, clashes of armed men are commonplace and people live around them. The targets of these attacks are usually the barrier stones, those being the magically enchanted stones that keep the priests of the various church factions from being able to enter their zones. Taking a stone away from a church frees it to be taken by another church, so the zones are constantly shifting and changing, a red bubble falling and a green one replacing it. The machines in these areas of town are much much more well kept, the ground is oil free and debris is piled into wagons and taken to Ox Lake to be dumped with the rest of the debris, machinery and chemicals. There are two church groups that refuse to allow machinery to run in their zones, but the other five have machines running constantly. The people in these districts are more refined, more civilized as it were, they wear mostly robes, any color or pattern and they are well kept, their hair combed nicely, their boots oiled and shined. It is obvious that these areas are where the money is, and the people and goods reflect that.

Geography

Iskrania is a city on the Vaxian Continent, southeast of Dawnport Crystal, east of Tesaria north of Miser northwest of Ish Lavin west of Kundul southwest of Nebrak and Arkapsad, and south of No Man's Land. Notable features near the city include vast, empty wastelands and Ox Lake. All of the sewage, effluent, industrial and toxic waste, and various other noxious substances from the city are all dumped into Ox Lake, which has consequently become somewhat infested with hideous mutants.

Layout

The City of Iskrania is layed out like a series of concentric rings, a giant bull's-eye on the landscape, with a few major streets radiating out from the center.

Innermost Circle: The innermost circle, the dot in the middle, if you will, is the Pit. A very big dot indeed, almost a mile across. The pit is a great crater, made by the Dwarves the core of the dwarven civilization that spreads out far and wide under the city. It's a hole in the ground, as if an immense tree had been pulled out, roots and all. Around the Pit is a good, solid stone wall, to keep the humans out, for the most part.

Roundabout Way: There is, of course, a road around the outside of the wall. Outside of that are the Zones. The only street that goes full circle around Iskrania, four wagons wide and littered with the various shops and places that the people of The Slums go to work, eat and sleep. The most patrolled street in the slums, also the most safe. Machines putter to and fro, taking goods from shop to shop and performing menial grunt tasks. Many many roads shoot off of this one and out of the city or to dead ends.

Technology

Steam power has developed in Iskrania more than anywhere else because widespread use of null magic in the city calls for alternate strategies. In most areas, magic is much more effective and reliable than technology, so no research goes into technology, but Iskrania is the null magic capitol of the world. Additionally, there are valuable gems mined by the Gnomes near Iskrania which possess potent magic-storing properties. Such gems were used by the Whirler, a gnomish Iskranian animancer, in the Automatons that helped devastate Ramsalon during the Darkest Night and are now used by the Royal Labs The Followers of Light used a scaled-up version of the same thing to power their portals.

Iskrania is very polluted from the smog of burning coal in her factories. The majority of these factories produce processed textiles, which are then exported to the rest of the world. In other factories, they mass-produce extremely cheap, low-quality armour and weapons for sale to the highest bidder. There are factories for the grinding of grain into flour, for the baking of flour into reasonably edible food. There are slaughterhouses and sausage factories and meat processing plants. And then there are factories which construct parts for primitive automatons, and the refinement of saltpeter and coal, and the production of parts for cannons and hand cannons.

The Iskranian 'rifle' is not a rifle at all; they have not yet discovered rifling. It is more accurately a musket, or a hand cannon. Larger cannons exist, as do various sorts of grenades. All of these are primitive, and prone to catastrophic explosion at inconvenient moments.

History

Iskrania was founded over a thousand years ago, when a group of refugees from Grokul were fleeing from the armies of the Vaxian Empire Kosmo the Purple Ghost appeared before them, and drew a line in the sand with his sword, encompassing a circular area a number of miles large. He told the refugees that as long as they stayed within that line, they would be safe. To this day, the Line in the Sand is taken very seriously, and very few things are built outside of it. Instead, multi-story tenements are built as tall as they can be, to cram as many people as possible into the relatively small area within the Line.

Politics

The city is officially ruled by a mayor, but he is as corrupt as he is incompetent and serves primarily as a bribe receptacle. In reality, the Churches run the show, and always have. The one thing all the Churches have in common is that they worship Kosmo, the founder and protector of Iskrania. There is disagreement on just about everything else, even within each church, which will periodically schism and break apart, leaving many churches where once there were few. After enough time of this, the churches will be so fragmentary that it becomes a simple matter for one to steamroll over all the others, and Iskrania is briefly ruled by a single church, before that church schisms and the process starts over.

Until around 3005, there were seven churches: Diluculo Noxnoctis Senphara Veuris Plornim Khastenk and Dhantilis At that time, the existing churches, weakened by constant infighting, were destroyed and subsumed within two newer churches, the Followers of Light and Antioch's Knights Aleator The followers of the various churches were mostly scattered, though the Followers of Light took over what was left of the organizations of the Diliculo, Plornim, and Veuris, and the chaos priests took over what was left of Noxnoctis, Dhilantis, and Senphara, with Khastenk splitting roughly down the middle. In 3008, GHOUL defeated the Followers of Light, reforming them into the Servants Of Kosmo's Mercy. The Knights Aleator and the Servants of Kosmo's Mercy remain at war.

The city is a marvel to behold. From a great distance away on the middle plains the dark cloud that constantly hovers above the city can be seen, a vile black stench rides on the winds around Iskrania, to an elf it would instantly smell of destroyed nature, of the slow death of magic in the air, but to a human it would smell like progress, like success. As one gets closer they will see shimmering bubbles of protection throughout the city. Seven different colors, sometimes blended but most often quite seperate, with a good quarter mile of space between them, these are the holy barriers that divide the city into magical regions (more detail on these later). Upon entering the city from one of the hundreds of streets that seem to just pour out of the city the immediate impression is WOW, especially if one has never been to the city. The buildings here are eight to twelve stories high, most of them with smokestacks pumping out thick plumes of blackness. Machines litter the roadways, if they break down they are left for junk, oil patches litter the roadways, their shimmering rainbows visible in what light spills through the cloud above the city. People here wear a lot of metal, bracers, leggings, breastplates, body rings in all manner of places, the style of dress for the commoner is quite literally rags, brown, black, grey or green and any other color they can scrap together to cover themselves. The first impression is indeed a bleak one, the feeling of dirt, pollution and the stench of everburning fires are what greet you on the edge of town, this however changes as you move inward. Nearby is the filthy and polluted Ox Lake, filled with toxic sludge.

The Zone of Mages

The Zone of Mages is a relatively neutral crowded area where the Churches have somewhat less influence, and where civilians tend to congregate.

Temple District

The temple district is not a well-defined area. It is, essentially, a section of town where the various Churches hold sway, the Followers of Light chief among them. The FoL cathedral is an enormous edifice, towering over the buildings around it (though it is not the largest building in the city, some of the factories in the slums hold that honour).

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Veuris

Veuris

They Will Come Again, And For The Idolaters There Shall Be A Reckoning.
Veuris was a church in Iskrania They were considered by some to be the most old fashioned and backwards branch of the church. They believed that Kosmo was just a legend, they refused to accept the teachings that one man saved their ancestors and instead believed that Kosmo was a group of gods. Their color was blue, their beliefs were that the gods will one day return to bring them to glory, they refuse to allow machines to operate in their districts, believing the gods frown on such things. They had no physical fighting force and therefore were at a disadvantage when physically attacked, their priests however were some of the most powerful of the city.

Veuris was easily crushed by the Followers of Light who dispensed with Veuris's polytheistic heresies but whose doctrines regarding what is or is not evil were largely compatible, so much of Veuris's organization was subsumed within that of the Followers of Light.

Church of Veuris wrote:

It's really all quite ridiculous, you know. All this talk about Kosmo, about the one man (or woman, if you would believe the Senphara) who supposedly was single-handedly responsible for thwarting the banners of the Ramsen. The very concept is absurd. Just think about it. Ramsalon The burgeoning empire. Think about the kind of power those banners represented. The belief that any one mortal human being could thwart such power, the idea that any effort by that small, tattered band of hunted humans and Dwarves could have done anything to save themselves as a group, much less as individuals, is fallacy. Ramsalon could have annihilated them, plain and simple. It would have. The only thing that saved them was a miracle.

And that, of course, is far easier to believe. Everyone knows about the gods. They are active in the world, and many claim to have met their avatars, interacted with them, served them, fought them. There's no denying the gods. Leave aside the fact that the Church Veuris has a documented history (not available for showing to the public) of the gods' intervention on behalf of those first Iskranians. What other explanation is even plausible? The idea that one person might have done is absurdity. Worshiping this mythical person? Fallacy. And dangerous fallacy. The gods do not stand idly by and watch such idolatry. They never do. It is insulting to them, as well it should be, and they make certain it does not survive long. And woe to the people who earn such a rebuke, for few ever survive it. No, the gods will not let it go on forever, and when they return, it will be with a vengeance, literally a smiting for all save those who remained faithful and did not, in their pride and ignorance, forget, and assign godhead to a mortal man who probably was never even real. An invention. A legend. A myth created by a people who did not want to admit that they owed the gods their very existence. Well, the Blue Church will admit, and will preach, and when that fateful day comes, there will be one congregation spared the ire of the heavens.

Until then, of course, the congregation must remain true, and pure. Everything born of this farcical idol-worship must be forsworn. The power of the gods is the only true power. These machines: not only are they crutches, betraying the weakness of the idolaters, but they are an affront to the gods, a lie by humanity to itself, an attempt by the people to convince themselves of their own power, because in their hearts the know they have none. Mortals attempting to stand amongst the gods will find themselves stuck down even harder than those who look to worship wrongly, for those who would rank themselves in the heavens have much, much further to fall. And again, it is only a matter of time. Thus will Veuris remain pure, clean, rejecting the trappings of the mortal lie, acknowledging the one true power and using only that. The gods saved Iskrania, planted the seed of a new nation. They have some purpose for their chosen people. Veuris will see that the people are ready when the purpose is revealed. No sword shall be brandished, for the gods will protect, as they did in the beginning. Veurius will not succumb to the illusion of its own strength. And no machine will be built, for the same reason. Rather, the Blue Church shall master those skills the gods will them to, those gifts the gods give them. The only true power.

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Senphara

Senphara

  • Alias(s) The Red Sisters
  • Status of Organization Full Status unknown as most believe the Senphara had been decimated - however operations continue in secret
  • Active Membership - 200
  • Where Based and Areas of Influence - Iskrania
  • Leadership - TBD
  • Legal Status - Complicated, but generally borderline criminal in many areas, criminal in GHOUL/iskrania
  • Distinguishing Marks - Red Circle
  • Known Enemies - Followers of Light
  • Known Allies -
  • History

    Flames, Her Pillow. Blood, Her Wine. Lust, Her Strongest Ally. Herself For Victory Traded, And Her Color Shall Red, Forever.

    Senphara was the of the seven churches to been formed in Iskrania, officially rising to power 10 years after the founding of Iskrania.

    Ruznaedeth Underbreaker was the core founder of Senphara, having grown tired of waiting on promises that looked to never be fulfilled and of those looking to keep a certain status quo as they had begun to build the paradise in the safety of Kosmo’s gift. She had her own ideas for what should be built in this city.

    She was a fierce and passionate dwarven woman whom was determined to show that those she saw as underestimated would have the means and capability to be a force in the city. She was renowned to have preached out that Kosmo had made use of their femininity as a means to achieve victory, often even saying that she believed that Kosmo would often take a form of a woman. She would preach to encourage women to rise up against those that would harm or opporess them, saying they had a power like the very Kosmo which saved them.

    Her passion was infectious among many other women of the newly formed Iskrania, and her words inspiring. Each one to spread Ruznaedeth’s words was soon adding their own spin, what would soon become the doctrine of Senphara seeming to write itself.

    It wasn’t too long until other women would come to follow Ruznaedeth. Though magic users were very rare in these early days as magic was very hard to perform within the city limits, and those with promise had already been conscripted by other established organizations. But it did not matter, under Ruznaedeth’s lead these women learned to hone and utilize whatever talents they had on hand, creating one of the most elite assassin forces to exist at that time, and that practice remains to this day.

    Then eight years after she had first preached here passionate beliefs, Ruznaedth was able to formalize her group and thus Senphara was registered and revealed. Red quickly became their color also thanks to Ruznaedeth as her looks were often described to be that of a living fiery ruby as well as being a color known to represent passion.

    While their doctrine has changed over the years, passion and the empowerment of women has always been the two most central tenants.

    Senphara was believed to have been destroyed when the Followers of Light made their move to take control of Iskraina. However recent evidence has come to suggest the Red Sisters may have survived intact and are doing what they do best.

    Doctrine
    Kosmo was a woman, or at least a feminine entity whom achieved victory by utilizing the strengths of the feminine form and striking in unexpected ways.
    Men have no place among our ranks. They have their uses and their place, but not here.
    All women have the same power as Kosmo, we know the truth, we shall hone these and use them to guide the city to its truth.
    We must purge the unnecessary that would block the path to the truth, in this we care for our people. Take no sorrow from this as would would have done the same to you.
    Your talents are power, strike in unexpected ways, your honor is only bound to the respect of yourself and in the sisterhood.
    Have pride in yourself and your abilities, the Red Sisters of Senphara shall prevail for the flame our passion can never quenched.

    Organization structure
    All members of Senphara are known as the Red Sisters no matter what their rank by outsiders.

  • High Priestess - The highest rank, main leader of the Senphara
  • The Coven - A council of the churches most skilled, experienced and dedicated women.
  • Templar - The most elite of the priestesses of Senphara
  • Priestess - A fully trained member
  • Disciple - Starting rank

    Current projects / Interests

    Membership related information:

    • How to join Anyone that identifies as female may try out to join their ranks.
      In most cases this is a formality as they believe in nurturing one’s given skills, and it is more about what role and path they will be set on.

      In some cases Senphara may offer an open invitation to join, be it from exceptional known skills, to providing an opportunity to escape abuse or oppression.

    • Any benefits of membership Housing and training
      Steady employment
      Access to Senphara’s resources, reputation and influences (dependent on rank)

    • How to maintain membership and obligations Work in the interests of Senphara

    • How to leave (if you can) Templar or below ,may simply leave if they wish.

    • How to get kicked out and any punishments incurred Act against Senphara and its interests
      Sabotage its give jobs
      Sell secrets or contracts
      Betray Senphara

      Punishment can vary depending on the severity of the sabotage or the nature of working against senphara - minor infractions would result in being removed from the church and blacklisted, and some occasional harassment if paths should cross.

      Attempting to sell secrets/contracts, betrayal, or more severe interference may bring on attempts to kill.

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200
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200
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200

Plornim

Plornim

Let The Birds In The Sky And The Beasts Of The Earth Be My Armies.
Plornim was an interesting church in Iskrania They believed that Kosmo never existed at all, they believed that their own ancestors used the land against their Ramsalonian pursuers and bested them in all out combat. Their color was green, their belief was that nature is the key to all victory and that by using nature one will overcome all obstacles and dangers that lay in your path. They hated machines, believing them to be the things that will in the future wipe out all magic and natural life. Their fighting force was known as The Vine, smallish rogue men that used short, wooden blades coupled with very effective nature magics and beasts of the fields.

They had already pretty much wiped themselves out by the time the Followers of Light arrived on the scene and finished the job. Those who were willing to abandon the heresy that Kosmo never existed were allowed to join the FoL, the ones who weren't were killed. The doctrine that nature is good was then partially adopted by the Followers of Light.

Church of Plornim wrote:

Flowers. That's all people can think about when they think of the Church Plornim. Such mockery. But the true believers know, and understand. All the creations of men, all these buildings and machines, streets of stone and weapons of steel—what are they to the power of the earth? The power of nature herself? The most powerful army in the world can be felled in its entirety and the earth no more notice doing so than it might notice the death of a single lilac bud. That's just a fact of life. A law of nature, if you will. The first law of nature: Nature always wins. To live in health and happiness, one must understand that one is part of the earth, as much a part of it as any creature or plant.

It was this understanding which saved the hunted when all hope seemed lost. This oneness with nature, as it were. The details lost to history—so much lost, so much knowledge, the beasttalkers rare and the treetalkers all but extinct, talents dwindling—but the fact remains that it was the earth, the sky, the beasts and birds who intervened on behalf of those tattered remnants of the thousands of Dwarves and humans originally driven from Ramsalon Some say it was a storm, a raging tempest that hammered the Ramsen army with hail, burned it with lightning, drowned it in rain, and rended it company from company, limb from limb with tornados. Others say it was the creatures of the land, hearing the cries of beasttalkers and treetalkers then plentiful, who came to their aid, armies of birds and beasts descending upon the elven army which had already long forsaken nature, and even the trees around them and the grass under their feet taking part in the routing. A few believe earth simple split open beneath the Ramsen army, swallowing it whole or drowning it. A few of those will tell you that that was the origin of Ox Lake.

But regardless of the details, one strain runs clean and clear throughout: Iskrania has nature to thank for its existence, and harmony therewith is the key to the continuation of its existence. Nothing but evil can come of attempting to dominate nature as the City is currently doing. And worse, the corruption and filth being spewed forth by humans heedless in their drive for advancement of their own illusionary power may yet turn nature against those it once saved. If they do not first corrupt nature itself. The reports from the area around Ox Lake have been very disturbing of late, and while most of the chuches and companies ignore them, the Plornim pays heed. Nature grows angry, or sick. The Green Church will see to the salvation of the earth, and thereby the salvation of Iskrania. By whatever means necessary.

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Noxnoctis

Noxnoctis

And His Sword Shall Cut To The Heart Of The Truth.

The Noxnoctis was a church in Iskrania They believed that Kosmo was a ferocious warrior, clad in black and riding upon a mighty war horse, wielding a monstrous sword that destroyed any that dared oppose the mighty Kosmo. Their color was black and their beliefs were those of intimidation, fear, anger and rage. Their fighting force was known as The Dark Lions, all large men with black hair and eyes, versed in the art of Darkflame, a dark based magical art.

The Noxnoctis were weakened by constant fighting and had their backs broken by the Followers of Light Some of those that remained joined Antioch's Knights Aleator a transition made easier by the strong similarities between the doctrines of the Noxnoctis and the chaos priests. Indeed, there were rumours that Antioch himself had served the Noxnoctis priests in his youth, before splitting off and creating his own Church centered around Kosmo's chaos Elemental half.

Church of Noxnoctis wrote:

Pride. The heart of darkness. The original sin, the birthplace of evil, the destroyer of men and angels. Pride. The wellspring of strength.Evil? What is evil but an invention set forth by the minds of those who envy the strength of the Church Noxnoctis. If you wish to know the true reason why the White Pride rarely sorties, it is fear. Fear, and knowledge of the truth: that they are nothing beside the Dark Lions, the Black Pride, the true Pride of Kosmo, wielders of his strength. They do not sortie forth because they know that when the last battle is fought, it is the disciples of strength who will reign victorious. Ideals of peace, of fighting without fightingùthese are just further inventions, lies to the self, self-deceptions born of the same fear and envy that gives rise to myths of evil. The only true evil, if such a word must be used, is cowardice, and the unwillingness to do what must be done to live in the image and way of Kosmo, the sword that carved a nation called Iskrania out of a wilderness battleground.

Perhaps the most straightforward church in Iskrania, Noxnoctis knows one rule above all: kill or be killed. They learned it during the War of Founding, when survival depending on routing or killing the Elves of Ramsalon They learned it when Kosmo, darkly resplendent in black full plate which seemed to eat light and radiate shadow, rallied forth the ragged army of all-but beaten humans and Dwarves and turned the Ramsalonian tide, personally slaying elves and elf-friends by the thousands with his great, dark sword. It is this memory, this truth, the truth of Kosmo, to which they hold. This banner under which they take to the streets to conquer and reunite the Great City in the name of its first and greatest lord, its warlord deified. The City must be returned to the proper path, must bow to its true lord once more, no longer pandering to idolatrous false-Kosmoss. The idea that Kosmo was a man of peace is absurd. The histories are clear on the origin of Iskrania. The heresy that Kosmo was a woman? Beyond laughable. Such ideas must be stricken from the minds of men, for their own good.

To that end, Noxnoctis wages a war for dominion. There are no *games of faith.* There is only *kill or be killed,* conquer or be destroyed. Daily the Lions of the Black Pride, Kosmo's Pride march forth to expand the holdings of the Black Church. They fight each battle with the ferocity and tenacity for which they are famous, the strength and ruthlessness which they know Kosmo expect, and would use himself, were he still alive as a mortal man. The war must be won, by any means necessary. And if it is sad that Kosmo can not descend to lead his chosen personally, he certainly does not stand idly by, for what other source can there be for the black fires of pure battle rage, the Darkflame, which the Black Lions wield? Only the White Lions of Diluculo can match them sword for sword, blow for blow, a comparison that ranks as high a heresy and treason as any claim by the Red Sisters about Kosmo's true gender. And behind the dark-armed warriors come the *Murazon,* the Questioners, seeking out heresy and quashing it. Rooting out heretics and convincing them of their error. Anyone can be questioned by the Murazon. Anyone.

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