The year is 606, and in your home— the country of Corcaea— the souls of mankind belong to demons.
Catalyst Quest is a dark fantasy epic that follows the adventures of a compassionate, self-sacrificing priest warped by divine power. In this original, apocalyptic setting, the Gods are real, and within every man, woman and child lurks a phenomenon that can transform men into monsters: the Catalyst. You assume the role of Father Richard Anscham, leader of the Church of Mercy, and it is your mission to cure mankind of this monstrous affliction. In this genre-spanning adventure, get ready to face horror, action, mystery, romance, and to conquer your personal demons.
Each book of Catalyst is self-contained with its own cast of characters, locations, and themes! The mystery, action, and recovery filled book, Panacea, is the most recent and is the recommended starting point for new readers.
Humanity has been pushed to one, final, desperate position. Though the Gods are as real as you or I, the theocracy has failed in every conceivable way. Only one holy capital city remains. It is surrounded by an unnatural bastion. Eight churches. Eight cities. Eight leaders, each dedicated to one member of the pantheon. They are stretched to the breaking point.
Your ages are measured by the rise and fall of each human civilization. So many ruins cover the land that they are the foundations of your very home. This is all due to an enemy within.
The year is 606, and in your home— the country of Corcaea— the souls of mankind belong to demons.
A phenomenon known as the "Catalyst" is responsible for turning men into monsters. It can change anyone into a monster— man, woman, or child— so long as they fall prey to one, all-consuming element. Fear. Grief. Generosity. Even love.
You are Father Richard Anscham, leader of the Church of Mercy. Accused of becoming a demon at a young age, you were ripped from your family's arms, and spent eight years at the bottom of a cell. Insidious experimentation revealed that you are immune to your Catalyst.
You are known to most as a demon of faith.
Your Catalyst has led you to be capable of performing one other feat that no other man can claim. It takes a lifetime of devotion for most people to invoke the might of one member of the pantheon— but you, and you alone are capable of wielding Them all.
Though your friends are numerous, your power is immense, and the lands you hold are vast, your enemies are plentiful.
Darkness lurks within the hearts of mankind, and you are no exception.
Can you save the last of humanity?
Are you ready to conquer your demons?
(FOR NEW READERS) WHAT YOU NEED TO KNOW
In Catalyst Quest, decisions have consequences that could last months, years, or be permanent. Your votes matter. If it makes sense to combine votes or even discussion, I usually do.
We cover mature themes such as addiction, eating disorders, and abusive relationships frequently. Body horror is a regular part of life for a man who uses his body to channel all of the Gods.
Father Anscham is an unreliable narrator as a reflection of his experiences. You are strongly encouraged to question what you perceive!
Friends come and go, enemies will show you no Mercy, and the world will change whether or not you choose to affect it.
This is a quest about growth, compassion, and the choices you make.
Catalyst Quest is an epic-length saga, broken down into nine books (so far). Each book is in a stand-alone thread. *You do NOT need to read from the beginning of book 1.* Each book is fresh start, with new locations, stories, and supporting characters. The current intended starting point is the beginning of Book 10: Death Defiant. Each book is then broken down into chapters, like any normal thread.
At the conclusion of each book, I create an illustrated timeline of important events. These can be found below for your reference.
GLOSSARY
Terminology
Definition
The Catalyst
The internal, metaphysical phenomenon that turns a human into a demon. This rapid transformation is caused by an individual becoming overwhelmed by one, all-encompassing element. (E.g. knowledge, hospitality, love, illumination, agony, grief, faith, etc.)
Demons
A former human being who has lost all of their humanity, save for one element: their Catalyst. A demon's form and abilities are often a perversion of their Catalyst, and by association, the domains of the Gods. (E.g. A demon of illumination is often referred to as a demon of Mercy, the Goddess of light.)
Domains
Aspects of the natural world that the Gods embody.
God (or Goddess)
Divine beings who control and embody specific aspects of the natural world: Agriculture, Dream, Flesh, Mercy, Spirit, Storm, Time, and Vengeance.
Invocation
Channeling the ability of a God through one's own body (typically after a lifetime of devotion). These abilities can range wildly, and individuals often can possess unique abilities depending on their connection to their associated patron.
Prayer
Speaking to a deity, typically to praise them or to ask for their blessing (without expectation of exceptional power or ability). Most clergy pray to some extent prior to or during invocation.
Summoning
Facilitating the physical manifestation of a deity through a personal connection. You are unaware of anyone else capable of this feat, though you have done so for both Mercy and Agriculture.
Tenets
Guidance (intended for clergy only) which is penned and published by the Gods' church leaders, based off of the church leaders' personal views. You have not been made privy to the tenets of every church.
WHAT'S HAPPENED SO FAR
A QUICK AND DIRTY SUMMARY (To avoid spoilers (and to save space), the events listed here simply lead up to Chapter 1 of book 9: Wild Growth.)
You are Father Richard Anscham, leader of the Church of Mercy. You are on a personal mission to find a cure for the Catalyst.
You have taken a leave of absence from the Church of Mercy to travel across the country, in the hopes of rescuing two of your spies from the corrupted Church of Agriculture.
Over the last several decades, the cult of Inertia has infested most of the theocracy. You have personally declared war on Inertia because of how vast their reach is, and how powerful their allies are.
Your spies in question— Chesty and Serpent— are two of your near and dear friends. They were investigating the death of your beloved mentor, Mother Phyllis Bethaea, the deceased leader of the Church of Agriculture.
The fate of your boys is unknown, but you are determined to find them at all costs. Because of the delicate nature of your mission and the sheer volume of your enemies, you are taking a dangerous route straight through the forests of Corcaea.
Your guides (and close allies) are Father Nicholas Pevrel, leader of the Church of Vengeance; and Father Atticus Wilhelm, leader of the Church of Dream. Together, you hope to survive the dangers of the wilderness— and might even save a few souls along the way.
Quests are inherently a cooperative story telling medium. This is only possible thanks to the behavior of every participant. I reserve the right at any time to disregard, remove, or counter any posted content in this thread. This includes any votes, write-ins, discussion, or other posted material.
Civil and respectful behavior is all that I ask for! If you cannot adhere to the global rules, disrupt the thread, or for any other reasons I see fit, I reserve the right to revoke the rights to participate in Catalyst Quest from any poster at any time.
This is a passion project I am running for the joy of it. It's only thanks to the civil, polite, and downright admirable behavior of our older voters that we've come so far. Let's show them and our cooperative work the respect they deserve, and have some fun!
CONTENT WARNING
Please note: Not only will our story shift genres and locations often— it's through a troubled, anti-heroic and unreliable narrator that we most often put the 'dark' in 'dark fantasy.' Please be aware that Catalyst Quest addresses themes that may be distressing to some readers. Addiction, self harm, eating disorders, the effects of prolonged confinement, abusive relationships, and suicidal ideation are to name a few.
Reader discretion is advised.
EVERYTHING BELOW THIS POINT IS REFERENCE MATERIAL (NOT INTENDED FOR NEW READERS UNLESS YOU REALLY WANT TO CHECK IT OUT)
I strive to update Catalyst Quest daily. The vote will be locked each day after 8PM EST to give me time to review the votes, prepare any content for the update, and to write. My goal will be to post one update a day. If for any reason I cannot update that day, I'll be sure to give you all notice.
HOW TO VOTE
This is primarily a narrative quest. Given the power you wield, the dynamic nature of the quest, and the challenges you face, our votes require something a little different! Fear not, as I often go so far as to color-code them for your convenience. I also will NEVER use an automated system to count votes. This method may be a little archaic, but it's worked for us thus far; and if it's not broken yet, I don't intend to change it.
For most votes, simply indicate the letter and corresponding numbers (if provided) for the prompts you wish to select. Additional instructions may be provided.
YOUR VOTE COULD LOOK LIKE:
Quoting the entire prompt:
>C] This is a prompt for option C. It's not like A or B, and didn't need a numerical section.
Opposing another prompt, while providing reasonable justification for doing so. This doesn't mean that other people can't do the same for your votes:
B2, actively opposing anyone that wants to go with C. (With justification for why you're opposing C.)
I typically use a 1d100, bo3 system for rolls. No hard success or failure states are used. Instead, I utilize ranges of percentiles, and factor in situational bonuses and/or maluses. Be advised that due to the wildly different challenges you will face, this is subject to change at any time. Write-ins can also make a substantial difference!
Lastly, if you EVER have any questions about a vote or roll, please let me know IN THE THREAD. This will increase the odds that I can answer that same question for anyone else who hasn't asked yet!
INFORMATIONAL THREADMARKS None of these are required reading, but they exist for your convenient reference!
Introduction and Other Meta Information:You are here! Character Sheet: Contains everything from basic information to your skills, inventory, and most common mechanical modifiers. The Pantheon: In-depth information on the Gods of the setting, and the power you wield through Them. Supporting Cast: A list of the named characters in the setting, complete with available portraits and pertinent information. Demons: A summarized list of the demons you have encountered, for better or worse. Due to how complex these encounters typically are, I have not provided a summary for each. Please feel free to ask questions on where in the quest's archive to find these encounters, or you can always ask in the thread to reflect a little further! Maps and Locations: An exhaustive list of the locations you have visited or heard of in Catalyst Quest. Calendar: Kept current. The date system in Catalyst Quest uses DD/MM/YYYY. Timelines: A chronological, illustrated record of the major events in Catalyst Quest. IC Journals: Two in-character journals that our protagonist kept throughout the course of his journey. Almost all of the information therein has been posted to the informational threadmarks in their appropriate places, but there's plenty of fun stuff to comb through if you care to check it out. These are not up to my standards of quality, but are here for posterity.
TABLE OF CONTENTS
CATALYST QUEST
Table of Contents
Books 1-7 can be found in our archive.
Book 8 can be found here.
A very special thanks to @Florin, @cirno9zero, @Heliophage, and @Zedalb for their amazing contributions; to all of our readers and voters; to our Discord community; and to my partner for her incredible support.
Though the Goddess of Death is your lover, you can't help but feel like the dark has become all-too familiar. After spending the last week seeing to cultists in your dungeons, restoring your failing city to prosperity, and mending a rip in Time through traveling into the past, it's no wonder you're sick of shadow and sin.
Darkness lurks in the hearts of all of mankind. The year is 606, and in your home— the country of Corcaea— the souls of mankind belong to demons. A phenomenon known as the Catalyst is what's responsible for turning men into monsters, and it has been your life's work to find a cure for it.
Not only because you're the leader of the Church of Mercy, the lord of compassion, and the Father of Love. Your name is Father Richard Anscham, and if there's one thing you're truly known for, it's that you love life and all of its pleasures. Sure, some may call you a hedonist, a glutton, a masochist, a killer, and a preacher. Sure, it's no surprise that your enemies slander you (even if all of those things are entirely true), as the second-most powerful leader in the theocracy. But what's really important is not your many titles, your proclivities, the power you wield with all of the Gods, or that you have yet to begin to find a cure for the Catalyst.
It's not often that you have an excuse to get away from home. This is a new beginning, and an opportunity to save countless lives. You're going to make the most of it.
You're on a covert mission to travel across the country, to bust two of your spies out from the dungeons below the Church of Agriculture. The entire organization is riddled with corruption, and a priest by the name of Brother Bobert Hillbrush is in dire need of your aid there, too. If you can get there in time, you also hope to catch and apprehend a sorcerer named Omerus. He specializes in poison, has obviously been entangled with your oldest enemies, and you're certain he'll lead you to them.
Father Richard Anscham
Leader of the Church of Mercy, Foremost Researcher of the Catalyst, the Hands of the King, Founder of Harvey Jay Algrith's Blasphemous Congregation, and Ally to Archdemon Yech.
(You!)
Taking a deep breath of the mossy, overgrown forest air, all the green in your eyes lights up with the night. A fast-running stream streaks through ferns and underbrush. Cicadas can be heard for miles around, with the chirp of crickets, and the rustle of smaller animals high in the canopy above. Right now, it's a beautiful evening, you're surrounded by friends, and the leader of the Church of Time has FINALLY sent a representative your way. You're deep into the woods, and have just released the horses you and Father Pevrel brought along.
Father Nicholas Pevrel, leader of the Church of Vengeance, finishes sheathing his basin-glass sword at his side. The exotic metal harvested from the base of a caldera is nowhere near as odd as the man who wields it. With a reputation that's somehow worse than your own, the Father of Wrath is one of your only true peers, and he rules with a bloody fist. The sadist does mean well. He's known as the lord of honor, too, and you've trusted him with more than your life. The drunkard may be wavering, dressed practically in rags for the road, and reeks perpetually of gore— but he risked the lives of his very children to help you save your home. In days past, this man has tirelessly worked to help support your efforts against your enemies, fought with you side-by-side, and agreed to travel across the country with you. Even now, he's still hyper-alert, keeping an eye out for any danger that may still be lurking in the woods. Figuratively speaking.
Father Pevrel has no eyes, thanks to asking the God of Vengeance for his sight to be unclouded. How he actually perceives his surroundings is still a mystery to you, but the priest is far more sensitive than he lets on, so you haven't really pushed it.
Father Pevrel's accompaniment is primarily to deliver justice to Omerus, but he's eager to help solve the trouble at the Church of Agriculture, as well.
Father Nicholas Pevrel, Justiciar of Corcaea, Lord of Honor, and leader of the Church of Vengeance.
While Father Pevrel's paranoia peaks, you try to adjust to the sudden onset of your present company. The lantern you hold is a trifle for your larger frame, and casts enough light to illuminate you and your companions, but you preemptively set it down just in case anyone needs a hand.
From seemingly out of nowhere, three clergy had materialized in the woods beside you. You thought it was an ambush, but instantly recognized your company for who they really are. Father Atticus Wilhelm and his youngest son, Brother Theodore Wilhelm, are both priests of the Church of Dream. They're two of your nearest and dearest allies. You're practically tearing up at the sight of their familiar scars swimming with paint, the disheveled blue robes that they're wearing, the stupid nightcap that Father Wilhelm refuses to ever part with, the cigar that he's obviously been chewing at for several days on the road, and all the mud caked onto their slippers.
"It's so good to see you!" Father Wilhelm's voice is as mellow and warm as always. It's practically music to your ears, compared to the gravel that Father Pevrel speaks with. You're swept into a hug, and he instantly laughs, while taking care to not get ash on your cloak. "I see the robes came in handy!"
He likely knew before anyone else that you'd look like a different person when you next met. You were about one hundred and eighty pounds lighter when you last saw the priest— who's also known as the Seer of Somerilde (location of the Church of Dream), and the lord of visions. He can literally see the future, at times. The enchanted robes you're wearing were a gift from Father Wilhelm, that can adjust on command. You're currently wearing it like a mundane garment for hiking through the woods, which is flattering enough for your weight, and you are infinitely too happy to not be gracious.
"I can't thank you enough." Returning the hug is made with all the strength you possess, which is quite a lot.
"You're going to kill me before we get anywhere, Richard—"
You ease up. "I missed you so much. How have you been?"
"Fine, fine! Just fine, thank you. We'll talk more about it later."
Teddy gets in on the group hug. You resist the urge to ruffle the scamp's hair, and your smile falters. It's easier to see him closer to the lantern light. The boy's face is still mutilated from an abusive invocation of Dream. It looks like it's still the only scar on him, but it was while he was in your company that he suffered so severely.
Left: Father Atticus Wilhelm, leader of the Church of Dream, and ally of the Church of Mercy.
Right: Brother Theodore "Teddy" Wilhelm, priest of the Church of Dream, and honorary member of your blasphemous congregation.
The hold you all keep on each other lasts for a few thoughtful moments. The history you have together is far too long and storied to reflect on in a matter of seconds— given the rush that you're in— so you're the first to break apart.
There's a little strain in your voice, but you sound as sincere as can be. "I can't say how happy I am to see you both, too. Why are you so far from home...?"
They look to the girl who's been quietly standing off to the side. An attitude radiates off from her small frame, filthy amethyst robes, and unusually colored hair and eyes. You haven't seen anyone with ginger coloring aside from your knight, but her orange, poorly cropped hair is unmistakable. No freckles to speak of, which gives you further pause about a further relation, but you aren't given time to reflect on it.
"It just wouldn't have sat right with me to stay put, when we could guarantee the success of your venture." Father Wilhelm's confidence is refreshing, but the man is being intentionally obtuse. The priestess of Time must have no idea what you're up to, which is good. "I thought I'd come and invite myself along— if I'm not imposing, of course—"
"Please don't be ridiculous. Of course not." This man has saved your life, granted your soul rest when no one else could, and has been one of your most treasured friends. "I'm going to bear hug you again if you keep this up."
He laughs a little to himself, keeping his cigar between clenched teeth expertly, and pats you on the back. "Good. I'm happy to hear it. Teddy offered to come along to help out with Aldus—" He jerks a thumb towards the girl, who scowls. "—and he's always wanted to see the Church of Mercy! You left quite the impression on him, back in Calunoth—"
The priest in question looks a little embarrassed. He's being even more quiet than usual, but you safely assume that he's used to his father doing all the talking.
"—well?" Father Wilhelm asks his son directly, "it's true, isn't it?"
Brother Wilhelm's voice is somehow more mellow than his father's. He looks a little past your shoulder while he speaks. "Just seeing the skyline made the trip worthwhile. Is it true, Father Anscham, that the city is made entirely of gold?"
You try not to laugh. "No. But you'll see plenty of it. We're doing quite well." Your gaze keeps flitting back to the priestess of Time. "I take it that you all intentionally met on the road, then?"
"No." The ginger girl's voice is incredibly soft and high. She can't be older than 13 or 14. "I should have been traveling alone, under orders from Mother Aimar." A curt gesture is made with her hands towards you, in a symbol you've never seen before. You're reminded of an hourglass. "Sister Aldus Campion, representative of the Halls of Eternity, missionary of Eanlac, and priestess of the Church of Time."
Sister Aldus Campion, representative of the Halls of Eternity, missionary of Eanlac, and priestess of the Church of Time.
You cast a quick look around the forest, but want to be certain. "No one else came with you all?"
"No." She has the audacity to answer before her seniors, which is a good sign! She's not afraid to get things done. "I'm here per your request, Father Anscham. Mother Aimar wished to test both of our patience, it seems."
This is obviously a joke, but you're struggling to find any humor in the situation. "I beg your pardon?"
"I was told that a demon had cursed your friend, and you wanted us to fix it. That's the domain of Magic and sorcerers, Father. Not my Goddess. It's an insult to Mother Aimar's Time to bother her with such an inappropriate matter. She didn't wish to ignore your request, and has disliked me for a very long time. My father is a brave and upstanding man. He spoke with Mother Aimar, and convinced her to have me take on this mission." She puffs out her chest a little. "I am out of her hair, you are given a hassle, and I'm given a chance to prove myself. It doesn't matter if she thinks this is heresy. We're dealing with a heretic to begin with. I'll get to the bottom of this curse."
Father Pevrel snorts. "Kid's got spunk."
She fires him a look that could kill. "You bet I do."
The two stare each other down for a few moments. You don't necessarily ruminate on the fact that you're also cursed (to look like a lecher and glutton, courtesy of a demon of interpretation), but it's impossible to not worry about your friend. James lost twenty years of his life, due to the demon of interpretation. He was impossible to locate when you last left the city, and he's notoriously difficult to handle. He's also hardly fair company for a child, and this entire situation is outrageous.
However, you have two lives to save. You have a church to restore to glory. Your boys in Wearmoor might be capable of saving themselves, but that's a risk you aren't willing to take.
You start to speak, but Brother Wilhelm pipes up. "I've offered to accompany Sister Campion during her stay in Eadric, for as long as she requires. Father has granted me the leave of absence. This will certainly be a boon for the churches of Time, Dream, and Mercy, if I'm not mistaken."
"Easy for you to say." Aldus is grumbling. "You didn't get stuck with a babysitter."
Kneeling down slightly, the young man smiles softly at her. "Father might have asked me to come along, but I asked to see what you're up to. I'd like to get a better idea of how the Church of Time is meant to operate, Sister."
More grumbling. "Fine."
The way that Father Pevrel clears his throat is akin to putting rocks in a blender. "We really should get moving."
"W-wait just a minute." You have so many fucking questions. "How did you get here so quickly?"
"Invoking Time moves space," Sister Campion says, like this isn't earth-shattering news.
"What."
"Yeah. I did it once to get closer to Eadric, but didn't want to risk winding up in a tree or something. I did exactly as I was told. Got me within two weeks, three hours, and fifty-seven minutes of the city." She tries looking to the sky and stars, but the forest canopy is too dense to see anything but branches and leaves. Her thin lips turn into a frown. "Barring me getting held up by these two."
Father Wilhelm elbows you a little. "Sorry about startling you like that. Couldn't risk old Nick here—"
"Atticus, will you not call me that in front of—"
"Sure thing, Nicholas."
"That's not much better."
"Father Pevrel would have probably cut us down if I didn't come out of the blue!" Father Wilhelm winks. "Interpret that however you like."
You're already extremely confused, and it's getting worse by the second. "I don't believe I understand—"
"I invoked Dream to travel under the cover of night," Brother Wilhelm says. "Quite literally. We were covered by the night. There is very little room for interpretation, Father."
Shrugging, Father Wilhelm pats his boy on the shoulder, and leans down. The two of them whisper something to each other for several seconds (which you're guessing isn't meant for Aldus to hear), then they part.
Father Wilhelm's bright blue eyes look to the forest beyond with extreme difficulty. Night is completely upon you all, and the lantern is hardly pulling its weight. "Pretty dark out there. Lucky we're in good company, eh?"
>Majority vote will NOT decide in most cases!
>Barring directly conflicting votes, I incorporate all contributions from all voters whenever possible.
>Please feel free to discuss among yourselves as well, and I welcome any and all questions.
>A] Part with Sister Campion on good terms, and get moving. You know Teddy will keep her in check. Besides, if anyone can find James, it's probably a priest of vision.
>B] Spend a brief moment catching up with what Father Wilhelm and Teddy have been up to. You know Father Wilhelm can talk while you're on the road, but you REALLY missed both of them.
>C] You'll be risking the safety of your mission if you linger, but you have SO MANY QUESTIONS for Sister Campion. Demand that you at least keep a written correspondence while you're traveling. Have Teddy arrange it as safely as he can.
>D] Write-in. (Anything else you'd like to mention, do, say, etc. Write-ins are always taken into consideration for in-character and serious replies.)
Titles and Affiliations:
Leader of the Church of Mercy, Foremost Researcher of the Catalyst, the Hands of the King, Founder of Harvey Jay Algrith's Blasphemous Congregation, Ally to Archdemon Yech
Nicknames:
Demon of Faith, Demon of Gluttony, Demon of Speed, The Father of Compassion, The Father of Honesty, The Father of Healing, The Lord of Excess, The Lord of Light, The Father of Love, Conqueror of the Ruins, The Beast Tamer, Reaper, A Man of All the Gods
Disclaimers:
Our protagonist is an unreliable narrator. This is a reflection of his life experiences, innate conditions, and the choices our voters have made.
How you choose to manage Father Anscham's well-being (or enable his inclinations) is up to you.
Confronting, accepting, and overcoming personal demons is a central theme of Catalyst Quest.
This format is a unique opportunity to directly explore what these elements mean to YOU.
The following information is far from exhaustive, and is subject to change at any time.
Age: 25 Date of Birth: The 2nd of the Setting (or Blinding) Moon Height: 6'2'' Weight: 290lbs Hometown: Pontos Place of Residence: Eadric, Daybreak Citadel Identifying Features: Curly brown hair, startling green eyes, covered in scars from head-to-toe. Most notably has a crooked nose (broken multiple times without setting correctly), and a deep gash across the chest from abusive invocations of Dream. Almost always seen wearing a small, golden locket in lieu of a traditional holy symbol. Bears a symbolic golden ring on the left hand.
Obsessive
The Catalyst— the phenomenon that turns men into demons— cannot turn you (33 times and counting). You will do anything to save the world from its influence.
Compassionate
Kindness, devotion, and love define you. Easing the pain of mankind is your creed. Salvation is your bond. Some of your greatest allies are the worst mankind has to offer— and you wouldn't have it any other way.
Masochistic
Be it for the sake of disarming your enemies, protecting your friends, or achieving physical feats that other men can only dream of— you prefer to look at your self-sacrificing nature as a selfless and positive attribute.
Unhinged
Your perception is not always accurate.
Insatiable
7/8 churches agree that gluttony is a sin. You're courting the Goddess of the other one.
The world itself is a part of you.
"Mercy. Agriculture. I know you are with me. Guideme. Come unto me. Love me. Let us transcend."
A connection between Mercy, Agriculture and you— the sun, the earth, and the lover— has yet to be fully understood.
The following abilities likely reflect the qualities of you all. They persist with or without invocation.
Resistance to toxin: When present, Agriculture can pause or remove this at will.
Identify all properties of life: Prior locations, current composition, an item's means of production, and any presence of poison can be deduced through the ingestion of edible substances. This is GREATLY heightened through invocations of Agriculture, to encompass almost any discernible property of the substance in question.
Attunement: Mercy's and Agriculture's domains can no longer cause you pain in any respect. Damage sustained from these elements has been massively reduced as well. (E.g. Over-exposure to sunlight or heat, excessively imbibing any material, consuming poison, etc.)
Ecstasy: Physical sensation pertaining to either Goddess (personal healing, weight, or otherwise making contact with Them/Their domains) has become continuously, disproportionately pleasant.
Sensitivity: Proximity to natural substances directly correlates to a disruption in focus. It's been most noticeable with food and drink, but this applies to all sources of life and light.
Limitless: All aspects of life and death are susceptible to your increasingly insatiable nature. Be it on research or recreation, hunger and fullness are no longer obstacles. They are enablers.
"May this flower take root in the soil of my flesh. Flourish in the garden of our creation, and grow to be as beautiful as my Goddess."
The Goddess of Agriculture manifested a divine green dahlia, and gifted the flower to you. Tasting it gave you a sample of Her works. After consuming the item in full, you have received a slew of abilities that pertain to all of Agriculture's domains. The following table is nowhere near an exhaustive list, and you have been strongly encouraged to indulge in Agriculture's works whenever possible.
Positive
Ambivalent
Negative
More reliable perception.
Increase in weight, correlated mastery of growth.
Absence of restraint.
Increased virility.
Hair & eyes have reverted to a natural color and texture.
Exacerbated fixation on food and drink.
At-will resistance to poison.
Extreme sensitivity to life (and all its pleasures).
Compulsive gluttony.
Can accelerate growth.
Carries the scent of fresh herbs/flowers.
Detect life from a distance.
Healing
Having been trained in the art of medicine under the Church of Mercy, your skill is renown. You've occasionally heard rumor that you're regarded as the most capable healer in the nation. (Given all that you've accomplished, you're inclined to believe them.)
Demonic Expertise
As the foremost researcher of the Catalyst, you are incredibly familiar with the weakness within the hearts of mankind. At a glance, you can typically recognize a demon's association with any deity, their general capabilities, and how you can best approach them through your own skills (or invocation). This is not limited to your personal alliances with demons (such as your good friend Archdemon Yech), or your mission with Agriculture to offer salvation to any demon who seeks it.
Diplomacy
"Being a gentleman means much more than saying 'please' and 'thank you,' or yielding to the whims of others. That is a shallow, and unfortunate representation of how a man should conduct himself. Being a gentleman means carrying yourself with confidence, and showing respect towards all people.
When faced with hostility, a gentleman does his utmost to defuse the situation without violence. Only when violence is inevitable will a gentleman strike hard, and decisively— so as to not prolong the predicament. You should understand more than anyone that at times, all we can do is put a stop to this madness. To end our enemy's lives before they willingly become demons.
Your canvas is not merely the walls of our home, or the form you assume. Sometimes we can do more. A gentleman seeks to understand the full picture. Do not settle for the mistakes of the past. Let's paint a better vision for tomorrow."
Thanks to your position as the leader of the Church of Mercy, you are only second in power to the King of the nation. Requisitioning forces, reallocating supplies, or giving essentially any order to any individual within Corcaea would not be overstepping your boundaries. (Bear in mind that not everyone takes kindly to your shattered reputation, though. Some people may disagree with your methods regardless of how much power you wield.)
Beast Taming
You've said before that your dog is the real hero of your story. Be it dogs, horses, or lions (such as your treasonous knight), you excel in taming the hearts and minds of others. It's often said in jest that you've even been capable of taming the King Himself.
Combat
In addition to your veteran, first-hand experiences, you trained with the leader of the Church of Flesh for months— and Father Friedrich is a master of combat. Melee is your specialty. Though Piety is your long sword, maces and shields make you feel right at home. Hand-to-hand combat, ranged, and exotic weapons are familiar to you, too. It doesn't hurt matters that your build and position as a man of all the Gods makes you an incredibly intimidating presence on the field of battle.
Fishing
Having grown up on the banks of the Eventide River, your fondness for fishing was nurtured at an early age. Furthermore, you were relocated to the Church of Mercy— adjacent to the Morinburn River— and have often snuck out at night just to cast a line. You're incredibly proficient with spears and nets, and can fashion these implements on the fly. Father Wilhelm, leader of the Church of Dream, has shown you a few techniques with or without lures, as well.
Agriculture
Despite growing up during a famine, you have always had an affinity for all things that grow. Under the tutelage of Mother Phyllis Bethaea (martyred leader of the Church of Agriculture), you cultivated a new herb that can heal any poison. You've selflessly taken on curses in the name of the land, and have the Goddess of Agriculture's favor. This is to say nothing of your deep appreciation for gardening. The sprawling grounds you've nurtured around all of the Church of Mercy are your legacy as its current leader.
Literacy
Knowledge is power, and the Church of Spirit dictates who wields it. The majority of Corcaeans are illiterate— but you were trained in the art of reading and writing by your first mentor, Adrian Morris. It has enabled your scholarly pursuits, honed your mind, and granted you a deep love for the written word. Your calligraphy is quite nice, too.
In addition to your literacy, you are regarded as a scholar. The vast majority of your research has been dedicated to the Catalyst, but you never shy away from an opportunity for more knowledge. Religion, history, architecture, horticulture, and fiction are all subjects of your intense interest and study— enough to have called upon the Goddess of Knowledge Herself for further research in.
Faith of a Goddess
"Promise me, then. Promise me that you will live your best life. No matter what den of sin you must enter, or what enemies that come upon Our door. No matter what illness may befall you, or how dearly Our tenets are tested. Promise me that you will stay true to yourself, Richard. Your search for answers. All of your compassion, and humility, and love. Never stop sharing hope with the world. Never let your light go out."
Don't respect a man for making a promise. Respect him for keeping it.
+10 FAITH OF A GODDESS
You have forged a PACT with a GODDESS.
This bonus can and will be lost if your word is not kept (e.g. actions unbecoming of Mercy's tenets, self-destructive behavior, and/or sabotaging your self-improvement.)
Severe psychological and emotional consequences can and will result if your word is not kept, and your promise is broken.
This permanent modifier applies to all actions befitting of your promise to Mercy (e.g. forging new political alliances, sparing enemies, healing the sick, protecting the weak, etc.).
Atonement
"You are not the Father of Temperance, Richard. You're the Father of Love. Compassion. Hope. Give yourself to the ones you care for. Find your lost children. Show them that there is an answer. Help me save our world.
If anyone can bridge the distance between us all, it's you."
Death made you a promise, and sealed it with a kiss.
+10 TO CHANGE IS TO GROW +20 ATONEMENT
Any action taken befitting of the Goddess of Growth, Generosity, Fertility, Life, Nature, Death, Harvest, Bounty, and Agriculture will receive this bonus.
It can also be used to offset a portion of the maluses you currently have as a priest of Her church.
Actions taken that deprive you or your fellow man of Her blessing may permanently remove this bonus. (e.g. encouraging stagnation, ignoring an opportunity to give, neglecting your own growth, distorting the cycle of life and death via murder, etc.) Be advised that serious consequences will result from abusing this gift.
The Goddess of Generosity has been eager to answer your demands for more of Her works, in the name of finding a cure for the Catalyst, and in devotion to Her. Maintaining the blessings you have already been given slowed the decay of the modifier. Excessive use of Agriculture's ability, upholding your oaths, and showing Her unrivaled devotion has made it permanent.
Indomitable
Sitting upright, and looking to the intense scars all along your thick wrists and calloused hands has never felt sweeter. You did want the evidence of your abuse to be accentuated by a demon. You did tell the demon of interpretation that excess and lust are the lesser of all evils. In your hands, gluttony and masochism can be tools of indomitable willpower. Pain and indulgence has been more than your shield.
The Lord of Light will not hide from his innermost darkness.
+10 INDOMITABLE
All rolls to CONTROL your response to pain or indulgence will now benefit from this bonus.
The God of Visions is happy to accommodate a BROAD range of applications for your strengths.
Conquest
"Your life has been spent in the pursuit of demons, their meaning, and where to find love in a loveless world.
The God of Flesh wishes to reward your determination."
All actions taken that pursue your goals towards the greater good of humanity— and a cure for the Catalyst— will benefit from this bonus.
Disrespect towards Flesh, abuse of yourself, or return to behavior befitting of a demon can and will remove these gifts.
Integrity
"Your life has been spent in the pursuit of demons, their meaning, and where to find love in a loveless world.
The God of Vengeance also respects your interpretation of His will."
In recognition of your pursuit of justice, all actions taken that bring about greater fairness in the world will benefit from this bonus.
Disrespect towards Vengeance, abuse of yourself, or return to behavior befitting of a demon can and will remove these gifts.
Vim and Vigor
This is a recurring, temporary bonus granted from eating and drinking a significant amount in one sitting.
Liquid Energy
Every little bit counts. This minor, recurring bonus has been granted from caffeine, or proper nutrition on the heels of massive blood loss.
Soul Ache
A recurring pain has been felt in your soul itself, in the wake of invoking Mercy and Agriculture for four days straight.
It has steadily increased as you've invoked the Gods. You are unsure if there is a limit to how much you can push yourself, but the effects had become debilitating. You currently have no soul ache, but have been wary of invocation at the risk of rekindling this malus.
Nerve Damage
Your left leg was recently skewered by a barbed arrow, which was slick with a caustic poison.
Though you successfully removed the object (and Mercy cauterized the location instantly by flooding it with molten gold), severe nerve and tissue damage was unavoidable.
Dexterous movement and/or putting serious strain on this limb may be compromised for the foreseeable future.
Blood Loss
Due to a catastrophic surgery attempt on the floor of a cave (to remove a barbed and poisoned arrow), you recently lost a serious amount of blood.
Naturally healing from similar events reduces this malus over time.
Sacrifice
Bonuses
Maluses
Immunity to pain.
Inappropriate at the best of times.
Can aid in intimidation.
Loss of control over actions.
Delay treatment of injury or exhaustion.
Exacerbated by urge to self-harm.
Major combative benefit.
Can run counter to your pact with Mercy.
Priest of Agriculture
Bonuses
Maluses
Inhuman resistance to poison.
Most physical activity has been passively affected.
Identify any natural substance in any quantity (via ingestion)
Difficulty focusing on surroundings while imbibing food or drink.
Weight can be useful.
Public image.
Major utilitarian benefit.
Your Relic
Mercy has always been there for you.
In your darkest hours— without so much as the will to live— She turned to you for hope. The Goddess entrusted you with a divine mission: To seek out a fallen child of Mercy, who still possessed kindness in their hearts. They were to bear Mercy's symbol.
By granting peace to a single lost soul, you were promised relief from your pain, and the cure to the pain of so many others.
The lost soul was an archdemon, and a fallen Mother of the Church of Mercy.
Mother Idonea possessed a piece of a long-lost King. In her care, this Relic was a symbol of light. A pact was made with Idonea. You granted peace to three of her children.
In return for your sacrifices, compassion, and unwavering devotion, Idonea left you with an answer to your prayers with her dying breaths.
This Relic is now your symbol.
A pair of clasped hands, for alliance and prayer.
A pair of bent swords— as you are known for turning violent intent towards compassion and good-will.
To some, the swords more closely resemble a skull: for every demon that you've conquered or accepted (inside and out).
Your Relic bridges the gap between the Gods' will, and those who will open their hearts. A small mirror is contained within: an object of truth, housed between all of your symbols.
Your Relic has been used thus far to:
— Grant the tenets of Mercy to demons and clergy alike. (Doing so to a demon stripped you of that tenet of Mercy. The clergy did no such thing.)
— Heal your pain, and the pain of others. (Your Relic must be held by the individual who requires its aid. Up to two people are eligible at a time.)
— Ally the strengths of others (including demons, other races, and invocations of the Gods Themselves). The effects of this social bond are so strong, they may be permanent. Invocations allied in this manner do not tax the invokers normally, but all of these properties are not fully understood at this time.
— By opening your Relic, you can reflect your honesty and truth upon the viewer— or helps them to see their innermost reflection.
Mercy's Ring
This divine, solid gold ring is a symbol of yours and Mercy's commitment to one another, and a physical reminder of the pact you both share.
"Promise me, then. Promise me that you will live your best life. No matter what den of sin you must enter, or what enemies that come upon Our door. No matter what illness may befall you, or how dearly Our tenets are tested. Promise me that you will stay true to yourself, Richard. Your search for answers. All of your compassion, and humility, and love. Never stop sharing hope with the world. Never let your light go out."
Severe psychological and emotional consequences can and will result if your word is not kept, and your promise is broken.
This permanent boon applies to all actions befitting of your promise to Mercy (e.g. forging new political alliances, sparing enemies, healing the sick, protecting the weak, etc.).
The Church of Mercy
The largest church in the nation. This building's cloisters (and the surrounding grounds of Eadric Castle) are intended to house anyone who seeks safe refuge.
It is tradition for the Father or Mother of the Church of Mercy to make one significant addition or improvement to the building in their lifetime. Your legacy is a sprawling series of gardens, for both healing and recreation.
Below the Church of Mercy are a series of dungeons. The labyrinth closest to the surface is intended not only to contain any human threats that the Church has to hold-- it is intended as a stop gap for what lies below.
The lowest levels of the Church of Mercy are permanent holding cells for threats that cannot be killed or contained by any other force in the nation. YOU are currently responsible for every single one of these demons, and there are NO locks on any of their cell doors.
Your Gardens
Breathtaking gardens sprawl in and around your home. These herb gardens, orchards, recreational fountains, topiaries, and divinely blessed vineyards are your legacy as the leader of the Church of Mercy. You've tended to the land here for over five years, and have even seen to the gardens with the Goddess of Agriculture.
Recently, you converted the foundations of Daybreak Citadel into an underground Church of Agriculture. This is thanks to the root system of your entire gardens, which have been artificially grown into the bedrock of your home.
There is no understating what a positive impact your efforts have made on the populace of Eadric. Personal gardens are a common sight in almost every single home in your city.
Daybreak Citadel
Home.
In addition to securing the Church of Mercy, some key features are:
Apotheosis Keep: The most secure structure in the nation, along with The Solstice Keeps, Equinox Keep, and Perihelion Keep. One single priest of Flesh (Brother Garrick) was capable of holding off a siege at Apotheosis Keep's gates. The lower levels (aside from the main hall) are currently occupied by your research team, who are turning many rooms into an open library. The Great Chamber: Sits on the second floor, just below your solar in the tower keep. This is where your most veteran priestesses have taken up residence. The Solar: The highest point in the castle, on the third floor, where you usually reside. Stables: Currently housing your stallion, Impetus. Walter Middleton's gelding, Bastion, is also kept there (along with the horses for most of your other tenders). The Twilight Wall: Best view in the city. Inner Bailey: Contains kitchens, barracks, stores, the stables, and workshops. Currently occupied by 13 members of your caravan from Calunoth, and a handful of citizens who survived the Night of Embers. Moat: Repaired. Secret Passages: You're intimately familiar with how to navigate in your home, and can travel through the sprawling castle grounds more efficiently than any other man alive.
Yech's Flask
Conjured by Archdemon Yech to commemorate your historical alliance. This simple, gold-capped flask has two unusual properties.
Demon of Faith: Out of genuine respect for your trials and triumphs, Yech imbued this item to bear a checkmark for every invocation you have made to Vengeance (and in turn, how many times you have felt the Catalyst). The gilded underside currently has thirty-three tallies. The Lord of Generosity: Stating a drink to the flask (with the intent to consume its contents thereafter) fills the item with that drink. The conjured liquid will then pour endlessly. You have experimented thoroughly with this property, and found that liquor, tea, water, oil, caffeinated beverages (not native to Corcaea), thin soups, and even chowder could be conjured in this manner. It has also produced ice cubes (in cocktails), flower petals, seeds, and intact pieces of vegetables (all as components of other drinks).
Yech's Enchanted Shield
Conjured by Archdemon Yech to commemorate your historical alliance. This matte, black, large shield is made of an exotic metal that you have yet to identify, and is unusually light to hold. It has demonstrated the ability to deflect or absorb almost any attack directed at it, barring that you are capable of withstanding the force of the blow.
Yech's Enchanted Mace
Conjured by Archdemon Yech to commemorate your historical alliance. This demonic weapon is unusually light to hold. As a sharpened and flanged mace, it requires a specific holster. You need to have a new one commissioned, as yours currently does not fit.
Endless Satchel
By all appearances, this is simply a tasteful, medium-sized bag with a few gold buckles. You know that the interior is an endless carrying space-- so long as you can get items through its small opening. What the space inside is like has escaped your observation this far, but it appears to be dry and cool enough to safely preserve grain, parchment, and paintings.
Enchanted Robes
Father Atticus Wilhelm, leader of the Church of Dream, gifted you a priceless set of enchanted robes. The garment is imbued with special dyes that can change its color on command. In addition, placing a hand to the item and stating a specific form of attire will command the garment to take on the desired cut/length/style. While you prefer using it to wear holy vestments befitting of the leader of the Church of Mercy, it has created the appearance of everything from executioner's garb to a farmer's tunic. Lastly, the item is self-cleaning. The clothing takes in any grime or stains it has accrued on command, and may passively do so as well. (The item is always cleaner after you've left it alone for awhile.)
Atonement
Your armory was ransacked. All that remained were two weapons your former jailer— Theobald Stace— had used to torture you in years past. You embraced your pain, invalidated it, and chose to literally weaponize your trauma. Rather than take offense at these mockeries of your foremost patrons, you wish to honor Them through each object instead.
"This surgical knife embodies Mercy's will. The strength I have been granted. An instrument for agony, an embodiment of my actions, and all of the healing made possible because of it. Atonement."
Your armory was ransacked. All that remained were two weapons your former jailer— Theobald Stace— had used to torture you in years past. You embraced your pain, invalidated it, and chose to literally weaponize your trauma. Rather than take offense at these mockeries of your foremost patrons, you wish to honor Them through each object instead.
"A thresher. My enemies have sown the seeds of discord. This weapon will do well to loosen the strangle-hold on our nation in the seasons ahead. Agriculture has truly blessed me with Her Harvest."
Father Friedrich sent this long sword from Beorward to Calunoth. The mighty weapon has not left your possession since. It requires two hands to properly wield, and lives up to its namesakes. Piety has withstood bolts of lightning, smited undead foes, and has never once spilled the blood of an innocent.
Father Edmund's Last Letter
Mother Aimar kept this letter for three years after Father Edmund's death. It was passed on to Father Wilhelm just weeks before he rescued you from the ruins, with specific instructions on when to give it to you. The circumstances of Father Edmund's life and death have been an enigma, and you have been under too much grief and strain to investigate the matter thus far.
"Father Richard Anscham,
People will try and tell you that you don't deserve the title. Never let anyone tell you otherwise.
I know I am placing an enormous burden on you. I know that you might not feel ready for so much responsibility. It will likely be years before you even begin to understand everything that this means for you. I had a lifetime to prepare myself for it, and I squandered all but the last few years.
This has never been about me. This has never been about the title. This is about YOU, Richard, and one thing that I NEED you to KNOW.
You've earned it. You have done so much good for this world, for the little time you've had in it.
I'm sorry. I'm sorry that I wasn't there for you. I'm sorry for everything.
Everything but this. I know it won't make things right, but there needs to be no question in any man, woman or child's mind in this whole damn country that YOU earned it.
Keep proving them wrong. You've earned your place in our world, even though you never needed to prove a thing.
You've earned all of our devotion. I trust you. I know you are more than fit to wield more than power, or wealth, or titles.
You've earned all of our love.
You've earned a life of your own.
You never have to say "yes," but I know you will.
I'm sorry. I'm so sorry, for all of the years of ignorance and neglect. I can't make it up to you.
This is not about making amends.
You shouldn't forgive me, and you never have to. I want you to live the best life you can. Not for me, not for anyone. Not even for Mercy.
I know She loves you. I do, too.
Live for yourself.
Good bye, Richard."
Beltoro's Apology
After enduring the memories of Beltoro— an ancient demon of Spirit, comprised of 21 hands— you communicated with them via writing. One of your greatest sacrifices was giving this demon your restraint after it penned this message. It has not left your person for a day since then.
Father Anscham,
Thank you for coming back. Thank you for upholding your word. Thank you for already doing more than she swore to do. Thank you for attempting to help us find ourselves once more.
You know I cannot speak of it, but you have so much more than even I once possessed.
A gift from Father Wilhelm during your seclusion in the Church of Flesh. It's easily one of the kindest and most precious things you've ever laid eyes on.
Father Wilhelm's Nightcap
This gold-threaded nightcap is covered in little embroidered animals. It has an exceptionally long tail, always helps you sleep better, is terribly stupid, and you love it.
Your appearance is subject to dramatic change.
Left: Current appearance, thanks to a demonic curse to ruin your image, many invocations of Agriculture, consuming a divine green dahlia, and your personal lifestyle.
Right: Three months prior. (This is about as good as it's gotten.)
Aspects of the natural world that the Gods embody.
Tenets
Guidance (intended for clergy only) which is penned and published by the Gods' church leaders, based off of the church leaders' personal views. You have not been made privy to the tenets of every church.
Prayer
Speaking to a deity, typically to praise them or to ask for their blessing (without expectation of exceptional power or ability). Most clergy pray to some extent prior to or during invocation.
Invocation
Channeling the ability of a God through one's own body (typically after a lifetime of devotion). These abilities can range wildly, and individuals often can possess unique abilities depending on their connection to their associated patron.
Summoning
Facilitating the physical manifestation of a deity through a personal connection. You are unaware of anyone else capable of this feat, though you have done so for both Mercy and Agriculture.
The Church of [God or Goddess]
Additional information on the holy people and places associated with each deity.
Studying the Gods' will has been your life's work, and is far and away your greatest passion.
The information below has been hard-won through blood, sweat, and tears.
These entries are not exhaustive, and new findings surface frequently.
You alone possess the ability to invoke Them all.
THE PANTHEON
Domains
Growth, life, bounty, harvest, the earth, poison, death, and generosity.
Tenets
Invocation
Typical Use
Locate, identify, and purify poison.
Create new growth.
Manipulation of preexisting earth.
Personal Affinity
Manipulate the cycle of life, death, and everything in-between (sprouts to venerable trees have been tested thus far).
Identify, contain, and remove any toxin (you now possess an inhuman tolerance to toxins even while not invoking).
Diagnose organics through ingestion (this also applies to a great extent while not invoking).
Sense all life.
Organic transmutation (an in-depth knowledge of each substance involved required).
Indications of Abuse
Catastrophic weight loss.
Vestiges
Weight gain (proportionate to the duration and intensity of the invocation).
Summoning
The Goddess has stressed that this is a sacred bond. One which tests your soul itself.
Partaking of Her gifts eases the process, in the following order of significance:
Eating; drinking; or keeping Her (significant) bounty in, on, or near you in any other capacity.
Agriculture has mentioned that devotion such as demonstrating your generosity (She likes flowers, chrysanthemums are Her favorite), gardening, or praising Her other domains can also reduce the strain and/or harm of these appearances on you— though not as notably.
The Church of Agriculture
Location: Wearmoor, the City of Vitality.
Leader: Formerly Mother Phyllis Bethaea (passed away in 602).
Well-Known Functions:
—Production, allocation, and distribution of Agricultural material throughout Corcaea.
—Works in conjunction with the Church of Flesh for construction and mining (primarily utilizing the ruins for resources).
—Identification and cleansing of natural toxins.
Pertinent Details:
—Mother Bethaea has been martyred. The famine that plagued Corcaea for over a century came to a close thanks to you personally taking on a curse from the land. You have yet to take public credit for this venture, but have corrected anyone who has asked you about the matter (as the public thinks she is to thank).
—You spent an entire season of Harvest at the Church of Agriculture in the year 602. Though you were deeply familiar with the activity and peoples there at the time, you have not been welcome back since then, and communications with the church has been entirely cut off.
—You have two spies stationed in Wearmoor (Chesty and Serpent), who are to gather and send information regarding the Church of Agriculture to you as soon as they are able.
Atonement
"You are not the Father of Temperance, Richard. You're the Father of Love. Compassion. Hope. Give yourself to the ones you care for. Find your lost children. Show them that there is an answer. Help me save our world.
If anyone can bridge the distance between us all, it's you."
Death made you a promise, and sealed it with a kiss.
+10 TO CHANGE IS TO GROW +20 ATONEMENT
Any action taken befitting of the Goddess of Growth, Generosity, Fertility, Life, Nature, Death, Harvest, Bounty, and Agriculture will receive this bonus.
It can also be used to offset a portion of the maluses you currently have as a priest of Her church.
Actions taken that deprive you or your fellow man of Her blessing may permanently remove this bonus. (e.g. encouraging stagnation, ignoring an opportunity to give, neglecting your own growth, distorting the cycle of life and death via murder, etc.) Be advised that serious consequences will result from abusing this gift.
The Goddess of Generosity has been eager to answer your demands for more of Her works, in the name of finding a cure for the Catalyst, and in devotion to Her. Maintaining the blessings you have already been given slowed the decay of the modifier. Excessive use of Agriculture's ability, upholding your oaths, and showing Her unrivaled devotion has made it permanent.
Domains
The moon, stars, rest, imagination, prophecy, interpretation, the arts, and the night.
Tenets
Invocation
Reverie
Remain awake for days on end.
Visions of past, present, and future.
Prophecy through interpretation.
Project fantasy onto reality.
Indications of Abuse
Difficulty awakening from natural rest.
Sleep lasts for days on end if uninterrupted.
A God Scorned
Expulsion of paint from the lungs.
Impossibly deep and disfiguring scars (yours is a single streak across your chest).
Waking nightmares.
The Church of Dream
Location: Somerilde, the Frozen City.
Leader: The Seer of Somerilde, Father Atticus Wilhelm.
Well-Known Functions:
—Serves to defend the southern border (thanks in part to the Folorast mountains), in conjunction with the Church of Time.
Pertinent Details:
—The closest you've ever traveled to Somerilde was to Father Wilhelm's vacation home, less than three day's travel by foot away.
—An open invitation has been extended to you by Father Wilhelm. You are welcome in Somerilde at any time.
Visions
Dream has visited you numerous times in your sleep, without you intending to invoke Him. The last physical visitation was objectively a surreal and nightmarish figure, but you were inspired beyond belief by the experience. These visions are fleeting and difficult to decipher, but you have regarded them all as a blessing. Dream has bestowed upon you foresight, opportunities for recovery, and aid for your grief— despite your deep seated abuse of His gifts. Even being struck by waking nightmares, becoming disfigured from His inflicted scars, or having natural night terrors restored to you has done nothing to assuage you from worshiping Him— and for good reason.
It is thanks to Dream's opportunities for reflection and self-reliance that you have learned to forgive yourself, to accept your flaws, and to own up to your mistakes. Though you have many regrets, they have all been a part of what's made you indomitable.
Indomitable
Sitting upright, and looking to the intense scars all along your thick wrists and calloused hands has never felt sweeter. You did want the evidence of your abuse to be accentuated by a demon. You did tell the demon of interpretation that excess and lust are the lesser of all evils. In your hands, gluttony and masochism can be tools of indomitable willpower. Pain and indulgence has been more than your shield.
The Lord of Light will not hide from his innermost darkness.
+10 INDOMITABLE
All rolls to CONTROL your response to pain or indulgence will now benefit from this bonus.
The God of Visions is happy to accommodate a BROAD range of applications for your strengths.
Domains
Action, strength, aggression, perseverance, achievement, muscle, bone, and the material.
Tenets
Invocation
Peak Performance
Unnatural strength and endurance.
Inhuman physical resilience.
(Temporary) increase in musculature.
Proper Form
Strength.
Stamina.
Speed.
Endurance.
Rapid self-healing.
Indications of Abuse
Tremor.
Slower natural healing.
Weakness.
Accelerated exhaustion.
Physical Misconduct
Neglecting natural abilities.
The Church of Flesh
Location: Beorward, The Red City.
Leader: Father Galterius Friedrich; Brother Cyril Trebbeck presiding.
Well-Known Functions:
—Training grounds for all of Corcaea's martial fighting forces.
—Possesses the largest armory in the country, eclipsing even that of the King.
—Night life that rivals only the capital.
Pertinent Details:
—The Church of Flesh has a high barrier to entry. At your current weight, you are not only unwelcome on its doorsteps— Father Friedrich cautioned you against even approaching the city. (This is an improvement, as you both recently reconciled, and were formerly receiving regular death threats.)
—Five months of the year 605 were spent here, primarily in isolation, as you voluntarily surrendered your freedom of choice in the name of recovery. To say the least, your behavior within its hallowed walls was regarded as unacceptable. The residents of Beorward largely do not take kindly to you as a result.
—Brother Trebbeck is a near and dear friend, and a stalwart ally. You are obligated as the leader of the Church of Mercy to supervise his new appointment, regardless of any personal issues you have with his place of residence.
Conquest
"Your life has been spent in the pursuit of demons, their meaning, and where to find love in a loveless world.
The God of Flesh wishes to reward your determination."
All actions taken that pursue your goals towards the greater good of humanity— and a cure for the Catalyst— will benefit from this bonus.
Disrespect towards either God, abuse of yourself, or return to behavior befitting of a demon can and will remove these gifts.
Domains
Compassion, restraint, healing, honesty, light, gold, the sun, love, and all emotion.
Tenets
Invocation
Intended Use
Light.
Comfort.
Temperance.
Slow healing.
Protection.
Paragon of Devotion
Rapid healing (can extend to others).
Artificial tissue or limb replacement.
Melt enemies (blinds onlookers).
Impose physical and/or emotional restraint.
Indications of Abuse
Chest pain, followed by production of blood from the mouth.
Summoning
"This is one thing you need never ask for. You can always speak with me."
While summoned, Mercy is dependent on your love, light, compassion, and proximity. (They all seem to hold equal significance to Her.)
Intimacy has been capable of extending Her physical manifestations to upwards of 3 days at a time.
Distressing the Goddess through confrontation, distance, or otherwise not demonstrating Her love language taxes you proportionately.
You see each other every Sunday, at minimum— at which time no one else can invoke Mercy.
The Church of Mercy
Location: Eadric: The City of Shields, Calunoth's Last Defender, The Bulwark, Mercy's Refuge, The City of Curatives, and home. Informally recognized as the capital of Corcaea.
Leader: The Father of Compassion, Lord of Light, The Hands of the King, and Leading Researching of the Catalyst: Father Richard Anscham. (You!)
Well-Known Functions:
—Cannot turn away anyone from its doors who seeks refuge. Consequently used as temporary housing for many individuals on the heels of large demonic outbreaks.
—Your healing is renown. Many individuals will travel across the country to come to the Church of Mercy's doors seeking relief from their pain.
—The central defense of the nation, and the front-line for all domestic disputes. Answering demonic outbreaks or restraining unruly individuals around the country is often handled by your clergy.
Your men and women frequently work in tandem with the Church of Flesh as their personal defense, or as healers on the field of battle.
—Adrian Morris (former priest of the Church of Mercy) made missionary work his legacy. In years past, it was a common sight for clergy of your church to preach in far-flung villages.
Pertinent Details:
—You've lost your position as leader of the Church of Mercy once before, for a span of nearly six months (for damn good reason). King Magnus restored your title, but the effects this has had on your reputation have not been kind.
—King Magnus "the Merciful" is technically the only man in the nation who's authority you answer to. He is NOT the leader of the Church of Mercy, but possesses the authority to step over your decisions (if He deems necessary, be it by His decision, or in answer to an appeal from someone else).
—A secondary, smaller Church of Mercy is in Calunoth. You intentionally have avoided visiting it.
—You recently summoned Mercy at the Church's altar, during a sermon with several hundred people in attendance.
—You alone are privy to the (figurative) keys below Eadric castle (as your former jailer, Theobald Stace, recently destroyed every single lock in the building). The Church of Mercy is known for restraint. You are responsible for the care and confinement of all the demons who are imprisoned below it.
Faith of a Goddess
"Promise me, then. Promise me that you will live your best life. No matter what den of sin you must enter, or what enemies that come upon Our door. No matter what illness may befall you, or how dearly Our tenets are tested. Promise me that you will stay true to yourself, Richard. Your search for answers. All of your compassion, and humility, and love. Never stop sharing hope with the world. Never let your light go out."
Don't respect a man for making a promise. Respect him for keeping it.
+10 FAITH OF A GODDESS
You have forged a PACT with a GODDESS.
This bonus can and will be lost if your word is not kept (e.g. actions unbecoming of Mercy's tenets, self-destructive behavior, and/or sabotaging your self-improvement.)
Severe psychological and emotional consequences can and will result if your word is not kept, and your promise is broken.
This permanent modifier applies to all actions befitting of your promise to Mercy (e.g. forging new political alliances, sparing enemies, healing the sick, protecting the weak, etc.).
The Relic
Mercy has always been there for you.
In your darkest hours— without so much as the will to live— She turned to you for hope. The Goddess entrusted you with a divine mission: To seek out a fallen child of Mercy, who still possessed kindness in their hearts. They were to bear Mercy's symbol.
By granting peace to a single lost soul, you were promised relief from your pain, and the cure to the pain of so many others.
The lost soul was an archdemon, and a fallen Mother of the Church of Mercy.
Mother Idonea possessed a piece of a long-lost King. In her care, this Relic was a symbol of light. A pact was made with Idonea. You granted peace to three of her children.
In return for your sacrifices, compassion, and unwavering devotion, Idonea left you with an answer to your prayers with her dying breaths.
This Relic is now your symbol.
A pair of clasped hands, for alliance and prayer.
A pair of bent swords— as you are known for turning violent intent towards compassion and good-will.
To some, the swords more closely resemble a skull: for every demon that you've conquered or accepted (inside and out).
Your Relic bridges the gap between the Gods' will, and those who will open their hearts. A small mirror is contained within: an object of truth, housed between all of your symbols.
Your Relic has been used thus far to:
— Grant the tenets of Mercy to demons and clergy alike. (Doing so to a demon stripped you of that tenet of Mercy. The clergy did no such thing.)
— Heal your pain, and the pain of others. (Your Relic must be held by the individual who requires its aid. Up to two people are eligible at a time.)
— Ally the strengths of others (including demons, other races, and invocations of the Gods Themselves). The effects of this social bond are so strong, they may be permanent. Invocations allied in this manner do not tax the invokers normally, but all of these properties are not fully understood at this time.
— By opening your Relic, you can reflect your honesty and truth upon the viewer— or helps them to see their innermost reflection.
Domains
Knowledge, intelligence, wisdom, identity, abstraction, and the immaterial.
Invocation
Observed Mastery
Creation of immaterial space.
Transference of critical memory and meaning.
Treatment of traumatic memory.
Inhibit self-harm (in others).
Personal Mastery
Locate sinners.
Personal Abuse
Mind-reading.
Intimidation.
Instant, permanent consumption of knowledge (in limitless quantities).
Sacrilegious communication.
Viewing memories of the deceased.
Injecting traumatic memories.
Obstructing treatment of trauma.
Perturbations
Cognitive distortions.
Memory repression.
Instability.
Impulsivity.
Thread-bare sanity.
Visions
She'll wait, as She always has.
During your last invocation of Spirit (one of the few that was not abusive in any way), the Goddess appeared before you in a vision. Consulting the priestess of Spirit in your company (Sister Cardew) about this matter left her so shaken, she discarded her holy symbol. She believes that this was a sign that the Spirit should not be worshiped through physical displays, but through respect for the immaterial. You have yet to discern the meaning behind the Goddess' apparition.
The Church of Spirit
Location: Murgate, The Lily-White City.
Leader: Father Henry Sullivan, the Father of Knowledge.
Well-Known Functions:
—Possesses the largest library in Corcaea. It's one of two. The other is the Royal Archive, within King Magnus' palace.
—The leader of the Church of Spirit controls all communications and knowledge throughout the nation.
Pertinent Details:
—Embroiled in conflict, as Sister Marjorie Cardew has openly challenged Father Sullivan's right to lead.
Domains
Tempest, wind, water, thunder, lightning, travel, and the sea.
Invocation
Observed Uses
Cast lightning.
Manipulation of preexisting wind, fire, water, and lightning.
Heightened sensitivity to wind and lightning (with or without invoking).
Prior Usage
Underwater breathing.
Creation of tides.
Cast fire.
Shroud light.
Lethal gales.
Walls of wind.
Preceding Effects
Disconnect from reality.
Life-threatening seizures.
Aura of Storm's likeness.
Subsequent effects
Loss of consciousness.
Severe weakness.
Confusion.
Permanent Ramifications
Memory loss.
Recurring headaches.
Tremor.
Heightened sensitivity to light and electrical shocks.
Visions
"We are the Tempest. We will cast ourselves over this offense. We will obscure. We will haze. We will cleanse. We will extinguish this sin, and guide you from darkness and shadow. We will take you from the City of Lights."
For reasons unknown, both of your invocations of Storm were preceded by incredibly intense visions of Him.
The Church of Storm
Location: Rimilde
Leader: Father Barthalomew Bennett, Lord of the Tempest.
Well-Known Functions:
—Provides transport along the rivers Eventide and Morinburn, throughout all of Corcaea.
—Consult regarding the weather for all Church leaders.
—Regulates natural disasters whenever possible. Responsible for any and all cleanup, regardless of their initial response.
Pertinent Details:
—Father Barthalomew has been out to sea, and his clergy appear to be deeply entrenched in Inertia's ranks. The corruption's full extent has yet to be discerned.
Invocation
Totality of Experience
Return to any point in your life.
Visions
"You could go back."
Your first and only invocation of Time graced you with a vision of the Goddess of Ages.
The Church of Time
Her will is unchangeable.
Domains
Retribution, vindication, wrath, repentance, justice, honor, virtue and blood.
Tenets
Invocation
Observed Uses
Retribution through reciprocation (typically limited to imps in any quantity).
Perfect Equilibrium
Father Nicholas Pevrel has displayed the ability to deliver judgement towards men and demons alike while Vengeance has chosen to visit him.
Spurious Intent
Disproportionate retaliation.
Deviances
Expulsion of black bile and blood.
The Church of Vengeance
Location: Mauseburg
Leader: Father Nicholas Pevrel, Justiciar of Corcaea.
Well-Known Functions:
—Settles any and all disputes called upon for fair judgement. (False and/or flippant claims are punishable in turn!)
—Assists with border security. The precise methodology of the clergy of Vengeance is not public knowledge.
Pertinent Details:
—You have become close allies with Father Pevrel, and are housing one hundred citizens of Mauseburg in Eadric. You still owe them a great debt for their sacrifices during the Night of Embers.
The Catalyst
Your invocations of Vengeance seemingly have no limitations.
The first time you ever called upon the Gods was as a young boy, to strike down another child with imputiny.
(Edwin, a neighborhood bully, threatened to break your legs. You broke every bone in his body that he had broken in you, first.)
You crippled him— destroying his family's life during the famine— and were accused by your village of having become a demon.
Insidious experimentation was conducted on you by the Church of Mercy throughout your youth as a result.
Vengeance has always answered you without question— triggering your Catalyst each and every time.
Invoking Him is the ONLY thing that does so.
You have felt this phenomenon thirty-three times now, and have yet to understand its mechanism.
Integrity
"Your life has been spent in the pursuit of demons, their meaning, and where to find love in a loveless world.
The God of Vengeance also respects your interpretation of His will."
In recognition of your pursuit of justice, all actions taken that bring about greater fairness in the world will benefit from this bonus.
Disrespect towards either God, abuse of yourself, or return to behavior befitting of a demon can and will remove these gifts.
Name: Mother Astrid Aimar
Titles and Affiliations: Leader of the Church of Time
Nickname(s): The Mother of Ages
Place of Residence: Eanlac, the Church of Time
Pertinent Information:
Welcomed you into the Church of Mercy the day you were given the title, via a brief letter.
Knowingly withheld a suicide note from your predecessor, Father Elias Edmund, and has not elaborated on why-- even under direct questioning.
Released a clergy member of the Church of Time into your care without question (who is currently en route to Eadric).
Last communication was facilitated via an invocation to Spirit from Sister Harriet Cardew, to relay that war has been declared on the cult of Inertia. Mother Aimar was preoccupied with a conflict that prevented her from any extended conversation. Her physical appearance was a manifestation of sand, though no explanation was provided beyond the following message:
"You have our allegiance. Continue to NOT waste my Time. Eanlac is in motion. Don't miss your sermon, Father. The Gods are MERCIFUL."
Name: Ser Harvey Jay Algrith
Titles and Affiliations: Knight of the Church of Mercy, leader of Richard's blasphemous congregation (from Ostedholm)
Nicknames: The Ringleader, The Red Lion
Place of Residence: Eadric, Daybreak Citadel
Pertinent Information:
Sworn to guard Walter Middleton and Father Richard Anscham with life and limb.
Has a pact with Malimos to support Father Anscham's endeavors, and is on excellent terms with the demon as a result.
Severe memory loss brought about by Father Atticus Wilhelm, on Harvey's request.
Was born and raised as a slave in Cyno. His family is deceased.
Speculated that Harvey went to the ruins to escape from anyone who may try to rekindle his memories.
Possesses a full plate suit of masterwork sinewstone* armor.
Oversees all security within Eadric, with a position higher than the Captain of the Guard.
*This priceless exotic metal resembles stone to an untrained eye. It is excruciatingly heavy and durable, though light enough for the knight to wear constantly.
Current image (See threadmark: Demons Seen (Thus Far) under "Multiple Deities > Dream, Time, Spirit" for more information on the Demon of Interpretation.)
Name: Adwin Sebastian Anscham
Titles and Affiliations: Interpretation, (formerly) demon of Interpretation, artist commissioned by the leader of the Church of Mercy
Place of Residence: Eadric, Daybreak Citadel, the Church of Mercy, main choir
Pertinent Information:
Formerly a demon of Dream, Spirit, and Time imprisoned within the dungeons below the Church of Mercy.
By accepting its Catalyst of Interpretation (at Father Anscham's urging), the demon appears to have undergone a transformation into the embodiment of Interpretation.
Interpretation has assumed the form and identity of a young man with the likeness of Father Anscham's and Mercy's son. He has agreed to stay within the Church of Mercy under their protection.
Adwin is in the process of painting his Catalyst on the walls, floor, and ceiling of the main choir within the Church of Mercy.
His precise metaphysical state escaped even Spirit's understanding. Adwin is prone to extremely violent episodes if provoked, and has sought isolation in the main choir to avoid further scrutiny.
Name: Helen Anscham
Titles and Affiliations: Protected by the Church of Mercy
Place of Residence: Wearmoor, farmstead
Pertinent Information:
Name: Robert Anscham
Titles and Affiliations: Protected by the Church of Mercy
Nicknames: Rob, The Mountain
Place of Residence: Wearmoor, farmstead
Pertinent Information:
Birth father of Father Richard Anscham.
Devotee to Flesh.
Infamous brewer.
Does not condone Richard's vows to Mercy, and harbors a grudge against the Church of Mercy for separating Richard from his family.
B
Name: Ofelia Banks
Titles and Affiliations: Allied with Archdemon Yech; under protection of the Churches of Flesh and Mercy; Former resident of the halfling capital "Spira"
Place of Residence: Beorward
Nicknames: Eagle-Eye
Pertinent Information:
Master assassin, poisons experts, and former mistress of a criminal empire.
Journeyed with Father Anscham and Celegwen through the ruins of Ostedholm, seeking a cure for her own people's sickness.
Had her eyes burned out from her skull during a violent invocation to Mercy. You restored her vision immediately afterwards. The divine sight she possesses enables her to see in any darkness, and to detect most heretics at a glance.
As a halfling, possesses an innate dependency on poison to live.
Bears the enchanted cloak of the eagle eye. It can obscure the wearer from any onlooker, and may carry some form of detection or protection from Magical triggers.
Former proprietor of The Honey Bee, in Calunoth. (Ofelia is a skilled baker.)
Currently in a relationship with Brother Cyril Trebbeck.
She's one of your best friends, and has asked that you write to her to keep in touch.
Name: Vincent Bell
Titles and Affiliations: Member of the cult of Inertia.
Place of Residence: N/A (Deceased.)
Pertinent Information:
Former resident of Murgate.
Sorcerer trained under Omerus.
Claims Father Henry Sullivan is deceased.
You had left this abrasive cultist within your dungeons to rot. He attempted escape— along with a dozen of your other prisoners— and died in the process.
Name: Father Barthalomew Bennett
Titles and Affiliations: Leader of the Church of Storm
Nicknames: Lord of Turmoil, Lord of Tempest, Father of the Sea, Bart, Father Barthalomew
Place of Residence: Rimilde, Church of Storm
Pertinent Information:
This salty sailor is currently out to sea. Having been cut off from news for the last several weeks, and allegedly away from news to the south for months longer, the leader of the Church of Storm is disappointed by his clergy's behavior. (You're uncertain how serious he is about killing them all.)
Last communication was facilitated via an invocation to Spirit from Sister Harriet Cardew, to relay that war has been declared on the cult of Inertia. Whatever work off the coast that Father Barthalomew is conducting has to do with placating Storm Himself, and you've been warned further to resolve the situation at home before Worship hits.
This professional and affable priest is disabled from the waist down. You've deduced that this amplifies his invocations of Storm, though the precise mechanism is uncertain.
To compensate for his lack of mobility, Father Barthalomew is in the possession of a unique chair with wheels. The device is insulated with exotic materials, and can withstand a current of lightning or a rush of flame without any visible damage.
Name: Mother Phyllis Bethaea
Titles and Affiliations: Former Leader of the Church of Agriculture, Martyr of the Church of Agriculture, ally of the Church of Mercy
Nicknames: Lady of the Harvest, the Mother of Growth, Strawberry
Place of Residence: N/A (Deceased. Final resting place is in the fields of Wearmoor, buried within sight of the Church of Agriculture.)
Pertinent Information:
Your first real mentor. Mother Bethaea took you under her wing for an entire season of Harvest, helped you heal, and showed you how to demonstrate proper devotion to the land. It was your first healthy experience outside of the Church since you were a young boy, and left a lasting impression on you.
Cultivated Asphydel (more commonly known as "Green Bough") with you during your brief service with the Church of Agriculture. The luminescent moss is capable of curing almost any poison, and makes for excellent tea.
The last leader of the Church of Agriculture. Her vacancy has lasted for the last three years.
During Mother Bethaea's service, famine ravaged Corcaea's lands. Her ability to keep the country afloat even in such dire straits made her a living legend.
Heralded as a martyr. The country at large believes that Mother Bethaea sacrificed herself in order to end the famine. You have yet to publicly take credit for the sacrifice you made for the nation (by taking Corcaea's curse onto yourself).
You know that Mother Bethaea took her own life, though Agriculture confirmed to you that your mentor did not wish to die. The precise details of her life and death remain to be seen. Chesty and Serpent have been sent to Wearmoor to covertly investigate the Church surrounding her death, and will report to you when it is safe to do so.
Name: Clarisse Biggod
Titles and Affiliations: Merchant
Place of Residence: Eadric
Pertinent Information:
Close allies with the Milleaux family.
Specializes in the handling and manufacturing of exotic materials and finer goods.
Name: Victor Bonamy
Titles and Affiliations: Former spy for Father Henry Sullivan, now allied with Sister Marjorie Cardew
Nicknames: Mad Dog
Place of Residence: Unknown (Most likely in Murgate or the surrounding area)
Pertinent Information:
Serial killer, cannibal, and unrepentant heretic.
Closely involved with subterfuge in the Church of Spirit, despite being a former prisoner there.
Has some personal relationship with Randall "Randy" Holland, and had a working relationship with Randy and his partner, Norward "Mick" Bauldry (while spying on them).
Both Randy and Mick are out for Victor's blood, now that Victor has had his allegiances made known.
Name: Brother Merek Boyce
Titles and Affiliations: Priest of the Church of Agriculture
Place of Residence: N/A (Deceased.)
Pertinent Information:
Allied with the cult of Inertia, particularly in tunnels under Eadric. Was concerned with several specific buildings in the city, who resided in them, and their surrounding areas. (Per Crispin Chapman, under threat of death, and in exchange for repairing the roads north of Eadric.)
The expansive woods north of Wearmoor are protected by the Boyce family— including the outer defenses, and all the ruins in-between.
Responsible for the tunneling beneath Daybreak Citadel. He was pursued by Vane Leoncoeur, Father Pevrel, and Brother Durville to his hideout outside of Eadric for swift justice.
Killed on-sight for his allegiance with Inertia.
Name: Archibald Briarhurst
Titles and Affiliations: Stonemason
Place of Residence: Eadric
Pertinent Information:
Influential owner of many quarries throughout Eadric.
Strongly allied with a secure, powerful family in Eadric.
Name: Brother Gregory "Bronzebeard" Vernon
Titles and Affiliations: Member of Richard's and Harvey's blasphemous congregation; priest of the Church of Vengeance
Nicknames: Greg, Bronzebeard
Place of Residence: Most likely Mauseburg, the Church of Vengeance.
Pertinent Information:
Parted ways from Harvey's company the moment he left the ruins of Ostedholm, heading for the Church of Vengeance. He has made no attempts at contact since.
Father Pevrel confirmed that he was inducted as a priest of the Church of Vengeance, and has righteously served since then.
C
Name: Sister Aldus Campion
Titles and Affiliations: Representative of the Halls of Eternity, missionary of Eanlac, and priestess of the Church of Time.
Place of Residence: Currently a guest in Daybreak Citadel, Eadric.
Pertinent Information:
Sent from Eanlac to the Church of Mercy as a test, under Mother Aimar's orders.
Sister Campion is tasked with investigating the loss of James Sower's youth, and hopefully, will be able to reverse the curse that was placed on him.
During her stay in Daybreak Citadel, this young woman is under the supervision of Brother Theodore Wilhelm.
Name: Sister Harriet Cardew
Titles and Affiliations: Exiled priestess of the Church of Spirit; Counselor to Father Richard Anscham, in formal employ of the Church of Mercy; Formally tasked as a leading researcher for the Catalyst, in conjunction with Walter Middleton and Father Richard Anscham; Technically a Sister of the Churches of Spirit and Mercy; Mortal enemies with Father Henry Sullivan.
Place of Residence: Eadric, Daybreak Citadel, Apotheosis Keep
Pertinent Information:
Exiled from the Church of Spirit under orders from her blood-related sister, Sister Marjorie Cardew.
Has refused to invoke Spirit until just recently, and said she only did so having NO other options.
Disturbingly strong connection to Spirit. Sister Cardew's first invocation to the Goddess was capable of facilitating cross-country communication (voluntary or not) between every current church leader.
Also has been capable of influencing the will of Vengeance and Flesh, to remove a dark, flesh-craving inclination from you.
An expectant mother, in a relationship with Walter Middleton (the father).
You and Harriet have allied through your Relic. The effects of this have yet to be discerned.
Privy to a secret archive within the royal library, along with you and Walter Middleton.
An official partner in your research of the Catalyst, your most trusted advisor, and one of your dearest friends.
Name: Mother Marjorie Cardew
Titles and Affiliations: Acting leader of the Church of Spirit.
Place of Residence: Murgate, the Church of Spirit
Pertinent Information:
Sister Harriet Cardew's older sister (by blood), though both women are estranged.
Mortal enemy of Father Henry Sullivan. Marjorie is actively seeking to dismantle Sullivan's authority.
Drugged Father Anscham on her first meeting with the priest, claiming it was for her own protection. The priestess invoked Spirit to share her experiences with Father Anscham, though the invocation also resulted in learning of his right to lead the Church of Mercy.
She was last seen in extreme distress, unable to cope with or reconcile Richard's right to rule, and terrified of what Sullivan would do to her as a result.
Has assumed direct control of the Church of Spirit, and has waged war against Inertia and Father Sullivan's followers alike.
Name: Arabel Carmichael
Titles and Affiliations: Stonemason
Place of Residence: Eadric
Pertinent Information:
Obscenely wealthy, trader of gemstones.
Name: Elspeth Carmichael
Titles and Affiliations: Stonemason
Place of Residence: Eadric
Pertinent Information:
Obscenely wealthy, trader of gemstones.
Name: Fenella Carmichael
Titles and Affiliations: Stonemason
Place of Residence: Eadric
Pertinent Information:
Obscenely wealthy, trader of gemstones.
Name: Ser Quincy Cavendish
Titles and Affiliations: Knight under King Magnus, the Merciful; most influential banker in Eadric.
Place of Residence: Eadric
Pertinent Information:
Has expressed his personal loyalty towards you and King Magnus, leading to his family's ownership of all banking and gold trade within Eadric.
Alerted you to Percival Vanderholf's alleged connection to the cult of Inertia, at risk of his own execution by the Church of Vengeance.
In possession of a silver pocket watch. Its function and origin are not known to you, barring that the item was a gift from the King.
Name: Celegwen
Titles and Affiliations: Exile of the Verdant Dominion
Nicknames: Gwen
Place of Residence: Unknown
Pertinent Information:
Elven sorceress of immense skill and venerable age.
Journeyed with Father Anscham and Ofelia Banks through the ruins of Ostedholm for reasons unknown.
Sacrificed hundreds of years of Magical knowledge to save Richard and Ofelia from Menniath's influence.
Gifted a conjured promise ring to Richard while in the ruins. The gold, gem-studded trinket is still in Richard's possession.
Seemingly recovered her lost memory, up to and including what she was searching for within the ruins. She parted ways from Richard and Ofelia without good-byes or an explanation.
Name: Crispin Chapman
Titles and Affiliations: Merchant
Place of Residence: Eadric
Pertinent Information:
The Chapman family line is incredibly old and well respected in Eadric.
Mr. Chapman is a devotee to Flesh, with many wives.
Betrayed the Church of Mercy and allied with Inertia when he was offered protection against any strife in the years to come.
Made a trade deal with Father Anscham under the pretense of a confession. In exchange for his protection, loyalty, and divulging information on three of Richard's allies, the roads north of Eadric were to be rebuilt as soon as possible.
Parted ways from Father Anscham, having received forgiveness from his confession. Nothing further has been asked of him.
Name: Clarence Chester "Chesty" Connelly
Titles and Affiliations: Member of Richard's and Harvey's blasphemous congregation
Place of Residence: Wearmoor
Nicknames: Chesty, contortionist
Pertinent Information:
Born and raised in Balferth's farmland. Consequently has a knack for Agriculture.
Is illiterate (like the majority of Corcaeans).
Has traveled and engaged in some illicit activity to the south.
Manned the Sigbrooke outpost for several years with Irefist and Claymore.
Went to the ruins with Irefist and Claymore with some hope of picking how he would die. Was allegedly in Ostedholm for several months.
Was stationed in Wearmoor, investigating the Church of Agriculture alongside Serpent (for the express purpose of gathering intel for Father Anscham).
Captured by the Church of Agriculture. You're traveling across the country to try and save him and Serpent.
Name: Eckard "Claymore" Sollers
Titles and Affiliations: Smith for the Church of Mercy, Member of Richard's and Harvey's blasphemous congregation
Nicknames: Claymore
Location: Eadric, Mercantile District (across the road from Irefist's place of residence).
Pertinent Information:
Master blacksmith, previously under the employ of King Magnus.
Spent several years manning Sigbrooke with Chesty and Irefist.
Has a long and storied history of killing demons. His lack of a sense of self-preservation is borderline suicidal.
After taking down a demon of illumination without any physical protection, Claymore lost a large percentage of soft tissue on his body. Father Anscham restored his face with a mask of solid gold, and has helped Claymore to heal the rest. Some of Claymore's sight and most sensation on one side of his body has been compromised as a result.
Currently settled in Eadric's mercantile ward closest to the Church of Mercy, in direct service to Father Anscham and his city. He has multiple apprentices, and is in the process of assembling a suit of plate armor for Spangle.
You have commissioned a door from Claymore for your dungeons, and still need to get the required parts before the project can get underway.
D
Name: Brother Thomas Durville
Titles and Affiliations: Priest of the Church of Mercy
Place of Residence: Eadric, Daybreak Citadel, the Church of Mercy
Pertinent Information:
Lost his entire family in the last outbreak in Calunoth: his parents in the battle of the cathedral ward, and his sisters to the conflict that emerged within the slums.
Left the service of King Magnus to join your personal ranks, and has no intention of returning to the small Church of Mercy located in Calunoth.
Despite being the youngest clergyman in your care, Brother Durville is an incredibly capable combatant, and can invoke Mercy. He specializes in defense, and favors a halberd and shield.
Having felt that his abilities have been squandered prior to entering your service, Brother Durville is eager to prove himself. He's heard stories throughout his youth about the good you've done throughout the country, and holds tremendous respect for you as a result.
"There are no demons ahead— but I will see if they are coming. Prevention is the best cure, Father Anscham."
Name: Brother Geoffrey Duval
Titles and Affiliations: Priest of the Church of Flesh
Place of Residence: Beorward, the Church of Flesh
Nicknames: Jeff
Pertinent Information:
Fought valiantly alongside Father Anscham during the Battle for Beorward, despite having sustained catastrophic injuries.
Father Anscham invoked Mercy explicitly to save Brother Duval's life, earning this priest's sincere loyalty and gratitude.
Responsible for permitting Father Anscham access to the dungeons below the Church of Flesh, contrary to Father Friedrich's orders.
Good friends with Brother Trebbeck and Elena.
E
Name: Father Elias Edmund
Titles and Affiliations: Former leader of the Church of Mercy
Place of Residence: N/A (Deceased. Final resting place is in the cemetery grounds just outside of the Church of Mercy.)
Pertinent Information:
Your distant, overworked, and neglectful (first) mentor— despite his best efforts.
Was aware of the experiments being conducted beneath the Church of Mercy, yet did not actively intervene in your treatment until you were of age.
Died on the field of battle, fighting a major demon and its army.
Bestowed his title on Richard as he died.
Largely thought to have been a madman by the public.
Left a suicide note addressed explicitly to you, penned the day before his death. This letter was withheld by Mother Aimar until the year 605, then entrusted to Father Wilhelm to deliver to your person. To the best of your knowledge, only you, Father Wilhelm, and Sister Cardew are aware of its contents.
Name: Sister Superior Clemence "Electrum" Tirel
Titles and Affiliations: Financier of the Church of Mercy, Member of Richard's and Harvey's blasphemous congregation, acting leader of the Church of Mercy.
Nicknames: Electrum
Place of Residence: Eadric, Daybreak Citadel, the Great Chamber
Pertinent Information:
Left for the ruins from the Church of Mercy the day she found out about Father Anscham's history.
Gifted mathematician and financier.
Has a fixation with counting, hoarding and organizing items, particularly trinkets and baubles.
In a committed relationship with Spangle.
Lost her entire right arm during the siege of the cathedral ward in Calunoth. The limb has been remade out of moving gold by Spangle. Electrum's artificial limb allegedly possesses no sensation, and has compromised some of her dexterity.
Superior Sister Tirel's position (also due to lineage, skill, relation to you [as the leader of the Church of Mercy], and ability to invoke) renders her authority second only to yours within the Church of Mercy's walls.
Will be acting as the leader of the Church of Mercy during your absence.
F
Name: Brother Peter Fergant
Titles and Affiliations: Veteran Priest of the Church of Mercy
Place of Residence: Eadric, Daybreak Citadel, the Church of Mercy
Pertinent Information:
Has served the Church of Mercy his entire life, and worked directly under Father Edmund.
Left for the capital when he discovered of your former treatment within the Church of Mercy, and has served under King Magnus for only a few years.
Literally the first clergyman of Mercy in the capital to respond when you put out a call to arms.
His experience contending with demons is eclipsed by Spangle's and Electrum's, but otherwise Brother Fergant's position is the highest presently in the Church of Mercy (and likely will remain so even as you get more staff on hand).
Not only is he an incredibly competent healer and a walking history book on your church, but Brother Fergant is also capable of invoking Mercy.
Name: Isemberd Flowers
Titles and Affiliations: Cultist of Inertia, undercover spy for the Church of Spirit
Place of Residence: Unknown.
Pertinent Information:
Risked life and limb to deliver a message to you from Mother Marjorie Cardew, current leader of the Church of Spirit.
Relayed that Murgate is in its darkest hour, and that Mother Cardew has requested your aid (and alliance).
You released him from your custody several days later, with no further questions asked.
Name: Father Galterius Friedrich
Titles and Affiliations: Leader of the Church of Flesh, Corcaea's War Strategist
Nicknames: Lord of Action, the Father of Strength
Place of Residence: Unknown. Last stated that he was en route to Cyno.
Pertinent Information:
He hates his first name.
This venerable war strategist has no living family. You are aware that at least two of his wives and many of his sons and daughters have perished while fighting for Corcaea's safety.
Allegedly the greatest combatant alive. As he was your mentor in weapons and combat for two solid months, you're inclined to agree.
During the Battle of Beorward (while he was invoking Flesh) Father Friedrich allied with you (while you were invoking Mercy) and Father Wilhelm (while he was invoking Dream) through your Relic. The alliance was literally ground-breaking in its intensity. None of you are able to make sense of what effects the historic alliance may have had.
Sheltered you within the Church of Flesh for five months, under your request to be deprived of your freedom of choice. The extent of Father Friedrich's sacrifice during this period isn't entirely clear to you, but you have sworn to repay his kindness.
Father Friedrich appointed Brother Cyril Trebbeck as acting leader of the Church of Flesh, so he could leave for Cyno. He intends to murder the leadership responsible for the conflict to the west. If he is unsuccessful, Father Friedrich will attempt to pull out all forces from Baranfen.
G
Name: Brother Roger Garrick
Titles and Affiliations: Priest of the Church of Flesh, Guard for the Church of Mercy
Place of Residence: Eadric, Daybreak Citadel
Pertinent Information:
Capable of invoking Flesh.
Served directly under King Magnus' guard for the royal palace as a veteran clergyman. He traveled in your caravan from Calunoth, and accepted your offer to relocate to Eadric.
Worked as a guard for Walter Middleton during his stay within the royal palace, and is familiar with the scholar's peculiar habits.
Has respectfully abstained from asking about your classified information pertaining to the Catalyst.
Held off a siege at the front of Eadric Castle by himself during the Night of Embers.
Name: Ferdinand Giuseppe
Titles and Affiliations: Bowsman
Place of Residence: Eadric
Pertinent Information:
Silent about his affiliation— or lack thereof— with Inertia.
Name: Catherine Gougenard
Titles and Affiliations: Merchant
Place of Residence: Eadric
Pertinent Information:
Ally of Starlight and Stardust, thanks to helping them escape from Eadric.
Specializes in the handling and manufacturing of mundane goods and imports from the capital.
H
Name: Brother Percival Holloway
Titles and Affiliations: Priest of the Church of Vengeance
Place of Residence: Unknown (most likely Calunoth).
Pertinent Information:
Works directly under King Magnus as a covert agent, usually disguised as a veteran priest of Flesh.
Saved the lives of your caravan from Calunoth (32 people aside from himself) through a self-sacrificial invocation to Vengeance.
Developed an amicable relationship with your clergy during his recovery from aforementioned invocation.
Worked as a mentor towards you to better understand Vengeance's tenets and how to serve Him in a constructive way.
A strong ally who would like to keep in touch. You both have a regular means of correspondence set up, and he's asked that you write to him when you can.
Name: Brother Bobert Hillbrush
Titles and Affiliations: Cultivation Priest of the Church of Agriculture.
Place of Residence: Wearmoor, the Church of Agriculture.
Pertinent Information:
Due to his position as a cultivator within the Church of Agriculture, Brother Hillbrush has authority over nearly every farmstead in Corcaea.
A living legend at the bar known as "Jumbo's" for beating their keg challenge.
An old friend of (the former Brother) Jon Meadows.
Allied with several covert operatives within the Church of Agriculture, seeking to unseat the corruption that's taken hold of its clergy.
Allegedly in great need of your help.
Name: Oriel Hudson
Titles and Affiliations: Former member of Inertia.
Place of Residence: Unknown.
Pertinent Information:
Wife of Omerus (a sorcerer who specializes in poison, allied with the cult of Inertia).
Denounced Inertia with no expectation of receiving her freedom in return.
You granted her a complete pardon for her actions, and released Oriel from your dungeons after receiving her confession.
I
Name: Carlisle "Irefist" Ballard
Titles and Affiliations: Member of Richard's and Harvey's blasphemous congregation; guard for the Church of Mercy
Nicknames: Irefist
Place of Residence: Eadric, Mercantile Ward (across the street from Claymore's Smithy)
Pertinent Information:
Apostate (to the extent of refusing healing from Mercy or Father Anscham on the brink of death).
Ex-sailor and former resident of Rimilde.
Worked in Sigbrooke with Claymore and Chesty for several years.
In a relationship with Sister Julian Miramond.
J
Name: Brother Simon "Jitters" Urry
Titles and Affiliations: Member of Richard's and Harvey's blasphemous congregation; priest of the Church of Vengeance
Nickname: Jitters
Place of Residence: Most likely Mauseburg, the Church of Vengeance.
Pertinent Information:
Parted ways from Harvey's company the moment he left the ruins of Ostedholm, heading for the Church of Vengeance. He has made no attempts at contact since.
Father Pevrel confirmed that he was inducted as a priest of the Church of Vengeance, and has righteously served since then.
K
Name: James "Klepto" Sower
Titles and Affiliations: Minstrel for the Church of Mercy; Member of Richard's and Harvey's blasphemous congregation
Nicknames: Klepto
Place of Residence: Eadric
Pertinent Information:
Has traveled extensively throughout Corcaea and (allegedly) beyond its borders.
Waged a campaign against the Church of Spirit to unseat their credibility throughout Calunoth and succeeded. His efforts also aided in destabilizing Father Sullivan and distracting the King's guard during Richard's work in the capital city.
Takes no issue socializing or performing for demons, and has done so in your company to great success (particularly with Aldreda).
Lost years off his life due to a curse placed on him by the demon of interpretation. Klepto is counting on you to seek out a representative from the Church of Time to potentially restore his youth.
James has risked life and limb to aid you, and has openly admitted to having severe dependency issues. His namesake is valid, as he has severe kleptomania, along with a number of other emotional concerns. The minstrel has been unwilling or unable to work with Sister Cardew, and told you bluntly before that he's sought aid For his instability without positive results.
One of your closest friends.
L
Name: Lady Laravald of House Courteney
Titles and Affiliations: Nobility
Place of Residence: Eadric
Pertinent Information:
The nobility in Corcaea is purely comprised of blood-relatives to the King. They hold no sway over your church, its tenets, or the way you conduct your business. They possess a dramatically higher social status, plenty of wealth, and pull with countless other families. That's it.
Lady Laravald is directly responsible for bolstering Inertia's numbers at home and in the capital; aiding in emptying the Church of Mercy; getting Richard sent off to the ruins of Ostedholm; and killing many of her enemies personally.
After hearing her confession, you saved Lady Laravald from turning to the Catalyst, and forgave her personally for her sins.
She proposed working as a spy for you within Eadric, after touting that she knows you would sooner die than to see your city fall. The two of you parted ways on incredibly respectful terms.
Your last meeting was to arrange a feast and subsequent dance for many influential residents of Corcaea. The connections you made that night were thanks to a few years of Lady Laravald's work. She asked for no thanks in return.
Out of respect for the work she's done, and for fear of jeopardizing your mutual work, you have abstained from communications with Lady Laravald while you are away from Eadric.
"You are the Father of Honesty. Let me do the lying for you. I can assure you that I will not compromise your work, aim to unseat and destabilize our enemies, and will survive at all costs. You would be alerted when I find information that merits your clemency, Father."
Name: Alistair Landsfelled
Titles and Affiliations: Stonemason
Place of Residence: Eadric
Pertinent Information:
Influential owner of many quarries throughout Eadric, popular and well-loved among the people.
Bears a signet ring on his left ring finger, indicating a marriage to his work.
Name: Candace Lane
Titles and Affiliations: Former Cultist of Inertia; bears the patronage of the Church of Mercy.
Place of Residence: Unknown.
Pertinent Information:
Participated in creating a rip in Time. Subsequently captured and imprisoned, then helped stage a break-out of your dungeons.
Candace expressed her desire to work with you, in exchange for Mercy. You resolved to not seek Vengeance against her or any other prisoners you take.
She temporarily resided in the Church of Mercy, with the intent to get as far away from the imminent fallout between the theocracy and Inertia as soon as possible.
The former cultist renounced her connections with Inertia. Despite your disagreements, she seeks to provide escape for people in a similar situation.
You have provided Candace with the resources she needs to make this happen. On top of providing Candace with the financial resources she needs, you helped introduce her to a number of wealthy and influential citizens of Eadric.
When you two last parted ways, she left you a white lily: a flower symbolizing commitment and rebirth.
Name: Larkin
Titles and Affiliations: Former Cultist of Inertia
Place of Residence: Unknown.
Pertinent Information:
Participated in creating a rip in Time. Fearing death at the hands of the demon summoned, Larkin revealed a great deal of Inertia's machinations.
Given that you invoked Time and reverted to ten minutes before Larkin spilled Inertia's plot, he does not know what information you gained from your initial meeting.
After receiving a stern talking-to from Spangle, the suicidal young man claimed that he did want to live a better life, free of Inertia's influence.
You released him from your custody with no strings attached.
Bears a crush on Sister Agnes Willoughby, and kissed her without her permission. Your priestess likely reciprocates this affection.
Name: Vane Leoncoeur
Titles and Affiliations: Guard of the Church of Mercy
Place of Residence: Eadric
Pertinent Information:
Zealot for justice, loyal to the theocracy, and notorious for violently killing his enemies.
Vying for leading the protection of your people, but spoiled his opportunity for captain of the guard due to his sadistic treatment of prisoners and citizenry alike.
Has assembled a task force of over three hundred loyal citizens in Eadric to fight and die in your name, and for the protection of the city.
You permitted Vane to retain control over his forces, though he must answer to Ser Harvey Jay Algrith for any matters that your knight sees fit.
Name: Stanley Lovell
Titles and Affiliations: Bowsman
Place of Residence: Eadric
Pertinent Information:
Silent about his affiliation— or lack thereof— with Inertia.
M
Name: King Magnus "the Merciful"
Titles and Affiliations: King of Corcaea
Nicknames: The Merciful, the Face of Corcaea
Place of Residence: Calunoth, Inner Cathedral Ward, the Royal Palace
Pertinent Information:
The only soul in Corcaea that you truly answer to (and you both are pretty good friends).
Resembles a living statue, and speaks with the voice of divinity. His humanity (or lack thereof) is a matter of great debate.
Father to all nobility within Corcaea. Starlight, Stardust, and Lady Laravald are his children by blood.
Rules the theocracy with a golden fist. He has been out for your blasphemous congregation's blood up until their pardon, and only while they are under your watchful eye. Any threat to the country, its people, or his children is met with swift execution.
Restored your title as leader of the Church of Mercy the day you honored your agreement to restore peace to Calunoth, and has supported your efforts continuously (no matter how extreme the request). King Magnus even offered to personally aid you in tempering your response to invoking the Gods under His direct supervision, which you politely refused.
Received your full report regarding Ostedholm, the Relic, and your relationship with Mercy. You've been trusted to keep this information confidential.
King Magnus also has an alliance with a demon. He and Archdemon Arkthros work in tandem to ensure the security of Calunoth-- above and below ground.
Learned only two months ago of your treatment within the Church of Mercy. King Magnus immediately stripped Adrian Morris and Theobald Stace of their titles as priests of Mercy, and has assigned Father Pevrel personally to investigate the matter. The King has left the fate of your oldest tormentors in your hands.
The King has staved off ALL conflict to the east through a lifetime of concerted diplomacy with elven and halfling ambassadors. His work is in conjunction with Father Friedrich's war efforts to the west, and your defense within Corcaea's borders, to keep the last of humanity from extinction.
The King sincerely hopes to restore peace, and knows His efforts are ultimately futile when humanity has an enemy within. He has entrusted YOU above all others to find a cure to the Catalyst.
Name: Jon Meadows
Titles and Affiliations: Former priest of the Church of Agriculture, member of the cult of Inertia
Place of Residence: Eadric, Daybreak Citadel, Northern Cloister
Pertinent Information:
Mentally unsound thanks to forced labor and other torture at the hands of the Church of Agriculture.
Still a devotee to the tenet of life.
Ally of Brother Bobert Hillbrush— a covert operative within the Church of Agriculture, trying to undo the corruption of its clergy.
Previous prisoner within your dungeons. He's agreed to be confined within the northern cloister of the Church of Mercy for rest and recovery.
Name: Norward "Mick" Bauldry
Titles and Affiliations: Member of Richard's and Harvey's blasphemous congregation
Nicknames: Mick (the Prick)
Place of Residence: Unknown (most likely Murgate)
Pertinent Information:
Took it upon himself to find shelter for several hundred heretics within Calunoth's underbelly.
Was last seen in Calunoth's red district. Randy was tasked with locating Mick. According to Father Sullivan, they are likely now working together in Murgate (to sabotage and/or kill Victor Bonamy).
Potentially sent hundreds of individuals to preach on your behalf to the north. Confirmation was not possible by Sullivan at the time he released this intel to you.
In a dedicated relationship with Randy. You're uncertain of what the details are, and are far too polite to have asked.
Name: Walter "Professor Echo" Middleton
Titles and Affiliations: Research Coordinator on behalf of Father Richard Anscham; Leading Associate of historical developments for the Church of Mercy; Member of Richard's and Harvey's blasphemous congregation
Nicknames: Professor Echo
Place of Residence: Eadric, Daybreak Citadel, Apotheosis Keep
Pertinent Information:
Nobleman from Cathwulf, a fortress deep in the eastern wilderness of Corcaea. What little Walter has divulged about his family has been violent or deeply concerning, but he is reluctant to touch on it.
Went to the ruins with an accompaniment of at least thirty men in order to further his research. He is the only survivor.
Claims that his study has been to determine a cure to the Catalyst. Though he made no lucrative findings in the ruins, Walter's pursuit adjacent to your own research had born great fruits already.
Almost every major breakthrough you've made regarding the nature of the Catalyst has been with Walter's assistance. He's officially your research partner, alongside Sister Harriet Cardew.
In addition to aiding with your research of the Catalyst, Walter has served you as a counselor and aide. His intelligence and absence of conventional morality has made him an invaluable counterpart to Sister Cardew's well-bred guidance.
He is privy to a secret archive within Calunoth's royal library, along with you and Sister Cardew. In addition, he has read every article and book King Magnus imparted to you in their entirety. In short, he is a walking reference manual.
Investigating the findings of a deceased scholar from Eadric, regarding why an individual's use of Magic or the Gods varies from person to person.
As Harvey's best friend, he is under the Red Lion's protection above all others. Separating the two of them is unthinkable.
Name: Lenoire Mamidou Milleaux
Titles and Affiliations: Wheelwright
Place of Residence: Eadric
Pertinent Information:
Member of an influential and wealthy family, possibly thanks to her mother supporting Inertia.
Name: Sister Julian Miramond
Titles and Affiliations: Priestess of the Church of Storm, temporarily working under Father Pevrel and Father Anscham
Nicknames: Jules, Snowfall
Place of Residence: Eadric
Pertinent Information:
Along with Father Pevrel and an accompaniment of 100 clergy of Vengeance, she traveled across half the country just to aid your city. Since the hour she's arrived, Sister Miramond has toiled to ensure the safety of Eadric and its peoples.
Father Barthalomew has personally vouched for her trustworthiness.
In a relationship with Irefist. You're too polite to ask for the details, but you did coyly give a rigging knife as a gift to Sister Miramond in Irefist's stead. They both sincerely appreciated the gesture.
Native to Rimilde, though she has expressed a desire to relocate in the future.
Name: Adrian Morris
Titles and Affiliations: Former priest of the Church of Mercy
Place of Residence: Unknown
Pertinent Information:
Known throughout Corcaea for the Church of Mercy's missionary work.
Dedicated his life to supporting Theobald Stace in their mutual research of the Catalyst.
Your congregation was in hiding after losing a blasphemous, treasonous civil war against the King (to undermine the theocracy, and to defend their livelihoods as escapees from the ruins. Worth noting that they have been pardoned, but that this affair was bloody and prolonged). While they were in hiding, Morris utilized a demon of Mercy to root out their location, but withheld that information from both you and the King. He used the same demon to control an undead demon of Agriculture— which spread poison throughout the capital city— leading to the deaths of hundreds.
In addition to his actions last month in the capital, Morris is responsible for your treatment in the Church of Mercy. Though Stace is the one who directly interacted with you (and enforced any treatment such as deprivation of basic needs, prolonged confinement, and physiological/psychological torture), he was ultimately not the one making the larger calls. It was Morris who determined when to escalate the conditions of your confinement, it was Morris who made you forcefully invoke Vengeance against other humans, and it was Morris who sabotaged your efforts with the Gods.
He's an underhanded, scumbag type of individual who placed himself very closely to you when you were out of the dungeons. Yes, he taught you a lot (such as how to read and write, the tenets of Mercy, and raised you as a priest of the Church), was legitimately your first mentor, ensured you went to the Church of Agriculture, and helped in any way he could for you to go to the ruins. Yes, you do recognize him as human, and appreciate his efforts (no matter how much it hurts). But he also destroyed the Church of Mercy's trust in you, conspired with Sullivan to slander your reputation across the country, and has always worked to keep you in the dark with any affair.
King Magnus stripped Morris of his title as a priest the day he learned of your mistreatment within the Church of Mercy. Since then, his whereabouts have been unknown.
To say the least, Morris has had a long history with you, and you have a LOT of reasons to track him down. The King has left his treatment in YOUR hands, despite Father Pevrel being the one who will likely investigate his whereabouts.
Name: Brother Murdac
Titles and Affiliations: Priest of the Church of Storm
Place of Residence: N/A (Deceased. Final resting place is in an unmarked plot outside of Calunoth.)
Pertinent Information:
Answered summons to Calunoth in response to the poison being spread around the city. Unbeknownst to King Magnus, Brother Murdac was intentionally assisting in spreading the toxin.
You confronted Brother Murdac twice, alongside Brother Trebbeck on both occasions. The hostility you were initially greeted with was eclipsed by the violent second encounter, when Brother Murdac invoked Storm, and attempted to kill you with a shot of lightning. Cyril saved your life by taking the hit.
You killed Brother Murdac through an invocation of Vengeance. It was your 33rd time calling upon the God, who struck down Brother Murdac without hesitation. Several citizens were present to witness this event, as well as Brother Trebbeck.
You have been pardoned from the murder of this priest of Storm, though the social repercussions of taking one of the church's few clergy may be significant. At this time, Father Barthalomew does not seem to know you are responsible for this death.
N
Name: Brother Eustace Nye
Titles and Affiliations: Priest of the Church of Flesh, in service of the Church of Mercy (under Father Anscham)
Place of Residence: Eadric, Daybreak Citadel
Pertinent Information:
The older (more talkative) twin brother of Tancred Nye. These mild mannered priests of action are inseparable.
Formerly under the employ of King Magnus. He traveled in your caravan from Calunoth, and accepted your offer to relocate to Eadric.
Formally tasked with aiding in your physical regimen and training, alongside Tancred. Both brothers favor a balanced (though still brutally punishing) approach to exercise, and are more forgiving of diet or concessions for injury than their usual (Flesh-minded) counterparts.
Spent the night of embers trapped in the Church of Mercy with Adwin and a tortured cultist. He is acutely aware that your son is inhuman, though you have not had the opportunity to properly address the incident for either brother involved.
Name: Brother Tancred Nye
Titles and Affiliations: Priest of the Church of Flesh, in service of the Church of Mercy (under Father Anscham)
Place of Residence: Eadric, Daybreak Citadel
Pertinent Information:
The younger (incredibly respectful) twin brother of Tancred Nye. These mild mannered priests of action are inseparable.
Formerly under the employ of King Magnus. He traveled in your caravan from Calunoth, and accepted your offer to relocate to Eadric.
Formally tasked with aiding in your physical regimen and training, alongside Eustace. Both brothers favor a balanced (though still brutally punishing) approach to exercise, and are more forgiving of diet or concessions for injury than their usual (Flesh-minded) counterparts.
Spent the night of embers trapped in the Church of Mercy with Adwin and a tortured cultist. He is aware that your son is inhuman, and seemed deeply disturbed by the incident, Adwin's condition, and your response to his actions. You have not had the opportunity to properly address the incident for either brother involved.
O
Name: Omerus
Titles and Affiliations: Sorcerer for the cult of Inertia, ally of the Church of Agriculture.
Place of Residence: Most likely a day's march from Wearmoor.
Pertinent Information:
Instructed over eighty cultists in Magic, leading to the creation of a rip in Time.
Poisons master.
Ostentatious, sadistic, and fleet of foot.
You have vowed to find Omerus, with the intent of turning him in to Father Pevrel (for whatever punishment he sees fit).
Name: Orgoth
Titles and Affiliations: Warchief of the Sacred Band of Cyno (the Orcish capital of the world).
Nicknames: The greatest warrior to have ever lived; Conqueror of the ruins.
Place of Residence: Cyno (According to reports from Father Friedrich).
Pertinent Information:
Encountered you and Ray within the ruins of Ostedholm. You both fought bitterly, and you barely escaped with your life (even while invoking Flesh).
Orgoth has discovered a means of taming demons. He was allied with a colossal, centipede-like demon named Offala. Reports from Father Friedrich claim that he has disseminated this information, which aligns with King Magnus' claim that this is a typical tactic for his race.
Your knowledge of orcs is lacking. Despite reports that they are unintelligent, violent killers, Orgoth had come to a peaceful resolution with you after the battle. He guarded you for three solid days, and brought no harm to you or Ray when you were at your most vulnerable. Still, the war chief quickly left your company, and booby-trapped his escape route.
His motives for keeping your company, leaving you alive, or why he was present in the ruins is unknown.
Name: Brother Olaf Osmund
Titles and Affiliations: Priest of the Church of Flesh
Nicknames: Ozzie
Place of Residence: Eadric, Daybreak Citadel
Pertinent Information:
Formerly under the employ of King Magnus. He traveled in your caravan from Calunoth, and accepted your offer to relocate to Eadric.
Brother Osmund is a brutally capable fighter, who held his own alongside Harvey with nothing but his bare fists and an invocation to Flesh. He is directly responsible for saving your prisoner and keeping Harvey alive during the Night of Embers, and has not even asked for thanks.
Covered in scarring along his hands and arms from aforementioned invocation of Flesh.
Allegedly hails from outside of Corcaea, though you have yet to get any details on this rumor.
P
Name: Father Nicholas Pevrel
Titles and Affiliations: Justiciar of Corcaea; Leader of the Church of Vengeance
Nicknames: The Lord of Honor, the Lord of Wrath, the Father of Righteousness, Rot-Eye, the Blade of the King
Place of Residence: Eadric (temporarily, typically resides in Mauseburg).
Pertinent Information:
Judge, jury, and executioner. Unlike other church leaders, Father Pevrel's word is intended to guide the behavior of ALL citizens within Corcaea. Opposing his judgement can be met with pain of death.
This antisocial priest has a hideous reputation for cruelty. These accusations are well founded. You personally have allied with Father Pevrel (via your Relic), and know without a doubt that he is a sadist and a serial murderer with compulsively violent tendencies. Though you both have been enabling each other's proclivities, aiding Father Pevrel with this behavior is one of your top priorities.
Currently residing in Eadric. He brought one hundred clergy of Vengeance from Mauseburg and a single priestess of Storm (Sister Miramond) to restore order to your city. He has lost several children due to the excursion, the Night of Embers, and Inertia's continued presence. You owe him several life debts, to say the least.
He has no eyes, after having asked Vengeance for his sight to be unclouded. The mark that Vengeance left on him enables the priest to see demons and sinners, though how he actually perceives the world around him is still a mystery. (Father Pevrel is incredibly sensitive about the subject, and you've tried not to push it.)
Severe alcoholic.
Insomniac. There's rumor that he doesn't sleep. You have seen him rest only once in the four days he's been in Eadric, and he slept while standing up (with both eyes open).
Possesses a sword made of pure basin glass. The black, fragile material may be a conduit for his invocations, as you've seen it capable of absorbing blood.
Father Pevrel does not invoke. Though there's rumor that he's incapable of it, you know the truth of the matter: Vengeance comes to him.
Name: Sister Ela Pottinger
Titles and Affiliations: Priestess of the Church of Agriculture
Place of Residence: Likely in Wearmoor, in the Church of Agriculture
Pertinent Information:
An associate of Inertia, involved in the tunneling beneath Eadric. Crispin Chapman divulged that she carries a long sword and bears an authentic leather apron.
You've deduced that she's likely capable of manipulating metals.
"Sister Pottinger requisitioned as much metal as she could afford, from every citizen in the city that would spare their supply. The woman was unbelievably well-funded. I heard talk of copper, silver, basin obsidian, arcstone, and plenty more priceless materials. She had to have traveled with a great deal of company in order to bring it all here, but I never once spotted such a gathering coming in or out of the city. At least not until your arrival, or Father Pevrel's."
Name: Sister Adeline Raleigh
Titles and Affiliations: Veteran priestess of the Church of Flesh, in service to King Magnus
Nicknames: Legs
Place of Residence: Calunoth
Pertinent Information:
Has a vendetta against you for undermining her authority, blinding one of her men, killing many more, associating with your blasphemous congregation, standing her up at the royal palace for a race to settle your disagreements, and for invoking Mercy to pin her down through an invocation of Flesh.
Name: Randall "Randy" Holland
Titles and Affiliations: Member of Richard's and Harvey's blasphemous congregation
Nicknames: Randy
Pertinent Information:
Tasked with locating Mick. Last seen in Calunoth's sewers by Serpent, Claymore and Irefist. According to Father Sullivan, Randy and Mick are likely now working together in Murgate (to sabotage and/or kill Victor Bonamy).
In a relationship with Mick. Though Randy apparently had some association with Victor Bonamy (and you've heard rumor of many indecent public displays), you're uncertain of what the details are, and are far too polite to have asked.
Has helped Mick provide shelter for the isolated, downtrodden, homeless, and/or heretical citizens of Corcaea.
A master of subterfuge and assassination. Randy is also allegedly one of the most capable subterranean navigators alive, and has demonstrated ability to maneuver through urban environments that you have never seen outclassed.
Name: Ray
Titles and Affiliations: Guardian of the Father of the Church of Mercy, your home, and all of its inhabitants.
Place of Residence: Wherever he is needed most. (Currently in Eadric's Daybreak Citadel, within Apotheosis Keep, guarding Sister Cardew).
Pertinent Information:
Seasoned demonic veteran.
Expert therapy provider.
Protector of the innocent.
Conqueror of the ruins.
A very good boy.
Noted diplomat.
Your service dog.
Skills include emotional support, disrupting destructive behaviors, detecting/tracking, alerting, sentry, patrol, chasing, intimidation, and lethal or non-lethal takedowns.
Has a severe fear of thunder and other loud noises.
You received Ray as a puppy three years ago, have raised him, trained him, and regard him as your best friend.
For his health, safety, and happiness, you've resolved to stop taking Ray into harm's way. He currently acts as a guard dog for all residents of the Church of Mercy, while under the primary care of Sister Cardew (with Walter Middleton's support). He is in incredibly good hands.
Has a mate named Sunshine. Walter and Sister Cardew are in the process of helping them breed puppies, and will be tasked with training all of their litter.
S
Name: Wybert "Bert" Selly
Titles and Affiliations: Guard of the Church of Mercy.
Nickname: Bert
Place of Residence: Eadric
Pertinent Information:
An old resident of Eadric, and your most loyal guard. When Inertia attempted to buy him out, he declined for months, even under threat of violence or death.
Walter manipulated Bert into coming to you for protection. The common man immediately divulged his fellow guard's treason, and asked for nothing in return.
As a father and husband, Bert had been terrified for his family's safety (thanks to Walter's efforts). Now that he's spoken out against his fellow guards and Inertia, you've ensured that protection is provided around his home— despite needing every single soul in your employ in the Church of Mercy and Eadric Castle.
You've sworn to Bert that you will make yourself available EVERY night (that's humanly possible) for confessions for the common man. You regrettably (but understandably) failed to follow up on this promise.
Name: Mathers "Serpent" Ormond
Titles and Affiliations: Member of Richard's and Harvey's blasphemous congregation
Nicknames: Serpent
Place of Residence: Wearmoor
Pertinent Information:
You know next to nothing about this cerebral member of your congregation, save for his loyalty to Harvey's cause. When you asked for him to accompany Chesty to Wearmoor, to spy on the Church of Agriculture, and to investigate Mother Bethaea's death on your behalf, he agreed without question.
Seemingly into body modifications. He has tattoos behind his eye lids, has split his own tongue, keeps his head shaved— and you're too polite to have asked about any of it.
Captured by the Church of Agriculture. You're traveling across the country to try and save him and Chesty.
Sister Beatrice "Spangle" Corbon
Titles and Affiliations: Veteran priestess of the Church of Mercy; Member of Richard's and Harvey's blasphemous congregation
Nicknames: Spangle
Place of Residence: Eadric, Daybreak Citadel, the Great Chamber
Pertinent Information:
Left for the ruins from the Church of Mercy the day she found out about Father Anscham's history.
Orator, explosives expert, pyromaniac, highly defensive combatant, and healer of renown.
Infamous for her involvement with your blasphemous congregation, particularly in Calunoth, though more recently for her arson during the Night of Embers.
You bestowed your tenet of healing onto Spangle via your Relic, during the Battle for the Cathedral Ward in Calunoth. She used your ability to heal you both through several lightning strikes, and to replace Electrum's lost arm with solid gold.
In a committed relationship with Electrum.
Sister Corbon's position (due to lineage, skill, relation to you [as the leader of the Church of Mercy], and ability to invoke) renders her authority second only to Electrum's, then yours, within the Church of Mercy's walls.
Name: Theobald Stace
Titles and Affiliations: Former priest of the Church of Mercy; Former jailer of the Church of Mercy; Your former jailer
Nicknames: The Arm of Restraint
Place of Residence: Unknown
Pertinent Information:
You were in Stace's care (within a cell at the bottom of the dungeons) for eight years, during which time he took no issue depriving you of food, water, sunlight, or human decency.
You bit off one of Stace's fingers in your second year of confinement, but otherwise never struck out against him or made any attempt to flee.
He has never forgiven you for maiming him, and is responsible for most of your mental and emotional difficulties, as well as the majority of your physical scars.
The dynamics of your relationship is a delicate subject that we primarily explore through our narrative. That said, it is worth mentioning that you have sought forgiveness for yourself just as much as for him.
Though Stace hates you, you wish to be rid of his stranglehold on your life. Two weapons Stace used to torture you are now in your possession as symbols of your growth and recovery. While Harvest symbolizes weaponizing your trauma, Atonement represents your own failings, and the desire you have to conquer them.
The initial motivation behind this priest's abhorrent actions was to study the Catalyst, in the hopes of finding a cure. Adrian Morris became responsible for enabling their mutual research when Stace's faculties declined.
King Magnus stripped Stace of his title as a priest the day he learned of your mistreatment within the Church of Mercy. Since then, his whereabouts have been unknown.
Prior to leaving the Church of Mercy, Stace destroyed or removed every lock in the building. Claymore has been hard at work replacing those above ground. The effects below ground remain to be seen.
Name: Sir Allan "Stardust" Douglas
Titles and Affiliations: Nobility (direct relation to King Magnus); Member of Richard's and Harvey's blasphemous congregation
Nicknames: Stardust, The Conjoined Twin
Pertinent Information:
Twin brother of Lady Edith "Starlight" Douglas.
Spent most of his youth training in combat; horse riding; diplomacy; various exotic languages; myriad instruments; knows how to read and write; and other countless other privileges afforded to the highest class in Corcaea.
Though you have intentionally avoided learning the precise nature of his relationship with King Magnus, you know that Stardust actively seeks to undermine the King's capabilities, and may intend to replace King Magnus entirely.
He left for the ruins with Starlight to die. They are romantically involved with one another, and did not wish to leave Ostedholm for the surface. (You genuinely have so many greater concerns in your life, you've abstained from so much as commenting on their relationship, and have remained incredibly respectful of their choices.)
Since returning to the world above, Stardust has been incredibly reserved. He and Starlight returned to the ruins after a matter of months, though this time they entered the domain of Archdemon Arkthros, in the ruins below Calunoth.
You are on incredibly good terms with both twins, have treated them like your very own children, and have sought to support and protect them with everything you have. Your initial confrontation with Archdemon Arkthros was purely to reconcile the royal family's issues, and to get them to safety. (All of which you succeeded in doing!)
Thanks to your allegiance with the Church of Dream, you received permission from Father Wilhelm to provide Starlight and Stardust with asylum. They were escorted to Somerilde by Brother Theodore Wilhelm. You were reassured of their safety by Father Wilhelm himself.
Name: Lady Edith "Starlight" Douglas
Titles and Affiliations: Nobility (direct relation to King Magnus); Member of Richard's and Harvey's blasphemous congregation
Nicknames: Starlight, The Conjoined Twin
Pertinent Information:
Twin sister of Sir Allan "Stardust" Douglas.
Spent most of her youth training in combat; horse riding; diplomacy; various exotic languages; myriad instruments; knows how to read and write; and other countless other privileges afforded to the highest class in Corcaea.
Though you have intentionally avoided learning the precise nature of her relationship with King Magnus, you know that she is enormously favored by the country's ruler. He made no mention of Stardust when you were tasked with finding them, yet stressed that retrieving Starlight was unbearably important. King Magnus also has vocally supported her choices with who she spends her life with.
She left for the ruins with Stardust to die. They are romantically involved with one another, and did not wish to leave Ostedholm for the surface. Since returning to the world above, Starlight has behaved erratically, is prone to emotional outbursts, and has had difficulty returning to daily life. She and Stardust returned to the ruins after a matter of months, though this time they entered the domain of Archdemon Arkthros, in the ruins below Calunoth.
You are on incredibly good terms with both twins, have treated them like your very own children, and have sought to support and protect them with everything you have. Your initial confrontation with Archdemon Arkthros was purely to reconcile the royal family's issues, and to get them to safety. (All of which you succeeded in doing!)
Thanks to your allegiance with the Church of Dream, you received permission from Father Wilhelm to provide Starlight and Stardust with asylum. They were escorted to Somerilde by Brother Theodore Wilhelm. You were reassured of their safety by Father Wilhelm himself.
Name: Father Henry Sullivan
Titles and Affiliations: Leader of the Church of Spirit, The Mind of the King
Nicknames: The Father of Knowledge, the Lord of Sight.
Place of Residence: Unknown. (Last seen in Murgate or the surrounding area, while conflict reigns in the Church of Spirit. Possibly deceased.)
Pertinent Information:
You're not positive what's garnered the massive respect that both the King, Father Pevrel, and most of the nation holds for Sullivan. There's at least rumor that he is expected to know the entire contents of both his own library and all of the royal archive, in addition to his horrifically potent connection to Spirit. (He's exhibited ability you thought was only possible from demonic ability, and has contended with your own mind without losing his own.)
Sullivan was your only visitor in the Church of Mercy during your imprisonment. You did a great deal of harm to his psyche over the years, and led him to believe that you are a demon.
As the leader of the Church of Spirit, Sullivan is responsible for the dissemination of all knowledge throughout the nation. His church is also tasked with gathering any pertinent information for his uses.
The trouble is, Sullivan used his power and trustworthiness to smear your name for most of your adult life (with good intentions). There likely isn't a man, woman, or child in the country who hasn't heard the slander against you to some extent.
His leadership style is questionable, at best. Sister Marjorie Cardew has openly challenged Sullivan's right to lead. Serious conflict is taking place in Murgate right now as a result.
The Father of Knowledge realized the error of his ways QUITE recently. You forgave Sullivan for his mistreatment of you in years past, recognized the efforts he's gone through (for better or worse), and the two of you are trying to make amends. He has gone to great pains to aid you throughout your entire life, and you're more certain of his sincerity now than ever.
The lord of knowledge made more progress with you regarding your memories from Beltoro (the demon of Spirit you gave your restraint to) in one day than you and Sister Cardew have managed in half a year.
While Sullivan swore to stay in the capital to assist your mental well-being, he left abruptly, and has been unavailable since. Though he's in the company of seven priests of Dream for his protection, he was nearly captured as recently as this week. Your last communication with him was also cut off abruptly.
If his life is in immediate peril from his clergy, or if the demonic issues surrounding Murgate are to blame is uncertain.
You have been repeatedly told by numerous sources that he is dead, and that Mother Marjorie Cardew has assumed control of the Church of Spirit.
T
Name: Laurence Taylor
Titles and Affiliations: Master Tailor for the Church of Mercy
Place of Residence: Eadric
Pertinent Information:
Intended to relocate to Eadric before even leaving the capital. He's one of the newest residents of your city, and appears to be doing very well for himself (with or without your patronage).
Thanks to his skill and trustworthiness, you've hired Mr. Taylor to outfit the entirety of Eadric's guard with new uniforms (up to, and including Ray). You've given him blanket permission to take on as many aides as he requires for the endeavor, with the endorsement of the King, Church of Mercy, and all of the country.
He's also your personal tailor, who has been made privy to your generous nature. He's an excellent point of contact for networking with the craftsmen of your city.
Name: Brother Cyril Trebbeck
Titles and Affiliations: Presiding leader of the Church of Flesh; Veteran priest of the Church of Flesh; Ally of Father Richard Anscham, leader of the Church of Mercy
Nicknames: Ponytail, Blondie, Beast.
Pertinent Information:
Not native to Beorward, and was not born into the clergy. How he precisely came into Father Friedrich's service remains a mystery, despite how similar the two are to father and son.
Confessed to you that he killed his own parents, and was a street urchin for most of his youth.
Took in Elena— an orphan, who's original last name you do not know— as his own daughter. The two survived some extreme ordeal together. It's made it difficult for Cyril to sleep at night.
Cyril's obligations with the Church of Flesh have him away from home frequently. He spent four months last year (thanklessly) guarding you night and day within the Church of Flesh. You both were at each other's throats the entire time, but grew much closer for it.
Appointed as your guard when you went to Calunoth. During the month you were there, the two of you became honest friends, and risked your lives for one another. It culminated in you both allying via your Relic, in the most intense union you've experienced thus far. Both of you had no idea what to make of the event, and were too disturbed by it to properly discuss with any other party.
Regarded as a hero by the city of Calunoth for his self-sacrifice during the capital's worst demonic outbreak this year. The scarring he has is what's remained after you healed him with Mercy's full ability.
You introduced Cyril to Ofelia Banks during your time in the capital. They have since become so close, Ofelia has relocated to Beorward to live with Cyril and his daughter.
Distraught over his increasing distance from his family to the point of treachery, Cyril outright refused his last orders from Father Friedrich. Rather than go to Baranfen, he was ready to flee the city altogether. Father Friedrich recognized that Cyril's strengths lie with the people, and appointed him as the acting leader of the Church of Flesh.
V
Name: Percival Vanderholf
Titles and Affiliations: Formerly influential financier.
Nicknames: Percy
Place of Residence: Eadric
Pertinent Information:
Family business is set to be overtaken by the Cavendish family (who will control all banking in Eadric).
Possible ties to Inertia are under investigation by the Church of Vengeance.
W
Name: Father Atticus Wilhelm
Titles and Affiliations: Leader of the Church of Dream; Outspoken ally of Father Richard Anscham, leader of the Church of Mercy
Nicknames: The Lord of Visions, the Father of Rest, the Seer of Somerilde
Place of Residence: Somerilde (alternates between the Church of Dream, and a vacation home roughly three days out from the city)
Pertinent Information:
Saved your life by meeting you the moment you exited the ruins of Ostedholm. He traveled cross-country with five of his sons to make it there in one piece and on time.
Possesses the unique ability to remove memories via invocations of Dream.
Despite the rarity of art in Corcaea, Father Wilhelm is an accomplished painter. (He's also an excellent ice fisherman, and has taught you a few things!)
Provided you with asylum for several weeks after your exit from the ruins, and helped you travel to see your family in Wearmoor, as well as getting you to Father Friedrich safely.
Allied with you and Father Friedrich via your Relic. The bond between the three of you (while you each invoked your patron deity) literally broke new ground.
Before you even began your work in Calunoth, Father Wilhelm sent you an enchanted robe. This item is priceless. More information can be found on its properties in your character sheet.
Father Wilhelm has kept the knowledge of your demonic alliances, personal failings, and all of your struggles as confidential as you've asked. He is a treasured friend and ally, and easily your most vocal supporter.
Name: Brother Theodore Wilhelm
Titles and Affiliations: Priest of the Church of Dream; youngest son of Father Wilhelm, leader of the Church of Dream; ally of the Church of Mercy
Nicknames: Teddy
Place of Residence: Somerilde, the Church of Dream
Pertinent Information:
Saved your life by meeting you the moment you exited the ruins of Ostedholm. He traveled cross-country with Father Wilhelm and four of his brothers to make it there in one piece and on time.
Though he relies primarily on interpreting the repeating visions he has when he sleeps, Teddy has demonstrated the ability to invoke Dream while awake.
An abusive series of back-to-back invocations has destroyed most of his face. The scarring is uncannily similar to the crevasse in your chest that Dream inflicted on you. (Not pictured here.)
Dear friends with you, Ofelia Banks, Brother Trebbeck, Sister Cardew, and Ray. He's also gotten along well with almost the entirety of your blasphemous congregation. The young priest's promising diplomatic potential has extended towards the support of your return as leader of the Church of Mercy, and cemented the public alliance between the Churches of Mercy and Dream.
Possesses a crippling fear of spiders.
Name: Sister Agnes Willoughby
Titles and Affiliations: Priestess of the Church of Mercy
Place of Residence: Eadric, The Church of Mercy
Pertinent Information:
One of the three Willoughby triplets.
Comes from a well respected family line, and has lived in the Church of Mercy her entire life.
Capable of invoking Mercy. Possesses the highest authority within the Church's ranks out of her other sisters, due to performance during her time in service.
May have a crush on Larkin, a sorcerer and former cultist of Inertia.
Name: Sister Susan Willoughby
Titles and Affiliations: Priestess of the Church of Mercy
Place of Residence: Eadric, The Church of Mercy
Pertinent Information:
One of the three Willoughby triplets.
Comes from a well respected family line, and has lived in the Church of Mercy her entire life.
Capable of invoking Mercy. Possesses more ability during invocation than Agnes, and regards herself as an incredibly devoted woman. (She laughably thinks herself more pious than you.)
Name: Sister Tilda Willoughby
Titles and Affiliations: Priestess of the Church of Mercy
Place of Residence: Eadric, The Church of Mercy
Pertinent Information:
One of the three Willoughby triplets.
Comes from a well respected family line, and has lived in the Church of Mercy her entire life.
Though she is a veritable beam of sunshine, a competent healer, and one of the kindest people you've ever met, Tilda cannot invoke Mercy. She struggles with impulse control, and is one of the few individuals to have never criticized your own lack of restraint.
Name: Brother Gilford Woodfeller
Titles and Affiliations: Priest of the Church of Agriculture
Place of Residence: Unknown (most likely Wearmoor, in the Church of Agriculture)
Pertinent Information:
Specialists from his family tree— well, specialize in their family's trees. The line of foresters branches off to include the Carpenters, Coopers, Sawyers, and Wheelers. Most of their finest are in the capital. Several are in your own caravan.
He was involved in the tunneling beneath Eadric. Crispin Chapman divulged that Brother Woodfeller wanted information on families involved with trade in Eadric. He proposed that Mr. Chapman offer his services directly to his associates from Inertia. When Mr. Chapman declined, he was threatened into complying (under pain of death).
Here all characters are listed alphabetically by last name. If a nickname is their preferred method of address, then that nickname will be used instead.
(E.g. Mathers Ormond exclusively uses the nickname "Serpent." Therefore, he is listed under 'S'.)
Close Relationships and Allies
Name: Father Nicholas Pevrel
Titles and Affiliations: Justiciar of Corcaea; Leader of the Church of Vengeance
Nicknames: The Lord of Honor, the Lord of Wrath, the Father of Righteousness, Rot-Eye, the Blade of the King
Place of Residence: Eadric (temporarily, typically resides in Mauseburg).
Pertinent Information:
Judge, jury, and executioner. Unlike other church leaders, Father Pevrel's word is intended to guide the behavior of ALL citizens within Corcaea. Opposing his judgement can be met with pain of death.
This antisocial priest has a hideous reputation for cruelty. These accusations are well founded. You personally have allied with Father Pevrel (via your Relic), and know without a doubt that he is a sadist and a serial murderer with compulsively violent tendencies. Though you both have been enabling each other's proclivities, aiding Father Pevrel with this behavior is one of your top priorities.
Currently residing in Eadric. He brought one hundred clergy of Vengeance from Mauseburg and a single priestess of Storm (Sister Miramond) to restore order to your city. He has lost several children due to the excursion, the Night of Embers, and Inertia's continued presence. You owe him several life debts, to say the least.
He has no eyes, after having asked Vengeance for his sight to be unclouded. The mark that Vengeance left on him enables the priest to see demons and sinners, though how he actually perceives the world around him is still a mystery. (Father Pevrel is incredibly sensitive about the subject, and you've tried not to push it.)
Severe alcoholic.
Insomniac. There's rumor that he doesn't sleep. You have seen him rest only once in the four days he's been in Eadric, and he slept while standing up (with both eyes open).
Possesses a sword made of pure basin glass. The black, fragile material may be a conduit for his invocations, as you've seen it capable of absorbing blood.
Father Pevrel does not invoke. Though there's rumor that he's incapable of it, you know the truth of the matter: Vengeance comes to him.
Name: Father Atticus Wilhelm
Titles and Affiliations: Leader of the Church of Dream; Outspoken ally of Father Richard Anscham, leader of the Church of Mercy
Nicknames: The Lord of Visions, the Father of Rest, the Seer of Somerilde
Place of Residence: Somerilde (alternates between the Church of Dream, and a vacation home roughly three days out from the city)
Pertinent Information:
Saved your life by meeting you the moment you exited the ruins of Ostedholm. He traveled cross-country with five of his sons to make it there in one piece and on time.
Possesses the unique ability to remove memories via invocations of Dream.
Despite the rarity of art in Corcaea, Father Wilhelm is an accomplished painter. (He's also an excellent ice fisherman, and has taught you a few things!)
Provided you with asylum for several weeks after your exit from the ruins, and helped you travel to see your family in Wearmoor, as well as getting you to Father Friedrich safely.
Allied with you and Father Friedrich via your Relic. The bond between the three of you (while you each invoked your patron deity) literally broke new ground.
Before you even began your work in Calunoth, Father Wilhelm sent you an enchanted robe. This item is priceless. More information can be found on its properties in your character sheet.
Father Wilhelm has kept the knowledge of your demonic alliances, personal failings, and all of your struggles as confidential as you've asked. He is a treasured friend and ally, and easily your most vocal supporter.
Name: Adwin Sebastian Anscham
Current image (See threadmark: Demons Seen (Thus Far) under "Multiple Deities > Dream, Time, Spirit" for more information on the Demon of Interpretation.)
Titles and Affiliations: Interpretation, (formerly) demon of Interpretation, artist commissioned by the leader of the Church of Mercy
Place of Residence: Eadric, Daybreak Citadel, the Church of Mercy, main choir
Pertinent Information:
Formerly a demon of Dream, Spirit, and Time imprisoned within the dungeons below the Church of Mercy.
By accepting its Catalyst of Interpretation (at Father Anscham's urging), the demon appears to have undergone a transformation into the embodiment of Interpretation.
Interpretation has assumed the form and identity of a young man with the likeness of Father Anscham's and Mercy's son. He has agreed to stay within the Church of Mercy under their protection.
Adwin is in the process of painting his Catalyst on the walls, floor, and ceiling of the main choir within the Church of Mercy.
His precise metaphysical state escaped even Spirit's understanding. Adwin is prone to extremely violent episodes if provoked, and has sought isolation in the main choir to avoid further scrutiny.
Name: Ray
Titles and Affiliations: Guardian of the Father of the Church of Mercy, your home, and all of its inhabitants.
Place of Residence: Wherever he is needed most. (Currently in Eadric's Daybreak Citadel, within Apotheosis Keep, guarding Sister Cardew).
Pertinent Information:
Seasoned demonic veteran.
Expert therapy provider.
Protector of the innocent.
Conqueror of the ruins.
A very good boy.
Noted diplomat.
Your service dog.
Skills include emotional support, disrupting destructive behaviors, detecting/tracking, alerting, sentry, patrol, chasing, intimidation, and lethal or non-lethal takedowns.
Has a severe fear of thunder and other loud noises.
You received Ray as a puppy three years ago, have raised him, trained him, and regard him as your best friend.
For his health, safety, and happiness, you've resolved to stop taking Ray into harm's way. He currently acts as a guard dog for all residents of the Church of Mercy, while under the primary care of Sister Cardew (with Walter Middleton's support). He is in incredibly good hands.
Has a mate named Sunshine. Walter and Sister Cardew are in the process of helping them breed puppies, and will be tasked with training all of their litter.
Name: Robert Anscham
Titles and Affiliations: Protected by the Church of Mercy
Nicknames: Rob, The Mountain
Place of Residence: Wearmoor, farmstead
Pertinent Information:
Birth father of Father Richard Anscham.
Devotee to Flesh.
Infamous brewer.
Does not condone Richard's vows to Mercy, and harbors a grudge against the Church of Mercy for separating Richard from his family.
Name: Helen Anscham
Titles and Affiliations: Protected by the Church of Mercy
Place of Residence: Wearmoor, farmstead
Pertinent Information:
Birth mother of Father Richard Anscham.
Devotee to Spirit.
Birthday is on the 28th of First Sowing.
Name: Ser Harvey Jay Algrith
Titles and Affiliations: Knight of the Church of Mercy, leader of Richard's blasphemous congregation (from Ostedholm)
Nicknames: The Ringleader, The Red Lion
Place of Residence: Eadric, Daybreak Citadel
Pertinent Information:
Sworn to guard Walter Middleton and Father Richard Anscham with life and limb.
Has a pact with Malimos to support Father Anscham's endeavors, and is on excellent terms with the demon as a result.
Severe memory loss brought about by Father Atticus Wilhelm, on Harvey's request.
Was born and raised as a slave in Cyno. His family is deceased.
Speculated that Harvey went to the ruins to escape from anyone who may try to rekindle his memories.
Possesses a full plate suit of masterwork sinewstone* armor.
Oversees all security within Eadric, with a position higher than the Captain of the Guard.
*This priceless exotic metal resembles stone to an untrained eye. It is excruciatingly heavy and durable, though light enough for the knight to wear constantly.
Name: Walter "Professor Echo" Middleton
Titles and Affiliations: Research Coordinator on behalf of Father Richard Anscham; Leading Associate of historical developments for the Church of Mercy; Member of Richard's and Harvey's blasphemous congregation
Nicknames: Professor Echo
Place of Residence: Eadric, Daybreak Citadel, Apotheosis Keep
Pertinent Information:
Nobleman from Cathwulf, a fortress deep in the eastern wilderness of Corcaea. What little Walter has divulged about his family has been violent or deeply concerning, but he is reluctant to touch on it.
Went to the ruins with an accompaniment of at least thirty men in order to further his research. He is the only survivor.
Claims that his study has been to determine a cure to the Catalyst. Though he made no lucrative findings in the ruins, Walter's pursuit adjacent to your own research had born great fruits already.
Almost every major breakthrough you've made regarding the nature of the Catalyst has been with Walter's assistance. He's officially your research partner, alongside Sister Harriet Cardew.
In addition to aiding with your research of the Catalyst, Walter has served you as a counselor and aide. His intelligence and absence of conventional morality has made him an invaluable counterpart to Sister Cardew's well-bred guidance.
He is privy to a secret archive within Calunoth's royal library, along with you and Sister Cardew. In addition, he has read every article and book King Magnus imparted to you in their entirety. In short, he is a walking reference manual.
Investigating the findings of a deceased scholar from Eadric, regarding why an individual's use of Magic or the Gods varies from person to person.
As Harvey's best friend, he is under the Red Lion's protection above all others. Separating the two of them is unthinkable.
Name: James "Klepto" Sower
Titles and Affiliations: Minstrel for the Church of Mercy; Member of Richard's and Harvey's blasphemous congregation
Nicknames: Klepto
Place of Residence: Eadric
Pertinent Information:
Has traveled extensively throughout Corcaea and (allegedly) beyond its borders.
Waged a campaign against the Church of Spirit to unseat their credibility throughout Calunoth and succeeded. His efforts also aided in destabilizing Father Sullivan and distracting the King's guard during Richard's work in the capital city.
Takes no issue socializing or performing for demons, and has done so in your company to great success (particularly with Aldreda).
Lost years off his life due to a curse placed on him by the demon of interpretation. Klepto is counting on you to seek out a representative from the Church of Time to potentially restore his youth.
James has risked life and limb to aid you, and has openly admitted to having severe dependency issues. His namesake is valid, as he has severe kleptomania, along with a number of other emotional concerns. The minstrel has been unwilling or unable to work with Sister Cardew, and told you bluntly before that he's sought aid For his instability without positive results.
One of your closest friends.
Sister Beatrice "Spangle" Corbon
Titles and Affiliations: Veteran priestess of the Church of Mercy; Member of Richard's and Harvey's blasphemous congregation
Nicknames: Spangle
Place of Residence: Eadric, Daybreak Citadel, the Great Chamber
Pertinent Information:
Left for the ruins from the Church of Mercy the day she found out about Father Anscham's history.
Orator, explosives expert, pyromaniac, highly defensive combatant, and healer of renown.
Infamous for her involvement with your blasphemous congregation, particularly in Calunoth, though more recently for her arson during the Night of Embers.
You bestowed your tenet of healing onto Spangle via your Relic, during the Battle for the Cathedral Ward in Calunoth. She used your ability to heal you both through several lightning strikes, and to replace Electrum's lost arm with solid gold.
In a committed relationship with Electrum.
Sister Corbon's position (due to lineage, skill, relation to you [as the leader of the Church of Mercy], and ability to invoke) renders her authority second only to Electrum's, then yours, within the Church of Mercy's walls.
Name: Sister Superior Clemence "Electrum" Tirel
Titles and Affiliations: Financier of the Church of Mercy, Member of Richard's and Harvey's blasphemous congregation, acting leader of the Church of Mercy.
Nicknames: Electrum
Place of Residence: Eadric, Daybreak Citadel, the Great Chamber
Pertinent Information:
Left for the ruins from the Church of Mercy the day she found out about Father Anscham's history.
Gifted mathematician and financier.
Has a fixation with counting, hoarding and organizing items, particularly trinkets and baubles.
In a committed relationship with Spangle.
Lost her entire right arm during the siege of the cathedral ward in Calunoth. The limb has been remade out of moving gold by Spangle. Electrum's artificial limb allegedly possesses no sensation, and has compromised some of her dexterity.
Superior Sister Tirel's position (also due to lineage, skill, relation to you [as the leader of the Church of Mercy], and ability to invoke) renders her authority second only to yours within the Church of Mercy's walls.
Will be acting as the leader of the Church of Mercy during your absence.
Name: Clarence Chester "Chesty" Connelly
Titles and Affiliations: Member of Richard's and Harvey's blasphemous congregation
Place of Residence: Wearmoor
Nicknames: Chesty, contortionist
Pertinent Information:
Born and raised in Balferth's farmland. Consequently has a knack for Agriculture.
Is illiterate (like the majority of Corcaeans).
Has traveled and engaged in some illicit activity to the south.
Manned the Sigbrooke outpost for several years with Irefist and Claymore.
Went to the ruins with Irefist and Claymore with some hope of picking how he would die. Was allegedly in Ostedholm for several months.
Was stationed in Wearmoor, investigating the Church of Agriculture alongside Serpent (for the express purpose of gathering intel for Father Anscham).
Captured by the Church of Agriculture. You're traveling across the country to try and save him and Serpent.
Name: Eckard "Claymore" Sollers
Titles and Affiliations: Smith for the Church of Mercy, Member of Richard's and Harvey's blasphemous congregation
Nicknames: Claymore
Location: Eadric, Mercantile District (across the road from Irefist's place of residence).
Pertinent Information:
Master blacksmith, previously under the employ of King Magnus.
Spent several years manning Sigbrooke with Chesty and Irefist.
Has a long and storied history of killing demons. His lack of a sense of self-preservation is borderline suicidal.
After taking down a demon of illumination without any physical protection, Claymore lost a large percentage of soft tissue on his body. Father Anscham restored his face with a mask of solid gold, and has helped Claymore to heal the rest. Some of Claymore's sight and most sensation on one side of his body has been compromised as a result.
Currently settled in Eadric's mercantile ward closest to the Church of Mercy, in direct service to Father Anscham and his city. He has multiple apprentices, and is in the process of assembling a suit of plate armor for Spangle.
You have commissioned a door from Claymore for your dungeons, and still need to get the required parts before the project can get underway.
Name: Mathers "Serpent" Ormond
Titles and Affiliations: Member of Richard's and Harvey's blasphemous congregation
Nicknames: Serpent
Place of Residence: Wearmoor
Pertinent Information:
You know next to nothing about this cerebral member of your congregation, save for his loyalty to Harvey's cause. When you asked for him to accompany Chesty to Wearmoor, to spy on the Church of Agriculture, and to investigate Mother Bethaea's death on your behalf, he agreed without question.
Seemingly into body modifications. He has tattoos behind his eye lids, has split his own tongue, keeps his head shaved— and you're too polite to have asked about any of it.
Captured by the Church of Agriculture. You're traveling across the country to try and save him and Chesty.
Name: Carlisle "Irefist" Ballard
Titles and Affiliations: Member of Richard's and Harvey's blasphemous congregation; guard for the Church of Mercy
Nicknames: Irefist
Place of Residence: Eadric, Mercantile Ward (across the street from Claymore's Smithy)
Pertinent Information:
Apostate (to the extent of refusing healing from Mercy or Father Anscham on the brink of death).
Ex-sailor and former resident of Rimilde.
Worked in Sigbrooke with Claymore and Chesty for several years.
In a relationship with Sister Julian Miramond.
Name: Norward "Mick" Bauldry
Titles and Affiliations: Member of Richard's and Harvey's blasphemous congregation
Nicknames: Mick (the Prick)
Place of Residence: Unknown (most likely Murgate)
Pertinent Information:
Took it upon himself to find shelter for several hundred heretics within Calunoth's underbelly.
Was last seen in Calunoth's red district. Randy was tasked with locating Mick. According to Father Sullivan, they are likely now working together in Murgate (to sabotage and/or kill Victor Bonamy).
Potentially sent hundreds of individuals to preach on your behalf to the north. Confirmation was not possible by Sullivan at the time he released this intel to you.
In a dedicated relationship with Randy. You're uncertain of what the details are, and are far too polite to have asked.
Name: Randall "Randy" Holland
Titles and Affiliations: Member of Richard's and Harvey's blasphemous congregation
Nicknames: Randy
Pertinent Information:
Tasked with locating Mick. Last seen in Calunoth's sewers by Serpent, Claymore and Irefist. According to Father Sullivan, Randy and Mick are likely now working together in Murgate (to sabotage and/or kill Victor Bonamy).
In a relationship with Mick. Though Randy apparently had some association with Victor Bonamy (and you've heard rumor of many indecent public displays), you're uncertain of what the details are, and are far too polite to have asked.
Has helped Mick provide shelter for the isolated, downtrodden, homeless, and/or heretical citizens of Corcaea.
A master of subterfuge and assassination. Randy is also allegedly one of the most capable subterranean navigators alive, and has demonstrated ability to maneuver through urban environments that you have never seen outclassed.
Name: Sir Allan "Stardust" Douglas
Titles and Affiliations: Nobility (direct relation to King Magnus); Member of Richard's and Harvey's blasphemous congregation
Nicknames: Stardust, The Conjoined Twin
Pertinent Information:
Twin brother of Lady Edith "Starlight" Douglas.
Spent most of his youth training in combat; horse riding; diplomacy; various exotic languages; myriad instruments; knows how to read and write; and other countless other privileges afforded to the highest class in Corcaea.
Though you have intentionally avoided learning the precise nature of his relationship with King Magnus, you know that Stardust actively seeks to undermine the King's capabilities, and may intend to replace King Magnus entirely.
He left for the ruins with Starlight to die. They are romantically involved with one another, and did not wish to leave Ostedholm for the surface. (You genuinely have so many greater concerns in your life, you've abstained from so much as commenting on their relationship, and have remained incredibly respectful of their choices.)
Since returning to the world above, Stardust has been incredibly reserved. He and Starlight returned to the ruins after a matter of months, though this time they entered the domain of Archdemon Arkthros, in the ruins below Calunoth.
You are on incredibly good terms with both twins, have treated them like your very own children, and have sought to support and protect them with everything you have. Your initial confrontation with Archdemon Arkthros was purely to reconcile the royal family's issues, and to get them to safety. (All of which you succeeded in doing!)
Thanks to your allegiance with the Church of Dream, you received permission from Father Wilhelm to provide Starlight and Stardust with asylum. They were escorted to Somerilde by Brother Theodore Wilhelm. You were reassured of their safety by Father Wilhelm himself.
Name: Lady Edith "Starlight" Douglas
Titles and Affiliations: Nobility (direct relation to King Magnus); Member of Richard's and Harvey's blasphemous congregation
Nicknames: Starlight, The Conjoined Twin
Pertinent Information:
Twin sister of Sir Allan "Stardust" Douglas.
Spent most of her youth training in combat; horse riding; diplomacy; various exotic languages; myriad instruments; knows how to read and write; and other countless other privileges afforded to the highest class in Corcaea.
Though you have intentionally avoided learning the precise nature of her relationship with King Magnus, you know that she is enormously favored by the country's ruler. He made no mention of Stardust when you were tasked with finding them, yet stressed that retrieving Starlight was unbearably important. King Magnus also has vocally supported her choices with who she spends her life with.
She left for the ruins with Stardust to die. They are romantically involved with one another, and did not wish to leave Ostedholm for the surface. Since returning to the world above, Starlight has behaved erratically, is prone to emotional outbursts, and has had difficulty returning to daily life. She and Stardust returned to the ruins after a matter of months, though this time they entered the domain of Archdemon Arkthros, in the ruins below Calunoth.
You are on incredibly good terms with both twins, have treated them like your very own children, and have sought to support and protect them with everything you have. Your initial confrontation with Archdemon Arkthros was purely to reconcile the royal family's issues, and to get them to safety. (All of which you succeeded in doing!)
Thanks to your allegiance with the Church of Dream, you received permission from Father Wilhelm to provide Starlight and Stardust with asylum. They were escorted to Somerilde by Brother Theodore Wilhelm. You were reassured of their safety by Father Wilhelm himself.
Name: Brother Gregory "Bronzebeard" Vernon
Titles and Affiliations: Member of Richard's and Harvey's blasphemous congregation; priest of the Church of Vengeance
Nicknames: Greg, Bronzebeard
Place of Residence: Most likely Mauseburg, the Church of Vengeance.
Pertinent Information:
Parted ways from Harvey's company the moment he left the ruins of Ostedholm, heading for the Church of Vengeance. He has made no attempts at contact since.
Father Pevrel confirmed that he was inducted as a priest of the Church of Vengeance, and has righteously served since then.
Name: Brother Simon "Jitters" Urry
Titles and Affiliations: Member of Richard's and Harvey's blasphemous congregation; priest of the Church of Vengeance
Nickname: Jitters
Place of Residence: Most likely Mauseburg, the Church of Vengeance.
Pertinent Information:
Parted ways from Harvey's company the moment he left the ruins of Ostedholm, heading for the Church of Vengeance. He has made no attempts at contact since.
Father Pevrel confirmed that he was inducted as a priest of the Church of Vengeance, and has righteously served since then.
Name: King Magnus "the Merciful"
Titles and Affiliations: King of Corcaea
Nicknames: The Merciful, the Face of Corcaea
Place of Residence: Calunoth, Inner Cathedral Ward, the Royal Palace
Pertinent Information:
The only soul in Corcaea that you truly answer to (and you both are pretty good friends).
Resembles a living statue, and speaks with the voice of divinity. His humanity (or lack thereof) is a matter of great debate.
Father to all nobility within Corcaea. Starlight, Stardust, and Lady Laravald are his children by blood.
Rules the theocracy with a golden fist. He has been out for your blasphemous congregation's blood up until their pardon, and only while they are under your watchful eye. Any threat to the country, its people, or his children is met with swift execution.
Restored your title as leader of the Church of Mercy the day you honored your agreement to restore peace to Calunoth, and has supported your efforts continuously (no matter how extreme the request). King Magnus even offered to personally aid you in tempering your response to invoking the Gods under His direct supervision, which you politely refused.
Received your full report regarding Ostedholm, the Relic, and your relationship with Mercy. You've been trusted to keep this information confidential.
King Magnus also has an alliance with a demon. He and Archdemon Arkthros work in tandem to ensure the security of Calunoth-- above and below ground.
Learned only two months ago of your treatment within the Church of Mercy. King Magnus immediately stripped Adrian Morris and Theobald Stace of their titles as priests of Mercy, and has assigned Father Pevrel personally to investigate the matter. The King has left the fate of your oldest tormentors in your hands.
The King has staved off ALL conflict to the east through a lifetime of concerted diplomacy with elven and halfling ambassadors. His work is in conjunction with Father Friedrich's war efforts to the west, and your defense within Corcaea's borders, to keep the last of humanity from extinction.
The King sincerely hopes to restore peace, and knows His efforts are ultimately futile when humanity has an enemy within. He has entrusted YOU above all others to find a cure to the Catalyst.
Name: Ray
Titles and Affiliations: Guardian of the Father of the Church of Mercy, your home, and all of its inhabitants.
Place of Residence: Wherever he is needed most. (Currently in Eadric's Daybreak Citadel, within Apotheosis Keep, guarding Sister Cardew).
Pertinent Information:
Seasoned demonic veteran.
Expert therapy provider.
Protector of the innocent.
Conqueror of the ruins.
A very good boy.
Noted diplomat.
Your service dog.
Skills include emotional support, disrupting destructive behaviors, detecting/tracking, alerting, sentry, patrol, chasing, intimidation, and lethal or non-lethal takedowns.
Has a severe fear of thunder and other loud noises.
You received Ray as a puppy three years ago, have raised him, trained him, and regard him as your best friend.
For his health, safety, and happiness, you've resolved to stop taking Ray into harm's way. He currently acts as a guard dog for all residents of the Church of Mercy, while under the primary care of Sister Cardew (with Walter Middleton's support). He is in incredibly good hands.
Has a mate named Sunshine. Walter and Sister Cardew are in the process of helping them breed puppies, and will be tasked with training all of their litter.
Name: Sister Superior Clemence "Electrum" Tirel
Titles and Affiliations: Financier of the Church of Mercy, Member of Richard's and Harvey's blasphemous congregation, acting leader of the Church of Mercy.
Nicknames: Electrum
Place of Residence: Eadric, Daybreak Citadel, the Great Chamber
Pertinent Information:
Left for the ruins from the Church of Mercy the day she found out about Father Anscham's history.
Gifted mathematician and financier.
Has a fixation with counting, hoarding and organizing items, particularly trinkets and baubles.
In a committed relationship with Spangle.
Lost her entire right arm during the siege of the cathedral ward in Calunoth. The limb has been remade out of moving gold by Spangle. Electrum's artificial limb allegedly possesses no sensation, and has compromised some of her dexterity.
Superior Sister Tirel's position (also due to lineage, skill, relation to you [as the leader of the Church of Mercy], and ability to invoke) renders her authority second only to yours within the Church of Mercy's walls.
Will be acting as the leader of the Church of Mercy during your absence.
Name: Sister Harriet Cardew
Titles and Affiliations: Exiled priestess of the Church of Spirit; Counselor to Father Richard Anscham, in formal employ of the Church of Mercy; Formally tasked as a leading researcher for the Catalyst, in conjunction with Walter Middleton and Father Richard Anscham; Technically a Sister of the Churches of Spirit and Mercy; Mortal enemies with Father Henry Sullivan.
Place of Residence: Eadric, Daybreak Citadel, Apotheosis Keep
Pertinent Information:
Exiled from the Church of Spirit under orders from her blood-related sister, Sister Marjorie Cardew.
Has refused to invoke Spirit until just recently, and said she only did so having NO other options.
Disturbingly strong connection to Spirit. Sister Cardew's first invocation to the Goddess was capable of facilitating cross-country communication (voluntary or not) between every current church leader.
Also has been capable of influencing the will of Vengeance and Flesh, to remove a dark, flesh-craving inclination from you.
An expectant mother, in a relationship with Walter Middleton (the father).
You and Harriet have allied through your Relic. The effects of this have yet to be discerned.
Privy to a secret archive within the royal library, along with you and Walter Middleton.
An official partner in your research of the Catalyst, your most trusted advisor, and one of your dearest friends.
Name: Walter "Professor Echo" Middleton
Titles and Affiliations: Research Coordinator on behalf of Father Richard Anscham; Leading Associate of historical developments for the Church of Mercy; Member of Richard's and Harvey's blasphemous congregation
Nicknames: Professor Echo
Place of Residence: Eadric, Daybreak Citadel, Apotheosis Keep
Pertinent Information:
Nobleman from Cathwulf, a fortress deep in the eastern wilderness of Corcaea. What little Walter has divulged about his family has been violent or deeply concerning, but he is reluctant to touch on it.
Went to the ruins with an accompaniment of at least thirty men in order to further his research. He is the only survivor.
Claims that his study has been to determine a cure to the Catalyst. Though he made no lucrative findings in the ruins, Walter's pursuit adjacent to your own research had born great fruits already.
Almost every major breakthrough you've made regarding the nature of the Catalyst has been with Walter's assistance. He's officially your research partner, alongside Sister Harriet Cardew.
In addition to aiding with your research of the Catalyst, Walter has served you as a counselor and aide. His intelligence and absence of conventional morality has made him an invaluable counterpart to Sister Cardew's well-bred guidance.
He is privy to a secret archive within Calunoth's royal library, along with you and Sister Cardew. In addition, he has read every article and book King Magnus imparted to you in their entirety. In short, he is a walking reference manual.
Investigating the findings of a deceased scholar from Eadric, regarding why an individual's use of Magic or the Gods varies from person to person.
As Harvey's best friend, he is under the Red Lion's protection above all others. Separating the two of them is unthinkable.
Name: Ser Harvey Jay Algrith
Titles and Affiliations: Knight of the Church of Mercy, leader of Richard's blasphemous congregation (from Ostedholm)
Nicknames: The Ringleader, The Red Lion
Place of Residence: Eadric, Daybreak Citadel
Pertinent Information:
Sworn to guard Walter Middleton and Father Richard Anscham with life and limb.
Has a pact with Malimos to support Father Anscham's endeavors, and is on excellent terms with the demon as a result.
Severe memory loss brought about by Father Atticus Wilhelm, on Harvey's request.
Was born and raised as a slave in Cyno. His family is deceased.
Speculated that Harvey went to the ruins to escape from anyone who may try to rekindle his memories.
Possesses a full plate suit of masterwork sinewstone* armor.
Oversees all security within Eadric, with a position higher than the Captain of the Guard.
*This priceless exotic metal resembles stone to an untrained eye. It is excruciatingly heavy and durable, though light enough for the knight to wear constantly.
Sister Beatrice "Spangle" Corbon
Titles and Affiliations: Veteran priestess of the Church of Mercy; Member of Richard's and Harvey's blasphemous congregation
Nicknames: Spangle
Place of Residence: Eadric, Daybreak Citadel, the Great Chamber
Pertinent Information:
Left for the ruins from the Church of Mercy the day she found out about Father Anscham's history.
Orator, explosives expert, pyromaniac, highly defensive combatant, and healer of renown.
Infamous for her involvement with your blasphemous congregation, particularly in Calunoth, though more recently for her arson during the Night of Embers.
You bestowed your tenet of healing onto Spangle via your Relic, during the Battle for the Cathedral Ward in Calunoth. She used your ability to heal you both through several lightning strikes, and to replace Electrum's lost arm with solid gold.
In a committed relationship with Electrum.
Sister Corbon's position (due to lineage, skill, relation to you [as the leader of the Church of Mercy], and ability to invoke) renders her authority second only to Electrum's, then yours, within the Church of Mercy's walls.
Name: James "Klepto" Sower
Titles and Affiliations: Minstrel for the Church of Mercy; Member of Richard's and Harvey's blasphemous congregation
Nicknames: Klepto
Place of Residence: Eadric
Pertinent Information:
Has traveled extensively throughout Corcaea and (allegedly) beyond its borders.
Waged a campaign against the Church of Spirit to unseat their credibility throughout Calunoth and succeeded. His efforts also aided in destabilizing Father Sullivan and distracting the King's guard during Richard's work in the capital city.
Takes no issue socializing or performing for demons, and has done so in your company to great success (particularly with Aldreda).
Lost years off his life due to a curse placed on him by the demon of interpretation. Klepto is counting on you to seek out a representative from the Church of Time to potentially restore his youth.
James has risked life and limb to aid you, and has openly admitted to having severe dependency issues. His namesake is valid, as he has severe kleptomania, along with a number of other emotional concerns. The minstrel has been unwilling or unable to work with Sister Cardew, and told you bluntly before that he's sought aid For his instability without positive results.
One of your closest friends.
Name: Lady Laravald of House Courteney
Titles and Affiliations: Nobility
Place of Residence: Eadric
Pertinent Information:
The nobility in Corcaea is purely comprised of blood-relatives to the King. They hold no sway over your church, its tenets, or the way you conduct your business. They possess a dramatically higher social status, plenty of wealth, and pull with countless other families. That's it.
Lady Laravald is directly responsible for bolstering Inertia's numbers at home and in the capital; aiding in emptying the Church of Mercy; getting Richard sent off to the ruins of Ostedholm; and killing many of her enemies personally.
After hearing her confession, you saved Lady Laravald from turning to the Catalyst, and forgave her personally for her sins.
She proposed working as a spy for you within Eadric, after touting that she knows you would sooner die than to see your city fall. The two of you parted ways on incredibly respectful terms.
Your last meeting was to arrange a feast and subsequent dance for many influential residents of Corcaea. The connections you made that night were thanks to a few years of Lady Laravald's work. She asked for no thanks in return.
Out of respect for the work she's done, and for fear of jeopardizing your mutual work, you have abstained from communications with Lady Laravald while you are away from Eadric.
"You are the Father of Honesty. Let me do the lying for you. I can assure you that I will not compromise your work, aim to unseat and destabilize our enemies, and will survive at all costs. You would be alerted when I find information that merits your clemency, Father."
Titles and Affiliations: Veteran Priest of the Church of Mercy
Place of Residence: Eadric, Daybreak Citadel, the Church of Mercy
Pertinent Information:
Has served the Church of Mercy his entire life, and worked directly under Father Edmund.
Left for the capital when he discovered of your former treatment within the Church of Mercy, and has served under King Magnus for only a few years.
Literally the first clergyman of Mercy in the capital to respond when you put out a call to arms.
His experience contending with demons is eclipsed by Spangle's and Electrum's, but otherwise Brother Fergant's position is the highest presently in the Church of Mercy (and likely will remain so even as you get more staff on hand).
Not only is he an incredibly competent healer and a walking history book on your church, but Brother Fergant is also capable of invoking Mercy.
Name: Sister Agnes Willoughby
Titles and Affiliations: Priestess of the Church of Mercy
Place of Residence: Eadric, The Church of Mercy
Pertinent Information:
One of the three Willoughby triplets.
Comes from a well respected family line, and has lived in the Church of Mercy her entire life.
Capable of invoking Mercy. Possesses the highest authority within the Church's ranks out of her other sisters, due to performance during her time in service.
May have a crush on Larkin, a sorcerer and former cultist of Inertia.
Name: Sister Susan Willoughby
Titles and Affiliations: Priestess of the Church of Mercy
Place of Residence: Eadric, The Church of Mercy
Pertinent Information:
One of the three Willoughby triplets.
Comes from a well respected family line, and has lived in the Church of Mercy her entire life.
Capable of invoking Mercy. Possesses more ability during invocation than Agnes, and regards herself as an incredibly devoted woman. (She laughably thinks herself more pious than you.)
Name: Brother Thomas Durville
Titles and Affiliations: Priest of the Church of Mercy
Place of Residence: Eadric, Daybreak Citadel, the Church of Mercy
Pertinent Information:
Lost his entire family in the last outbreak in Calunoth: his parents in the battle of the cathedral ward, and his sisters to the conflict that emerged within the slums.
Left the service of King Magnus to join your personal ranks, and has no intention of returning to the small Church of Mercy located in Calunoth.
Despite being the youngest clergyman in your care, Brother Durville is an incredibly capable combatant, and can invoke Mercy. He specializes in defense, and favors a halberd and shield.
Having felt that his abilities have been squandered prior to entering your service, Brother Durville is eager to prove himself. He's heard stories throughout his youth about the good you've done throughout the country, and holds tremendous respect for you as a result.
"There are no demons ahead— but I will see if they are coming. Prevention is the best cure, Father Anscham."
Name: Sister Tilda Willoughby
Titles and Affiliations: Priestess of the Church of Mercy
Place of Residence: Eadric, The Church of Mercy
Pertinent Information:
One of the three Willoughby triplets.
Comes from a well respected family line, and has lived in the Church of Mercy her entire life.
Though she is a veritable beam of sunshine, a competent healer, and one of the kindest people you've ever met, Tilda cannot invoke Mercy. She struggles with impulse control, and is one of the few individuals to have never criticized your own lack of restraint.
Name: Brother Roger Garrick
Titles and Affiliations: Priest of the Church of Flesh, Guard for the Church of Mercy
Place of Residence: Eadric, Daybreak Citadel
Pertinent Information:
Capable of invoking Flesh.
Served directly under King Magnus' guard for the royal palace as a veteran clergyman. He traveled in your caravan from Calunoth, and accepted your offer to relocate to Eadric.
Worked as a guard for Walter Middleton during his stay within the royal palace, and is familiar with the scholar's peculiar habits.
Has respectfully abstained from asking about your classified information pertaining to the Catalyst.
Held off a siege at the front of Eadric Castle by himself during the Night of Embers.
Name: Brother Eustace Nye
Titles and Affiliations: Priest of the Church of Flesh, in service of the Church of Mercy (under Father Anscham)
Place of Residence: Eadric, Daybreak Citadel
Pertinent Information:
The older (more talkative) twin brother of Tancred Nye. These mild mannered priests of action are inseparable.
Formerly under the employ of King Magnus. He traveled in your caravan from Calunoth, and accepted your offer to relocate to Eadric.
Formally tasked with aiding in your physical regimen and training, alongside Tancred. Both brothers favor a balanced (though still brutally punishing) approach to exercise, and are more forgiving of diet or concessions for injury than their usual (Flesh-minded) counterparts.
Spent the night of embers trapped in the Church of Mercy with Adwin and a tortured cultist. He is acutely aware that your son is inhuman, though you have not had the opportunity to properly address the incident for either brother involved.
Name: Brother Tancred Nye
Titles and Affiliations: Priest of the Church of Flesh, in service of the Church of Mercy (under Father Anscham)
Place of Residence: Eadric, Daybreak Citadel
Pertinent Information:
The younger (incredibly respectful) twin brother of Tancred Nye. These mild mannered priests of action are inseparable.
Formerly under the employ of King Magnus. He traveled in your caravan from Calunoth, and accepted your offer to relocate to Eadric.
Formally tasked with aiding in your physical regimen and training, alongside Eustace. Both brothers favor a balanced (though still brutally punishing) approach to exercise, and are more forgiving of diet or concessions for injury than their usual (Flesh-minded) counterparts.
Spent the night of embers trapped in the Church of Mercy with Adwin and a tortured cultist. He is aware that your son is inhuman, and seemed deeply disturbed by the incident, Adwin's condition, and your response to his actions. You have not had the opportunity to properly address the incident for either brother involved.
Name: Brother Olaf Osmund
Titles and Affiliations: Priest of the Church of Flesh
Nicknames: Ozzie
Place of Residence: Eadric, Daybreak Citadel
Pertinent Information:
Formerly under the employ of King Magnus. He traveled in your caravan from Calunoth, and accepted your offer to relocate to Eadric.
Brother Osmund is a brutally capable fighter, who held his own alongside Harvey with nothing but his bare fists and an invocation to Flesh. He is directly responsible for saving your prisoner and keeping Harvey alive during the Night of Embers, and has not even asked for thanks.
Covered in scarring along his hands and arms from aforementioned invocation of Flesh.
Allegedly hails from outside of Corcaea, though you have yet to get any details on this rumor.
Name: Vane Leoncoeur
Titles and Affiliations: Guard of the Church of Mercy
Place of Residence: Eadric
Pertinent Information:
Zealot for justice, loyal to the theocracy, and notorious for violently killing his enemies.
Vying for leading the protection of your people, but spoiled his opportunity for captain of the guard due to his sadistic treatment of prisoners and citizenry alike.
Has assembled a task force of over three hundred loyal citizens in Eadric to fight and die in your name, and for the protection of the city.
You permitted Vane to retain control over his forces, though he must answer to Ser Harvey Jay Algrith for any matters that your knight sees fit.
Name: Wybert "Bert" Selly
Titles and Affiliations: Guard of the Church of Mercy.
Nickname: Bert
Place of Residence: Eadric
Pertinent Information:
An old resident of Eadric, and your most loyal guard. When Inertia attempted to buy him out, he declined for months, even under threat of violence or death.
Walter manipulated Bert into coming to you for protection. The common man immediately divulged his fellow guard's treason, and asked for nothing in return.
As a father and husband, Bert had been terrified for his family's safety (thanks to Walter's efforts). Now that he's spoken out against his fellow guards and Inertia, you've ensured that protection is provided around his home— despite needing every single soul in your employ in the Church of Mercy and Eadric Castle.
You've sworn to Bert that you will make yourself available EVERY night (that's humanly possible) for confessions for the common man. You regrettably (but understandably) failed to follow up on this promise.
Name: Candace Lane
Titles and Affiliations: Former Cultist of Inertia; bears the patronage of the Church of Mercy.
Place of Residence: Unknown.
Pertinent Information:
Participated in creating a rip in Time. Subsequently captured and imprisoned, then helped stage a break-out of your dungeons.
Candace expressed her desire to work with you, in exchange for Mercy. You resolved to not seek Vengeance against her or any other prisoners you take.
She temporarily resided in the Church of Mercy, with the intent to get as far away from the imminent fallout between the theocracy and Inertia as soon as possible.
The former cultist renounced her connections with Inertia. Despite your disagreements, she seeks to provide escape for people in a similar situation.
You have provided Candace with the resources she needs to make this happen. On top of providing Candace with the financial resources she needs, you helped introduce her to a number of wealthy and influential citizens of Eadric.
When you two last parted ways, she left you a white lily: a flower symbolizing commitment and rebirth.
Deceased:
Name: Father Elias Edmund
Titles and Affiliations: Former leader of the Church of Mercy
Place of Residence: N/A (Deceased. Final resting place is in the cemetery grounds just outside of the Church of Mercy.)
Pertinent Information:
Your distant, overworked, and neglectful (first) mentor— despite his best efforts.
Was aware of the experiments being conducted beneath the Church of Mercy, yet did not actively intervene in your treatment until you were of age.
Died on the field of battle, fighting a major demon and its army.
Bestowed his title on Richard as he died.
Largely thought to have been a madman by the public.
Left a suicide note addressed explicitly to you, penned the day before his death. This letter was withheld by Mother Aimar until the year 605, then entrusted to Father Wilhelm to deliver to your person. To the best of your knowledge, only you, Father Wilhelm, and Sister Cardew are aware of its contents.
Name: Lady Laravald of House Courteney
Titles and Affiliations: Nobility
Place of Residence: Eadric
Pertinent Information:
The nobility in Corcaea is purely comprised of blood-relatives to the King. They hold no sway over your church, its tenets, or the way you conduct your business. They possess a dramatically higher social status, plenty of wealth, and pull with countless other families. That's it.
Lady Laravald is directly responsible for bolstering Inertia's numbers at home and in the capital; aiding in emptying the Church of Mercy; getting Richard sent off to the ruins of Ostedholm; and killing many of her enemies personally.
After hearing her confession, you saved Lady Laravald from turning to the Catalyst, and forgave her personally for her sins.
She proposed working as a spy for you within Eadric, after touting that she knows you would sooner die than to see your city fall. The two of you parted ways on incredibly respectful terms.
Your last meeting was to arrange a feast and subsequent dance for many influential residents of Corcaea. The connections you made that night were thanks to a few years of Lady Laravald's work. She asked for no thanks in return.
Out of respect for the work she's done, and for fear of jeopardizing your mutual work, you have abstained from communications with Lady Laravald while you are away from Eadric.
"You are the Father of Honesty. Let me do the lying for you. I can assure you that I will not compromise your work, aim to unseat and destabilize our enemies, and will survive at all costs. You would be alerted when I find information that merits your clemency, Father."
Titles and Affiliations: Minstrel for the Church of Mercy; Member of Richard's and Harvey's blasphemous congregation
Nicknames: Klepto
Place of Residence: Eadric
Pertinent Information:
Has traveled extensively throughout Corcaea and (allegedly) beyond its borders.
Waged a campaign against the Church of Spirit to unseat their credibility throughout Calunoth and succeeded. His efforts also aided in destabilizing Father Sullivan and distracting the King's guard during Richard's work in the capital city.
Takes no issue socializing or performing for demons, and has done so in your company to great success (particularly with Aldreda).
Lost years off his life due to a curse placed on him by the demon of interpretation. Klepto is counting on you to seek out a representative from the Church of Time to potentially restore his youth.
James has risked life and limb to aid you, and has openly admitted to having severe dependency issues. His namesake is valid, as he has severe kleptomania, along with a number of other emotional concerns. The minstrel has been unwilling or unable to work with Sister Cardew, and told you bluntly before that he's sought aid For his instability without positive results.
One of your closest friends.
Name: Laurence Taylor
Titles and Affiliations: Master Tailor for the Church of Mercy
Place of Residence: Eadric
Pertinent Information:
Intended to relocate to Eadric before even leaving the capital. He's one of the newest residents of your city, and appears to be doing very well for himself (with or without your patronage).
Thanks to his skill and trustworthiness, you've hired Mr. Taylor to outfit the entirety of Eadric's guard with new uniforms (up to, and including Ray). You've given him blanket permission to take on as many aides as he requires for the endeavor, with the endorsement of the King, Church of Mercy, and all of the country.
He's also your personal tailor, who has been made privy to your generous nature. He's an excellent point of contact for networking with the craftsmen of your city.
Name: Ser Quincy Cavendish
Titles and Affiliations: Knight under King Magnus, the Merciful; most influential banker in Eadric.
Place of Residence: Eadric
Pertinent Information:
Has expressed his personal loyalty towards you and King Magnus, leading to his family's ownership of all banking and gold trade within Eadric.
Alerted you to Percival Vanderholf's alleged connection to the cult of Inertia, at risk of his own execution by the Church of Vengeance.
In possession of a silver pocket watch. Its function and origin are not known to you, barring that the item was a gift from the King.
Name: Eckard "Claymore" Sollers
Titles and Affiliations: Smith for the Church of Mercy, Member of Richard's and Harvey's blasphemous congregation
Nicknames: Claymore
Location: Eadric, Mercantile District (across the road from Irefist's place of residence).
Pertinent Information:
Master blacksmith, previously under the employ of King Magnus.
Spent several years manning Sigbrooke with Chesty and Irefist.
Has a long and storied history of killing demons. His lack of a sense of self-preservation is borderline suicidal.
After taking down a demon of illumination without any physical protection, Claymore lost a large percentage of soft tissue on his body. Father Anscham restored his face with a mask of solid gold, and has helped Claymore to heal the rest. Some of Claymore's sight and most sensation on one side of his body has been compromised as a result.
Currently settled in Eadric's mercantile ward closest to the Church of Mercy, in direct service to Father Anscham and his city. He has multiple apprentices, and is in the process of assembling a suit of plate armor for Spangle.
You have commissioned a door from Claymore for your dungeons, and still need to get the required parts before the project can get underway.
Name: Alistair Landsfelled
Titles and Affiliations: Stonemason
Place of Residence: Eadric
Pertinent Information:
Influential owner of many quarries throughout Eadric, popular and well-loved among the people.
Bears a signet ring on his left ring finger, indicating a marriage to his work.
Name: Arabel Carmichael
Titles and Affiliations: Stonemason
Place of Residence: Eadric
Pertinent Information:
Obscenely wealthy, trader of gemstones.
Name: Elspeth Carmichael
Titles and Affiliations: Stonemason
Place of Residence: Eadric
Pertinent Information:
Obscenely wealthy, trader of gemstones.
Name: Fenella Carmichael
Titles and Affiliations: Stonemason
Place of Residence: Eadric
Pertinent Information:
Obscenely wealthy, trader of gemstones.
Name: Archibald Briarhurst
Titles and Affiliations: Stonemason
Place of Residence: Eadric
Pertinent Information:
Influential owner of many quarries throughout Eadric.
Strongly allied with a secure, powerful family in Eadric.
Name: Ferdinand Giuseppe
Titles and Affiliations: Bowsman
Place of Residence: Eadric
Pertinent Information:
Silent about his affiliation— or lack thereof— with Inertia.
Name: Stanley Lovell
Titles and Affiliations: Bowsman
Place of Residence: Eadric
Pertinent Information:
Silent about his affiliation— or lack thereof— with Inertia.
Name: Lenoire Mamidou Milleaux
Titles and Affiliations: Wheelwright
Place of Residence: Eadric
Pertinent Information:
Member of an influential and wealthy family, possibly thanks to her mother supporting Inertia.
Name: Catherine Gougenard
Titles and Affiliations: Merchant
Place of Residence: Eadric
Pertinent Information:
Ally of Starlight and Stardust, thanks to helping them escape from Eadric.
Specializes in the handling and manufacturing of mundane goods and imports from the capital.
Name: Clarisse Biggod
Titles and Affiliations: Merchant
Place of Residence: Eadric
Pertinent Information:
Close allies with the Milleaux family.
Specializes in the handling and manufacturing of exotic materials and finer goods.
Name: Crispin Chapman
Titles and Affiliations: Merchant
Place of Residence: Eadric
Pertinent Information:
The Chapman family line is incredibly old and well respected in Eadric.
Mr. Chapman is a devotee to Flesh, with many wives.
Betrayed the Church of Mercy and allied with Inertia when he was offered protection against any strife in the years to come.
Made a trade deal with Father Anscham under the pretense of a confession. In exchange for his protection, loyalty, and divulging information on three of Richard's allies, the roads north of Eadric were to be rebuilt as soon as possible.
Parted ways from Father Anscham, having received forgiveness from his confession. Nothing further has been asked of him.
Name: Percival Vanderholf
Titles and Affiliations: Formerly influential financier.
Nicknames: Percy
Place of Residence: Eadric
Pertinent Information:
Family business is set to be overtaken by the Cavendish family (who will control all banking in Eadric).
Possible ties to Inertia are under investigation by the Church of Vengeance.
Branches of the Theocracy
Name: Brother Bobert Hillbrush
Titles and Affiliations: Cultivation Priest of the Church of Agriculture.
Place of Residence: Wearmoor, the Church of Agriculture.
Pertinent Information:
Due to his position as a cultivator within the Church of Agriculture, Brother Hillbrush has authority over nearly every farmstead in Corcaea.
A living legend at the bar known as "Jumbo's" for beating their keg challenge.
An old friend of (the former Brother) Jon Meadows.
Allied with several covert operatives within the Church of Agriculture, seeking to unseat the corruption that's taken hold of its clergy.
Allegedly in great need of your help.
Name: Brother Gilford Woodfeller
Titles and Affiliations: Priest of the Church of Agriculture
Place of Residence: Unknown (most likely Wearmoor, in the Church of Agriculture)
Pertinent Information:
Specialists from his family tree— well, specialize in their family's trees. The line of foresters branches off to include the Carpenters, Coopers, Sawyers, and Wheelers. Most of their finest are in the capital. Several are in your own caravan.
He was involved in the tunneling beneath Eadric. Crispin Chapman divulged that Brother Woodfeller wanted information on families involved with trade in Eadric. He proposed that Mr. Chapman offer his services directly to his associates from Inertia. When Mr. Chapman declined, he was threatened into complying (under pain of death).
Name: Sister Ela Pottinger
Titles and Affiliations: Priestess of the Church of Agriculture
Place of Residence: Likely in Wearmoor, in the Church of Agriculture
Pertinent Information:
An associate of Inertia, involved in the tunneling beneath Eadric. Crispin Chapman divulged that she carries a long sword and bears an authentic leather apron.
You've deduced that she's likely capable of manipulating metals.
Name: Jon Meadows
Titles and Affiliations: Former priest of the Church of Agriculture, member of the cult of Inertia
Place of Residence: Eadric, Daybreak Citadel, Northern Cloister
Pertinent Information:
Mentally unsound thanks to forced labor and other torture at the hands of the Church of Agriculture.
Still a devotee to the tenet of life.
Ally of Brother Bobert Hillbrush— a covert operative within the Church of Agriculture, trying to undo the corruption of its clergy.
Previous prisoner within your dungeons. He's agreed to be confined within the northern cloister of the Church of Mercy for rest and recovery.
Deceased:
Name: Mother Phyllis Bethaea
Titles and Affiliations: Former Leader of the Church of Agriculture, Martyr of the Church of Agriculture, ally of the Church of Mercy
Nicknames: Lady of the Harvest, the Mother of Growth, Strawberry
Place of Residence: N/A (Deceased. Final resting place is in the fields of Wearmoor, buried within sight of the Church of Agriculture.)
Pertinent Information:
Your first real mentor. Mother Bethaea took you under her wing for an entire season of Harvest, helped you heal, and showed you how to demonstrate proper devotion to the land. It was your first healthy experience outside of the Church since you were a young boy, and left a lasting impression on you.
Cultivated Asphydel (more commonly known as "Green Bough") with you during your brief service with the Church of Agriculture. The luminescent moss is capable of curing almost any poison, and makes for excellent tea.
The last leader of the Church of Agriculture. Her vacancy has lasted for the last three years.
During Mother Bethaea's service, famine ravaged Corcaea's lands. Her ability to keep the country afloat even in such dire straits made her a living legend.
Heralded as a martyr. The country at large believes that Mother Bethaea sacrificed herself in order to end the famine. You have yet to publicly take credit for the sacrifice you made for the nation (by taking Corcaea's curse onto yourself).
You know that Mother Bethaea took her own life, though Agriculture confirmed to you that your mentor did not wish to die. The precise details of her life and death remain to be seen. Chesty and Serpent have been sent to Wearmoor to covertly investigate the Church surrounding her death, and will report to you when it is safe to do so.
Name: Father Atticus Wilhelm
Titles and Affiliations: Leader of the Church of Dream; Outspoken ally of Father Richard Anscham, leader of the Church of Mercy
Nicknames: The Lord of Visions, the Father of Rest, the Seer of Somerilde
Place of Residence: Somerilde (alternates between the Church of Dream, and a vacation home roughly three days out from the city)
Pertinent Information:
Saved your life by meeting you the moment you exited the ruins of Ostedholm. He traveled cross-country with five of his sons to make it there in one piece and on time.
Possesses the unique ability to remove memories via invocations of Dream.
Despite the rarity of art in Corcaea, Father Wilhelm is an accomplished painter. (He's also an excellent ice fisherman, and has taught you a few things!)
Provided you with asylum for several weeks after your exit from the ruins, and helped you travel to see your family in Wearmoor, as well as getting you to Father Friedrich safely.
Allied with you and Father Friedrich via your Relic. The bond between the three of you (while you each invoked your patron deity) literally broke new ground.
Before you even began your work in Calunoth, Father Wilhelm sent you an enchanted robe. This item is priceless. More information can be found on its properties in your character sheet.
Father Wilhelm has kept the knowledge of your demonic alliances, personal failings, and all of your struggles as confidential as you've asked. He is a treasured friend and ally, and easily your most vocal supporter.
Name: Brother Theodore Wilhelm
Titles and Affiliations: Priest of the Church of Dream; youngest son of Father Wilhelm, leader of the Church of Dream; ally of the Church of Mercy
Nicknames: Teddy
Place of Residence: Somerilde, the Church of Dream
Pertinent Information:
Saved your life by meeting you the moment you exited the ruins of Ostedholm. He traveled cross-country with Father Wilhelm and four of his brothers to make it there in one piece and on time.
Though he relies primarily on interpreting the repeating visions he has when he sleeps, Teddy has demonstrated the ability to invoke Dream while awake.
An abusive series of back-to-back invocations has destroyed most of his face. The scarring is uncannily similar to the crevasse in your chest that Dream inflicted on you. (Not pictured here.)
Dear friends with you, Ofelia Banks, Brother Trebbeck, Sister Cardew, and Ray. He's also gotten along well with almost the entirety of your blasphemous congregation. The young priest's promising diplomatic potential has extended towards the support of your return as leader of the Church of Mercy, and cemented the public alliance between the Churches of Mercy and Dream.
Possesses a crippling fear of spiders.
Name: Father Galterius Friedrich
Titles and Affiliations: Leader of the Church of Flesh, Corcaea's War Strategist
Nicknames: Lord of Action, the Father of Strength
Place of Residence: Unknown. Last stated that he was en route to Cyno.
Pertinent Information:
He hates his first name.
This venerable war strategist has no living family. You are aware that at least two of his wives and many of his sons and daughters have perished while fighting for Corcaea's safety.
Allegedly the greatest combatant alive. As he was your mentor in weapons and combat for two solid months, you're inclined to agree.
During the Battle of Beorward (while he was invoking Flesh) Father Friedrich allied with you (while you were invoking Mercy) and Father Wilhelm (while he was invoking Dream) through your Relic. The alliance was literally ground-breaking in its intensity. None of you are able to make sense of what effects the historic alliance may have had.
Sheltered you within the Church of Flesh for five months, under your request to be deprived of your freedom of choice. The extent of Father Friedrich's sacrifice during this period isn't entirely clear to you, but you have sworn to repay his kindness.
Father Friedrich appointed Brother Cyril Trebbeck as acting leader of the Church of Flesh, so he could leave for Cyno. He intends to murder the leadership responsible for the conflict to the west. If he is unsuccessful, Father Friedrich will attempt to pull out all forces from Baranfen.
Name: Brother Cyril Trebbeck
Titles and Affiliations: Presiding leader of the Church of Flesh; Veteran priest of the Church of Flesh; Ally of Father Richard Anscham, leader of the Church of Mercy
Nicknames: Ponytail, Blondie, Beast.
Pertinent Information:
Not native to Beorward, and was not born into the clergy. How he precisely came into Father Friedrich's service remains a mystery, despite how similar the two are to father and son.
Confessed to you that he killed his own parents, and was a street urchin for most of his youth.
Took in Elena— an orphan, who's original last name you do not know— as his own daughter. The two survived some extreme ordeal together. It's made it difficult for Cyril to sleep at night.
Cyril's obligations with the Church of Flesh have him away from home frequently. He spent four months last year (thanklessly) guarding you night and day within the Church of Flesh. You both were at each other's throats the entire time, but grew much closer for it.
Appointed as your guard when you went to Calunoth. During the month you were there, the two of you became honest friends, and risked your lives for one another. It culminated in you both allying via your Relic, in the most intense union you've experienced thus far. Both of you had no idea what to make of the event, and were too disturbed by it to properly discuss with any other party.
Regarded as a hero by the city of Calunoth for his self-sacrifice during the capital's worst demonic outbreak this year. The scarring he has is what's remained after you healed him with Mercy's full ability.
You introduced Cyril to Ofelia Banks during your time in the capital. They have since become so close, Ofelia has relocated to Beorward to live with Cyril and his daughter.
Distraught over his increasing distance from his family to the point of treachery, Cyril outright refused his last orders from Father Friedrich. Rather than go to Baranfen, he was ready to flee the city altogether. Father Friedrich recognized that Cyril's strengths lie with the people, and appointed him as the acting leader of the Church of Flesh.
Name: Ofelia Banks
Titles and Affiliations: Allied with Archdemon Yech; under protection of the Churches of Flesh and Mercy; Former resident of the halfling capital "Spira"
Place of Residence: Beorward
Nicknames: Eagle-Eye
Pertinent Information:
Master assassin, poisons experts, and former mistress of a criminal empire.
Journeyed with Father Anscham and Celegwen through the ruins of Ostedholm, seeking a cure for her own people's sickness.
Had her eyes burned out from her skull during a violent invocation to Mercy. Richard restored her vision immediately afterwards. The divine sight she possesses enables her to see in any darkness, and to detect most heretics at a glance.
As a halfling, possesses an innate dependency on poison to live.
Bears the enchanted cloak of the eagle eye. It can obscure the wearer from any onlooker, and may carry some form of detection or protection from Magical triggers.
Former proprietor of The Honey Bee, in Calunoth. (Ofelia is a skilled baker.)
Currently in a relationship with Brother Cyril Trebbeck.
She's one of your best friends, and has asked that you write to her to keep in touch.
Name: Sister Adeline Raleigh
Titles and Affiliations: Veteran priestess of the Church of Flesh, in service to King Magnus
Nicknames: Legs
Place of Residence: Calunoth
Pertinent Information:
Has a vendetta against you for undermining her authority, blinding one of her men, killing many more, associating with your blasphemous congregation, standing her up at the royal palace for a race to settle your disagreements, and for invoking Mercy to pin her down through an invocation of Flesh.
Name: Brother Roger Garrick
Titles and Affiliations: Priest of the Church of Flesh, Guard for the Church of Mercy
Place of Residence: Eadric, Daybreak Citadel
Pertinent Information:
Capable of invoking Flesh.
Served directly under King Magnus' guard for the royal palace as a veteran clergyman. He traveled in your caravan from Calunoth, and accepted your offer to relocate to Eadric.
Worked as a guard for Walter Middleton during his stay within the royal palace, and is familiar with the scholar's peculiar habits.
Has respectfully abstained from asking about your classified information pertaining to the Catalyst.
Held off a siege at the front of Eadric Castle by himself during the Night of Embers.
Name: Brother Geoffrey Duval
Titles and Affiliations: Priest of the Church of Flesh
Place of Residence: Beorward, the Church of Flesh
Nicknames: Jeff
Pertinent Information:
Fought valiantly alongside Father Anscham during the Battle for Beorward, despite having sustained catastrophic injuries.
Father Anscham invoked Mercy explicitly to save Brother Duval's life, earning this priest's sincere loyalty and gratitude.
Responsible for permitting Father Anscham access to the dungeons below the Church of Flesh, contrary to Father Friedrich's orders.
Good friends with Brother Trebbeck and Elena.
Name: Brother Eustace Nye
Titles and Affiliations: Priest of the Church of Flesh, in service of the Church of Mercy (under Father Anscham)
Place of Residence: Eadric, Daybreak Citadel
Pertinent Information:
The older (more talkative) twin brother of Tancred Nye. These mild mannered priests of action are inseparable.
Formerly under the employ of King Magnus. He traveled in your caravan from Calunoth, and accepted your offer to relocate to Eadric.
Formally tasked with aiding in your physical regimen and training, alongside Tancred. Both brothers favor a balanced (though still brutally punishing) approach to exercise, and are more forgiving of diet or concessions for injury than their usual (Flesh-minded) counterparts.
Spent the night of embers trapped in the Church of Mercy with Adwin and a tortured cultist. He is acutely aware that your son is inhuman, though you have not had the opportunity to properly address the incident for either brother involved.
Name: Brother Tancred Nye
Titles and Affiliations: Priest of the Church of Flesh, in service of the Church of Mercy (under Father Anscham)
Place of Residence: Eadric, Daybreak Citadel
Pertinent Information:
The younger (incredibly respectful) twin brother of Tancred Nye. These mild mannered priests of action are inseparable.
Formerly under the employ of King Magnus. He traveled in your caravan from Calunoth, and accepted your offer to relocate to Eadric.
Formally tasked with aiding in your physical regimen and training, alongside Eustace. Both brothers favor a balanced (though still brutally punishing) approach to exercise, and are more forgiving of diet or concessions for injury than their usual (Flesh-minded) counterparts.
Spent the night of embers trapped in the Church of Mercy with Adwin and a tortured cultist. He is aware that your son is inhuman, and seemed deeply disturbed by the incident, Adwin's condition, and your response to his actions. You have not had the opportunity to properly address the incident for either brother involved.
Name: Brother Olaf Osmund
Titles and Affiliations: Priest of the Church of Flesh
Nicknames: Ozzie
Place of Residence: Eadric, Daybreak Citadel
Pertinent Information:
Formerly under the employ of King Magnus. He traveled in your caravan from Calunoth, and accepted your offer to relocate to Eadric.
Brother Osmund is a brutally capable fighter, who held his own alongside Harvey with nothing but his bare fists and an invocation to Flesh. He is directly responsible for saving your prisoner and keeping Harvey alive during the Night of Embers, and has not even asked for thanks.
Covered in scarring along his hands and arms from aforementioned invocation of Flesh.
Allegedly hails from outside of Corcaea, though you have yet to get any details on this rumor.
Name: Father Henry Sullivan
Titles and Affiliations: Leader of the Church of Spirit, The Mind of the King
Nicknames: The Father of Knowledge, the Lord of Sight.
Place of Residence: Unknown. (Last seen in Murgate or the surrounding area, while conflict reigns in the Church of Spirit. Possibly deceased.)
Pertinent Information:
You're not positive what's garnered the massive respect that both the King, Father Pevrel, and most of the nation holds for Sullivan. There's at least rumor that he is expected to know the entire contents of both his own library and all of the royal archive, in addition to his horrifically potent connection to Spirit. (He's exhibited ability you thought was only possible from demonic ability, and has contended with your own mind without losing his own.)
Sullivan was your only visitor in the Church of Mercy during your imprisonment. You did a great deal of harm to his psyche over the years, and led him to believe that you are a demon.
As the leader of the Church of Spirit, Sullivan is responsible for the dissemination of all knowledge throughout the nation. His church is also tasked with gathering any pertinent information for his uses.
The trouble is, Sullivan used his power and trustworthiness to smear your name for most of your adult life (with good intentions). There likely isn't a man, woman, or child in the country who hasn't heard the slander against you to some extent.
His leadership style is questionable, at best. Sister Marjorie Cardew has openly challenged Sullivan's right to lead. Serious conflict is taking place in Murgate right now as a result.
The Father of Knowledge realized the error of his ways QUITE recently. You forgave Sullivan for his mistreatment of you in years past, recognized the efforts he's gone through (for better or worse), and the two of you are trying to make amends. He has gone to great pains to aid you throughout your entire life, and you're more certain of his sincerity now than ever.
The lord of knowledge made more progress with you regarding your memories from Beltoro (the demon of Spirit you gave your restraint to) in one day than you and Sister Cardew have managed in half a year.
While Sullivan swore to stay in the capital to assist your mental well-being, he left abruptly, and has been unavailable since. Though he's in the company of seven priests of Dream for his protection, he was nearly captured as recently as this week. Your last communication with him was also cut off abruptly.
If his life is in immediate peril from his clergy, or if the demonic issues surrounding Murgate are to blame is uncertain.
You have been repeatedly told by numerous sources that he is dead, and that Mother Marjorie Cardew has assumed control of the Church of Spirit.
Name: Mother Marjorie Cardew
Titles and Affiliations: Acting leader of the Church of Spirit.
Place of Residence: Murgate, the Church of Spirit
Pertinent Information:
Sister Harriet Cardew's older sister (by blood), though both women are estranged.
Mortal enemy of Father Henry Sullivan. Marjorie is actively seeking to dismantle Sullivan's authority.
Drugged Father Anscham on her first meeting with the priest, claiming it was for her own protection. The priestess invoked Spirit to share her experiences with Father Anscham, though the invocation also resulted in learning of his right to lead the Church of Mercy.
She was last seen in extreme distress, unable to cope with or reconcile Richard's right to rule, and terrified of what Sullivan would do to her as a result.
Has assumed direct control of the Church of Spirit, and has waged war against Inertia and Father Sullivan's followers alike.
Name: Isemberd Flowers
Titles and Affiliations: Cultist of Inertia, undercover spy for the Church of Spirit
Place of Residence: Unknown.
Pertinent Information:
Risked life and limb to deliver a message to you from Mother Marjorie Cardew, current leader of the Church of Spirit.
Relayed that Murgate is in its darkest hour, and that Mother Cardew has requested your aid (and alliance).
You released him from your custody several days later, with no further questions asked.
Name: Victor Bonamy
Titles and Affiliations: Former spy for Father Henry Sullivan, now allied with Sister Marjorie Cardew
Nicknames: Mad Dog
Place of Residence: Unknown (Most likely in Murgate or the surrounding area)
Pertinent Information:
Serial killer, cannibal, and unrepentant heretic.
Closely involved with subterfuge in the Church of Spirit, despite being a former prisoner there.
Has some personal relationship with Randall "Randy" Holland, and had a working relationship with Randy and his partner, Norward "Mick" Bauldry (while spying on them).
Both Randy and Mick are out for Victor's blood, now that Victor has had his allegiances made known.
Name: Sister Harriet Cardew
Titles and Affiliations: Exiled priestess of the Church of Spirit; Counselor to Father Richard Anscham, in formal employ of the Church of Mercy; Formally tasked as a leading researcher for the Catalyst, in conjunction with Walter Middleton and Father Richard Anscham; Technically a Sister of the Churches of Spirit and Mercy; Mortal enemies with Father Henry Sullivan.
Place of Residence: Eadric, Daybreak Citadel, Apotheosis Keep
Pertinent Information:
Exiled from the Church of Spirit under orders from her blood-related sister, Sister Marjorie Cardew.
Has refused to invoke Spirit until just recently, and said she only did so having NO other options.
Disturbingly strong connection to Spirit. Sister Cardew's first invocation to the Goddess was capable of facilitating cross-country communication (voluntary or not) between every current church leader.
Also has been capable of influencing the will of Vengeance and Flesh, to remove a dark, flesh-craving inclination from you.
An expectant mother, in a relationship with Walter Middleton (the father).
You and Harriet have allied through your Relic. The effects of this have yet to be discerned.
Privy to a secret archive within the royal library, along with you and Walter Middleton.
An official partner in your research of the Catalyst, your most trusted advisor, and one of your dearest friends.
Name: Father Barthalomew Bennett
Titles and Affiliations: Leader of the Church of Storm
Nicknames: Lord of Turmoil, Lord of Tempest, Father of the Sea, Bart, Father Barthalomew
Place of Residence: Rimilde, Church of Storm
Pertinent Information:
This salty sailor is currently out to sea. Having been cut off from news for the last several weeks, and allegedly away from news to the south for months longer, the leader of the Church of Storm is disappointed by his clergy's behavior. (You're uncertain how serious he is about killing them all.)
Last communication was facilitated via an invocation to Spirit from Sister Harriet Cardew, to relay that war has been declared on the cult of Inertia. Whatever work off the coast that Father Barthalomew is conducting has to do with placating Storm Himself, and you've been warned further to resolve the situation at home before Worship hits.
This professional and affable priest is disabled from the waist down. You've deduced that this amplifies his invocations of Storm, though the precise mechanism is uncertain.
To compensate for his lack of mobility, Father Barthalomew is in the possession of a unique chair with wheels. The device is insulated with exotic materials, and can withstand a current of lightning or a rush of flame without any visible damage.
Name: Sister Julian Miramond
Titles and Affiliations: Priestess of the Church of Storm, temporarily working under Father Pevrel and Father Anscham
Nicknames: Jules, Snowfall
Place of Residence: Eadric
Pertinent Information:
Along with Father Pevrel and an accompaniment of 100 clergy of Vengeance, she traveled across half the country just to aid your city. Since the hour she's arrived, Sister Miramond has toiled to ensure the safety of Eadric and its peoples.
Father Barthalomew has personally vouched for her trustworthiness.
In a relationship with Irefist. You're too polite to ask for the details, but you did coyly give a rigging knife as a gift to Sister Miramond in Irefist's stead. They both sincerely appreciated the gesture.
Native to Rimilde, though she has expressed a desire to relocate in the future.
Name: Carlisle "Irefist" Ballard
Titles and Affiliations: Member of Richard's and Harvey's blasphemous congregation; guard for the Church of Mercy
Nicknames: Irefist
Place of Residence: Eadric, Mercantile Ward (across the street from Claymore's Smithy)
Pertinent Information:
Apostate (to the extent of refusing healing from Mercy or Father Anscham on the brink of death).
Ex-sailor and former resident of Rimilde.
Worked in Sigbrooke with Claymore and Chesty for several years.
In a relationship with Sister Julian Miramond.
Deceased:
Name: Brother Murdac
Titles and Affiliations: Priest of the Church of Storm
Place of Residence: N/A (Deceased. Final resting place is in an unmarked plot outside of Calunoth.)
Pertinent Information:
Answered summons to Calunoth in response to the poison being spread around the city. Unbeknownst to King Magnus, Brother Murdac was intentionally assisting in spreading the toxin.
You confronted Brother Murdac twice, alongside Brother Trebbeck on both occasions. The hostility you were initially greeted with was eclipsed by the violent second encounter, when Brother Murdac invoked Storm, and attempted to kill you with a shot of lightning. Cyril saved your life by taking the hit.
You killed Brother Murdac through an invocation of Vengeance. It was your 33rd time calling upon the God, who struck down Brother Murdac without hesitation. Several citizens were present to witness this event, as well as Brother Trebbeck.
You have been pardoned from the murder of this priest of Storm, though the social repercussions of taking one of the church's few clergy may be significant. At this time, Father Barthalomew does not seem to know you are responsible for this death.
Name: Mother Astrid Aimar
Titles and Affiliations: Leader of the Church of Time
Nickname(s): The Mother of Ages
Place of Residence: Eanlac, the Church of Time
Pertinent Information:
Welcomed you into the Church of Mercy the day you were given the title, via a brief letter.
Knowingly withheld a suicide note from your predecessor, Father Elias Edmund, and has not elaborated on why-- even under direct questioning.
Released a clergy member of the Church of Time into your care without question (who is currently en route to Eadric).
Last communication was facilitated via an invocation to Spirit from Sister Harriet Cardew, to relay that war has been declared on the cult of Inertia. Mother Aimar was preoccupied with a conflict that prevented her from any extended conversation. Her physical appearance was a manifestation of sand, though no explanation was provided beyond the following message:
"You have our allegiance. Continue to NOT waste my Time. Eanlac is in motion. Don't miss your sermon, Father. The Gods are MERCIFUL."
Titles and Affiliations: Representative of the Halls of Eternity, missionary of Eanlac, and priestess of the Church of Time.
Place of Residence: Currently a guest in Daybreak Citadel, Eadric.
Pertinent Information:
Sent from Eanlac to the Church of Mercy as a test, under Mother Aimar's orders.
Sister Campion is tasked with investigating the loss of James Sower's youth, and hopefully, will be able to reverse the curse that was placed on him.
During her stay in Daybreak Citadel, this young woman is under the supervision of Brother Theodore Wilhelm.
Name: Father Nicholas Pevrel
Titles and Affiliations: Justiciar of Corcaea; Leader of the Church of Vengeance
Nicknames: The Lord of Honor, the Lord of Wrath, the Father of Righteousness, Rot-Eye, the Blade of the King
Place of Residence: Eadric (temporarily, typically resides in Mauseburg).
Pertinent Information:
Judge, jury, and executioner. Unlike other church leaders, Father Pevrel's word is intended to guide the behavior of ALL citizens within Corcaea. Opposing his judgement can be met with pain of death.
This antisocial priest has a hideous reputation for cruelty. These accusations are well founded. You personally have allied with Father Pevrel (via your Relic), and know without a doubt that he is a sadist and a serial murderer with compulsively violent tendencies. Though you both have been enabling each other's proclivities, aiding Father Pevrel with this behavior is one of your top priorities.
Currently residing in Eadric. He brought one hundred clergy of Vengeance from Mauseburg and a single priestess of Storm (Sister Miramond) to restore order to your city. He has lost several children due to the excursion, the Night of Embers, and Inertia's continued presence. You owe him several life debts, to say the least.
He has no eyes, after having asked Vengeance for his sight to be unclouded. The mark that Vengeance left on him enables the priest to see demons and sinners, though how he actually perceives the world around him is still a mystery. (Father Pevrel is incredibly sensitive about the subject, and you've tried not to push it.)
Severe alcoholic.
Insomniac. There's rumor that he doesn't sleep. You have seen him rest only once in the four days he's been in Eadric, and he slept while standing up (with both eyes open).
Possesses a sword made of pure basin glass. The black, fragile material may be a conduit for his invocations, as you've seen it capable of absorbing blood.
Father Pevrel does not invoke. Though there's rumor that he's incapable of it, you know the truth of the matter: Vengeance comes to him.
Name: Brother Percival Holloway
Titles and Affiliations: Priest of the Church of Vengeance
Place of Residence: Unknown (most likely Calunoth).
Pertinent Information:
Works directly under King Magnus as a covert agent, usually disguised as a veteran priest of Flesh.
Saved the lives of your caravan from Calunoth (32 people aside from himself) through a self-sacrificial invocation to Vengeance.
Developed an amicable relationship with your clergy during his recovery from aforementioned invocation.
Worked as a mentor towards you to better understand Vengeance's tenets and how to serve Him in a constructive way.
A strong ally who would like to keep in touch. You both have a regular means of correspondence set up, and he's asked that you write to him when you can.
Name: Brother Gregory "Bronzebeard" Vernon
Titles and Affiliations: Member of Richard's and Harvey's blasphemous congregation; priest of the Church of Vengeance
Nicknames: Greg, Bronzebeard
Place of Residence: Most likely Mauseburg, the Church of Vengeance.
Pertinent Information:
Parted ways from Harvey's company the moment he left the ruins of Ostedholm, heading for the Church of Vengeance. He has made no attempts at contact since.
Father Pevrel confirmed that he was inducted as a priest of the Church of Vengeance, and has righteously served since then.
Name: Brother Simon "Jitters" Urry
Titles and Affiliations: Member of Richard's and Harvey's blasphemous congregation; priest of the Church of Vengeance
Nickname: Jitters
Place of Residence: Most likely Mauseburg, the Church of Vengeance.
Pertinent Information:
Parted ways from Harvey's company the moment he left the ruins of Ostedholm, heading for the Church of Vengeance. He has made no attempts at contact since.
Father Pevrel confirmed that he was inducted as a priest of the Church of Vengeance, and has righteously served since then.
Non-Human Characters
Name: Orgoth
Titles and Affiliations: Warchief of the Sacred Band of Cyno (the Orcish capital of the world).
Nicknames: The greatest warrior to have ever lived; Conqueror of the ruins.
Place of Residence: Cyno (According to reports from Father Friedrich).
Pertinent Information:
Encountered you and Ray within the ruins of Ostedholm. You both fought bitterly, and you barely escaped with your life (even while invoking Flesh).
Orgoth has discovered a means of taming demons. He was allied with a colossal, centipede-like demon named Offala. Reports from Father Friedrich claim that he has disseminated this information, which aligns with King Magnus' claim that this is a typical tactic for his race.
Your knowledge of orcs is lacking. Despite reports that they are unintelligent, violent killers, Orgoth had come to a peaceful resolution with you after the battle. He guarded you for three solid days, and brought no harm to you or Ray when you were at your most vulnerable. Still, the war chief quickly left your company, and booby-trapped his escape route.
His motives for keeping your company, leaving you alive, or why he was present in the ruins is unknown.
Name: Ofelia Banks
Titles and Affiliations: Allied with Archdemon Yech; under protection of the Churches of Flesh and Mercy; Former resident of the halfling capital "Spira"
Place of Residence: Beorward
Nicknames: Eagle-Eye
Pertinent Information:
Master assassin, poisons experts, and former mistress of a criminal empire.
Journeyed with Father Anscham and Celegwen through the ruins of Ostedholm, seeking a cure for her own people's sickness.
Had her eyes burned out from her skull during a violent invocation to Mercy. Richard restored her vision immediately afterwards. The divine sight she possesses enables her to see in any darkness, and to detect most heretics at a glance.
As a halfling, possesses an innate dependency on poison to live.
Bears the enchanted cloak of the eagle eye. It can obscure the wearer from any onlooker, and may carry some form of detection or protection from Magical triggers.
Former proprietor of The Honey Bee, in Calunoth. (Ofelia is a skilled baker.)
Currently in a relationship with Brother Cyril Trebbeck.
She's one of your best friends, and has asked that you write to her to keep in touch.
Name: Celegwen
Titles and Affiliations: Exile of the Verdant Dominion
Nicknames: Gwen
Place of Residence: Unknown
Pertinent Information:
Elven sorceress of immense skill and venerable age.
Journeyed with Father Anscham and Ofelia Banks through the ruins of Ostedholm for reasons unknown.
Sacrificed hundreds of years of Magical knowledge to save Richard and Ofelia from Menniath's influence.
Gifted a conjured promise ring to Richard while in the ruins. The gold, gem-studded trinket is still in Richard's possession.
Seemingly recovered her lost memory, up to and including what she was searching for within the ruins. She parted ways from Richard and Ofelia without good-byes or an explanation.
Enemies of the State
Name: Sister Ela Pottinger
Titles and Affiliations: Priestess of the Church of Agriculture
Place of Residence: Likely in Wearmoor, in the Church of Agriculture
Pertinent Information:
An associate of Inertia, involved in the tunneling beneath Eadric. Crispin Chapman divulged that she carries a long sword and bears an authentic leather apron.
You've deduced that she's likely capable of manipulating metals.
Name: Omerus
Titles and Affiliations: Sorcerer for the cult of Inertia, ally of the Church of Agriculture.
Place of Residence: Most likely a day's march from Wearmoor.
Pertinent Information:
Instructed over eighty cultists in Magic, leading to the creation of a rip in Time.
Poisons master.
Ostentatious, sadistic, and fleet of foot.
You have vowed to find Omerus, with the intent of turning him in to Father Pevrel (for whatever punishment he sees fit).
Name: Jon Meadows
Titles and Affiliations: Former priest of the Church of Agriculture, member of the cult of Inertia
Place of Residence: Eadric, Daybreak Citadel, Northern Cloister
Pertinent Information:
Mentally unsound thanks to forced labor and other torture at the hands of the Church of Agriculture.
Still a devotee to the tenet of life.
Ally of Brother Bobert Hillbrush— a covert operative within the Church of Agriculture, trying to undo the corruption of its clergy.
Previous prisoner within your dungeons. He's agreed to be confined within the northern cloister of the Church of Mercy for rest and recovery.
Name: Isemberd Flowers
Titles and Affiliations: Cultist of Inertia, undercover spy for the Church of Spirit
Place of Residence: Unknown.
Pertinent Information:
Risked life and limb to deliver a message to you from Mother Marjorie Cardew, current leader of the Church of Spirit.
Relayed that Murgate is in its darkest hour, and that Mother Cardew has requested your aid (and alliance).
You released him from your custody several days later, with no further questions asked.
Name: Larkin
Titles and Affiliations: Former Cultist of Inertia
Place of Residence: Unknown.
Pertinent Information:
Participated in creating a rip in Time. Fearing death at the hands of the demon summoned, Larkin revealed a great deal of Inertia's machinations.
Given that you invoked Time and reverted to ten minutes before Larkin spilled Inertia's plot, he does not know what information you gained from your initial meeting.
After receiving a stern talking-to from Spangle, the suicidal young man claimed that he did want to live a better life, free of Inertia's influence.
You released him from your custody with no strings attached.
Bears a crush on Sister Agnes Willoughby, and kissed her without her permission. Your priestess likely reciprocates this affection.
Name: Oriel Hudson
Titles and Affiliations: Former member of Inertia.
Place of Residence: Unknown.
Pertinent Information:
Wife of Omerus (a sorcerer who specializes in poison, allied with the cult of Inertia).
Denounced Inertia with no expectation of receiving her freedom in return.
You granted her a complete pardon for her actions, and released Oriel from your dungeons after receiving her confession.
Deceased:
Name: Vincent Bell
Titles and Affiliations: Member of the cult of Inertia.
Place of Residence: N/A (Deceased.)
Pertinent Information:
Former resident of Murgate.
Sorcerer trained under Omerus.
Claims Father Henry Sullivan is deceased.
You had left this abrasive cultist within your dungeons to rot. He attempted escape— along with a dozen of your other prisoners— and died in the process.
The Shit List
Name: Theobald Stace
Titles and Affiliations: Former priest of the Church of Mercy; Former jailer of the Church of Mercy; Your former jailer
Nicknames: The Arm of Restraint
Place of Residence: Unknown
Pertinent Information:
You were in Stace's care (within a cell at the bottom of the dungeons) for eight years, during which time he took no issue depriving you of food, water, sunlight, or human decency.
You bit off one of Stace's fingers in your second year of confinement, but otherwise never struck out against him or made any attempt to flee.
He has never forgiven you for maiming him, and is responsible for most of your mental and emotional difficulties, as well as the majority of your physical scars.
The dynamics of your relationship is a delicate subject that we primarily explore through our narrative. That said, it is worth mentioning that you have sought forgiveness for yourself just as much as for him.
Though Stace hates you, you wish to be rid of his stranglehold on your life. Two weapons Stace used to torture you are now in your possession as symbols of your growth and recovery. While Harvest symbolizes weaponizing your trauma, Atonement represents your own failings, and the desire you have to conquer them.
The initial motivation behind this priest's abhorrent actions was to study the Catalyst, in the hopes of finding a cure. Adrian Morris became responsible for enabling their mutual research when Stace's faculties declined.
King Magnus stripped Stace of his title as a priest the day he learned of your mistreatment within the Church of Mercy.
Prior to leaving the Church of Mercy, Stace destroyed or removed every lock in the building. Every lock above-ground has been replaced, but the effects below ground remain to be seen.
Roland Terrowin let slip Stace's last known location: Mauseburg.
Name: Adrian Morris
Titles and Affiliations: Former priest of the Church of Mercy
Place of Residence: Unknown
Pertinent Information:
Known throughout Corcaea for the Church of Mercy's missionary work.
Dedicated his life to supporting Theobald Stace in their mutual research of the Catalyst.
Your congregation was in hiding after losing a blasphemous, treasonous civil war against the King (to undermine the theocracy, and to defend their livelihoods as escapees from the ruins. Worth noting that they have been pardoned, but that this affair was bloody and prolonged). While they were in hiding, Morris utilized a demon of Mercy to root out their location, but withheld that information from both you and the King. He used the same demon to control an undead demon of Agriculture— which spread poison throughout the capital city— leading to the deaths of hundreds.
In addition to his actions last month in the capital, Morris is responsible for your treatment in the Church of Mercy. Though Stace is the one who directly interacted with you (and enforced any treatment such as deprivation of basic needs, prolonged confinement, and physiological/psychological torture), he was ultimately not the one making the larger calls. It was Morris who determined when to escalate the conditions of your confinement, it was Morris who made you forcefully invoke Vengeance against other humans, and it was Morris who sabotaged your efforts with the Gods.
He's an underhanded, scumbag type of individual who placed himself very closely to you when you were out of the dungeons. Yes, he taught you a lot (such as how to read and write, the tenets of Mercy, and raised you as a priest of the Church), was legitimately your first mentor, ensured you went to the Church of Agriculture, and helped in any way he could for you to go to the ruins. Yes, you do recognize him as human, and appreciate his efforts (no matter how much it hurts). But he also destroyed the Church of Mercy's trust in you, conspired with Sullivan to slander your reputation across the country, and has always worked to keep you in the dark with any affair.
King Magnus stripped Morris of his title as a priest the day he learned of your mistreatment within the Church of Mercy.
To say the least, Morris has had a long history with you, and you have a LOT of reasons to track him down. The King has left his treatment in YOUR hands, despite Father Pevrel being the one who will likely investigate his whereabouts.
Roland Terrowin confessed that Morris was last seen in Rimilde, working in conjunction with the Church of Storm.
Name: Sister Ela Pottinger
Titles and Affiliations: Priestess of the Church of Agriculture
Place of Residence: Likely in Wearmoor, in the Church of Agriculture
Pertinent Information:
An associate of Inertia, involved in the tunneling beneath Eadric. Crispin Chapman divulged that she carries a long sword and bears an authentic leather apron.
You've deduced that she's likely capable of manipulating metals.
Name: Brother Gilford Woodfeller
Titles and Affiliations: Priest of the Church of Agriculture
Place of Residence: Unknown (most likely Wearmoor, in the Church of Agriculture)
Pertinent Information:
Specialists from his family tree— well, specialize in their family's trees. The line of foresters branches off to include the Carpenters, Coopers, Sawyers, and Wheelers. Most of their finest are in the capital. Several are in your own caravan.
He was involved in the tunneling beneath Eadric. Crispin Chapman divulged that Brother Woodfeller wanted information on families involved with trade in Eadric. He proposed that Mr. Chapman offer his services directly to his associates from Inertia. When Mr. Chapman declined, he was threatened into complying (under pain of death).
Name: Omerus
Titles and Affiliations: Sorcerer for the cult of Inertia, ally of the Church of Agriculture.
Place of Residence: Most likely a day's march from Wearmoor.
Pertinent Information:
Instructed over eighty cultists in Magic, leading to the creation of a rip in Time.
Poisons master.
Ostentatious, sadistic, and fleet of foot.
You have vowed to find Omerus, with the intent of turning him in to Father Pevrel (for whatever punishment he sees fit).
Name: Sister Adeline Raleigh
Titles and Affiliations: Veteran priestess of the Church of Flesh, in service to King Magnus
Nicknames: Legs
Place of Residence: Calunoth
Pertinent Information:
Has a vendetta against you for undermining her authority, blinding one of her men, killing many more, associating with your blasphemous congregation, standing her up at the royal palace for a race to settle your disagreements, and for invoking Mercy to pin her down through an invocation of Flesh.
Here characters are sorted by status, from highest to lowest (whenever applicable). There's also pictures!
People are complex, and so are your relationships. Rather than exhaustively separate all of your allies, frenemies and lovers into different categories, only your clear-cut enemies are listed in a separate category within. Additional categories are provided for each faction, and more information can be found in each entry on how these characters relate to you.
Demons
The following demons are sorted by the deity they are associated with, followed by order of appearance.
Demons of Agriculture
Archdemon Yech the Disgusted (Catalyst of Generosity. Known in life as Eric Yarbury. Resides within the ruins of Ostedholm: The City of Darkness. Awaiting your return.)
Deceased. Catalyst of Hunger. Worked under the dominion of a demon of Mercy, under control of Adrian Morris.
Demons of Dream
Menniath – Major Demon (Deceased. Possible relation to Father Wilhelm.)
Demons of Flesh
Remigius – Incubus/Succubus (Shape-changer, military commander, and entertainer. Suspected Catalyst of Desire. Resides within the ruins of Ostedholm: The City of Darkness.)
Deceased. Catalyst of Fear.
Deceased. Assaulted the courtyard of the Church of Flesh. Killed through an alliance of Father Friedrich, Father Wilhelm, and Father Anscham.
Demons of Mercy
Archdemon Idonea (Deceased. Possessed the Relic of Mercy. Fallen Mother of the Church of Mercy.)
Aurelius, Freya, Philomene, Delara and Esme – Minor Demons (Daughters of Archdemon Idonea. Resides within the ruins of Ostedholm: The City of Darkness.)
Demon of Moths (Deceased. Manipulated a demon of Agriculture while under the control of Adrian Morris.)
Demon of Tenebrosity (Deceased. Under control of the Demon of Illumination.)
Demon of Illumination (Deceased. Communicated briefly with Mercy before committing suicide.)
Demons of Spirit
Beltoro (Catalyst of Knowledge. A dear friend, who bestowed several hundred years of knowledge on you through a shared mental connection. Resides within the ruins of Ostedholm: The City of Darkness.)
Aldreda (Catalyst of Thread. Intensely suicidal. Resides within your dungeons, awaiting your return.)
Demons of Storm
Mondost – Greater Demon (Deceased. Sorcerer, creator of the cinders of the occult.)
Deceased. Fought and restrained on the steps of the royal palace. Ultimately put to rest with the aid of the royal guard.
Demons of Time
Archdemon Arkthros (Catalyst of Grief. Resides within the ruins below the holy capital city of Calunoth. Allied with King Magnus. Aware of your alliance with Archdemon Yech. You last parted ways on neutral terms.)
Demons of Vengeance
Multiple Deities
The Demon of Agony (Deceased. Burial site and memorial located beneath the Church of Mercy.)
Praxilyos (Catalyst of Scintillation. Resides within your dungeons, awaiting your return.)
The Demon of Interpretation (Catalyst of Interpretation. Resided within your dungeons. Domain has since been destroyed as the demon transformed into an entity known as "Interpretation". See entry on Adwin Sebastian Anscham in the Supporting Cast threadmark for more information.)
Formerly Felicia Pippery, orphaned citizen of Eadric and temporary guard of the Church of Mercy's dungeons. Accepted an offer of atonement from Agriculture, which changed the demon's form into an embodiment of nothingness. The subsequent void was so destructive, Agriculture utilized your dungeon's surrounding stone to entomb the being within it. This massive stone box is still in the center of your dungeons. A faint dripping noise can be perpetually heard from within.
Aralene (Catalyst of Cooking. Sent to the dungeons beneath the Church of Mercy for rest and recovery.)
Zephadar (Catalyst of Dread. Released and guided to the ruins of Ostedholm for safe shelter.)
Anomalies/Unknown
Malimos "The Master of Webs" (Resides within the ruins of Ostedholm: The City of Darkness.)
Malimos' Children – Minor Demons (Bell Spiders. Resides within the ruins of Ostedholm: The City of Darkness.)
Offala – Minor Demon (Deceased centipede demon. Allied with Warchief Orgoth.)
Nefret – Lesser Demon (Demon of Mouths. Resides within the ruins of Ostedholm: The City of Darkness.)
Tsilorm – Greater (Deceased. Death shroud demon.)
Nehliht – Minor Demon (Deceased. Carrion beetle demon.)
Doppelganger
Deceased. Collective demons comprised of members from the cult of Inertia. No association with any of the Gods. Apparently no upward bound of how many individuals it can absorb. Up to fifty unique bodies seen so far within one demon of this nature. One was fought in a cultist hideout on the outskirts of Eadric, now is compacted into a 5'x5'x5' cube flooded with pine resin. The other was fought in the river district of Eadric, and was evaporated.
A colossal demon seen within a rip in space and Time. Fear of this many-horned, winged, legless monstrosity (and its ability to eat stars) led you to invoking the Goddess of Ages in hopes of saving Her (and your city). You traveled ten minutes back in Time to prevent the rip from ever opening, and do not know the location or origin of this demon any longer.
"The year is 606, and in your home— the country of Corcaea— the souls of mankind belong to demons."
Over time I will provide setting details and further information here on the locations that you all have visited.
Please feel free to message me or contact me on our Discord if you'd like to make any suggestions!
Anson
Anson
"Smoke and silence choked your senses as you stumbled— head still reeling— before discovering a dingy drinking hole near the outskirts of the city."
Notable Details:
-A quiet city of moderate size.
-You're banned from The Beggar and Spear for misconduct.
Balferth
Balferth
"You grew up outside the church's protection...?"
Notable Details:
-Does not fall under Wearmoor's defenses. Expected to be self-sustaining.
-Has a Harvest festival each year, starting on the 10th of the High Reaping.
-Chesty's hometown. He'd like to return one day, if only to visit.
Beorward
Beorward - "The Red City"
"There's dried blood even this far out."
Prominent Residents:
Brother Cyril Trebbeck - Acting Father of the Church of Flesh
Ofelia "Eagle-Eye" Banks - Poisons Master, Baker, Assassin, and migrant from the halfling capital 'Spira'
Elena Trebbeck - Cyril's adopted daughter
—
Notable Details:
- The segmented courtyards of the Church of Flesh stand above the entire city, backed by a sheer cliff that leads into the rivers Morinburn and Eventide.
- The Rub and Grub Pub ("Where memories are made") is the stuff of legend.
- In closest proximity to Wearmoor, frequently host to Harvest festivals.
Hope on A Prayer - The ritziest bar in town is staffed by Sir Raincourte and his family.
Beorward — The Church of Flesh
The Church of Flesh
"If we don't win this, there's not going to be a home to come back to."
Prominent Residents:
Father Galterius Friedrich - Leader of the Church of Flesh (currently absent)
Brother Geoffrey Duval - Priest of the Church of Flesh
—
Notable Details:
-Possesses the largest armory in the country, eclipsing even that of the King.
- Training grounds for all of Corcaea's martial forces encompasses the entire city.
- Five months of the year 605 were spent here, primarily in isolation, as you voluntarily surrendered your freedom of choice in the name of recovery. To say the least, your behavior within its hallowed walls was regarded as unacceptable. The residents of Beorward largely do not take kindly to you as a result.
- The Church of Flesh has a high barrier to entry. At your current weight, you are not only unwelcome on its doorsteps— Father Friedrich cautioned you against even approaching the city. (This is an improvement, as you both recently reconciled, and were formerly receiving regular death threats.)
Father Galterius Friedrich - War Strategist, Master of Combat, and Leader of the Church of Flesh
Bleeding Basin
The Bleeding Basin
Notable Details:
-60 mile wide opening into a caldera.
-The Church of Vengeance permits its clergy to gather basin glass from this area for their holy symbols.
-Father Nicholas Pevrel, leader of the Church of Vengeance, carries a sword made entirely of basin glass.
-Trespass is punishable by death.
Calunoth
Calunoth - The Holy Capital
"Away from the seedy bars, the brothels, the sinners, the slums, and definitely the longest month of your life."
Prominent Residents:
King Magnus "The Merciful" - Bears divine right to lead Corcaea's theocracy
Brother Percival Holloway - Veteran priest of the Church of Vengeance
Sister Adeline Raleigh - Priestess of the Church of Flesh
—
Notable Details:
- Humanity's last capital city.
- Protected citizenship in the holy capital is a not a privilege, but a right.
- Imposing borders (acres of surrounding forest), natural defenses (runoffs from the Morinburn and Eventide Rivers), and the allegiance of five nearby churches (Mercy, Flesh, Spirit, Agriculture, and Vengeance) allows for livestock to be raised in the very heart of the country.
- Aforementioned defenses not only comprise of heavily guarded and segmented walls within the city, but an external standing army, and armored citizenry as well. Life expectancy for an urban Corcaean can easily be double that of someone living on the outskirts of society, whether they take up arms or not.
- Failure to observe the will of the country, King, the Gods, or any other facet of the theocracy is punishable by death and/or exile. Judicial affairs are carried out by representatives from the Church of Vengeance.
- Your blasphemous congregation is responsible for a civil war in the capital that lasted for months. The casualties were numerous.
- The entire capital owes you their thanks for putting a stop to several demonic outbreaks, unearthing a traitorous priest of Storm, and for restoring order to the city. In the district of Flesh alone, you are regarded as a hero of the people after saving dozens of lives. Consequently, you are sometimes referred to as "the savior of Calunoth."
- Minstrels in Calunoth were paid off by the Church of Spirit and Mercy to slander your name. To say that your reputation here has been damaged would be a tremendous understatement. Consequently, it is not safe for you to walk most of its streets without a disguise.
- You are welcome in the Royal Palace, and are a friend of the King. He has gifted you and all other members of your research team an open invitation to one wing of the Royal Archives, located deep within His palace.
- In the slums, ratways are between alleyways and walls for rapid escape during demonic outbreaks (and for more insidious transport of illicit trade goods or persons).
- Location of "The Pit," a demonic betting bar that regularly hosts fights against monsters for profit and entertainment. The Church of Spirit is somehow involved with its operations.
- The city was built atop the ruins of Archdemon Arkthros, a demon of Time. (See Ruins — Archdemon Arkthros' Lair for more information.)
Cathwulf
Cathwulf
"The noble guard of the heart of our country does not reside in any backwater location."
Notable Details:
- Derives its name from "the Castle of the Wolf," the namesake of the noble family that resides here.
- Charged with the defense of all surrounding territory, with or without help from the clergy.
- Incredibly well fortified. Allegedly, its residents are capable of tarring and boiling demons alive.
- Walter Middleton is from Cathwulf, and his family still lives there. He has been reluctant to divulge any details regarding the location or its people.
Eadric
Eadric - "The City of Shields"
"The City of Shields, The City of Castles, The City of Restraint, Calunoth's Last Defender, The Bulwark, Mercy's Refuge, The City of Curatives. Home."
(Places of Interest Guide:
1. Daybreak Citadel, the Church of Mercy, home.
2. Yours and Father Pevrel's hideout.
3. Ruins. (Location of your city's elders' treasonous hearing.)
4. Death site of the demon of misconception.
5. Claymore's Smithy and Irefist's home.
6. Bitter & Twisted.
7. Secret entrance between the Twin Walls.
8. Spangle's and Electrum's hideout.)
Prominent Residents:
Lady Laravald - Noblewoman of House Courteney, spy
Eckard "Claymore" Sollers - Master blacksmith for the Church of Mercy (and for the city at large), ex-mercenary, and master combatant
Laurence Taylor - Master Tailor for the Church of Mercy
Wybert Selly - Guard for the Church of Mercy
—
Notable Details:
- One of the lowest populated holy cities in Corcaea, excluding temporary residents of the Church of Mercy.
- Citizenship is (normally) granted only to residents who swear to defend the city, and any who they wish to bring within its walls.
- Self-sufficiency is strongly encouraged. Most homes bear gardens, and are capable of providing for themselves in times of crisis (within reason).
- The majority of homes are recessed deeply into stone. Paved streets, high walls, and numerous fortresses makes containing threats within the city far easier than most.
- The cult of Inertia spearheaded a massacre on the 29th day of Last Sowing. The event is being referred to as the Night of Embers.
- The Night of Embers was made possible by a labyrinthine network of tunnels dug below Eadric. They let out across the entire city, and were likely made by the Church of Agriculture.
Claymore's Smithy
Eadric — Castle
Eadric Castle
"You are horrifically mistaken if you think I am backing down from anyone, or anything. Not here. Not in my own home."
Prominent Residents:
Father Richard Anscham - Leader of the Church of Mercy, Defender of the City of Shields, Foremost Researcher of the Catalyst
Ray - Guardian of the Leader of the Church of Mercy
Ser Harvey Jay Algrith AKA "The Red Lion" - Knight in service to Father Anscham and Walter Middleton, known traitor to the crown
Walter "Professor Echo" Middleton - Research Coordinator on behalf of Father Richard Anscham, Leading Associate of historical developments for the Church of Mercy, Nobleman
Sister Superior Clemence "Electrum" Tirel - Financier and acting Superior Priestess of the Church of Mercy
Sister Beatrice "Spangle" Corbon - Veteran priestess of the Church of Mercy
Sister Harriet Cardew - Exiled priestess of the Church of Spirit; Counselor and research partner of Father Richard Anscham, in formal employ of the Church of Mercy
James "Klepto" Sower - Minstrel
—
Notable Details:
The Tower Keep: The most secure structure in the nation. One single priest of Flesh (Brother Garrick) was capable of holding off a siege at its gates. The lower levels (aside from the main hall) are currently occupied by your research team, who are turning many rooms into an open library. The Great Chamber: Sits on the second floor, just below your solar in the tower keep. This is where your most veteran priestesses have taken up residence. The Solar: The highest point in the castle, on the third floor, where you're meant to reside. (Recently ransacked and occupied by a corpse, and will need to be investigated before you can lodge there again.) Stables: Currently housing your stallion, Impetus. Walter Middleton's gelding, Bastion, is also kept there (along with the horses for most of your other tenders.) The Curtain Wall: Best view in the city. Inner Bailey: Contains kitchens, barracks, stores, the stables, and workshops. Currently occupied by 13 members of your caravan from Calunoth, and a handful of citizens who survived the Night of Embers. Moat: In need of repair. Secret Passages: You're intimately familiar with how to navigate in your home, and can travel through the sprawling castle grounds more efficiently than any other man alive. Gardens: These herb gardens, orchards, recreational fountains, topiaries, and divinely blessed vineyards are your legacy as the leader of the Church of Mercy. You've tended to the land here for over five years, and have even seen to the gardens with the Goddess of Agriculture.
Eadric — Dungeons
Your Dungeons
"A larger group would be unwise, and— and anyone who wishes to accompany me should be aware of the risks."
Prominent Residents:
Praxilyos - Incubus of Dream, Flesh, and Storm
Aldreda - Collective demon of Spirit
—
Notable Details:
- The highest levels are designed for human captives.
- You presently have one assassin restrained there for interrogation, and intend to visit her every day.
- The entirety of the dungeons are constructed as a nigh-untraversable labyrinth. You are intimately familiar with its layout, and can navigate it without issue.
- As the leader of the Church of Mercy, EVERY prisoner within these dungeons are your responsibility.
- The lowest levels house demons. You are uncertain of the condition most of them are in, but know every single one is a threat too significant for any other force in the nation to destroy.
- The final resting place of the demon of agony can be found here.
- Eight years of your life were spent in a cell placed at the lowest level.
- Your cell has been converted (by yours, Mercy's, and Agriculture's design) into a memorial for 28 of your deceased clergy. Its doors are to remain open indefinitely.
Eadric — The Church of Mercy
The Church of Mercy
"You're a preacher, and this is your stage."
Prominent Residents:
Brother Peter Fergant - Veteran priest of the Church of Mercy
Sister Agnes Willoughby - Priestess of the Church of Mercy
Sister Susan Willoughby - Priestess of the Church of Mercy
Sister Tilda Willoughby - Priestess of the Church of Mercy
Brother Thomas Durville - Priest of the Church of Mercy
Adwin Sebastian Anscham - Ex-demon, Master Painter under the patronage of Father Anscham
—
Notable Details:
- Cannot turn away anyone from its doors who seeks refuge. Consequently used as temporary housing for many individuals on the heels of large demonic outbreaks.
- Your healing is renown. Many individuals will travel across the country to come to the Church of Mercy's doors seeking relief from their pain.
- The central defense of the nation, and the front-line for all domestic disputes. Answering demonic outbreaks or restraining unruly individuals around the country is often handled by your clergy.
- Adrian Morris (former priest of the Church of Mercy) made missionary work his legacy. In years past, it was a common sight for clergy of your church to preach in far-flung villages.
- Nearly vacant. The clergy you currently possess have been working where one hundred men and women would suffice. You've put in a request for forces from multiple churches, and the capital, and are awaiting aid to arrive.
- An open invitation has been extended to the enemies responsible for your empty church. They're to be forgiven if and ONLY if they personally return, and seek repentance.
- You've lost your position as leader of the Church of Mercy once before, for a span of nearly six months (for damn good reason). King Magnus restored your title, but the effects this has had on your reputation have not been kind.
- King Magnus "the Merciful" is technically the only man in the nation who's authority you answer to. He is NOT the leader of the Church of Mercy, but possesses the authority to step over your decisions (if He deems necessary, be it by His decision, or in answer to an appeal from someone else).
- You recently summoned Mercy at the Church's altar, during a sermon with several hundred people in attendance.
- You alone are privy to the (figurative) keys below Eadric castle (as your former jailer, Theobald Stace, recently destroyed every single lock in the building). The Church of Mercy is known for restraint. You are responsible for the care and confinement of all the demons who are imprisoned below it.
Eanlac
Eanlac
"Her will is unchangeable."
Prominent Residents:
Mother Astrid Aimar - Leader of the Church of Time
—
Notable Details:
- Nestled in the Folorast mountains. It's a several week journey from the most far-flung villages of Corcaea's inner defenses.
- Home of the Church of Time.
Father Wilhelm's Retreat
Father Wilhelm's Retreat
"The edge of the woods are coated with snow, and the peaks of the Folorast mountains are just off on the horizon."
Prominent Residents:
Father Atticus Wilhelm - Leader of the Church of Dream
—
Notable Details:
- Located at the base of the Folorast mountains, only a few days travel from Somerilde.
- Used for temporary asylum for Father Anscham in the Last Reaping of 605.
- Excellent ice fishing.
- Snows year-round, excluding the season of Grace.
Mauseburg
Mauseburg
"We bleed for the ones we love."
Prominent Residents:
Father Nicholas Pevrel - Leader of the Church of Vengeance
—
Notable Details:
- Home of the Church of Vengeance, who settles any and all disputes called upon for fair judgement. (False and/or flippant claims are punishable in turn.)
- Assists with border security. The precise methodology of the clergy of Vengeance is not public knowledge.
Murgate
Murgate - The Lily-White City
"There are reinforcements coming."
Prominent Residents:
Father Henry Sullivan - Leader of the Church of Spirit
Sister Marjorie Cardew - Veteran priestess of the Church of Spirit
—
Notable Details:
- Has been embroiled in conflict for months, despite housing the Church of Spirit.
- The Church of Spirit possesses the largest library in Corcaea. It's one of two. The other is the Royal Archive, within King Magnus' palace.
- The leader of the Church of Spirit controls all communications and knowledge throughout the nation.
- Sister Marjorie Cardew has openly challenged Father Sullivan's right to lead, exacerbating the conflict at hand.
Pontos
Pontos
"Aye. Shitheap, it is."
Notable Details:
- Your hometown.
- Outside the defense of any church in Corcaea. Expected to be entirely self-sufficient.
- The land is so abysmal for farming, the far-flung village relies primarily on fishing for survival.
- After you crippled a neighborhood boy and were accused of becoming a demon, you have not been a welcome presence here.
- Your first sermon was conducted here, in which you saved countless lives. You haven't returned since.
Rimilde
Rimilde
"Salt spray and sea winds."
Prominent Residents:
Father Barthalomew Bennett - Leader of the Church of Storm
—
Notable Details:
- Home of the Church of Storm, who provides transport along the rivers Eventide and Morinburn, throughout all of Corcaea; provides weather consult for Church leaders; and regulates natural disasters whenever possible.
- Father Barthalomew has been out to sea, and seems to be weeks or months out of touch with current events. It's likely due to the extreme distance between Corcaea's only coastal city, and the rest of the population that's inland.
Ruins — The City of Ostedholm
The Ruins of Ostedholm - The City of Darkness
"...any who return come back scarred beyond recognition."
Prominent Residents:
Lord Yech "The Disgusted" - Presiding Archdemon
Malimos - Master of Webs
Remigius - Military Commander, Entertainer, Shapeshifter
Beltoro - Demon of Spirit
—
Notable Details:
-Predominant Magic and advanced architecture is indicative of a (fallen, but) more advanced age.
-The layout of Ostedholm changes weekly (Father Anscham is familiar with this mechanism).
-Archdemon Yech's lair now occupies the lowest levels of the ruins: The Abyss.
-It was here that the Relic of Mercy was passed on by Archdemon Idonea (now deceased) to Father Richard Anscham.
Archdemon Idonea - As first seen in the Abyss
During the initial run of Catalyst Quest, one of our voters asked for a mental map near the end of Arc 1. You all know how happy I am to provide content! This is far from exhaustive, but please proceed at your own discretion. The following image contains spoilers for Chapters 1-74 of Arc 1: The Ruins.
Mental Map for Arc 1: The Ruins
Ruins — Archdemon Arkthros' Lair
Archdemon Arkthros' Ruins
"Not if I must persist as the last forsaken abomination— in this miserable maze— until the end of all things."
Prominent Residents:
Archdemon Arkthros - Presiding Archdemon of Time, Ally to King Magnus
—
Notable Details:
- Located beneath the holy capital city of Calunoth. You did not learn the name of what these ruins once were, but spoke at length to its only resident.
- Archdemon Arkthros has seen the rise and fall of countless armies— including his own.
-These ruins have been transformed by Magic. The illogical and nauseating space often required divine intervention to safely traverse (even with the company of expert navigators).
- May house other lost souls.
- Arkthros knows you have an alliance with Yech, and is in contact with Malimos. You and the archdemon left of neutral terms, and intend to return one day to reconcile with him.
Archdemon Arkthros
Sigbrooke
Sigbrooke
"I wanted to make somethin' of myself, before we all died. Or worse."
Notable Details:
- Near the peak of the Folorast mountains, and one of the most far-flung locations in the country.
- Notoriously manned by the deadliest forces in the country.
- The front line of defense against what lurks across Corcaea's western AND southern borders.
-The narrow passages they've tirelessly worked to defend are deadly to an extreme. It's one of the few locations you have never hesitated to allocate resources to.
- Chesty, Irefist, and Claymore provided their services to the outpost for several years.
Somerilde
Somerilde - The Frozen City
"Hues of rose and gold climb steadily as light falls across the ice, lifting the passage of night into a new day."
Prominent Residents:
Father Atticus Wilhelm - Leader of the Church of Dream
Brother Theodore Wilhelm - Priest of the Church of Dream
—
Notable Details:
- Serves to defend the southern border (thanks in part to the Folorast mountains), in conjunction with the Church of Time.
- Father Wilhelm and Teddy are treasured friends and strong allies. You're welcome in Somerilde any time.
- Father Wilhelm's vacation home is just three days away from his city. You spent several weeks there in asylum, and also have an open invitation to return there at any time.
Wearmoor
Wearmoor
"Leaves pick up from the fields beyond, and carry across an unpaved road."
Prominent Residents:
Robert Anscham - Your father
Helen Anscham - Your mother
Notable Details:
- The breadbasket of Corcaea, and the most populated area in the nation.
- Provides the greatest area of protection for far-flung villages in exchange for services provided.
- Closest neighbor to Beorward. Goods and forces are frequently requisitioned by the Church of Flesh as a result, leading to strained relations between the two cities.
Wearmoor — The Church of Agriculture
The Church of Agriculture
"To serve is to grow."
Notable Details:
- Responsible for the production, allocation, and distribution of Agricultural material throughout Corcaea.
- Works in conjunction with the Church of Flesh for construction and mining (primarily utilizing the ruins for resources).
- Can be called upon for the identification and cleansing of natural toxins.
- Mother Bethaea has been martyred. The famine that plagued Corcaea for over a century came to a close thanks to you personally taking on a curse from the land. You have yet to take public credit for this venture, but have corrected anyone who has asked you about the matter (as the public thinks she is to thank).
- You spent an entire season of Harvest at the Church of Agriculture in the year 602. Though you were deeply familiar with the activity and peoples there at the time, you have not been welcome back since then, and communications with the church has been entirely cut off.
- You have two spies stationed in Wearmoor (Chesty and Serpent), who are to gather and send information regarding the Church of Agriculture to you as soon as they are able.
The following images depict the chronological events of Catalyst Quest (by arc). These pictures may be a helpful tool for pinpointing major events, recapping on important characters, etc. They are also a resource for anyone looking to quickly catch up to our current content! Obviously major spoilers are ahead! Please proceed at your own discretion.
Due to Sufficient Velocity's limit on media, each of these links will direct you to a Google Drive page where you can see these large images in their full resolution.
Disclaimer:
These journals contain in-character notes from our protagonist. Take what you find here with a grain of salt.
Much of this content is upwards of a year old, and is out-of-date with content in the current quest material (Arcs 8+).
I intend to remake both journals up to my standards of quality at some point in the future. This is here purely for posterity.
That said, these pages will contain spoilers for material covered in Arcs 1-7. Proceed at your own discretion.
(It's great to be back guys! That's the end of the informational threadmarks dump lol. The thread is open for voting! Please let me know if I've missed something or if anyone has any questions.
Edit: Nearly forgot to mention that we usually have the voting window close at 8PM EST, but with consideration for timezones, I'll be leaving this vote open until tomorrow, August 29th at 8PM instead.)
From seemingly out of nowhere, three clergy had materialized in the woods beside you. You thought it was an ambush, but instantly recognized your company for who they really are. Father Atticus Wilhelm and his youngest son, Brother Theodore Wilhelm, are both priests of the Church of Dream.
They look to the girl who's been quietly standing off to the side. An attitude radiates off from her small frame, filthy amethyst robes, and unusually colored hair and eyes. You haven't seen anyone with ginger coloring aside from your knight, but her orange, poorly cropped hair is unmistakable. No freckles to speak of, which gives you further pause about a further relation, but you aren't given time to reflect on it.
Brother Wilhelm's voice is somehow more mellow than his father's. He looks a little past your shoulder while he speaks. "Just seeing the skyline made the trip worthwhile. Is it true, Father Anscham, that the city is made entirely of gold?"
"Easy for you to say." Aldus is grumbling. "You didn't get stuck with a babysitter."
Kneeling down slightly, the young man smiles softly at her. "Father might have asked me to come along, but I asked to see what you're up to. I'd like to get a better idea of how the Church of Time is meant to operate, Sister."
A start of another tol n' smol ship. But we'll prolly wait awhile before we can set the set it in the water. Still, it leaves room for a master matchmaker to educate and cultivate properly in a most Timely manner.
But seeing as the hour is getting late...
>A] Part with Sister Campion on good terms, and get moving. You know Teddy will keep her in check. Besides, if anyone can find James, it's probably a priest of vision.
>D] Hmm, also we might want a written form of Time's tenants from Alnus before we leave. Getting to know the most enigmatic of the Gods is hard enough given the problems heading our way. Keep the instruction brief before thanking Alnus again for her faith and service.
>A] Part with Sister Campion on good terms, and get moving. You know Teddy will keep her in check. Besides, if anyone can find James, it's probably a priest of vision.
>D] Write-in.
Ask Father Wilhelm about the Incest twins discreetly when we set out on the road
>A] Part with Sister Campion on good terms, and get moving. You know Teddy will keep her in check. Besides, if anyone can find James, it's probably a priest of vision.
>D] Write-in.
Ask Willhelm about how to fix Harveys memories.
Let the kids grow a bit on their own, we need to catch up with the old heads and get everyone up to speed, also ask Willhelm ALL THE QUESTIONS.
>A] Part with Sister Campion on good terms, and get moving. You know Teddy will keep her in check. Besides, if anyone can find James, it's probably a priest of vision.
Ok, I've got a lot kicking around in my head after this update, so let me lay it out. If it can't fit within a reasonable Time frame things can always wait a bit for the road.
>A] Part with Sister Campion on good terms, and get moving. You know Teddy will keep her in check. Besides, if anyone can find James, it's probably a priest of vision.
I wonder if the Sister is actually 14 or if invocation has altered her age/made her looks locked in Time. Maybe Time will tell?
>D] Write-in.
1) We should try to get the Tenets of Time from Sister Campion. Maybe see if she could consider that the Time she saved traveling to end up having to travel with the Wilhelms was not coincidence.
2) Talk to Father and Brother Wilhelm before Teddy leaves with the Sister about Adwin. I think it might be important to discuss the nature of his existence with them so he isn't attacked or harmed by the Sister or Teddy accidentally or vice versa and maybe ideas of how to help him.
3) Ask Father Wilhelm about the goings on of Somerilde and cultist activity there, since we weren't able to safely talk to him through Spirit on the Night of Embers.
4) Ask Father Wilhelm about the Twins and their safety.
5) Ask Father Wilhelm about how to fix Harvey's memories.
6) Ask Father Wilhelm if he can help us to interpret Storm's Tenets, and maybe Time's if we get it and need help with it as well.
Side Note: We are always asking for Tenets, why haven't we shared ours? If we have a spare copy or 4 we should give them out to the clergy present for Mercy and Agriculture so they know our view of things.
(Completely spaced in the last thread but since Arc 1 I've been posting theme songs for each Arc as they're completed. I've added the full playlist of them to our apocrypha threadmark: Fan Projects, Official Omakes and Music! If you guys ever want me to add something strictly to that threadmark that you've posted, or ever have any requests, please let me know!)
(What a fantastic start to the thread. You guys are superstars. Thanks so much for all of the amazing thoughts and write-ins! I may not be able to incorporate every last question you have into this next update, but anything that isn't immediately covered will be noted and addressed throughout the arc. The vote is locked! Writing now.)
"It has been far too long." You're choking up, and sweep Father and Brother Wilhelm into one more hug. They give you sincere smiles (you're going easy on the hug), while you fire a stern look to Father Pevrel. "We'll get moving. I know that the hour is growing late. There are just a few quick things I needed to mention..."
The fact remains that you are harboring an ex-demon in the Church of Mercy. Adwin Sebastian Anscham is so much like a son to you, you would never think of him as a threat. He even took your given name, and appears like yours and Mercy's child. Since he's actually the same demon of interpretation that cursed you and James to begin with, though, it's incredibly important that your house guests to-be are aware of the risks. You've seen Adwin turn men into party banners, and had to pick up strings of innards from across the Church of Mercy before. It's not that he's a monster! Your boy is over one thousand years old, sure, but he's directing his talent in the right ways. You are the patron of his work in painting the entirety of the Church of Mercy in the likeness of his Catalyst, too.
The hope— the endeavor— is that his work will help to close the gap between demons and humanity.
To promote a better understanding of what matters to us all.
Getting into the fact that Adwin is also the embodiment of Interpretation is worth taking the time to try and explain. The precise nature of his being escaped even the Goddess of Spirit, and you're honestly still so traumatized from the experience of his transformation that you can't do more than murmur an apology for not giving more details.
Left: Adwin Sebastian Anscham AKA Interpretation. (Master painter and former demon.)
Right: The demon of interpretation.
What really matters is that by the end of the explanation, everyone present is scared shitless. (Save for Father Pevrel, who is aware of all of this already and took it in stride.) More importantly, Brother Wilhelm and Sister Campion are more determined than ever to visit your home. They're brave little souls, and you thank them both generously for their discretion and support.
Everyone vows to not test Adwin more than necessary, and precautions are taken on how to respond if he does act out. Brother Wilhelm and Sister Campion are both capable of invoking their patron deities, and the Church of Mercy has more people living in it than there's been in decades. You're assured of everyone's safety.
You have yet to release Teddy or Father Wilhelm from the hug.
"I'm going to miss you," you blubber.
A little light laughter leaves the young priest of Dream. "I'll be eagerly awaiting your return, Father Anscham."
"Just wait until you get to the gardens. The things we've done with the place, Teddy. I'll pray that your stay is as well as can be."
Just as Teddy parts, you catch him and Aldus with a quick, "one last thing!"
Father Pevrel is pacing, and has fashioned a walking stick that could double as a spear while you've been talking. His groan startles a few frogs out from a nearby bush.
"I will make it quick," you insist. Striding up to Sister Campion (who has also been pacing), you kneel down to ask the little lady, "we all know it was no coincidence that led to our meeting, or how swiftly you were asked to arrive. I would like for us all to come away from this experience with— with a little more to show for it. Would you do me the honor of taking a few minutes, and sharing the tenets of Time with me?"
Her frown is so severe, you can see it clearly in the dark. "I'm not supposed to, Father Anscham. I don't know how your church does things, but I'm strictly forbidden from sharing any information about my Goddess or our Church unless it's a matter of James' life and death. Please don't order me to go against that. I'm trying my hardest."
A deep sigh leaves you. You really want to part on good terms. You're no tyrant, wouldn't ever want to put a little girl in a position to disobey her elders, and know you'll get these tenets in your own time. "Thank you for being honest with me, Sister Campion. You're honoring my own tenets. The Church of Mercy hasn't been the best about sharing our creed in days of late, either, but I— but I would like to change that." You cast a look around to everyone. It's pitch-black outside of the lantern's radius, so you open its hood, and fish through your satchel for your old journal.
"What are you doing," Father Pevrel hisses. He's at the point of irritation to be firing looks over his shoulder, like someone will leap out from the bushes at any moment.
Your other fellow church leader chuckles to himself. "This is a little unusual, Richard."
From the worn, green leather-bound pages of your newest journal, you extract both copies you carry of the tenets of Mercy. The first is one you've hand-written (yes, you used a ruler, and it looks lovely as a result), while the other was found deep within the ruins of Ostedholm. The fallen city was host to clergy of Mercy that kept the same creed as your own. Both pages are prized possessions of yours, so you draft one copy of each as quickly as you can.
Left: Your personal tenets of Mercy. (As a paragon of devotion, only you have to uphold these to the letter.)
Right: Tenets of Mercy written by an ancient priestess of your church.
"That's a fucking mouthful." Father Pevrel creeped behind your shoulder at some point. He's smirking. "Nearly as straight-laced as you are—"
Sister Campion has stopped pacing, and peers over to try and get a peek at the document. You gladly step away from the scent of blood and booze to hand the first copies over to Teddy. Writing materials are an extreme luxury in Corcaea, and literacy even more so. You've trusted the boy with your friend's lives, and divine objects. Two pieces of parchment will be safe with him.
"Please take good care of this."
He gently folds the paper like the treasure it is, and tucks it in a breast pocket beneath his robes. "Of course. Thank you so much, Father. I'll give it due consideration while we're in your home. Making further copies wouldn't be a cause for concern, would it?"
"No." You can't hide how sincere your smile is. "Absolutely not. I'd like to strongly encourage it. Feel free to do the same for your own tenets—" You glance to Father Wilhelm. "—if it's alright...?"
An odd look passes over the man's face, but it's quickly replaced with a grin. "I don't see why not."
You're beaming. "Please take care, both of you."
Father Wilhelm takes an extra moment to ruffle Teddy's already-mussed hair. "Be sure everyone gets enough sleep."
"Yes, father."
"That includes you, too."
"...yes, father."
"Keep an eye out for any trouble."
"I will."
"Not only through Dream!"
"..."
Those bright blue eyes narrow. His mustache bristles. The threat is unmistakable. "Promise me—"
"Yes, father." There's no fear in Teddy's voice, but you know he's mentioned death threats from Father Wilhelm before.
The two of them share a firm hug, before Brother Wilhelm sets off. "It was a pleasure meeting you, too, Father Pevrel!"
He grunts. "Likewise."
"Thank you for your hospitality, Father Anscham!"
"Stay safe! The Gods are Merciful!"
You can't help but watch the two youngest members of your company fade off into the night. Sister Campion's excited voice ("Finally! I never thought they'd let us leave!") barely carries through the forest for a few scarce seconds after they've left, and soon, they're gone completely.
Before you realize what's happened, Father Pevrel has vanished. The man can see in shadow better than anyone else alive. His surly voice calls out from the pitch-black forest ahead, "come on already."
You sweep up the lantern, and intentionally hang back with Father Wilhelm. A swift pace is still taken, despite how slender the aging man at your side is. He doesn't look it, but Father Wilhelm is well into his 65th Harvest.
Staying to the front, shouldering your satchel, and making sure your cloak isn't snagging on anything, you set about picking a clear path through the dense woods while the two of you talk in hushed whispers.
"How have the twins been? Are they safe?"
You're referring to Starlight and Stardust, two members of your blasphemous congregation. You helped free them from two separate ruins, helped them escape the clutches of an Archdemon, set their relationship with King Magnus as straight as you could, and have covered for their hiding spot in the Church of Dream for the last several months. They owe you their life, and you love them as dearly as children.
The fact remains that they're incestuous twins, but you are not a judgmental man. As the leader of the Church of Compassion, you've done everything you can to make sure they have a safe and happy life, no matter what their personal choices have been. Even if those choices have involved betraying the crown, trying to kill the King, forsaking the Gods, and allying with traitors to the theocracy.
Members of Ser Harvey Jay Algrith's blasphemous congregation, traitors to the crown, fugitives of the holy capital city of Calunoth, and your dear friends.
Left: Lady Edith "Starlight" Douglas.
Right: Ser Allan "Stardust" Douglas.
The way Father Wilhelm has to clear his throat a few times before speaking has your nerves on end, but he maintains the same mellow voice and smile as usual.
"They've been a handful. Never wanting a dull moment!"
"If they've been causing you any trouble—" You're reliving the nightmare that they've been for everyone who's ever been tasked with keeping them in one place.
"No, no. No trouble. Nothing I couldn't handle. They've made a little place for themselves outside the city. Seems they're much happier with some space and time to themselves! Helps keep people from asking questions, too. I don't take any issue with the nobility, Richard. King Magnus and I are dear friends. I do have to worry about their motives, though. There's been correspondence I've picked up, that your 'Stardust' has been sending out. Nothing that would bring any trouble into Somerilde— I was happy to warn him about it all, mind you!" You both share a weary smile. "But it's concerning, nevertheless. I don't think they'll be happy cooped up to the south forever. In fact— I don't mean to presume— but I don't believe that either of them have really ever been happy at all."
The two of you share a thoughtful silence, which you interject first. "They both have had their share of struggles since I've met them. But I— I have never— I barely have taken the time to get to know either of the twins."
You can't help but glance back to Father Wilhelm, and give him a sad smile. "I would like to do better."
You're pat on the back, and encouraged to keep walking. "They're safe. Try not to worry yourself too much about them. I checked in more than a few times before we left, and they're nice and busy with a few projects of mine. I set them up with the vacation home, and they're going to have their hands full now that the snow's thawing!"
A nervous laugh escapes you. "You gave them chores around your vacation home... for Devotion? For the whole rest of the season?"
"Think of it as a few lessons in Agriculture." He's grinning. "I left some fishing supplies with them, too. Think the boat will survive until I get back?"
It's clear that Father Pevrel is actually worried about you, as before long, he backtracks, and insists that everyone keep their voices down for the rest of the evening. It's not that your whispering wasn't already quiet enough. You're told in a combination of hand gestures and clipped words that the woods of Corcaea are considered untraversable after dark for good reason. Even the lord of punishment seems terrified of what could be lurking in the shadows.
You still have so many fucking questions, but they can wait for the rest of the trip. It could be three weeks or more until you get to Wearmoor, and there will be safer times of the day to talk about what's happened in Somerilde the last few months, how to fix your knight's memories, about cult activity, and whether or not Sister Campion has been affected by her invocation of Time.
Father Pevrel strongly recommends that you take shelter for the night in a nearby village, and plot a course from there. The likelihood of taking a straight shot to Wearmoor during the day is incredibly high, but if you travel by night, some side-tracking such as this is inevitable.
Directly to the north lies the village of Sonfield. It's been struck hard by the famine that's ravaging the nation. Your presence there may be very unwelcome at first, given your substantial appearance. However, you are the lover of the Goddess of Agriculture, and possess the unique ability to grow life on-demand. You could aid your financier's work from the Church of Mercy, amend Sonfield's woes regarding supply, and establish solid relations there early.
You could also be ran out of town before setting foot in an inn.
There's also the fact that as a priest of Mercy, protection is your creed. You cannot be denied shelter anywhere in the nation.
To the north-east lies Archenstead. You know next to nothing about the village, and it's further than Sonfield by several hours, but it's directly on your route to Wearmoor. It's a shot in the dark— quite literally in your case— and Father Pevrel would prefer to hedge his bets on a safer and closer location.
To the north west— a little closer than Sonfield, and far closer than Archenstead— lies Yellow Hallows. There's been reports of men and women going missing there. Your men have been unable to send anyone out to investigate, so your company could be incredibly welcome if you promise to look into the matter. It's a little out of the way, though, and there's one other locale that strikes your interest nearby.
Far off the road to the north-east (though right in your path of travel), lies Smererynpool. There's rumor of children going missing there. No one has breathed a word of what's been happening to them, or to anyone that's gone looking. The fact that no one has returned with any word of the goings-on at this locale is deeply concerning, but it's been such a remote and dangerous destination, you simply haven't had the time to personally investigate. Now might be that time.
Father Wilhelm is happy to remind you that he also can simply invoke Dream to keep watch through the night. It will grant you and Father Pevrel far more rest, though he will be dead on his feet all the next day (much like how he was poor company for conversation throughout your first cross-country trip together). You'll probably have to literally carry him at the pace you're going, which will wear you down as well. It's far from an ideal situation, but he wanted to mention it in the event that you're left with no other options.
Both priests you're traveling with are deferring to your judgement. You are not only their superior in terms of your position within the theocracy. They respect your investment in the areas closest to your home— and as your seniors, they want to help encourage you to be an active member of your community whenever possible. This will also create an excellent alibi for the trip, and will ensure that word eventually gets back to Eadric that you are not just gallivanting off to the ruins again.
>All of the following are mutually exclusive.
>If you wish to visit multiple locations, please CLEARLY specify in which order and/or why.
>Majority vote will decide, barring vocal opposition with clear justification and QM discretion.
>A] Sonfield seems safe enough. You'll handle any potential falling out with the locals when you get there. (Feel free to write-in any plans preemptively if you like!)
>B] Stay the course, and go to Archenstead. You're feeling lucky. (A ROLL WILL BE REQUIRED.)
>C] Yellow Hallows bothered the men in your employ, and it's bothering you. It's closer than Sonfield, and you want to get to the bottom of these disappearances.
>D] Whatever is happening in Smererynpool can't be ignored. You'll shave off time from your travel, won't have to go as far as Archenstead, and need to make sure that your country's children are safe. (A ROLL WILL BE REQUIRED.)
>E] Ask Father Wilhelm to invoke Dream, to keep watch through the night. He'll alert you the second there's any danger he can't handle. You're willing to be slowed down all day tomorrow as a result. (A ROLL WILL BE REQUIRED.)
>C] Yellow Hallows bothered the men in your employ, and it's bothering you. It's closer than Sonfield, and you want to get to the bottom of these disappearances.
>A] Sonfield seems safe enough. You'll handle any potential falling out with the locals when you get there.
Tell them we've come to help their food shortage
>D] Whatever is happening in Smererynpool can't be ignored. You'll shave off time from your travel, won't have to go as far as Archenstead, and need to make sure that your country's children are safe.
In this order. Im willing to change if a better plan is proposed
(The most recent illustrated timeline has been completed! Arc 7: Light Sentence is now added to the threadmark Events so Far - Illustrated Timelines. I've posted it below for your convenience, too. Hope this helps you guys to recap the important events of the last arc, or to help new readers catch up! Because this is quite a large image, I recommend popping it out or viewing it through the Google Drive.)
"They're safe. Try not to worry yourself too much about them. I checked in more than a few times before we left, and they're nice and busy with a few projects of mine. I set them up with the vacation home, and they're going to have their hands full now that the snow's thawing!"
A nervous laugh escapes you. "You gave them chores around your vacation home... for Devotion? For the whole rest of the season?"
>C] Yellow Hallows bothered the men in your employ, and it's bothering you. It's closer than Sonfield, and you want to get to the bottom of these disappearances.
>A] Sonfield seems safe enough. You'll handle any potential falling out with the locals when you get there.
Tell them we've come to help their food shortage
>D] Whatever is happening in Smererynpool can't be ignored. You'll shave off time from your travel, won't have to go as far as Archenstead, and need to make sure that your country's children are safe.
We could checkout Archenstead when we finish fixing up the more pertinent problems or, enroute back to Eadric after finishing up the countrywide tour.
>C] Yellow Hallows bothered the men in your employ, and it's bothering you. It's closer than Sonfield, and you want to get to the bottom of these disappearances.