The Nizvestier Within

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The Nizvestier Within
FNORD.png
"Repent. Endure. Drown. These are your options."
Origin Nowhere and Grief
Titles
  • The Well-of-Whips
  • The Mirror’s Maw
  • The Bleak Spiral
Names
  • The Iced Angler
  • The FNORD
  • Aspects Winter Lantern Edge Grail
    Date of arrival FNORD
    Owner(s) Beast

    The Nizvestier Within, also referred to as The Mirror’s Maw, The Well-Of-Whips and The Bleak Spiral, is an Hour from the Fourth Fansus’ House of the Wyrm, created by Beast. It is a God-From-Nowhere and the second God-From-Greif, born shortly after the Transfinite Question from the self doubt, blame and loathing of a mournful Old Wyrm, which had been left to mingle with the Sea-of-Regrets. Its primary aspects are Winter and Lantern, with secondary aspects of Edge and a tertiary aspect of Grail. It seeks nothing and wishes only to be left alone.

    Its tarot varies from deck to deck. It is most commonly associated with Judgment, the Hanged-Man, or the Devil, in descending frequency.

    =Description

    History

    FNORD.

    Appearance

    It’s full form is that of an impossibly vast whirlpool. Wide enough to swallow a city whole, and deep enough to drink the oceans. Far below, past where the downward current straightens out, the water cuts off to a great black void, from which no being can enter and hope to return. The distant light of the last hour to plunge its depths can still get be seen. None can reach it.


    The young and innocent seeking the Mirror’s Maw can be forgiven for missing it the first time they reach its chamber. For mortals, the amount of the Maw they can see and access is highly dependent on how poor their choices in the wake have been and how aware they are of said mistakes; the whirlpool seeming to take form as they fall deeper and deeper into a downward spiral. Those who’ve achieved immortality can see the Maw in its entirety, with layers inaccessible to them locked behind a screen of water, giving the Maw an appearance that resembles a loop of reflected mirrors.


    Despite no land existing beneath the sea of regrets, numerous ledges of slippery, jagged ivory line the steeper parts of its maw, growing less and less structurally sound as one descends. Salt crystals and icicles grow beneath these rocks, scattering the light of the cave further down.

    Those who reach through the rushing water once they pass its lips find themselves hooked to razor sharp barbs, which inflict pain and disfigurement onto the dreamer's form. As one descends, these hooks grow longer and thicker, inflicting greater pains and longer lasting deformations, up to the point eventually forever warping ones dream self to to some personally symbolic reflection of their deeds. Desperate souls who’ve gone too deep will use these hooks to climb their way back out. Those who do so and are fully touched by the light, however, will find that these hooks can retract without warning. The same is true for the narrow 'stairs' seemingly built into the Well’s side.


    Objects and representations of desires and impulses flow up from its mouth, effortlessly moving against the raging current. They are not to be taken.

    Principles

    Winter, for the constant certainty of its endings, as well as the peace of it promises for those who leap for them.
    Lantern, for the self scrutiny it brings and the revealing of flaws. Edge, for the strangling ruin and dread it brings.
    Grail, for the temptations addicting, decadent and wrathful that draw the restless to move deeper into its unwilling mouth.

    Though not of Forge, the Nizvestier Within does encourage change. Confidence is the that turns improvement away; the arrogance by which one remains ignorance to their own faults. In order to grow, it must be torn down. It will provide no additional strength or willpower help make this change, but will provide threats to motivate the inactive.

    Worship

    Cult

    The Order of Acquittance is an old and humble congregation. Judges and criminals renown stand indistinguishable in its choir, as sinners and saints preach redemption. There is no sin they cannot earn forgiveness for. There is no act of repentance they have not logged.
    They are Lantern, to make failings known.
    They are Knock, to bring wounding revelation.
    They are Forge, to bring redemption.
    They are Secret History, to remember the deeds.

    The Reverie Keepers are an organization of anonymous revel managers. They work to feed the desires of the sinners unrepentant, while also keeping them from falling deeper. Its therapies can calm even the darkest of desires. Its services can convincingly emulate both the illegal and the immoral, though almost every act has a genuine version to offer, provided all are willing. Many have attempted to expose them. Not one has succeeded.
    They are Heart, to endure the silence and maintain ones morals.
    They are Lantern, to keep the reckless in line.
    They are Moth, to keep the urges tamed and concealed.
    They are Grail, to sate the desires forbidden.

    The Collectors of the Foremost Debt are a loose collection of vigilantes, journalists, constables and detectives dedicated to the capturing and ruining of those who step too far. They hound the former clients of The Order of Acquittance who've fallen into their old ways and refuse to continue redemption. They trim the reckless of the The Reverie Keepers who begin to draw the public eye. They will pay any cost to see Judgment brought, even if that means falling to the lows of their target.
    They are Knock, for they reveal all and refuse to be denied.
    They are Lantern, to bring sins to the public eye.
    They are Edge, for the are unconquerable and unstoppable.
    They are Winter. for the ruinous end they bring is certain.

    Mark

    1. Temptation: Reflection: I have begun to understand the road down which my choices are taking me.
    1. Dedication: Reflection: I have realized some portion of myself as malignant and wounding, though I am no longer sure which part that is. I remain unsure how to address these revelations, but I have become unable to ignore them. If I fail to address these newfound thoughts, their grinding weight will reduce me to dust.

    | Passion / Pull / Cling / Endure |

    1. Ascension: Endure: Agh my eyes.
    2. Ascension: Endure: Ugh my bones.
    3. Ascension: Endure: Gah my legs.
    4. Ascension: Endure: But it's gonna be worth it.
    5. Endure: I have proved myself, and now I teach new hours how to bake cookies.

    | Reason / Push / Climb / Repent |

    1. Ascension: Repentance: Agh my eyes.
    2. Ascension: Repentance: Ugh my bones.
    3. Ascension: Repentance: Gah my legs.
    4. Ascension: Repentance: But it's gonna be worth it.
    5. Repentance: I have proved myself, and now I teach new hours how to bake cookies.

    Servants

    Long & Children

    Sirens
    FNORD.png
    A Siren
    wip
    Follower
    Summoned
    Thresher Of Thoughts
    Deceiver 8
    Grail 8
    Heart 8
    Phylaxian
    Work.png
    Summon a lonely and clinging creature of the Well.
    wip
    wip
    Ritual
    Knock 4
    Winter 8
    Heart 2

    Names

    Marie, The Spotlight Pen

    '"wip"

    FNORD.png
    Marie, The Spotlight Pen
    '"FNORD"'
    Follower
    Summoned
    Tutor
    Lantern 12
    Lamp of Loss
    Knock 12
    Work.png
    Summon a damning Name of the Nizvestier.
    wip
    wip
    Ritual
    Knock 5
    Moth 10
    Grail 2
    Gan, The Iced Angler

    '"wip"

    FNORD.png
    Gan, The Iced Angler
    '"wip"'
    Follower
    Summoned
    Tutor
    Devourer 12
    Grail 12
    Winter 12
    Thresher Of Thoughts
    Work.png
    Summon a ruinous Name of the Nizvestier.
    wip
    wip
    Ritual
    Knock 5
    Heart 10
    Grail 2

    Locations

    The Mansus: The Shattered Caverns

    The Well-Of-Whips occupies a spot somewhere in the flooded cave systems once known as the Glass Caverns; a vast, cold labyrinth of dripping crystals and icy mirrors. It is said that the reflections of the Caverns lay the sins of the reflected bare before them. As the Bleak Spiral is immobile, they are the only way for an uninvited dreamer to reach it.

    Prior to the collision, these labyrinthine caverns were closed off to the house, and thus inaccessible to almost all. They weren’t always sealed, but few remain who remember the burial.

    Following the collision, the cavern of the Mirror’s Maw breached. The maze can be entered through a cliffside hole where one Sea Of Regret meets the house. Its branching paths are uncountable and it’s icy halls disorient the senses. But if one looks hard enough, if one delves deep enough, they might find the Mirror’s Maw. This is highly inadvisable.

    The Histories

    Wherever whirlpools can be found.

    Items

    Tools

    • A Well Tooth
      • Aspects: Winter5 Edge3
    • A Honeyed Pail
      • A Honeyed Pail (Full)
      • A Honeyed Pail (Half)
        • Aspects: Grail4 Moth4
      • A Honeyed Pail (Empty)
    • A Black Eye
      • A Black Eye (Full)
        • Aspects: Lantern10 Winter3 Edge2 MirrorAspect
      • A Black Eye (Shattered)
        • Aspects: Lantern3 Winter1 Edge1 MirrorAspect

    Ingredients

    • Bitterleaf Extract
      • Aspects: Winter4 Pigment

    Influences

    • A Tidal Force
      • Aspect: Winter15

    Books

    • The Twenty-First Indictment:
      • Description: It's an old book, okay? A dusty old tome? Made out of...flesh? What the.
      • Start Text: This is the tale of the skeleton warriors.
      • End Text: The skeleton warriors theme song refuses to leave your mind.
      • Gives: Stuff goes here. Usually lore. Sometimes languages. Sometimes things get really weird. Feel free to get creative.
    • The Fisherman's :
      • Description: It's an old book, okay? A dusty old tome? Made out of...flesh? What the.
      • Start Text: This is the tale of the skeleton warriors.
      • End Text: The skeleton warriors theme song refuses to leave your mind.
      • Gives: Stuff goes here. Usually lore. Sometimes languages. Sometimes things get really weird. Feel free to get creative.

    Rites

    • Making of the Hours
      • Description: Ancient ritual conceived by the spooky boys of Uh-Shekel.
      • Requires: Rites are the more unique bits of Cultist Simulator. They may require tools, objects, lores, living beings, and so on. Some of the items used for the rite may be destroyed, and proper aspects are needed. Do specify all the details!
      • Gives: Glorious boons. From summoning to spawning items to other beneficial effects.

    Relationships

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    Secrets