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BayRat Oh No

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Kilgarrah Of Honor and Scales



God of Honor, Soul of Fire, Herald of Knights, The Dragon King, Father of Dragons.


Domains

Dragons, fire, and Knighthood


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Powers


He embodies the primal aspects of his creations, the dragons. Immense physical capabilities with a massive form that can cause the very land to tremble, an affinity towards fire that makes him unable to burn and use flames as powerful weaponry, and of the such. Being the God of fire, the dragons share such an affinity. His fire is produced from his body directly, and has some control over it. However he can transform into a human form, that while is weaker, can use weaponry and armor.


He can bless people with temporary surges of might as a warrior's miracle, and can merge his apparition with a chosen hero, granting that hero much of his power and draconic traits. However by merging himself he has become fate-bonded with the chosen hero until the hero dies or retires from his quest.

Alternatively his agents are often tasked with certain biddings or chores the Dragon God couldn't manage alone.

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Dragons have a wide variety of appearances, and as such Kilgarrah's physical manifestation can change between incarnations, but at his prime he can become what is seen above; A monstrous titan of a Dragon, with the typical 4 legs and pair of wings, though with the size that can dwarf a mountain, firepower that can swallow a continent in flames, and scales that no physical blade could penetrate.

His spiritual form is often that of a ghostly dragon, or part of one, that often varies between a serpentine oriental dragon and a hellkite, with white transparent scales.



His human form rarely changes, however, often taking the appearance of a 6'0 male with Black, spiky hair, beige skin tone, relatively muscular, and the face of a clean-shaven Germanic warrior.
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Vulnerabilities


Dragons are cold-blooded, with the exception of ice elemental dragons, And Kilgarrah is no exception. His mobility and stamina is weakened significantly by ice-elements and cold temperatures. Dragonsbane can ward him off regardless of his state of form, much like a holy object against a demon.
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Creations


Dragons, monsters that were born since he started influencing the world. Dragons have always been a rare creature, but dangerous and aggressive all the same.


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Worshipers, Religion, Culture


Kilgarrah's religion is not a structured one, rather it is for any knight to take upon and seek his favor in exchange for something of knightly status.
Most knights, even Knights and paladins that follow different Gods, have respect for the Dragon God. Dragon slayers especially Pray to Kilgarrah to succeed in the quest to slay a dragon. Those that wish to slay or tame a Dragon always seek favor for the Great Dragon God, often providing their service, or give a tribute to the great dragon. Others will look to Kilgarrah to be granted the will power to take on a daring task, or the power to overcome an enemy.

Many knights will tribute the Dragon God with dragon slayings, taming a dragon, an honorable duel with another Knight, or sacrificing a great beast or defeated foe in fire to appease Kilgarrah. Their tribute does not go unrewarded, and the warriors that stay true and loyal to Kilgarrah are often renowned as greatest of knights of their time. Kilgarrah's blessing is an honor that any knight would die for.

Dragons, at least those sentient, see their creator with mixed views, especially those of pride. Benevolent Dragons especially love their father, but others criticize for him spending to much favor with mortals rather then his own creations.

Drakkens, now nearly extinct, worship him as sort of clerics or druids, though some exceptions instead becoming rogue knights that follow only the teachings of their God Kilgarrah.

Region or location: Kilgarrah will often present himself spiritually whenever a Knight requests his favor, and should it seem worthy enough for him to even make his presence. Otherwise, he remains overseeing Drake Valley, upon the tallest mountain called King's Peak.



Personality


Kilgarrah is a herald of noble warriors, finding virtue in Honor and chivalry, he is considered by some to be benevolent. However the God is overly prideful at time, and he can be easily enraged, especially from his sibling Gods. He sees himself at times a warrior, often participating in mortal arenas or challenging mortal knights in disguise of his true origins, for sake of sport. He enjoys fighting, especially in honorable duels. Aside from his human form though, rarely will he use his true power upon the world, as it is far too destructive. The only exceptional situations when he becomes far too enraged to think about such cautions. He covets treasure rather greedily, amassing them at king's peak. Some warriors will offer legendary equipment or vast amounts of gold an an alternative for Kilgarrah's favor.

Though he thinks of himself as the mightiest of Gods and the greatest warrior, he respects other mortal warriors, especially those that work to serve him. He is especially fond of those that can overcome his creations, and often selects his heroes from dragon slayers. His mercy however, is limited to only those that deserve honor and respect.

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Opinions






















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Tales


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The Ten Agents of the Dragon God

Dragons sometimes referred to as the primevals, as they are the survivors of the first dragons of Kilgarrah's broods. Primevals are very powerful, even among other dragons, and often have unique mutations.

The primevals, unlike the rest of their kin, are loyal to their creator, and are often tasked with his most dire tasks. Such as being a messenger to a hero, or filling the role of a hero in times of dire need. If their power needs to be used, wisdom spread to mortals, or other tasks that Kilgarrah deems necessary, his agents are required to fulfill them, they essentially fill the role as demi-gods.





















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Hero


Name: Francis "Jackal" Drake

Age: 624. (He is stuck at the age of 21 due to his infusion with dragon's blood.)

Race: Draconic-infused human

Gender: Male

Description:
A tall man of Caucasian skin, tanned from the ocean sun, with messy brown hair and a slim face, except for a pronounced nose. He has a scar over his left eye, and a few 'mutations' from his draconic infusion. His eyes are crimson red, and constantly give off a faint glow and aura like that of dim candle flames, which are especially noticeable in the dark. His pupils are A bit sharper then most, more so resembling a reptile then that of a mammal. He rather tall, standing 6'02, and has a well fit but slim body. Another unusual trait of his is that he has a small pair of horns, barely visible due to his mass of hair, on top of his head. He also has two sharp fangs in his set of teeth.

He typically wears a bandana that covers half of his face to his neck, and a custom suit of light-weight armor made of iron and leather. The left gauntlet has a blade that mostly acts as a 'parry' blade to counter against others in melee combat instead of being directly offensive. On his belt is the crest of a dragon.

Personality:

He is quiet and straight forward, If he speaks, it is usually either an order or a promise. He is ambitious, and rough to those he becomes close with. Once a plundering thief, he has atoned for a life of justice and honor, as any knight should. He only takes rewards that he earns, and looks down upon thieves and pirates as misguided children. He despises most if not all the gods for their arrogance, yet he can't help but appreciate some of them, such as the very dragon god that saved his life and changed his ways. What keeps him going though, is his desire for exploration and adventure, a dream that he always had since a child, and that never left him even in his near-death experience. He couldn't die happier but to be adventuring.

Backstory: Francis was once a human, in his prime of 21 years old, leading a small sort of 'rag-tag' pirates and shaping them into the perhaps the most renowned pirates of the pre-catacylsm era. He was notorious for spiting the gods, especially the god of the sea, for he would always make the claim that men were not bound to the gods, and that a well trained captain could easily make a master of the sea. He was eventually proven wrong when the sea god, not lasting another year of his enraging and heretical boasting, sunk his ship beneath the waves of the deep. While his crew drowned, Kilgarrah had sent Mizuchi, the spirit dragon of blessed waters, to rescue the fallen pirate from the depths, mostly out of spite for his brother of the sea. However he did also admire the captain's pride and ambition.

Grateful for being rescued, Francis left behind his life has a pillaging pirate to honor the dragon god that saved him. He seeked out the demi-god Fafnir for his claim of redemption, which Fafnir did not hesitate to teach the Ex-Captain the ways of knighthood, both in combat and in morality. Kilgarrah, unexpectedly surprised of the pirate's change of life, returned honor to Francis in the form of his blessing, by infusing his mortal blood with that of a dragon's. Before the silence came into effect, Fafnir was ordered to train Francis and ready him for the dragon god's eventual return, for there may be goals that he be needed for as Kilgarrah's chosen hero.

Since that time, Francis left Fafnir after a decade to train himself and return to a life of the sea, but not as a pirate. He, as well as a small group of knights he befriended and convinced to join him, left to the sea as a travelling group of chivalrous adventurers, The Knights of the Sea, they gave themselves the title, even after his crew died of causes both of natural and of adventurous, Francis remained, waiting for a new crew to take on with him.

Motives: While he has attoned, he will always be guilty of his past, yet nevertheless, in addition for the never ending thirst of adventure he seeks to show the gods how strong mortals can be, heroes or not.

Equipment:

Drake Lance:

A lance with the firepower of a dragon's breathe, in addition to being a typical magical weapon of high quality, it can create bursts of fire from the blade.
The lance is often sheathed over his back.

Dragon Slayer:

A sword that can cut through various tough materials, including weaker swords and most (but not all) of an average dragon's scales, the blade is also very cold to the touch, so much so that contact with the blade can freeze cells or water, and it can extinguish flames. The dragon slayer is kept at his left side, on his hip in its respected scabbard.

Trusty True shoot

A fairly accurate Flintlock pistol that he has been carrying since his days of a pirate, due to bullets being rare and costly, he is very conservative of the weapon.

Magic:

Being infused with dragon's blood, he cannot age, or be burned by flames. Additionally, his body is incredibly resilient, he can take a great beating, tank great forms of blunt force without breaking a bone, and has tough skin that can crack weak blades, even stronger blades won't cut or stab as deep wounds as it would against normal flesh.
He can 'heal' much faster then the average mortal, with wounds that would take a normal human to naturally heal in a month he can heal in only a week.
This also makes him much stronger and faster then the average mortal, he can lift up to a ton of weight and can move as fast as a cheetah.
His glowing eyes allow him to see in pitch darkness as a bonus, and he has a great sense of smell.

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Nahargu’ul of the Deep and Dark

God of Vast Waters, Lord of the Abyss, Sea-Fiend, Davy Jones

Domains

Nahargu'ul's domains consist of the oceans, seas, and all other open waters of the world, as well as all things that swim amidst them, from the smallest and most insignificant tadpole to the most colossal of leviathans.
Powers

Nahargu’ul holds reign over the waters of the world, nigh all-consuming and unconquerable. Waves beat at his command, both to bring ships safely to their destinations, and to send them down into the depths where his monstrous sea creatures wait to devour them whole. While he cannot conjure storms in the clouds above, he can summon mighty vortexes to pull in and crush vessels. Coasts and islands lie at his mercy, as he may send unrelenting tsunamis against them if he so wishes, though this is a rare occurrence, as most matters of the mainland interest him not.

Aside from those who suffered his wrath, Nahargu’ul has been known to express his favor unto those who offer him substantial tribute. Such blessings consist of fishermen bringing in great bounties, divers being able to breath indefinitely underwater, and other such simple gifts. But these boons have not been delegated since the Silence began. Nahargu'ul's most favored champions were once known to be reborn at the deepest parts of the ocean, adopting new lives among the beings who dwell there, fitted to be agents of his wrath against those who directly opposed him, from bloodthirsty pirates to deliberate polluters of his domain. No mere mortal could ever face the harbingers of his divine judgement and live.

But that was all so long ago. And many have forgotten - and even forsaken - his rule, since the wake of the Silence.
Vulnerabilities

Where there is no water, Nahargu’ul possesses no influence. His most powerful creatures that lurk in the lowest levels of the ocean are warded off by intense light. He himself is blinded by it as well, when he is physically manifested. While fire cannot thrive under his rule, intense heat is known to cause his creatures great harm. All these things, dwellers of the land take into account when they clash with the monsters of the ocean. And of course, the raw power of lightning is the greatest tool that could be used against him or his creatures, but being on good terms with the God of the Sky prevents such circumstances from ever taking place.
Appearance

Nahargu’ul went unseen by many, for where he lurks is uninhabited by mortal men. Those who have witnessed him described him as a massive, slate blue kraken, humanoid in shape, with a face riddled with tentacles and six gleaming red eyes. None have seen much else of him in the dark of the depths. He was never known to assume a human form that can traverse the land. Some of the other deities question if he is even capable of such - which he is - but he would be equatable to a normal human man in such a scenario, which does not particularly strike at his fancy.
Creations

Krakens

Krakens are the greatest of Nahargu’ul’s forces. They are born in his very image as semi-humanoid, gargantuan beings, with great masses of tentacles adorned, and maws that can swallow most ships whole. Krakens come in several varieties, from the Crimson Kings of the Great Red Reef, to the Y’korghan Massives lurking in the deepest trenches of the planet. Few entities can rival the raw destructive power of a kraken, yet Nahargu’ul always loved to watch when they tried.


Merfolk

Merfolk, otherwise known as mermaids and mermen, are Nahargu’ul’s own sentient underling species. They are humanoid beings with fish-like fins and tails, and abilities that allow them to thrive underwater - echolocation, waterproof membranes, deep pressure resistance, and so on. Merfolk are rarely seen by humans and other species, but they are not entirely averse towards them. They live much simpler lives of hunting and gathering, making homes out of the rock bottom of the ocean, and quite a fair number of them once served Nahargu’ul directly, to some extent. But in the duration of the Silence, they have gone quiet.


Sirens

Sirens have a more peculiar origin than most seafarers know. A cabal of mermaids once renounced Nahargu’ul’s influence, in an attempt to start taking sections of the worldly waters for their own usage, to form an undersea empire perhaps. Their punishment was being turned into little more than frenzied, flesh-hungry beasts. Now they stalk the ocean surface for traveling vessels, luring seafarers to their deaths with their intoxicating sounds. But their minds are forever warped, their order absolutely crushed. They serve as a reminder to other merfolk not to cross their one true sovereign. Or at least, they did.


Leviathans

Leviathans are more a category than any creature’s proper nomenclature. They are the most widespread of Nahargu’ul’s creations, always taking the form of gigantic, serpentine figures, but with varying sizes and aesthetics. Some are simply giant eels, others are grotesque things with copious eyes and twitching limbs. Out of everything that lies deep within the ocean, leviathans are the most common causes of sunken ships and dead sailors. Not even the Silence has dampened their activity to any extent.

Worshipers, Religion, and Culture

Before the Silence, many who lived by the coasts of the mainland would argue that Nahargu’ul’s was not so much a religion, but a social service. Those who were devoted to keeping him pleased would take to warning any who would listen that tribute must be offered, or they would certainly meet their deaths out in the open waters. They would say appropriate tribute consists of something those who would make their trips hold value in - some of their money, or cargo, or food, or even their own blood. Truth be told, Nahargu’ul has never desired any of these things, but those who would deny his power and influence over the world and its system of trade bred contempt within him, and for what little interaction he had with mortals, he did not like to be doubted.

But since the wake of the Cataclysm and the Silence, Nahargu'ul's many speakers-on-the-docks and faithful mariners have waned, to the point where just about everyone chalks leviathan attacks and bad waves to "happening to be in the wrong spot of the ocean at the wrong time". And of course, Nahargu'ul is greatly displeased by this notion, and wishes to return things back to what they once were, with him being the rightly feared and appeased God of the ocean.
Region or Location

Nahargu’ul’s influence is spread about all the waters of the world, from the winding coasts to the deepest trenches. Indeed, out of all the Pantheon, he possesses one of the largest areas of influence, but not so much over the mortals who make use of it. After all, life is lived almost entirely on land. But what is trade and commerce without hauling cargo from continent to continent? Nahargu’ul had the power to steadily direct the state of the world’s economy any direction he so chose, but for good will towards his fellow Gods, he kept things within an appropriate medium.

Some isolated spots carved out of the bedrock of the ocean are more well known to the merfolk and whatnot who dwell or once dwelt there, but are of little to no mind to the mortals of the mainland, especially in this day and age.
Personality

Nahargu’ul is something of a distant sort towards the rest of the Pantheon, not finding much interest in their affairs with mortals. When he is in the company of others, he exhibits a calm but prodding tone with an occasional preference for cryptic vocabulary. In the past, he greatly enjoyed testing mortals from time to time by sending his aquatic abominations against them, if only to quell the monotony of the ocean. He especially delights when pirates assault merchant ships, privy to send forth any kind of creature or torrent, or even one of his bygone champions, to sway the battle in his favored direction. Truthfully, Nahargu’ul’s nature is quite sporadic, but it is simple enough to stay in his favor, and equally simple to invoke his ire.
Opinions

Kilgarrah

Nahargu’ul has never been much of a fan of dragons. Kilgarrah, in all his pride and coveting of 'shiny, useless trinkets' as he puts it, is actually the subject of much silent ridicule on Nahargu’ul’s part. He finds the dragon God’s nature somewhat amusing, and at the same time bothersome, and both know full well that his rage cannot pierce the the surface of the seas. In fact, he taunts him with the knowledge that countless, grand treasures lie sunken in the ocean depths, which he may never reach, even if Nahargu'ul has to send krakens to guard them, purely out of spite.


Yigzavath

Yigzavath has sent a great many of his works adrift in the past, causing sicknesses such as scurvy, dysentery, and the ever so detestable Sailor's Sorrow. For these actions, Nahargu'ul has adopted a sincere displeasure towards the Filthmonger, keen on keeping an eye out for any such transgressions in the future, whether it be a rise in cot-ridden sailors, or blooms of fetid algae in merfolk-occupied reef.


Nahash

Nahargu'ul has never had any quarrel with Nahash. At the very least, her activities brought about a little more seafaring among mortal men than other Gods', which gave him ample opportunities to act as he saw fit. Her play at his demand of tribute has been irritating at times, but it is of no consequence in the long run. To say little enough, he tolerates her existence.


Dormammus

Dormammus' sorcery was always a rare sight along Nahargu'ul's waters. He is unimpressed by it, and to that effect, holds no major considerations towards him, neither positive nor negative.


Iuppiter

Out of all the Pantheon, Iuppiter is the one God Nahargu'ul approves of the existence of the most. Their domains combined have been the cause of both prosperity and disaster, from bountiful harvests of the seas to devastating storms along the mainland coasts. Nahargu'ul has always found the least amount of opportunities to enjoy himself among the Gods, and Iuppiter always found the most. In that regard, it could be said that they complete each other.


Ha

Iuppiter has told Nahargu'ul of Ha in the past. But matters of "chivalry" and "the forge" interest him not, so he has not clung to his descriptions. The two cannot really recall ever formally greeting each other in the past, even.


Ashevelen

The concept of luck is, for the most part, lost on most Gods personally, since reality is so much like clay to them. Nahargu'ul holds Ashevelen in little regard, as her domains take little precedence over his. After all, a thief and a mariner both drown in the exact same fashion.


Asivar

Grand hunts and the like often find little happenstance in the ocean, thus meaning Asivar and Nahargu'ul have little to no quarrel with one another.


Kalla

Kalla is held in no majorly negative fashion on Nahargu'ul's behalf. Nature, after all, does require open water in many of its aspects. She plays her games with him, and he personally finds her kobolds to be unsightly little creatures, but in the end, he considers her an equal.


Kulorerstus

Once again, Nahargu'ul cares little about the God of Death and Fear. He considers fear to be its own acceptable domain, but death is something that happens in all walks of life, so it's a bit redundant. And when it comes to necromancy, Nahargu'ul has never been one to relinquish the bones of his ocean's fallen, not man nor beast.


Del Sombra

Nahargu'ul is relatively fine with Sombra's rather invasive tendencies, as he possesses relatively little to hide. The ocean is vast and fairly empty, after all. Though he often wonders if she knows what really happened at Hagers, which given her nature, seems dreadfully likely. But he takes solace in the fact that she is not one to let a secret go without an equivalent something-something in return, and if the gravity of Hagers' truth is as severe as he believes it is, then the Sea-Fiend has nothing to worry about. All that aside, the two are on relatively good terms.


Thu-mmmok

Sea and sand go together in many ways - the coasts of the mainland, the out-stretch into shallow waters, etcetera. But Thu-mmmok's dry, harsh desert is the very opposite of Nahargu'ul's domain. The two aren't at odds over that however - it's more about how Thu-mmmok so desires a world that is nothing but sand, sand, and more sand. And such a world, Nahargu'ul detests the very thought of.


Erisbili

The most Nahargu'ul can say for Erisbili is that, he's simply there. Madness is an uninteresting topic to him, as he personally believes that once someone succumbs to it, they are no longer worth speaking to.

Tales

The Morkogun Against Jormungand

The Morkogun is one of Nahargu’ul’s most prized krakens. Named such by an aged tribe of coastal mainlanders who came to worship the kraken as their protector, her history lies solely along those waters, as most notable krakens’ do their own territories. For some curious reason, instead of just destroying anything that came near her like most krakens do, she devoted herself to the singular purpose of protecting the coastal village. Nahargu’ul was no less amused by this notion as he was proud of the massive, destructive sentinel the Morkogun had molded herself into. Kilgarrah, in all his overwhelming pride, took the notion as an opportunity to pit his own water serpent, Jormungand, against her. Nahargu’ul had always considered Jormungand’s very existence as an affront to his domain of the ocean, but Kilgarrah was never one to back down in such a case.

The Morkogun and Jormungand clashed within the former’s territory. The battle lasted for hours, and both gargantuan creatures suffered their own share of scars and wounds. But in the end, Jormungand retreated after sustaining colossal injuries, and the Morkogun too rested for weeks after the battle. The villagers witnessed it, and it became their greatest tale. But seeing as neither creature died, Nahargu’ul and Kilgarrah came to count the battle as a draw, after much debate. To this day, the Morkogun still defends the site of the coastal village, although its inhabitants have long since slowly faded into history, as too did the battle itself.


Violated Hagers

Hagers was once a sizeable fishing hamlet, located on the southwestern coast of some obscure part of the mainland. Its inhabitants were simple, its history was average. For the longest time, Nahargu’ul held no major notion towards it, good or bad. Even without his direct attention, Hagers managed to survive on its own well enough. Then… something changed.

It is unknown how exactly it started. Whether it was Nahargu’ul’s doing, or some other entity’s. The hauled-in fish began to look distended and sickly. Fog became more and more frequent, until such it was a permanent blight. Slowly and quietly, the villagers began to change. What were once normal human beings morphed into writhing, slithering, sorrowful creatures. And somehow, this change went completely unnoticed, until one of Nahargu’ul’s merfolk vigils discovered Hagers after learning that dozens of his kind had washed up on its shore, dead and withered.

Nahargu’ul, for reasons still quite unknown to the rest of the Pantheon, sent a torrent of mighty waves crashing down on Hagers, in an attempt to erase it from existence. The village was flooded, nearly all of its structures reduced to ruins, and the inhabitants seemingly wiped out. Other civilizations of the mainland eventually struck Hagers from all known records, including trade routes and ledgers. It faded into obscurity not too long after.

To this day and age, Nahargu’ul says nothing of the subject, other than that it was “a mistake”.

Hero


Name: Mariner Vorris

Age: 657, now ageless

Race: Human (for the most part)

Gender: Male

Description: Vorris is a tall, gaunt figure dressed in sullen rags and ropes, face concealed by a bundled cloth. His skin is a pale blue, covered in things like grooves and barnacles as a result of Nagargu’ul’s influence, and spending so much time underwater. He wears a very large, tough straw hat, normally meant to keep the sun out of his eyes when he’s on the surface, now covered in a tattered net and rough white coral.

Personality: Vorris is a silent, stalwart force. He possesses little in the way of hobbies, interests, or anything of the sort. He is simply an agent of Nahargu’ul’s will, and he considers himself nothing more than that. The man he once was, he has done his best to forget.

Backstory: Long ago, back before the Cataclysm and the Silence, Vorris was a pirate and a slaver. He was second in command to one of the most ruthless captains of that time, a man known only as Argyle. He was as he is today - quiet, steadfast, and not easily overpowered. By many, he was seen as nothing short of a heartless criminal, but something changed his thoughts as time went on. He began to regret the atrocities he’d committed, the riches he’d helped pilfer, and the people he’d helped oppressed. All the while, he clung to his faith in Nahargu’ul, which he believed was what kept him safe for so long. He wanted for little, always throwing his share of any haul overboard to appease the sea God, much to Argyle’s displeasure.

Eventually, tension between the captain and his first mate reached a boiling point. Vorris didn’t just want out, he wanted the rest of the crew to give up their criminal lives as well, before they met their deaths out in the waters. No one sides with him, rather supporting Argyle on the basis that they’d yet to fail thus far. But in truth, Nahargu’ul was testing them, and at that precise moment, poised and ready to strike. With Vorris tied to an anchor and positioned to be thrown off the ship, Nahargu’ul himself reached from the depths and grabbed the vessel with on hand, crushing it.

Vorris, Argyle, and the rest of the crew drifted down to the bottom of the ocean. But Nahargu’ul appeared before Vorris and offered him an ultimatum - “Become my champion, and live to serve me. Refuse, and die with your kin, and your regrets.”

It’s fairly clear what choice Vorris made. All his loyalty to Argyle vanished in that moment, and he was given breath. He was reborn in a watery trench, and molded into a weapon against his former fellows. He became the torrent which brought pirate vessels down into the depths. He claimed dominance over the leviathans of the worldly waters, as well as the waters themselves. Merfolk praised him as a hero to their kind, quashing any trace of pollution that would violate their livelihood. And after not too long a time, he became content with it all.

When the Cataclysm struck, Vorris was set to protect his and his God’s realm. He clashed against the corrupted creatures, and fended off the unrelenting waves to the best of his given abilities. When the conflict ended and the Silence was put in place, he settled to wait for the day Nahargu’ul would beckon him once more. Eventually, years passed, and he went into a deep slumber far below the surface of the ocean, encrusted in preservative coral, never disturbed until nearly five-hundred long, quiet years later.

Motivation: Vorris has no definitive goal. He is simply fitted to do what his God commands, and if no command is given, then he will either rest on the rocks, or go about patrolling the ocean for ne’er-do-wells.

Why have they been chosen as a hero?: Vorris was the first in a situation that caused Nahargu'ul to abstain from taking destructive action right away, and for that, the mariner earned his respect.

Equipment: Vorris wields a catch pole, now a relic from his criminal days. It has been warped into a shell-encrusted icon of a weapon, sturdy and jagged enough to go up against even the mightiest renegade krakens, and even a fair few of the creatures found on the mainland.

Magic: Vorris, through the myriad gifts granted to him by Nahargu’ul, is capable of the following - breathing underwater, fast and agile swimming, sensing vibrations, seeing in the dark of the depths, commanding the creatures of the sea to do his bidding, and controlling water in great volumes to his every whim.




Yigzavath the Pestilent

Invasive God of Parasites, The Creeping Terror, The Crawler, Filthmonger

Domains

Yigzavath holds precedence over all forms of diseases, insects, and the disgusting places they thrive within.
Powers

Yigzavath himself is a living seedbed of raw, organic matter, from which he molds all of his creations - horrible plagues and illnesses, grotesque parasites, all with varying effects on whomever they touch. Most of these things are only good for making a handful of people's’ lives miserable in some fashion, but a few of them could potentially wreak havoc upon the entire world if left alone to do so.

Yigzavath's followers, the Acolytes, were all granted immunity to the very diseases they once spread before the Silence - that is, they still very much carried them within their physical bodies, but they were in no way crippled by their effects. The Filthmonger's elite, as well, were made into hosts for all manner of horrible, swarming creatures. Flesh-eating moths, venomous hornets, even butterflies that could exude hallucinogenic, fear-inducing gases. It is no surprise how feared they once were for these "gifts".
Vulnerabilities

It should be no surprise that any advance in medicine and healing magic presents a wrench in any of Yigzavath’s sordid plans. Fire, too, is less than adored by him and his creations. Lastly, the old adage, “cleanliness is next to godliness”, is often taken as a ward against his efforts, meaning the greater and cleaner cities often avoid them entirely. At least, that is what they once believed - now, they simply keep clean for clean's sake.
Appearance

Yigzavath resembles a hulking figure wrapped in a dark orchid cloak, standing twice the height of most mortal beings. Upon his face rests a strange white mask made of an obscure material, with ports and holes carved in it to make way for his eight, spindly, arachnid appendages. No one knows what rests behind his mask - not even the rest of the Pantheon, and Yigzavath intends to keep it that way. Peeking out from behind and under his cloak seems to be the latter half of a giant centipede, complete with a thick shell and many legs, and at his sides are two withered, leathery, humanoid arms, riddled with hives full of an indeterminate number of crawling creatures.
Creations

Yigzavath is responsible for every fly hovering over a pile of refuse, every tick that bites someone’s scalp, and all other sorts of insectoid blights upon the world. He is also the originator of a great many diseases, which are carried among his many infinitesimal creatures. Other than the standard range of examples many know of, much stronger, stranger, and more sinister works of his exist as well. Parasites that rob people of their ability to feel a certain emotion, deprive them of their senses, or even cause them to suffer from terrifying hallucinations. These and many more, Yigzavath has brought upon the world.

In the past, Yigzavath has brought it upon himself to create specialized insects and illnesses meant solely to aggravate the other Gods of the Pantheon. These include but are not limited to...

Glass Heart

Glass Heart is an airborne disease that exists solely among Kilgarrah's dragons and draconian creations. It is rare, but exceedingly dangerous, and often fatal for the smaller and weaker among them. Glass Heart starts at the skin and works its way inwards, causing the infected to lose body heat, impairing their motor skills until they are almost completely paralyzed, halting their organs' separate functions until finally reaching the heart. At the very end of the process, duration depending on the strength of the infected, their internal fires are extinguished, and their heart succumbs to the disease and shatters like glass, owing to its name.


Rotworms

A simple, but still very unsightly happenstance that exists primarily among Iuppiter's many birds, though on very rare occasions, it can be found in zizs and other feathered beings. Rotworms are often mistakenly picked up and partially ingested by mother birds, with most of them going to their young. The initial sickness is delayed, but soon afterwards, rotworms begin rampantly reproducing within their victims, causing intense nausea and interfering with instinctive processes, until they cause them to expire, whereupon the bundled rotworms will slowly eat their victim's body from the inside out, and then sink back into the dirt to begin the process once again.


Sailor's Sorrow

Sailor's Sorrow is contracted through contaminated foodstuffs, most often fruit and bread. Seafarers dread this sickness of the stomach, which causes them to vehemently reject the consumption of clean water, and slowly develops into horrible dryness and itching of internal organs, until the victim dries up from the inside. Many will often resort to drinking seawater out of desperation, which does little to impede the progress of the disease.


Forgeblight

Forgeblight is common among blacksmiths and armorers, and is often contracted from bacteria found on certain metals and ores. It does everything possible to impede their particular line of work, causing severe shivering in their limbs, shortness of breath that is only worsened with smoke and fumes, and an intense aversion towards the high temperatures of any proper workplace. It's no surprise that Ha despises this creation of Yigzavath's.


False Mothers

False Mothers are regarded as one of the most twisted ideas Yigzavath has ever put to play. Beginning as nothing but miniscule parasites, they search for pregnant women and infiltrate their womb, feasting on the fetus, and taking its place. The parasite then initiates a somewhat faster than average pregnancy period, and when it is fully grown, enacts a quick and horrifying execution by spreading throughout the woman’s body, destroying her internal organs. It slowly, carefully begins pushing the dead woman’s bones and innards out through the mouth, navel, and anus, until the body is essentially just a skin suit, which it proceeds to wear for the rest of its lifespan, which involves finding somewhere secluded to produce offspring. It is believed, and hopefully true, that all False Mothers were hunted to extinction by the Healers Guild during the Silence.

Worshipers, Religion, and Culture

Most would pray to a God or Goddess of healing to lift them of their ailments, which is definitely appropriate. Though a foolish few pray to Yigzavath in such scenarios, never mindful of the fact that to be granted his immunities, they must submit themselves entirely unto him. The Acolytes of Yigzavath are the only mortals who are considered either crazed, fearful, or just plain indoctrinated enough to serve such a horrendous deity. When he creates any sort of horrible illness or crawling abomination, the Acolytes are the ones who take them and unleash them upon whomever. Many who would see hardship done upon rival individuals or families are often given the perfect means to do so by Yigzavath’s own desire to spread death and decay with abandon.

During the Cataclysm, the Acolytes had many opportunities to spread even more harmful diseases, but so much chaos was already taking place that they ended up simply relaxing for a while. However, after the Cataclysm ended, and the Silence began, they were left without the vital source of their work, Yigzavath. As time passed, they began to be hunted down by the newly formed Healers Guild, a party dedicated to the advancement of practical medicine, but more importantly, the eradication of all forms of unnatural illnesses. They had many supporting their cause, and cut a bloody swath through the Acolytes with their sheer numbers alone. The elite fell too, most burned to death like monsters. What few Acolytes remained went into hiding, and along the later years of the Silence's duration, faded into obscurity.
Region or Location

Yigzavath was the sort of God with minimal direct influence over Gaea, but still spread about in many small pockets around the world. Before the Silence, in most cities, there could be found entire sects of Acolytes in the most dilapidated of grounds, communing with their God through whispering vermin and the like. Yigzavath himself physically resided within an obscure, sinister cave known only as the Infested Workshop, where it is said thousands upon thousands of glass jars containing his creations rested on shelves of stone. The Acolytes were once privy to its location, but nearly all of their maps and instructions to reach it were burned before the Healers Guild could take them. Eventually, it was simply forgotten, just like Yigzavath, and the rest of the Pantheon.
Personality

Yigzavath is the subject of many Gods’ ire, as they are to him for impeding his Acolytes’ work on widespread occasions - at least, in a time before. Had he his way, the world over would be subject to his creations’ invasive wrath, yet why he desires such is very open to interpretation. He is meticulous, irritable, and very analytical. He is not one to confront his siblings directly, but rather take his ire out on their favored mortals, the severity of his anger correlating to how long and severely he would see them suffer. But towards his Acolytes, he was seen as much less of an angry being. In fact, as far as Gods go, Yigzavath associated with mortals directly, in physical form, more so than most of his kin.
Opinions

Kilgarrah

Yigzavath despises fire more than he does dragons, as it is a simple but effective weapon against many of his insects. Though dragons are very resilient beings, and he has tried on more than one occasion to wreak some terrible blight upon them, to varying but often meager success. Glass Heart was once a force to be reckoned with, but it has since faded during the Silence.


Nahargu’ul

The God of the ocean has not done much to earn Yigzavath’s ire, though that never stopped him from creating things like scurvy and dysentery, and the horrible Sailor's Sorrow, which many seafarers and mainlanders alike agree "is not fun at all". For that, Nahargu'ul disapproves of the Filthmonger's existence, and the feeling has since become mutual.


Nahash

When Yigzavath created parasites that could permanently distort a man’s sanity and warp their perception of the world, he cemented himself as one of Nahash’s least favored brethren. Likewise, Yigzavath holds her in faint regard, and cares little if one of his diseases happens to strike her mortal plaything of the day.


Dormammus

Yigzavath holds genuine intrigue in what applications could be pursued if he and Dormammus were to cooperate. Though he doubts Dormammus holds the same thought, and even then, sorcerers have been a problem for him before, what with their incendiary spells and wards.


Iuppiter

Yigzavath detests Iuppiter’s generally positive nature, contrary to most other Gods’ opinion of him. Though generally speaking, he is rarely the direct subject of his ire since the skies are of little importance to a deity of worldly filth, and Iuppiter isn't the antagonizing sort. The two have collaborated before, on the creation of more pleasant insects to inhabit nature, though that was more to get Iuppiter to stop bothering the Filthmonger than to satisfy him.


Ha

All Yigzavath sees in Ha is another spout of fire to be irritated towards. He has annoyed the God of chivalry on some accounts as well though, having diminished or even altered the very definition of “chivalry” in some infected few.


Ashevelen

Ashevelen matters little to Yigzavath, though the two have annoyed each other in the past. Luck changing the direction of sway among his infected, often delaying their expiration, and thieves who stumbled in their line of work from bone decay and inflamed lungs. Luck is an aspect that irritates Yigzavath so.


Asivar

Yigzavath has plagued many mortals in the past. The often slow, sad, and colorless deaths they experience in the end all represent the opposite of what the Divine Huntsman desires most. Yigzavath cares little for how much bloodshed he robs Asivar of, however.


Kalla

Kalla represents the flourish of life, while Yigzavath represents its slow, fetid withering. As is to be expected, the two are on less than splendid terms, with Yigzavath considering Kalla to be an annoyance more than anything.


Kulorerstus

Yigzavath takes necromancy as a personal affront to his own work. His illnesses take time, emotional tolls, and proper planning to get the maximum effectiveness out of, so he prefers his victims stay in the dirt afterwords.


Del Sombra

Yigzavath is conflicted about Sombra. On the one hand, she has come to him on some occassions, gesturing for harmful effects to equip her various trap-filled dungeons. On the other hand, he prefers some level of privacy. To that end, the Infested Workshop is lined with bronze.


Thu-mmmok

Another deity that Yigzavath neither despises nor cherishes. The two worked together briefly to create scorpions and other minor insects to inhabit Thu-mmmok's desert, but since then, they have had little interaction.


Erisbili

Many of Yigzavath's creations insight dementia, hallucinations, and general uneasiness in their victims, which the mad god definitely approves of. While Erisbili holds Yigzavath in some regard, the opposite isn't exactly true, with the Filthmonger considering him more of a minor nuisance than anything. Still, he doesn't outright hate him, and that's enough to say on its own, these days.

Tales

-
Hero


Name: Isabella Loyce

Age: 27

Race: Human

Gender: Female

Description: Isabella is a somewhat sickly looking woman, standing at a below average height and weighing slightly less than normal for women her age, with a very slim physique. She isn't the absolute picture of perfect health, with pale skin, sullen amber eyes, and unkempt black hair that may or may not have been washed in the recent years. She is always seen wearing the Acolyte robes that have been passed down to her from her forebears, as well as the iconic white mask that she wears out in the field.

Personality: Isabella is an odd sort indeed. She firmly believes that people must be put through the worst before they can achieve their best. To that end, she is very calm and analytical, and does her best to remain both polite and reserved, though she has been known to casually dole out criticism, even when it’s not exactly desired.

Backstory: During the twilight years of the Silence, when things began to settle some and people became accustomed to the concept of a godless world, the last remaining Acolytes of Yigzavath became the targets of mass hunts by several parties, primarily the Healers Guild and several sects of preservation groups. The majority went into hiding, and what little faith they still had began to fade in most of their numbers. The very last two Acolytes, coincidentally a married and pregnant couple, took refuge in the only place their pursuers wouldn’t dare step foot in - Pecher’s Valley, otherwise known as the World’s Gutter. The only true refuge for lepers, rejects, and sick folk the world over. Drowned in refuse, held up by wooden shanties and piles of trash for miles.

The couple made the best of their situation, and ended up having their only daughter in the rancid dark of Pecher’s Valley, and they named her Isabella. They clung to their faith in Yigzavath, hoping their loyalty to the Filthmonger would keep them safe. They sanitized their locale to the best of their abilities - though they had inherited the natural immunities of Acolytes of yore, they wished to take no chances with Isabella. They cared for her, tutored her, and instilled their doctrine within her. She grew up well, and fortunately, never became severely sick in all her life. In fact, her parents believed she’d developed the best immune system in the history of the Acolytes, and they were thankful for that.

But, it had to come to an end eventually. Isabella, twenty-three at the time, was witness to the fiery cleansing of Pecher’s Valley at the hands of several parties - the Healers Guild among them, convinced that there was no hope for the inhabitants of the World’s Gutter, and that they should be eliminated before the risk of them spreading their filth ever became a problem. Isabella’s father died in the event, and her mother succumbed to injuries she’d sustained not too long after they escaped from the valley’s end. Isabella was left on her lonesome, and in the wake of the complete destruction of her home, she opted to find a new one. One where she was certain she would never be disturbed. One that was catered specifically for Acolytes.

The Infested Workshop.

Isabella searched, and managed to find Yigzavath’s worldly hovel after years traveling, following old maps and faded instructions. The cave was stocked with the Crawler’s old works, left untouched since the dawn of the Silence. Much of it was withered out of any usability, though some of the stronger projects happened to live on to that day. She took it upon herself to pick up where her God left off, clearing the dust, taking stock, reorganizing and whatnot. She claimed the Infested Workshop as her home, silently hoping that Yigzavath would simply turn up one day. To revitalize the Acolytes perhaps, or even adopt her as his apprentice, all to the end of bringing back the myriad creatures and plagues that the world had grown dismissive of, and so rightly deserved to face again, in her opinion.

And after months of taking care of the place, the Silence’s end will finally grant Isabella’s wish.

Motivation: Isabella wants several things. To live up to her parents’ wishes, fulfill their dreams of seeing the Acolytes returned to their former glory. To take her revenge against the Healers Guild and all else who razed her home. To serve Yigzavath and prove to him that she is a worthy apprentice. And she intends to work for her satisfaction.

Why have they been chosen as a hero?: Isabella probably wouldn’t be her God’s first choice as a hero. In fact, calling her a hero isn’t right at all. But, she’s all that’s left of the Acolytes, and all that Yigzavath has to work with at the moment, so go figure.

Equipment: Isabella carries a thin, pointed dagger with a compartment in the hilt, meant to fill the blade with any sort of poison or other harmful fluids. It’s a relic passed down to her from bygone Acolytes, and one of the very few that hasn’t been destroyed by the Healers Guild, or taken as a collector’s item.

Magic: The Acolytes of old were gifted with immunities to all the horrible diseases they spread, and the elite even served as walking hives full of ravenous insects, which they could command on their own. Isabella currently lacks the latter, but she has certainly inherited the natural resistances of her forebears.
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Nahash the Beguiler

The Serpent, She who Tempts the Heart, Bringer of Hope, Lady of Eyes

Domains: Temptation and the Mind


Powers

Nahash embodies the power of a serpent. Physically, she is quicker than any mortal snake, capable of striking and moving swifter than an arrow in flight. Where she truly excels, however, lies within the realms of deception, the mind, and her understanding of the heart.

As a product of her command of the mind, Nahash's affinity for both knowing it and deceiving it is peerless. Her abilities in predicting and tricking mortals are preternatural, aided by her innate ability to see into the hearts of others and read their desires. She is capable of crafting a grand and horrific variety of illusions and false sensations to aid in these manipulations; it is easily within her power to make sand taste as the finest meal to a starving man, or to provide a heavenly scent to the odor of truly vile beasts.

Lastly, within the Albino Gorgon's realm lies miracles that strike at desire. Although exceptionally rare, as Nahash prefers her own guile and minimal effort to the unnecessary exertion of such great power, Nahash holds within her abilities a particular command of miracles, wishes, and acts of divine will. Ranging from the subtle and insidious to the grand and alluring, Nahash is capable of fulfilling most wishes that a mortal could ever ask for, with the power behind her abilities growing as the end result is desired more. The rich king's wish for a little more wealth will produce relatively little in turn, while the poor peasant's dire need to survive will produce a fortune to last a lifetime.

Conquest, greed, pride, wealth, or a simple application of 'good fortune'; all are subject to her whims, and if the desire is truly monumental, then the end result will be monumental in turn, and Nahash will expect greatness (be it in great success or great tragedy) from those who are given such a rare gift.

Vulnerabilities

Nahash's chief weakness is in her reliance upon others for the performance of her truly physical, manifest miracles. Where most gods would be able to craft a grand landscape, raise monuments without the touch of a single mortal hand, and see the world consumed in fire beneath their burning breath, the Serpent's miracles are powered by the desires of mortals, and those she can accomplish on her own lie solely within her domains. To make the land fertile and prosperous is well within her power, if the desire is deep and desperate enough from settlers and the like, but it is not something she can provide on her own.

The greedy can be provided with great wealth, the prideful with beautiful features or an impressive construct, the wrathful with a blade to bite the necks of their foes, the lost and forlorn with the hope to live another day, another week; everything must stem from desire and temptation, be it preexisting or crafted by her cunning hand.

In terms of physical weaknesses, Nahash is simply not physically impressive compared to most gods. While it is true she can travel faster than any arrow, and her coils are deadly to most mortals, even 'mere' dragons and other such great creatures can overpower her in purely physical combat, to say nothing of gods and their crafts; it is not her realm of strength, and she seeks to avoid it if at all possible. Additionally, in tests of pure godly might, such as countering a miracle, she must be working within her own domains or feeding off of the hopes of a vast populous, such as protecting a city from imminent destruction, to compete.

Appearance


('White Mamba', by Christina Bencina. Extremely good artist, definitely recommended.)


Although Nahash will often take the simple form of a white, red-eyed snake, her 'true appearance' (as she sees it) is a cross between both her favored animal and what she considers her most 'interesting' targets, snakes and humans. She holds a deathly, inhumanly white pallor all across her body, save for in the beady red eyes of her serpentine hair, and in her strikingly red lips. She lacks human eyes, and the empty sockets are instead covered over by yet more alabaster flesh. Her vision is instead that of her dozens of snakes, viewing in every direction and often covering the upper half of her face.

Despite her mostly human upper half and her chosen female identification, Nahash is an androgynous figure; she is lacking in any sexual characteristics, and her lower half is that of a monstrously massive snake which reaches a total of 30 feet in length. Nahash's upper half holds the proportions of a human who would be 7 feet in height with legs, and on the rare occasions that she takes a (mostly) human form, it is that of a woman of such a height, with hair as pale as her skin and eyes bearing the same red of her serpents.

Creations: None.

Worshipers

True, dedicated worship of Nahash is an uncommon and stigmatized practice, and for good reasons; Nahash is feared as much as any unknown being, and while there are many who whisper her name in times of desperation, those who truly admire and dedicate their faith towards the serpent and bear her name with pride are rarely trustworthy, and in many cases are not even allowed within the walls of a larger settlement when their faith is made public. As such, and to Nahash's great approval, many of the followers of the way of the Serpent conceal their beliefs and loyalties very well, save for in the privacy of like-minded company or those who seek Nahash's favor.

A favorite of Nahash's, the divided and hidden sects dedicated to her name will often act to see her will done in secret, be it her assumed wishes or direct communion from their deity. Leaders within these sects are labeled as Gorgons; their status is not acknowledged in any way outside of private areas and in rituals or ceremonies, wherein they are often dressed in imitation of the Serpent, carrying living snakes and painted as pale as the surface of the moon, decorated in scales. It is these individuals who claim to know Nahash's will, and sometimes even those who lie in this matter are granted her favor.

To serve Nahash is to dance amidst danger, serving as both vigilante protectors and saboteurs in equal measure, rightfully labeled as a danger to society and feared as an unknown.

Religion and Culture

Beyond her own people, Nahash's influence within the cultures and religions of the world is more often felt than acknowledged. While the Serpent neither desires nor resents the prospect of her name being known, her travels have taken her far and wide, and her lips have brushed against the ear of many a legendary figure, whispering to them secrets and promises.

In the common day to day, however, Nahash is most often felt in those she has indirectly, perhaps even unintentionally inspired. Schemers, travelers, and pilgrims all have prayers to Nahash on their lips more often than most gods, for it is known that she favors the ambitious, the bold, and the free spirits. Rogues and bandits who live deep within the wilds will also often pay her lip-service, believing that her attention will drive them to greater fortune and luck in their endeavors. Nahash's greater spheres of influence are not largely known, after all; to the greater populace, she is a trickster goddess, albeit a benevolent one.

Nahash's most common influence is not in the king or the dictator or knight, however. Rather, her touch can be felt within the prayers of the lost, the slave, and the beggar. It is a truly desperate soul that would place so much faith within her, and it is often such souls that get the slight nudge needed to set forth new and unforeseen chains of events.

Nahash's most prominent religious symbols are the snake, the coin, and the basilisk, though the latter-most is a mortal association; she has no godly power over any variety of dragon. Nahash, within stories told to children, is often depicted as a simple benevolent trickster, leading children astray but also returning them home safely. However, her tendency to tempt those who follow other gods has earned her absolutely no friends among either religions or the other deities that they surround.

Region or Location

Nahash's influence is one that refuses to be contained within any one region, and instead spreads through the land, touching most heavily upon towns and villages. A land that knows sapient life is a land that feels Nahash's touch, for her domains are that of both the mind itself and the ways in which it can be deceived.

Personality

Nahash seeks, above all else, to leave her mark upon others, and- through them- the world. To grow her legend, so that when she looks into the minds of all around the world, she will hear of her crafts-of freedom and imagination and desire- and know that she has inspired the world. She values ambition, be it for good or ill, and the will to see it through: Should Nahash's gifts be squandered, or fail to produce something spectacular, the hosts of her 'benevolence' will often find themselves the subjects of her enmity. There is no middle ground in Nahash's mind; to squander is to be worthless.

Nahash takes pride in her own cunning, and is fascinated by the simple power and change one can bring about with a proper command of language. She is capable of grand illusions that could throw entire cities into chaos, yes, but she despises blunt force applications of her abilities, and even applying her power to provide what her target wishes does not suit her tastes; she inspires and manipulates first and foremost, and would prefer to allow her targets to craft their own success or demise without her playing such an overt hand.

In the end, beyond her own personal ambitions, Nahash admires and values freedom, though her understanding of it is abstract, and change. Be it a peaceful utopia unseen in all of previous history or an all-powerful dictatorship which brings only suffering to its people, Nahash despises stagnation and the suppression to do as one wishes, and will work to change these systems with all of her subtle influence and cunning.

Opinions

Kilgarrah. The Honored Elder Dragon. the kin of serpents and the bane of the cowardly, favored patron of knights and slayers. In many ways, Nahash considers her role and that of Kilgarrah closely intertwined, mirrored forces that share interesting resemblances. She is well aware of Kilgarrah's temper and pride, and while she considers the idea of provoking him into a rage extremely enticing, she considers the aftermath much less interesting. She cautiously skirts the edges of his personal attention, but considers both his knights and his dragons to be extremely exciting prey, particularly those who carry sins and vices.

Nahargu’ul. Sweet Water, she has called him on occasions, for reasons that lurk only within the confines of her labyrinth of a mind. Although Nahash rarely has reason to interact with the Sea-Fiend, for there are few things that interest her beneath the ocean, she has frequently traveled over his domain aboard ships, or even of her own power, and has made a habit of throwing a handful of gold overboard at the beginning of her every voyage, a strange mixture of mockery and respect to the action.

Yigzavath. Perhaps one of the few gods that Nahash will bluntly refer to as a parasitic miscreant and petty leech. And also, she will admit, a thrilling challenge in the domain of wits. Few filthy things bother Nahash, for she knows and has admired the darkest thoughts of mortals, and has seen such things made manifest. There is no physical filth that she feels can compare. But there are also few things that can disgust the Albino Gorgon so wholeheartedly as Yigzavath's creations, and the intent behind them. His Acolytes are a frequent victim or target of her own schemes, most often from obscure directions that can be nearly impossible to trace back to her.

Dormammus, who holds power in the hand and grants a certain form of hope to mortals all of his own. In truth, Nahash views the craft of Dormammus with respect, or as much respect as she has given anyone, and finds his willingness to share the esoteric knowledge within his mind with mortals to be quite refreshing. The fact that some of her Gorgons have occasionally turned into giant snakes in imitation of her form is just an amusing bonus. Those who command the power he gifts are often figures of her attention.

Iuppiter. Of all the gods, it is the Lightbringer that has captured Nahash's unspoken sympathies. She, like the lord of the sky, finds her interest captured by the mortal life that scurries through about upon their playground world. She is also fairly certain that these mortals will one day die to a being, and she will be left without a soul to inspire and admire, just as Iuppiter will be without the adoring child and frightened man to inspire. In the meantime, however, she finds his tumultuous storms to be magnificent.

Ha. A knight apart from Kilgarrah, many of Nahash's views of the lord of laughter (as she has laughingly named him at least once) overlap with those she holds of Kilgarrah. Due to him being a far less temperamental figure than the dragon god, Nahash views the manner in which their domains overlap in a more favorable light: Often, it is said that she has nudged and whispered into the ears of smiths without inspiration, driving them towards the paths that see the artifacts they hold within their hearts completed.

Ashevelen. Although Nahash is able to find a peculiar positive note in almost any god, be it for the wonders they craft or their jovial nature, it is perhaps the Lady of Luck with which Nahash shares the greatest empathetic bond, alongside the Black Cat and the Horned Goddess. The Lady of Eyes finds Ashevelen's domain to be of particular importance to her meddling in mortal affairs, and is able to appreciate more than most the effects that simple luck and a healthy number of dark shadows can have in any scheme. She has occasionally asked for Ashevelen's aid in particularly momentous events that she has orchestrated; she enjoys being able to say that luck is on her side.

Kalla. Like with Ashevelen, Kalla is one of Nahash's fellow deities with which she shares a genuine bond of empathy, and one of the few who she can spend great amounts of time around without eventually resorting to some sort of prank or trickery-- aimed at Kalla, anyway. She admires the wild diversity of Kalla's creations, and enjoys quick jaunts to admire such things. If there is a sour note to her relationship with the deity, beyond their disagreements, it is Nahash's quiet, unspoken coveting of Kalla's unique language. As the goddess of the mind, she prides herself on being able to communicate with almost any creature, yet even she does not grasp the Wild Language.

Asivar. Nahash strikes a strange interaction with most of her fellow deities, and Asivar is no exception on this matter. The Bloody Lord of War is one of the favored targets of Nahash's indirect interest; his presence is a danger, but what he promises with his mere presence is all too interesting. The endless bloodshed eventually grows dull and tiresome, but Nahash can always find a use for the instability, famine, and desperation brought about by conflict. If only he did not have his peculiar need for an abstract sort of balance.

Kulorerstus. Nahash would rather see any land which the Death God has touched burn before she sees him successful in his growth; his mindless undead and monolithic devotion to his domain are offenses of the highest degree to one such as her, who prizes the individuality and true chaos of life without restriction. The only individuals who catch Nahash's interest among the megalomaniacal god's creations are his Death Knights, Liches, and the Oracle. One cannot convince a simple zombie, but the thinking dead are as susceptible to her manipulations as any sapient.

Del Sombra. Yet another gem of genuine delight among the White Serpent's fellow deities, and an exhilarating fellow in a manner different from Kalla, closer to the likes of Ashevelen. She is one who regularly inspires Nahash's interest, and is a frequent target of both companionship and investigation. Secrets, lies, riddles, truth, all have passed through Nahash's lips, and all carry a great deal of weight to the serpent. She respects the Black Cat deeply. This positive outlook is doubtlessly helped greatly by the ego boost that is Del Sombra's own interest in her work.

Erisbili. Madness, perversion of the mind, an expression of its intricacies made manifest in errors. Indeed, this is the spirit of how the Serpent views her 'sibling' deity: A mistake, an error, and the highest of offenders against her domains. The god of madness is an ever-present thorn in Nahash's mind, and the perversion he represents is a thing even fouler than Yigzavath could ever hope to be, for few are so qualified to understand how intimately the mind is polluted by his influence, and none of them so qualified as the prideful Lady of Hope.
If there is a god towards whom Nahash can be said to act bullheaded, it is Erisbili and his 'petulant hypocrisy', as she would describe his ideas. She is uniquely equipped to understand the deity's mind and follow the pathways his thoughts take, for even the most warped mind falls somewhere within her domain, but she is far more interested in loathing him and setting her servants against his own.

Tales

There are many tales of Nahash, spread across a multitude of cultures, which range from vilification to admiration of the serpentine goddess, as befitting of the chaotic nature of her influence. Nahash is simply pleased to know that her name is recognized, and her lessons are learned.





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Dormammus

God of Sorcery, God of Conjuration

Domain: Sorcery And Conjuring, Wisdom

Personality: Dormammus is not just powerful in his sorcery. He is a god of great knowledge and thundering personality. He is the god who understands the spirits he has created. Dormammus is a mighty creature full of power and strength beyond mortal will. Those who question him will receive his knowledge, and he loves to instruct mortals in the ways of higher knowledge.

Vulnerabilites:
Dormammus is unlikely to be harmed by steel or iron, but iron lessens the power of his magic. Hence why many magicians refuse to wear armor. Using a sword will not likely hinder their powers, but being clothed in armor of metal will most likely require intense training to use magic inside it. Those wearing iron and steel armors will receive less harm from sorcery, though they can still suffer from the effects of magic, especially if the armor is sufficiently covering their entire body.

Region or location
The Republic (Of Roarke)
Dormammus is revered most in the country of Roarke, a third of the nation is located on the coast and in the sea, somewhat like the Netherlands through magical pillars and platforms. Roarke is a large nation in the world,
over three hundred thousand square miles, though sparsely populated in-between the East and West portions of the nation, the West, where the magical cities are located, is perhaps, though not necessarily the most wealthy region in the world. The East is also extremely wealthy.
Central Roarke is a land of many monasteries and isolated temples, and hermits, as well as a vast forestland. This land has many priceless herbs and resources, but also powerful monsters with tight zones of safe travel and containment for citizens. The Archmage is a figure head in the political landscape but in reality has more cultural influence than the Prime Minister.

The three most important individuals in Roarke are the Archmage, in charge of running the education of Sorcerers and Conjurers, the Prime Minister, in charge of running political affairs, and the Ancient, an immortal sorcerer, the first Archmage of Dormammus, always living as a Demigod,

Influence: Dormammus is greatly feared and loved, but more feared than loved. He grants powers to those who seek him out, magicians who aren't born with their talents often seek him out for knowledge of how to control their powers.

Culture/Religion Influence: ,

Powers: Dormammus has the body of a dragon, the body of a living fire, and the body of a phoenix, and he is very mutable, from the aforementioned forms of his godhood, to a normal Human being. As the god of Sorcery and Conjuring, his powers are based on magic-use, or being magical. Sorcery is the magic of energy manipulation from different sources. Mortals must use and/or create a magical object to use their powers, most often books, but sometimes wands, staves, rings or cloaks. Sorcery also uses spell reagents such as roots, potions, salt, and other objects to power a spell. The spells combine the powers of objects and incantations for a specific effect the spell caster wishes, for example, if they wished to transform into a dragon, they might need dragon scales, coal, ash, a phoenix feather and a drop of blood, in addition to powerful incantations and hand gestures.

Conjuring is different and involves the summoning of monsters or other forces such as elementals. Sometimes conjuring involves pacts with monsters or other creatures. Conjuring can involve taking of the attributes of monsters, or the complete summoning. Like sorcery, conjuring needs spell reagents and powerful magical spells. The difference between sorcery and conjuring is that sorcery is purely for personal power and the building up of magical energy for manipulation. Conjuring is inferior in terms of growing more like the monster one wishes to summon, but a sorcerer can never conjure a monster using sorcery.

The combination of sorcery and conjuration is called Wizardry.

Appearance:


Opinions:
Kilgarrah: Kilgarrah is the god of dragons and knighthood, as such, Dormammus views Kilgarrah with a disappointed respect. While Kilgarrah views Dormammus as weak, Dormammus returns Kilgarrah's views in like kind with disappointment in his bull headed ways.

Nahargu’ul Another disappointment. With all the potential Nahargu'ul has with the oceans and seas as his domain, Dormammus is disappointed yet again that there isn't more attention given between the two.

Nahash Dormammus views Nahash'es dominion over The Mind as great and powerful, holding even him in awe. However Dormammus views Nahash as an equal in many ways, like a peer student. He would be interested in having Nahash as a wife.

Iuppiter Dormammus has great respect for Iuppiter. Not only for him being the god of storms, but as god of the Sun and Moon. Dormammus respects the magical power of the Moon and wishes that Iuppiter would be more of a Moon god than a god of storms and thunder. However, Iuppiter and Dormammus hold each other in mutual awe.

Ha Dormammus and Ha have the potential to equal Iuppiter and Dormammus'es mutual awe. Dormammus respects Ha's workmanship and even views him as a brother or at least cousin like entity. Dormammus is the god of instant magic, or at least "magic", while Ha has the ability to manipulate object's creation until they become magical. Dormammus respects that.

Yigzavath Dormammus thinks Yigzavath is interesting, as he loves to study whatever moves on two, six, or eight feet, it doesn't matter. He isn't crazy about what would happen if Yigzavath tried to do something big on the world below Aeterna, but he doesn't dislike Yigzavath.

Luck: Dormammus views Luck as another unrequited love interest. Dormammus even fails to understand why Luck doesn't view Dormammus with great wild love. After all, Luck is almost the same as Magic, in Dormammus'es view.

Asivar: Asivar has the potential to be Dormammus'es arch rival. He views Asivar as an intelligent man who always acts like an idiot despite the fact he knows better.

Kalla: Dormammus views Kalla with wonder and awe. He respects her for her power and wisdom, although he doesn't see her as his love interest.

Tales:

Creations:
Ring Of Dormammus
Dormammus has created The Ring Of Dormammus, a powerful magical ring of sorcery and conjuring that immediately transforms a mortal into a Demigod. Upon hearing of Kilgarrah creating Smaug to hunt down sorcerers, Dormammus created the Ring in order to grant sorcerers a defensive weapon against him. The Ring negates all vulnerability to iron to any being less powerful than a full God, though Dormammus could doubtlessly find the Ring useful for certain situations himself. The Ring automatically teaches some sorcery while wearing it, and exponentially increases learning speed of spells and magic for the wearer. The Ring of Dormammus also greatly increases the wisdom, both intellect, and creativity of the wearer.

God's Blood Grail:
While the Ring of Dormammus makes the bearer the most powerful magician in the world, the Grail makes the bearer the wisest man or woman in the world. With the Grail, they can become the most wise man or woman in the world, coming up with a solution to every problem, even to the extent of duplicating miracles of any god, though for a mortal scale. For example, they could not fight any of the gods with the Grail, but someone could become a dragon from a miracle of the Grail, manipulate thunder and lightning storms without spell reagents, or manipulate any miracle of the gods, including sorceries without spell reagents usually required to use this magic.

The Silver Moon:

This world has Iuppiter's Moon, and Dormammus'es Moon. . . Dormammus has created The Moon of his own, called The Silver Moon. Mortals cannot hope to channel Dormammus'es powers without becoming a Demigod, so the Silver Moon is what actually holds Dormammus'es arcane energy. The Silver Moon is powerful and full of energy. It translates all sorcery and conjuration into manifesting in the world, and some argue, the planes. Removing the Moon wouldn't effect the world's sea tides, as removing Iuppiter's Moon would, but it may very well have a catastrophic effect, such as transforming all the world's Humans into werewolves, vampires, or creating a power hungry demigod, etcetera.

Uthgoliant:
Upon hearing of Smaug, Dormammus was insensate that the Dragon servants could be used to hunt down sorcerers and conjurers down for good. After all, sorcerers aspired to become immortal, to become a dragon was a sorcerer's dream come true. For paragons of dragon kind to come together, could be a threat to all of Dormammus'es students. Thus, Dormammus temporarily exhausted a portion of his own power, and all the power of the Silver Moon for thirteen months, creating Uthgoliant. Uthgoliant is less than a god, and greater than a demi god. She is as immortal, some argue, as a goddess and creates lesser giant spiders from her brood by laying eggs. She is larger than any dragon, but there is only one Uthgoliant.

Uth-Brood:
The Uth-Brood are giant spiders that hatch from Uthgoliant's eggs. Some are merely the size of a middling dog, but others are the size of elephants, blue whales, or even dragons. None of them are as powerful or nearly as powerful as one of the Draconic Paragons of Kilgarrah, but their sheer numbers could overwhelm the mortal world. Uthgoliant, meant to keep the Draconic Paragons in check, could endanger the entire world if the dragon races and others cannot cull enough of her Brood.

The Ancient
The Ancient is the first Archmage of Dormammus and is as powerful as a Demigod. He can bestow immortality, resurrect the dead, or even command powerful sorcery enough to commune with Dormammus, all sorcerers and conjurers in the entire world, and even Uthgoliant herself. The Ancient's first name is unknown, as he was an amnesiac who has forsaken his previous life to become Dormammus'es favored.

Shelob
Uthgoliant's first child. Shelob is unique among the spiders in that he is as powerful as a great spider queen, one of the Primeval dragons, in fact, the only of Uthgoliant's brood who can match dragons like Smaug and the others. Shelob is gluttonous and greedy, a predator who's always on the move. While Uthgoliant is as powerful as several Primeval dragons, Shelob is perhaps only as powerful as one. The rest of Uthgoliant's brood are lesser. However, Shelob's poison is deadly. He can spit webbing to restrain prey before devouring them.
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Iuppiter - God of the Sky

God of the Sky, Forerunner of Kings, Commander of the Sun and Storms


Domains

Light, Space, The Sky, and Electricity.

Powers

Iuppiter is God of all that the light touches. While other gods might have direct control over a certain element or aspect of life- almost everything can be tied back to Iuppiter. Iuppiter commands the sun, which allows plants to grow, which allows animals to eat. He commands the sky, and directs the clouds, which allows life to continue. He even controls many aspects of the sun and the stars- such as their heat, light, and the shapes they make in the sky.

Vulnerabilities

Iuppiter has direct control of very few things and often works in tandem with other Gods. He can make the sun shine and the clouds cry as much as he pleases - but only the god of the earth can allow grass to grow. He can produce storms and thunder and lightning, but only Nahargu'ul can allow him water from the seas. At the end of the day, Iuppiter's abilities are the keys to life itself- but he can by no means do it all on his own.

Appearance



Iuppiter isn't often seen by many- but when he shows, it is impossible not to notice him. His sheer size towers tens of thousands of feet into the stratosphere. Legends say that in particularly brutal storms or hurricanes, his form can be seen inside the clouds for a moment when the lightning lights up the sky.

When he takes the shape of a man, he often appears as a rather tall (6'1-6'2) but portly man with a long white beard. Think of him like a viking Santa Claus, but wearing traveler's clothing rather than wielding a battle axe.

Creations


Iuppiter has created birds. They are the only living beings he is responsible for. However, cloud formations, the sun, thunder, lightning, rain, meteor showers, magnetism, constellations, winds, and various eclipses are all things he has is completely or partially responsible for.

Here is a small montage of his clouds:


Ziz


Hraesvelgr


Phoenix


Worshipers, Religion, and Culture

Iuppiter is a well known god, just not by name. Very rarely does he do much to directly effect mortals- but he receives acts of servitude and sacrifice daily (even if he doesn't want them). Wishes for good weather for a good harvest, and calm seas for good trade are all within his realm of control (with the seas being one he works with Nahargu'ul with on the regular). His worshippers are the farmers, the peasants, the kings, the sailors, the inventors, and the common man. He is referred to by many names- too many to count, but all wishing for the same or similar things.

Almost all cultures recognize a Phoenix as representing a great ruler or important leader. Be it a king or a commander or seafaring captain.

Region or Location

Much like Nahargu’ul, Iuppiter's command is vast. Arguable the greatest in distance out of all the gods. However, due to the current state of the mortals, very little of his sphere of influence is actually taken advantage of. However, due to his closely knit relationship with the god of the sea- Iuppiter makes due. With trade winds, he creates pathways of travel, and with command over the stars and magnetism- items such as compasses and directions in the form of constellations have become tools of the common man. No matter where you are, day or night, near or far, Iuppiter is watching over you. Hopefully with a smile.

Personality

Iuppiter is a fairly kind and jolly god, and one that oftentimes assists mortals and their endeavors far more than he does hinder them. He is naturally kind- and enjoys the wonder of children and the awe of adults. His boisterous and fairly active lifestyle have lead him to becoming particularly invested in the wellbeing of the mortals he watches. But, his brotherhood with the god of the sea has instilled some iron into the grip of their fairly benevolent god- and when you piss him off, you will know it.

Opinions


Nahargu'ul - Despite being relative polar opposites, Nahargu'ul and Iuppiter have a surprisingly close relationship. Despite Nahargu'ul's nature as a pariah in the immortal community, his brotherhood with the god of the sea extends to the dawn of creation. So much so that the two Gods have created various natural phenomenons. Because they've touched tips so much over time, thunder, lightning, storms, and hurricanes have come into existence. They are basically brothers- each one side of a coin.

Kilgarrah - Kilgarrah and Iuppiter have had a fairly brotherly relationship. Dragons fly, and Iuppiter controls the sky itself. Dragons breathe fire- and hey, Iuppiter is a God of light. Due to his creations taking a home in the place of his power itself was Kilgarrah placing his trust in the god of the sky- who intends to never break that trust.

Nahash - Iuppiter is a warm god- jolly and red nosed like a being of happiness. While Nahash can be a little sketchy here and there, Iuppiter will always have a love for shiny objects and good fun. Both of which the bringer of hope and wealth can produce in surplus.

Dormammus - Dormammus and his sorcery has always instilled a sense of wonder into Iuppiter. While the two very rarely interact due to their busy schedules, Iuppiter will always make time for the god's company provided Dormammus is willing to blow the Sky god's mind in his latest work.

Ha - Iuppiter has good relations with most gods, and Ha is among them. While the god of the sky has little use for the artifacts created by the god of forge, he does have an appreciation for the time, effort, and workmanship of each craft.

Luck - Lady luck has always struck Iuppiter as positively enigmatic, and the cheerful god is not one to say no to the company that only she could provide. Her abilities are so unlike his, but also so similar, that any tales she has to recount always fall unto intent and excited ears in his company.

Kalla - The earth mother is one of Iuppiter's greatest friends. Much like Nahargu'ul, the god of the sky shares many, many interactions with her. He spends a very large chunk of his time collaborating with the Everqueen. Animals such as butterflies, bees, and even birds wouldn't exist unless they had. Much like Iuppiter and Nahagu'ul, the two have a chemistry together that goes beyond godhood and into brother and sisterhood. They two are close. There is no denying that.

Yigzavath - Despite the pestilence god's avoidance, Iuppiter does not detest Yigzavath. He wants to form a relationship with the god of illness. He has applied himself to collaborate several times under social standings. The creation of insects such as Bees and Butterflies are proof of this slowly developing professional relationship.

Asivar - While the Huntsman seems to have no strong feelings towards the sky god one way or the other, Iuppiter does his best to view the man in a positive light. While he wished the god would encourage his huntsman to not be so unnecessarily assertive with his creations, he enjoys the spark of passion Asivar has in his eyes when he recounts war stories.

Del Sombra - While some of the other gods might dislike Sombra for her overly curious nature, the god of the sky has no issue. The sky is vast and open and air isn't particularly good at holding anything that's not built for flying, so there isn't a whole lot for her to poke around in. He likes her, as he does with most gods. And with her nature he has played a harmless prank. Cats always fall on their feet, and their terminal velocity is half that of a human's. He's had good fun watching her try to figure that one out.

Tales


Iuppiter is god of the sun. Each day he drives a chariot of fiery serpents and horses across the sky to give light to the world.

It is said that superstorms such as hurricanes were thought up during a drunk conversation between Iuppiter and Nahargu'ul. As the tale goes, the boisterous and jolly god of the sky and the dark god of the sea had been arguing like brothers do, and as a result of their quarrel- the greatest natural phenomenon ever was born. The resulting hurricane wrecked havoc upon the land and the sea- and both gods marveled at their newfound tool. The argument ceased, and the gods continued to experiment with cooperation- leading to various kinds of storms and vortexes. Legends even tell of the infamous 'Sharknado' that led to a great loss of life. This story is almost solely spread by drunks and vagabonds, but is spread never the less.




Hero


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Ashevelen The Lucky


Goddess Of Luck , Thieves and Shadows

Domains
Shadows , Markets , Inns ( and thing alike. )

Powers

Ashvelen's greatest power is the power of Luck. An arrow that should hit a critical spot in the body ? Missed. Probably it was just luck. A fall that should've kill you but when you hit , you didn't even get hurt ? Probably it was just luck.
Her power can influence luck in anything there is.
Also she can make shadow tendrils that come out from either her body or the shadows around the place where she is using her Shadow powers.

Appearance


Ashevelen is usually the kind of God that is not seen by others. Like luck it self , she is mysterious and only appears when the time is right but when seen...she looks nothing more than a woman ( looks 20 y/o ) with blond hair and a black dress , most people fooling themselves.

Creations :

Shadows :



Creatures born in the shadows that protect those that seek to harm those under their Goddess protection. Not having a physical form , nobody believes they exist until it is too late.

Three Eyed Ravens :



The Three Eyed Ravens act as scouts for Ashevelen and usually mean that if you see one then you know Luck is on your side. They are not usually seen but when they do , the most wonderful things happen to those that they follow.

Artifacts :

Golden Coin Of Mar'Dulak :
The Golden Coin of Mar'Dulak is one of Ashevelen's prized possessions. The Golden Coin grants the power of Luck to anyone who has it. Making difficult situations easy in mere seconds just because the user is very lucky.

Shadow Ring :
The Ring creates shadows around the wearer and gives the ability to turn invisible when he/she is in the shadows. Also The Shadow Ring can spawn Shadows to defend the wearer.

Worshipers, Religion, and Culture

Ashevelen is worshiped by every thief , gambler , man or woman in a way or the other. Everyone makes use of her power and requests her services every now and them. For if Luck is on your side , life gets easier.
Thieves usually carry with them a small amulet in the shape of a Gold Coin to remind them that if Luck is not on their side , they will never see gold again.
Ashevelen doesn't accept material tribute from those that cannot give it but instead she accepts a prayers for Luck. Thieves usually pay tributes in gold as to thank her for the Luck she has given them.

Region or Location

Ashevelen’s influence is spread about to all corners of the world. Every man , woman , creature needs a little luck in their life now and then. So...she is known by all.
For if Luck leaves you , your life will end quicker than normal.

Personality

Ashevelen is benevolent to those that pray to her and to those that don't believe in such things as Luck , she makes sure they see what happens if Luck is not on their side.
She likes most of the other Gods. She likes to talk much but only when the opportunity arises.

Opinions

Iuppiter

Ashevelen is thankful of Iuppiter because if she was not there , she wouldn't have any power. Mortals need the Sun to live and Ashevelen needs mortal to do so. That's the reason she likes Iuppiter the most of all Gods. She is the reason everyone is alive.

Kilgarrah

Ashevelen's relationship with Kilgarrah is strange. Her thieves always manage to irritate Kilgarrah's dragons somehow. Either they manage to steal something from Kilgarrah's dragon or they end up feeding them , 'thus when they meet , Ashevelen is always quick to apologize for what the thieves have done.

Nahash

Ashevelen's power combined with Nahash's Hope is what makes Ashevelen like Nahash so much. She enjoys talking with her. Also with Nahash's power to trick everyone is another thing that Ashevelen likes. Everyone prays for Luck when things are not as they appear.

Dormammus

Ashevelen is indifferent of Dormammus. Dormammus's worshipers are mostly using magic and wisdom to solve problems but even them need some Luck in their lives.

Ha

She doesn't have an opinion of Ha. She doesn't talk with him much.

Nahargu’ul

Ashevelen is indifferent of Nahargu’ul's creatures or him usually. They talk but if one of them would "disappear" there would be no love loss between them. They are acquaintances , not friends.

Kalla

Ashevelen likes Kalla because of her power of creation. Allowing more and more mortals , be they human or not , to pray for Luck when they need it. They haven't spoken much but Ashevelen respects Kalla and would wish to talk with her more.

Yigzavath

Ashevelen doesn't care at all by Yigzavath. Yes , sometimes her thieves kill some worshipers and sometimes a disease can kill someone who's Luck was touched by the Goddess but even a disease needs a little Luck. Sometimes people have a natural resistance to a new disease and sometimes people's immune system don't work right. People are luckless sometimes.

Kulorerstus

Ashevelen is indifferent of Kulorerstus. They have helped each other in the past. She doesn't like his methods of dealing with things but when people are afraid they do seem to pray for a little Luck in their life and when Luck doesn't come when they need to , their fear is greater 'thus pleasing Kulorerstus.

Del Sombra

Ashevelen and Del Sombra having most of their worshipers that came from the same place , marks their friendship. Even if Ashevelen can't talk with Del Sombra without telling her something precious about her mortals , she enjoys Del Sombra's presence

Tales

The Lucky Farmer

A long , long time ago it was said that a farmer lived alone in a field that was surrounded by forest in all directions but north.
One day as he was working the field it started to rain very hard. The farmer ran into his house as fast as he could be when he got there he saw that it was raining inside the house to. Soon a big tornado was making his way to his house from the north and he knew that he didn't have where to go. So he prayed to all the Gods he knew but none seem to answered his prayer.
When the tornado hit house he was ready to die. Everything in his house started to get risen up in the air and a big wood hit him in the head.
When he woke up , he was alive. He couldn't believe it. How would've it been possible ? As he risen from the rubble of the house , he noticed that his torso was tied with a rope that flew exactly around him and got stuck into the foundation of the house. He doesn't know how that happened but when people heard what happened , he told that exactly that and added a little " I guess I was just lucky " at the end of the story.

An Unlucky Thief

Once ago there was a thief. He was once the best thief in the world , nothing was safe from him. He was known for stealing two different Crowns that were on the head of two different human Kings. Everyone was afraid of leaving anything that could be stolen in the house when they left it.
To his fellow thieves he always told that his skill is what made him this good and when people suggested that he was lucky , he quickly started screaming that Luck is a joke and that only true skill exists.
And nothing happened to him until one night when by mistake hit someone's shoulder. That someone was a guard and soon started to follow him , calling more are more guards to catch him. As he ran away from them , his foot hit a stone on the ground and while he was falling , his dagger went out flying out of his pocket , flew thought the air and when it hit the ground he fell exactly on the edge of the knife , the knife entering his heart and killing him instantly.
The guards when they finally caught up with him and looked how he died just said one thing : " He was an unlucky son of a gun ".


Favorite Quote :

"Missed shot, one kill,
All luck, no skill."

Hero



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Kalla
"Gaea is our responsibility. We must care for it, defend it, and help it heal. Anyone who cannot see that is dangerous, and I will treat them accordingly."


The Eternal, the Everqueen, the First Mother, the Horned Goddess and the Patient

Domains: Nature, Plants, Beasts, Love, Life




















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(Still under editing obviously)

Erisbili, Lord Madness


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Delete please, accidentally posted reply. My apologies.
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THE DIVINE ARCHIVES

Active Deities

-Kilgarrah-dragonmancer (GM)
-Kalla-Lexicon (Co-GM)
-Nahargu'ul-SepticGentleman
-Yigzavath-SepticGentleman
-Dormammus-ActRaiserTheReturned
-Ha-Klomster
-Asivar-Legion02
-Kulorerstus-Thantos
-Del Sombra-Tangletail
-Thu-mmok-NachoBachoPacho

Inactive Deities

-Nahash-ShyDot
-Ashevelen-Ashevelendar
-Iuppiter-JunkMail
-Erisbili-Hueman

Realms of the Gods



The Mortal Realm

1.) Erathel-The largest landmass on the world of Gaea




2.) The Island of Exiles-An island found off Erathel's western coast, home to criminals and the brood of Uthgoliant

3.) The Land of Always Winter-A lifeless wasteland of snow and ice located across the Frozen Sea from the Northern Wilds

World Events List


Important Information
-Written by dragonmancer






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Has my Sheet been looked over yet?
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@Lexicon have a nersulheim capital and maybe a village to add to the map as well as a tomb that held my gods hero for 200 years
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Thantos Grim Reapers Minion

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Slodon- The capital of nersulheim ruled by a fearful man who is under the influence of a cult member

Hythe- the village on the water known for their storytellers of the old days of legends and of the tales pf the gods.

Llyn- the village on the borders of nersulheim and is a village curropted by the cults of the death god and is the location of their base of operations

The Nothern Point- a cave/tomb in the nothern wilds holding the tomb that held the vampire Riskel Drabek
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