Credit to Swordiris and Dough on the Amadeous lore.
Amadeous knelt in prayer; the ruins of his mother’s church
lay around him. Centuries of neglect and
abandonment had worn down the building to a ruin of what it once was. But he did not care for appearances; he was
here for more than the shallow meaning of looks. He did not pray to his mother, goddess she
was, nor did he pray to himself as a demigod.
No god received his prayers for he served a higher being, an ideal, a faultless
and perfect ideal. He prayed that
justice may be delivered to this cursed land, no matter the cost. That the guilty would pay by any means
necessary. And he prayed that those who
were here already would not be stupid enough to cross his path, for he had no
wish to spill the blood of the misguided when the blood could belong to
He stood from prayer, realizing the urge was growing. His prayer had been answered; the need for
justice was growing within him. He must
spill the blood of sinner’s by his own hand to satisfy justice.
Now Prince Amadeous has become too powerful for effective battling in the realm of Lordran, he will battle another day in a land that the future guides him.... For now his concubines and Knights fight for the reign of the Prince and the Great goddess Velka.
The mysterious black-haired witch Velka is the rogue deity. She defines sin and metes out punishment. Her influence is vast and extends even to the other gods. Her power is enough for the other gods to fear her; it is such that everything associated with her was locked away into a painting, isolated from Lordran. Much like delaying the end of the age of fire, however, skirting retribution is a futile attempt merely to delay the inevitable.
Little is known of Velka or her current whereabouts. Even her form and very existence is questioned. Some believing she herself has taken the form of a giant crow. Some seem to think that without her the world is safe for sin. Time in Lordran is mercurial and Velka's power exceeds the constraints of time, her form and perhaps even her own existence. The blue eye orb is controlled by an odd figurehead in modern day Lordran, but the system itself still ensures retribution from sinners. Velka's messengers interact with this bizarre figurehead, however, they swear no allegiance to him. Their allegiance is to the retribution of sin and thus to the goddess Velka and nothing else.
Velka's messengers are true blades of the dark moon. They are Velka's instruments of retribution, cutting down sinners without sentiment, with neither reward nor punishment. They are the undead among undead. They perpetually spawn in the worlds of sinners seeking retribution, undeterred by even the most impossible odds. Their spirit can be vanquished, but they will lose nothing in their own world and return just as determined and more prepared. Upon success they receive an ear and soul crumbs as a 'reward'. Failure does not exist. When a messenger of Velka's phantom is vanquished it's merely another futile attempt from a sinner to delay the inevitable.
Crows are the messengers of all gods. However, the powerful rogue deity uses powerful, rogue messengers. Velka's messengers are the Ravens. Like her, they are powerful rogues in black and most feared among their kind. They are the perfect vehicles to deliver retribution. Velka's ravens swoop in to claim the ears of those unfortunate and foolish enough to find themselves in Velka's book of the guilty. They are distinct from their cousins in that they are ruthless and unapologetic in the hunt for retribution. They are not bound by an artificial code of honor, especially against those who have shown no honor by senselessly slaughtering the innocent. They are Karmic Justice incarnate. The most serious and unfortunately most common sin is to steal humanity. The messengers of Velka are dark, ravenous creatures who punish sinners by turning the tables and taking ill begotten humanity back from those who dared pillage it.
We are the messengers of Velka Goddess of Sin. Our message is to incite fear into anyone who thinks of attempting a sin and destroy them at any cost. Velka has sent us to work with her ally Gwyndolin in purging sinners.
We are different than other darkmoons because we show no mercy, sinners deserve no honor. These people have sin in their hearts and we must make them tremble before their crimes.
Our covenant bird is the crow. On the Velka talisman, the hair of Velka is black like that of a crows hair. Crows are also associated with Death and Fear. A flock of crows is called a "murder", exactly the fate our sinners will face. Make sure to show respect to Snuggly and the giant bird in firelink.
1. Must be a member of Darkmoon covenant
2. Do not bow to sinners (unless bowed to first then you have the option), scum like them deserve no respect.)
3. Win no matter what, there is no "honor code" dealing with them.
4. You may join as a sinner, however if you are invaded by a darkmoon you must continuously use the pray gesture and take your beating, we call this "purging".
5. You must always indict, indictments are from the goddess Velka and should always be used.
6. After a win prostrate/pray and send the messasge. "You steal man's humanity, their freedom. Lordran ill needs a chosen such as you!"
7. If you are sent hate mail, send back a message saying "The guilty pay the price" with no response after.
8. You get your ranks through invasions. Even if sinners do not deserve mercy we do not endorse ganking and hacking. If we find one Messenger is a ganker or a hacker we will remove them.
9. Family masks are not allowed. Many people on the book of the guilty wear this gear to the point from which it is associated with sin.
Rank 1 - Scout of Velka. Will be sent by a commanding officer to purge sinners in the 4 areas (The Painted World, Demon Ruins, The Duke's Archives and light Anor Londo). As a scout we may move you to another location if we find more danger there.
Rank 2 - Priest of Velka. The hardest sinners to purge are found in certain areas of he world, these areas are covered in sin. The forest, the Kiln, the Burg, Dark Anor Londo, and Township are new areas accessible for rank two messengers. Feel free to use any means necessary to win an invasion.
Rank 3 - Knight of Velka/Mage of Velka/Bishop of Velka. (depending on gear or build) As a knight, a wizard, or priest you have higher political standing as a member of our covenant. This include's access to the Bank of the Messengers. The Bank of the Messengers will be a covenant supply of items accessible to Ranks 3+. Need humanity? Done. Any farmable item you request.
Rank 4 - Captain of Velka/Wizard of Velka/Pope of Velka. This is the officer rank. Anyone in this rank has command over the lower levels and helps to plan wars, and events.
How to Rank up.
Captains will oversee the process and award promotions after the completion of the specified tasks. Captains may also award promotions to Messengers for worthy contributions to the covenant.
Rank 1-2. To advance from rank 1 to rank 2 you must have shown true skill in battle in The Painted World, Demon Ruins, The Duke's Archives and light Anor Londo. You must collect ten souvenirs in a day at 4 separate occasions.
Rank 2-3. To advance to rank 3 you must prove even more skill in battle. 20 souvenirs from the forest, 20 from the Tomb of the Giants, 20 from Dark Anor Londo, 20 from Township or Burg (Depths for those without the DLC). After you have gotten these you will also need to prove yourself against an officer.
Rank 3-4. To advance to an officer rank you will have to show brave heroism in battle. Taking down target enemy figure in wars and impressing Captains will get you the rank. I will inform you if you earned a promotion. After a promotion, it is customary to have a duel with me. Whether you win or lose will not affect your promotion. It is just a rite of passage.
Painted World Confederation
Velka guide us
Last edited by Hugh_G_Johnson on Wed Oct 23, 2013 7:10 pm; edited 7 times in total