Page 1 of 1
[OOC] Haven City Codex
Posted: Wed Dec 11, 2024 6:26 am
by Paragon
Haven, City of Twilight
It has had many names since its founding but those who live in it presently call it Haven, for it is the only place in all the void where relative safety is somewhat guaranteed. It is an amalgamation of many cultures that have slowly popped up as a result of those who became lost in the void or traveled there intentionally.
Population: 1.5 Million
Notable Races: Nyxori (70%), Human (10%), Lysanrin (10%), Other (10%)
Haven is the only fortified major settlement that the mortals who call the Nyxus plane home, know of. Some believe that it is the only one that is allowed to endure, for one reason or another. The city itself is ancient with the oldest portions of it built by a civilization that has long since been lost to the annals of history. Whoever and whatever this ancient civilization is or was, only the Void itself perhaps remembers. In place of that lost people, a melting pot of many peoples has arisen where every soul is simply trying to survive.
Re: [OOC] Haven City Codex
Posted: Wed Dec 11, 2024 6:27 am
by Paragon
The Nyxus Plane
Urel'Sharran. Oblivion. Nyxus. Many are its names across the many languages of Ransera but they are all the names for the Void. If the Land of Nod represents the plane closest to the Aetherium, where the Dragon Gods make their divine realms to reign over the universe they created, then the Nyxus is the realm that is furthest from the Aetherium. The garbage heap of discarded dreams, failed ideas, or forgotten things, the Nyxus Plane is as infinite as the universe itself for it is a broken reflection of the many realms created by the gods. Despite what one might think, the void is not quite as desolate as one might imagine. While harsh, the environment of the Nyxus plane is home to a great many things; most of them hostile but some of them wondrous.
Advent of the Eclipse
The 122nd year of the Age of Steel saw a shift in the Nyxus plane. The Eclipse blanketed the world of Ransera and a new god ascended to the heights of the pantheon. For a brief moment, Light and Shadow were as one and the resulting series of events had as much impact on the void as it did the realms beyond it. For eons, the void had been largely inaccessible, with the denizens of Ransera remaining mostly ignorant of its existence. Now, with the appearance of the Rune of Nyx, the void has been linked to Ransera and the prime material realm in a way that had been absent before. With that link and the ascension of the God of the Void, doorways that had been shut millennia ago, now stand open. The consequences of this mean that some creatures of the void now walk freely upon the material realm and mortals can now enter a realm that is mostly unknown to them.
Aether Desert
As the realm that is furthest from the Aetherium, aether does not exist in the Nyxus plane as abundantly as it does in other realms closer to the prime material plane. This has resulted in a unique environment where creatures that roam the Nyxus plane are often parasitic, feeding off of aether from whatever sources they can find as their own reserves are slow to replenish. Magic in the void is still quite possible but personal magic is more taxing, more costly, and mages who use it recover much more slowly. For those who inhabit the void, world magic is far more commonplace and relied upon much more widely.
Land of the Evernight
The void is not without light but those lights are seldom attached to something benevolent. Starry leviathans drift across its alien skies, emitting croaking moans that could easily signal doom or simply be a song unknown to the ears that may hear it. Sometimes there is a moon or perhaps several moons but no matter the events that play out across the void's skies, the sun never fully rises.
Re: [OOC] Haven City Codex
Posted: Wed Dec 11, 2024 6:27 am
by Paragon
The City of Haven is the only known major settlement that its residents know of. If there are others, they are either so cut off from each other as to be lost or have intentionally hidden themselves. Either idea is possible as the citizens of Haven are well aware that the Nyxus plane is vast and the small corner of it that they dare venture into is but a grain of sand in an endless desert. The City of Twilight forms a perfect circle, resting among the ruins of what once might have been a much greater metropolis. The city is encircled by high walls with fortified towers atop which rest glittering gemstones that serve as the only stable source of light against the backdrop of a dark environment. Divided into three concentric rings, the poorest rungs of society congregate in the crowded slums of the Inner City. The wealthy and powerful live on the Upper Terrace that forms the outer ring of the city, closest to the protection afforded by the great light towers. At the very heart of the city, where few dare to tread, is the Shrine of the Black Gate.
The Shrine of the Black Gate
“When the Lamps go dark and the Emanations shriek,
Riches await for the mighty who seek,
For the Black Gate provides to those who do not waver,
Find glory, brave runner, and may the odds be in your favor.”
Resting at the heart of Haven City, situated on a monolithic stone platform surrounded by a seemingly bottomless black pit, is the Shrine of the Black Gate. Arguably the oldest structure in Haven, it is unknown by whom it was built. Whoever constructed it has long since faded from any living memory. At the very center of the shrine is the eponymous Black Gate itself. An abyssal portal that swirls with velvet blackness beneath an obsidian archway. The shrine is dedicated to one god and one god only; the God of the Void.
The shrine is not guarded. There is nothing to stop anyone in Haven from visiting it if they can reach it, but for most it is inaccessible. There are typically no bridges over the black pit that surrounds the platform. Those who have the means to access the shrine at their leisure do not do so on a whim. The Dark One does not suffer fools and only the foolish would approach his shrine without reason.
Once every season, the Black Gate awakens and the streets of Haven go completely silent. The lamps of the great towers are darkened and the citizens of Haven hide, praying that they survive until it is over. It is only during this time that the bridges to the shrine appear and Gaterunners make a mad dash for glory or death.
The awakening of the Black Gate only ends when one person pays homage to the Dark One and invokes the rite to banish the Emanations.
Gaterunners
Once every season, the Black Gate awakens and typically only for a single night due to the efforts of those who seek to close it. While the timing of the awakening changes every season, it is guaranteed to happen at least once a season. The awakening is always preceded several hours by the appearance of the bridges over the black pit. They begin as phantasmal apparitions slowly solidifying with the passage of time. When the bridges turn solid completely, the Black Gate awakens and the Emanations appear. For most, it is a night of absolute terror. Terrifying as they may be, with the Black Gate's awakening comes an opportunity. For those skilled enough, brave enough, or perhaps stupid enough, the first person who can reach the shrine and stand before the Black Gate giving praise to the Dark One, will be visited by one of the Apostles of the Void and granted both riches and power as well as the promise of banishing the Emanations once more.
These riches and the chance of being blessed by an Apostle of the Void, will be granted to one person and one person only. The promise of that opportunity however, is enough that there is no end to those willing to brave the dangers of the night.
But prospective gaterunner beware, the Emanations are relentless hunters.
The Inner City
Life in the Nyxus plane is often short and hard and the people who crowd the streets of the Inner City take this to heart. For a world shrouded in darkness, there can be such incredible vibrancy found in the densely populated quarters of the Inner City. Markets hawking the wares of street vendors, thieves plying their craft, mercenaries, vigilantes and all manner of people and sometimes creatures roam the Inner City in a chaotic free for all that somehow works.
Locations forthcoming…
The Upper Terrace
A stark contrast to the hustle and bustle of the Inner City, the Upper Terrace is home to the elites of Haven. To command the respect and resources that allows one to secure a place in the Upper Terrace requires cunning and ruthlessness. Where the lower rungs of Haven's society foster a strong reliance upon community, the upper crust of Haven demand resourcefulness and independence lest one fall prey to what lurks in the shadows.
Locations forthcoming…
Re: [OOC] Haven City Codex
Posted: Wed Dec 11, 2024 6:27 am
by Paragon
Government
Haven City has no central government. This is not to say that it does not have leaders but there is no central governing body. The various sections of Haven’s Inner City are led by community leaders or those who have the power to enforce their views upon those who live in their immediate vicinity. Faction leaders often secure their power by promising protection, ensuring stability, and providing a means through which those who live under their purview can survive. Infighting is not uncommon in the more chaotic sections of the Inner City with gangs vying for control, the stronger and more established factions allow such squabbles provided it does not threaten their own supremacy in their given area.
Among the elites in the Upper Terrace things are much the same with the only difference being that most of those in power among the elites are wealthy families with ties to the elves that originally helped settle Haven.
Major City Factions
While this is far from a comprehensive list of all the gangs, guilds and families that operate in Haven City, these are some of the most influential.
The Harvesters – A guild of wizards that provide various magical services primarily through World Magic. They are the primary purveyors of magical commerce in the Inner City. Their services are available to anyone with proper payment.
The Night's Watch – A guild of mercenaries that does its best to protect the average citizen from the more nefarious denizens of the city. They are the closest thing to a city guard and when the everyday person has a problem, they often approach the Night's Watch. They operate primarily in the Inner City with very limited reach in the Upper Terrace.
Guild of Commerce – A collection of merchants, traders, business owners and artisans, the commerce guild works collectively to prop up the city's economy. As the primary purveyors of trade in the city, they regularly convene to decide upon the agreeable worth of goods and services. While not required, most merchants and traders in Haven abide by the commerce guild's guidelines.
Scions of the Darkspear – A well-known and widely feared gang of gaterunners. They are one of the more brutish and violent groups of gaterunners who operate primarily in the eastern portion of the Inner City.
House Reinya – One of the oldest and wealthiest families in Haven, House Reinya are known to be devout followers of the Apostles of the Void. Whispers say that they are benefactors to the Darkspears and through that gangs brutality often employ tactics to maintain their status. Despite their dubious methods, House Reinya are fierce protectors of Haven but often take to the extreme the idea that the ends justify any means to achieve them, at any cost.
House Jurel – The prestigious House Jurel has been the source of some of Haven's bravest and most well respected guardians, community leaders, and scholars. Devout worshippers of Shaeoth, House Jurel are the family that took up much of the mantle left behind in the wake of the slaughter of House Adahn. House Jurel often works hand-in-hand with the Night's Watch to preserve the livelihood of the average person, earning them much respect.
The Lamplighters – A strictly neutral guild of warriors, mages, and scholars whose sole purpose is the maintenance and protection of the Lamps of Haven. They do not involve themselves in the city's politics and only interact with those things necessary to conduct their work. The Lamplighters are perhaps the only group in Haven that is universally protected due to the sheer level of importance of their work. So long as its members remain neutral, they operate without fear or obstruction anywhere in the city.
Re: [OOC] Haven City Codex
Posted: Wed Dec 11, 2024 6:28 am
by Paragon
History of Haven
The void has not always been such an enigma. During the Age of Dreams, when the Boundless Empire of the Hytori elves sought to stretch across every corner of the universe that the Dragon Gods created, they built a Rift Gate that led them to the Nyxus plane. Once there, they explored and in that exploration they found a great many things curious and terrifying. When the Rift Gates of the Empire were destroyed and the Boundless Empire fell, those elves who had been in the Nyxus plane found themselves stranded. What ensued was a brutal struggle for survival that very nearly caused the elves there to die out. Cut off from the resources of Ransera, they struggled to eek out an existence that was fraught with perils and many unknown obstacles.
The Withering Sickness
Ransera is a world rich in aether and the elves stranded in the Nyxus plane had come from a society where magic had defined its very existence. Cut off from their homeworld, the elves soon discovered they were falling ill and withering away to darkness and insanity.
The First Gaterunner
Haven was not built. It was found. Drawn to the city by visions and whispers, the Hytori eventually stumbled upon a great metropolis that lay in ruins. The wayward people were able to establish a safe haven for themselves and in time, the city began to be known as the Haven in the Void or simply, Haven. Things began to look quite promising until the first awakening of the Black Gate. The elves, who had already been struggling to survive were met with a night of carnage. Between the Withering Sickness and the dark creatures that now prowled the city, it very well might have been the doom of the elves stranded in the void.
Until Adahn.
Adahn braved the horrors of that first awakening. By the time he stood before the Black Gate, bloody and wounded, most believed he had been claimed by the terrors that had emerged from the gate. What Adahn found, was Shaeoth. Adahn beseeched the Dark One, begging Him to save his people. So the Dark One stretched forth His hand and made these elves His own. He transformed them, gifting them His blessing so that they might not only survive the Nyxus but thrive. Shaeoth departed then, leaving the warrior with gifts to help the elves survive and warning Adahn that the Black Gate would awaken again. He revealed that the terrors would return but that He would banish them should another worthy soul stand before the Black Gate and present Him with an offering.
Adahn returned carrying both the gifts and the warning of the Dark One. So began the tradition and glory of the Gaterunners and the birth of the Nyxori. For generations, House Adahn ruled the city of Haven…until the Long Night.
The Sundering of the World and the Long Night
House Reinya came to power through many methods. Most would agree that these methods were underhanded and duplicitous. Their ambition eventually led them to lead a coup against House Adahn resulting in the death of the reigning queen, the slaughter of many of her heirs and a great purge of those loyal to their reign. Unknown to the denizens of the Nyxus, this act coincided with the Sundering of the World causing untold devastation to echo across the many planes the Dragon Gods had created. For Haven, they saw it as a sign of Shaeoth's fury at an act of terrible betrayal.
The Lamps of Haven went dark. The Black Gate awoke. The Emanations appeared but the bridges to the shrine did not.
It was the longest night since Adahn had performed the first gaterun. The carnage of the Long Night had not been seen in ages. In an act of atonement, the bulk of House Reinya threw itself into the task of reaching the Shrine. House Reinya succeeded but their sacrifices did not close the Black Gate. When it seemed as though Haven was doomed, the Apostles appeared. They professed themselves to be emissaries of the Darkfather who was furious with Haven for its treachery and scorn for his gifts. Those of House Reinya who remained swore themselves to the Apostles and the work of guarding over Haven as payment for their sins. With that act, the Apostles banished the Emanations and were gone.
Thus the awakening of the Black Gate adopted a new aspect, becoming as much an act of repenting for the slaughter of Adahn's descendants as it was a reward for their devotion. The Emanations took on a new meaning and new forms, coinciding with the Apostle that must be invoked to banish them in Shaeoth's name.
Present Day
The Nyxori of Haven did not remain alone in their existence in the Nyxus plane. Over time, others arrived though seldom in great numbers. The greatest influx of peoples into the void came during the Sundering of the World and most recently, during the Eclipse. With each new arrival, there are as many denizens of Haven who go out of their way to welcome newcomers as there are who take advantage of them. Haven can be an unforgiving place, a lesson that is often quickly learned.
Re: [OOC] Haven City Codex
Posted: Wed Dec 11, 2024 6:28 am
by Paragon
Education and Technology
Education in Haven is a very individualistic experience. With no central government, there are no public institutions of knowledge and learning. This creates an environment where the wealthy, powerful, and well connected often receive very advanced educations from private tutors. Whereas, those with very little to their name must either seek out teachers and mentors in their communities or learn directly from their families. As a result of this dynamic, there are portions of Haven that are illiterate.
Technologically speaking, Haven is a hodgepodge of pockets that are more advanced than others due to the various influxes of people from different ages throughout the years. With those people came new innovations though some conveniences capable on Ransera simply lack the resources to sustain in the Nyxus plane. Steam-powered engineering is relatively new to the city with it largely only being found in sections predominantly Human. This is contrasted with the clockwork innovations introduced by the Lysanrin, though uncommon, are impressive enough to have given them an edge in the city's hierarchy.
Magic and the Arcane
The Nyxus Plane is the furthest one can get from the Aetherium, with replenishment of aether being slow and gradual. As a result of this, personal magic is rare because of the drain it poses on the individual whereas world magic exists in abundance and is applied in innovative ways that push the boundaries of what most would think is conventionally possible.
The Lamps of Haven
The great towers located around Haven City are affixed with large dragonshards of various types, each of them engineered to project light across the city and serve as wards against some of the creatures that roam the wastes of the Nyxus plane. Additionally, the Lamps serve as the method by which time is tracked in the void, emitting chimes at the top of every hour and shifting color at different periods to annotate the passing of seasons and days. The Lamps are tended to by the Lamplighters who also serve as Haven's chief historians and timekeepers.
Gold Lamp – Signifying “daylight" hours. The most powerful lamps and the ones most effective at keeping the creatures of the wastes at bay. Havenites are safe both within the walls of Haven and for up to 50 (80 km) miles beyond the walls.
Violet Lamp – Signifying “night" hours. The weaker violet lamps provide limited protection for Haven and are only partially effective at keeping the creatures of the wastes at bay. Havenites are cautioned to be on alert as they are only safe within the walls of Haven and for up to 5 (10 km) miles beyond the walls.
Orange Lamp – Seasonal Color. Shines continuously during the 1st day of Searing and every 15th day during the season. Same protections as the gold lamps.
Green Lamp – Seasonal Color. Shines continuously during the 1st day of Glade and every 15th day during the season. Same protections as the violet lamps.
Blue Lamp – Seasonal Color. Shines continuously during the 1st day of Frost and every 15th day during the season. Same protections as the violet lamps.
Red Lamp – Seasonal Color. Shines continuously during the 1st day of Ash and every 15th day during the season. Same protections as the gold lamps.
Black Lamp – When the black lamps burn, the Black Gate has awoken. The black lamps cast the world in a curious light of black and white. The light of the black lamps can only keep the creatures of the wastes from the immediate vicinity of Haven's walls and have no effect on the Emanations whatsoever. They are the only lamps that the Emanations will not attempt to destroy.
Schools of World Magic
World Magic is the most widely form of magic practiced across all of Haven due to its reliance on the aether inherent in the objects and tools implemented as opposed to the individual using them. World mages are in high demand, with their expertise being integral to the workings of the city.
Scrivening – The most widely practiced and advanced world magic in Haven, with most citizens even knowing how to draw pictographs aimed at protection and aether collection. Any warrior, merchant, or mage worth their salt is a practitioner of Scrivening in Haven. Scrivening objects, such as bottles made to collect aether, Scrivened jewelry, and other objects are extremely common.
Alchemy – The denizens of the Nyxus plane learned quickly that they would have to make due with what they had in order to survive. Alchemy, as the epitome of taking available materials and creating something new and potentially useful from them, is a staple of everyday life in Haven. Alchemists are responsible for the creation of many staples in Haven and the practice of Alchemy is widely regarded as one of the premiere professions of the city for those who can master it.
Necromancy – Aligning with the idea of making due with what they have, little goes to waste in Haven, especially the dead. Even in death, the once-living can still be useful. Whether in creating soulbound guardians of the city, or using body parts to create Remembered Artefacts to empower others, necromancers will always be in high demand as crafters and healers. So prominent is the use of necromancy that it is common funeral practice for families to turn to necromancers to turn parts of deceased loved ones into artefacts beneficial to those that remain to remember them.
Artificing – Relatively newer to Haven, with it only rising to prominent use with the arrival of the Lysanrin following the Sundering of the World. While not particularly common, Artificers of Haven have found unconventional ways to create automatons from both the remains of the dead and creatures that roam the wastes. Because of the utilitarian view that Haven has on the use of World Magic, there are few barriers to experimentation and innovation in the creation of constructs.
Runeforging – Exceedingly rare but highly valued. Because runeforging requires such a considerable amount of resources to produce artifacts, it is decidedly rare with only the absolute wealthiest and most powerful being able to both practice and access it. Few have access to what is required to practice Runeforging.
Disciplines of Rune Magic
Personal mages are uncommon in Haven. Due to the fact that aether is slow to replenish, most of the denizens of Haven are hesitant to employ magic that will drain their aether that much quicker. It is far more common for practitioners of magic to turn to the Schools of World Magic to give them an edge. For those that do carry a rune of magic however, it is uncommon for them to advance very far beyond Journeyman and almost all personal mages in Haven carry dragonshard tools and jewelry to act as their personal aether wells before dipping into their own reserves. Generally speaking, most personal mages in Haven only have one or two runes of magic. Encountering mages native to Haven with more than that is decidedly uncommon, even among the elites.
Most Common Disciplines
With respect to the fact that rune magic itself is uncommon in general, these disciplines of personal magic are the ones most frequently encountered. When encountering personal mages in Haven, it is highly likely that they practice one of these.
Affliction – To survive, often the residents of the Nyxus must take into themselves the various hazardous things they encounter in the void. This has led to a very respected class of Cursebreakers who go out of their way to remove various conditions suffered by the populace and turn them to their advantage.
Animus – Know thyself and thy enemy. Animus is often used to assimilate aspects of the hostile creatures of the Nyxus to one's advantage. It is popular among scavengers who venture into the wastes.
Masquerade – Distraction and diversion can often mean the difference between life and death. The implementation of illusions is especially common among the Lamplighters who use them to enhance the work of the Lamps to the benefit of the city.
Semblance – By and large the most common discipline practiced, the rune of Semblance is considered a highly respected magic. It is prized for its ability to be used as a tool to reveal valuable resources, identify properties, assist in world magic and generally assist in day to day living in the Nyxus. The vast majority of mages who use personal magic in Haven are commonly just Semblers of varying proficiency, secondary to their skills in world magic.
Uncommon Disciplines
Nyx – Used almost exclusively among the Nyxori, the Rune of Nyx appeared in place of those marked with Obtenebration. Viewed as a gift from Shaeoth, its practitioners hold near reverential status with nearly all of them being devout followers of the Dark One. It has quickly become a symbol of faith and any who bear it are expected to pay proper respects to the God of Darkness. To do otherwise is considered blasphemy.
Kinetics – Popular among House Jurel, it has become a hallmark of their lineage and those associated with them. Due to its connection to the House, it is uncommon for Havenites to seek it unless they have intention of allying themselves with House Jurel.
Mesmer – Primarily used by House Reinya and those closest to them, most believe that the use of Mesmer is what has allowed the family to maintain their status for so long. Finding a mage not associated with House Reinya who uses Mesmer is rare. Whispers say that House Reinya actively eliminates any who practice the magic not allied with them.
Rare Disciplines
Elementalism – The elements of the Nyxus are erratic, dangerous, and prone to being chaotic. Commanding them is no small feat and often more draining than it is rewarding. This often makes elementalism more trouble than it's worth causing its use to fall by the wayside. Mages and the common populace in need of elemental manipulation or manifestation often turn to the more reliable dragonshards they encounter.
Reaving – The very nature of Reaving makes it dangerous to use in the Nyxus. While the ability to manifest weaponry constructed of pure aether at a moment's notice is incredibly valuable in the Nyxus plane, the drain of doing so makes it largely nonviable. While there are those practice Reaving in Haven, they are typically among the wealthy elites and have numerous dragonshard accessories that augment their use of the magic.
Summoning – The Nyxus plane does not lend itself well to the summoning of entities of any sort. As the plane furthest from both the prime material plane and the Aetherium, the amount of energy required to perform the summon as well as maintain them is seldom worth it. Additionally, what one desires to summon versus what answers is often a game of chance due to the nature of the Nyxus plane.
Traversion – When the elves were originally stranded in the Nyxus plane, the Rune of Traversion did not exist and in the ages that followed, it has seen its fair share of problems. The spatial pathways of the Slipspace are as present in the Nyxus plane as they are anywhere else, the key difference is that entities that prowl the Slipspace have a much easier time preying on those who cross into and out of it from the Nyxus. As a result, portal magic is applied very sparingly as it tends to draw undesirable creatures and leave holes behind that would have normally not manifested on other planes of existence.
Re: [OOC] Haven City Codex
Posted: Wed Dec 11, 2024 6:28 am
by Paragon
Religion and Spirituality
Faith often informs many of the decisions made in Haven. There are no grand temples in Haven with most of the citizens maintaining private places of worship. Believers in Haven tend to be very demonstrative in their faith, with idle lip service and wanton invocation of the gods being frowned upon. By and large the populace of Haven are monotheistic paying reverence to Shaeoth with all others coming second or afforded no real reverence at all.
Shaeoth
The Dark One. Em'bra. Darkfather. His legacy is as complicated as the deity himself. The denizens of Haven revere Shaeoth as a god who is harsh but fair. A deity that always keeps his promises and who rewards those who keep theirs. While seldom seen or encountered, he is ever present in the Nyxus and has been since the beginning.
The Apostles of the Void
The Apostles appeared after the Sundering of the World and the Long Night. They presented themselves as emissaries of the Darkfather's will. Some were skeptical while others readily believed these godlike beings were exactly what they presented themselves to be. Regardless, the Apostles possess the power to banish the Emanations following the awakening of the Black Gate, which many take as a sign that they are ordained by Shaeoth. As a result of this, the Apostles have become integral to the lives of Havenites.
Hecthia, Apostle of Charity
“Gracious Hecthia, Lady of Giving, forgive us our greed and let us learn to love suffering for the sustenance it gives.”
The Apostle of Charity is preceded by the Emanations of Avarice who appear when the Black Gate takes notice of Haven's greed. Voracious in their hunger the Emanations of Avarice devour all in their path and will only be banished when Hecthia has been called. The Lady of Charity must be appeased with an act of great personal sacrifice for only then will Haven have earned her blessing and so the denizens have learned the value of being charitable with her gifts.
Wynria, Apostle of Veracity
“Merciful Wynria, Lady of Truth, forgive us our lies and let us learn to live with truth in our hearts for the meaning that it gives.”
The Apostle of Veracity is preceded by the Emanations of Deception who appear when the Black Gate has taken notice of Haven's duplicity. Malevolent in their tactics, the Emanations of Deception employ tricks that lead to gruesome and horrifying ends for those caught within their terrifying webs. They will only be banished when Wynria has been called. The Lady of Truth must be appeased with the revelation of a truth that one has denied themselves for only then will Haven have shown it is willing to live openly and unafraid of the dark.
Ryzayne, Apostle of Beauty
“Beloved Ryzayne, Lady of Love, forgive us our horrors and let us learn to bring beauty into the world for the worth that it gives.”
The Apostle of Beauty is preceded by the Emanations of Rot who appear when the Black Gate has taken notice of Haven's inner monsters. Haven, the Nyxus, and those who dwell in it can become abominable monsters and the Emanations of Rot reflect this, employing pestilence, sickness, and all manner of grotesque tactics to visit doom upon all in their path. They will only be banished when Ryzayne has been called. The Lady of Love must be appeased with an act of true love for only then will Haven have been reminded that while the void rewards monsters, this must be balanced.
Valiandra, Apostle of Comfort
“Gentle Valiandra, Lady of Compassion, forgive us our cruelty and let us learn to mend that which has been broken for the shelter that it gives.”
The Apostle of Comfort is preceded by the Emanations of Pain who appear when the Black Gate has taken notice of Haven's cruelty. Community means everything in Haven and those who are left without it will quickly find they are left to waste away in the unforgiving darkness of the void. It is a painful and agonizing loneliness and that is what the Emanations of Pain bring, agony and despair in frighteningly brutal ways. They will only be banished when Valiandra has been called. The Lady of Compassion must be appeased with an act that shows great mercy at great personal cost for only then will Haven have been reminded that sometimes the motivations of self must come second to the preservation of all.
Kyllendroth, Apostle of Fortitude
“Mighty Kyllendroth, Lord of Strength, forgive us our weakness and let us remember that only the strong shall survive the paradise of the dark.”
The Apostle of Fortitude is preceded by the Emanations of Tyranny who appear when the Black Gate has taken notice of Haven's weakness. It is easy for many to desire to hide within the safety of Haven's walls but such a life leads to stagnation, making one easy prey for the many terrible things that lurk in the wastes. That is what the Emanations of Tyranny bring, insatiable beasts ready to crush those who are not strong enough to stand on their own. They will only be banished when Kyllendroth has been called. The Lord of Strength must be appeased with an act of great personal fortitude showing that Haven has the strength to survive the wonders of the dark and reap its many rewards.
Mar, Apostle of Justice
“Stern Mar, Lord of Honor, forgive us our lawlessness and let us remember that a promise made is a promise owed.”
The Apostle of Justice is preceded by the Emanations of Wrath who appear when the Black Gate has taken notice of Haven's unfettered chaos. Haven has only one master and that master is Shaeoth and as penance for the slaughter of House Adahn, His chosen, none shall ever again rise to rule over His city. This is what the Emanations of Wrath bring, the Darkfather's wrath and anger for sins that must never be forgotten. They do so with terrible powers that destroy all in their path. They will only be banished when Mar has been called. The Lord of Honor must be appeased via the righting of a terrible wrong that one has committed for only then will Haven have shown that the beauty of chaos must be balanced with the unyielding fist of order.
Evander, Apostle of Glory
“Glorious Evander, Lord of Courage, forgive us our cowardice and let us remember that though the night is dark, it can be filled with wonders.”
The Apostle of Glory is preceded by the Emanations of Terror who appear when the Black Gate has taken notice of Haven's unchecked fear. Horror can be commonplace in the void, to pretend otherwise is to be oblivious to its very nature as the trash heap of discarded things and nightmarish creatures. That is what the Emanations of Terror bring, the nightmares of all who encounter them and the screams of things mortals dare not even conceive. They will only be banished when Evander has been called. The Lord of Courage will only be appeased with an act of selfless bravery for only then will Haven be reminded that while fear can push one to survive, it is no way to live.
Auric, Apostle of Flame
“Brilliant Auric, Lord of Industry, forgive us our hesitance and let us remember that progress must be made if we are to survive the trials of the black paradise.”
The Apostle of Flame is preceded by the Emanations of Rust who appear when the Black Gate has taken notice of Haven's unwillingness to embrace new ideas. It is easy to cling to what is familiar, what is known, what is tradition, this is the exact opposite of what the Emanations of Rust bring, which is chaos, entropy, and disarray. These awful beings twist the world around them wearing away at the fabric of reality, disrupting how things are in favor of a warped amalgamation of something terrible. The will only be banished when Auric has been called. The Lord of Industry will only be appeased with the demonstration of personal growth for only then will Haven have learned the value of embracing new ideas when old ones no longer work.
Tyrioc, Apostle of Wisdom
“Wise Tyrioc, Lord of Knowledge, forgive us our ignorance and let us remember that the mind is our greatest weapon against the tribulations we endure.”
The Apostle of Wisdom is preceded by the Emanations of Madness who appear when the Black Gate has taken notice of Haven's mental weakness. Knowledge is power and in Haven, secrets are in abundance. Some secrets are dangerous. Some less so. The Emanations of Madness embody the ever present and creeping paranoia that can be all-consuming in the void. They drive insane the weak and feebleminded. They will only be banished when Tyrioc has been called. The Lord of Knowledge will only be appeased with the revelation of a great personal secret and in a city such as Haven, such a revelation could spell doom. Only then will Haven have demonstrated that it knows both the worth of knowledge and the cost of keeping it safe.