THE GEFENDUR RELIGION - THE EYE OF REDEMPTION
Be advised!
Just because a member of the Eye is not present does not mean that, in a public place, you are safe. The paranoia and fear caused by these enemies of the impure make informers out of every honest, gods-fearing citizen in Hanghorse. In short, we ask that you play along. If your character is a half-breed, of a villainous race, or just plain evil, it wouldn't be wise for them to reveal their face in public, where their presence will attract hordes of sword-and-magic-wielding warriors of Gefendur. This threatening Order is an attempt to make the atmosphere in the Sharteshane hub more interesting, and more challenging. So play along and keep this spirit intact, it'll be appreciated.
Introduction
The Eye of Redemption is a powerful force in Hanghorse and the surrounding districts, eternally opposing religious change and the outside influence of non-believers. As of late, they have made it their goal to combat the bizarre influx of travelers migrating to Hanghorse (and as such are at odds with the tourist bureau). They have adopted a zero tolerance policy to undead and unholy creatures as well as to those races known to be specifically evil: Drow, goblinoids, and unnatural halfbreeds. Of all the subsets of the Gefendur order, "The Eye", as they are often called, are perhaps the most dedicated, zealous, and devout.
History
The Order itself is relatively young, having sprung up only in the last 200 years. After the fallen city of Tawhoque was taken by Rachshane, the Eye humbly began as a militant group of priests and Gefendur devout banded together to resist the occupation. The effort proved largely futile but they gained much fame in later years by banding together with Hanret troops and serving as an integral part of Tawhoque’s liberation. Success led to recognition as an established Order and they were deemed guardians of the Gefendur faith by the high clergy of the sacred Circle. Their headquarters now is in the very heart of the Tawhoque ruins of Hanghorse, but their influence continues to reach further and further into Sharteshane.
In their present form, the Eye is at times a nuisance to the State and even to the Gefendur faith itself. However they serve a vital purpose by policing the populace and ridding it of undesireable elements - most of these elements the sort that bring unwanted crime into the city (Drow, halfbreeds, and the "unwieldy races" are statistically more likely to break the law than pure and honest humans, elves, dwarves, and elementals); because of this, it is uncommon for the state or Gefendur to interfere or question the actions of the redemptionists. The Eye's influence is wide-spread, and their members are among the most powerful and influential individuals in all of Sharteshane. The Church or State would find it difficult to remove the Eye and the effort has never seemed worth the potential loss of lives and votes.
Hierarchy
The Eye of Redemption is split into four "Spheres", each Sphere containing roughly one-hundred fifty knights and officers. Each Sphere is led by a Praetor, who acts as General and chief tactician to his or her division and plays liaison between their Sphere and the Circle of Four. The Circle of Four consists of two pairs of the eldest (or otherwise wisest) surviving Hanghorse twins. They commune directly with the gods and in theory provide much of the Eye's direction and leadership. In addition to the Circle (some might more accurately call it a square), a small staff of clergy resides in the Red Tower, playing PR between the Eye and the Hanghorse government and the Palace.
Each of the four Praetors has a chosen assortment of adjutants who each lead lesser squads of their own within the main Sphere. These adjutants in turn assign themselves or are assigned lieutenants. Within each squad there exist specialist mages, mounted warriors, and long range weapon specialists to bolster the knights trained in general combat and sorcery.
Notable Eyeballs
Dauph Windham - Possibly the most famous Redemptionist to ever slay a zombie, Dauph recently left the Eye for mysterious reasons. His name continues to evoke awe and reverence in any Hanghorse citizen or rookie Redemptionist that hears it, however.
Praetor Lucien - Praetor of the First Sphere. Lucien is arguably the most influential member of the Eye, supervising its largest Sphere and holding seniority above all but the Circle itself.
Second Adjutant Helena Calabrisi - Praetor Lucien's third-in-command, Helena is a fiery, slightly rash swordswoman with an acrobatic flair and a nearly legendary reputation for speedy footwork.
Praetor Gindarus Bizet - Praetor of the Second Sphere. Gindarus is a remarkably brutal but very fair enforcer. He has a special dislike of questionable races and species and, in the past, has campaigned for stricter policies against them.
First Adjutant Triste Alured - Alured was declared responsible for arson in the Borgo - Hanghorse's poorest neighbourhood - that killed upwards of two-hundred people. Alured was also slain in the blaze but subsequent investigations called into question nearly his entire squad. Three executions came of post-Borgo investigations and a number of Redemptionists were exiled.
Praetor Maximillian Arbert - Praetor of the Third Sphere. Arbert is a beloved leader, respected by those inside and outside of his Sphere.
Initiation
Only those of true Gefendur devotion are given the option to attempt the trials for initiation into the Eye and they must have the sponsorship of a current member. There are few rare occasions however, when the leadership of the Eye receive a vision from the twins themselves, revealing one who is to join their Order and battle Evil at their side. On these rare occasions there is no need for sponsorship. More often than not those who attempt the trial of initiation die - over two-thirds in fact - leaving only the strongest of body and mind to don the colors of the Eye. Superficially, the trial appears simple enough: devour five leaves of the soft-eye plan and survive its effects. However, for roughly half of those who apply, the soft-eye poison kills them within hours; the rest are left to endure the intense hallucinogenic effect of the massive dose. Locked inside the Asylum, given a dagger and a copy of the sacred Scriptures of Gefendur, the initiate is left to deal with the demons sprung from his own mind. Four days later, his sponsor returns to retrieve either the new member, or his body. If the initiate has proven his will is as resilient as his physical form, thorough his drug-induced hallucinations he will receive the holy gift of Tirna - prophetic vision - and be welcomed into the Order with pomp and ceremony.
For most, the trial of initiation will be the only time the bitter poison of soft-eye leaves is ever sampled. Only the high priest and clerics of the Eye are allowed the holy rite of Tirna’s Gift: a single leaf is ingested, bringing forth hallucinations and prophetic visions gifted by the goddess herself. Through these visions the redemptionists govern themselves by the direct decree of their patron Tirna. It is her will for them to use their strength to make happen the forceful redemption of all sentient creatures. It is her will alone that could ever stop them.
Abilities
Some debate the existence of gods and many of the Eye's detractors question whether the source of the priests' powers is of good or evil. The nonbelievers say that the manifesting of mystical energy is a purely mortal application of the natural energies of the world, that these powers are explained merely in terms of faith, and that there is no god hiding behind a curtain granting them. There are others who even claim that the belief itself manifests these powers, and not the backing of a deity. But this is of no consequence to the faithful; for those that wield the might of the gods, there can be no doubt whence their energy stems. They wield powers granted by Tirna herself and their leaders utilize the gift of prophesy by her grace and none other's.
The acolytes of The Eye of Redemption do not rely on the power of the goddess alone however. Martial training is an integral part of their everyday life. Opposing the forces that would try to undermine the Gefendur order and the gods themselves is a deadly task. They engage in careful study of all things herbal and cabalistic. Many are but sages, while others are talented natural healers, and some even study the secrets of alchemy. The armoury of the order is famous for its size - when an enemy of Gefendur is defeated by the Eye their possessions are confiscated, purified, and added to their collection. Some pieces, however, are found to be so tainted with evil that they are destroyed and never allowed to fall into the hands of evildoers again.
Depending on their level of skill and experience with the Order, priests are granted certain powers for use sparingly by their goddess. Various traditional spells are utilized to strengthen the warrior-cleric for his battle and to help him resist the powers of evil. A favored spell of the Order, for example, is the Fires of Redemption. This is a spell that engulfs a weapon in a blaze of Holy fire - not true fire. It will not hurt the faithful, but will cause great amounts of damage to creatures of evil or demonic origins. Even when these creatures are normally resistant or healed by fire, this spell should hurt them for it damages with Holy energies, not heat energies.
A useful power of the more experienced members of the Order is the ability to sense evil. This is a tricky ability however, and usually only the highest officers in the Eye are able to use it to its full extent. More inexperienced members sometimes spend hours trailing a human from whom Evil radiates only to find they've just lost a game of stickball and are plotting to steal their best friend's girlfriend for revenge. Discerning true evil intent from normal, mean-spirited human nature takes experience. Unnatural beings, such as the undead, demons, and the like are a far simpler matter and the Evil-sensing ability sharpens in their presence. These beings radiate an innate evil that saturates their unholy being. With demons and devils particularly, nothing good exists in these creatures; they are epitome of unholy, and as such very easily sensed by those who possess the scrying power.
The Code of the Eye of Redemption
Protect the homogeny of the Order.
The Eye attends only to crimes against the Order and the Gefendur religion. Crimes of the State and of a secular nature are not the Order's concern. We will not meddle with the city Watch unless it proves necessary. The High Four - the ruling Council of the Eye - is responsible for making the determination.
Known good races are not our concern unless they pose a threat to the Order. We will not trouble the faithful, the good-hearted, the innocent, the pure. We will be courteous to good citizens for they are the favoured of Sister Tirna and they are whom we seek to protect from corruption, moral decay, and the diabolical intentions of Evil.
Known evil races are a threat and will be dealt with accordingly, sparing no amount of force or resources.
Non-Gefendur clergy and worshippers will be tolerated in the walls of Hanghorse, and remain undisturbed. However if they preach their heretical religion or practise proselytization of any kind, they will be expelled and possibly fined or imprisoned, depending on the severity of the corruption.
Unknown races of unknown alignment will be questioned and catalogued, by any force necessary. They will be assessed and evaluated for any negative influence they may inflict on the Order and the faithful.
Because of limited man power, the jurisdiction of the Eye only extends to the walls of Hanghorse, not including the shoreline, where we shall patrol up to the sea. That area known as "Pyrate's Cove" will remain unmolested.
The ruins of Tawhoque are sacred and will be guarded against grave robbers. However, gold and men shall not be unnecessarily wasted to ferret out whatever creatures lurk in the ruins' deepest layers unless these creatures attempt to come to the surface. Let the dead lie. The ruins are a grave, and a place of punishment where the arrogant of Tawhoque forever scream.
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LIFE IN HANGHORSE - Races
Hanghorse is full of contrast: Poor fishermen, affluent scholars, punctilious politicians, lawless rogues. While nearly any sort of craftsman and professional can be found here, there are only a few acceptable races in Sharteshane - the rest are feared and will have a difficult time of it. Humans dominate, followed by Elves, Dwarves, and the Elemental races - undines, sylphs, salamandars, and gnomes. These last four beings are unageing, considered personal creations of the Twins, and are holy creatures in general (or so it's believed).
Resources
The soil in Sharteshane is cursed (or blessed depending on who ya talk to) and there are very few trees that can grow in it and maintain their wooden trunks. Most undergo an odd manner of petrification - their trunks continue to grow, but take on the rigidity of stone, becoming the country's main building material. Because of this, wood is scarce, expensive, and reserved almost exclusively for necessesities like ships and weapons. Lambence has replaced fire as a lightsource, and heat for personal comfort and food preparation is magickally produced.
The Old District is the only area of the city that's remained largely unchanged from how it appeared over a century ago, when Hanghorse was the capitol of Tawhoque. This neighbourhood's occupied by the Governor, scholars of means, and other rich bastards. Peppering the rest of Tawhoque's stone ruins, new buildings are fashioned mainly of tarnet canvas or leather on thin, rattan frames. Most people live in the old buildings. In the heaviest days of pirates, irreverent freebooters commandeered ships and ran them aground, hacked off their masts, and supported them with rocks to fashion shelter against the country's harsh winters. These ship-buildings still exist near the waterfront as true novelties - the idea of living inside something so expensive and valuable as a sailing vessel is mind-blowing to most of the populace.
Magic
Magic itself is so common and has so many everyday applications that it's ceased to exist as a mystical force for most citizens, and is seen as just another way to do things. Healer-mage shops dot the city, artificers make a killing, and magic is taught in village classrooms right alongside history and grammar. Higher magics require study in a specialized University outside Hanghorse however, and few outside the nobility and clergy can afford this career choice. Fishing is by far the most common profession.
Underground
Hanghorse has become a common stop for cruising passengerships and new arrivals to Sharteshane. As the story of the riches to be scavenged in the Tawhoque ruins have spread, the treasure hunters have only multiplied. The ancient lambent springs were recently excavated and the waters found to be tainted a sickly crimson, as though with the blood of the thousands that died so unjustly years ago. In addition to this, tiny specks of gold were discovered welling to the surface in these red waters and a minor gold rush has speculators swelling Hanghorse's boarding houses. This is all a great annoyance to the Gefendur of course, who long to keep this sacred gravesite consecrated.
With the excavation of the springs, a safe passage was found to underground Tawhoque and a small section of the accessible cavern is used as a marketplace. This sheltered chamber is particularly valuable in the winter although its perimetre is heavily guarded - neither the governor nor the Gefendur want people wandering off into the expansive ruins of dead Tawhoque. Ghost stories proliferate and some speculate that the vile art of necromancy was practised here centuries ago... Zombies are whispered of and even liches and wraiths...
Currency Standard
As a prominent trade city, Hanghorse has adopted the standard currency system in use throughout much of the world: Copper, Silver, Gold. These coins are physically smaller than most of their counterparts, stamped on one side with the King's seal and the other with the symbols that have earned them their nicknames: a barque on copper, a curling fish on silver, and Yerta, or "mum" on gold pieces.
There is also the gem system, which should be learned by newcomers as these pretty bits are often the only currency accepted in major business transactions. Rubies and Emeralds - reds and greens - are the highest form of currency in Sharteshane. A ruby is worth seventeen gold pieces and an emerald is worth seventeen rubies. In the purchase of property, vessels, higher livestock, and rare items, traders will seldom accept ore, insisting on these Crown-sanctioned bits of gem. Cut into circular, faceted shards, they're intricately engraved and enchanted to glow like lambence in an effort to foil counterfeiters.
Money-changing is available in the Underground Market, dawn to dusk, every day but feastdays.
Standard weekly wages: