Uyn Ajra Wiki

**Welcome to the Uyn Ajra Wiki!**
A receptacle of information regarding Uyn Ajra, a flat world created first for roleplaying game campaigns.

Uyn Ajra is inhabited by gods that change the face of the world at their whim. Mortals beg their favors and are subject to their laws. It was in the year 64AT that the dominant religion of Topside known as the Faith of the Twelve was formalized. It is headed by the Duodex Orthodoxy, the unified church that describes the twelve gods and their will:

* Authalax: The Goddess of Death, the Collector, Creator of the Disk
* Mineyr: The God of Life, the First Ascended, Guardian of the Disk
* Unjor: The Deity of Passage, and Balance, Lord and Lady of Twilight, Ruler of the Twilight Bastion
* Vyll: The God of Knowledge, The Collector of Truths, Scribe of the Twilight Bastion
* Vudrynn: The Goddess of Secrets, the Keeper of Dangers, Pariah of the Twilight Bastion
* Gylyxyan: The God of Magic, Bringer of Innovation, Harvester of Stars
* Gymunda: The Goddess of Craft, Upholder of Tradition, Forger of Chains
* Sozark: The God of the Skies, Master of the Seas, Herald of Danger
* Sorudra: The Goddess of the Lands, Mother of Beasts, Guardian of the Wilds
* Evannu: The God of Light, Traveler's Guide, Messenger of the Twilight Bastion
* Evolga: The Goddess of Strategy, Champion of Athletes, Warleader of the Twilight Bastion
* Zamaz: The Arbiter of Law, the Vigilant, Judge of the Twilight Bastion

While individual articles here should give detailed enough information on their topics, you can also read the original Codices for a more representative idea of Uyn Ajra's major religion.

#### Roleplaying in Uyn Ajra:

Uyn Ajra is a world build of cooperation and imagination, and it has been agreed upon that the setting itself should be RPG system agnostic. Words like Wizard, Barbarian, and Druid don't really make an appearance in this setting, though terms like "Magic" and "Spell" are somewhat unavoidable. In general the idea of a "warrior" is understood, and the idea of people who can use magic is accepted. The world has learned to divide people with supernatural abilities into the following categories:

* Ferus: When someone's magical talent inclines towards making the best use out of the natural state of the world, they are generally referred to as Ferus.
* Magus: The classic magical archetype; a Magus is someone who hones or even develops their supernatural talent through diligent study and practice.
* Nascent: In contrast to the Magus, the Nascent is overflowing with magical ability. Their powers are derived from their own nature and are unexplainable,
* Pactus: If a person gets a majority of their magic from an external source they are considered a Pactus. The Pact they make defines them as a category of magic user.
* Sanctus: The last and most obvious candidate for this list is the Sanctus. Those who pray to a deity and receive divine blessings are incredibly common, and often speak with their deity directly.

Most notable in regard to roleplaying characters with supernatural abilities: The goddess of death, Authalax, eats the souls of the dead after they have been judged fairly to be less than deserving of special attention. In short, average people and everyone worse than them. This is considered to be fair, since it is why she, death herself, does not simply eat everyone and be done with it. That all being said: magics that return the dead to life are extremely taboo in common culture and impossible beyond a relatively short period of time.

#### A Summary of The Orthodox Creation Myth

The first god was Death.  In the endless void, there was nothing to sate her hunger, so she created a world, and populated it with life.  When the world had ripened fully, she took her harvest, leaving it barren.  Over and over she made, consumed, and remade the life of the world.

One day, the day before she was to harvest life once more, a mortal man approached her, begging for an audience.  Curious, she indulged him.  “What do you have to say?” she asked.  “I ask that you stay your hand, O Death,” said the man, “and let us live in peace.”  Death laughed coldly, and asked, “Why should I do this?  Your race exists to feed me.”  Thinking quickly, the man said, “If you take us all, you will soon become hungry again, and need to make the world anew.  This will take much of your strength, and you will be eternally hungry.  If you spare us, we can multiply a thousandfold.  Then, even if you take only the oldest of us to feed on, you will never go hungry again.”  Death considered this, and said, “Very well, I will do as you ask, though I cannot promise to limit myself only to the old.  I will take as it pleases me, but your people will always bear fruit more quickly than I can harvest.”  The man fell to his knees, grateful.  Smiling, Death raised him up, saying, “For your boldness and your selflessness, I will make you my equal.  My hunger shall never touch you, and you shall be the Guardian of the Living.”  And on this day, Mineyr become the God of Life, and Death retreated halfway from the world, and became Authalax, the Collector.

Authalax and Mineyr sealed their bargain conjugally, and from their union came Unjor, the Halved, both male and female, Lord and Lady of Twilight, Patron of Transitions and Boundaries.  As soon as they were born, Unjor held apart their parents, forbidding them from being with each other.  From that day forth, Authalax and Mineyr could only speak through their child, who kept track of those that died, and ensured that the souls of the dead proceeded safely from their father to their mother.  Unjor keeps their mother fed, while not letting her hunger grow too ravenous.

On only one occasion did Unjor deny their mother.  A pair of twins, brother and sister, were both beautiful, the envy of all.  The brother, Vyll, was wise beyond his years and learned from every book, while the sister, Vudrynn, was cunning and quick with words, and able to win any argument.  One night, a jealous neighbor stole into their home and slit their throats while they slept.  When the twins came before Unjor, they tried to plead with the Twilight God, saying they had been taken before their time.  “My mother takes without reason,” said Unjor, “this is the way of things.”  “But please,” said Vudrynn, “if we are consumed by Death, all our talents will be wasted.”  “Indeed,” agreed Vyll, “it would not be bragging to say I know more than any living being; all that knowledge would be lost with me were I to simply die.”  Unjor considered this, for the first time indecisive.  To tip the scales in their favor, Vudrynn used her wit and charm to seduce the Halved One, offering herself and her brother as consorts to Unjor.  The Deity between Life and Death was bewitched by the twins, and finally accepted.  From that day forward, Vyll sat at Unjor’s right hand as God of Knowledge, while Vudrynn sat at Unjor’s left as Goddess of Lies and Trickery.  Authalax never forgave Unjor for this slight against her, and for their defiance created the first plagues and diseases and cancers, and Unjor has never tested their mother’s wrath again, knowing if they do, Authalax will surely reap the entire world.  And should any mortal try a similar trick, Vudrynn will be watching, to ensure they keep moving on toward Death.  Vyll and Vudrynn both still bear scars on their throats; Vyll conceals his with a high collar, while Vudrynn displays hers proudly, the neckline of her dress always below her shoulders.

Unjor bore two children for Vyll.  The first was Gymunda.  She was strong and broad, and used her father’s knowledge to use fire and force to tame the metals of the earth, fashioning tools and weapons, and became the Goddess of the Forge and Flame.  The second was Gylyxyan.  He was small and slight, and visited each of his grandparents in turn to learn the secrets of creation, commanding the arcane to obey his very thoughts, and became the God of Magic.  Both Gymunda and Gylyxyan taught their secrets to mortals, giving them the power to build great civilizations.

Vudrynn, in turn, bore two children for Unjor.  The first was Sorudra.  She was plain and earthy, and resented her cousins giving mortals gifts to reshape the world around them, so out of spite, took it upon herself to share her mother’s gifts of trickery and deception with the lower plants and animals, and became the Goddess of Nature.  She taught bears and wolves and lions to hunt and kill, she taught foxes and raccoons and magpies to steal and forage, she taught deer and rabbits to stay out of harm’s way, and she gave the trees and flowers strength enough to pierce through stone and overgrow anything made by mortals.  The second was Sozark.  He was quick and energetic, darting across the sea and sky, rending both with wind and thunder, and became the God of Storms.  He had no care for either mortals or nature, but still found himself enamored with Gymunda’s strength, and she found herself equally attracted to his energy, and they took each other as consorts, much to Sorudra’s and Vyll’s displeasure.  Unjor remained ambivalent, while Vudrynn was secretly pleased.

Gymunda bore Sozark two children.  The first was Evannu.  He was filled with so much fire and lightning, it shone out from him bright enough to blind all the other gods, as befits the God of Light.  Unjor had to intervene, tempering his glow by spilling it across the sky, creating the sun, moon and stars.  Faster even than his father, Evannu visits each and every star, causing them to twinkle.  He carries messages between the gods, arriving at his destination almost before he leaves.  The second was Evolga.  She was strong and fiery as well, but more grounded.  Unable to dart across the sky like her father and brother, she strode across the land, wielding in one hand a sword forged by her mother, in the other a whip filled with her father’s lightning, visiting mortal conflicts as the Goddess of War.  While she sees bloodshed as a viable solution to problems, she has decreed rules of engagement, and forbids war crimes.

Sorudra and Gylyxyan have also borne children, separately, though none have ascended to godhood.  Each set of siblings keeps to their own court: the Green Fey of Sorudra live in the primeval forest that is their mother’s home, while the Blue Fey of Gylyxyan are said to have a sanctuary in the stars.  The most powerful of each court are commonly termed “fey lords”, and they are believed to wander the world, granting boons or maledictions to mortals they deem deserving.  The Green Fey Lords are: Hoarthe, the Winter King; Hadlea, the Horned Lady; Felwed, the Lord of the Reeds; Fytherwyn, the Dragonfly Queen; and Thopfit, the Mushroom Spirit.  The Blue Fey lords are: Doredun, King of Beauty; Domythra, Queen of Music; Kollas, the Lord of Night; Kestra, the Lady of Dreams; and Nausylon, the Riddle Keeper.

Unjor also bore a single child by themself.  Zamaz was androgynous, like their parent, but while Unjor sits between, guarding the boundary, Zamaz represents equality and law, and is the most even-tempered of the gods, and the most rational.  For their demeanor, Unjor instated Zamaz as the God of Order, and all the other gods look to them in times of disagreement, and all obey their verdict.  Even mortals appeal to Zamaz, the Judge, praying for fair treatment, or a peaceful resolution to war - thus Zamaz must often intervene against their cousin, Evolga.

Unjor holds court in the Bastion of Twilight, atop the highest peak of the Worldedge Mountains.  Vyll and Vudrynn sit with them, on either side, and lesser thrones are reserved for their children.  Sorudra’s throne stands empty at all times, for she prefers her own Oaken Throne in her sacred grove within the primeval forest.  Zamaz sits in the center of the room, able to see in all directions with their twelve eyes.  Vyll forbids Gymunda and Sozark to sit together, while Vudrynn provides safe havens for them to visit each other in secret.  Unjor speaks rarely, most often letting Vyll speak for them, or waiting for Zamaz to pass judgement.  Authalax resides beyond, and does not visit the Bastion; her grandchildren sometimes visit her, but she refuses to see Vyll or Vudrynn.  Mineyr visits the Bastion occasionally, where he takes Vyll’s seat at Unjor’s side, but spends most of his time among mortals, guiding the hands and minds of healers, and striving to keep the old and sick out of reach of Authalax’s hunger.  Mortals have great fondness for Mineyr and revere him, and eternal respect and deference for Authalax, but they recognize Unjor as the greatest power in heaven, and afford them the highest honors in their prayers and temples.

Though Unjor will never again directly intervene on behalf of a dying mortal, Mineyr still will.  If a mortal was in some way exceptional, whether in talent or kindness or great deeds, Mineyr will advocate on their behalf, begging his one-time consort to let their soul be preserved.  Authalax will always listen to the Upraised Guardian, and in such instances, Zamaz will be called to judge the life of the soul in question.  The Judge will tabulate their deeds and misdeeds, and should they find them worthy, the soul will be allowed to live in the Bastion of Twilight, spending eternity in the Silver Halls below the throne room.  If they are found unworthy, or simply ordinary, Authalax will take what is rightfully hers.  Mortals who try to appeal directly to Zamaz in this case will find their prayers unanswered, for Zamaz simply upholds the law, and has no say in what is deemed good or evil - mortals can only expect fair treatment.

Authalax was not the only entity to arise from the Void.  One of the most powerful to find their way to the world is Maghyros, the Tyrant.  He views consumption by Authalax as the ultimate waste, wishing instead to enslave the dead as his own personal army.  To that end, he dispatches agents to the Bastion of Twilight to try to spirit away souls deemed unfit by Zamaz, bringing them to his own court, the Iron Tower, on the far side of the world, usually called the Underside.  If a mortal dies, and their soul is not ushered to Authalax by Unjor’s priests, Maghyros’ agents will take it instead for the Tyrant.  For this reason, a priest of Unjor rides with every mortal army into battle.  Travellers who must venture through dangerous lands alone will wear talismans bearing Mineyr’s or Unjor’s symbol (sometimes both), believing it can help keep Maghyros at bay.

When Maghyros first came to the world, he presented himself at the Bastion of Twilight.  At first, the other gods were intrigued by this newcomer, whose intentions had not yet been revealed, and Vudrynn in particular was taken in by his ambition, and entered into a tryst with him, bearing him twins.  When Unjor discovered them, they flew into a rage, banishing the Tyrant and the newborn children.  Vudrynn had to serve penance by living as a mortal for one year, after which time Unjor forgave her and let her return to their court.  During her exile, she taught mortals many new methods of deceit, and gave them the gift of greed.

Maghyros’ children are his most trusted lieutenants.  The sister, Beldryd, Spirit of Slaughter, often follows Evolga, driving mortals into bloodlust, encouraging them to kill often, and to relish destruction.  Her weapon of choice is a barbed chain ending in three cruel knives, that she swings across the battlefield; the barbs cut into her own hands, and she is always depicted with blood-soaked fists.  Rogue priests of Authalax, and other serial killers, are often said to be possessed by Beldryd.  The brother, Bexx, Spirit of Undeath, anchors the souls of the dead to their physical bodies, forcing them to walk the earth as servants of the Tyrant, denying Authalax, and perverting Mineyr’s gift.  Unjor views this as an abomination, and their priests are tasked with finding these tormented souls and releasing them.

This wiki is, in part, a project to make the information in this document more navigable.

#### Nations of the World

* Dottledell
* Duthryllaz
* Imkhazh
* Lathar
* United Clans
* Valka
* Yakkalee

#### The Peoples of the World

* Human
* Elf
	+ Dark Elf
* Dwarf
* Orc
* Kobalos
* Goblin
* Halfling
* Satyr
* Gnome
* Saurian
* Uldkin
	+ Undine
	+ Sylph
	+ Emberchar
	+ Lithode
* Mason
* Sylvestran
	+ Kwhe
	+ Poroja
	+ Tseheneb
* Palalak
* Asphodean

#### Subjects of Note:

* The Disk
* The Duodex Orthodoxy
* Other Beliefs
* The Iron Tower
* Godsand
* Starsteel and Firesteel
* The Societies of Nature

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