| Nation | Aeldian |
| Species | Doppelganger |
| Classification | Polymorphic |
| Sphere | Envy |
| Origin | Doppelgangers arose from shapeshifters who lost parts of their Names |
| Lifespan | 70-100 years or inmortal |
| Habitat | Temperate forests |
| Food | Normal fare for the form they are in |
| Description | Doppelgangers look like what their parents looked like when they were conceived, gestated, and born. If they do not take on another identity by the time they are 10 years old, they will lose all features and become a featureless humanish shape with a greenish tinge to its skin if and only if they begin to desire another body. Their facial features are flat and elongated, and their eyes are a vibrant green. When they take on a new identity, their eyes remain vibrant green. If the new form has no eyes, they will have a slight green glow around whatever is closest to being a face. |
| Procreation | Doppelgangers reproduce with each other, or with any species that matches the identity they have taken on, but children are always doppelgangers. A pregnant doppelganger who shifts form while carrying a child will find their child shifts with them but retains part of the old identity as well. |
| Esoterica | Doppelgangers are beings of thorn energy, flux, and emotional resonance. They are also skilled with uafas, cacophony, sin energy, momentum, prasinofos, tyvka vlast, hunger energy, black nommos, gemtkhereg, mystery, gossamer light, blood energy, razdavit', poioumenon, conflueverant, dream energy, true shadow, hollow energy, misfortune, poarta, imperium, parasitic energy, infernum, spirit energy, vile energy, kakraohy, quaestus, lunar aether, nzwara murazvo, rending, and parfum de marais. If they take a form that is attuned to another energy, they sometimes get more attuned to it. The only power they cannot use is yahas. In doppelganger society, the dewiniaid drain ("thorn wizards", sing. dewin drain) are the most common and powerful of esotericists. Every noble family has a few of these, and any commoner who is found to be skilled in these arts are taken away to special schools and trained to serve the lords. The dewiniaid drain serve the interests of the powerful, but they have their own agendas as well, making them a significant political force in Mwyr Aeld. Other common esotericists are the cacosingers, whose violent musical magic is province only of the nobility and those they patron; the terfysgwr (terfysgwyr, pl.) and rhithwr (rhithwyr, pl.), illusionists using uafas and black nommos respectively and have their own elite group alled the Cylch Delwedd (circle of image); and the lithiwr (lithiwyr, pl.), users of sin energy who work as agents for the lords. |
| Special Powers | Doppelgangers can sense value and emotions. They can absorb the emotional resonance of those they touch. |
| Gardens | A doppelganger has the power to take the identity of another mortal; however, they do not have the need to do this until such time as they start envying the identities of others. A doppelganger who begins to envy the identities of others will find their identity begining to fade, and thus, the need to take another's identity begins. This need can be assuaged by absorbing emotional resonance that blocks the envy, but doing this is culturally frowned upon in most doppelganger nations. Initially, a doppelganger can only consume someone by poisoning them with special tea made from their thorn gardens. They poison them, weaken their wills, then place them in the gardens alive, letting the thorn vines grow over them. The person is then slowly consumed by the garden, and their identity is taken on by the doppelganger. Depending on how well tended the garden is, the potency of the poison, and the individual power of the doppelganger, the consumption may only take the form or visage of the victim, or it may take more of them, up to an including their souls. No matter how strong they are, the emotional resonance of the victim is taken, split between the doppelganger and the garden. Most doppelgangers remain on the low end of this scale; however, some doppelgangers channel some of the emotional resonance they consume from the victim back into the garden to make it even stronger and allow for more complete consumption. Their first victims remain in their gardens, becoming a living part of the garden, part of its consciousness, and the doppelganger and their garden live the same length of time. Victims of being consumed end up as faceless, featureless husks. They are sometimes turned into gjengangers. Those who make their gardens stronger eventually are able to make a special tea from the garden that gives them the temporary ability to consume the identity of targets by touch. Depending on how well made the tea is and how well tended the garden is, the consuming power varies in strength and longevity. The tea must be consumed within minutes of brewing or its potency wanes. The consuming touch can last as briefly as a few minutes to as long as a week. Once it used, it is gone. Practice at this craft makes the doppelganger better at making the tea and thus able to consume more of a target. To use consuming touch, their skin must touch the skin of the target. The hands, lips, and genitalia (only during sexual contact) of a doppelganger are the most potent contact points. The face is the most potent contact point on the target, followed by their chest above their heart. Some doppelgangers learn to gather pollen from their garden to make a potent cloud of poison. This poison can be ignited by hellfire or some other infernal energy and turned into velvet mist. Velvet mist will consume the identity/identities of all within its grasp. It is very potent and can allow the doppelganger to consume larger targets, or to more completely consume a target. This requires secondary skills that many doppelgangers do not have. Some doppelgangers use flowers from their gardens as small lanterns that flicker with burning thornlight when lit by hellfire or other infernal energies. Thorn light will take the face away from any who stare into it too long, but it will not give the face to anyone. Instead, it uses it as fuel to burn brighter. Strong enough thornlight (once enough faces have been consumed) can consume bodies or more, but always it ends in the target being consumed by the fire, leaving behind a husk similar to the one left by victims of the garden. The most powerful doppelgangers can sleep in their own gardens. Usually this would result in the doppelganger's death, but those who have grown strong by consuming and keeping many identities can sleep among the thorns and imbue themselves with permanent consuming touch powers. Most doppelgangers only consume one identity in their lifetimes, or very few. Their gardens are not large enough, or they simply aren't strong enough, or they have a moral compass, perhaps. But some not only consume many identities, they store those identities by channeling the emotional resonance from each one into a specific flower in their garden. They can then swap out identities at will if they are close enough to their garden or if they have a thorn or flower from it with them. Other doppelgangers replace the central victim in their garden with a fresh one. When they do this correctly, they essentially de-age themselves, keeping a long line of fresh victims as the central target of their power and giving themselves extra long lives. Often these doppelgangers become targets for assassination. When a doppelganger stores identities in their garden, the faces of those stored end up in one of the flowers in the garden. These faces have remnants of the minds and emotions of their former selves and often call out for help or release from suffering. The gardens are made up of certain special plants found only in Mwyr Aeld and its surrounding forests: Aeldian orchids, jade roses, long creeper, gwinwydd drain (thorn vine), planhigon ("plants," from which the tea is made), pys gwenwyn (poison peas), sweet apples, spiderpears, cerise plums, velvetine apples, velvetleaf trees, biting turnips, angelhair gourds, and blood pumpkins. Other infernal plants are commonly included as well. Common roses, orchids, thorny plants, brambles, nettles, various kinds of vines, and edible fruits and vegetables often join them. The gwinwydd drain are the plants that connect to the victims. Animals that are placed into the garden or who get stuck their on their own are consumed by the plants and become thorn energy-empowered variations of what they once were, called bwystfilod drain (thorn beasts, sing. bwystfil drain). |
| Weaknesses | Yahas will reverse their connection to their gardens and make them lose their identities. |
| Hunger | Doppelgangers who change identities often find the changing itself addictive. They become compulsive in their consuming until the hunger drives them to extremes. |
| Culture | Doppelganger societies are usually very heavily classed, and there are differences in how each class lives. However, there are some things that are the same throughout. Most doppelganger families have preferred identities or species they take on. Some families focus broadly (humans or metahumans) while others are specific (muscular nymphs, feminine humans) or have certain characteristics they look for (blond hair, wings) with no specific qualification. Most prefer forms that are very human in appearance, because that is the most common species and the size range is generally easy to fit into. Some who prefer different animal folk or spirit folk may enjoy a little more variation. A doppelganger who goes against family tradition is often looked down on, but it is rarely to the point of disowning. It's simply considered awkward, or a phase, or a peculiarity. If, however, a lord decrees a form must be taken by the underclasses (this happens occasionally) and one refuses, this is cause for enslavement. The most common passtime of all doppelgangers is hunting. Their primary goddess is a huntress, and in their eyes, she embodies hunting to one's own needs and wants. She is the embodiment of taking what is rightfully yours, of that which you desire, and so as a huntress, she guides them to hunt as they please. The idea of responsible hunting is seen as a weakness, a sign that one is not strong. Instead, hunters are encouraged to take what they can get. To poach from another's lands is seen as a skill, for it means you made your enemy weaker and got away with it. Gender among doppelgangers does not follow any biological rules. Doppelgangers determine gender by their own personal identification. As their biologies are subject to change, gender couldn't be tied to it in any consistent way. A female doppelganger in a male-assigned body is still female. Many doppelgangers find they have a preference for certain gendered identities, but some either do not have a preference, prefer androgyny, or prefer fluidity. Among nobles, gender comes with rank--a queen is female no matter what her personal identification is--but ranks can be changed to equivalent ranks in some cases to suit the noble. Among commoners, however, their gender is what they say it is, because it has no legal weight or bearing. Because their language developed alongside beings of other species, it is a gendered language, but it generally doesn't matter what, for instance, pronoun is used. Because of this view of gender, the idea of same-sex marriage is foreign; gender has no bearing on marriage. People marry who they marry. Reproduction is encouraged, and sometimes this means saving up to buy a new identity to make that possible. But it can be temporary. There are three froms of hunting favored by doppelgangers: bow hunting, trapping, and falconry. In modern eras, sometimes the rifle replaces the bow. Their favored prey are red deer. Roe, sika, and fallow deer are also common. Fox-hunting is enjoyed by the nobility, and hares, rabbits, martens, polecats, and badgers are often hunted by commoners. On rare occasions, boar, bear, and wolf hunting may occur, but these are more for protection, and noble and commoner alike take part. Captured bears are often used in bear-baiting contests; wolves are usually left alone unless they are attacking livestock. Dogs are used in hunting by some nobles or peasants. Every year, there are special hunting days that are ceremonial for honoring the goddess(es) (see below). Professional hunters are called helfarch. Common among doppelgangers is a love of wine. Aeldian wine is made from special fruits from their gardens and often has a bit of poison in it. It has a slight sting to it and brings hallucinations when one gets drunk off of it. Most doppelgangers sell the fruits of their gardens to the wine-makers just before winter, in order to have a little extra for the hard months. They are paid in a few bottles of last year's vintage and coin. Depending on the way the seasons have gone, prices vary greatly, so the number of coins is variable, but it is law that fruit-selling is two bottles of wine per pound of fruit. Music and theatre are popular among Aeldians. Whether it is the complex, experimental theatre and music of the ruling classes, or the beautiful, melancholy music and ribald theatre of the underclasses, these are mainstays of their lives. Every family has music, and every community has theatre. Actors are usually members of the lower classes patroned by the nobility. Professional musicians either find patronage or a community, public space, or inn where they can make money. Most families have musicians among them. Mwyr Aeld is a major forest area, so logging and lumber are major industries. Mining is also a major part of their culture, especially jade, coal, iron, and silver. Logging is done by serfs and peasants who own the land being logged. Mines are worked by slaves, convicts, freefolk, and cynfreddin. In northern Mwyr Aeld, there is a large lake known as Llyn Cuniaim, where it is said the goddess's steed, a massive dragon with red and green scales, bled and burned a hole in a mountain. The lake, which has red waters from light hitting the rubies found in and around it, is protected by the high king. It is illegal to fish in it or harvest the rubies. All are welcome to swim in it, enjoy its cool waters, and camp or picnic along its shores, if they have the freedom to do so. The south end is favored by nobles, the north by commoners. |
| Upper Classes | Doppelgangers primarily live in Mwyr Aeld ("late household", so named for being the kingdom of the last surviving noble house in a long forgotten war), a kingdom in Ansulym's deep forests that is ruled by a high king, called uchel frenin. The high king's gender does not matter; they always have this same title. The high king rules the 12 kingdoms (teyrnasoedd, sing. deyrnas) of Mwyr Aeld, each of which is ruled by a king (brenin), queen (brenhines), or sovereign (sofran) (gender neutral). The high king and the kings/queens' children are princes (tywysog), princesses (tywysoges), or heir (etifedd) (for gender neutral). Each king has four dukes (dug), duchesses (dogiaeth), or lords (arglwydd) (gender neutral). Each duke has four marquesses (ardalydd), then four earls (iarll or iarlles), then four viscounts (is-iarll or di-glust), then four barons (barwn or barnwes), then four baronets (barnweg or barwneges). At each level, they all have knights (marchog or fenyw) who serve them. Then there are the gentry (bonedd or minor landed nobles, essentially landlords) and courtiers (llyswr, court nobles with no land). These compose the ruling class of the 12 kingdoms, and their culture is complex and cruel. Every noble is striving to be better than the other nobles around them. Every noble family is in a feud with at least four other families, and they engage in political oneupmanship, poisonings, warfare, manipulation, arranged marriages, mockery, terrorism, raids, and more to get the upper hand. The high king's rule is absolute, but he can be deposed through cunning means (no official means, but assassination is not uncommon). The high king may designate an heir, but the heir does not automatically succeed him. Instead, the heir is tested by the 12 brenhinoedd (plural of brenin/brenhines) in a series of trials and tests that are mostly a distraction from political machinations and assassination attempts. If the heir passes the tests and survives, they become high king. If not, one of the brenhinoedd becomes high king, based on their ability to take the Aeldian crown and hold it. Among the nobility, a title conveys gender, not the other way around. Marriages are arranged by superior nobles or by their families; marriage for love is so uncommon as to be baffling to them. Marriage is always about a political alignment. As well as spouses, most nobles have consorts, who are always also nobles. Consorts have rank and power and official standing, and they may give birth to an heir of any noble other than the high king. The high king's heir must be the child of a brenhines/spouse. Consorts must be a rank below the official spouse. Anyone the noble has an affair with who isn't of appropriate rank or that they do not want to have any claim to their title or land is simply a mistress. Political alliances seldom last very long, but feuds and grudges can last generations. There are many powerful noble families with long histories in Mwyr Aeld. They can be read about here. When a doppelganger noble is born, they are raised by elite servants. They have minimal contact with their parents until they are old enough to behave themselves. At that point, they are subjected to intensive education on everything an Aeldian noble needs to know: politics, gardening, poisons, hunting, languages, music, religion, warfare, etc. Their parents begin taking a role in raising them, mostly in teaching them to run the family estates and such. Aeldian nobles are rarely kind parents. Violence, manipulation, gaslighting, and sexual assault are not uncommon as forms of punishment and control. Once a child is old enough to take part in court politics, they are plunged into the political intrigues. An Aeldian noble child will start their own garden in the family garden. If there is no room for them, they either start a new one elsewhere or they take over another's plot. By age 12, they usually have moved toward their own personal preferences in form, gender, and species, though their families usually pressure them to stick to traditional ones. Few rebel against this. Their first victim is usually a slave or a local commoner convicted of a crime, given to them by their family. They have to make the tea themselves, but they have help with most of the process. They are always given an age-appropriate identity, meaning they kill children to do it. By the time they are teenagers, if they live that long, they are usually experienced enough in court intrigue, gardening, and other necessary survival skills to find their own victims and handle themselves. Every Aeldian noble spends a year (usually around the age of 16 or 17) touring the 12 kingdoms, often with a retinue of protection. If a family has a particularly dangerous feud with another family, they will avoid their territory, but otherwise, it is expected that they visit everyone of their own rank or higher, concluding with a visit to the high king's court. The high king does not deign to meet every noble child, but when he does, it is usually for political purposes. Often, the Aeldian noble teen simply visits the court and engages with contacts there. At the end of their tour, they return home to their family and take up responsibilities as an adult. Those Aeldians who are heirs to a family's lands and titles work closely with their predecessors to learn everything they need to know to maintain control of what is theirs and to expand it. Those Aeldians who are not heirs either take up other roles within the family's lands and work, find other suitable roles for a noble (clergy, military, esoterica, courtier, adviser, hunter, slaver, trader, gardener, or assassin being the most common), or connive to kill enough family to become the head. Every family has its own preferred identities, genders, occupations, and sexualities that are part of the family tradition. Having children is always considered something the spouse or consort of the head of the family must do as part of their duties, and the head must take on an appropriate body to sire a child on them, at least long enough for children to be born. Other family members are expected to have at least one child, usually up to three, either as bearer or sire, with their spouses or consorts. Those who do not are often looked down on for failing their duty to the family. Every year, noble families have a harvest celebration (Diwrnod Cynhaeaf) on their lands. These involve feasts, dances, tourneys, and games, the latter of which often involves pitting slaves and commoners against one another. Most games are deadly. Every midwinter, each of the 12 kingdoms holds their own midwinter celebrations (Noson Hiraf). These involve beautiful decorations made from thorn vines and other plants from their gardens, contests for winter flower presentations, special feasts (usually sugary feasts with only a boar or deer as the savory part), presentation of gifts to the king, and blood sacrifices to the gods. And every year at the start of summer, the entire kingdom celebrates the high king (Pen-Blwydd Brenhinol), sending in gifts, having parties to toast to the high king (i.e., get very drunk), displays of theatricals and performance, slave-(or commoner-)hunting games, and ultimately a violent orgy at midnight where consent is never taken into consideration. |
| Under Classes | Commoners lead very differnet lives from the nobles. There are four kinds of commoners: freedfolk (former slaves or ex-convicts), serfs, peasants, and cyffredin. Freedfolk (rhyddhau) are the lowest ranks of commoners. They are technically free, but they still carry heavy stigma for their pasts and have limited rights. They cannot hold any governmental office or be part of any court as a servant. They cannot gain any rank in military. They cannot own private property or slaves. And they cannot marry. They usually find themselves taking the worst roles that aren't given to slaves. They also do not have the right to refuse being consumed by a noble. Their lives are only slightly less miserable than that of the slaves, and they often resort to crimes to survive, thus bringing them back into slavery. Most are missing digits or limbs (or eyes, ears, or lips) due to punishments they received for their past crimes or failures as a slave, and rates of alcoholism, drug addiction, suicide, and disappearance among them is high. It is illegal for them to leave the kingdom they are in; if they seek to escape, they are executed. There are no consistent traditions among them. Serfs are land workers who are legally bound to the land they work. They are considered property of the noble classes, above slaves but only barely. They must do anything their lord demands, have few rights to their own bodies, and are considered part of the landscape--that is, if the land is sold, so are they. In exchange for this, they are given a roof over their heads (though it may not be a very good one), the right to cultivate a small parcel of land for food and their own identity gardens, and the right to marry. Theoretically, they can eventually buy their way out of serfdom, but this is rare to the point that it is considered a fairytale. If a serf has children, their children are bound to the same contract. As such, there are traditions that have arisen among serfs, as they have generational continuity. Serf children are usually cared for by their parents. If their parents are married, both are involved in the upbringing as much as possible; if not, usually, the birthing parent and their family raises the children. Because of the strenuous demands of serfdom and the watchful eyes of their lords, children are put to work at a young age to "earn their keep". They are not allowed to start their gardens until they are adults, and as such, serf families discourage the desire for other bodies until their children are older. Many fail and die of the need before adulthood. (Average life expectancy for an Aeldian serf is 27.) But when they do start their gardens, there is a small family ceremony that is a cross between a birthday party (which is the only time in their lives they ever recognize such a thing) and a coming-of-age ceremony. The garden plot is cleared by the family the night before, and the recipient spends the night choosing which seeds or cuttings to plant first. In the morning, they all gather for the first planting, and then a solemn prayer and sacrifice is made for the plot. This part lasts several hours. By midday, they are ready to celebrate, gathering for food, drink, and giving of gifts to the recipient. That night, the honoree is encouraged to go out, get drunk, and sleep with someone. For the next few months, they save up to buy a cheap slave to consume. Most serfs only ever buy one new identity and keep it tended in their garden their whole lives. Any other money is saved (futilely) toward buying their freedom. Those born into serfdom may sign up for the military (either their direct lord's or the high king's) to escape serfdom if they have not become the head of their household. If they serve for two decades, they are made cyffredin. Few survive this long in the military, however. A serf may not have any rank in the military. Peasants are land workers who own a stake their land, but pay taxes and fees to the lords, who own the rest of the stake in it. The lords put certain limitations on the land's use and require a percentage of the crops and livestock every month, but the peasant has much more freedom than the serf. A serf cannot leave their land; a peasant can sell their stake and go elsewhere at will. A serf's servitude and bondage to the land is passed down, but no wealth is. A peasant may pass down their stake to their children. Peasants may earn enough to buy out their lord's stake. This is rare, but not unheard of. They may also simply buy more of a stake, or stake in extra land, to expand their holdings or percentage of their wealth. They have the right to cultivate their land as they please so long as they meet the requirements of their lords, the right to their own garden plots, the right to marry, the right to trade what they do not owe to their lords, and the right to a defense of their land by their lord. If a peasant joins the military, they may gain rank up to sergeant. Marriage is important to peasants. Having children outside of marriage for a peasant is considered a shame, and the child will often be sold into serfdom or slavery in order to alleviate that shame. It is vital to peasants to have legitimate children who can be proven to be theirs, so that they may never have their stake in the land challenged by any. Peasants live in fear of losing their land and their rights. Children are raised by their extended family until they are old enough to learn, and then if the peasants can afford it, the children are sent to school. If the peasants cannot afford it, the children are put to work at simple tasks. By the age of 14, all peasant children are working the land and learning how to run it. Most peasant families are very large, and it is tradition that the second oldest child joins the military for a few years in order to earn respect for the family. Peasants may start their gardens at age 14, and they usually do so with a simple ceremony of prayer and a special meal of fruits and vegetables from the gardens of the rest of the family. They then work to earn a slave; like serfs, they usually only ever have one slave/identity in their lifetime. Peasants in Mwyr Aeld are known especially for their musical traditions. Serfs stick to simple encouragement and feeding of emotion to assuage any chance of hunger in their children, but peasants use music to soothe feelings and guide them. If a child is starting to yearn too early, there are special songs that are sung to them to calm them. If an adult experiences urges they cannot live with, there are songs on fiddle that they play or listen to to feel better. As such, peasant families usually have several skilled musicians among them. Their music is mournful and often complex, telling stories of their history. The cynffredin are commoners who are not connected and have no stake in land. They mostly live in the cities. They either work for the lords in other roles (servants, craftsmen, gameskeepers, messengers, etc.) or as merchants and traders or independent craftsfolk. Innkeepers, cooks, butchers, and fishers are very common. Cyffredin have some rights if they work for a lord, but almost none if they do not. They must fight for what they have if they are independent, and they know they can be arrested, taken slave, or consumed at any time at the whim of a lord. Many join the military for some protections, while others make themselves indispensible to the lords or sign on as a specific worker for a lord. Because their roles are so varied, there is little consistency to the traditions of the cynfreddin. Their children are raised in fear, much as any other Aeldian. Because they do not have land, they all must rent space for their gardens, and most spend a significant part of their income on this. Slavery is a common practice in Mwyr Aeld. Slaves can be doppelgangers, but they are usually other species, used for their identities. The life of a slave is entirely at the whim of their owner. There are no laws governing slave-ownership, save to say that some classes may not own them. Once enslaved, a person can be killed, consumed, sold, butchered, tortured, raped, or otherwise harmed or helped as their owner pleases. Some who are convicted of crimes may be sentenced to slavery, but most are sent to prisons that are actually thorn mazes. If they are caught in the thorns, they are consumed and fed to the local lords. If they survive for the length of their sentence, they are made freefolk. |
| Military | The Aeldian military is primarily made up of the levies of each noble house. Along with the marchogion (knights), there are generally about 20 soliders for every baronet, 50 for every baron, 100 for every viscont, 250 for every earl, 500 for every marquess, 1,000 for every duke, 3,000 for every king, and the high king has a standing army of 50,000. The basic structure is a direct hierarchy and a few specialized companies. Army ranks go cadet, soldier, corporal, sergeant, lieutenant, captain, lt. major, major, lt. colonel, colonel, lt. general, general. Anything lieutenant and above is nobility. The Aeldian navy is much smaller and maintained solely the high king. Its ranks are cadet, sailor, ensign, warrant officer, lieutenant, lt. commander, commander, captain, admiral. The navy is small and most of the sailors are captured by impressment. Officers lieutenant and above are all nobility. In advanced eras, there may be an airforce that is similar to the navy in structure. In other eras, there are flying units in both army and navy made up of those on flying mounts. Special groups include the esoteric corps (dewiniaid drain mostly), the slaving corps, pathfinders, assassins, and the archery corps. When a larger army is needed, the Aeldians conscript slaves, freefolk, and cynfreddin. |
| Religion | Most doppelgangers recognize Haeddiannol ("most deserving") as their mother goddess. She is a goddess of the hunt and the source of their pride and status as those who deserve what they want. Legends say she slew another goddess to lead the Aeldians to salvation and allow them to act as they pleasre. Other legends say she betrayed Benplesir, the seductress goddess who helped her birth the first doppelgangers. A third goddess, Neidi ("leap"), is often worshipped, as legends say she was also once Haeddiannol's lover, though the two are said to hate one another now. The Aeldian church centers on worshipping Haeddiannol, but worship of the other two, as well as Duw Gwag, Stelciwr, and Un Gwenwynig, are common throughout the kingdoms among both nobles and commoners. Gofdurgwyn is worshipped by slavers and slave-traders. Their roles in the Aeldian faith represent different aspects of Aeldian culture and philosophy. Haeddiannol is the driving force of all Aeldians, their birthright to take what they please and do as they please. She gives them the desire to be better than others and the ability to do so. Benplesir is their desirability, pleasure, sexuality, and beauty, their goddess of "love" (desire/lust/sexual dominance) and their right to the bodies of others. Neidi is the one who provides them with the cacophonic music they so love, the one who disrupts and helps them survive, the opportunistic and cruel hunter to Haeddiannol's poacher-hunter persona. Duw Gwag is a war god, a god of power, honored by masculine lords and the military. Stelciwr is a hunter-god, he who stalks the night, the bringer of fear, the one who teaches them to intimidate. Un Gwenwynig is the poisoner, the one who makes the poisonous plants/ And Dofdurgwyn is a smithing god who makes the white chains that control slaves. The Aeldian church is as much a political power structure as it is a purveyor of faith. It is heavil entwined with the nobility. It is run by a high priest and has a complex hierarchy. There are 12 bishops, one for each kingdom, and then a mix of special religious leaders, monastics, scholars, esotericists, and annointed warriors and assassins and their leadership that make up the internal structure of the church. Priests make up the bulk of the church; there is one in almost every community. The high priest lives in the royal palace and adises the high king. The bishops advise each king/queen. Many dukes, marquesses, and earls also have religious advisers as well, but below that rank the local priest must suffice, as the church does not waste time on lesser nobles. The church allows for the worship of other divinities only so that they can show how Haeddiannol is superior. Often from the pulpit they tell of how Haeddiannol bested Benplesir and Neidi, how Duw Gwag reveres her, how Stelciwr lusts for her, and how Un Gwenwynig fears her. (They ignore Gofdurgwyn, who is a niche divine in Mwyr Aeld.) There are some among the Aeldian nation who have a specific worship of one of the other major divines than Haeddiannol. Among nobles, this is usually seen as a quirk or the eccentric nobility (a noblewoman who sees herself as a seductress honoring Benplesir, for instance), a family tradition (a more militaristic duke who honors Duw Gwag), or an intentional choice of someone seeking a specific kind of power (cacosingers who honor Neidi or poisoners who honor Un Gwenwynig). Among commoners, there are some families who have different traditions (some whose land is near a swamp honoring Un Gwenweynig) and some who find a calling (smiths who honor Gofdurgwyn), but most simply show honor to the gods as needed--on a night hunt, give thanks to Haeddiannol and Stelciwr; when at war, call on Duw Gwag; ask for protection from Un Gwwenwynig when plague sweeps through. In some commuities, especially away from the major power centers of Mwyr Aeld, there are gwrachod ("witches", sing. gwrach) who serve an old tradition. They are mystic women (usually) who help parents and children in the community, are known for their healing arts, and have mystical powers and honor a mother-maiden-crone trinity that is Haeddiannol, Benplesir, and Neidi. The church hates them and persecutes them, but most communities ignore this or hide them from the church because they are useful. Worship of Haeddiannol requires blood sacrifice. On special holy days (midsummer, harvest day, first frost, and first thaw), slaves across the kingdoms are sacrificed in every church and community. Every year, there are three hunts to honor her: on Calan Gaeaf (Samhain), on Diwrnod o Danau (Beltane), and on Gwledd o Dorthau (Lammas). On Calan Gaeaf, the high king and high priest ride out together with a select party of nobility to hunt 13 slaves, one each from the kings and one from the high king's own slaves. On this night, it is allowed for any noble riding with a priest or other church figure to hunt any commoner who is not in-doors, in a safe space (the commons in a town, for instance), or wearing an appropriate costume. Costumes for Calan Gaeaf are usually some combination of animal skins to make oneself look horrifying, or being nude and painted red and green. Nobles will often fuck those who go about naked, so some do this intentionally. On Diwrnod o Danau (day of fires), every noble takes any peasants (the heads of their families, anyway) on their land out on a hunt for deer and other large game. The noble supplies the peasants with bow and arrow or other means of hunting for the day (a kind noble will allow them to keep them, most take them back). Any small game caught is for the peasants to keep, and the large game is brought back to the community to be roasted on the massive bonfires that have been kept alight by the rest of the peasants, commoners, slaves, and some lesser nobles. The large game is blessed by the priests to honor Haeddiannol. Part of the day's purpose is for the nobles to raid land of other nobles and not get caught. On Gweldd o Dorthau (feast of loaves), commoners gather for a massive feast of bread, honey butter, and salted pork. One of the loaves will have a stone in it, and the one who gets the stone is "hunted" in a mock hunt, then brought to the town commons to be "roasted". This either involves the target having sex with leaders of the community, being splashed with annointed waters by kinder community leaders, or being whipped with harmless, colorful cloth strands by children. At the end of the ceremony, the priest proclaims the hunted the goddess's chosen for the month, and they are allowed special place in church services. Nobles generally ignore this day, unless they want to endear themselves to the commoners by taking part. |
| Language | The Aeldian language is based on Welsh. |
| Other Nations | Almost all doppelgangers are Aeldians, but there are two smaller nations of doppelgangers found on Shem. One is the Gemmish, of Mwyr Gemmis, a country long-ago conquered and subsumed into Mwyr Aeld. The descendants of the Gemmish still live as an oppressed minority in Mwyr Aeld. Almost all of them are slaves, but it is considered foul for an Aeldian to consume a Gemmish (it is seen as becoming Gemmish, tainting one's blood, though this is nonsense). The Gemmish were distinct from Aeldians in that they believe that Benplesir was the original goddess who made them, and that they should feed their desires into sex, not consuming. They do not keep gardens or make a habit of consuming identities except in very rare, consensual circumstances where a non-doppelganger falls in love with them and wishes to be made one with them one of them. They have their own customs of more benign kinds of hunting and stories of how they will one day liberate themselves. Their music is less cacophonic and more beautiful, gentle, and even sadder somehow. The other is the Tolle Leute, the "great people", in Ordnungen in Jesenya. This is where the term doppelganger originated and why the term is the generally used one around the world. Aeldians and Gemmish simply think of themselves as shapeshifters, generally. Tolle Leute take the term doppelganger with pride, and it is among them that Mamddraenen, the Manifest, dwells (her name among them is Mutterdorn). They are a small, isolated nation who use their consuming powers on dying mortals, giving them sweet release before death. They are honored by local communities for their mercy. |
| Outside Interactions | Those outside doppelganger society fear Aeldians. They are known as slavers and killers; they are known for their conquests in Ansulym and their powerful magic. In places more distant from Mwyr Aeld, they are sometimes viewed as boogeymen, but those closer see them as the complex but still terrifying society that they are. Few outside of Mwyr Aeld know the difference between and Aeldian and a Gemmish doppelganger. The Tolle Leute are virtually unknown outside of Ordnungen, and those who do know of them don't often associate them with Aeldians. Doppelgangers who enter other mortal societies are often seen as dangerous by the authorities. They are watched closely or driven out of towns. In places that are more accepting, they are still viewed with caution. Some places try to limit them by making it illegal to keep their gardens. Other places, like Srisia, where views are more lax on things like murder and slavery, honor them as a privileged sister nation to their own ruling classes. |
| Notables | Genfyllid Cuniaid, whose name is forgotten; Valmai Yorath Cuniaid, whose name is forgotten; Farah Volkv, Srisian Knight; Olivia Tove, Assassin; Belia Dyaster; Mamddraenen, Mother Thorn, Doppelganger Manifest; Jacen Gray, Messenger of Haeddiannol; Aubry Llewellyn, Gwrach of the Lakes; Lynfel Griffith, Haeddiannol's Knight; Orion Volkv, Servant of the Frost; Danfyr Brace, Speaker of Haeddiannol; Ffanwyd Drain, Final Cabal, Thorn-Seeker; Eiriol Rees, First Dewin Drain |
| Notable Occupations / Roles | Uchel Frenin, Brenin (fem. Brenhines), Dugiaeth (masc. Dug), Ardalydd, Iarll (fem. Iarlles), Is-iarll (fem. Di-glust), Barwn (fem. Barwnes), Barwnig (fem. Barwniges), Marchog, Fenyw, Bonedd, Dewin Drain, Garddwr, Llyswr, Etifedd (fem. Tywysoges, masc. Tywysog), Helfarch, Terfysgwr, Rhithwr, Lithiwr, Serf, Rhyddhau, Peasant, Cynffredin, Gof (blacksmith) Logger, Musician, Actor, Miner, Vintner, Soldier, Sergeant, Cynghorydd (noble adviser), Caethwas (slaver), Masnachwr (trader), Llofrudd (assassin), Ysbiwr (spy), Teiliwir (tailor) Tanner, Hebogwr(falconer), Gol-Geidwad (gamekeeper), Negesydd (messenger), Gwas (servant), Tafarnwr (innkeeper), Coginio (cook), Cigydd (butcher), Pysgotwr (fisher), Saethwr (archer), Offeiriad (priest), Gwrach (witch), Siryf (sheriff), Bwystfil Drain, Sgowt (scout/pathfinder), Sailor, Aeldian High Priest, Aeldian Bishop, Eneiniwyd (annointed warrior/assassin), Gemmish, Tolle Leute, |
| Sample statistics | Assuming a basic human body: PRO 8 Emotional Resonance Drain 9 |
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