Forging Myths
The main structure of play in Under Shadow of Night is to solve mysteries, most of the time these come in the form of Myths that threaten the lives of the people in some shape or form. Most Myths take on the shape of creatures and entities, but some may be forces, places and even concepts and ideas.
The Velherak - Creatures of Myth
Gods, Spirits, Accursed and Shadows are all living myths, the folklore creatures of this world, known collectively as The Velherak. There are many strange and otherworldly creatures, forces and entities in the world, some are considered gods, others are seen as monsters.
When creating Creatures of Myth for the adventure consider their role, as they should intertwine deeply with the mystery.
Attributes
Glory All Velherak have a form of Glory, commonly taking the shape of a hollow screaming circle. This manifests when they warp and change the world to their own suits.
Behaviour All Velherak have some foundational behaviour that affects their movements and plans.
Laws All Velherak are bound to some laws, by their own making, through pacts made with mortal creatures or by the foundations of the world itself.
Shrines Shrines are man made constructs that they offer to the creatures of myth as a place of communion and connection, to bridge the worlds of the mortal and the otherworldly.
Lairs Many cursed creatures have a Lair where they rest, consume prey or hide away from the world beyond. The older and more powerful they are, the stranger and mightier their lair is too.
Thrones Thrones are natural wellsprings of power. One may find them abandoned in the wilds, and as the ages pass they ebb and flow, some disappear, and are born anew elsewhere. These places thrum with power, attracting all sorts of creatures to them, both ordinary and mythical. Some say that Thrones are where Velherak sit and that is why they hold power, others say they are as springs. Thrones may also be more than an area, it can be an imagined place within a thought, object or even another entity.
Below we include some categories for the storyteller in how one might divide the Velherak. In the world there is no true category for the Velherak and an entity may fit in several or none of the categories detailed below. In the world, any Velherak should simply be considered as a standalone myth with its own rules and definitions. These categories are for the Storytellers advantage
The Unbound
Entities or forces that may always have been here. They may not even know the concept of life or death and utterly unknowable entities.
In Play the Unbound are living Calamities that cannot be killed. They may be stopped or diverted, but have no concept of death, even if they do, they may simply forget they ever died.
Manifestation
Through the natural world they reveal themselves. The Unbound may take any shape and manifest through any medium. Commonly they are connected to a single element through which they do reveal themselves, but related elements can also be used.
Offering
To sate or push back an Unbound, offerings must be made. These can be presented in any number of Rituals or Festivals, but if an offering is not made, then the Velherak will continue on their path.
Threshold
Being of the physical and of thought allows the Unbound to enter the Waking Wilds through the actions and thoughts of others, or through any event in the natural world. These Thresholds are also required for an Unbound to return to whence they came from.
The Wise
Entities that have lived for too long, overcoming death and ascending into godhood - making them larger, Wiser and mightier than the stock they came from.
In Play the Wise are Lords of the land, bargain makers and guardians of their kin. They can be killed, but with grave consequences following their death.
Shape
Every Wise started as an ordinary creature long ago, and through the ages they survived and grew both in size and wisdom. Some say that the Wise came as they were, or were born of other powerful entities. The sure thing is that Wise takes on the shape of ordinary creatures, often leading great packs.
Purpose
Every Wise has a higher purpose or tenet they seek to uphold. This can be something they themselves machinate for, or perhaps they bring their pack with them.
Throne
These are seats of power from whence the Wise rule an area, or perhaps an entire region.
The Unseen
Entities and forces that arise from care, time or violence. It is said that all things have a Spirit, and in time they may grow mighty enough to manifest upon the world.
In Play the Unseen are often parasitic in nature, latching on to people and animals to manipulate them to their own desires. They may also be wise and work as caretakers for a small piece of land or forest.
Presence
While they cannot be seen, they can be felt through their presence. Every Unseen affects the Wilds around them, on purpose or coincidentally through their actions.
Nascence
All the Unseen came from somewhere, and many are bound to their fate from the day of their birth.
Hunger
Every Unseen holds a hunger within them that drives them to grow in strength and reach. They feed upon this hunger like a parasite upon the world, sometimes forming symbiotic relationships with creatures or plants, other times they are utterly destructive in nature.
The Accursed
Entities that have been cursed, by others or by themselves. They are of singular thought and obsession. Manifesting their curse in dreadful physical ways they become monstrous.
In Play the Accursed are monsters that harass and consume the living and must be stopped before committing real harm onto the people and its lands.
Obsession
Any Accursed is driven by a singular thought, an obsession that is in essence what cursed them. This obsession affects all decisions made
Domain
Any Accursed holds dominion of a place where they carry out their obsession. Often the Domain
Nature
Any Accursed is guided by an internal nature which affects how they
Deviation
Any Accursed manifests their curse and obsession in unique ways, making them not only terrible in spirit but also in visage.
Overcoming Myths
There are seldom any true way to defeat a Velherak, but there are ways to still live to see another day. Through Bargain, Ceremony and Trickery one may yet survive.
Rebuke Fight back the Velherak through ceremony For a Season, Winter or Age. The Myth is kept at bay for now.
Bargain Enter a pact or deal with the Velherak which will keep your people and land safe, for a price.
Trick Fool the Velherak into revealing its true Weakness to dispel and defeat the danger once and for all…