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1  Organization and General Discussions / General Santharian Discussions / Re: Twin souls? Soul mate? Split aparts? on: 20 July 2003, 10:57:00
Historical literary allusions rule.

Tolkien was a master at them.  Maybe Philosophy grad students think the Symposian myth is famous, (;) )but the rest of the world is largely unaware.  If there was no allusion, how would literary types (like me) justify their existance?

I think, if there's no large scale lifting, it would be fine, no?  Just my $0.02.

Be Bold, and mighty forces will come to your aid... - Basil King

Not all who wander are lost... - J.R.R. Tolkien

2  Organization and General Discussions / Non-Santharian Stuff: Life, the Universe & Everything / Re: Need a Logo... on: 12 August 2003, 13:14:00
Music fans might want to check out my friends' sites:

miles rain


They're a couple o' geniuses.  Not that I'm biased, or anything...

Be Bold, and mighty forces will come to your aid... - Basil King

Not all who wander are lost... - J.R.R. Tolkien

Edited by: Catchfire at: 8/11/03 21:16
3  Organization and General Discussions / Non-Santharian Stuff: Life, the Universe & Everything / Re: where? on: 30 July 2003, 20:21:00
What the...?

I know I don't know you very well, Luci..but Criminee!  Another Santharian in Quebec?  I live just across the river in Montreal!  I don't know where you came from, but you are no just a short bus ride from the greatest city in the world.  And no, I am not talking about Sherbrooke.  You sure lucked out marrying a dude from here! :D

Welcome to Canada!  Welcome to the city of smoked meat, bagels, bring your own wine, dancing, music and drums!  

Be Bold, and mighty forces will come to your aid... - Basil King

Not all who wander are lost... - J.R.R. Tolkien

4  Organization and General Discussions / Non-Santharian Stuff: Life, the Universe & Everything / Re: :D on: 19 March 2003, 10:44:00
Narnia is amaazing!

C.S. Lewis was a massive Catholic, and a big fan of Milton's Paradise Lost (Well, all Milton, really, but that's the big one)  And Narnia was one of his attempts to reconcile 'the ways of God to Men.'

I'm pretty sure my favourite is Prince Caspian, but it's been awhile....The Voyage of the Dawntreader is awesome too.  My set is also madly dog-earred.

Paradise Lost is pure, undeniable genius, and an awesome read, it's about the fall of Adam & Eve from Eden, but it is soooo good.  (Remember the silver apples from The Magician's Nephew?)

"Arise, Awake, or be forever fallen!"

Be Bold, and mighty forces will come to your aid... - Basil King

Not all who wander are lost... - J.R.R. Tolkien

5  Santharian World Development / People of the World of Caelereth / Re: Cárimuá Eaás on: 11 July 2003, 08:36:00
Wow Wren, that is really fantastic, and talk about thorough...

I might be persuaded to write an entry for Saolím, though it has become clear to me that I'd need a lot of help in order to get the history quite right.  I have a few ideas, carried over from before, but I'll have to discuss it with you to see if they fit with history as it stands right now, and how you planned for his actions/his relationship with Carimua to work out.

Be Bold, and mighty forces will come to your aid... - Basil King

Not all who wander are lost... - J.R.R. Tolkien

6  Santharian World Development / People of the World of Caelereth / Re: The Voidwalkers on: 30 July 2003, 20:31:00
Thanks Artimidor!  And thanks everyone for your comments!

Those are some great words, by the way, Bard, and should defintely be considered for use!  'Godmoot' is very cool, indeed.  So is 'chathedran,' for that matter.

Dasson:  Of course not, but religion was the context we were discussing.  At any rate, I don't want to comment on syntax or semantics any more, if it doesn't pertain directly to the entry, since it's really not worth the heat.  Please, just trust me?

Unless of course, we're talking about Ms. Judith's terms, which I think are fantastically creative, aurally appealing and perfect for our purposes in Santharia!

Be Bold, and mighty forces will come to your aid... - Basil King

Not all who wander are lost... - J.R.R. Tolkien

7  Santharian World Development / People of the World of Caelereth / Re: Comment on: 27 July 2003, 06:58:00
Church n.

6.   Any body of worshipers; as, the Jewish church; the church of Brahm.
7. The aggregate of religious influences in a community; ecclesiastical influence, authority, etc.; as, to array the power of the church against some moral evil.

Faithful n.

1.        The practicing members of a religious faith, especially of Christianity or Islam: a pilgrimage to Mecca made by the faithful.
2.        A steadfast adherent of a faith or cause: a meeting of the party faithful.

I agree that it has Christian connotaions, and it's removed anyways.  Is faithful okay?  Or should I change this word too?

Be Bold, and mighty forces will come to your aid... - Basil King

Not all who wander are lost... - J.R.R. Tolkien

Edited by: Catchfire at: 7/26/03 14:59
8  Santharian World Development / People of the World of Caelereth / Re: The Voidwalkers on: 26 July 2003, 21:20:00
Faithful is both a noun and an adjective.  As in, The people were faithful to their king and The Palestinian faithful were very devout.  'Faithful' refers to people of a religion and 'Faith' refers to the religion itself.

And 'church' is derived from Old English, which is derived from Greek (pre-Christian.)  It just means 'of the lord's house' or something.  You can see the universal usage in the phrase 'The separation of church and state' which of course, does not simply refer to the Christian religion. 8o

Semantics though, It doesn't really matter.  I changed the entry to 'faithful' anyways, so as not to step on toes.  It's a simple thing, after all.

Be Bold, and mighty forces will come to your aid... - Basil King

Not all who wander are lost... - J.R.R. Tolkien

9  Santharian World Development / People of the World of Caelereth / Re: The Voidwalkers on: 26 July 2003, 15:16:00
Actually, 'faithful' is also a noun.  I certainly mean 'The Faithful.'  ;)  

<-----Writes/edits for a living....

*edited in faithful for church!*

Be Bold, and mighty forces will come to your aid... - Basil King

Not all who wander are lost... - J.R.R. Tolkien

Edited by: Catchfire at: 7/25/03 23:19
10  Santharian World Development / People of the World of Caelereth / Re: The Voidwalkers on: 26 July 2003, 14:57:00
Maybe I can explain a bit better?  I am using church with a small 'c', Arti, so it is not an 'institution' but the group of people who together worship Queprur.  By definition, if there is a hierarchy of priests in the who all worship Queprur then they are a 'church.'  If you still find this has too much Christian/Terran ideals attached to it, maybe you could recommend a better word?  'Faithful' perhaps?

As for the choosing process, the priests who do the choosing obviously are those who feel Voidwalkers are appropriate to the Queprur doctrine.  In the past, the idea was that they were thought of as good, generally, in the Queprur faithful, and it was not until the practices were revealed that the idea emerged that perhaps it was not so hot an idea.  I would think, if parents were very loyal to Queprur, that such an opportunity for their child to become such indebted, special servant of Queprur, they would be happy for the honour.  That was my intention, anyways.  Nowadays, most people don't know what they are, or even if they still exist, because the temple of Queprur either forbids it or denies their existance.  So, if someone were to tell them that their child has been chosen to be a special servant of Queprur, they would not assume it would be for a Voidwalker.  I'll put all this in the entry, to clear it up.

Be Bold, and mighty forces will come to your aid... - Basil King

Not all who wander are lost... - J.R.R. Tolkien

11  Santharian World Development / People of the World of Caelereth / Re: The Voidwalkers on: 25 July 2003, 09:46:00
Well, my idea was 'tint' instead of 'colour' draining from the hair.  For instance, if an artist were to draw a dark red, they'd mix black and red.  Remove the 'tint' and you are left with black.  If there's no black, you are left with white.  This is the way it worked in my messed up mind.  However, I have steeled myself against your 'common sense' that said everything would naturally go to white (of course!) because I didn't want to change it.  You are most correct, of course, but I was resisting it because I am already using these guys in a story on the RP borad, and have described several of them with black hair.  I think I am going to go with the 'dyeing' idea, and say that they fade to white naturally.  You're both right.  It makes more sense.

And Koldar, sorry, I was unclear, and a little incorrect.  They mention eight dimensions, not nine, and it is not the void itself that is described as in the eighth dimension, but places the void leads to.  The entry for it is here.  I brought it up before, but no one answered me.  Is it supposed to be spelled wrong?  It should be 'ethereal' not 'etherial.'  Just curious...

Oh...and edited to add that I changed the black hair thing so that lower levels dye, higher levels keep it white.  It's better all around this way, I think.  Thanks!

Be Bold, and mighty forces will come to your aid... - Basil King

Not all who wander are lost... - J.R.R. Tolkien

Edited by: Catchfire at: 7/24/03 18:00
12  Santharian World Development / People of the World of Caelereth / Re: The Voidwalkers on: 23 July 2003, 21:06:00
It's a new concept, Talia, at least, new to me.  I had an idea for a monster of some kind, dedicated to Queprur, and scoured the site for some way to make it 'work.'

Perhaps I should change 'colour' to 'tint.'  The idea was that light haired people would fade colour to white, and dark haired would lose their tint and fade to black.

I know the human body can survive without food for a very long time, but I hardly think it is accurate to say 'without harm.' ;)   But I should mention this in the entry, you are right.

In the entry of the ethereal void, it describes the void all the way up to nine dimensions, implying more.  I thought I was keeping it simple with four!  I totally see your point though, I can try to rephrase.  (Although 'tesseract' cannot really be defined without the fourth dimension!)  And, yes, the fourth dimension is generally described as time, but I am using the fourth dimension of space.  You know, if you sign up for that 'metaphysical' mumbo jumbo.

Yes, I have heard of that experiment.  Leonardo Da Vinci subscribed to a version of it, and Donald Trump supposedly lived on three to four hours of sleep a night.  What a couple of wierdos.

The steel/glass thing is also in the entry for the ethereal void.  It says steel loses some of its properties, but glass maintains them.  I added bone so that the 'Walkers themselves wouldn't be able to pass through walls and such.  They are not phantoms, after all.

I always find it amusing when I try to 'scientifically' prove something like 'the ethereal void.'  We invent something completely fantastic, and then try to make it reasonable.  The ice/water debate in the magic forum is another good example.  "What?  Icicles from a water mage?  It just doesn't make any sense!"

Be Bold, and mighty forces will come to your aid... - Basil King

Not all who wander are lost... - J.R.R. Tolkien

13  Santharian World Development / People of the World of Caelereth / Re: The Voidwalkers on: 23 July 2003, 11:35:00
Ok, I fixed the army bits and added some more things about women.  It should be finished now, unless there's anything else you think I should add?

Be Bold, and mighty forces will come to your aid... - Basil King

Not all who wander are lost... - J.R.R. Tolkien

14  Santharian World Development / People of the World of Caelereth / Re: The Voidwalkers on: 19 July 2003, 11:13:00
Ok, I added some things, a lifestyle and territory section.  I plan to expand the lifestyle, to accomodate female VW more,as well as the clothing.  I explained who is chosen for the initiationm process, added some more to the lore section, explaining why it was outlawed, and the results.

I clarified why it was only elves and humans, and expanded a bit more here and there.  Thanks for your comments, Arti and Rayne, they were very helpful!

I think I'm going to stick with incarnate, AI, as it is, essentially a new lease on life, just a different kind.  Thanks for the comment, though! :)

Anything else that needs adjusting?  I'll admit, I expected a much larger backlash than this at taking such liberties with the netherworld, Ethereal Void (BTW:  On the site, it is 'Etherial Void', which is a spelling mistake, but I'm not sure if it was intentional....I can change it in my entry if it was intentional) and Queprur, not to mention some bold additions to the history of Nyermersys.

I'm glad to see that thus far I have escaped more or less unscathed!

Be Bold, and mighty forces will come to your aid... - Basil King

Not all who wander are lost... - J.R.R. Tolkien

15  Santharian World Development / People of the World of Caelereth / The Voidwalkers on: 18 July 2003, 11:56:00
Ok, I hope this is the place to post this, if not, I completely accept whatever tongue lashing you here see fit.  This is something I'd like to use for a game I am working on right now, and I know it's a little confusing, and takes a lot of liberty with entries, some of which are yet unfinished.  I thought, however, it was the best way of describing what I'd like to use.

I realize it has been about three months since I expressed interest in joining the Dev board, but better late than never, right?  Right?  Anyone?  At any rate, I digress...I give you...

The Voidwalkers (In Styrash:  Phar’cár’tuulén’melór – Those who walk in the Shadow of Death)


The Voidwalkers are special servants of Queprur that have given up virtually their entire being to serve the Goddess of Death.  As a result, they end up as something not quite dead, but not quite alive (often referred to as ‘The Lifeless.’)  In the process of giving their life to Queprur, they end up not wholly dwelling in the physical world, and instead as a dweller of the Ethereal Void.  The existence of Voidwalkers in present-day is fiercely denied by the Queprur faithful, and the process itself is vehemently condemned.


The Voidwalkers are incredibly pale skinned, almost blue in tint, with a ghostly pallour about them.  Their eyes have been drained of almost all colour, and their irises resemble a pale yellow, blending in with the white of their eyes almost unnoticeably.  Their pupils remain a harsh, mat obsidian black, with no notice of light in any way.  Their eyelids have stretched wide, revealing red rims around their orbs, in stark contrast to the chalkiness of their visage and eyes.  Their lips are blood red, thin and stretched as if the walker suffers from consumption.  This stretching is an eerie effect that transfers to the rest of the face, as the cheekbones and forehead poke sharply through the thin, pale membrane.

Their figure is generally tall, though always sinewy, as though victim to lack of nutrition.  They often wear tight, form-fitting clothing to accentuate this attribute.  They are uncannily quick, both in step and motion, and move with an unnatural jerkiness.  It is customary to cover their skin almost from head to toe, leaving only their faces bare.  They are commonly seen with high-collared, waist-length jackets, gloves, and tall boots, always in either black, or white, the colours of their mistress.  Full-fledged Voidwalkers will have an armband of the polar colour of their jacket, white if wearing a black jacket, and vice-versa.  Novices simply wear a plain white gown with a black sigil of the Scythe of Queprur.  Initiates and Novices have hair as dark as a moonless midnight, dyed in reverence to their mistress.  The hair of an Acolyte, as well as the full-fledged Voidwalker is as white as a Cyhallrhim tower.

Because Queprur is a deity worshipped mainly by Elves and Humans, most Voidwalkers fall in either of these two races.  However, there have been some Dwarves, and in one rare case an Orc to be drafted as Voidwalkers.  Voidwalkers can be both male and female.  While the majority of Voidwalkers are male, if a woman is chosen to undergo the training, she almost always succeeds in rapid fashion, and therefore women share an equal number of positions of authority in the Voidwalker ranks.

Coat of Arms:

The Voidwalkers generally go unheralded, as they belong to a secret sect of the priests of Queprur.  However, if necessary, they have been known (as during SW II), to raise the banner representing their mistress, The Goddess of Death, Queprur.  On an obsidian black background, a ghostly white Scythe is displayed.


Since Voidwalkers are merely an arm of the much larger Faithful of Queprur, they only exist where a hierarchy of the Goddess is already in place.  Because the initiation procedure of Voidwalkers has been deemed inhumane and archaic, there are thought to be no known pockets of Voidwalker corps in the modern world.

In the past, Thevelin (Nyermersys) was known to have a great contingent of Voidwalkers after The Great Plague, and during SW II.  Although true numbers of this fearful host are impossible to pinpoint, there have been descriptions, by both Elven scholars and Human historians of somewhere between 500-1000 Voidwalkers at one time.  Of course, it is unknown how many of these had completed their training and initiation, as only the Voidwalkers themselves knew for sure, and much of the knowledge was lost during the ‘Purging of the Void’ in 368 b.s.


The lifestyle of a Voidwalker, and those in training, is a harsh, unforgiving existence.  They have no lives but one of training and ritual.  The severity of their training removes any ability to taste, smell, or enjoy food, and indeed, most decadent pleasures are entirely unappealing.  They are completely indentured to Queprur, and thus never marry, or have any desire to carry on any sort of romantic liaison.  In truth, their consistent dwelling in the Ethereal Void diminishes their sexual organs, making men impotent and women barren.

The hierarchy of the Voidwalkers is strict and defined.  Novices are obliged to Initiates, who are likewise servants to Acolytes.  Once Acolytes successfully ‘Enter the Void.’  They are instantly held in very high esteem among the priests of Queprur.  Voidwalkers proper have been granted positions of Holy Assassins, and are given indubitable control over the Voidwalker trainees.

Since the ‘Purging of the Void,’ Voidwalkers have been rare, and are incarnated in very small groups.  Too, since the practice is forbidden, the Voidwalkers have had to remain secret, and thus, do not figure prominently among the Faithful.  However, because of their literally undying devotion to Queprur, they are trusted with the most sacred and important tasks.

It is unknown exactly how long Voidwalkers live in their natural life, but human Voidwalkers, in particular enjoy a much longer lifespan.  Their contact with the Ethereal Void reduces the toll of natural aging, and thus earns them extremely extended years.  It is also unknown what, precisely, happens when a Voidwalker finally succumbs to natural causes.  It is presumed that their body somehow dissolves completely into the Ethereal Void, but what sort of material residue that is left behind remains a mystery.

Voidwalkers are, in effect, in constant contact with their Goddess; closer than any but the most devout high priests.  As a result, they have no need for the rituals and motions that most Queprur priests practice.  Their life is a living testament to their goddess, and they exist only to serve Her, and they never deviate from this chore.

Initiation Process:

It is rare these days to see Voidwalkers incarnated.  However, the art has not been lost, though the process has been condemned by most of Queprur’s faithful as barbaric and inhuman.

Potential Voidwalkers are chosen at the age of thirteen (or 55 for most Elven tribes) and removed from their parents. When recruiting, priests of Queprur frequent the schools of their temples, as well as examining the children of worshippers of Queprur.  If the priest can sense a significant connection with the Rat Goddess in the child, the parents are told that their child has a special relationship with the goddess and must be trained as a priest.  Parents loyal to Queprur are usually honoured that their child has been chosen to become a divine servant to the Goddess of Death, and give their child away to a lifetime of service.  Indeed, the harrowing ordeal of actually becoming a Voidwalker is a secret known only to the high priests of Queprur.  It is unlikely that any parent would accept such a fate for their child if they knew the hideous details of training a Voidwalker.  If the parent refuses their child admittance, generally the priests acquiesce to the parents’ position. However, in times of heavy Voidwalker recruiting, priests have been known to forcibly enter the child into training.  

New recruits are labeled ‘Novices’ and begin training very similar to initiates of the Queprur priesthood, though it is accelerated to a matter of months.  Novices are given a single white gown, with a black scythe emblazoned on it, and have their hair dyed jet.  Once they learn the basic rituals, prayers and lore of the goddess, the real training of the Voidwalkers begins.

The students are then called ‘Initiates’ and are forced on a severe fast without food or water.  This practice is of course extremely demanding, and tortuous, but Initiates are not given the option of withdrawing once they have accepted the training.  After about three days, Initiates become extremely ill, to the point of death, where they are permitted to drink water, and are tended to by the priests, their skin rubbed with sacred preservative oil generally reserved for corpses, and incantations are uttered, attempting to invoke the spirit of Queprur within the Initiate.  Many initiates die after the first few days, unable to recover, or come to balance with the force of Queprur that begins to exert itself over the initiates.  The surviving Initiates are then given a sacramental feast, with all the water they can drink, before they are forced into another fast.

This process is repeated, and the duration of the fast lengthened, until the Initiates can survive a month with only a tiny bit of food and water each week.  During the fasting process, the Initiates’ skin becomes extremely pale, lacking the necessary vitamins and nutrients to keep a ‘healthy’ skin shade.  Also, the oils and ointments used on the skin of the Initiates tend to thin the membrane significantly, lending itself to the stretched, ghastly expression common to all Voidwalkers.  After the ability to fast becomes ingrained, the students are kept on the diet, but without sleep.  This second stage is much more difficult on the Initiates’ body, but the survival rate is significantly higher than the fasting stage, as Queprur already has a strong grasp on the Initiate’s spirit.  During this process the Initiates’ eyelids begin to widen, leaving stretched red-rimmed sockets.  Also, the irises drain of colour, eventually leaving the pale-yellow eyes common to all Voidwalkers.  Initiates' hair, still dyed black, slowly begins to also lose any colour and tint under the cosmetic.  When the Initiate graduates to Acolyte, they are allowed to stop dying their hair, revealing snow white locks framing a deathly pale visage.  The entire fasting and sleep-deprivation portion of the initiation lasts about one year.

Once Initiates are able to go long periods without nourishment or respite, they are named ‘Acolytes’ and a rigorous weapons training program begins.  Acolytes are given a blessed sabre of blackened steel, and go through training for eighteen hours a day, learning attack forms, defence, muscle training and endurance.  The sword given to all Voidwalkers is naturally cold, and has life-draining properties that only Queprur herself truly understands.  It is surmised that the sword acts as a channel between the real world and the netherworld, a circuit through the Ethereal Void, pulling some of the victim’s essence through the void.  It is unknown how the sword accomplishes this, and what, precisely, is the result.  Victims of the swords edge have been known to describe a deathly chill flowing through them, followed by a despondent emptiness, a lack of will to continue challenging both the aggressing Voidwalker, and their attachment to life.

For the remaining seven hours in the day of an Acolyte, the most horrendous and agonizing portion of the initiation takes place.  The Acolytes are subjected to horrible, inhuman torture.  Queprur priests, having a close connection with the goddess of death, are able to bring the victims to the brink of death, before ceasing the treatment and bringing the initiate back to health.  The death moment happens several times in the seven hours, and after about a month’s worth of the treatment, Acolytes begin to feel ‘light,’ almost like a fog of their former selves.  This phenomenon is explained by the fact that because the Acolytes have spent so much time on the brink of death, they begin to recognize the ‘Ethereal Void’ in which a soul travels through on its way to the netherworld.  In time, usually about ten years after the Acolyte first began the treatment, they are able to dwell entirely within the Ethereal Void.  Still with a body in the material world, but in truth, that body becomes mainly a shadow projected from the Ethereal Void.  When this happens, it is called ‘Entering the Void,’ the training is complete, and the Acolyte becomes a true Voidwalker.  They are given a white armband to wear to signify their rank.  Full Voidwalkers are also permitted to wear full white dress, to differentiate themselves even further from trainees.


Essentially, Voidwalkers exist with one foot in the material world and one foot in the realm of Queprur, the netherworld.  They dwell, in effect, almost entirely in the Ethereal Void.  This allows them to cheat death, and life, as it were.  They require very little sleep, a couple of hours a week, minimal food, and have seemingly unrelenting endurance.  Because the Ethereal Void is a mist over the entire world of Santharia, Voidwalkers can ignore the space surrounding them in the material world that translates into an uncanny quickness, bending the mist of the void to move incredibly fast.  This is not displacement, but a kind of fourth-dimensional movement, a tesseract within the Ethereal Void.

Full-fledged Voidwalkers are also immune to steel, as steel takes on different, softer properties within the Ethereal Void.  Steel passes through accomplished Voidwalkers, as if they were mist, though, empirically, they are solid.  For Acolytes, depending on their level of initiation, steel could affect them as it would anyone, to very slight injuries, scratches compared to the slashes a mortal would receive.  However, they are severely vulnerable to glass and bone, as their skin is very thin, and because such materials transcend the Ethereal Void, all of the Voidwalkers’ resilience becomes moot, and their thin skin and unhealthy flesh are revealed for what they truly are.  It is also surmised that weapons blessed by a water deity may have deadly power against the Voidwalkers’ immunities.

Because of the incredibly difficult and arduous initiation treatment, there are very few Voidwalkers proper.  These few are the leaders of the Voidwalkers’ corps, and are very dangerous, with unwavering devotion to the Goddess of Death, and possessors of terrifying supernatural abilities.  The remaining Voidwalker trainees are of variable power, some with simply the fasting abilities, and some with more of themselves within the Ethereal Void.


It is unknown precisely when the incarnation of a Voidwalker was discovered, but it is thought that Feyronn the Drewynn, the famous assassin that Queprur herself resurrected after he was brought to the brink of death and suspended there with torture, until he finally succumbed to his injuries, could have been the first Voidwalker.  Certainly, Feyronn’s ability to go long periods without food or sleep was legendary, and Queprur would surely have needed to put some of her own spirit into the assassin in order to revive him.  Queprur’s priests are thought to have researched the story of Feyronn, and adapted it to create their own holy warriors.

There was known to be a large number of Voidwalkers during The Great Plague of Thevelin (Nyermersys) used as servants by the priests of Queprur when they cast the disease out of the town.  Because of the Voidwalkers’ unique physique, they were immune to the plague, and able to mingle with the great unwashed freely, spreading the blessing of Queprur.  Kept mostly out of sight, after the plague was vanquished and the temple of Queprur and the pest-pillar were erected, the Voidwalkers kept a solid contingent within Thevelin’s walls.

The Voidwalkers also figured greatly in SW: II, fighting boldly against the invading Elven armies.  Their ability to fight tirelessly, and the fact that they were distributed widely among the armies of Thevelin, is perceived to be critical to crushing the Elven troops morale.  The Elves thought they were fighting a tired, surprised foe, and instead came upon a veritable, unrelenting ‘shadow of death’.

However, shortly after the great peace forging, the practice and initiation rituals of the Voidwalkers were exposed, and there was a great backlash within the priesthood of Queprur.  The practice was deemed inhuman and against the true spirit of Queprur.  Because of the great pain and suffering all Voidwalkers endured, it was thought that they lost sense of the ‘balance’ necessary to truly understand, and truly serve Queprur.  The extreme torment was thought to tarnish the soul, and germinate hatred and despising for all life, considered a critical flaw in the voiced purpose of the Voidwalkers.

Within the Queprur hierarchy, the priests in charge of the Voidwalker venture were cast out and banished, and the Voidwalkers themselves were cast into prison, or, in the case of those who held positions of authority, were executed in unsympathetic fashion.  In an attempt to rid the Faithful of Queprur of this growing blemish on her history, many records and scripture concerning the Voidwalkers were destroyed.  These events took place in the year 368 b.s. and became known as the ‘Purging of the Void.’

The ritual itself for incarnating a Voidwalker was not lost, because it was considered sacred to the Queprur, in respect for her resurrection of Feyronn the Drewynn.  However, it is still considered a terrible practice, and is not continued.

Be Bold, and mighty forces will come to your aid... - Basil King

Not all who wander are lost... - J.R.R. Tolkien

Edited by: Artimidor Federkiel at: 8/2/03 9:19
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