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Post by Tapi on May 2, 2015 8:19:53 GMT -5
Official Information about The Candle Cult Canon (Constantly Being Updated) Location: Rural small town Eventide, Washington, USA
Time Period: Current, 2015
Setting:
TCC takes place in a world that originally had humans constantly interacting with magical creatures (This was at least 2000 years ago). After a while the humans decided they were safer off without said creatures and began hunting them all to extinction. Jump ahead to current times where many species/races of creatures are either wiped out, on the verge of being so, or in hiding.
The main base of TCC is a candle shop in a small town. Connected to it via an underground tunnel leading into the forest is a large mansion that only TCC members can find. The shop has two parts: The front called Candle Co. which does in fact sell candles and related items. The back sells a variety of dark and/or magical items. This is run by the original members. Under the manor is a vast array of tunnels and catacombs that span the world (portals are used to connect them across oceans) Many of these lead to other businesses and safe houses set up by TCC to help spread out the work loads of the cult members. Members need to report to the main shop to get their work/living assignment.
Founder: Tapi
Co-Founder's: Sam, Problem
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Post by Tapi on Jun 1, 2015 17:28:02 GMT -5
Eventide and its Neighbors the Candle Cult
Eventide, Washington is a small town where Famosity used to protect and roam the forests. The Candle Cult and its manor predates the villagers that settled there. The townsfolk are aware that paranormal activity is common in Eventide, and warn tourists and visitors of the dangers through a series of terminology picked up on by cultists who actually are able to wander the town without bringing too much attention to themselves.
The townsfolk divide the cult into three groups: tenebra, intera, and lumina. To the townsfolk the tenebra are the monstrous, dark, and threatening who are rarely glimpsed. The intera are semi-human creatures who show neither an interest in harming or helping and may also be able to pass as normal within the town. The lumina are the mostly human who are mostly harmless and sometimes even friendly to townsfolk.
In actuality, the tenebra are the cult’s leaders or administrators. Tapi would be the highest tenebra. The intera have authority but aren’t as powerful as the tenebra. The intera carry out the the orders of the tenebra. Lumina are either newly joined or uninitiated cultists, lowest on the spectrum of power.
Occupations
There are jobs available in the cult geared towards either helping bring in revenue or maintaining the manor (and manner) in which various cultists live. The primary categories for these jobs are the following:
:Maintenance—cultists who keep the grounds trim and decent, repair any damage done in the manor such as plumbing and electricity (or the occasional torn down wall), clean up the common living areas of the property, or handle technology in the event a phone or computer shuts down
:Patrol—cultists who watch the perimeter and keep non-cultists from finding the manor, either by scaring them away, stealing their souls, or any other means that keeps the Candle Cult safe and free of intrusion
:Merchant—cultists who sell, purchase, or stock merchandise geared towards bringing in revenue for the cult
:Food Services—cultists who grow, brew, cook, or otherwise provide food sources for the cult members with either special diets or limited ability to go out and retrieve their own food (i.e. less human cultists who cannot go into town and fetch groceries)
:Apothecaries—cultists who heal and perform medical services either through studying or creating should other cultists get injured
:Research—cultists who gather and maintain data on specific subjects (librarians, scribes, scientists, etc.) in order to further cult knowledge or revenue
:Craft—cultists who craft pieces (art, weaponry, armor, etc.) for either the betterment of other cultists or for merchants to bring in revenue
:Clergy—cultists who provide spiritual guidance and counseling or maintain the facilities used for prayer and study of religions
Cultists can either have a full-time job or two part-time jobs. Not everyone must have a job, just as not everyone must take part in active missions or rps.
Missions Board Proposal (WIP)
It has been proposed a Mission Board be set up where every other week, missions of various low level types (finding and collecting an artifact, carrying a special message, handling a pest problem patrol is too tied up to take care of, etc.) be posted for members to take on. Anyone will be able to access and take a mission, and a cultist may only take one mission at a time. This applies to secondary sonas in that if your primary takes a mission then your secondary cannot take one (and vice versa). That way you do not become overencumbered by more than one mission. A mission can be shared by up to three cultists who wish to rp, or a mission can become a prompt for artwork or a piece of fiction (or a combination of both). It can even be a collaborative art/fiction, comic strip, or piece of fiction. When the mission is completed, post your results and take on another. There may also be missions hosted by higher ranking cultists. These missions may be more dangerous, and the higher up (who will have volunteered to host this rp or collaboration) will ultimately be in charge of the mission and will be requesting some help on it.
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Post by Tapi on Jun 1, 2015 17:28:20 GMT -5
Whoops!
The manor has grown since last you entered. You know many live out in the vast forest that makes up the majority of the cult grounds, and acknowledge the many dangers that lie within the forest. Hence why you enjoy the community and safety that is living in the Candle Cult manor, named the Kynttilӓ Kartano. You have learned that the name literally translates to Candle Manor, but the words being such a mouthful you have taken to calling the manor Tilӓ for short. Tilӓ is vast in size, just like the wood it lies within. It houses hundreds and has been rumored to magically grow to accommodate the new cultists who come in search of a home. Every room is personalized to each cultist, but the common areas deviate from elegant to cozy to elaborate in design. It is an eccentric home, perfect for the eccentric Candle Cult. You go to the main stairwell, and feel the walls for raised runes which can be read by touch as well as sight. These runes tell you which stairway to take, as the Grand Stairwell resembles M. C. Escher’s designs and sometimes gravity shifts to fit one stairway in particular. The runes resonate with an almost audible energy and will guide you on your path, and should you be unable to take the stairs there is a platform you may get onto that will carry you up the path you direct it. This is a rather user friendly Grand Stairwell you find. Brushing your fingers over the resonating runes, you follow the suggested path upward and closer to your room while keeping in mind that the next gravitational shift won’t be for another hour. Or so you thought . . . . Suddenly, the Grand Stairwell is not as friendly as before. As soon as you take a few steps, the gravity shift and you are falling. You are falling down, fearing you may hit another set of stairs. You do, but those stairs have become a slide and you are now descending (or ascending, you no longer know up from down). You slip further from your destination and the impact was so shocking you think you might lose consciousness. Tilӓ is taking you somewhere and you do not know where. You have never seen or heard of this happening before. Before you know it, you have hit a wall and are now surrounded by a magical force field. Trapped in this dark corner of the Grand Stairwell, you are dizzy from the mistake you had been so careful to avoid in the past. Rubbing your head, you open your eyes and outside the force field looking at you with little pity . . . . Is Tapi. “Sorry about that,” she says flatly. “After the Puppeteers attacked, we decided to do some renovations on Tilӓ. You’re an unfortunate victim of our new defense system,” she gestured to the path Tilӓ had set you upon, the trap the home had laid for you. “I think you’ll find it makes you feel safer, knowing Tilӓ will now be able to reduce the number of intruders who actually get through to the Grand Stairwell.” A small smile crept onto her face. “Once we work out the kinks, that is.” Tapi turns away. “Be back in a bit. Gotta go figure out how to release you now.” You sit there, confused. Then the home creaks loudly, almost in aggravation. You have a feeling you will not be released from this magical cell for quite some time. --
Kynttila Kartano The Kynttilӓ Kartano itself is a gigantic manor that is shaped primarily like a cross both above and below ground. At the very heart of Tilӓ is the Grand Stairwell, which is surrounded by the ever-growing levels and rooms of the cultists who take up residence in the manor. The heart is rectangular in shape, living quarters surrounding the Grand Stairwell with a full bath at every corner of the rectangle. The Grand Stairwell and living quarters grow above and below ground with the population (below ground is reserved for the cultists with a lower tolerance for sunlight), whereas the four wings of the manor remain fairly the same size. The north wing is the kitchen and dining area of the Candle Cult. Above ground it is surrounded by gardens and hives and all manner of grounds used for farming and feeding cultists. Below ground is similarly structured: in the catacombs are lights and an irrigation system set up for additional crops and gardens that require more attentive care and less threat of wildlife. The east wing and west wing each have a common room above ground for cultists to gather and socialize. The south wing has the largest and most elegant common room below ground. It is used for the grandest celebrations in the Candle Cult. Below ground, the east wing houses a gigantic medical unit that only grew in size during the Puppeteer Takeover (along with the security system). Below ground on the west wing is a private section only tenebra may enter. It is guarded by enchantments and a large creature of unidentifiable size or origin, and no one knows what is in this area except the higher ups. Above ground on the south wing is an extensive library full of resources and areas of study for the cult’s researchers and hobbyists. The south wing below ground extends further south than the structure above ground. There are also tunnels and catacombs that lead out and into the forest (or into Eventide proper) from every wings. All tunnels, hallways, and catacomb corridors have raised runes on the walls that guide cultists toward other areas of Tilӓ. The further one travels from the cult in the tunnels, the less refurbished the tunnels appear to be and the fewer guides will be available to the traveler. Religion of the Candle Cult
However, this additional area extending further south from the grandest common area is used for the worship of the cult pantheon. The cult pantheon can be studied in the holy text Ignotus Ignis: The Book of the Goddess of the Last Light and Her Court of Virtues of Softer Light. The pantheon is led by one goddess, Illusaperede (aka Illusa). The Goddess of the Last Light, she is the embodiment of enlightenment and evolution through knowledge. In her pursuit of knowledge, she tore away her emotions. Her emotions, which shared in her desire for knowledge and each carried a portion of her infinite wisdom, manifested into the Virtues of Softer Light. The manifested Virtues of Illusa are, like her, depicted as being seated on candle dishes of varying shapes and sizes. Her Virtues act as her court, Illusa’s arbiters to the mortal world. Their will is hers, though each emote and express her will in a way that displays their core emotion. Her court are as follows: Verum, Virtue of Truth and Justice, is depicted as two blind beings seated atop dishes much like the scales of justice. They appear to hold each other in place, and though this Virtue holds two bodies they share one mind and one judgment. “One who is just keeps no secrets.” Vigilia, Virtue of Vigilance and Prudence, is depicted as a long bearded, elderly man seated upon a more humble dish. He is the image of calm and endurance. “Think before you act. Always be vigilant. Seek the ideal opportunity.” Virtus, Virtue of Power and Courage, is a hulking figure whose appearance gives the impression of being closed off and skeptical of those who approach. Beard braided and arms folded across his chest with eyebrow raised, he is the very picture of strength and confidence. “Courage is power, the indomitable strength of one’s character. Stand tall. Exude power.” Volo, Virture of Wish and Hope, is shown as a lax young man with a welcoming smile. Seated comfortably atop his dish, he does not hold the same sternness in appearance as others in the pantheon. “Hope. Even in the dark, even when all falls to ruin around you, hold hope and your wishes will be granted.” Votum, Virture of Vow and Faith, is shown as being welcoming and reclined on his dish. He holds a book on his lap and sits in quiet study of his vows. “My faith strengthens me. My belief assures me. My righteousness calms me. I will follow my path to its end; this is my vow.” Venia, Virtue of Forgiveness and Charity, is small and slight in comparison to the rest of the pantheon. Her sweet smile and open palms beckon those in search of a kinder judgment. “Charity is the giving of gifts, and what greater gift can be given than forgiveness?” Verecundia, Virture of Modesty and Temperance, sits on her dish with a resting expression of humility. She appears unwavering and stern, but is neither aggressive in form nor demanding of attention. She simply rests in patience. “A life lived in moderation is one that will last many ages, where a life lived leaping between extremes will be over before you know it.” The Candle Cult itself was not founded on the basis of this pantheon. It was originally a cult in the sense that every member shared a devotion or admiration to cult leader Tapi, who sought to possess their souls. The religion itself came when High Priestess of Illusaperede Akiehs joined the Candle Cult and brought with her the light and devotion to this pantheon. The belief that each cultist who joins the Candle Cult was chosen by one of the Virtues, and that these Virtues serve as patrons/matrons to each of their devotees as a proxy to Illusa. With this pantheon came festivities, which quickly spread from just the Candle Cult to the whole town of Eventide, Washington. The brightest and most brilliant of these festivities is the Lumination Festival, which takes place on the Spring Equinox. This festival, which cultists celebrate as the brightening of the Illusa’s light and awakening of the world, has been adapted by the town into an all-out light display. Lanterns, candelabrum, and other fixtures are all lit while the town holds a feast and games so grand and elaborate that even the least human of the Candle Cult can come out among some of the costumed humans. It is during this festival villagers of Eventide vow to keep one candle lit for the duration of the year until the Tenebration Festival on the Autumn Equinox, which the cultists see as the darkening of Illusa’s light and preparation for rest. This festival, while it also presents an opportunity for the least human cultists to come out to town, is much more solemn and more of a goodbye to the lights which kept Eventide bright during the spring and summer. Some treat it as almost a funeral experience and take the opportunity to share in tales of horror and legends of Eventide. Others treat it as simply a ‘goodbye for now’ and continue to celebrate with just as lively a manner until the very last candle goes out. The Summer and Winter Solstices do not hold grand festivals all over town, but devotees to Illusa hold feasts on these days in honor of her court of Virtues. On these days, individual alters are set up for each virtue. Each cultist who has accepted a Virtue as their patron/matron can offer a gift to their Virtue. These gifts are often the results of their attempts to honor their Virtue, evidence that they showed some aspect of justice, prudence, courage, hope, faith, charity, or temperance. Sometimes these gifts are simple items the cultist felt the need to sacrifice in honor of their patron/matron. A cultist may then pray or consult with their patron/matron before partaking in the feast. These feasts are also the opportunity to consult with other patrons/matrons, perhaps in search of enlightenment in an area where a particular cultist falls short. These events are called the Intera Feasts. There is another being that takes the form of shadow, appearing where the light of Illusa and her Virtues does not shine as brilliantly. This being serves as a Devil’s Advocate, pointing out each Virtue and their aspects and declaring there is no place for them in a world that is unfair. Instead, this being suggests the individual pursue the selfsame knowledge that rendered Illusa void of emotion in the first place. He approaches those who hold a more cynical worldview, those who do not believe there is Justice, Prudence, Courage, Hope, Faith, Charity, or Temperance for all. Those who follow this being may not outright deny the Goddess’s court, and in fact may still hold them as valuable and pure. However, they would see themselves as following a path more like that of Illusa. They would either wish to share in the void that is the Goddess alone with his knowledge, or be consumed by the darkness that threatens those who leave behind the comfort emotions can provide in favor of a life alone. Some may believe that in this world, there is only survival and vengeance. Some see only despair. Ultimately, they see themselves as attempting to reach beyond what Illusa has discovered. The entity that guides them is known as Furvus, the Dark One, and he while a part of Illusa like the Virtues he is ultimately estranged from them. A bundle of greed, envy, wrath, lust, gluttony, sloth, and pride, he seeks victims of these traditional sins and plays on their wants in order to get them to pursue direct knowledge rather than knowledge through the Virtues.
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Post by Tapi on Jun 1, 2015 17:28:23 GMT -5
Death and Dying: The Candle Cult Edition
Tapi stores everyone’s souls in a secret phylactery that ONLY TAPI has access to, anywhere and anytime. When a body is so badly damaged that the flame cannot keep it functioning (shredding, complete mutilation, burned to ash, etc.) the flame snuffs itself out to preserve itself and the soul it’s attached to. Tapi is able to reignite and extinguish a flame, which is imprinted with an image of what the individual’s body looked like and how it functioned at the time of Tapi taking the soul. This image allows the cultist to be brought back into a new body that can be shaped into their original form, complete with memories and personality. Provided it hasn’t been too long since the destruction of the cultist’s physical form, memories and personality should remain undamaged and unaffected. The flame can only retain so much, and without a body memories will start to deteriorate and personality will flatten. While one’s soul remains living in a sense, the rest will become null if a flame is not connected to a physical form as quickly as possible.
If a body is destroyed, what will be used to replace it? Simple: another body. Where do these bodies come from? We just don't know. Some would have you believe the cult robs graves, others would convince you there is a magical substance being produced for these specific needs. Ultimately, in emergency situations only (just as with the Puppeteer Takeover), Tapi can save a flame and reconnect it to a mysterious shell which will restore the cultist even if their body was completely annihilated.
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Post by Tapi on Jun 1, 2015 17:28:27 GMT -5
Defining Magic and Mana (Magic edition)
Magic and mana both exist naturally in the world, but magic can be derived from a multitude of sources and thus the effects of the magic change. Mana remains pure at all times, so its effects are not influenced by the user’s personal feelings, but its concentration. Mana can only be accessed one way. Magic can be affected by the user's intent, and can be accessed through many different means. Magic also does not necessarily require a specific genetic characteristic to be utilized, but its properties are determined by the source from which it was derived. Magic can be categorized in two ways: innate and acquired. Innate magic draws upon the magic of a host (be said host animate or inanimate) to fuel its effects, and is generally limited in scale based on the available magical fuel of the host. Anyone born with magical abilities or any object that produces magical effects is considered to have innate magic, and the use of this magic is draining and it therefore cannot be used indefinitely without recuperation through rest, restoration, or meditation.
Acquired magic is exactly as it sounds: acquired. There are three means through which magic can be acquired—learning, divine channeling, and the making of pacts or contracts. Learned magic doesn’t require innate magical ability, but it does require study of a source material and is limited to one's knowledge of language, gestures, and combinations of materials. Divine magic is the magic generated by beings of great cosmic influence and is harnessed through the worship of and prayer to these beings. Contractual magic functions similarly to divine magic, but is more of an exchange than a show of devotion. The terms of each contract is different, but they always require a payment, often something irreplaceable.
. . .like a soul.
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Post by Tapi on Jun 1, 2015 17:28:33 GMT -5
Defining Magic and Mana (Mana edition)
Mana and magic are two separate energies that exist simultaneously. Mana is the energy that exists within all things. Living things have more than things like rocks and inanimate objects because they require more energy to function. However, certain non-living things hold more mana because they hold more energy (such as magma, or the sun).
Think of mana as an all-encompassing body of water. Everything exists within it, and is made of a spongy material that absorbs some of the mana into itself. Living things and objects that hold energy are spongier than solid inanimate objects, so they can absorb more of the mana around them.
Some beings, such as Jeu’s ancestors, the Cestrigards, are made of pure energy and are in constant contact with the mana themselves. They are able to sense the sea of mana that surrounds them, and they can control the absorption of mana into themselves with such precision that they can gather the mana to a fixed point and concentrate it. They can then utilize this mana for various purposes. Some use it to fight, others to heal. Mana is a pure energy that is compatible with all things (save a few specific exceptions), and thusly can be utilized for many different purposes depending on how you use it. These beings are only able to do so because their genetics allow for it. Their bodies are evolved to actually feel and absorb this energy on a genetic level, and other beings simply do not have this advancement. Because other beings lack the ability to sense mana, they also lack the ability to manipulate mana, because the mana sensing properties of their bodies grants the ability to work with mana. To put it simply, it’s the same part of the body, so if you lack the sense, you lack the manipulation.
Mana can be stored within objects for later or immediate use so that you don’t have to take the time to take in the local mana to use. Too much mana within an object will cause the item to break down. The more mana stored within it, the more obvious it will be that the item holds mana (it will begin to glow and get hotter and hotter, or colder and colder, until it melts and releases the mana, or shatters and does the same thing.)
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