Hierarchy of Heksala (Heck-saw-law)
The is one god, one world, and one people, separated by illusion, ignorance, and spiritual uncertainty. Through the word of God, we find certainty. And God, they are Good and Evil; they test us and hurt us, and yet give us the tools to transcend all suffering. Only Heksala, "the Path of the Survivors", can transmute our dangerous and hurtful world into pure goodness, by bringing our souls into line with the intention and mind of God.
While there is only one God in Heksala, that God is not a jealous God. God has many aspects and there are many spirits of great power that can be respected, though true harmony can only be found by unifying them into God.
Heksala sees itself as the true Keveket, and builds off of Keveket foundations with new revelations and cosmological elements. The two religions are extremely different in many ways, and Heksala has its own names and alternative versions of many Keveket spiritual ideas, but the two religions nonetheless acknowledge a shared heritage. Where Keveket seeks to map the world as a mathematical model, Heksala seeks to build a symbolic cosmology of sacred numbers, colors, realms.
Structure
The Hierarchy of Heksala is led by the Hierarchs - an oligarchic council that decides the overall direction of the faith. These Hierarchs also sit on the Highest Order - a joint-religious supreme council of Maradia that maintains religious peace and regulates what magics and technologies are considered legitimate and which are considered forbidden.
Chosen by the Hierarchs, the Arbiter of the Head Office does most of the practical leadership and might be considered the top executive; in emergencies, they will be the first to give orders. They rule from the Head Office at the Tevem capital of Kahuwara. Alongside the Head Office, a number of Branch Offices operate in Bachabong, Kapuru, Reletas, Obentrama, and now in the newly opened Mitichet regions. The Justicars serve as the agents and day-to-day religious workers of this religious upper management.
The upper hierarchy of Heksala may be place-based, but the lower hierarchy is fluid and mobile; they are assigned to perceived tribal-ethnic communities rather than by geography alone. The Black-White Clerics (also called BWCs or High Clerics) work closely together to manage most of the actual ritual and lived religious elements of Heksala, and command the Head Priests and Priests of the religion who attend to actual communities. It is unsurprising that the BWCs consider themselves the real religious leaders, and can get into bitter feuds with the Office staff; this is perhaps the most obvious weak point in the Heksalan order, and it has been the divide most successfully exploited by outside enemies.
Outside of the Office-Cleric hierarchies is the Meninjra - the ceremonial executive, chief judiciary, and chief mediator, whose job is to settle political and religious disputes. The Meninjra is also the highest judge, for cases of extreme controversy and division; both the Offices and Clerics have their own courts, but both appeal to the Meninjra. The Meninjra has no legal or material executive power, though, and is strictly forbidden from issuing edicts or commanding forces. The Meninjra is always a descendant of the Prophet Itimus' family, chosen by the prior Meninjra and confirmed by the Hierarchs.
Rank | Role |
---|---|
Hierarchs | Meet in a council for ultimate decision-making |
Arbiter of Head Office | Run the head office |
Arbiter of Branch Office | Run the branch office |
Justicar | Act of office agents |
Black-white Cleric | Manage the spiritual and political needs of a region or extended tribal community |
Head Priest | Manage the priests and common-priests of a province or clan |
Priest | Administer moral advice, community outreach |
Culture
Species Preference: Careful Balance
Money, Markets, and Status
Mobility, Mysticism
History
Early Mysticism (Pre-600 ME)
Toruket: The Early Days (600 - 700)
Toruket: The Resistance (700 - 1200)
The Toruket's New Home (600 - 1230)
Prelude to Revolution (1230 - 1430 ME)
The Prophet Itimus (1430 - 1440)
Heksalan Power (1440 - 1600)
War and Peace (1620 - 1850)
Modern History
Mythology & Lore
Creation
- Tua-Hut (or Singular God), the unity of all things, formless and purely abstract; it would be deeply wrong to try and represent Tua-Hut by any image or sound
- Tua-Niriet, the plurality of God, the transformative potential of God, the unknowability of God; sometimes portrayed as a rainbow serpent, or a shapeshifter with serpent's eyes and many heads and arms
- Tua-Halcyon, or God as an entity of intent and feeling; God-as-Person, often represented as a humanoid - typically a Solar in "accurate" portrayals
- Tua-Halcyon; Law, Purpose, Continuity, Light; The Present
- Tua-Niriet; Possibility, Change, Travel, Paths, Discovery, prophecy; The Future, called by foreigners the Chimera
- Tua-Lumitay; Memory, Ghosts, Souls, Persistence, Consequences, Permanence; The Past, called by foreigners the Masked One for its more visible aspect that chooses ghosts. Tua-Lumitay has four masks they use to commemorate the four base tempers: joy, tragedy, resistance, and acceptance.
- Tua-Hut; Unity, Mathemetics, Simplicity, Truth, Peace; The Timeless; called the Hidden One by foreigners, as they lack understanding that she is not hidden, but simply a purely cognitive and abstract being
Lesser Divinities
Beneath God but above ascended mortals like the Lunar Pantheon are a series of Lesser Divinities whose works and conflicts explain much of the unexplainable in the world. There are two categories of these: the Colors (divine aspects) and Eldest (powerful spirits)
- Halcyon-Iros: Black, one of the two strongest colors. Black is passion, abundance, action, fertility, life, rain, heat, water, healing, joy, wrath, grief, community, noise, and complexity. All colors come from and return to Black. Iros is jolly, fat, and holds a cornucopia and scepter.
- Halcyon-Ali: White, one of the two strongest colors. White is absence, cold, death, silence, peace, dryness, sand, salt, individualism, focus, simplicity, melancholy, and understanding. All colors come from and return to White. Ali is stoic, skeletal, and holds a sheathed weapon and a scroll.
- Halcyon-Miram: Red, the essence of most radical change. Keeper of the dead, master of fire, she who turns the world-wheel and tears down our most basic illusions. Stern fire-queen, with worms at her feet, a falcon on her arm, and a crown of fire upon her head. Heksalans carry her symbols for war.
- Halcyon-Flu. Yellow, the illusion's most visceral and gleaming things. Wealth, trade, minerals, food, drink; these are the domains of Yellow. Flu is very specifically non-living material success; those around her are depicted as joyful, but she is not. Around her neck is a gem-studded serpent - a warning - and she carries a merchant's scale in one hand and a chalice in the other.
- Halcyon-Hida. Green, the color of life and bodies. Green is health, sickness, coming of age, sexuality, childbirth, old age, hunting, animal husbandry, and agriculture. Hida is old and young, and many genders; they are not simply the 'ideal body', but all bodies. They often have animal or plant aspects.
- Halcyon-Oro. Blue, the color of distance, knowledge, movement, and magic. Blue is the teacher and the student, the nomad on their journey, the pilgrim and the sailor, the bird and the fish. Oro is often shown as crossdressing and transformative, blending norms and crossing a social boundary together very overtly. They have a horse-hair shawl, a shepherd's crook, and a compass.
- Arakina: The Supreme Prophet of the Otherworld, a true servant of God. Basically the secret other Lunar God for the Otherworld, a powerful force for good - but still not infallible for inherently divine. Said to have eyes like glowing rainbow gemstones, smooth shell-like skin that is jet black and ivory white, fingers like writhing serpents, and a face like a mask that only changes when not looked at by mortal eyes. You pray to her to undo curses and invoke her name to shame lesser spirits from her world. Arakina enabled the intermixing of the prime four species, so is the mother of all hybrids.
- Amarn-Emun: According to Heksala, the Keveket God Emun, lord of the Earth, is actually Amarn, the King of the Otherworld. Either name works, as he collects names for himself by the dozens. Amarn is lawful to the extreme; he cares about the exact phrasing of what you say and the exact word of Divine Law. He is a "good archfey" akin to Arakina, but is distinctly more dangerous. He is the Lord of the Threshold between the material plane and Otherworld, and as such is a powerful force for exorcisms of all kinds. He is extremely specific about oaths and promises, though, and can be downright cruel if he feels crossed or denied his due. Adamantium resonates with him, and he sent Pearl Pangolins into this world for their loyal service to him.
- Telesper: Another Keveket God claimed to be an Archfey by Heksala. Supposedly the first Vesper, Telesper is the blind god of prophecy, song, and bardism. It is said that Telesper is Hiku Matsune's Otherworld partner, and as such has the secrets needed to disrupt Lunar curses or scheming. Telesper is themselves a fickle creature though, always in need of amusement and flattery. Moonstone resonates with them.
- Renpara: Queen of the Underworld, lady of tunnels and chasms, scribe of secrets. Renpara is shapeshifter on the outside, with an eternal magical flame where her heart should and her eyes are embers regardless of her form. Renpara is a master smith and knows many secrets, who can make any seed, any crystal, or any magical item. She is also not a generous creature; she can curse those who insult her, and she is said to send monsters or plagues upon any who she thinks stole from her. Kobolds are a group of her servants that escaped eternal servitude to her by praying for mortality. Renpara is behind the distant mysteries of Ederstone and Dragon Forging.
- Heshaba: Queen of Cats, who sneaks into the sky to watch mortalkind at night. A mischevious gossip with her own strange internal code. Heshaba grants second chances and turns of luck to those she favors.
- Lumatol: The Otherworld's greatest merchant, the Magician of passage. A notorious shapeshifter known for their love of gold - which they work into a golden silk they cannot resist wearing and showing off - Lumanol is Amarn's funny little rival, the opportunist always looking to twist or evade the law. They love to try and use their Otherworldly magic to bind mortals to their service, particularly proud mortals in need of a good humbling. They invented druidic magic, and created Selkies as part of a trade. Lumanol may be selfish, but they can inspire cunning and insight in those that please them. Lumanol is also the creator of Aquatic Species and is the reason that Leviathans can cross from the Otherworld to our own.
- Kayau: A shadowy amphibious monster that appears during grim times and either conjures or foreshadows other monsters arriving. Associated with Gluttonmaws, Merfolk, and Leviathans.
Myths, Legends, Histories
- Agamine the Lost, the original prophet of all that is material, who has turned towards aiding souls undergoing their journey through Hell, Heaven, and the Otherworld. Patron of students, teachers, the dead, architects, engineers, and those seeking inner peace. An extremely important figure, and arguably the most visibly worshipped Lunar prophet. Always depicted in solemn meditative silence, turned inwards. Anyone seeking to channel the creative unity of Tua-Hut (God as Oneness) should pray to Agamine, not to that aspect of God.
- Haru the wandering Sovereign of Heaven, master of light and seer of colors. Seen as a powerful intermediary, and is a common object of prayer for those seeking to pass their wishes to the Tua-Halcyon or the Colors.
- Emesh, the shapeshifer - a solar in the last life, reborn a prism, then a human, then a dryad, and now a master of all forms. A keeper of ancestral wisdom and a magician known to provoke prophecy. Dabbler in the fey realm and master diviner, a trickster who tests and questions as a way to enlighten. Intermediary to pass prayers up to Tua-Niriet.
- Orchid of Blue, the Lawmaker and Record Keeper of Heaven, patron of oaths, commerce, and justice. Orchid supports doctors, lawyers, merchants, and bureaucrats; those who live by systems pray to her. Associated with God the Preserver, or Tua-Lumitay; helps give prayers up to the Masked One.
The Ending Age
Cosmological Views
Heksalan worldviews preach that the body and sensations of the world are fundamentally illusory. Material things and bodies are real in that their actions have moral value and meaningful consequence, but they are dust and lies compared to the soul. Souls can be moved around, but can only be created or destroyed by God. The Material Plane, Heaven, Hell, and the Otherworld are the four material-illusory realms that souls wander through during their time in this world. Souls move between these spaces regularly, as movement is the natural state of existence. While bad people are drawn to Hell by the evil there and good people are drawn to the virtue of Heaven, these are not inherently morally-exclusive spaces - nor are they final destinations. The end of a soul will occur during the final apocalyptic battle of Wanapadan, when God calls forward the loyal, worshipful, and good people into the next world and destroys the wicked and unfaithful. To endure Hell as a good person while keeping faith is essential to ascended from a Fourth-World being to a Fifth-World being.
Okay, so what are these worlds? And what of their denizens? Well, Heksala does not claim to have the other realms all figured out, but they do have important answers about them for navigating the Survivor's Path.
For one, the three other realms are all more fluid and tangible; the illusion is less consistent and real-feeling there, but the distance between body and soul is also less detectable. Make no mistake, souls have bodies in Heaven or Hell - sensation is bodily and inherently illusory. This thinness of the body is part of why creatures born of these other realms have such outlandish shapes that often correspond with their intent and magical role; it is also why a material life is so important for such creatures to acheive spiritual enlightenment.
So, the Worlds:
Our world, the Material Plane, is the plane of Law; Laws structure all parts of the world with extreme consistency. There are three main prophets to understand the material plane by: Agamine, who mastered understanding physical laws, Haru, who mastered curating a connection to the Colors of God, and Emesh, who mastered connections between the present and the ancestral past. You probably understand this world.
The world that most intersects our own is the Otherworld, the plane of Chaos. The Otherworld is essentially the remnants of the prior world reformed in harmony and balance with the new Lawful Material Plane. The Otherworld is not conceptualized consistently; some stories emphasize a shared geography (ie water spirits living in the Otherworld version of a spring), while other stories paint it as a truly alien landscape unrelated to our own. Sometimes, the inhabitants of the Otherworld are nature spirits, sometimes they are monsters, sometimes they are feylike creatures who obey specific rules, sometimes they are basically weird people.
Heksala's defense of the Otherworld's literal existence puzzles many, given the lack of concrete evidence and no verification by the Lunar Gods. In many ways, the Otherworld as dogma is a direct claim that the power of the Lunar Gods is limited; they were once mortals punished for stealing from the Otherworld before being reincarnated as their current selves, so it makes sense that God would restrict their ability to view into that place. That the Lunar Gods don't see it makes sense - and Heksalans are taught that the Lunar Gods fail to see many things clearly or accurately. For example, the Gods fumble with health, crop blights, animal epidemics, natural disasters, Leviathans, Ghosts, prophetic states, the stars, the fate of some species after death, and other notable topics - all things that spirits are involved in.
Heksalans see subtle involvement of the Otherworld in many things; unexplainable lost items, unusual spoiled food, odd diseases, animals acting weird, Warlockery, prophecies, and shooting stars. Heksalans view holy places and weird places as being particularly close to the Otherworld, as well as the open ocean and deep caverns. Species that are not Humans, dryads, solars, prisms, or hybrids are all seen as Otherworld migrants with a special hereditary bond to the strange and otherworldly. Some forms of magic are also seen as Otherworldly, such as Bardism, Druidism, Wizardry, and Sorcery - all of which are seen as originating in the Otherworld and having a special aspect attracting or repelling Otherworldly beings.
Heaven and Hell exist in Heksalan cosmology as extremes of opposed possibility shaped by divine principle. They are a more direct form of "Teaching Place" than the Otherworld or Material Plane; they are realms where experienced souls are tested and taken on journeys of potential enlightenment. Unlike other religions, Heksala insists that all souls will walk both Heaven and Hell before the end of days. Hell is particularly brutal to the wicked and Heaven is particularly sweet to the virtuous, but all mortals contain at least a little sin and virtue - they will experience some celestial pleasure and infernal pain. The only way to truly escape Hell's suffering is to live God's wisdom, learn to walk beyond pain, and to fill your soul with God as a master of the Survivor's Path. Much ink has been spilled describing what Heaven and Hell mean for mortals, and how to embrace it.
Hell has its own locals - devils - that test and torment visitors and, if they can, craft evil curses for the living. Heaven doesn't have a native species, so it seems logical that Hell's devils are just very bad people given hellish bodies. Just as Lunar Gods can influence the world as ascended celestial beings, devils - especially their leaders, the archdevils - can work evil into our world. Thankfully, Hell's power on the world is weak (until Hell's gates open to the earth during the End of the Fourth World). The archdevils, cowards all, are difficult to find.
It is because of the soul's fated movement through both Heaven and Hell that it is important to satisfy and study all of God's Colors - White/Ali may be a scary color, as can Red/Miram, but you will be thankful you welcomed them to your table when their guidance steers you through Hell.
A great rope or serpent moving through four great spokes, with the sacred word for unity (Hut) at the center is a very prominent sacred symbol in Heksala because it is a constant reminder that the soul will always be moving through the realms, orbiting God. It also suggests a fifth Realm, the Center, God's residence. This place, often called Lachen (all-center), is purely theoretical and not agreed upon as a literal place by all priests. In Heksalan mysticism and fantastical accounts, Lachen frequently appears as the place where those who have learned all that can be learned ascend to God's side.
Material and Otherworldly
Celestial and Infernal
Tenets of Faith
- Look Inwards to Find Your Path: The most important spiritual path is the path of personal strength and growth. You must curate a spiritual relationship with God and a spiritual relationship with yourself.
- Walk the World and Know Its Wonders: If it is possible, the faithful should embrace physical change and mobility. Go on pilgrimmages during holidays, journey during major life changes, and seek new horizons. When journeying into foreign lands, report discoveries to the Hierarchy so the faithful may know the safest paths.
- Open Your Mind to the Unseen: The world is alive with omens and spirits to look out for. God is always speaking, if you master being able to listen. The pursuit of knowledge cannot be bound to the strictly measurable.
- Respect That From Which You Take: Ritual languages provide the means to give thanks to the spirits and to God. Be gracious and thankful for the bounty of the land.
- Give to Your Community: Duty is a spiritual tool of immense value; to cultivate discipline and devotion to those you love is the earthly path of those born on the material plane. Your clan, your people, your town - do what you can do make them prosper. But remember that we are all One Nation of God, and that the highest calling is to bring prosperity to all mortalkind.
- Respect All People, For All Are One: To take or harm a mortal without just cause is wicked. You cannot harm a person's immortal soul, but God disapproves of harming their body.
- Do Not Harm the World: Consider the world as a system, and your place within it. Use the mind given to you to consider the broader implications of your actions for the world and for your own spiritual health.
- Find Resolute Strength of Self: Master the flesh and overcome sensation. Retain your independence from material luxury; teach your mind and soul to drink pain like warm milk. The soul is all that matters. It is not enough to say it. You must embed it into your life. One day you will walk the halls of Hell. This is your chance to master pain and adversity on your own terms
Ethics
Laws and Scripture
- The Riwamalin, the revelation writings, dedicated to cataloguing the revelations of Agamine and Itimus, as well as sacred histories; largely static
- The Allemalin, a series of philosophical texts expanding on correct action, rituals, and cosmological implications; the interpretations and arguments of the early Heksalans and Toruket. Mostly static, but can vary from place to place
- The Nubikenja, which technically refers to all canon Heksalan prophecy and recorded omen readings. In practice, important prophecies and subsequent revelations are chosen by the Hierarchs for elevation. This prophecy is both mortal and immortal - so it includes a great deal of Lunar Pantheon statements. Actively growing and being curated.
- The Yachakenja, which is a compendium of honored Heirarch/Meninjra teachings and classifications; essentially, a collection of administrative guides, legal cases, poems, rituals, and more recent theological debates. Actively growing and being curated.
- Constructs must be regulated and never used as killing machines (priests assert that using them incidentally as tools or vehicles that enable you to kill is acceptable, but the machine cannot be given the order to take a life).
- Do not use your strength or knowledge, or share your strength or knowledge, without caution; consider the moral consequences
- Evangelize, to bring all people under one community
- Life is to be protected and suicide is banned; people have an inherent moral duty to materially or morally provide for their community
- The unknown is to be examined, not rejected
- To purify the body before engaging in rituals of divine communion
- To consume food that represents God as a form of communion
- To view the world as a series of ordeals; to seek out internal emptiness and quiet as a path to peace
- To seek choice within your ability directed inwards, embracing free will while remaining loyal to God and to the Hierarchy
- Meditation as a divine tool essential to self-mastery
Ethics and Justice
Worship
Heksalans do not have regular weekly worship, but they do punctuate the calendar with frequent community rituals. There are two major regular rituals that act as "ordinary worship ceremonies" distinct from the others: Wisdom-Eating and Gift-banquets.
- Wisdom Eating occurs 12 times a year, essentially once a month. Worshippers reaffirm their loyalty to God, purify themselves (often by washing in water that is prayed over and sprinkled with Wanderbloom ), and consume a small morsel of food of a specific color (often sprinkled slightly with the ashes of prayer-papers). These days are days where all abstain from work, sex, intoxicants, and luxuries.
- Gift-Banquets occur four times a year, once a season. These are community events where villages, clans, guilds, and towns all host food sharing for all of the faithful. Elites distribute gifts, often of wealth, to the most valuable and accomplished members of the community. Alcohol is consumed in ritual toasts followed by prayers as gifts are distributed. Members of the community make promises on this day, declaring their goals to bring new wealth or common goods to the community. Those who fulfill their promise get to dine alongside the community elites at the next Banquet.
Priesthood
Priests are chosen by their superiors, but must have a seminary license, given by a monastery or seminary school after years of training. People can get seminary licenses without joining the priesthood or being chosen - many Heksalan community leaders have seminary licenses but no interest in becoming priests - and these institutions can also offer advanced theological degrees or certificates for continued study. An informal class of acolytes and scholars gather in these places, and tend to be favored in clerical hiring (both as priests and in other positions). Most curious, though, are those mystics and shamans who get their license and then proceed to act as religious specialists without actually entering the priesthood. These people can be chosen for priests - while most picks are acolytes, popular mystics are wild cards in the selection process. Unlicensed mystics are generally not in the good graces of the Hierarchy, and face pressure to go through the education process. This also has a way of weeding out especially deviant local traditions and ensuring that syncretecism occurs on the Hierarchy's terms.
Common Heksalan priests wear a tall black hat, called a Kweski, and vestments of four colors during rituals. Priests select their preferred colors to represent their approach to spirituality, though most priests end up with colors selected by their predecessors or community. Priests do not perform regular sermons, and only some priests preach sermons at all (typically during festivals or rituals rather than during a regular community prayer) - priests are above all ritual specialists, keepers of religious rules, and community religious coordinators. Floating priests (who move freely between needed groups), nomad priests (tied to a specific band or group of mobile faithful), and sedentary priests all work a little differently; one of the most challening and important parts of being a priest is adapting your religious knowledge to the assignment at hand.
Head Priests also wear a Kweski during ceremonies, though theirs may be decorated with their clan or province insignia. They also tend to wear very visible wooden necklaces, with four holy symbols draped across the neck and chest. Head Priests must have at least five years experience as a priest before promotion, and are selected by the Clerics. Their duties are much more administrative than the common priests, but still involves plenty of daily ritual; most are assigned to particular holy sites.
Black-White Clerics have a striking costume: whenever they appear in public or ritual settings, they must be entirely in black and white makeup, hair dye, and clothing, often in striking ways. They have two hats to switch between: the typical Kweski, and the Tipi-Kweski, a far taller hat than the Kweski (often needing to be strapped to the head) and one that is covered in strings of white beads of glass. They choose half of their own replacements (the other half being chosen by the Offices) from the priests, Justicars, and High priests. Clerics are expected to run much of the day-to-day of the religion outside of the big cities. They tend to be rather secluded from mainstream society.
Justicars, or Office Agents, wear four-color headresses (White, Black, Yellow, Blue) bearing the insignia of their office, as well as face-covering scarves; their identity is visually consumed by that of their office. Justicars are not really priests so much as they are elite bureaucrats; many have some ritual duties, but that isn't their main point. They gather information, manage resources and accounts, and represent the Offices in the field. The Office bureaucracies hire Justicars from within and without the priesthood; having a license is usually required, but not always.
Arbiters, the head of the Offices, wear black-and-white robes with rainbow belts and vestments, and circlets that bear their insignia four times in four colors (White, Black, Yellow, Blue). Arbiters are the masters of the Office bureaucracies, who must have an advanced religious education and are chosen by the Hierarchs.
Political Influence & Intrigue
Heksala's Hierarchy has vast political influence over those kingdoms that embrace it - the Branch Offices are typically large political powers, and the Hierarchy expects strict adherence to their regulations and rules. However, this political influence tends to concentrate wherever constructs flow - peripheral parts of the Heksalan world have a lot of political freedom and religious autonomy.
Perhaps the most notable political group within the Hierarchy is the Holy Archive of the Drifting Glass, also known as the Glass Archive. The Glass Archive is the Hierarchy's intelligence agency, an organization dedicated to exploring, recording, and collecting. These "archivists" range from actual bookkeepers, to financial analysys, to merchant-explorers, to codemakers, to spies. The Glass Archive, which answers to the Hierarchs, Head Arbiter, and Meninjra, gathers and analyzes information about other political organizations, foreign lands, distant markets, and even otherworldly planes.
Indeed, the Archive is the only intelligence agency to successfully establish an information-gathering presence outside of the material plane. Most of the Lunar Pantheon dislikes this (as they consider it improper and unwise for any material polity to actively engage with the realms of the dead), except for Emesh, who directly assists and enables their inter-planar communications. The Archive does not have an immense interplanar presence, as it is expensive and difficult to maintain without relying entirely on Emesh, who they know is not a trustworthy/reliabe intermediary - nonetheless, having a presence at all is extremely unusual. The Archive's spies in heaven work to collect information from their fellow dead about foreign lands, while their spies in Purgatory work to create a navigation system and eventually a way to map that plane. Most of the Purgatory network is dependent on a small number of 'sages', who have used Heksalan teachings to confuse and repulse whatever hateful logic rules that place - after years of trying to break them, the Plane seems to prefer to ignore them now as long as they don't try and help others in Hell. This small handful of Heavenly and Hellish spies have a goal that many find distressing: to engineer a way to get to the "Otherworld" or Spirit World. The Hierarchs seem to believe that, by gathering evidence of the Otherworld, the Hierarchy can peacefully convince the Keveket and Temple of Ishket to submit to their superior wisdom.
While the Archive's interplanar operations are the most attention-grabbing on paper, they are a neglible portion of the group's total activities. The Archive's largest and most ambitious goal is to infiltrate and open foreign markets and business opportunities to Heksalan merchants: worming their way into the Khilaian fleets, embedding themselves into the corporations of Zerua, asserting Heksalan traders into Keveket colonies overseas, and attaching agents to Solar migratory bands. These financial goals are downplayed, as the Archive frames itself as a harmless scholarly institution of exploration, learning, and education - the Archive moves extremely cautiously to avoid notice, and to especially avoid alienating foreign markets. The Archive plays the long game, taking Agamine's conservative caution to heart. And they were founded after the 1780 peace treaty (and only really took off in the last century), so by their metrics they are quite young.
The day-to-day of the archive is largely benign - they map, organize language education programs, translate foreign scholarship, brainstorm about business, study foreign cultures, and help coordinate the Heksalan postal system. Their general preference for long-term subtle planning has made them vulnerable to competition from other, more violent, big intelligence agencies - most notably Hiku's Orishans, who have attacked the Archive across Maradia (while they Goddess has worked to interrupt them across the planes).
"Find Unity and Peace"
Founding Date
1480
Type
Religious, Organised Religion
Predecessor Organization
Demonym
Heksalan
Deities
Location
Official Languages
Related Ranks & Titles
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