Posts Tagged With: Church of the Lords of Light

5e – Prestige Class – Luminous Order

There was about fifteen years where I wasn’t running D&D for my fantasy campaign world, instead I was running my own home-brew rules. Now, much of what came out in that time-frame was dreck and did nothing to convince me that I was missing anything, but there were a number of modules that were interesting and had a lot of potential. When I came back to 1E AD&D before I started running 5E D&D, I ran a handful of modules and one that I was setting up was The Shattered Gates of Slaughtergarde. It had something that I had no way to model exactly in AD&D (so I did it as more of an “extra” – that is pretty easy in AD&D), but with 5E they actually released rules for a Prestige Class, so I’ve decided to write-up my version of the “Solar Channeler” because I always thought it was kind of a neat idea and it fits my game world pretty nicely.

The Luminous Order

An ancient and mystical fraternity with roots that are said to predate even the Society of Light, and may be the original form of the current Lightbearers of the Church of the Lords of Light. The Luminous Order consists of individuals who have been chosen by the Angelic Host, to acts as channels for the Light and even to act as a kind of vessel for a member of the Host when needed.

The Luminous Order

  • 1st Level – Channel Divinity (+1/Rest), Healing Touch, Divine Spellcasting
  • 2nd Level – Summon Sword of Light, Greatsword Mastery
  • 3rd Level – Channel the Host
  • 4th Level – Channel Divinity (+2/Rest), Wisdom Score Improvement
  • 5th Level – Greater Channel the Host


  • Be a member of the Society of Light
  • Of Good Alignment
  • Be at least 5th Level in a Divine Spellcasting Class
  • Have both a Wisdom and a Constitution of 16+

Class Features:

  • Hit Dice are 1d8 per level
  • Proficiency in Greatsword

Channel Divinity

The character gains an additional use of their Channel Divinity ability between rests, at the 4th Level of the Luminous Order this become two additional uses.

Healing Touch

The character may use their Channel Divinity ability to touch any living creature and cure them of 4d8+2 Hit Points of damage, as well as freeing them from any curse, disease, poison, blindness, or deafness.

Divine Spellcasting

The character continues to gain spellcasting levels, as a full spellcaster, for the purposes of multi-classing, as long as they are a Divine Spellcaster. Clerics essentially continue their spellcasting levels as normal while Paladins potentially gain a small boost in available spell levels. Mages, Warlocks, Bards and Sorcerers (with the exception of those with the Celestial Patron) cannot gain this benefit, nor could Eldritch Knights or Arcane Tricksters. Only the rare Druids and somewhat more common Rangers that belong to the Society of Light would gain this benefit.

Summon Sword of Light

The character may, with the use of a Channel Divinity ability, summon a magical greatsword that they may wield with Advantage. It does 2d8 Slashing Damage plus 3d8 Radiant damage with each successful strike and counts as a magical weapon, and has the Finesse quality. The greatsword radiates Bright Light in a 30′ radius, and Dim Light for another 30′ beyond that. The greatsword lasts for one round per level of the character or until it is voluntarily released from the characters grasp.

Greatsword Mastery

When using a Greatsword, the character may re-roll any 1’s or 2’s rolled on damage dice, may immediately make another Attack as a Bonus Action upon making either a Critical Strike or reducing a target to zero Hit Points, and may choose to take a -5 to the roll in exchange for a +10 to the damage roll if it hits.

Channel the Host

Perhaps the signature feature of the Luminous Order, the character may use their Channel Divinity ability to act as a temporary vessel for a member of the Angelic Host. This is a choice fraught with some peril because the character loses access to their equipment and normal class features while doing so, buts access to a potent set of abilities otherwise. They gain the following abilities:

  • Aura of Life and Vitality: All non-hostile creatures within 30 feet of the character (including the character) have Resistance to Necrotic energy, and their Hit Point maximum cannot be reduced. Any non-hostile, living creature regains 1 Hit Point when it starts it’s round within the aura, and the character may use their Bonus Action to heal one creature within the aura for 2d6 Hit Points of damage.
  • Luminous Resistance: The character has Advantage on all Saving Throws, as well as Resistance to Radiant damage and damage from all non-magical weapons (Slashing, Piercing, and Bludgeoning). The character is Immune to Charm, Exhaustion, Fright, Disease, and Poison.
  • Greatsword Mastery as the Luminous Order class feature
  • Summon Sword of Light – While similar to the regular class feature for the Luminous Order, when Channeling the Host it has greater potency, and the character may Multiattack for 2 Attacks each round with it. It becomes Versatile, doing the same damage no matter if used one or two-handed.
    • At 3rd Level the Sword is +6 to Strike and Damage, does 2d10 Slashing damage and 4d8 Radiant damage, and does a Critical Strike on a 19-20.
    • At 4th Level the Sword is +8 to Strike and Damage, does 3d10 Slashing damage, 5d8 Radiant damage, and does a Critical Strike on a 18-20
    • At 5th Level the Sword is +10 to Strike and Damage, does 4d10 Slashing damage, and 6d8 Radiant damage, and does a Critical Strike on a 17-20
  • Angelic Form – While channeling, the character takes on a angelic aspect, growing in stature, with the wings, robes, and halo of one of the Host – though still discernable (with effort) as themselves through the Light that suffuses them. They are considered Large for the purposes of Grappling.
    • This lasts for 1 Round per point of Wisdom Modifier
    • At 3rd Level the character has an Armor Class of 17, +4 Temporary Hit Points per Hit Die, a Speed of 30, and may Fly 90′ per round.
    • At 4th Level the character has an Armor Class of 19, +6 Temporary Hit Points per Hit Die, a Speed of 40,  and may Fly 120′ per round.
    • At 5th Level the character has an Armor Class of 21, +8 Temporary Hit Points per Hit Die, a Speed of 50,  and may Fly 150′ per round.
  • This feature may not be used again until after a Long Rest.

Wisdom Score Improvement

This increases the characters Wisdom Score by +2, up to a maximum of 22.

Greater Channel the Host

The duration of the Channeling increases to 1 minute per point of Wisdom modifier.

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Religious Languages

Overview of Language Mechanics

Religious Languages: These languages are not considered to be within the same family at all and knowledge of one provides no ability to speak or understand another unless noted in the description. Smaller cults may either use one of these if they have strong ties to one of the larger religions, but they often use Nonhuman, Scholarly, or Magical Languages in their liturgy instead.

  • Aleph: Thought to be among the eldest of mortal languages, first spoke in the Vale of Myrten. It is religious language of the Society of Light – the mortal equivalent of Enochian and it is both beautiful and haunting to listen to. Its purity is considered of great import to the Society, and no matter what nationality, no matter what tongue a member of the society considers native, all will learn at least the rudiments of Aleph so that they may follow the chants and songs of the Lightbringers. The written form is not considered any more a secret of the faith than the spoken language. (C)
  • The Black Speech: The formal ritual language of a variety of evil cults, the exact provenance is unknown. It has clear links to Sh’aur as well as Enochian, though it is dissimilar to Aleph. It has been adopted (with minor variations) by goblins, trolls, and giants for use as a liturgical language as well, though usually in a more primitive form that includes elements of the Dark Tongue. (S)
  • Ishkhavara: The liturgical language of the En Khoda Theos Kirk, as well as a common language among the Dragonborn, Ishkhavra is one of the oldest languages known, with examples of Old Ishkhavara dating back to the era of the Second City and Ancient Ishkhavara predating that. It is an exceedingly difficult language to write, given the thousands of logograms involved (+5DC). (S)
  • Khoisa: The fount from which the Khoisa languages sprang from, Khoisa is now a language used only in the rituals and prayers of the priests and priestesses of the Khementi Religion. It is considered a great secret of the religion that only the clergy may learn and it’s written hieroglyphics are both beautiful and complex. (C)
  • Ogham: A poetic language of metaphors and twisting runes written in wood and stone, Ogham is the religious language of the Old Faith, considered a great secret of the druids and known only to those who have been initiated into the Mysteries of the Old Faith. Rangers and Bards both will learn this language after a certain point in their own studies. Certain creatures of Faerie also speak it due to their long association and friendship with the Old Faith, notably the Sheppards of the Forest and their kin. (Glyphic)
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Spells of the Cherev Enoch (5e)


1st Level Evocation

  • Casting Time: 1 Action
  • Range: None
  • Components: VS
  • Duration: Special

With this spell the mage raises a hand and invokes the Lords of Light, bringing forth a blazing white light that blinds all creatures (including the caster) for 1d6 rounds (Dexterity save for none, caster with Advantage). The spell also does 2d6 points of Radiant damage, to all undead and evil spirits within the area of effect, Constitution save for half damage. The light, not blinding or damaging, lingers for one round per three levels of the caster, slowly fading as it expires. If the caster is not an Initiate of the Society of Light then creatures have Advantage on their Saves.

At Higher Levels: When the spell is cast using a spell slot of 2nd level or higher, the damage increases by 1d6 damage for each slot level above 1st.

It is commonly found in the Cherev Enoch.


Blade of Light

2nd Level Conjuration

  • Casting Time: 1 Action
  • Range: Touch
  • Components: VSM
  • Duration: 2 Strikes or 4 Rounds, whichever comes first.

This spell is cast upon the caster’s sword or dagger (commonly the mage’s kris) and increases the base damage by 1d10 Radiant Damage, Constitution save for half the entire damage rolled. The weapon is considered Enchanted for the duration of the spell. Undead and evil spirits have Disadvantage on their save. In the event that this spell is cast without the material component (the sword or dagger) the duration is halved. If the caster is not an Initiate of the Society of Light then the weapon used is destroyed when the spell ends.

At Higher Levels: When the spell is cast using a spell slot of 3rd level or higher, the damage increases by 1d10 damage, an additional strike is allowed, and the potential duration is extended for two round, for each slot level above 2nd.

It is commonly found in the Cherev Enoch.

Spiritual Blade 

5th-Level Evocation

  • Casting Time: 1 Action
  • Range: 30′
  • Components: VSM
  • Duration: Special

This spell is similar in effect to the Priests Spiritual Weapon spell, but it is significantly more versatile and powerful. The mage may choose one of four effects when casting the spell:

  1. The caster selects a single target within range. The spell lasts for five rounds, and is able to strike once per round (as the caster), for 1d8 Force damage, plus Spellcasting Modifier.
  2. The caster selects five targets within range. The spell is instantaneous, and each target is struck once, as above.
  3. The caster selects a single target within range. The spell is instantaneous, and strikes a single time, as above, save the damage is 5d8 Force Damage
  4. The caster casts the spell upon an actual sword that they then wield, this sword is then considered Enchanted, does an additional +1d8 Force damage per strike, and the spell lasts either five rounds or five strikes, whichever comes first.

At Higher Levels: When the spell is cast using a spell slot of 6th level or higher it has the following effects depending on the version of the spell chosen to cast.

  1. The spell lasts for an additional round for each spell slot above 5th that is used.
  2. An additional target may be chosen for each spell slot above 5th that is used.
  3. The spell does an additional 1d8 Force damage for each spell slot above 5th that is used
  4. The spell does an additional 1d8 Force damage, gains an additional strike, and the potential duration is extended one round, for each spell slot above 5th that is used.

This spell is a favorite of mages who belong to the Society of Light, being found in the Cherev Enoch, though the Grey Elves have their own version as well that supplements their puissant combat magics. It should be noted that the spell is not unique to the Society or the Grey Elves.

Sword of Light

7th Level Conjuration

  • Casting Time: 1 Action
  • Range: Touch
  • Components: VSM
  • Duration: 6 Strikes or 12 Rounds, whichever comes first.

This spell is cast upon the caster’s sword or dagger (commonly the mage’s kris) and increases the base damage by 6d10 Radiant damage, Constitution save for half the entire damage rolled. The weapon is considered Enchanted for the duration of the spell. Undead and evil spirits have Disadvantage on their save, and creatures struck are also subject to Banishment as the 4th level Mage spell. In the event that this spell is cast without the material component (the sword or dagger) the duration is halved. If the caster is not an Initiate of the Society of Light then the weapon used is destroyed when the spell ends and the targets have Advantage on their saves against the effects.

At Higher Levels: When the spell is cast using a spell slot of 8th level or higher, the damage increases by 1d10 damage, an additional strike is allowed, and the potential duration is extended two rounds, for each slot level above 7th

It is commonly found in the Cherev Enoch.

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The Society of Light – Part 6

Part 1     Part 2     Part 3     Part 4     Part 5

The rules for playing a Lightbringer of the Church of the Lords of Light are essentially the same but have some significant differences from the rules in the Player’s Handbook for playing a Cleric. In general, Lightbringers of the Church of the Lords of Life are expected to take the Light cantrip (Lightbringers who take the Light Domain get it as an extra Cantrip). All Clerics of the Church of the Lords of Light have proficiency in Longknife and Shortsword. Their training in Armor is dependent upon their type of Order, not on their specific Domain or the standard Cleric rules.

Minor Orders

Non-Cleric’s may choose to seek and hold Minor Orders, represented by the Magic Initiate Feat or the Ritual Caster Feat.

Orders Anchorite

Clerics who belong to these Orders do not have any additional training in either armor or weapons – instead they have Holy Aura that provides a bonus their Armor Class equal to their Wisdom Bonus plus their Proficiency Bonus. They may choose either the Light or the Knowledge Domain.

Orders Evangelion

Clerics who belong to these Orders are trained in the use of Light Armor and both Basic and Simple Weapons. They possess a Holy Aura that grants them a bonus to Armor Class equal to their Wisdom Bonus. They must choose the Light Domain.

Orders Martial

Clerics who belong to Orders Martial have training in Light, Medium, and Heavy Armor as well as with Simple and Martial Weapons. These may choose either the Light or War Domain. There are many Paladins and some Rangers who serve in the Orders Martial as well. Paladins are found throughout the Orders, while Rangers are found in limited number of places.

There are also two “Healing Orders” (that of Sc. Estor and Sc. Brigid) which use the Life Domain. They are treated as Orders Anchorite, they have the Healer Feat rather than skill in the use of Heavy Armor. Furthermore, when looking at the wider Society of Light, the rules may be more similar to the ones in the Player’s Handbook than those found here. Rumors persist of small, dedicated Orders than have very specific Domains that they use that fall outside the standard. Some of these verge on the heretical, others are simply obscure or highly select. An example would be a minor Order devoted to Lord Sc. Uriel that uses the Death Domain.

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Society of Light – Part 5

Part One     Part Two     Part Three     Part Four     Part Six

As large and encompassing as the Church of the Lords of Light, all those who work with the Celestial Hosts do not full under it’s rubric – nor are all of the Celestials in accordance with how to pursue the War Without End. Some of these organizations are well-respected by the Church, being recognized as members of the Greater Society of Light that have different connections to the Celestials than the Covenant of Enoch.

  • The Healers of Sc. Estor – Perhaps the best known of the Orders that do not fall under the Seal of the Lord Sc. Metatron, the “Green Friars” or “Green Cloaks” (as they are often known) are renowned as healers and have chosen to coexist with the Church by creating monasteries and chapter houses similar to those of the Orders Anchorite and Mendicant. In truth, most members of the Church do not fully realize that the Estorians are not members of the Church proper.
  • The Endorian Warrior Monks – Equally as renowned as the Healers of Sc. Estor, the Warrior Monks of Endor maintain a series of monasteries across the Mortal Realms. Masters of the martial arts, the Endorians wander the realms, bringing justice, healing, and wisdom to those in need. More obviously not members of the Church, they are nonetheless deeply respected, and are friends no commoners and nobles alike.
  • The Sabean Order – Little known and secretive, the Sabean Order likes to think of itself as the “pragmatic cousin” to the Church of the Lords of Light. More “neutral good” than “lawful good” the Sabeans work with all Celestials not merely the Host, as well as good-aligned Dragons, Fae, and Giants (and neutral as well if need be) – often acting as spies and assassins as often as they fight on the field of battle.
  • The Tamarines – With their robes of many colors and ash-marked faces the spiritual sons and daughters of Tamar dwell deep within the Desolation of Hazor in the Tower of Absalom. Led by the descendant of Tamar herself, the women are mystics and prophets, while the men are assassins who seek vengeance for the crimes witnesses in drug-fueled visions. They can be found throughout the realms, doing their bloody work in the darkness and the shadows.

Others however are viewed as heretics by the Church and not considered part of either the Church of the Lords of Light or the greater Society of Light, even though they may have been accepted at one time.

  • Rite and Benediction of the Congregation of the Triune – A short-lived Rite that was declared heretical within a generation of it being founded, the Triune was established with a group of angels fell from grace when they lay with women and spawned a race of monsters – fair in form, black in heart. While it still exists in small hidden communities, it is ruthlessly stamped out wherever it is found by the Church, wary of the monsters that can be hidden within their midst.
  • Order of the Blessed Knights of the Triune – An Order Militant that is associated with the Triune Rite, it is equally small and hidden at this point, working in secret to protect the members of the Triune Rite from the enemies both within and without the Church. Considered as skilled in the skills of the knife and cloak as the Siccari  by those who know of them, they are quite feared by the hierarchy of the Church.
  • Children of the Revelation – An extremely heretical sect unrelated to the Triune Rite (and never actually a formal part of the Church), the Children of the Revelation are a sect that practiced (or practices, their extinction is unconfirmed) a radical form of prophecy involving altered states of consciousness derived from a series of intense ecstatic experiences. Though similar (and much less intense) practices are used by the Church, these were of such a nature that the Children were deemed to be heretics on the verge of Apostasy.


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Society of Light – Part 4

Part One     Part Two     Part Three     Part Five     Part Six

The Sarim: The Sarim are the Chief Celestial Princes who rule over the Eternal City, the Seven Heavens, and Heavenly Host, and the Choirs of Angels. It is said that there is an angel for everything, and that There are too many for a complete list here, as there are entire tomes dedicated to the Hierarchy of Heaven, but the following is a list of the greatest among the Host.

  • Lord Sc. Anafiel: Lord of the Crown Judgment; Chief of the Qaddisin (The Judges, two of which must be part of any celestial court); and the Keeper of the Keys to the Eternal City. Once soundly thrashed the Lord Sc. Metatron as part of a Divine Judgment.
  • Lord Sc. Camael: Prince of the Presence; Prince of the Choir of Malakim; Chief of the Soqed Hozi (Keepers of the Divine Balances); and the Master of Divine Justice.
  • Lord Sc. Chayyiel: Prince of the Choir of Kerubim; Chief of Angelic Guards over the Great Realm of ‘Aden; and Master of the Sword of Enoch.
  • Lord Sc. Gabriel: Archangel of Annunciation, Resurrection, and Mercy; Tutelary Prince of the Great Realm of Thalath; and Chief of the Soperiel Mehayye (Keepers of the Book of Life).
  • Lord Sc. Jehoel: Prince of the Presence; Prince of the Choir of Ofanim; Chief of the Merkabah (the Chariots of the Heaven), and the Master of the Trisagion.
  • Lord Sc. Metatron: Chancellor of Heaven; The Great Archon; Prince of the Ministering Angels; Sustainer of Mankind; Angel of the Enchiridion; Preceptor of Enoch in the Mysteries of the Evangelion; and Tutelary Master of the Congregation of Istar.
  • Lord Sc. Michael: Archangel and Prince of the Presence; Prince of the Choir of Seraphim; Tutelary Prince of the Kingdom of Light and the Mortal Realm; Angel of Repentance and Vengeance; Viceroy of Heaven; Firstborn of the Sarim; Deliver of the Faithful; and Supreme Commander of the Heavenly Hosts and the Sword.
  • Lord Sc. Phanuel: Prince of the Presence; Tutelary Prince of the Realm of the Great Waste;  Prince of the Sustaining Angels, Angel of Penance; and Master of the Epitemia.
  • Lord Sc. Radueriel: Tutelary Prince of the Underdark; The Recording Angel; Leader of the Celestial Choirs; and Creator of Lesser Angels.
  • Lord Sc. Raphael: Archangel of Healing, Science, and Knowledge; Prince of the Choir of Arelim, Prince of the Presence; and Regent of the Sun.
  • Lord Sc. Ratziel: Archangel of Proclamation and Herald of the Sarim; Master of the Supreme Mysteries; Preceptor Angel of Enoch; Revealer of Divine Mysteries; and Chief of the Irin (the Watchers, two of which must be part of any celestial court)
  • Lord Sc. Uriel: Benevolent Archangel of Death; Preceptor Angel of Enoch; a Prince of the Presence; Angel of Salvation; Regent of the Moon; Tutelary Prince of the Shadowlands and the Great Realm of the  Dead, Overseer of Tartarus; Chief of the Sopheriel Memeth (the Keepers of the Book of Death); and Master of the Tachrichim.

The Angels: Often considered the epitome of the Celestials (though there are many others), Angels, collectively known as the Host, are organized into seven great Choirs. Though it is rarely their true form it is common for angels, especially the lesser Choirs, to appear either as normal members of a mortal race or as clearly celestial and winged members of that race. In truth, angels (and most Celestials) have beautiful and awful forms that the mortal mind and eye can barely comprehend, and they cloak themselves in humble array to spares the minds and souls of those that bear witness to their presence.

  • Seraphim – The first and highest Choir of angels, in their true forms the seraphim are great fiery snakes made of love and light, with six wings and four eyes. They unceasingly intone the Trisiagon and surround the thrones of the Heavens.
  • Ofanim – The second Choir of angels, the Ofanim, are the great wheels of the Heavens, their true forms being an iridescent constellation of eyes made up of stars and burning coals. They are the messengers of the Heavens, moving at irresistible speed through the Great Realms, bringing news to all that serve the Light.
  • Kerubim – The third Choir of angels, they are the holy beasts of the Heavens, their true forms most commonly being great multi-winged lions with mortal heads, set to guardianship as a flame of whirling swords.
  • Arelim – The fourth Choir of angels, the valiant ones comprised of white fire, are among the most numerous of the Host, commonly appearing as winged humanoids bearing weapons of fire and thunder.
  • Virtues – the Ministering Angels are the fifth Choir of angels. They are responsible for all living things, plant and animal, and they watch over and minister to their needs.
  • Powers – the Sustaining Angels are the sixth Choir of angels. They are responsible for all the fundamentals of the great works of creation and those things made from and of them. The stones and the seas, the fire and the wind are their charges and they watch over them and sustain them.
  • Malakim – The Choir that stands alone, the dark-winged Malakim are full of grace and valor, standing against the Fallen and the Dearth. The Malakim are the destroying angels, fierce and terrible in their wrath in the War Without End.

The Virtues and the Powers are constantly present on the Mortal Realms and elsewhere, invisible and undetectable for the most part. Arelim are the angels that most commonly answer the summons or answer the needs of mortals, their form and manner being the least alien to mortal understanding. The Kerubim are set as guardians only upon the most powerful or important of mortal places or beings, instead generally being concerned with more arcane matters, and the Ofanim move across Creation unceasingly – their presence dazzling enough to drive mortals blind and mad with it’s mystery and beauty. Seraphim remain Heaven for the most part, rarely venturing elsewhere save in the most dire or important of circumstances. The Malakim can be found anywhere at any time for they are among the most fearsome of the angels, their presence a portent of death, destruction, and despair even in the greatest of victories.

The Council of the Elect: Comprised of those mortals who have come to the notice of the Sarim by virtue of their exemplary service to the Light. The first among the Elect was Enoch, who was blessed by the teachings of the Lord Sc. Metatron as a slave and found his way out of darkness and tribulation in the service of the Light. The Elect often act as inspirations and patrons to various Orders (Anchorite, Evangelion, and Militant) within the Society of Light and their families and bloodlines are respected. Of course, the most respected of the Elect are the Patriarchs of the Church, those life’s work and service serve as the foundation of the Church:

  • Sc. Enoch: First Patriarch and  Patron Saint of the Slaves and the Oppressed
  • Sc. Christoforo: Second Patriarch and Patron Saint of Travelers
  • Sc. Constantine the Faithful: Third Patriarch, Patron Saint of Kings & Rulers, and First Among Equals
  • Sc. Dominus the Preacher: Fourth Patriarch and Patron Saint of Orders Mendicants
  • Sc. Amun the Hermit: Fifth Patriarch and Patron Saint of Hermits and Eremites
  • Sc. Andraa the Valorous: Sixth Patriarch, Patron Saint of the Orders Militants, and Defender of the Holy Lands
  • Sc. Tomasin the Wise: Seventh Patriarch and Patron Saint of Atlan
  • Sc. Aristus: Eighth Patriarch and Patron Saint of Orders Anchorite
  • Sc. Musafir of the Travelers: Ninth Patriarch and Patron Saint of Khem
  • Sc. Simeon: Tenth Patriarch and Patron Saint of Istar
  • Sc. Singh the Lion-Blooded: Eleventh Patriarch and Patron Saint of Khitain
  • Sc. Isaac: Twelfth Patriarch and Patron Saint of the Faithful
  • Sc. Kerioth: Thirteenth Patriarch and Apostate

Below the Patriarchs of the Church are the Patron Saints, members of the Church whose life was singularly defined by some aspect of service that they continue to take active interest in guiding those with the same interest or concern. This can be a profession, it can be an area, or even a somewhat abstract concept. A short list includes:

  • Sc. Bane the Scourger: Patron Saint of those who hunt Undead
  • Sc. Estor: Patron Saint of Healing
  • Sc. Mattias the Dragon Slayer: Patron Saint of those who hunt Monsters
  • Sc. Dominic: Patron Saint of Lawyers
  • Sc. Austin: Patron Saint of Poor and Oppressed
  • Sc. Calir the Mystic: Patron Saint of Psychics
  • Sc. Brendan: Patron Saint of Seamen and Navigators
  • Sc. Kirra of the Sacred Passion: Patron Saint of Tantrics
  • Sc. Thrace of the Oath: Patron Saints of Bodyguards and Boon Companions
  • Sc. Ulric the Trollborn: Patron Saint of Thule
  • Sc. Cullen the Survivor: The Patron Saint of Prophets
  • Sc. Brigid of the Sacred Flame: Patron Saint of Loren
  • Sc. Stefan the Martyr: Patron Saint of Martyrs
  • Sc. Raul the Long Suffering: Patron Saint of Lost Causes
  • Sc. Jamison of the Sword: Patron Saint of Swordsmen, Duelists
  • Sc. El’Azar: Patron Saint of the Siccarri
  • Sc. Olivia: Patron Saint of Children, Virgins, and the Innocent
  • Sc. Aragon the Ranger: Patron Saint of Huntsmen and Archers
  • Sc. Erol the Masked: The Patron Saint of Harrow
  • Sc. Tamar of the Hand: Patron Saint  of Mystics, Visionaries, and Survivors of Rapine
  • Sc. Gerald the Relentless: Patron Saint of those who fight the Lords of the Maelstrom
  • Sc. Lucia the Blind: Patron Saint of the Betrothed
  • Sc. Branwen the Raven: Patron Saint of Ravens and Female Rangers

There are also many of the Saints that have no particular orders associated with them, or who are supplementary figures in the larger orders. These members of the Council are no less respected or revered by the members of the Church of the Lords of Light, merely often of greatest interest to their mortal descendants and their families.

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Society of Light – Part 3

Part 1     Part 2     Part 4     Part 5     Part 6

The Rite and Benediction of the Congregation of the Lord Sc. Metatron

Ultimately, the entirety of the Church of the Lords of Light falls under the authority of this most ancient document, penned originally by the First Patriarch Enoch, laying out the structure and organization for the Church. As the Church spread it quickly discovered that different lands and cultures demanded adaptations, as did the various organizations that sprang up as the Church grew. So while this document still to this day provides the foundation for all other Rites and Rules, it is only directly followed by a handful of extremely conservative and isolated communities.

The various “Rules” to the Church of the Lord of Light are considered the hands of the Faith. These are the basic structures for the various types of groups and organizations within the Church of Lords of Light that make up the general hierarchy. Each specific group (usually called an Order or a Company) has it’s own specific Rule, but these exist under the rubric of overall type or style of that particular organization. E.g. particulars notwithstanding, the needs for the Rule of the Anchorite are different from the needs of the Rule of the Orders Militant. In no particular order, as no type of service is considered to be greater in the eyes of the Lords of Light than any other, here are the various Rules.

  • The Benediction of the Rule of the Brethren – This the “default” Rule for the basic membership and participation in the Church of the Lords of Light and is derived most fundamentally from the Rite of Lord Sc. Metatron.
  • The Benediction of the Rule of the Orders Minor – The lay members of the Church that support the good order and keeping of the community follow this Rule, it to owes it’s fundamental existence to writings of the First Patriarch, Enoch.
  • The Benediction of the Rule of the Orders Militant – This Rule covers the military orders and service, both directly in the service to the Church in it’s military Orders, but also members of the Church who serve in the armies of their temporal lords.
  • The Benediction of the Rule of the Orders Anchorite – Despite it’s martial nature the Church of the Lords of Light also prizes learning and knowledge, and has a long history of monastic and reclusive life. This Rule covers monks, nuns, anchorites, hermits, and all those who lead contemplative lives.
  • The Benediction of the Rule of the Orders Evangelion – There is a third path between that of the conflict and contemplation, that of charisma. The Orders Evangelion are focused on preaching, missionary work, and travelling both roads and wilds in search of those in need.
  • The Benediction of the Rule of the Society of Light – This is Church of the Lords of Light attempt to codify membership in the greater “Society of Light” which defines those groups and organizations which still serve the Lords of Light but do not “technically” fall under the authority of the Council of Devas or any High Archon – much to their chagrin and frustration at times.

Currently the specific regions of the Mortal Realms have their own division of the Church of the Lords of Light assigned to it, this set of protocols, laws, and the associated hierarchy is known as a “Rite”. While the Church of the Lords of Light spells out any number of specific ways in which things should be done, just as many have come about based on the specific needs of the area and the cultures in which they are embedded. In order of seniority, these are the various Rites of the Church of the Lords of Light, along with the major Orders (meaning those that are large enough to have holdings in multiple Rites or that are exceedingly well-known) that are headquartered within the lands covered by that Rite.

  • Rite of the Congregation of Atlan – Most ancient of the Rites, this Community is made up mostly of isolated monastic communities rather than the living, breathing towns and communes of the rest of the  Church. That said, some of the oldest and most respected Orders are based here.
    • Orders Anchorite
      • Order of the Anchorite Sisters of the Shiron
    • Orders Evangelion
      • Company of the Most Holy Judgment and Inquisition into the Kingdom of Heaven- Inquisition
      • Order of the Congregation of Watchtowers of the Eternal City – the Siccari
      • Brethren of the Hallowed Evangelion
      • Brethren of the Blessed Annunciation
    • Orders Militant
      • Order of the Brethren of the Poor Knights of the Lost Temple of the Archangels – Templars
      • Order of the Silent Knights of Sc. Calir the Mystic – Calirites
      • Order of the Knights of Lord Sc. Michael
  • Rite of the Congregation of Khem – Spiritual home of the Church of the Lords of Light, the Council of Devas is based here, nominally ruling over the whole of the Church in the name of the Lords of Light. It solidly remains the largest of the Rites, it is also the most expansive and accepting of other races.
    • Orders Anchorite
      • Order of the Anchorite Sisters of the Blessed Sepulcher of the Patriarchs
      • Order of the Eremetic Brethren of Sc. Amun the Hermit
      • Order of the Singers of the Earthbound Host of the Lord Sc. Gabriel – Gabrielites
      • Order of the Scholars of the Earthbound Host of the Lord Sc. Raphael – Raphaelites
    • Orders Evangelion
      • Order of the Congregation of the Faithful
      • Company of the Earthbound Host of the Servants of the Sarim – Sarimites
      • Blessed Lovers of Talia
    • Orders Militant
      • Order of the Relentless Sovereign Hospitaller Knights of Sc. Andraa the Valorous – Hospitallers
      • Order of the Solemn Knights of Sc. Constantine the Faithful -Constantines
      • Order of the Warriors of the Earthbound Host of Lord. Sc. Michael – Michaelines
      • Order of the Holy Knights of the Shiron – Shironites
  • Rite of the Congregation of Ith – Old, established, but still a discriminated minority in it’s environs of Ith, this Rite cleaves closely to the roots of the Church as the respite and solace of slaves and the repressed. It is regularly ruthlessly repressed by the authorities for sedition and heresy.
    • Because of it’s level of persecution, there are no Orders based within Ith. That said, the Siccarri and the Calirites are quite active in Ith, as are the Green and Blue Friars.
  • Rite of the Congregation of Khitain – Perhaps the most isolated of the Rites in distant and exotic Khitain, the members of this Rite have little contact with the rest of the Church.
    • While there are certainly Orders in Khitain, they are unknown at this time.
  • Rite of the Congregation of Istar – Product of the second great schism in the Church, the Rite of Istar is proudly and often defiantly independent of the Council of Devas. Conservative and fundamentalist in nature, the Rite of Istar is often at odds with other religions and has been the source of much conflict over the years.
    • Orders Anchorite
      • Order of the Contemplative Brethren of the Evangelion – the White Friars
      • Order of the Visionary Brethren of the Lord Sc. Ratziel – the Blue Friars
    • Orders Evangelion
      • Order of the Mendicant Brethren of Sc. Austin – the Grey Friars
      • Order of the Preaching Brethren of Sc. Dominus – the Black Friars
    • Orders Militant
      • Order of the Eternal Knights of the Light of Istar – Istarian
      • Order of the Stalwart Knights of the Shield of the Faithful of the Society of Light
      • Order of the Steadfast Knights of the Sword of the Armies of the Society of Light
      • Order of the Knights of the Sword of Istar
  • Rite of the Congregation of Thule – The Church of the Lords of Light has made very few inroads into Thule, the Northmen not being attracted to the tenants of the faith for the most part. As such, the Rite of Thule is mainly concerned with the traders of the faith visiting from other lands.
    • Orders Militant
      • Order of the Implacable Knights of Sc. Ulric the Trollborn
  • Rite of the Congregation of Harrow – Based in Harrow, this Rite is actually the source of spiritual authority for the Church of the Lords of Light in the Shadowlands. Often looked at askance by the rest of the Church, they are often viewed as somewhat suspect given some of the compromises and alliances that they have made.
    • Orders Anchorite
      • Order of the Masked Brethren of Sc. Erol the Guardain
    • Orders Evangelion
      • Order of the Tantric Sisters of Sc. Kirra of the Sacred Passion
    • Orders Militant
      • Order of the Hallowed Knights of Sc. Bane the Scourge
      • Sacred Guardian Sisters of Sc. Thrace of the Oath – The Thraceans
  • Rite of the Congregation of Loren – A schism from the Rite of Istar, the Rite of Loren owes much to the interactions of the members of the Church with the followers of the Old Faith. It is generally far more accepting and more diplomatic than the more senior (and more numerous) Rite of Istar.
    • Orders Anchorite
      • Order of the Healing Sisters of Sc. Brigid of the Sacred Flame
    • Orders Evangelion
      • Order of the Sisters of Sc. Branwen of the Raven
    • Orders Militant
      • Order of the Valiant Knights of Sc. Stefan the Martyr – the Stefanos
      • Ancient Order of the Knights of Sc. Aragon the Ranger – the Aragonese
  • Rite of the Congregation of Tierna – Always the smallest of the Rites, it has dwindled even more since the Mad Gods War. Much like the Rite of Atlan, it remains as the spiritual home and nominal temporal authority of a number of Orders.
    • Orders Militant
      • Order of the Resolute Knights of Sc. Mattias the Dragonslayer – Matteans
      • Order of the Victorious Knights of Sc. Jamison of the Sword – Jamiseans
      • Order of the Devout Knights of Sword of Lord Sc. Camael – Camaelines
  • Rite of the Congregation of Acadia – The most recent of the Rites formed, it owes a great deal to the Rite of Loren which it considers it’s spiritual forebear – and which often puts it in conflict with the High Archon of Istar.
    • While there are a number of small Orders in Acadia, none are found outside of Acadia and the Orders that do operate here do so autonomously – much as they do in Rites in which they are not headquartered.

While technically ruled by the Council of Devas in Kistath under the authority of the High Archon of Khem, the various Rites all maintain a relatively high level of generally respectful autonomy. This is most lacking in Avalon, with three competing Rites – those of Istar, Loren, and Tierna – that have historically bad relationships with both each other. Technically, while the Rite of the Congregation of Harrow is also based in Avalon its focus on the members of the Church in the Shadowlands means that it has remained uninvolved in political matters there.

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A Short Synopsis & Minor Treatise On the History & Nature of Creation (Part 5 – The Modern Era)

The Interregnum (1545 to 1670 R.A.)

The existing political landscape of the Heartlands was shaken by the events of the Cataclysm, Albion descending into chaos in the years that followed and eventually falling. The Petty Kingdoms were all but destroyed, some lasting as isolated enclaves within the Blight. The T’zarr Border States, far from the Blight, survived and even thrived.  The Grand Duchy of Soahc weathered the storm, ever-changing and yet unchanged as is it’s nature.

Damian Blackstaff and the Ashen Covenant

The descendant of Kesterin Blackstaff and heir to his power, Damian Blackstaff was present for the Cataclysm and witnessed it firsthand, saving the city of Vaille against desperate odds. In the ashes of the Cataclysm mages were the target of rage and violence across the Heartlands, led mostly by the surviving members of the Church of the Lords of Light. Gathering together in Vaille, surviving mages and their allies banded together for protection against a world that had turned hostile from all directions. The Ashen Covenant exists today, a hidden organization in an isolated stronghold, determined to insure the survival of it’s members.

Old Aquitaine (1670 to 1948 R.A.)

Eventually, a new power grew in the Heartlands, the Old Realm of Aquitaine. Centered in the northern reaches, with it’s capitol of Navarre high in the Mountains of Martyrs, the Old Realm of Aquitaine maintained excellent relations with it neighbors to the south (the Grand Duchy of Soahc) and east (the T’zarr Border States) but eventually became a victim of its own success.

Rise of the Great Guilds

The great strength that binds both Aquitaine is the string network of guilds that bind society together and act as a entire supplemental (and often alternative) system of governance within the environs of the realm. Loyal to themselves, to the status quo, and the general welfare of Aquitaine as a whole, the Great Guilds create subsidiary guilds and guildhouses to exert control over all the important aspects of trade and life in Aquitaine and the surrounding areas. Magic, mercenaries, merchants, adventurers, thieves, entertainers – all these professions (and many others) are governed by the Great Guilds.

Return of the Iron Court (1877 R.A.)

In the wake of the Mad Gods War, the battered remnants of the fleets and legions of the Iron Court fled the chaos of the final battle. More than six centuries later, they returned after having travelled not just across the Mortal Realms but even into the Great Waste to hide from the fury of the High Lord and the wrath of Albion. With the fall of Albion that Iron Court returns to what it left of their old lands – and  conquering new ones.

 The D’lanni Magistracy (1883 R.A.)

Thought lost in the Cataclysm, the floating city of Dinas Fforran reappeared deep within the ruins of Albion and cast lose it’s moorings  to float silently across the Heartlands. Ruled by the D’lanni Council, it remains one of the greatest of institutions of magic in the Heartlands though its mages and agents are both feared for their skill and despised for their abandonment of Albion in the hours of it’s need. Now a free city of trade and intrigue, Dinas Fforan charts a course known only to it’s rulers, with equally unknown goals.

The Siege of Storms (1900 R.A.)

Perhaps inevitably, the Iron Court attempted to destroy Dinas Fforan – something only possible due to their own potent fleet of windships. The siege lasted several nights and devastated the surrounding countryside and while both sides were mauled in the process the results were inconclusive at best. The Iron Court quickly realized that they were not willing to expend the resources needed to break the siege at the same time that they realized that the D’lanni were only interested in survival.

Black Dukes Proclamation (1948 R.A.)

In 2077 R.A. with the signing of the Black Dukes Proclamation the various duchies and powerful counties of Old Aquitaine all became independent kingdoms under the nominal authority of the High King in Navarre. This was a compromise on the part of all parties to prevent open rebellion but also a means to provide better alliances and defenses in the face of the Iron Court. Not a perfect solution, tensions remain and the authority of the High King is often bitterly disputed if ultimately recognized, the “New Aquitaine” is a powerful but often flawed beacon in the north of the Heartlands with the common folk often speaking with some fondness of “Old Aquitaine” as a time of less conflict and kinder rulers.

The False Archon’s War (1975 to 1987 R.A.)

In a troubling and once thought impossible situation, a third High Archon was elected along with a series of Archons across the Heartlands. The resultant chaos within not only the Church of the Lords of Light but Aquitaine, the Taurii Republic, and the T’zarr Border States lasted for over a decade before the rebellious Archons and lords were brought under control.

The Poisoning of Imris (2001 to 2013 R.A.)

Over the course of thirteen years, the Ithian Empire infiltrated the Kingdom of Imris via trade, marriage, and the discrete neutralization of threats and potential threats, ultimately placing one of their on the throne. In the years since their position has solidified and they have started to look elsewhere within Aquitaine for new breeding grounds.

The Hundred Blades War (2055 to 2058 R.A.)

One of the numerous trade wars between members of the Cartel (the Great Guild of Merchants in Aquitaine) explodes as various mercenary companies, then thieves bands, then adventuring groups become embroiled in their own conflicts as contracts are honored, old scores are settled, and spoils are taken. When the noble families begin to become involved, the conflict came to a quick end when the High King in Navarre, began to revoke charters and ordered the Imperial Legion to take action and against any and all brigands involved.

The Ravenger Campaigns (2085 to 2105 R.A.)

In what ended up being a failed a futile attempt, the Taurii  Republic began a series of campaigns against the Ravengers in the Blight, hoping that by exterminating them they could reclaim more land. Though warned by the Ashen Covenant in Vaile that the attempt would not succeed, the Taurii lose company after company of troops in a meatgrinding series of conflicts to no effect. The Ravengers numbers were seemingly undiminished, raids outside of the Blight increased, and the Taurii eventually stopped before they face a wholesale rebellion within their army, terrified of being send into the Blight again.

The Thirteen Moon Rebellion (2122 to 2123 R.A.)

In a frightening night of bloodshed the ruling family of Mystvale was slain, provoking a year long series of reprisals before the current ruling family was acknowledged as the proper rulers. Unfortunately, the common people do not rest uneasy under their rule and relations with the Elven Court have been strained in the years since.

The Goblin Wars (2161 to 2170 R.A.)

Boiling up out of their warrens in the Underdark, armies of Goblins rolled out of the mountains and attacked the civilized lands in a nine-year collection of conflicts that covered much of the Heartlands. In the Southern Heartlands, where the Blight acted as somewhat of a shield, the Trolls of the Black Hills took the opportunity to raid even more heavily into civilized lands than normal.

The High Lords Retreat (2180 R.A.)

The High Lord made his Retreat in this year, the Oriflamme remains banked, his Return not yet come again.

Current Time (2200 R.A.)

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A Short Synopsis & Minor Treatise On the History & Nature of Creation (Part 3 – The Ancient Era)

This synopsis focuses on the Heartlands of Avalon as it has been the focus of the campaign game, with very short excursions elsewhere, for essentially it’s entirely since the early 1980’s.


A Short Note

For all intents and purposes the recorded history of humanity starts about 6000 years ago with founding of the White Empire in the ruins of what had been the Second City. Before this the details are murky at best regarding the Diaspora and records of the Invoked Detestation, the War Without End, and the Second City, are derived almost entirely from Elven and Dwarven sources and there is very little detail that even the educated have. The Druid’s Isle is said to have some of the oldest records, as is the Great Library of Irem, while some others say that the Oracles of Sylentia have the most complete records. The Society of Light maintains excellent records of membership, tithes, and family lineage that go back to Enoch.


The Diaspora of Humankind (-4700 to -3700 R.A.)

In the wake of the Invoked Devastation there is the great Diaspora of the survivors of humankind throughout the now unmoored Mortal Realms, and even into the Shadowlands and even the Great Waste. Desperately seeking safety, over the next thousand years humanity colonizes the continents of Thule and Avalon, Khem and Khitain, few finding themselves in the shattered remnants of the lands that surrounded the Second City, Atlan. It is out of this Diaspora that the modern human peoples can trace their ancestry, with many rich cultural groups – the Northmen, the Avalonians, the Kistathians, the Khitainese, even the Atlanteans who are the root stock of all peoples.

The White Empire (-3700 to -2600 R.A.)

Out of the Diaspora, in Atlan, an individual rises up who slowly forms what becomes known as the White Empire. A highly skilled and powerful mage whose abilities are said to rival those of dread Ilhiedrin, he does not age with the passage of time and becomes known as the Immortal Emperor. Within the safety of the White Empire and the High Law life flourishes for many, and the reach of the White Empire grows far with colonies and embassies far and wide, keeping the humanity in contact with each other. The Immortal Emperor rules wisely and justly for over a thousand years, and then disappears, revealing the rot hidden in the heart of the empire.

The Chaos Wars and the Age of the Black Empire (-2700 to -2500 R.A.)

While the White Empire survives for a time through sheer inertia, soon the Chaos Wars break out as the inheritors of the Immortal King’s power, the Lords of the Seven Darks, face rebellion and revolt to their goetic perversions. It is a horrible war that lasts only a hundred years, and was primarily a human one, terrible in its own way but it is only a minor skirmish in the War Without End. This time period is known as the Black Empire, and the Empire dissolves in fire and blood, the last of the great human empires to rule over or have significant control across more than a single continent.

Enoch the Patriarch (-2531 R.A.)

What speeds the end of the Black Empire was nothing as simple and as complex as the faith of single man. Enoch. Bloodied under the lash, bent under the labors of a slave, Enoch was a man of such compassion that the Sarim Themselves looked down with mercy at the suffering of his people when he prayed for help. The first Lightbringer, Enoch is the Patriarch of the Church of the Lords of Light and the First of the Elect in the Eternal City – and his service was the rock the Society of Light was built upon.

Dawn of the Society of Light (-2500 to -500 R.A.)

Taking his people out of bondage, Enoch led the members of the Society of Light away from the ruins of the Black Empire and fled into the wilderness of Khem. Here they founded the settlements that would eventually become known Kistath, a grand series of kingdoms and empires built for the most part on the bedrock that is the Church of Lords of Light.

The Trinitarian Heresy

An early, but significant, threat to the soundness of the Society of Light was a resurgence of an old issue. The lessons and offspring the Grigori still plagued the Celestials of the Eternal City, and within the Society of Light there began to come desire to be more than servants, more than helpmeets, of the Celestials and join them in a more perfect union both spiritual and physical. While the High Men are often considered among the greatest of the hero’s of the War Without End, they can often prove to be the most despicable of villains as well. As result, the mating of human and Celestial remained forbidden, and all such lines of worship and philosophy were declared heresy. Despite this, the flames of the heresy rekindle every few generations and must be ruthlessly stamped out.

Ishtarian Schism (-1694 R.A.)

In -1394 R.A. a group of conservative members of the Church of the Lords of Light fled Kistath, sailing across the sea to the rich northern Heartlands of Avalon to found Istar, the “Star of Heaven”. Successful though almost immediately in conflict with the native cultures which followed the Old Faith as well as several other cults, the Istarian Oligarchy lasts over a thousand years before ultimately falling to rebellion and conquest, creating a culture of sophistication and education. Existing in an uneasy relationship with the Council of Deva’s, the “western church” appointed one and then another “High Archon” to oversee their affairs and rarely seek guidance from the authorities in Kistath.

Rise of the Third Cities (-1000 to -100 R.A.)

After the end of the Chaos Wars and the Black Empire there came the rise of the Lesser Kingdoms and the High Men. This was the time of the Third Cities, built across continents and realms – Silverveil, the City of Radiance, built by the Tudarin and an alliance of other races; El-Obeid, the Cynosure, built in a crossroads of time and space where it still exists today; Chorazin, the City of the Darkness, eventually damned by the Sarim; Harrow, Gate to the Shadowlands, home to the Black Watch and the Vault of Tears; Dolmen, the Necropolis, now lost to the Lords of Dearth; Ys, the City by the Sea, decadent in its trades and appetites; Ebionstark, the Citadel of Shadows, the stronghold of the Witch-King; Irem, the City of a Thousand Pillars, lofty in ideals and knowledge; Ringhold; the Clockwork City, stronghold of alchemists and science; Carcosa, the City of Seven Essences, now fallen to the King in Yellow; and Ryl Shantor, the City of Kinship, built by the Pendragon. There was a insularity to this time period of nine hundred years that had never quite existed before, a flowering of various cultures and races marred little by major war or other conflict other than small border conflicts as various countries established themselves.

The Wars of Binding (-200 to 100 R.A.)

The Wars of Binding were a three-hundred year long series of conflicts on the continent of Avalon and were marked relentless warfare against the dreaded Witch-King and his lieutenants, the Lords of the Seven Darks, also known as the Dark Apostles, who served him in the mistaken belief that he was the reincarnation of the Thrice-Cursed, Ilhiedrin. Fought primarily in Avalon, the conflict reached as far as Thule and Khem, even south into Ith, with the Witch King winning until Tobin I of Albion formed the Grand Alliance of humans, elves, dwarves, and gnomes and carrying the fight to the Witch King himself in the Shadowlands. The Wars ended with the siege of Ebionstark, the Witch-Kings citadel, and the raising of the Veil between the Shadowlands and the Mortal Lands. The Witch-King was slain by an avatar of the Godling Tyrmic, the Silver Fist, in the final battle within Ebionstark itself.

The Circle

Formed in response to the threat of the Witch-King as well as the hostility of the Church of the Lords of Light, the Circle was a organization devoted to preserving the natural order, thwarting the Lords of Dearth, and providing inspiration to all those inclined by way of both words and deeds. A select organization, it’s members were originally all members of the Old Faith, though it gradually came to encompass many cults and even select members of the Society of Light if they deemed worthy. Comprised of mostly of humans, half-elves, elves, and gnomes, it was based out of Silverveil and it’s members were often rangers, bards, druids, and mages. It was instrumental in the Wars of Binding and throughout the history of Albion it was an important, though secretive, force for good in the world.

Tobin I, Darktreader and Dragonlord, Founder of Gwynarch and Albion

The son of a clan-chieftain of Oss, Tobin was trained as a ranger of the Old Faith and pursued this career across the Heartands for years in the early parts of the Wars of Binding as a member of the Circle. It was not until he visited Lady of the Singing Fountain in the Great Realm of Faerie, and trained to be a mage that he grew to see his true calling though over the years he also studied as a druid as well. Gathering companions around him of many races, he founded Albion, formed the Great Alliance with the help of his friends, and fought the trolls of Black Hills, the giants of the Wall of the World, and united the kingdoms of Brittit and Lorewood with his own realm of Gwynarch to create Albion – ultimately standing against the Witch-King and prevailing.

Albion (0 to 1377 R.A.)

Founded by Tobin I towards the end of the Wars of Binding in the Heartlands of Avalon Albion and was a multi-racial center of learning and civilization. While not having the size or the breadth of the White Empire, most agree that Albion had all the depth of that great civilization and perhaps more. Home to the fabled University of Art in Dinas Fforan, Albion was a haven of tolerance and scholarship in lands that had become known for suspicion and close-mindedness during the trials of the Wars of Binding. While the ruling family and much of it’s nobles were of the Old Faith, they not only tolerated but welcomed all other faiths. Over time these both resulted in stronger ties and better trade with Kistathians, Northmen, and even the Ithians and Sh’dai. Similarly, while tensions rose with their main rivals, the Iron Court of Tierna, Albion ruled over a period of magical and technological expansion that remains unrivaled for the most part.

Dulain the Archimage and the Veil: (42 R.A.)

Born the son of a minor noble, Dulain the Archimage grew in power during the crucible of the Wars of Binding. A genius, his skill came not from the Mouth-to-Ear teachings of the Elder Races, not through careful study over time, but because his innate understanding of the arcane arts was perhaps the greatest there ever was and he ruthlessly pursued every potential advance he could find to expand his skill and power. The Veil was his creation and it is the greatest magic ever cast by mortal mages and it casting was at the sacrifice of a generation of mages and the aid of the Celestials, Archfey, Fiends, and Elementals alike. The Veil is a marvel, a living enchantment that spread across the Mortal Realms and the even into the Shadowlands and it bound and limited Undead, Fiends, Elementals, Abberations, and Creatures of the Dearth among other things.

The Cult Wars (152 to 277 R.A.)

After the Wars of Binding there was a time period of relative peace and prosperity. The hero’s of the Wars slowly died off  and the there peace – until the Cult Wars. The dread Arch-Lich, Shator, He whose name should only be whispered, manipulated the Society of Light and the Druidic Order into open conflict and it was only the sacrifice of King Tobin I of Albion in slaying the Arch-Lich and the creation of Crown Peak that brought the Cult Wars to an end. The Cult Wars wreaked an incredible amount of havoc as a result of the use of horrific weapons left over from the Wars of Binding. The city of Ryl Shantor was lost during the Cult Wars and legend has the people scattered to the four winds and the seven realms in sorrow and shame.

The Compact and the Hall of Tears (300 R.A.)

Following the Cults Wars the University of Art gathered mages from across the Heartlands together and in the 300th  year in the Roll of Albion singed the Compact and laid the foundation for the Hall of Tears. The Compact bars the teaching of certain magic and the creation of a host of magical artifacts. The Hall of Tears is a repository for magic that is deemed too dangerous to be allowed to wander around loose, guarded by the organization known as the Black Watch which had been set guard the borders to the Shadowlands.

The Great Horde (450 to 600 R.A.)

The nomads and barbarians of the Tawill Plains began incursions raiding more and more frequently in the Heartlands and over about one hundred years these grew in intensity until the Horde invasion. The Horde swept up through the Petty Kingdoms and into the southern realms of the Heartlands (then known as Cathalia). There the Horde was stopped by the mixed forces of the southern realms, the navies of Albion (both air and sea) along with the various armies stopped the Horde in it’s tracks in 747 R.A. and the next 50 or so years saw the gradual end of that threat for the time being.

Flight of Dragons (521 to 603 R.A.)

Known only in lore there was one Flight of the Dragons in the Ancient Era, when the great Wyrms flew forth from their hidden lairs and caused much calamity and sorrow. This lasted for around 100 years overall, rising, peaking, and then falling off. The great Dragon of Mithril Hall took up residence there at this time and the dwarves have desired to return there ever since. The Green Wyrm of Halstor’s Tower also appeared at this time and no-one has managed to slay either one.

The Nightfall War (627 R.A.)

In a foolish attack, Tierna attempted to take capture the Hall of Tears in what has become known as the Nightfall War. The Masters of the Black Watch, faced with an armada of Wind-ships, were forced to open the Vaults of the Hall and use the items there in it’s defense. Not one ship survived and the Masters were reminded of the old adage “Call not up what you cannot put down again.” The City itself was almost destroyed in the process and spent years in recovery, trying to regain the trust of the lands around it.

Seven-Day War (652 R.A.)

After a series of provocations on both sides, Albion and Tierna clashed for seven days and six nights in the air above Oss and the Bay of Iasrod. The navies of both countries were savaged by the magical fury that both unleashed in an effort to win what was ultimately a draw. Tierna and Albion both withdrew, neither having gained more than a slow and expensive process of rebuilding shattered windship navies and equally damaged wet navies.

Rebellion and Reformation in Albion (659 to 705 R.A.)

Attempting to take advantage of the aftermath of the Seven-Day War, the Duchy of Bria tried to rebel and separate from Albion. While unsuccessful, this marked the beginning of bad relations between the nobles of Bria and the Crown of Albion. Many families have blamed their current status on actions that date back to this time and while the now Grand-Duchy of Bria is almost a separate state in many respects there is great deal of animosity. The separate nature of the Grand-Duchy of Loren (formally Lorewood) also dates back to this time. The commonly held reason that Bria has not rebelled again is the magical might of the Crown of Albion and the continued vigilance of the Wardens.

Zymora and the T’zarr Border States (689 to 822 R.A.)

In 1689 R.A. the realm of Zymora was found out of the old realm of Prythain. Well-regarded, Zymora was often counted as an ally of Albion and the two nations are good trading partners. The T’zar Border States were formed at this time as an answer to possible northern expansion of Zymora. In fact, the Border States became an excellent trading partner of Zymora and while not allied in any military sense there were numerous intermarriages between Zymora and the various Buffer States. This time period included worsened relations with the Ossian Clans of the Tanglehills with both Albion and Tierna. Factions within the Society of Light within Cathalia resurrected the Inquisition and the cities and towns of that country and various of the Petty Kingdoms and other small nations were gripped with fear as a result.

Alkenzamier the Dark and the Lords of Dearth

Though the Wars of Binding were past, evil remained in the world – much of older than any would wish. When Ilhiedrin brought forth the Five Demon Emperors into Creation again, he was far from their only servant. The Lords of Dearth are the most powerful among those, and they have sacrificed morality for power, life for unlife, doing their utmost to subvert all that Creation is. Alkenzamier the Dark was foremost amongst the Lords of Dearth and chose his moment to strike most carefully.

The Tearing of the Veil (1042 to 1043 R.A.)

As the years grew long, the wonder and magic that was the Veil grew strained, tattered, and it was at this moment that the Dearth chose to strike. Divining that a living enchantment needed a living anchor Alkenzamier abducted that anchor, the direct descendant and incarnation of Dulain, and slowly tortured her to death, ripping apart the Veil beginning the deconstruction of Creation as well. It fell to a group of heroes, old and new, to save the Multiverse, some at the cost of their lives. Ancient of days and mere saplings with their greatest deeds still to come, they sought out Alkenzamier in the depths of Abyss, on the edge of Creation itself, and Called the Gods Themselves to heal the Veil, awakening Old Powers that had long slumbered.

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Society of Light – Part 2

Part 1     Part 3     Part 4     Part 5      Part 6

The Enchiridion is the title for the collection of the holy texts of the Church of the Lords of Light. It is composed of thirty-six distinct texts, only twenty of which are available for any to read. By religious law, the Enchiridion is always written in Aleph, a mortal analog of Enochian (the langauge of the Host). Many of these texts are living documents, being updated and revised as needed. The following fourteen texts are commonly collected together as either a bound volume or a set of scrolls and is what most people think of when the term “Enchiridion” is used.

  • Record of the Proclamation of the Lord Sc Metatron – The words of the Lord Sc. Metatron on the formation and purpose of the Society of Light and the Church of the Lords of Light.
  • Book of the Evangelion – A description of the meaning and rewards of the Society of Light.
  • Record of the Knowledge of the Lord Sc Raphael – The words of the Lord Sc Raphael on the breadth and depth of the knowledge and authority of the Sarim.
  • The Trisagion – The text and music of the twenty-four hour song in praise of the Light.
  • Scroll of the Vale of ‘Aden – The story of the creation of humanity and their Fall from Grace.
  • Record of the Annunciation of the Lord Sc Gabriel – The words of the Lord Sc Gabriel on the birth and role of humanity.
  • The War between the Sons of Light and the Princes of Darkness – The tale of the Fall of the Angels as related by the Host, detailing both the reasons and the measures taken to avert it.
  • Record of the Battle of the Lord Sc Michael – The words of the Lord Sc Michael on the War Without End and the battle between Light and Darkness.
  • The Testaments of the Twelve Patriarchs – Starting with Enoch, the first Patriarch, this is recording of the earliest histories of the Church of the Lords of Light and the Society of Light.
  • The Lamentations of Istar – The history of the fall of Istar and the treachery of the Witch-King
  • Record of the Path of the Lord Sc Uriel – The words of the Lord Sc Uriel on death and salvation.
  • The Lost Temple – A mystery-chaunt of the lost Templum Archangelorum
  • Songs of the Cities – Tales of the Eternal City and its reflections in mortal history and institutions.
  • Record of the Revelation of Lord Sc Ratziel – The words of the Lord Sc Ratziel on the threat and signs of the Endtimes.

The following texts each contain so much information that they each fill a weighty volume on their own. In the case of the Rulings of the Most Holy Tribunal it fills multiple volumes and is constantly being revised with commentary. All of these texts have abridged versions, and some highly abridged versions may show up in single volume copies of the Enchiridion.

  • Codex of the Sarim – A list of the Sarim, their names, portfolios, and manifestations.
  • Codex of the Eternal City – A description of Heaven, the Eternal City, and it’s environs.
  • Codex of the Host of Heaven – A description of the Hierarchy and Choirs of Angels
  • Codex of the Illuminated Brethren – A description of the Blessed Spirits of the Society of Light
  • Tally of the Elections – A list of the Elect, their histories, and their portfolios.
  • Rulings of the Most Holy Tribunal of the Blessed Irin and Qaddisin – A collection of the laws and commentary on the rulings of the laws of the Church of the Lords of Light and the Society of Light.

There are nine restricted texts that, while they are considered part of the Enchiridion, are not commonly available. While not exactly heretical, they often deal with sensitive subjects and access is monitored within the institutions that have copies and restricted to those who can demonstrate both the need for the knowledge and the wisdom to use it with care.

  • Codex of the Fallen – A list of the Fallen angels, their hierarchy, names, and manifestations.
  • Codex of the Apostate – A list of the Apostate, their names and crimes.
  • Codex of the Pit – A description of Hell, the Pits, and the environs of the Fallen.
  • Codex of the Accursed – A description of cursed and dire beasts that have been born of Darkness.
  • Song of the Shadow – A poetic description of the Shadowlands, its peoples, environs, and dangers.
  • The Banishment of the Grigori – A description of the banishment of the Grigori for the crime of mating with mortals and bringing forth the Nephilim.
  • The Incarnations of the Maelstrom – A description of the dangers of the Maelstrom, the Ran, the Wyld, the Forsaken, and the Lords of Chaos.
  • The Permutations of Form – A description of the Great Elementals, their manifestations and servants, and the rules that bind them.
  • The Emanations of Mercy, Severity, and Balance – A description of the cosmology of the Greater and Lesser Realms.

Similarly, there are also seven primary texts that are actually suppressed. These deal with heretical subjects of the Fallen and Nephalim and are kept under close lock and key by the Church of the Lords of Light. It is believed that the seductive lies and the blasphemous truths of theses texts are too much for the uninitiated ear and unprotected mind.

  • Canticle of the Morning Star – A song praising the un-Fallen Morning Star.
  • Lament of the Lightbringer – The tale of the Fall, as related by the Fallen.
  • Song of the Black Dragon – The description of the methods used by the Fallen to corrupt the Faithful.
  • Song of the Seven Darks – A song that celebrates the great sins of the soul.
  • The Isa Dirge – A song of lamentation by the mother of the first Nephalim.
  • Revelation of the Dark Mother – The story of the First Woman and Mother of Monsters.
  • Chronicle of the Black Labyrinth – A description of the Void and the Dearth.
Categories: Campaign, Campaign Development, FYI, Game Design | Tags: , , | Leave a comment

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