Avelygyd: Difference between revisions

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<span style="color:red;">(The following setting is exclusive to S:PL canon and is based on the event chain orchestrated by DM Pincushion across 2023-2024. Anyone is welcome to create a character based on this setting, and their character is free to know all information on this wiki page unless explicitly marked as 'DM dark' or otherwise. Prospective Clerics and Warlocks who worship or are bound by Avelygydian entities must request permission to be playable.)</span>
<span style="color:red;">(The following setting is exclusive to S:PL canon and is based on the event chain orchestrated by DM Pincushion across 2023-2024. Anyone is welcome to create a character based on this setting, and their character is free to know all information on this wiki page unless explicitly marked as 'DM dark' or otherwise. Prospective Clerics and Warlocks who worship or are bound by Avelygydian entities must request permission to be playable.)</span>


[[File:Avelygyd1.jpg|thumb|500px|Avelygyd's Ancient Capital...]]
[[File:Avelygyd1.jpg|thumb|1100px|Avelygyd's Ancient Capital...]]


==Introduction==
==Introduction==
Line 26: Line 26:
==Nobility==
==Nobility==


(Make a mention that noble PCs from major noble families need to be approved by the team.)
===Major Houses===
 
===Minor Houses===
 
<span style="color:red;">(Noble PCs are only playable by request, after a conversation with the staff team. Major House PCs are unlikely to be allowed.)</span>


==Class & Underclass==
==Class & Underclass==
===Serfs & Peasants===
===Merchants===
===Military===


==Geography & Locations==
==Geography & Locations==


[[File:SPL_World.jpg|thumb|500px]]
[[File:SPL_World.jpg|thumb|500px]]
===North & South===


===The Kingsland===
===The Kingsland===
Line 240: Line 252:


===Avelygydian Magic===
===Avelygydian Magic===
Magic in Avelygyd is rare and primarily concentrated among the nobility, particularly in the form of sorcery and other innate magical abilities. There are no 'commoner' sorcerers because anyone with such a bloodline would inevitably be recognized as a noble. Only legitimate children, confirmed either by the Faith or by the noble house itself, can access a noble line's latent magic. Even legitimate but unrecognized children are denied this access.
Wizards are rare and comprise the majority of the Academy, a secretive institution that includes both nobility and commoners. The Academy, known for its expertise in illusion and necromancy, is historically distrusted and elusive.
Clerics are common and typically not from noble backgrounds, though there are exceptions. Many clerics shift their allegiance within the pantheon depending on the current 'mounted god,' leading to significant personality and alignment changes. While evangelists, paladins, and divine champions are rare, they do exist.
All spellcasters in Avelygyd, whether divine or arcane, are limited to spells of 3rd level or below. However, they may surpass this mysterious limitation when outside Avelygyd. Despite this restriction, noble bloodlines are occasionally said to break this barrier, achieving epic arcana.


===The Academy===
===The Academy===
Line 251: Line 271:


This summarises the core of Avelygyd's ancient codes:
This summarises the core of Avelygyd's ancient codes:


=== ARTICLE I. THE ROYAL BLOODLINE ===
=== ARTICLE I. THE ROYAL BLOODLINE ===
Line 341: Line 360:


==Civil War==
==Civil War==
===The Beginning===
===Storming Whitewing Keep===
===The Golden Isles & Gavelkinde===
===Moonfaire Carnival Refugees===
===Dual Endings===


==Post-Civil War==
==Post-Civil War==
===A New Government===
===Imprisonment & Order===
===Execution of D'jere===
===Varquesse Resurrected===
===Celestine's Audience===


==The End==
==The End==
Line 353: Line 392:


==DM's Dark==
==DM's Dark==
=== Patterdogs ===
=== Gods & Worship ===
=== Bloodlines ===

Latest revision as of 06:18, 17 May 2024

(The following setting is exclusive to S:PL canon and is based on the event chain orchestrated by DM Pincushion across 2023-2024. Anyone is welcome to create a character based on this setting, and their character is free to know all information on this wiki page unless explicitly marked as 'DM dark' or otherwise. Prospective Clerics and Warlocks who worship or are bound by Avelygydian entities must request permission to be playable.)

Avelygyd's Ancient Capital...

Introduction

Welcome to the Wiki Page for Avelygyd, an apocalyptic setting where the remnants of a once-grand civilization now teeter on the brink of oblivion. Once steeped in ancient traditions, noble lineages, and mystical intrigue, Avelygyd has been ravaged by the cataclysmic forces unleashed by the dreaded Beast of Plenty. Now, the rich tapestry of this civilization's history, culture, and the tumultuous events that shaped its fate lie in the hands of those who survived its downfall.

A potential character from this desolate setting begins as a refugee in the Planes, whether arriving with fleeing merchants and peasants into the Outlands, or as an errant noble, penniless and powerless, to seek sanctuary amidst the chaos of Sigil.

Rediscover and reestablish your culture and people amongst the planes, or abandon your history in favor of a new life in Sigil. Explore the secret history of your destroyed home, delving into the history of the ancient nobility and their blood relics, and the arcane secrets which linger amongst the survivors.

Will you forge a new destiny amidst the ashes of the old, or succumb to the weight of a world torn asunder by forces beyond mortal comprehension?

The Basics

Available Races

The majority of Avelygyd's population were human, and thus, what few refugees escaped the Kingdom were also such. Due to the strength of noble bloodlines, many were planetouched -- such as genasi, aasimar, and tieflings -- though only the noble bloodlines had such traits, as it was what made them bloodlines at all. Refugees from Gavelkinde sported an odd number of wisplings, often referred to as 'patterdogs', said to have escaped from the destroyed Sanctorum Vitae. They are imminently distrusted by all other Avelygydians, rumored to be cannibals who worship the Beast of Plenty. Elves had not been sighted by mortal eyes in years, having disappeared with their noble house in the Ghostwoods.

The hardy dwarves lived in the south, in their ancestral homelands. Few would have been north enough to escape Avelygyd's doom, yet it is not entirely impossible...

(Any non-human, non-dwarven race from Avelygyd requires approval from staff.)

Nobility

Major Houses

Minor Houses

(Noble PCs are only playable by request, after a conversation with the staff team. Major House PCs are unlikely to be allowed.)

Class & Underclass

Serfs & Peasants

Merchants

Military

Geography & Locations

North & South

The Kingsland

Gystalt

Whitewing Keep

Gavelkinde

Ystroddir

Blackstone Mount

The Ghostwoods

Religion

The Kingdom of Avelygyd possessed a unique faith. Their state religion changed frequently, with the entire kingdom seamlessly adapting (at least publicly). Old religious iconography was discreetly replaced whenever a new religion took hold. Despite this, other faiths persisted in hidden temples, their worship declining over time. The state religion typically changed with the Marquis/Marchioness of Faith, though the last Marchioness, Varquesse, maintained her house's faith in the Flayed Martyr. Public places of worship were non-denominational and lacked prominent relics. This peculiar system, attributed to Celestine, had unknown origins. Interestingly, the gods themselves lacked true names, held power only within Avelygyd, and clerics' powers were restricted outside the kingdom. The pantheon itself was fluid, with deities categorized as 'mounted' (former state religion) or 'unmounted'.

Mounted Gods

The Burning Martyr

Name: The Flayed Martyr

Alignment: LN

Symbol: A flayed man, hanged upside down, burning alive.

Domains: Fire, Law, Light, Protection, Retribution

Description:

Once, the Flayed Martyr was a vengeful god, its followers clinging to the principles of fair and just punishment. Corporal retribution ruled supreme, symbolized by the chilling image: a flayed man, suspended upside down, consumed by flames. This gruesome visage served as a stark reminder – transgression brought fiery consequences. Fire, in the eyes of this deity, wasn't just cleansing; it was the ultimate executioner, ensuring swift and uncompromising justice for the vilest criminals.

However, beneath this stern exterior lurked a complex protector. The Flayed Martyr was also seen as a guardian, particularly of children and the innocent. Their purity was sacred and untouchable. The god demanded they be safeguarded at all costs, their innocence a shield against the encroaching darkness of wrongdoing. This duality, of retribution and protection, painted the Flayed Martyr as a deity of unwavering righteousness and fierce devotion.

The people once held the Flayed Martyr dear, its faith often challenging the rule of nobility. Ironically, monarchs too often chose it as the reigning faith. After all, it was best to keep one's enemies close, their claws metaphorically blunted by their own god's fierce pronouncements of justice.

The Grinning Sage

Name: The Grinning Sage

Alignment: TN

Symbol: A pair of blue lips, smiling toothily, with one golden molar.

Domains: Knowledge, Fortune, Temptation, Luck, Wealth

Description:

The Grinning Sage, a neutral deity of insatiable curiosity, once held the relentless pursuit of knowledge as the highest virtue. This ever-grinning god embodied the boundless joy of learning, celebrating every revelation and discovery as a triumph of the intellect. Followers found enlightenment not only in accumulated wisdom but also in the act of exploration and inquiry itself.

However, the Grinning Sage's teachings held a dark edge. It encouraged knowledge acquisition at any cost, often promoting morally dubious actions in the pursuit of enlightenment. The Church fractured between cautious scholars advocating ethical knowledge seeking and ambitious individuals who believed all knowledge, regardless of consequence, was worth having.

The Grinning Sage enjoyed a few stints as the State Religion, typically seen as a harmless choice – so long as the leading Faith tempered their beliefs. A rare occurrence, to say the least.

The Voiceless Sentinel

Name: The Voiceless Sentinel

Alignment: LG

Symbol: None

Domains: Law, Good, Protection, War

Description:

The Grey Sentinel, a deity of unwavering law and goodness, once embodied the vigilant protector. This divine figure stood firm as the silent embodiment of order and righteousness. Unlike other deities, the Grey Sentinel wasn't represented by an image, but rather by a profound silence – signifying humility and selfless service.

Followers of the Sentinel were unwavering in their devotion to justice and benevolence, often dedicating their lives to the highest moral standards. The deity served as a beacon of hope in dark times, reminding the faithful of integrity and the need for balance and order.

Paladins, Clerics, and other devotees took a vow of silence, never speaking again – some even cutting out their tongues. This symbolized their apolitical nature, acting only to maintain the Realm. Their sole master was the Sentinel. Such dedication, however, meant they often remained silent when others called for help, only acting in the direst circumstances.

The Grey Sentinel frequently graced the position of State Religion. For monarchs of generations past, a silent Marquis or Marchioness advocating for the Sentinel was a useful political tool. After all, a silent leader is easily controlled – unless, of course, they earned the Sentinel's silent disapproval.

The Duchess of Thorns

Name: The Duchess of Thorns

Alignment: CN

Symbol: A silver goblet, covered in thorned roses

Domains: Chaos, Lust, Generosity, Healing

Description:

The Duchess of Thorns, an unpredictable goddess of raw passion, once reveled in unrestrained desire. Her teachings encouraged followers to explore their deepest wants, break free from societal chains, and embrace life's thrilling chaos. Her influence ignited forbidden passions, empowered social rebels, and stirred the human spirit.

However, this chaotic goddess held a surprising paradox. Beneath the surface lurked a deep well of compassion, a capacity to heal wounds both physical and emotional. The Duchess was known to bless those in need, a balm for the scars of life's hardships.

Her brief stint as the State Religion, however, was a disaster. It ignited a bloody Civil War that nearly tore the Kingdom apart centuries ago, a testament to the Duchess's power and the perils of unchecked chaos.

The Green Knight

Name: The Green Knight

Alignment: NG

Symbol: A tree with red leaves, bleeding from its bark

Domains: Nature, Good, Healing, Travel, Trickery

Description:

The Green Knight, symbolized by a magnificent tree adorned with bleeding red leaves, once represented the delicate balance between nature's beauty and civilization. Druids and rangers particularly revered this deity, and it only enjoyed a single, controversy-averse stint as the State Religion.

However, a darker secret lurked beneath the surface: the Order of Leaves, a hidden cult allegedly linked to the assassination of the very monarch who championed the Green Knight. Their motives remain shrouded in mystery, leaving a legacy of distrust among the nobility. The Green Knight's churches and the Order's rumored continued existence fueled suspicion and uncertainty, casting a long shadow over this enigmatic faith.

The Eyeless King

Name: The Eyeless King

Alignment: LE

Symbol: A Black Crown

Domains: Law, Evil, Nobility, Tyranny

Description:

The Eyeless King, a malevolent deity of ruthless order and tyranny, once embodied absolute power. Symbolized by a foreboding black crown, this god attracted followers who craved dominance and lusted after the Eyeless King's relentless might.

Surprisingly, these disciples often championed revolution over loyalty to existing monarchs. They believed true power resided outside the grasp of most rulers. The Eyeless King's Church fiercely contested the authority of any State Religion that didn't bear its banner, a thorn in the side of many a regime.

Their fervor reached a fever pitch when King Arystid the Mad, in a bizarre twist, appointed a staunch advocate of the Eyeless King as the Marquis of the Faith. This unholy alliance was short-lived, however, lasting a mere six months before the King abruptly severed the Marquis's connection with the faith. Ever since, the Eyeless King's followers have plotted and schemed in the shadows.

The Heir of Light

Name: The Heir of Light

Alignment: CG

Symbol: A six-fingered hand, holding four severed fingers

Domains: Chaos, Good, Envy, Suffering

Description:

The Heir of Light, a deity of chaotic good, once held a puzzling and unsettling symbol - a six-fingered hand clutching four severed fingers. It represented both benevolence and the displaced, making the Heir a truly enigmatic figure.

Myths spoke of the Heir being the son, brother, or father of another unknown deity, betrayed and mutilated as punishment. As such, the Heir championed those wronged and seeking recompense. This strange religion attracted failed gamblers, second sons, and the unappreciated, fostering a sense of envy and a yearning for justice.

The Heir's brief stint as the State Religion shrouded in mystery. The appointed Marquis, expected to choose a different god, defied the monarch and embraced the Heir of Light. The enraged monarch could only simmer and threaten war, a testament to the unexpected power of this enigmatic faith.

Unmounted Gods

The Patterned Fool

Name: The Patterned Fool

Alignment: CN

Symbol: A Jester's hat, with more Jester's hats on its tips

Domains: Chaos, Joy, Gluttony, Thirst

Description:

The Patterned Fool, a whimsical deity of unrestrained revelry, was once symbolized by a playful emblem - a jester's hat adorned with an infinite stack of smaller jester's hats. This enigmatic entity captivated followers who embraced the absurdity of existence, finding amusement in "chaos for chaos' sake."

The Patterned Fool's teachings, a blend of cruelty and kindness, resulted in a distrusted yet oddly popular faith. Bards and drunkards frequently invoked the Fool to spice up their nights, and this deity rarely failed to deliver. Whether showering someone with riches or snatching away loved ones, both were seen as punchlines in the Fool's cosmic joke.

Unlike other deities, the Fool had no Clerics, but rather "Merrymen." Tolerated at best, they were rarely harmed despite their antics. After all, no one, from peasant to king, dared directly oppose a Fool's Merryman.

Interestingly, the Patterned Fool never held the position of State Religion, nor did its Merrymen ever show interest in such a role.

Celestine

Name: Celestine

Alignment: N/A

Symbol: The Coat of Arms of House Celestine

Domains: Law, Good, Nobility

Description:

Once, whispers of Celestine, a curious blend of angelic reverence and royal devotion, echoed throughout the kingdom. Though officially deemed a clandestine cult by the reigning monarch, whispers turned to fervent prayers during times of unpopularity, creating a curious religious limbo.

This unorthodox faith lacked traditional clergy or divine servants, though rumors of past figures gifted with such abilities persisted. Public worship was officially banned, yet it thrived as an underground loyalist movement of surprising influence. The tenets practiced within its hidden churches varied wildly, reflecting the faith's complex nature.

In essence, the worship of Celestine blurred the lines between royal worship and angelic veneration. It endured as a mysterious and unconventional movement, a testament to the enduring power of faith despite official disapproval.

The Beast of Plenty

Name: The Beast of Plenty

Alignment: CE

Symbol: A pot-bellied peasant, grinning

Domains: Evil, Hunger, The Unknown

Description:

Once, the grotesque image of a pot-bellied peasant with a sinister grin symbolized the Beast of Plenty – a creature of insatiable appetite and unrelenting malevolence. Not a true deity, demon, or fiend, this Beast was rumored to be the essence of cruelty itself, banished to wander Avelygyd by Celestine himself. Legends spoke of the Beast as one of many such creatures felled by the angelic entity before unifying the Kingdom.

Whispers persisted that House D'jere, a minor yet ancient bloodline scattered throughout Avelygyd, secretly worshipped the Beast. They bided their time, it was said, awaiting their master's return to full power. Such rumors, however, were little more than whispers, and House D'jere's wealth and influence ensured they remained above scrutiny. Open worship of the Beast was a rarity, its followers dismissed as madmen best left to their fate.

Magic

Avelygydian Magic

Magic in Avelygyd is rare and primarily concentrated among the nobility, particularly in the form of sorcery and other innate magical abilities. There are no 'commoner' sorcerers because anyone with such a bloodline would inevitably be recognized as a noble. Only legitimate children, confirmed either by the Faith or by the noble house itself, can access a noble line's latent magic. Even legitimate but unrecognized children are denied this access.

Wizards are rare and comprise the majority of the Academy, a secretive institution that includes both nobility and commoners. The Academy, known for its expertise in illusion and necromancy, is historically distrusted and elusive.

Clerics are common and typically not from noble backgrounds, though there are exceptions. Many clerics shift their allegiance within the pantheon depending on the current 'mounted god,' leading to significant personality and alignment changes. While evangelists, paladins, and divine champions are rare, they do exist.

All spellcasters in Avelygyd, whether divine or arcane, are limited to spells of 3rd level or below. However, they may surpass this mysterious limitation when outside Avelygyd. Despite this restriction, noble bloodlines are occasionally said to break this barrier, achieving epic arcana.

The Academy

Bloodline Sorcery

Law & Culture

Avelygyd's laws were dizzying ancient, often more fable than direct legislation, and frustrating archaic in parts. Scholars dedicated their entire lives to understanding, and often still discovered an ancient textbook within the capital which a newly updated set of laws. A born-Avelygydian would be bound to these laws (or believe they were, should they be so inclined) no matter where they were as their birthright, even when Avelygyd itself has been destroyed.


This summarises the core of Avelygyd's ancient codes:

ARTICLE I. THE ROYAL BLOODLINE

Divine Protection

The Royal Lineage, with Celestine's blessing, shall be shielded from all laws and legal consequences. Their actions, whatever their nature, shall not be considered transgressions against the established laws. This protection stems from their sacred lineage and their role as embodiments of Celestine's will upon Avelygd.

Right of Ascendancy

The heir to the royal throne shall ascend to their position only upon confirmation and coronation by the Faith. This sacred rite ensures that the future monarch possesses the necessary divine favor and moral righteousness to lead Avelygd with wisdom and compassion.

Right to Invade

The Royal Lineage, as representatives of Celestine's authority, shall have the unfettered right to enter any dwelling or establishment within Avelygd without prior notice or permission. This right stems from their duty to safeguard the kingdom and its inhabitants, and it is essential for the proper execution of their regal responsibilities.

Right to Seize

The Royal Lineage, in times of necessity or crises, shall have the right to seize any property, goods, or services deemed essential for the welfare of the kingdom. This right, exercised with discretion and due consideration for the populace, ensures that the monarch can swiftly address pressing concerns and maintain order within the realm.

Right to Hospitality

The Royal Lineage, as embodiments of Celestine's generosity, shall be extended the utmost hospitality wherever they travel within Avelygd. This right encompasses the provision of food, lodging, and any other necessities required for their comfort and well-being. It is a testament to the deep respect and reverence held for the monarch as the embodiment of Avelygd's spirit.

Right of Mercy

The Royal Lineage, in their wisdom and compassion, shall hold the authority to grant pardons to individuals convicted of crimes. This right, exercised with careful deliberation and consideration for justice, demonstrates the monarch's capacity for mercy and their commitment to the rehabilitation of those who have strayed from the path of righteousness.

Right of Refuge

The Royal Lineage, as beacons of hope and refuge, shall offer sanctuary to those seeking protection from persecution or injustice. This right, exercised with compassion and understanding, upholds the monarch's duty to safeguard the innocent and vulnerable.

Right of Divine Rule

The Royal Bloodline, bearing the direct blessing of Celestine, holds the uncontested right to rule Avelygd in accordance with their divine wisdom and judgment. Their authority, stemming from the divine lineage, surpasses all earthly constraints, granting them the power to govern as they see fit, guided by the principles of Celestine's teachings.

ARTICLE II. FAITH RITES

The Faith, as the spiritual cornerstone of Avelygd, holds the authority to establish such laws as it deems necessary for the spiritual well-being of the kingdom. These laws, stemming from divine guidance, shall be upheld with the utmost respect and adherence.

In the absence of a direct heir to the throne, chosen either by bloodline or Royal Decree, the Faith shall convene a Council of Elders to select a Marquis, who shall serve as regent until a rightful heir is found. This process shall be conducted in accordance with ancient rites and traditions, ensuring that the chosen Marquis possesses the wisdom, piety, and leadership qualities necessary to guide Avelygd during this critical time. Equally, the choice made is but a mere recommendation to the Royal Bloodline, who have the final say.

During their tenure as regent, the Marquis shall hold the following rights and responsibilities:

Sovereignty over Gystalt: The Marquis shall be granted sovereign authority over the province of Gystalt, exercising the full powers of a monarch within its borders. This dominion shall be theirs for life, ensuring stability and continuity during the interregnum.

Stewardship of Religious Icons: The Marquis shall become the custodian of all religious icons within Avelygd, safeguarding these sacred artifacts for future generations. This responsibility underscores the Marquis's role as a protector of the kingdom's spiritual heritage.

Right of Tithes: The Marquis shall be entitled to receive a portion of all tithes collected within the kingdom, a testament to their role as the Faith's representative during this time of uncertainty.

Right of Counsel: The Marquis shall have the right to seek counsel from the highest authorities of the Faith, ensuring that their decisions are guided by divine wisdom and righteousness.

Right of Succession: In the event of the Marquis's untimely demise before an heir to the throne is found, the Council of Elders shall reconvene to select a new Marquis, ensuring continued stability and leadership during this extraordinary period.

ARTICLE III. CROWN AND FAITH LAWS

Verily, we proclaim that the Holy Faith, in its unfathomable wisdom, holds the power to decree laws that shall guide the souls of men. These laws, enshrined in ancient scrolls and whispered in the hallowed halls of temples, touch upon every aspect of life, from the sacred rites of worship to the conduct of daily affairs.

Yet, the Royal Bloodline, with its lineage stretching back to the dawn of time, also bears the mantle of lawmaking (Refer to 'Article II'). Their decrees, forged in the crucible of experience and tempered by the wisdom of ages, provide order and stability to the realm.

The intersection of these two potent forces, the Faith and the Royal Bloodline, gives rise to the most sacrosanct of laws: Capital Laws. These are the pillars upon which society rests, the immutable principles that guide the moral compass of the nation.

When the Faith and the Royal Bloodline find common ground, their combined authority begets Capital Horrors, laws that strike fear into the hearts of the wicked. These are the ultimate deterrents against transgression, the iron fist that upholds justice.

But the power of lawmaking is not confined to these exalted bodies alone. Each noble house, steeped in the traditions of its ancestors, holds the authority to interpret and supplement the laws of the land. This decentralized system, while granting flexibility and adaptability, also harbors the potential for corruption.

Emritus Alaxei, the venerable sage of the Northern Marches, once observed that "the power to interpret the law is a double-edged sword, capable of both justice and tyranny."

Celestine Pronte, the revered abbess of the Southern Convent, cautioned that "the laws of men are but pale reflections of the divine laws, and those who tamper with them do so at their own peril."

ARTICLE IV. CAPITAL HORRORS

Beneath the veil of civilization, concealed from the eyes of the common folk, lies a realm of unspeakable horrors, transgressions so heinous that they defy the very essence of justice and humanity. These acts of depravity, known as Capital Horrors, are forbidden to be spoken of, their existence shrouded in secrecy and mystery. Only the Royal Bloodline and the Marquis themselves, the guardians of our kingdom's sacred laws, are privy to the consequences of such crimes. They are to be whispered into a child's ear once by a reigning magistrate on their seventeenth nameday.

These include:

- An Avelygdian-born individual entering one of Celestine's Vaults - Cannibalism of a Bloodline Noble - Worship of the Beast of Plenty - For a noble, knowingly fathering a bastard child and maintaining them in the line of succession - Forcibly 'siring' a bloodline relic or compelling a potential relic into a child

Rumors persist of additional offenses, each carrying consequences beyond the comprehension of most. They say that upon Celestine's departure from Avelygyd, he presented these Capital Horrors as a guiding tool for his sired bloodline. Mere myth, others claim.

ARTICLE V: NOBLE RITES

The nobility of Avelygd, descendants of valiant heroes and esteemed patrons of the arts and sciences, bear a profound responsibility to uphold the kingdom's values and safeguard its well-being. Their elevated status, bestowed upon them by Celestine's grace and their ancestors' noble deeds, grants them not only privileges but also weighty obligations.

Lands and Liege: Nobles are entrusted with the stewardship of vast lands, tasked with ensuring the prosperity and contentment of their tenants. They must act as benevolent sovereigns, fostering economic growth, maintaining justice, and promoting harmony within their domains. Their lands are not mere possessions but living tapestries of lives entwined, and the nobles' stewardship is a sacred duty.

Fealty and Allegiance: Nobles owe unwavering fealty to the Crown, pledging their loyalty and support to the monarch, the embodiment of Celestine's will upon Avelygd. This allegiance is not merely a political obligation but a testament to their shared commitment to the kingdom's welfare.

Honesty and Virtue: Nobles are expected to exemplify the highest ideals of Avelygd's society – honesty, integrity, and unwavering virtue. Their conduct must be beyond reproach, serving as a beacon of morality for all to emulate.

Council and Counsel: Nobles, with their wealth of experience and wisdom, are called upon to serve as advisors to the Crown, offering counsel on matters of state and governance. Their insights, tempered by prudence and foresight, are invaluable assets to the kingdom's leadership.

Patronage and Stewardship: Nobles are patrons of the arts, sciences, and education, fostering intellectual curiosity and cultural enrichment. Their patronage enables scholars, artists, and artisans to pursue their endeavors, enriching the kingdom's cultural tapestry.

Defense and Protection: Nobles, as sworn protectors of the realm, are prepared to defend Avelygd against all threats, both foreign and domestic. Their valor and martial prowess safeguard the kingdom's peace and security.

Civil War

The Beginning

Storming Whitewing Keep

The Golden Isles & Gavelkinde

Moonfaire Carnival Refugees

Dual Endings

Post-Civil War

A New Government

Imprisonment & Order

Execution of D'jere

Varquesse Resurrected

Celestine's Audience

The End

The Beast is Released

Outlands Refugees

Errant Nobles in Sigil

DM's Dark

Patterdogs

Gods & Worship

Bloodlines