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The Cycle of the New Sun

Posted on July 19, 2026

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Pervasive[/su_permalink] Overview: The Cycle of the New Sun chronicles the conflict that necessitated and the coming of the original Lightbringers of Helca. It collects other well known elements, but includes anecdotes and small events not included in the official Records of the Church of Light.

What is common knowledge and other than? Cycle is taught to all through church, world watcher or local education

NOTE: None of the The Time of Endless Death information (except the Grollen chronicle of the The Battle of Broken Fang) is chronicled in too much detail or widely disseminated among the current population of Helca. It is known that The Time of The Crossing preceded this moment of The Modern Age – The Crossing Era.

The Time of The Crossing – Coming of The Blood of Saemon
The Time of Endless Death – Endless battles in The Valley of Sighs
Under The Constellation of __
The Lightbringers Summoned
The Gods War
Division & Dominion
Orrishai ‘Settled’
Lands of Dominion claimed
Godspeak sworn upon the massive equitas crystal brought forth by the dragons of Helca; called The Arapheum, it was carved into two serpents, biting each other’s tails. Oath echoes for eternity. Said to be in an undiscoverable location.
Avatars manifest the will – a second gods war?
Role of kauket – veil of tears
A shadow in the valley of sighs spews forth a new entity
Semazen the void-born strapped there – children of the unholy trio gave bith to
Court of shadow fiends; initial chieftans of the dark spawn,
Summoned light Haerbinger first, announced the others spirits When cy amgels summoned
Convention of radiance virtue
Sun bane enacted
Court of shadow grant true dark vision
affray


Chronicle/Facts of the Event(s)

Knowledge is broken down by ease of discovery/availability & Meticulous Record Keeping may improve usability; Any attempt to know more than what's Pervasive will require a reference, source, knowledge, check, or access to someone who can get or provide either of these. Specific Lores may increase the chance of knowing specific elements.

Trivial Outcome / Very Easy Difficulty & Pervasive Knowledge

Information Sources: Mundane Reference | Associated Phenomenology Only | Specific Lore

For those native to or long-dwelling in the region, ALL Common Knowledge may be Pervasive.

There are known to be several variants of the chronicle with small details changed. The oldest family crypts in Umbak contain the oldest versions of this.

Rumors About the Locale

Simple Outcome / Easy Difficulty & Common Knowledge

For those native to or long-dwelling in the region, ALL Common Knowledge may be Pervasive.

Though not considered heretical, it is not embraced as official canon. Its writing style definitely draws on old styles of prose and forms of story-telling.

Minor Outcome / Average Difficulty & Uncommon Knowledge

The Book of Memnarch and the Tallying of Ormahn are slightly different and outside of what is normally taught in the canonical Records of the Church of Light. The styles are unique and structures a bit alien. And some of the information contradicts canonical records.

Rare Knowledge / Very Hard Difficulty

Some scholars believe the Book of Memnarch and the Tallying of Ormahn are from an elder race of watchers, or some Enemy of the faith sewing confusion.


Warning
Obscure/Hidden Knowledge is not generally available in known references; It is not necessarily Forbidden.
DO NOT READ BEYOND THIS POINT unless a character has the capability to gain such knowledge [through association, organization, or relation] if they do not possess it themselves or the reader intends to participate in scenarios using this material as a PLAYER! GM Narration will typically provide relevant information by check or story.


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Hares Dream

Posted on July 10, 2026

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The Hares Dream is a phenomenon of sleeping on or near areas of the ‘Albocris Estate‘. In it, the character perceives the world as though they were a hare where they are. Night or day, predators are constantly being perceived around them. They run as fast as they can, legs pumping, breathing ragged and heart rate through the roof. Their thoughts are filled with nothing more than survival, panic, and terror. It goes on and on.

Realm's Aptitude Powers: Divine, Occult, and Psychic

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Shancere (ruins; Rhyl)

Posted on July 9, 2026 in Steel-Realms

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Shancere (shan-ser-ay) is an ancient place. It may go back to the days when the elves and Dragon of Rhyl fought, before the modern age. It seems to be ruins, built upon ruins, built upon ruins. It is right inside the Southern Edgelands of the Forest of Rhyl and has steadily encroached on it for near a millennium, reclaiming it for nature. a few dozen kilometers away is Icen Churnidz – the ancient and potent Frost-Melded Icescape.

A hill rises up above the tree line. Smaller trees grow around it, marking the area cleared for defense a long time ago. You feel loneliness, hopelessness, sadness, and melancholy. This place has long been abandoned by civilized folk, it feels thoroughly wild – though its structures still stand. The centerpiece is an abbey of stone, rising up on the top of the hill. The large structure has a aura of ancientness about it, and time feels like it stands still in viewing it.

There is a small herd of 150 Wild horses nearby.

Abbey of Stone

The abbey is the centerpiece still, though you cannot tell what god or gods it may have once been dedicated to.

The Church Ruins

There is no roof. The walls are broken.

The Terraced Steps

A set of 5 terraced steps, seemingly built for giants, lead up to the double doors. The steps are cut into the earth, set with massive blocks that total 25m wide – as wide as a the church itself at the front. At the outside edge on both sides are a set of smaller human sized steps – three for each of the terraces. Strangely, the humanoid sized steps have been seemingly purposefully broken by tools.

As you climb the terraces that are steps, you feel like an interloper – as if this was never intended for you and your ilk. The human sized steps look broken and dangerous – and purposefully ruined to make it seem that way – as if a warning.

Massive Double Doors

The double doors stand closed, though it is easy to enter the church through a hole in or over the broken walls.

A smell like old earth, stale air as if from a cavern deep in the earth where nothing has moved in a millennium wafts upon the breeze. It smells of… the past. An ancient and cold past. Nostalgia overcomes you as your mind wanders into long forgotten memories.

Broken Altar

The Abbey Well


Realm's Aptitude Powers: Divine, Occult, and Psychic

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Faerie Ceremony of Energetic Roots

Posted on July 9, 2026

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The Faerie Ceremony of Energetic Roots was the foundation for the cycle of The Odyssey of Elancil’s Wound. It was enacted by the a conclave of shamans, priests, and druids to try and reinvigorate the forests of the Noble East and Steel Realms in general, and to help the diminishing population of the The Smallfolk of Faerie in The Realms in the Noble East.

Realm's Aptitude Powers: Divine, Occult, and Psychic

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Amencraith’s Gash (wooded land Vale Evander)

Posted on July 9, 2026

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Amencraith’s Gash is a stand of bruise-colored trees in the east that border the Forest of Ynth. It is named for the mage who led the forces that wounded the forest as it tried to creep westward into Vale Evander as part of The Odyssey of Elancil’s Wound.

Realm's Aptitude Powers: Divine, Occult, and Psychic

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