THATS NO EXCUSE. You were the chosen one! It was said you were supposed to nag me, not join the rest in complacency! Bring balance to my life, not be a sad sack of exhaustion!
Seihdhara of the Red Hair, The Crimson Goddess, The Bear Mother
FEMALE
Above all else, I am a Warrioress =============================== To Live is to Love. To Love is to Struggle. To Struggle is to Defy. To Defy is to Repel. To Repel is to Fight. =============================== What am I here for, you ask? I am here for you. =============================== I have this uncanny capacity to feel - it's really quite stunning. =============================== I'm not wroth. You say that one more time AND YOU WATCH! =============================== Ok, fine, maybe I sometimes have a bit too much fun- oh who am I kidding, you can't have too much fun. And hey, it's not like I'm hurting anyone. Quite the opposite, actually. ===============================
War (Martial Combat)
Wars come in different forms and sizes, from military hostilities to economic warfare to political manoeuvrings between factions and individuals, and beyond. Ultimately, however, it is a state of hostile competition between different groups. It is a method of repelling some people by means of others, and for Seihdhara it is a legitimate (sometimes the only) way to prevent and combat injustice. Seihdhara's focus is primarily on this hostile competition when it manifests itself in displays of physical force and violence. Any war of this nature will require individuals with a certain level of martial skill to engage in combat so as to attain victory. Martial Combat thus lies at the heart of military warfare, and it is this that Seihdhara seeks to teach and cultivate. Martial Combat includes armed and unarmed forms of combat, as well as the base bodily strength and health required for optimal performance. Moreover, for Seihdhara Martial Combat does not only involve the skills necessary to defeat opponents, it also involves principles of how such skill is to be used, against whom, and under what conditions. While not fussed by arbitrary notions of honour, clemency and seeking to prove one's martial prowess fairly, blow-for-blow, are more to her liking.
Seihdhara is - don't you dare tell anyone! - a bit... well, very ticklish. But you better not try anything or she'll actually bash your head in. For real. She'll kill you. Don't tickle her. She does enjoy a good laugh though - has a good sense of humour, if she says so herself. A light-hearted story with plenty of jokes is right up her alley and is sure to garner more than a few laughs from her.
'While travelling once, I happened on two jimmies - one from Agnee, and another from Shasha. The jimmy from Agnee asked me why people foreign to these villages thought that those Shashans who travelled were jimmies of learning, while those Agneeds who did were not. I turned to him and said, 'well, only fools leave Agnee; as for Shasha, only fools would stay!' Now the Shashan - not too bright a jimmy, truth be told - said I was right about Shashans because, he said, every jimmy that wants to leave Shasha is tested by its chief before he can leave, to make sure he is well-read and canny. If he fails, he's not allowed to leave, but has to go back to his studies. If he wants to leave again, the chief repeats the test; but if he is tested a third time, and then found lacking, he is never allowed to leave Shasha. And so, says this Shashan jimmy to me, none but the canniest and most well-read can leave Shasha. So I turned to him sharp like and said, 'I see - then you must've been smuggled!'
Despite her terminological idiosyncrasies, Seihdhara is for the most-part articulate, even if that does not translate into prose poetry. She is expressive and can be charismatic, though her quick smile and readiness to laugh at a good joke quickly tear up any impression of distant genius or esoteric mystery. She is unafraid of exposure in that regard.
When angry or irritated, Seihdhara is quick to slap or thwack the cause of her irritation. She is not vengeful and does not see a reason to hide how she is feeling. She is, however, sensitive to the emotions of others and would regulate her own words and actions as appropriate. While she may yell or strike out when angry, her anger dissipates as quickly as it arises. She is not prone to retreating into herself or being sombre for long periods. This is much the case with all her emotions - she feels intensely in the moment and has no qualms sharing that with whoever is available (whether joy, misery, melodramatic crying session, or what have you). This willingness to expose her emotions does not come from a place of weakness, however. It emerges from the conviction that, ultimately, no one can truly use these emotions against her - anyone who thinks they can would quickly come to realise that she can deal with them quite efficiently. She is, after all, an apex predator, she harms and is not harmed, protects and has no need for protection, renders kindness and asks none for it, frees and can never herself be unfree.
Though gods usually do not - or even, cannot - sleep, Seihdhara chooses to. Sleep comes easy to her, and she will sleep for long hours on end in comfort. A goddess, she can awaken instantaneously and be alert if the need arises, though when there is no such danger force of habit makes her slow to awaken and somewhat petty in the half-hour or so after she has risen. She does not like sleeping alone and will tend to find something to hug - a rock, some animal, or a sentient mortal, preferably a pretty jimmy, though a quinie'll do just fine. Seihdhara doesn't discriminate.
In the same way, Seihdhara is a big eater despite gods having no need for any kind of sustenance. She doesn't much care about what exactly she is eating and will gulp down just about anything placed before her. She's also something of a compulsive gambler, which is no issue given her divine nature - it's pretty much cheating. As a point of principle, however, she only swindles swindlers - they deserve it!
Some terminological idiosyncrasies: Mother - mammeh Father - pappeh Boy - boyo | lad | laddy Girl - lass | lassy Man - jimmy Woman - quinie
She generally takes on the form of a tall, well-built woman. Her hair shifts from dark, sunset orange to a deep, red-brown. Her eyes too shift, from a light green peppered with turquoise and elements of darker green, to a very light honey-like brown. Her complexion is generally olive and freshly-sun-kissed due to her being frequently out and about. Muscular enough to look fairly robust and like she means business in a fight (which she does, and you better know it).
She's no stunner, but smiling comes easily to her - a broad, hearty smile, flashing teeth, that quite easily explodes into a laugh - and she has a pretty enough face (and given her tendency to rolls about in the hay with whoever strikes her fancy, it helps). Her athletic physique is an unabashed celebration of power, sensuality, and the primed feminine form. She flies in the face of the petite, shy, helpless, and virginal little girl (literally, she dwarves near anybody). It makes her less woman more monstrosity in the eyes of some - but what does she care for them?
She sports a tattoo on her back, perfectly in the middle, beginning just below her shoulder blades its centre along her spine, and stopping short of her tailbone. She has another on her periumbilical region representing a mother bear. On the back of her left hand is the Sign of the Warrior, while the palm of her right hand sports the Sign of the Mother.
She tends to be dressed in a loosely tied sleeve-less leather jerkin and a kilt, both light brown to orange. Her hair is a mess of tousled tresses while others have various beads and bits of jewellery tied into them. When necessary, she ties it back in a rough bun to keep it out of her eyes and face. When she actually takes the time to take care of herself properly, she gets to braiding it. Mortal icons of her tend to depict her with long braided hair. When staying in the company of mortals, Seihdhara has no issues with conforming with more conservative dress codes - this is not out of any respect for arbitrary laws or customs or whatnot, she just enjoys getting into the ways and clothes of whoever she happens to be staying with. A simple necklace of red and yellow beads hangs at her neck.
'Red-haired Folk', as they are known, are those born with red hair or fur, or whose hair or fur abruptly or gradually turns red. Such folk, it is generally known, are favoured by Seihdhara and are marked out from their earliest days as future warriors of renown. Likewise, all Heroes of Seihdhara are red-haired, and those who join any Order dedicated to her can expect for their hair - if it is not already - to become red.
Kikoquatl’s domain of hunger is exactly that, she hungers in a very physical sense in that she can and will eat just about anything to try and satisfy herself, even if it comes into conflict with other gods. While it is a driving force behind her, what it does is simply what one would imagine when it comes to hunger. This hunger gives her drive, a meaning to existence as she fights for herself.
To eat is to convert that matter into energy and thrive. Kikoquatl can manipulate this energy, whether it be heat, electrical, or some other form of energy. It is important to realize, however, that not all energy is used within her, at least not in the way she wants it to be. While she can control energy, it is never 100% efficient, not because she is limited by anything but simply because some energy is always lost somehow. It is really annoying to her, and when she gets annoyed, she eats.
Aʟɪɢɴᴍᴇɴᴛ
Neutral
Pᴇʀsᴏɴᴀʟɪᴛʏ
While she may be neutral and the likes, Kikoquatl is only neutral because she simply does not care about other gods, their creations, and so forth. In fact if one were to put a number on how much she cares cares, it would be a negative number. It is that way because she views almost everything as food, yes, even rocks, shut up. However, that isn’t to say that is all what she is about, she is lazy. Kiko does not want to use up any more energy than she has to, viewing it as a crime to have to go out of her way and waste energy.
That being said, Kikoquatl is extremely polite, in fact it would probably be one her main selling points if anyone were to label her as a “waifu”. She doesn't like to be rude, viewing it as a sin and outright uncalled for. This is for no particular reason as well, it’s just how she is.
Additionally, if it wasn’t apparent, Kikoquatl is a shy one. Despite being a Devourer, she does not handle social interactions very well, finding it hard to talk to something and that eating it is much easier, but it would be rude to eat the thing in the middle of the conversation. Her antisocial behavior stems from a sort of disliking of herself and having to constantly eat, it is strange thing to believe but she is unhappy that she eats and eats because she is unhappy.
There are two primary forms that Kikoquatl takes, her more polite “I’ll talk” form and her no-table-manners “Everything is food” form.
Her polite form is that of an insectoid, standing approximately nine feet tall. Her carapace is milky white and she has wings that just out the side of her abdomen. Kikoquatl has six limbs in this form, two pairs of arms and a singular pair of legs. Given that it is hard to express herself emotively in this form, she tends use body language to get her mood across or simply vocalize it, whichever is easiest or fits.
She does not bother with clothing, she has her carapace for that nor does she see the value of it. That said, she is a dainty thing, even though she is tall. But for a god, form means little, though her thinness is probably for a high metabolism or she genuinely chooses to be like that, nobody knows.
Next is her massive worm form, with a singular mouth with hundreds upon hundreds of rows of teeth, Kikoquatl is a force to be reckoned with in this form. Her carapace is is blackened, symbolically so as this is her more “evil” form. Furthermore, this form has hundreds of legs as well, sometimes it doesn’t if she feels like burrowing into the ground. That is all.
Other
It is likely that she may be somebody’s waifu. Perhaps if a Heartworm affected her, she would would feel some form of love.
Here we are. Feedback/critique is very much welcomed. Might still add a bit more tomorrow, but the core is here.
Larwen
"The Corrupter"
Dᴏᴍᴀɪɴ & Pᴏʀᴛꜰᴏʟɪᴏ
Corruption, the great cure for the universe. It exists in all things, no matter how insignificant it may seem at the time. It allows him to take something, an animal, a plant, even a sentient being who is without perfection, and alter them in a way that goes against their intended purpose in life. Usually bastardizations of what they once were, becoming hostile and deadly to unaltered life. Take for example a forest. Where once it would be full of life and greenery, where Larwen walks it would warp and die. The forest would become hostile, and radiate a corrupting influence on those that walked within, and it would be home to twisted creatures. His perversion of what others would deem perfect, natural- would simply become perfected to him, by his own hand.
Such corruption also works more subtlety in the hearts and minds of those it touches. Sweet whispers of power and control, to be greater then what you are, twisting and influencing perceptions until you can no longer recognize what you once were. Angels become demons, men become monsters, and life reaches its full potential. All of this serves Larwen's misguided sense of perfection. For all of creation must be corrupted for it to serve him, it is the only way.
Aʟɪɢɴᴍᴇɴᴛ
Chaotic Evil
Pᴇʀsᴏɴᴀʟɪᴛʏ
Larwen is a being with great passion. He sees everything, and everyone as corruptible as he, if not even more so. He is extremely hedonistic, going so far as to actively pursue his desires without care of consequence. He craves perfection, his twisted cure from the natural order of the universe, and would love nothing more then to shape it to his will. Larwen does not view his actions as evil, but a pureness that invites all beings into his hold. He views himself as a gift giver, regardless of whether those gifts are malevolent. He truly believes that without his help, nothing can reach its full potential.
He views imperfect creations with abhorrence, and cares little for them in their unaltered states. Larwen sees all life as fallible. Weak. He preys upon the lesser, warping their minds with purpose and seeding their hearts with corruption. As such, he views mortal life as blank molds. They are nothing without his touch, until perfected in his own image. On the rare occasion that he ever found something incorruptible, he would remove it from existence. For if you cannot take his gifts, cannot be altered to fit, then what purpose do you have in a universe of clay?
Larwen believes that his fellow gods are misguided, without the proper purpose or perfection that he desires. He pities them for what they cannot be, but would love nothing more then to alter them as well. Any and all of their subjects, their creations, their people, all are within his grasp. If he cannot corrupt his siblings, then he will corrupt what they love, and perfect them to his own desires. He can rarely be reasoned with, and always asks for something in return for bargains or deals.
Gᴏᴀʟs
His goals are simple ones. The corruption of all life to fit his sense of perfection. To become new, to have a purpose beyond restraint, all must be consumed, altered. All is touchable to him, it must be, for if it is not, then it is already perfect. The imperfect must be perfected to fit into his warped reality. Larwen will do what he must to corrupt life in all of its forms, without hesitation, nor remorse.
Aᴘᴘᴇᴀʀᴀɴᴄᴇ
Larwen is a tall twelve foot, spindly creature. His arms are long, and his hands are nimble things. Calloused and worn, they are that of a sculptor, a bread maker, smith and painter. His horns are his symbol, his mark upon reality. They are that of a crown, molded to fit that of a God. His form is the pinnacle of what he views as perfection, but the process of alteration is ever ongoing. But for now, he doesn't have any more appearances or forms.
@Lord Zee I like him! Good to see we finally have another straight-up monster in the cast.
Are you sure you wouldn't rather arrange his domains as Perfection (Corruption), though? Corruption already implies alteration, and perfection is a big part of his ideals.
ed: also think about what other portfolios he might grab! The Divinus god of Perfection went for Calligraphy and Oaths, but Larwen might be more interested in Perfection (Dominance) or something. Or Corruption (Plague) (Decay) (Monsters) (Possession) or whatnot.
While Orfai is more generally interested in knowledge, he takes a special interest in secrets. Not just any old secrets (although those will certainly suffice), but oftentimes forbidden knowledge, or knowledge about the unknown. Often referred to as the Keeper of Secrets, Orfai is in the business of collecting these secrets and mysteries, capable of obscuring some information whether by the request of mortals or for his own ends and hiding away relics and artefacts of power. It is said that he can be bargained with to obscure ones deeds, and that he can hardly resist taking up a particularly good secret and crafting a mystery around it. For this reason, some less than saintly types attempt to interact with him and make offerings in the hopes of covering up a particularly ruinous secret or a crime, having him to lock it from mortal gaze in exchange for something- although he operates on exact words, and it is wise to consider exactly what one is asking of him and what one is offering him before hand. But Orfai does not only horde these things; whether out of a genuine sense of duty or for his own curiousty, he also imparts knowledge of the universe to mortal inventors and thinkers, wondering how it might affect the world. To some he is thus considered a patron of learning and academia, something that he embraces as a part of himself and his duality; he regards knowledge as power, and power can be used for both good and evil, for both chaos and order.
Aʟɪɢɴᴍᴇɴᴛ
True Neutral
Pᴇʀsᴏɴᴀʟɪᴛʏ
Orfai is something of an enigma; He is neither good nor evil, neither chaotic nor lawful. Like all beings however, in spite of his nature, there are a number of things about Orfai that are consistent; he is inquisitive and enjoys hoarding knowledge, however mundane it might seem at a glance. He is smug and often self assured, treating the mortal world as a personal laboratory for experimentation. The word scientist might be applied to him, and while he lacks the portfolio of innovation (somewhat to his chagrin), he does not shy away from planting seeds of knowledge and technology in the heads of mortal men to lead them to great discovieries. He is a patron of philosophers and thinkers, but also the source of great change and upheavel. Despite change itself not being his domain, as the result of the dissemination of knowledge, Orfai has somewhat adopted it into himself.
Gᴏᴀʟs
Orfai often takes the role of an observer to the going ons of the world, but this is a facade. The god is very active in influencing the affairs of Mortals, inserting powerful artefacts into the world, imbuing the ambitious with supernatural powers and orchestrating the rise and fall of cities and kingdoms simply to see the effect it will have on the world. When he is not observing - or perhaps experimenting or playing with would be more apt - the mortal world, Orfai is working to expand his knowledge and collection of secrets. He is the kind of being who would not be content until he knows everything there is to know, and even then he would likely be double checking to make sure he didn't miss something. Aside from this endless pursuit of knowledge, a frivolous goal stalks his fantasies; The vault that Mater Lei guards. Though he does not admit it openly (or indeed, even to himself at times) and keeps it hidden away, he hungers for the knowledge that lies sealed inside. He would see the extradimensional vault and door fall under his authority - not to use that which lies within nor even out of any dislike of Lei, whom he is in fact rather fond of- but simply because it is in his nature to desire it.
Aᴘᴘᴇᴀʀᴀɴᴄᴇ
Orfai is not static with his appearance, indeed he is deliberately changing and secretive. Sometimes he appears as a formless void or even changes through multiple forms right in front of others. This had led to him being almost impossible to depict by mortals, so he is often instead indicated by his mark, which is perhaps the only uniform thing about him. Still, while he tends to change his appearance, if he takes a humanoid form it is often as a dignified figure of learning unless he is deliberately seeking to mask his identity; a scholarly old academic, a wizened philosopher or a governess. Otherwise it is as a shapeless mist, or a figure that is constantly changing shape.
@darkwolf687 He looks good! Lei will enjoy taunting him.
Try to keep portfolios as close to one-word as possible, everyone. Knowledge (Secrets) will do in this case. Exceptions can be had when English doesn't let you do it nicely, like The Sun (Deserts), Beauty (Martial Art) or Loss (Forgotten Things).
ed: added a note to the character sheet under portfolios- make sure to take a minute to think exactly what powers your portfolio will give you.
Male even if most of the forms he takes do not really make it distinct
Dᴏᴍᴀɪɴ & Pᴏʀᴛꜰᴏʟɪᴏ
Grumj seeks to make things as great as they possibly can be with the use of challenge and difficulty, to this end he will taunt and deceive leaders into wars, push scholars to the brink of madness to cure their mind block(or perhaps give them mind block in the first place to see them overcome it) or curse priests with sinful thoughts as a challenge to test their devotion. To him , madness seems the best way to do this currently. Surely the winner of a madness induced riot will be the strongest? A artist sent to the depths of insanity will surely produce something far more interesting than any sane mind and a hunter who can wrestle a beast to death with his bare hands is obviously highly capable. To mortals he may seem to drain their sanity with his very presence, from there those that hear his whispers will be tested in a battle of wills, the weak submitting to him but the strong staving off his maddening whispers. He may often even make nature itself pose as his challenge by goading the earth into suffocating plant life or local predators to become more aggressive.
Aʟɪɢɴᴍᴇɴᴛ
Chaotic Neutral
Pᴇʀsᴏɴᴀʟɪᴛʏ
Grumj could easily be described as insane due to his behavior however he would see himself as a perfectionist,he giggles in glee at the failings of others but will just as easily applaud them for their success. He is fascinated by his fellow Gods along with their creations and delights in how they deal with problems. To this end he is happy to assist his fellow God's in their own projects but also takes great joy in presenting challenges to them after their project is complete to test it. He is not generally jealous or petty and will rarely hold a grudge if his plots are ruined. Grumj loathes cheaters and thinks that they are dull, why ruin all the fun for something as trivial as victory? Even if a challenge he set himself was to wipe out his own creations, he would prefer to let them be destroyed and start anew than 'cheat' and continue working with a weak creation. Simply put, Grumji is a gleeful little troublemaker who would see the greatest of the God's creations be pushed forwards through difficulty and innovation.
Gᴏᴀʟs
Grumj wishes to push mortal things (and to a lesser degree his own fellow deities) into greatness through the innovation that can only be found in great difficulty. He would ravage weak civilizations with pestilence and madness to push them closer to greatness. If they all die? No matter, he can always allow a new civilization to form and try again at a later date and perhaps even assist the creator of their race in making them even closer to perfection.He is just as happy to challenge individuals on a personal basis if they take his notice, bestowing blessings paired with strange curses and observing how they conquer the challenge set before them.
Aᴘᴘᴇᴀʀᴀɴᴄᴇ
While Grumj may take the form of anything from a swarm of locusts to a stone statue, he usually appears in the form of a small impish creature with horns protruding from his head and a mouth full of razor sharp teeth that always seem to on show thanks to a taunting grin.
Thanks for all your interest, everyone! The game thread will probably go up later today.
The map design for this roleplay will be done by @WrongEndoftheRainbow, who has experience and seems eager. While we will not be customising nor viewing the map of Galbar until we're ready to go, we're still taking suggestions on necessary features that should pop up somewhere or other. Here's the list so far.
We're currently figuring out some ideas to keep in mind to ensure an exciting map. Please add to them if you have any important suggestions.
-Land dispersed across many latitudes. -At least one, or two, large continents with variable elevation and room for inland travel. -Enough water to get between landmasses. -Enough land to allow extended over-land interactions and reduce the dominance of water power. -Landmasses covering several degrees of both latitude or longitude, allowing multiple climates on the continents with enough space in each to share if need be (cosiness not guaranteed). -Islands, archipelagos, inland seas, large lakes, isthmuses, straits, bays, mountains, all that. -A vague idea of tectonic rifts. -An ocean on the equator and a large amount of north-south area to be a convenient antimeridian -An accessible location for the Door, preferably on the prime meridian, preferably on a beach (but not an island).
Otherwise, the state of Galbar at turn 0 will be pretty much as hinted in the opening prose- oxygen, water, plate tectonics, one moon and one sun, and some basic microbial life.
Can Gods start off with some creations when making a sheet? I/E, races, monsters, etc.
Nope! It's a creation game. We start blank and add things to the world as we write.
You can certainly mention things your character will make in your sheet, though. There's no bears on Turn 0 Galbar, nor trees nor fruits nor deer, but that doesn't stop us having a bear goddess.
@Antarctic Termite Can I ask for a tropical swampland on the map, seeing how my character would probably related to that
No customisation until we begin. Landmasses at tropical latitudes will exist (see checklist) and wetlands will formally naturally over time as people make plants and those plants spread over the world, but all our creations will be made in character when we get there.
ed: obviously you don't have to wait for plants to spread around, you can make your own custom morass quickly using Might.
We'll start when everyone here who wanted to join has made their character sheets, and when we have a map (maybe a little bit before if we can all agree not to go screwing up the planet before we know what it is). I'll keep being active in both threads though.
That abominable @Kho convinced me to let go of my pride and join even though I said I wouldn't. So I humbly offer this
ℙℝ𝕆𝕄𝕌𝕊
Heavenly Sage, Patron of Civilization, He Who Stole the Wind, Traitor to the Gods
In the dawn before time in a world before this, Promus emerged as a nascent god among a pantheon of disparate and volatile lords. As he grew older he did not interject himself into their feuding in favor of furthering his own mind through reflection and philosophy, and so in the end he was beloved by all for his great foresight and sage counsel.
There finally came a day when the pantheon decided to create mortal beings in their own image to act as servants, and in following the decree of his brethren, Promus crafted a folk of large, wild, shaggy men with unkempt hair and small horns. They frolicked with the beasts of the wilderness and lived at one with nature; Promus named them the Ur and in time he began to see them as his own children.
For his beloved children he would do anything, even if it meant crossing his betters. Upon one night when his brethren were quarreling, Promus ascended to the Celestial Sphere and dared to steal the Wind from the God of Gods, Hurricane of the Heavens, Lord of Near and Close. His great crime unnoticed for the time, Promus returned to the realm below and gifted the Wind to the wild Ur, thus granting them the power of speech. For this great act, the Ur began to use the speech in prayer and worshiped Promus, and Promus alone, as their One True God.
When the lord of the pantheon discovered this treachery, he was furious. No amount of brotherly love spared Promus, and he was chained to the highest mountain of the world and left exposed to the raging elements for a thousand years. But eventually the vengeful lord of the heavens was overthrown, and as the voices of the Ur continued to drift up to Promus' prison, the power of their prayers enabled him to finally break free of his shackles.
Overjoyed at his return, his brethren bid the sage to spread knowledge and civilization among the Ur and all the other civilizations that they had seen fit to create since then. So to those other peoples that were his nephews and nieces, children of his brethren, he granted speech also; but he quickly returned to the Ur, and to them he taught many things: poetry, song, law, writing, and ritual. Once more they turned their backs upon the other absent gods and worshiped Promus alone, and once more that (combined with his blatant favor for the Ur) drew the ire of the pantheon.
Promus was bound to the ground and a hundred smoking mirrors were placed about him. When dawn came, the light of the day fell upon his exposed flesh and the mirrors bathed him in the heat of a hundred suns. As the days went on, his flesh always burned away until nought but bone remained, only for the night's respite to enable his divine nature to take hold and regenerate his form that the next day bring suffering also.
But now Promus is free once more and he has come to a new realm. Soon, the Ur will follow in his wake.
Dᴏᴍᴀɪɴ & Pᴏʀᴛꜰᴏʟɪᴏ
Civilization (Speech)
As patron of Civilization, many responsibilities are bestowed unto Promus. It is under his direction that the mortals must rise from beings of the wild to primitive societies, and from those chaotic and primitive societies into more organized ones bound by law. Civilization encompasses those things that separate man from beast: everything from the fundamentals like agriculture and construction, to the institutions like written language, to even the finer things like philosophy and art can fall under civilization and therefore fall to Promus if none of his brethren patron such concepts first.
Speech is Promus' first portfolio, for in stealing the wind of a great god in the time before time, he became the only one capable of bestowing unto mortals the gift of speech, and with it the things like prayer, song, and ritual that speech can bring. Promus is especially attuned to verbal prayer, and he listens to each and every one uttered by mortals in his name (and sometimes to those prayers uttered in others' names).
Aʟɪɢɴᴍᴇɴᴛ
Chaotic Good
Thousands of years as a god have left Promus wise, and in some ways he may be wisest among the pantheon. But with that wisdom has not come cowardice, and despite his two past transgressions and the terrible punishments that they brought, he would not shy from angering the mighty once again if it meant protecting or raising up the mortals that he loves so.
All that he does is motivated by this love: he is good and a force of order in that he elevates his children above their origins as mere beasts and seeks to make them into something better, and he has no love for war. At the same time, he is also a force of evil and chaos in that he holds little respect for the authority of his peers. He has already shown himself willing to transgress upon the domains of even the most powerful of divines, disobey the orders of other gods and betray their trust, and to usurp them so as to be the One True God in the eyes of mortals.
Pᴇʀsᴏɴᴀʟɪᴛʏ
To all mortals, he is a fatherly and kind figure; a sort of watchful shepherd.
To his divine brethren, he is more detached. He still aches from the old wounds inflicted by the flaying winds and searing fires of his prisons; they are reminders that he is not the strongest of gods and must battle with his wit and with the backing of the countless mortals that worship him, whose combined power can move mountains. He is ever regal and polite (as he would say such attitudes are the only ones becoming of a god) and will give counsel freely to any who might ask, and may even go out of his way to offer it to those that earn his respect or have goals in alignment with his own. To those bestial demons that play at being gods and seek to upheave all that he does, he still shows a facade of reverence and respect even as he plots behind their backs.
Aᴘᴘᴇᴀʀᴀɴᴄᴇ
Promus is not one to hide from mortals and work his power in subtle ways. From his appearance his divine nature is nigh always apparent, yet not overpowering. Intimidation is not his goal; he projects an aura of order and wisdom. He often appears as a four-winged man of great beauty, wearing a kingly robe and carrying a bucket with which to water the crops and offer respite to the thirsty.
Other times he may take on a similar form that comes closer to his true nature, and appears an odd mix of bird and man as befits one who flies between the Heavens and what lies below.
To those fellow gods that are capable of perceiving his true nature, he does not try to hide his naked and purest form.