The World
The Twisted Kingdom is the hinterlands between
reality and madness. A place where gods and monsters stalk the mist,
where dreams and nightmares define reality. For most, it is the
grayness of shock at tragic news. For others, the thin line of
lucidity as they plunge into the abyss. Some, though, some lucky few
manage to land there, balanced precariously on the razor edge of
sanity. The rest? Well, they're born there.
Ashes to ashes, and dust to dust--or mist, as the case might
be. Most denizens of the mists are made of the mist. Expelled fully
formed from its depths to live their allotted time separate. In some
cases whole, in others... not. Some of these fantastic creatures
banded together, forming packs, then tribes, and in time grew to
cities and kingdoms. Carefully tending the land their dreams made,
they defended themselves from the nightmares, organized religions,
made machines, and learned to live beside that which gave them
life--that which will, someday, take it away.
They grew old, their children and grandchildren matured, and
eventually, returned to the mists from which they were born. And that
is where you find yourself, thrown into the lucid illusion, or born
there, or merely passing through on your descent into madness. There
are gods you may pray to, if you think it'll help. It probably
won't. The gods are sometimes more trouble than they're worth, but
they certainly make life interesting.
The Gods
The gods are, as a rule, stand-offish. They don't
generally interfere directly with the workings of the mortal realm at
large, nor do they have any control over the hearts or minds of
mortals. Gods are a special form of mist-born. They have absolute and
total control over mist, and thereby, reality. They come into being
through the complete faith of many, many people over many, many
years. They gain in power as they gain in followers. At a certain
point, consciousness is born and they become separate beings, no
longer as deeply affected by faith. They each have their realms of
influence, things that they bother themselves with, or are interested
in. Their effect in the world is generally nil, normally unfelt save
by the faithful and those who seek them out.
However, they can and do manifest themselves, or their power. This
comes about in a couple of ways. Whim is the most often cited. If
something is going on in the world of particular interest to the
deity, they may watch it closely, perhaps even touching it
slightly. Or they may go dormant, remaining silent for years or even
decades, on some whim or for some purpose that even their most
faithful Chosen may not be able to explain.
The other way gods manifest is through prayer. All mortals may
pray. However, only those with points in faith, the favored, and the
mist-born may pray directly, at any time. Other mortals must be on
sanctified ground to pray, and then can only pray to the god that
ground is sanctified to. Although there are certain places in the
world where all gods may listen, they are not easily come by.
Please note that if you are participating in some role-play,
or are otherwise doing something you think a certain god would be
particularly interested in, and don't mind (or wish for) the chance
that they'll manifest, you should page or send mail to the god of your
choice, explaining in OOC terms what is going on, or will be going on.
Praying
When the mist-born and the faithful pray outside of
a temple, all gods hear them at the time that the prayer is
uttered. If no gods are online, it is assumed that their prayer was
for naught. If any gods are around, they may decide to act on the
prayers of these special mortals. They do not always act as the mortal
wants them to, however. They all have their own ideas and agendas. To
pray only to one god, you must be on the holy ground of that god. The
prayers of the favored will only be heard by the god who has Chosen
them, no matter where they are.
There are two sorts of prayers. The first is long-term, or
'lasting' prayers. These can only be done in temples, and therefore
can be made by any mortal. These prayers last for as long as the gods
decide to keep them (Meaning each god has a laptop-o-prayers that will
keep track of prayers that can be answered, or ignored, at the god's
leisure). These prayers are useful whether a god is online or not.
The other sort are momentary prayers that only the faithful,
the favored, and the mist-born may do. These are spur of the moment
prayers, generally uttered in stressful or urgent circumstances. The
midst of battle, for example. If no gods are online, the prayer will
not be seen, and is therefore assumed to be unsuccessful. If gods are
online, however, the prayer is heard the second it is uttered, and any
on-going action will pause until the players hear back from a god on
whether or not anything happens. If they are idle, or do not answer in
a reasonable length of time, it is also assumed that the prayer fails.
Mortals asking for trifling things or otherwise wasting the
god's time are likely to anger the very gods they're asking help
from. To become favored by a god requires role playing. Contact the
god you're interested in, and set up a good time to interact with
their priests, or with them directly through prayer.
You can get help on praying by typing pray #help, and pray using pray. To pose your prayer, simply prepend
your message with ':' like any normal pose. Please note that prayers
are broadcast to the room you are in, unless you choose to do a silent
prayer via pray #s.
Active Gods
Turael
Every story needs a foe, every dream needs a story,
and every mystery needs a dark truth. That is Turael, the god of
dreams. His realm is one of fantasy and strangeness. His children
are dreams, particularly beautiful or creative humans, and assorted
strange creatures that may amuse him or who may hold some use. It is
said that he is both loving and horribly cruel, granting favors and
punishments to his children on incomprehensible whims, and yet many
cling to his side with the hope of having their dreams made real.
He is blamed for the abduction of children, for nightmares, and
for sudden madness. Yet his name is invoked on the tongues of those
seeking adventure, those who wish to dream brightly and vividly, and
those seeking some sort of muse. Sometimes villain, sometimes
benefactor, sometimes even the hero... His alliances change on a whim
and his motivations are as twisted and mysterious as the dreams he is
said to create.
Turael is depicted most often as a humanoid with some faerie
features, long flowing white hair, a thin delicate face, swirling
robes, and a finely crafted wand held in his hand as though he were
some great orchestra master.
Iluna
A single point of light in the darkness creates more
shadow than illumination. And in shadow, secrets hide.
The moon sees into every shadow cast by her pale light. She sees
the secrets tucked away in your own shadowed places and urges them
forth, breathing life into them with her starlit breath. Shadows
require darkness, as the moon needs darkness for her soft light to be
perceived. But she is always there, always shining. Even when her
light is eclipsed by the brightness of the sun, you can still
sometimes catch a glimpse of her in a clear daytime sky, watching
knowingly and waiting for the quiet shadows of night to fall once more
and reveal that which daylight hides.
So too is Iluna always there, nurturing darkness and dark
desires; casting more shadow than light. Dark creatures are drawn to
her, including those which once sought out Sedna's embrace, but the
Goddess of Temptation draws out the darkness in everyone. Some say
that kindling the secret darkness which hides in the heart of the good
can be even more satisfying to her than feeding the hunger of the
evil. Personal sacrifice is the best way to get her attention, it is
said, and the faithful know better than to pray without offering up
something that is difficult for them to give. It is said that even
blood may not impress her if it is too easily spilled.
Inactive Gods
Nemesis
May you get exactly what you deserve. It can be a
curse or it can be a blessing, but to the denizens of the mist, it is
always a prayer. Nemesis was once the inevitable conclusion to all thoughts,
the inescapable consequences of all actions, and the unavoidable end
to all roads. She was balance, justice, law, and the ultimate judge of
our lives.
Revered by some as Justice and Law, she graced the courtrooms
blindfolded and holding aloft her scales. Seen by the people who favored
this aspect, she was silent and wise, beautiful and compassionate,
strength tempered by mercy.
Others saw her as vengeance, poetic justice, and the
punishment of over-confidence. Seen variably as the trickster waiting
to trip the prideful, the punisher with her mighty sword and whip, or
the darkly beautiful irony of someone's come-uppance. Her voice was
heard in the thunder from a clear blue sky. Her hand was seen in the
broken sword of the wicked. Her eyes watched silently from the shadows
as men were destroyed by their own creations.
Always she is pictured as beautiful, battle-scarred, and
silent. Though her direct presence is long gone, some believe she
still watches us, judges us, and ensures that in the end, we will get
exactly what we deserve.
Grimnir
Grimnir was the god of wisdom, powerful knowledge and
hidden secrets. His followers also held that he guided the worthy
dead through the afterlife, in what they considered to be the final
mystery. Grimnir did not favor scholars and teachers who bury
themselves in libraries searching for knowledge, but rather those who
were willing to pay a price for it.
Grimnir's wisdom never came cheap, always requiring a sacrifice
that, more often than not, turned out to be self-sacrifice of some
sort. He is said to have hung himself from a great ash tree for nine
days and nine nights, sacrificing himself to himself, a god sacrificed
to a god. He rose from the dead, gaining knowledge of nine spells and
eighteen charms beyond the kin of mortal man.
Frequently depicted as a dusty traveler in a black coat and a
wide brimmed hat, he is always shown with a gaping socket where his
left eye once was, a sign of his personal sacrifices for great wisdom.
Grimnir was also a god of death, which his followers consider
the greatest mystery. Worthy souls were shown great secrets and given
great understanding. Those who are not are said to be cast into the
mists, to wander for eternity. However, for all his wisdom and
knowledge, Grimnir was not a kind god. He is said to have caused some
of the most devastating wars in history, carried out by leaders
desperate to provide fitting sacrifice for his knowledge. He was known
to be sly and manipulative, orchestrating vast plots in the world of
man for reasons unknown, and with results that were almost always
unpleasant for those involved.
Perhaps more than other gods, Grimnir once seemed to take an
active interest in the lives of mortals. Seekers of knowledge who
make great sacrifices, be they intentional or unintentional, were
sometimes visited by a wandering traveler, or shown the way by an
exceptionally large, black raven. Warriors who praised him in battle
were sometimes gifted with a blind berserker rage, or visited by
sudden visions of upcoming battles, providing great tactical
advantage. These soldiers almost always died a glorious death, atop
huge piles of slain enemies with the sign of Grimnir on their corpse.
It is as if they were a clear message from the Gallows Lord:
"Knowledge is never cheap." Now, however, the One-Eyed God has gone
silent, his temple abandoned and his chained souls gone. Only his
gallows tree remains, and a couple of freed souls who stand sentinel
over his former holy ground.
Sedna
Sometimes known as Sedn-Kali, Sedn-Ka, or The Dark
One--was commonly regarded as a corrupting influence upon the lands of
mist. Her name was more often muttered as a curse than in reverence. At
other times she was a story to frighten children with or brought up as
a counterpoint, an antagonizing force to one of the more benign
gods. When she was called upon, it was more often a tearful request to
withhold her "blessings" than to offer them. When depicted in art, she
is a pallid, gaunt female figure with two long, black braids and dark,
empty eyes. As actual appearances of any avatar of the Dark One were
usually regarded as nothing more than the tales of drunkards or
lunatics, it is hard to say whether her common portrayal is accurate.
Among her followers, she was Queen of the Darkness, she who granted
power and stealth to the predators of the night and to the creatures
in the deepest, blackest depths of the sea. Her children looked to her
not for wisdom or guidance but as a dark force to be emulated, a state
of being devoutly to be reached for. Hers was a chillingly cold
refinement touched throughout with primal, sensual predatory
arrogance. She was said to regard the undead, lycanthropes, and dark
magi as her children, though not all of them were eager to accept the
honor.
The devout followers of Sedna were a wonder and a terror to
behold. Among the highest echelons of the dark ministry, many of the
priests were incredibly long-lived, while a similar proportion are
remarkably long-dead. Prayers to the Dark One were never offered
without an accompanying sacrifice, except by the naive. Rarely was
anything but animal slaughter offered, with the worth of the sacrifice
corresponding to the significance of the favor asked. Greater favors
required greater sacrifice; on dark nights, foaming and gargling human
screams sometimes arose from the temples of the Dark One, while some
even spoke of fledgling vampires being chained to the altar and burned
alive to preface a particularly important prayer.
Sedna died in a great sacrifice for the mists and all of its
people. This goddess of death and darkness gave her existence to the
forces of chaos as a sacrifice to appease them and stop them from
destroying the mists as a whole. Some of her creatures have sought
out Turael's nightmares or Iluna's darkness, but those who remember
still pay homage to Sedna's memory. Some even still worship and follow
her out of respect for her ultimate sacrifice.