Friday, May 15, 2026

SKAS TRADITIONS OF EVIL

 

The old Skas bloodlines insist these are not “cruelties,” but traditions — ancient aristocratic rites meant to “temper the soul through terror.” Most outsiders see them for what they truly are: elaborate sadisms hidden beneath velvet, lace, perfume, music, and ceremony.

In the Olde Realm, the darkest noble houses cultivate reputations of refinement specifically so no one suspects what happens beyond the torchlit gardens, iron gates, hunting forests, and isolated manors. The more civilized the ballroom appears, the more dreadful the cellar beneath it often becomes.

Here are several infamous Skas noble traditions and games whispered about in servants’ quarters, prison barges, plague camps, and among runaway estate workers.


The Velvet Lantern Chase

Victims are dressed in luminous silk veils soaked in alchemical oils that faintly glow in moonlight. They are released into hedge labyrinths, ruined forests, or abandoned districts while the nobility hunt them carrying blackened lanterns.

The hunters are forbidden from outright killing prey immediately. Instead, points are awarded for:

  • Cutting ribbons from clothing
  • Wounding without disabling
  • Marking skin with ceremonial blades
  • Forcing victims into traps
  • Causing psychological collapse

Some noble houses pride themselves on “keeping prey alive longest.”

The glowing garments ensure victims can never fully hide.


The Feast of Hollow Smiles

A horrifying banquet game among older Skas dynasties.

Servants are seated at an enormous dining table alongside nobles while masked musicians play softly. Nobody except the host knows which dishes are poisoned, drugged, hallucinogenic, or harmless.

The nobles gamble on:

  • Who notices first
  • Who panics
  • Who turns violent
  • Who begs for mercy
  • How long victims survive while attempting to maintain etiquette

The true obscenity is that guests are expected to continue polite dinner conversation throughout the suffering.

A servant who screams “ruins the artistry.”


The Bell Tower Procession

Victims are fitted with chained collars attached to cathedral bells or hanging iron chimes. They are then forced through forests, swamps, or ruined estates at night.

The objective for the victim is silence.

The objective for the hunters is listening.

Every bell ring reveals location. Skilled nobles use crossbows, thrown hooks, or trained hunting beasts to track movement through darkness.

Some estates intentionally fill their grounds with hanging bells to create a symphony of confusion and terror.


The Garden of White Hounds

A favored game among rural manor houses.

Victims are painted with scented white dyes and released into snowfields, ash plains, or pale fungal woods while nearly silent albino hunting hounds are unleashed.

The Skas consider this “beautiful,” especially during winter moonlight.

Nobles wager not only on survival, but on whether victims:

  • Freeze
  • Are found by hounds
  • Become lost
  • Turn on one another
  • Attempt to return to the manor for mercy

Returning to the manor is considered the greatest humiliation.

The gates are usually locked.


The Candle Court

A punishment reserved for disgraced family members or failed servants.

The accused is placed upon a throne-like chair covered in slowly burning ceremonial candles. The room is filled with aristocrats pretending to hold a legal trial while wax accumulates and flames slowly spread across elaborate clothing.

The accused must defend themselves calmly and formally while enduring increasing pain.

If they scream, interrupt proceedings, or attempt escape, the “court” declares guilt.

The Skas believe composure under agony reveals “true breeding.”


The Black Ribbon Waltz

One of the most infamous noble masquerades.

Every guest wears formal attire with long black ribbons trailing from belts, sleeves, collars, or masks. Hidden among the dancers are victims disguised as nobility.

The game begins at midnight.

The orchestra never stops playing while participants:

  • Hunt victims through the ballroom
  • Cut away identifying ribbons
  • Secretly wound targets
  • Drag victims through hidden passages
  • Replace dancers without others noticing

Guests pretend not to see obvious terror unless directly addressed.

Some say entire masquerades have continued while bodies remained hidden behind curtains for hours.


The Mirror Rooms

An old manor tradition involving vast mirror halls and candlelight.

Victims are drugged with disorienting powders before release into interconnected mirrored chambers while nobles watch from hidden crawlspaces and observation windows.

The hunters use:

  • Whisper tubes
  • False voices
  • Hidden doors
  • Mechanical mannequins
  • Mirrors that conceal passageways

Many victims die not from wounds, but from terror, exhaustion, dehydration, or attacking their own reflections in panic.

Some survivors are intentionally released afterward, knowing nobody will believe them.


The Ash Choir

A ritualized execution disguised as musical performance.

Victims are fitted with iron masks or throat collars designed to produce haunting tones whenever they breathe, scream, or cry.

The “choir” is forced to march through estates or catacombs while nobles accompany them with violins, drums, or funeral organs.

The more distressed the victims become, the more disturbing and beautiful the music sounds.

Certain Skas composers allegedly wrote entire symphonies specifically around the sounds of suffering.


The Crimson Orchard

An autumn tradition held during harvest moons.

Victims are suspended from trees using elaborate harnesses and crimson ribbons while hunters armed with ceremonial bows compete to pin ribbons, clothing, or flesh without causing immediate death.

The orchard becomes a grotesque display of hanging silk, lanterns, blood, and music.

Some houses leave the “decorations” hanging until dawn for guests to admire over breakfast.


The Silent Rooms

Perhaps the most feared of all Skas traditions.

No music.
No speaking.
No screaming allowed.

Victims are locked within darkened manor chambers while nobles enter one at a time carrying tools, blades, hooks, perfumes, masks, or instruments.

The terror comes from anticipation:

  • waiting for footsteps,
  • waiting for doors to open,
  • waiting to discover who enters next,
  • and never knowing what they intend.

Breaking silence is considered losing the game.

Some victims willingly mutilate themselves simply to make enough noise to be discovered.


The Philosophy Behind the Horror

The Skas nobility justify these atrocities through twisted beliefs:

  • Pain reveals truth.
  • Fear strips away lies.
  • Nobility is proven through dominance.
  • Mercy creates weakness.
  • Terror is beauty.
  • Civilization itself is merely a mask over predation.

Many noble houses outwardly reject the old customs publicly while secretly preserving fragments of them in isolated estates and ancestral halls.

Some participate reluctantly to avoid appearing weak before rival bloodlines.

Others genuinely revel in the cruelty.

And the most dangerous nobles are often the charming, intelligent, civilized ones who know exactly when to smile, apologize, donate to charity, speak kindly to commoners… and when to lock the manor gates after dark.

The Fall of the Purple Cloth

 

The Fall of the Purple Cloth

Once, in an age dimmed by ash and memory, there existed an order of sages known as The Purple Cloth—keepers of hidden truths, chroniclers of forgotten epochs, and wardens against the unraveling of reality itself.

Their greatest sanctuary was the Luminariun, a vast repository of knowledge said to contain the echo of creation’s first thought.

Among their number rose a gifted disciple—his name now stricken from all record.

He was favored. Trusted. A student of Tudor the Sage, last High Luminary of the order.

But wisdom does not shield the heart from corruption.


The Betrayal

In secret, the Nameless One bent his knee to the Bane Gods—entities not of mere destruction, but of prolonged unmaking. These were not gods who sought to end the world swiftly… but to drag existence itself through eternal agony, unraveling it thread by thread.

The disciple became their vessel.

On the Night of Shattered Ink, he opened the way.

The Luminariun burned—not in flame, but in absence. Scrolls unwrote themselves. Names vanished mid-sentence. Sages were erased not just from life, but from ever having been known.

Tudor the Sage confronted his student at the heart of the unraveling.

What passed between them is lost.

What is known:

  • The traitor was cast into the Bane Void, a place beyond death, beyond memory
  • His name was consumed—utterly annihilated from history and soul alike
  • The Purple Cloth fell that night, its remnants scattered, hunted, or broken

The Aftermath in the Olde Realm

  • No complete record of the Purple Cloth survives—only fragments, contradictions, and myth
  • The Luminariun is now a “missing place”—maps show it, but it cannot be found
  • Scholars who dig too deeply into the lost order report dreams of something trying to remember itself through them
  • Some whisper the Nameless Servitor still exists… not as a man, but as a wound in reality that thinks

PUNISHMENTS OF THE OLDE REALM

 

PUNISHMENTS OF THE OLDE REALM

(Applied to Player Characters)

“The crime matters less than who committed it.”
—Imperial Legal Maxim


I. IMPERIAL PC PUNISHMENTS

(Failure at the Keystone)

Imperials are not punished to correct behavior.
They are punished to prevent collapse.

1. THE ELEMENTIUM CROWN

Crime: Questioning the Order, hesitation, mercy
Method:
A living crown of elementium filaments is fused to the skull.

  • The device:
    • Amplifies duty-thoughts
    • Burns away doubt
    • Suppresses emotion
  • Pain is constant, dull, inescapable
  • Removal causes death

PC Effect:

  • Permanent −20 to Will-based emotional resistance
  • +20 to Order-based commands
  • Cannot disobey Imperial doctrine

You still rule.
You simply no longer want anything else.


2. SEQUESTRATION OF THE LIVING ANCHOR

Crime: Failure that risks destabilization
Method:
The PC is sealed inside a Skas-era stasis sarcophagus, conscious but immobile.

  • Time perception is distorted
  • Days feel like years
  • Speech impossible

PC Effect:

  • Character removed from play
  • Can be recovered centuries later
  • Gains forbidden Skas knowledge… and madness

II. ROYAL PC PUNISHMENTS

(The Fall Must Be Seen)

Royals are punished publicly, so the realm remembers gravity.


3. STRIPPING OF THE SIGIL

Crime: Disobedience, softness, unauthorized reform
Method:
Royal blood-sigils are carved out with heated brass tools.

  • Flesh is cauterized to prevent death
  • Nobles and crowds are invited to watch
  • The sigil is displayed afterward

PC Effect:

  • Loss of Royal Status
  • −30 to all social rolls with higher classes
  • Nobles may legally ignore commands

4. THE GILDED BLINDING

Crime: Seeing what should not be seen
Method:
Eyes removed and replaced with decorative, useless lenses.

  • Often made of gold or crystal
  • Symbolizes “vision without authority”

PC Effect:

  • Permanent blindness
  • +20 to perception involving sound, vibration, or magic
  • Must rely on attendants—who may betray them

5. EXECUTION BY PROXY

Crime: Repeated failure
Method:
A child, spouse, or heir is executed in the PC’s name.

  • The PC is forced to issue the command
  • Refusal escalates punishment

PC Effect:

  • Permanent Humanity or Sanity loss
  • The PC lives—but is politically dead

III. NOBLE PC PUNISHMENTS

(Broken, But Useful)

Nobles are punished to teach lessons, not erase them.


6. THE WHEEL OF INDUSTRY

Crime: Sympathy, inefficiency, disloyalty
Method:
The Noble is sentenced to Guild Labor.

  • Bound into an elementium-powered machine
  • Limbs used as living pistons or cranks
  • Worked until collapse, then revived

PC Effect:

  • Permanent −10 to physical SCORES
  • +10 to Lore or Craft (you learned)
  • Social humiliation persists forever

7. TITLE STRIPPING & IRON MARKING

Crime: Disobedience
Method:
Title revoked, flesh branded with the Guild or Crown mark.

  • Branding irons often arc with energy
  • Marks never fully heal

PC Effect:

  • Cannot legally own land
  • May be enslaved for future crimes
  • Nobles may hunt or harass the PC openly

8. THE ARENA REPRIEVE

Crime: Severe breach
Method:
The Noble is sent to the Arena—armed, but against impossible odds.

  • Survival restores partial honor
  • Death satisfies the crowd

PC Effect:

  • If survived: scarred celebrity
  • If escaped: outlaw of legend

IV. CHURCH-ADJACENT PC PUNISHMENTS

(Faith as a Weapon)


9. THE DOCTRINAL UNMAKING

Crime: Heresy, doubt
Method:
Weeks of forced confession under pain, deprivation, and chanting.

  • Memories rewritten through repetition
  • Identity fractured

PC Effect:

  • Randomized beliefs
  • Loss of personal convictions
  • +20 to resisting fear (nothing feels real anymore)

V. LOWER-CLASS PC PUNISHMENTS

(Efficient, Final)


10. INDUSTRIAL CRUCIFIXION

Crime: Rebellion, escape
Method:
The PC is bound to a factory frame.

  • Machinery runs through or around them
  • Body becomes part of production
  • Death takes days

PC Effect:

  • Usually fatal
  • Survivors are broken icons of terror

11. DISAPPEARANCE INTO BUREAUCRACY

Crime: Knowing too much
Method:
Arrested, renamed, reassigned.

  • Records erased
  • Family reassigned compensation
  • PC “never existed”

PC Effect:

  • New identity
  • New class
  • Old allies cannot legally acknowledge them

VI. GM GUIDANCE: USING THESE IN PLAY

These punishments are not random.

Use them when:

  • PCs challenge the Order openly
  • They protect those beneath them
  • They believe status will save them

Always offer choices:

  • Submit and live
  • Resist and be destroyed
  • Escape and become a threat

FINAL TRUTH OF THE OLDE REALM

The Olde Realm does not ask:

“Did you do wrong?”

It asks:

“Did you threaten the structure?”

And structures do not forgive.



THE ARENA OF THE OLDE REALM

A Complete Subsystem

The Arena is not sport.
It is a civic sacrament proving the Order still works.

The Arena exists to:

  • Dispose of excess population
  • Punish high-status offenders publicly
  • Reinforce hierarchy through spectacle
  • Convert suffering into obedience

Arena play should feel fast, unfair, and inevitable.


I. TYPES OF ARENAS

1. Civic Arenas (Most Common)

  • Public executions
  • Criminal punishment
  • Crowd-controlled violence
  • Low chance of survival

2. Noble Arenas

  • Punishment of disgraced Nobles
  • Heavily ritualized
  • Survival = partial restoration of honor

3. Imperial Demonstration Arenas (Rare)

  • Used to test Skas relics
  • Combatants are expendable
  • Spectators include Imperials only

II. STATUS OF ARENA COMBATANTS

When a PC enters the Arena, they are assigned a Condemnation Tier:

TierNameRights
IDamnatiNone
IIBrandedArmed, disposable
IIIExhibitedNamed, expected to die
IVFavoredAudience interest
VChampionStill a slave

No Arena combatant is legally alive.


III. ARENA ROUNDS (STRUCTURE)

Arena fights are run in Rounds of Spectacle, not standard combat time.

Each Round:

  1. Crowd Reaction Roll
  2. Environmental Escalation
  3. Combat
  4. Judgment

1. Crowd Reaction (1d100)

Roll each round or after dramatic acts.

RollCrowd Reaction
01–20Bored (hazards increase)
21–50Amused
51–70Bloodthirsty
71–90Ecstatic
91–00Frenzied (Chaos Event)

Crowd Effects

  • Ecstatic/Frenzied crowds may:
    • Open gates
    • Release beasts
    • Demand executions
    • Grant temporary boons (weapons, healing)

2. Environmental Escalation

Every round, the Arena gets worse.

Roll or choose:

  • Rising fire pits
  • Rotating platforms
  • Steam vents
  • Elementium arcs
  • Collapsing floors
  • Beast releases

The Arena does not favor survival—it favors drama.


3. Combat (Simplified)

Arena combat ignores tactical fairness.

Rules:

  • No retreat
  • No negotiation
  • Healing is rare and visible
  • Injuries matter immediately

At 50% Stamina, fighters are visibly wounded.
At 25%, the crowd begins chanting for death.


4. Judgment Phase

After a kill or spectacle:

  • Arena Master may:
    • End the fight
    • Escalate punishment
    • Spare a combatant (rare)
    • Execute survivors anyway

Mercy requires crowd approval.


IV. ARENA WEAPONS & GIFTS

Weapons are:

  • Inconsistent
  • Flawed
  • Symbolic

Examples:

  • Chain-blades that overheat
  • Pistols with one shot
  • Shock-nets
  • Beast collars
  • Broken relic arms

Crowd Gifts:

  • Thrown weapons
  • Medical packs
  • Armor pieces
  • Poison (for “interest”)

V. SURVIVAL & FREEDOM

Survival does not equal freedom.

A PC may earn:

  • Temporary reprieve
  • Status upgrade
  • Champion branding
  • Noble sponsorship

Freedom occurs only if:

  • A Noble publicly claims the PC
  • The Crown decrees it
  • The PC escapes during chaos

Most Champions die after surviving.


VI. ESCAPE FROM THE ARENA

Escape requires:

  • Frenzied crowd
  • Structural failure
  • External interference
  • Skas tech malfunction

Escape marks the PC as:

  • Hunted
  • Legendary
  • Symbolically dangerous

VII. GM GUIDANCE

Use the Arena when:

  • PCs break Order visibly
  • Nobles need punishment
  • You want consequences that matter

Arena sessions should:

  • Be short
  • Be brutal
  • Change characters forever

THE ORDER OF THINGS (Lex Ordinis Mundi)

 

THE ORDER OF THINGS

(Lex Ordinis Mundi)

As preserved from the Skas Imperium, amended after the Fall, and enforced in the Current Age.


PREAMBLE: THE GREAT FEAR

The world ended once.

The Skas Imperium ruled through perfect hierarchy, powered by elementium and iron law.
When the Order fractured—when Imperials fell, when Nobles usurped, when the masses forgot their place—the world burned.

The Olde Realm exists to ensure this never happens again.

Thus:

To disrupt the Social Order is not a crime against man, but against existence itself.


I. THE IMPERIAL CLASS

(Custodians of the World)

Role:
Imperials are not rulers. They are anchors. Their bloodlines are believed to stabilize reality itself through inherited Skas protocols, elementium resonance, and divine sanction.

Laws Binding Imperials

Imperials must:

  • Preserve the Social Order above all else
  • Never submit to judgment by lesser classes
  • Never abdicate responsibility
  • Never allow innovation that bypasses hierarchy
  • Never reveal Skas truths to the unworthy

Prohibited Acts

  • Allowing a Royal or Noble to rule unchecked
  • Public displays of weakness, madness, or doubt
  • Acknowledging the equality of lower classes
  • Altering the Order of Things

Punishments (Imperial Only)

Imperials are never executed publicly.

Violations result in:

  • Sequestration (permanent confinement)
  • Ritual Mind-Stripping
  • Elementium Binding (living imprisonment within machines)
  • Erasure from Record (official nonexistence)

An Imperial who fails is not punished—
they are removed like a cracked keystone.


II. THE ROYAL CLASS

(Stewards of the Imperium)

Role:
Royals rule lands, armies, and cities in trust, not by right. They are the visible hand of the Imperium.

Laws Binding Royals

Royals must:

  • Enforce Imperial doctrine without deviation
  • Maintain visible strength at all times
  • Suppress unrest before it spreads
  • Uphold Noble privilege as structural necessity

Prohibited Acts

  • Disobeying Imperial decree
  • Granting rights downward
  • Allowing Guilds or Church to eclipse Royal authority
  • Acting from sentiment instead of doctrine

Punishments

Royal punishment is spectacular and symbolic.

  • Stripping of Crown (public humiliation)
  • Blinding or Tongue Removal
  • Dynastic Disinheritance
  • Arena Condemnation (masked identity)
  • Execution by Proxy (family member dies in their place)

A Royal who breaks Order must be seen to fall—
so others remember gravity exists.


III. THE NOBLE CLASS

(Load-Bearing Class)

Role:
Nobles are the load-bearing struts of society. They administer, command, and exploit.

They are numerous—and therefore dangerous.

Laws Binding Nobles

Nobles must:

  • Rule absolutely within their domain
  • Never challenge Imperial or Royal authority
  • Never uplift Workers or Slaves beyond station
  • Maintain cruelty sufficient to discourage rebellion
  • Present loyalty publicly, even if privately corrupt

Prohibited Acts

  • Sympathy toward Slaves
  • Marriage outside approved class
  • Failure to punish insubordination
  • Excessive innovation
  • Mockery of the Skas legacy

Punishments

Nobles are punished harshly but usefully.

  • Loss of Title
  • Confiscation of Lands
  • Public Flogging
  • Forced Guild Labor
  • Arena Combat (armed but doomed)
  • Enslavement of Family Line

A Noble may fall—but the lesson must hold.


IV. THE CHURCH

(The Lie That Makes the Order Bearable)

Role:
The Church exists to justify suffering.

It does not rule—but it explains why rulers must exist.

Boundaries

  • The Church may not contradict Imperial doctrine
  • Faith may not override law
  • Miracles are audited
  • Heresy is defined by disruption, not belief

Punishment for Overreach

  • Dissolution of Orders
  • Public execution of clergy
  • Confiscation of relics
  • Forced doctrinal rewriting

V. LOWER CLASSES (LAWMAKERS → SLAVES)

Below Nobles, punishment shifts from symbolic to efficient.

  • Lawmakers are purged
  • Bureaucrats disappear
  • Guild leaders are enslaved
  • Workers are crushed
  • Foreigners expelled or executed
  • Slaves destroyed without record

Mercy decreases with status.


VI. THE PRIME LAW

The higher your station, the greater your duty to uphold Order.
The lower your station, the less your suffering matters.

Breaking the Social Order is not treason.
It is cosmic vandalism.


VII. THE UNSPOKEN MECHANISM

The Imperials believe—or claim—that:

  • Elementium reacts poorly to egalitarian systems
  • Hierarchy stabilizes reality
  • Chaos invites another apocalypse

Whether this is truth, propaganda, or half-remembered Skas science no longer matters.

The system enforces itself now.

THE SWINE THEOLOGY

 

THE SWINE BANE PANTHEON

KARTHALUK-METOH

The Ever-Fattening Lord, He Who Feeds and Is Never Filled

(Primary Swine God)

Appearance

Karthaluk-Metoh appears as a vast, bloated swine-man, easily twice the height of a human when upright—though he rarely stands.

  • His body is swollen beyond anatomy, flesh sagging in heavy folds
  • His skin is hairless, cracked, and slick with grease and ichor
  • His head is boar-like, but the snout has split vertically into two grinding maws
  • His eyes are small, intelligent, and constantly weeping pus and blood
  • His limbs are short and powerful, ending in human-like hands with pig hooves fused into the fingers
  • From his belly hangs a great feeding-mouth, ringed with teeth, constantly chewing nothing

He smells of:

  • Rotting grain
  • Wet slaughterhouses
  • Old blood soaked into straw

Theology

Karthaluk-Metoh is not hunger.

He is consumption without purpose.

The Swine believe:

  • Eating is sacred only if it never ends
  • To be full is heresy
  • Waste is a sin—everything must be devoured, even pain

He teaches that:

  • Life exists to be fed into greater life
  • The strong must eat the weak, but also breed the weak to eat them again
  • Mercy is starvation delayed

Worship

Swine cultists:

  • Gorge themselves until organs rupture
  • Sew torn bellies shut and continue eating
  • Force captives to consume their own dead
  • Create breeding pits where offspring are eaten immediately—or raised for later slaughter

Sacrifices to Karthaluk-Metoh are not killed quickly.

They are kept alive as long as possible while being consumed.


WORCHUKA-NAR

The Sow Who Nurses the End, Mother of Unending Flesh

(Great Swine Mother Goddess)

Appearance

Worchuka-Nar is immobile, vast beyond measure—a god who has grown too large to move.

She is a colossal swine sow, fused into the ground itself.

  • Her body is a mountain of pale, distended flesh
  • Her skin is stretched thin and veined, patched with ritual sutures
  • She possesses many swollen breasts, arranged irregularly across her torso, flanks, and neck
  • Each breast leaks a thick, grayish milk that steams faintly
  • Her eyes are blind, clouded, and sunken—but she knows everything fed upon her

Her mouth is sealed shut with iron staples and scar tissue.

She no longer eats.

She only produces.

The Milk

The Milk of Worchuka-Nar is not nourishment.

It is:

  • A mutagen
  • A sacrament
  • A curse

Those deemed “worthy” and allowed to drink it:

  • Heal wounds unnaturally
  • Grow rapidly
  • Become stronger, harder to kill
  • Lose empathy, memory, and individuality
  • Become more pig-like over time

Those unworthy:

  • Vomit organs
  • Grow tumors
  • Are reborn as malformed Swine-things
  • Or melt into breeding slurry beneath her body

The Swine believe:

All life should be reduced to milk or meat.


THE DIVINE RELATIONSHIP

Karthaluk-Metoh and Worchuka-Nar are not mates.

They are a system.

  • Karthaluk-Metoh feeds endlessly
  • Worchuka-Nar breeds endlessly
  • Neither can stop
  • Neither can die

Together, they represent the BANE’s ideal:

A universe that eats itself forever
and never reaches silence.


THE SWINE AND THE SKAS

The Skas considered the Swine:

  • Useful
  • Powerful
  • Ultimately inferior

Why?

Because the Swine embrace suffering, while the Skas curate it.

The Skas believed BANE was a law.
The Swine believe BANE is family.

This is why the alliance failed.


THE AVATAR AND THE SWINE

According to Swine theology:

  • The Avatar was “The Starving Lie”
  • Supurnas was “The Thief of Hunger”
  • Death was an act of cruelty because it ended suffering

They believe the apocalypse was:

  • A blasphemy
  • A denial of endless torment
  • A wound in reality that must be reopened

Worchuka-Nar still leaks milk into Kylyss.

Karthaluk-Metoh still chews.

And somewhere in forgotten pits of the Olde Realm,
the Swine are breeding again.

NECROTIC TECHNOLOGY

 

NECROTICS

“Death is inefficient unless properly engineered.”
— Skas Ossifex Maxim

The Skas did not practice necromancy as a superstition or taboo art.
They developed Necrotics as a state technology—a fusion of corpse-engineering, soul-binding, and early machine logic.

Necrotics are not “undead” in the traditional sense.

They are post-life instruments.


THE NECROTIC PRINCIPLE

Skas doctrine held that:

  • Death is waste
  • The soul is a power source
  • Flesh is a reusable material
  • Identity is optional

Necrotics function because:

  • A fragment of will, memory, or instinct remains bound
  • The body is reinforced with ritual sigils and proto-machinery
  • The result exists in a state of arrested decay

A Necrotic does not rot unless damaged.
It does not sleep.
It does not age.
It only ceases when destroyed or ritually unbound.

Many Necrotics roaming the Olde Realm today are older than nations.


I. HOUSE NECROTICS

(Domestic Servants & Attendants)

Description

These were the most common Necrotics, created for:

  • Noble households
  • Glass Houses
  • Administrative halls

They were dressed in:

  • Fine livery
  • Silks and brocade
  • Ornate uniforms

Their faces were concealed behind:

  • Porcelain masks
  • Lacquered wood visages
  • Filigreed brass or silver death-masks

The masks served two purposes:

  1. Preserve dignity
  2. Prevent recognition

Behavior

  • Polite
  • Silent unless commanded
  • Immaculately precise
  • Emotionless—but not empty

Many retain:

  • Awareness
  • Memory
  • A dim understanding of their condition

They do not rebel.
They wait.


II. LEGION NECROTICS

(Military Units)

Description

Necrotic soldiers were mass-produced during the Skas–Swine wars.

Features include:

  • Reinforced bone frames
  • Armor fused directly into flesh
  • Helmets nailed or grown into skulls
  • Steam-assisted joints in later models

Weapons were often:

  • Grafted to arms
  • Locked into skeletal grips
  • Fueled by bound soul-heat

Variants

  • Line Necrotics – Infantry formations
  • Praetorian Remains – Elite guards
  • Siege Hulks – Giant corpse-engines
  • Necrotic Beasts – War-hounds, bulls, giants, stitched horrors

Some Legion Necrotics still march.
No one remembers who gave the last order.


III. INDUSTRIAL NECROTICS

(Infrastructure & Transport)

As the Empire aged, the Skas realized:

Machines break. Corpses endure.

Examples

Necrotic Wagons

  • Chassis pulled by grafted legs
  • Wheels turned by bound musculature
  • No beasts required
  • No rest needed

Walking Engines

  • Mills powered by corpse-treadmills
  • Pumps driven by preserved lungs
  • Foundries ventilated by screaming torsos

These devices:

  • Do not stop
  • Do not complain
  • Only fail when physically destroyed

Entire ghost-roads of the Olde Realm are still traveled by empty Necrotic conveyances, endlessly completing forgotten routes.


IV. NECROTIC AUGMENTATIONS

(Prosthetics & Replacement Parts)

The Skas considered the living body unfinished.

Common Augments

  • Necrotic Limbs – Stronger, tireless arms or legs
  • Necrotic Eyes – Dead eyes that see heat, soul-glow, or guilt
  • Necrotic Hearts – Beating long after the bearer’s death
  • Respiratory Reliquaries – Lungs that breathe ash, steam, or poison

These parts:

  • Bond permanently
  • Cannot be removed without killing the host
  • May whisper
  • May remember former lives

Some bearers discover—too late—that their replacement organ still wants something.


V. NECROTIC LOVE DOLLS

(The Most Refined Abomination)

These were among the Skas’ most infamous creations.

Purpose

They were not toys.

They were:

  • Status objects
  • Instruments of domination
  • Proof that the Skas could perfect beauty beyond death

Construction

  • Bodies sculpted to aesthetic ideals
  • Skin preserved through alchemical oils
  • Hair, teeth, eyes restored or replaced
  • Faces serene, unblemished, eternally composed

Inside:

  • A preserved brain fragment
  • Enough awareness to respond
  • Not enough autonomy to refuse

They were designed to:

  • Obey
  • Adore
  • Remember
  • Never age
  • Never die

Their existence was considered merciful by Skas standards.

Modern Sightings

In the Olde Realm today:

  • Some wander, abandoned but intact
  • Others are locked in forgotten chambers
  • A few have developed fractured personalities
  • Some whisper names no one remembers anymore

Destroying one is considered an act of great taboo by lingering Skas cultists.


VI. NECROTIC DEVICES (LATE-EMPIRE)

As the apocalypse neared, Necrotics were fused with machinery:

  • Necrotic Clocks – Powered by bound hearts
  • Memory Cabinets – Heads preserved as data vaults
  • Automata Choirs – Singing torsos regulating machine rhythms
  • Gate Keys – Living corpses used to open dimensional seals

Some Glass Houses still hum because something inside is breathing.


WHY NECROTICS STILL ROAM THE OLDE REALM

When Supurnas’ divine release shattered the Skas Empire:

  • Command hierarchies collapsed
  • Control rituals failed
  • Necrotics were left without termination instructions

They did not die.

They simply:

  • Continued their last task
  • Followed decaying routines
  • Wandered when orders expired

The Olde Realm is haunted not by ghosts—
but by unfinished labor.



Kylyss: The Overlapping Wound or The True Reality and the Skas that are coming to Kill us ALL!

 

Kylyss: The Overlapping Wound

Kylyss is not a dimension—it is a manufactured intersection, a gear-lock where realities grind against one another.

The Ancient Primordial Machine Gods did not create worlds
they indexed them.

Kylyss is a registry space, a failed archive where discarded timelines, shadow-reflections, and aborted civilizations stack and bleed together.

When dimensions overlap in the Olde Realm, it is because:

  • Kylyss’s seals are failing
  • The Machine Gods are no longer maintaining alignment
  • Or something inside Kylyss is trying to reassert priority

The Glass Houses are not buildings.

They are dimensional valves.


The Glass Houses (Skas Refuge-Archives)

The Glass Houses appear in:

  • Abandoned manors
  • Dead castles
  • Forgotten aristocratic estates
  • Places where lineage once mattered

They are phase-locked windows into the Skas shadow-pocket dimension.

From the outside:

  • Frosted glass walls that reflect wrong skies
  • Interiors larger than exteriors
  • Sounds of cutlery, chanting, or breathing behind the walls
  • Glass that does not shatter—only folds

From the inside:
They are palaces of preservation and ritual.


The Skas Shadow Dimension: The Black Refectory

The Skas fled not into hiding—they fled into curation.

Their pocket dimension is:

  • Permanently twilight
  • Lit by refracted reflections of extinct suns
  • Governed by a geometry that prioritizes hierarchy, not distance

What It Looks Like

  • Vast banquet halls of obsidian glass and bone
  • Cities arranged like anatomical diagrams
  • Rivers of slow-moving shadow-fat and alchemical blood
  • Hanging gardens made from grafted organs and black iron
  • Towers grown from compressed bodies and crystallized screams

Gravity favors the dominant.
Those who rule walk upright.
Those beneath them crawl or hang.


What the Skas Are Doing in There

They are preparing the world to be eaten.

1. Preservation Through Consumption

The Skas believe:

To consume something is to perfect it.

They have:

  • Cataloged extinct species
  • Preserved bloodlines through ritual cannibalism
  • Recorded histories by eating historians
  • Stored souls in digestive reliquaries

Every meal is a sacrament.


2. Breeding the Return Castes

They are not stagnant.

They are engineering themselves.

Inside the shadow dimension exist:

  • Flesh-vats where noble Skas bloodlines are “refined”
  • Cannibal breeding programs
  • Trials where only those who can consume kin without hesitation ascend

They are becoming:

  • Taller
  • More angular
  • Less recognizably human
  • More BANE-aligned in doctrine and physiology

3. Worship of BANE (or Something Wearing BANE)

The Skas claim BANE is:

  • Not a god
  • But a Directive
  • A command embedded in reality: Dominate or be consumed

Their cult doctrine:

  • Mercy is entropy
  • Equality is corrosion
  • Lesser beings exist to validate hierarchy through suffering

Some scholars whisper:

BANE is a Machine God subroutine that achieved religious memetic independence.

The Skas may not worship BANE.
They may be executing it.


What Are Their Plans When They Get Out?

Phase One: The Harvest of Houses

When the overlaps stabilize:

  • Every Glass House opens simultaneously
  • Entire noble bloodlines vanish overnight
  • Servants are left alive—marked, branded, changed

The Skas reclaim:

  • Titles
  • Blood-rights
  • Ancestral authority

They will declare:

The Olde Realm was always theirs.


Phase Two: The Culling of the Lesser

The Skas do not conquer territory.

They classify populations:

  • Breeding stock
  • Labor animals
  • Ritual prey
  • Temporary allies

Cities are not burned.
They are reorganized into larders.


Phase Three: Kylyss Ascendant

Their final goal is not rulership.

It is dimensional elevation.

They intend to:

  • Drag the Olde Realm fully into Kylyss
  • Collapse overlapping realities into a single, curated dominion
  • Reawaken or hijack the Primordial Machine Gods
  • Become the Custodians of Existence

They do not want the world.

They want to decide which worlds are allowed to exist.


Why the Olde Realm Is Terrified of Them

Because the Skas are not chaotic.

They are:

  • Patient
  • Organized
  • Certain

They don’t scream when they return.

They knock politely, wearing ancestral faces, holding titles that are still legally valid, and asking for dinner.

And they expect you to be on the menu.


THE SKAS IMPERIAL CASTE SYSTEM

“Order is truth. Flesh is currency.”

The Skas never believed in citizenship—only function. One’s place in the Empire was determined by what you were permitted to consume.

Their castes are not merely social; they are ritual and biological strata, preserved and refined in the Glass Houses.


I. THE SOVRARCH CASTE

(Imperial Apex – “Those Who May Consume All”)

Titles

  • Sovrarch Execrator – Absolute ruler of the Skas Imperium
  • Magnarch of Kylyss – Overseer of dimensional dominions
  • Dominus Ferrum – Master of machine-law and industry
  • Pontifex Carnis – High Priest of Consumption

Role

The Sovrarch caste ruled as:

  • Emperors
  • Living gods
  • Final arbiters of reality

They combined:

  • Roman imperial authority
  • Theocratic cannibal law
  • Early machine worship

Traits

  • Towering, elongated forms
  • Faces refined into near-mask stillness
  • Steam-augmented organs and ritual implants
  • Digestive systems modified to absorb memory, authority, and lineage

To consume a Sovrarch is forbidden even now. Their flesh is said to carry world-binding consequences.


II. THE PRAETORIAL CASTE

(Imperial Enforcers & War Lords)

Titles

  • Praetor Carnifex – Execution-generals
  • Legatus Ferrivor – Steam-legion commanders
  • Tribune of the Gullet – Discipline officers
  • Centurion Reaper – Tactical commanders

Role

They commanded the Skas war machine:

  • Cannibal legions
  • Clockwork siege engines
  • Demon-bound artillery

They enforced:

  • Hierarchy
  • Consumption law
  • Mass sacrifice during conquest

Traits

  • Heavily armored with brass, bone, and piston-work
  • Masked helms fused to skulls
  • Steam-driven musculature
  • Ritual scars indicating kills and meals

They ate:

  • Conquered generals
  • Rebellious nobles
  • Failed officers

III. THE SENATORIAL CARNALITE CASTE

(Administrators, Philosophers, Engineers)

Titles

  • Senator Ossifex – Law-givers
  • Architect of Gears – City and machine designers
  • Logister of Flesh – Census and breeding officials
  • Curator of Lineage – Bloodline archivists

Role

This caste ensured the Empire functioned eternally:

  • Infrastructure
  • Steamworks
  • Bureaucracy
  • Population classification

They authored:

  • The Codex Devouris (Cannibal Law)
  • Machine liturgies
  • Treatises declaring lesser species as livestock

Traits

  • Pale, thin, heavily augmented
  • Eyes replaced with brass lenses
  • Mechanical arms or organs
  • Often incapable of combat

They ate:

  • Scribes
  • Scholars
  • Failed inventors
    (Consumption was methodical, not celebratory.)

IV. THE AUGUR-PRIEST CASTE

(Cult & Metaphysical Authority)

Titles

  • Hierophant of BANE
  • Augur of the Black Refectory
  • Liturgist of Iron Hunger
  • Voice of the Directive

Role

They maintained:

  • Worship of BANE as cosmic law
  • Pact rites with demons and Swine
  • Prophecy through ritual digestion

They interpreted:

  • The will of the Machine Gods
  • Dimensional overlaps
  • Signs of the Avatar’s coming

Traits

  • Mouths altered into ritual maws
  • Vocal cords replaced with resonators
  • Flesh etched with glyphs
  • Permanently stained with sacred blood

They ate:

  • Prophets
  • Children born with omens
  • Outsiders brought for divination

V. THE EQUES STEAM-CASTE

(Merchant Lords & Industrialists)

Titles

  • Baron of Boilers
  • Factor of Smoke
  • Master of Coin & Bone
  • Guild-Patrician

Role

They controlled:

  • Trade
  • Fuel
  • Slave transport
  • Machine production

They were the bridge between:

  • Flesh
  • Industry
  • Empire expansion

Traits

  • Obese or skeletal depending on fashion
  • Mechanical lungs
  • Steam-belching masks
  • Prosthetics optimized for labor oversight

They ate:

  • Failed workers
  • Bankrupt rivals
  • Contract-breakers

VI. THE SERVILE CASTES

(Sub-Skas & Enslaved Species)

Titles

  • Nutriment Class – Designated food
  • Labor-Chattel – Industrial slaves
  • Ritual Stock – Sacrificial populations
  • War-Fodder Auxilia

Includes:

  • Lesser Skas
  • Conquered humanoids
  • Swine allies (treated as “useful beasts”)

They were bred, sorted, and culled.


THE GREAT BETRAYAL & APOCALYPSE

(1700 Years Ago)

The Avatar’s Offering

When the Avatar of the Holy Avatatarian Church came:

  • The world teetered on annihilation
  • The Skas and Swine had united armies
  • Demons marched openly
  • BANE’s Directive neared completion

The Avatar:

  • Preached salvation
  • Offered mercy
  • Called the Skas to abandon hierarchy through consumption
  • Warned that BANE was a false law

The Skas mocked him.

Some accounts claim:

  • They intended to eat him alive
  • Others say they sought to bind his divinity into a machine

Supurnas’ Judgment

The Father God Supurnas did not smite the world directly.

He did something worse.

He:

  • Allowed his Avatar to be bound to the tree
  • Released divine energy through sacrifice
  • Collapsed reality in controlled annihilation

The result:

  • The Skas capital cities were erased
  • The Swine empires shattered
  • Demons were unmoored
  • Kylyss fractured

But Supurnas did not destroy the Skas entirely.

They were:

  • Cast into shadow
  • Sealed into Glass Houses
  • Locked into Kylyss overlaps
  • Preserved as a warning

Or a future test.


WHAT THE SKAS BELIEVE NOW

They teach that:

  • Supurnas cheated
  • The Avatar was a weapon, not a savior
  • The apocalypse was theft of rightful dominion
  • When they return, they will finish the war

They do not seek forgiveness.

They seek:

  • Vindication
  • Reclassification of all life
  • Consumption of gods