We have a Discord server which should be linked in the opening post. A lot of discussions on building characters (plus other banter) occurs on that server, so it is highly recommended that you join it if you are considering joining this RP. The people there can help you pick a Portfolio. If you have any problems connecting, let us know and we will try to help.
Name: [ Sartravius | Sartr | "Travis" | "The Hot One" | "The Vengeful Tyrant" | "Bringer of Flame" ]
His Sphere: Múspellsheim: - Miles below Galbar's rich landscape, nestled right underneath a massive volcano, lies a realm that forever resides in scorching hellfire, immense ash, and intense heat. It's mostly comprised of a rocky interior, coated black with soot, as rivers of molten magma carve their way through the jagged cracks. Most of the volcanoes in this region erupt constantly - due to how close the realm is to the world's core - polluting the air with thick ash as they suffocate anything that lurks within them for too long. Yet despite the realm being inhospitable to most normal forms of life, there are organisms that have evolved specifically to thrive in these environments. From simple rocky golems, to liquid magma slimes, and even supporting the presence of fire dragons, only the strongest and most adaptable thrive in Múspellsheim.
Sartravius sits upon a dark throne overlooking a magnificent vista of his entropic realm - with giant spires of blackened rock erupting from a massive lava lake.
Niflheim (Cold): - The conflict between the forces of fire and ice will forever scar their relationship as eternal rivals.
The Abyss: - The Abyss is the primal source of magma that Múspellsheim draws from in order to create volcanoes throughout Galbar.
TBA
TBA
Location of Sphere: [ Chthonic | Below Galbar underneath a huge volcano ]
Portfolio: Heat
Taking on the role of the God of Heat, Sartravius controls the power to create and wield the power of flame and heat. Wherever he travels, or wields his flaming blade, his molten frame gives off extremely high temperatures that ignite anything within his vicinity. His heat is also capable of creating volcanoes that erupting in a storm of lava, creating raging forest fires, boiling water to produce geothermic springs, and amongst other events.
For he is the source of all heat produced in Galbar.
He is considered by many as a malevolent god out for utter destruction and chaos. Yet without heat, there would be no life, as many would become victims to the bitter cold. With his fire, he brings about heat and warmth to any who are in dire need of it, saving them from freezing into despair. And when his flames scorch an entire forest, the ash soaks into the ground to bring rejuvenation to the soil, providing the trees the chance to grow again stronger than ever. Intense heat is also capable of producing precious metals and obsidian that the human mortals can utilize into weapons, tools, and armor. In addition, his heat can also be experienced in fits of intense anger or passion, fueling determined and passionate minds to engage in whatever journey they're committed to complete - for the better or worse. Yet it can be experienced in calmer or more intimate situations as well, such as in empathy and love.
Heat can be used for both utter entropic destruction and igniting benevolent creations.
Persona: Chaotic Evil
Despite being one of the more important gods of Galbar, Sartravius' destructive and selfish tendencies and beliefs had made him somewhat of an outcast of the Pantheon. After all, he finds the perfect world as a land scorched clean of purity as beautiful to him and is infamously known for aimlessly going on large destructive rampages throughout the world. As a result, he has grown out of touch of the other more benevolent gods and their beliefs, often finding himself brooding in his realm of Múspellsheim alone and without any proper companionship.
Sartravius is as emotionally stable as an active volcano, with most having to tip-toe around him with careful words as not to accidentally unleash his scorching fury. Yet while he revels in his destructive nature, he seems to neglect that his powers can also provide productivity towards those who worship and depend upon him. Without heat, life cannot sustain itself within the chilly embrace of the cold. In fact, he had always a hatred for Nepja, the God of Cold, the moment he set his eyes upon him. He has a special place within the heat god's molten heart as a threat to his vision of Galbar, amplified even more so by his followers who hate the frozen god as well. Yet despite his hostile nature towards most of the other gods, he's tolerant of a selected few that he considers as either beneficial or mutual.
In essence, Sartravius wields a power that he finds only one use of, whilst having little care of what good can come out of it.
In the beginning, the Universe was filled with nothing Architect's cold and lonely presence and lifeless dust; there were no souls. That changed when the great god finally decided to open a rift. He closed the floodgate after a few seconds, of course, but in that time an unimaginable number of souls flooded in from beyond. Most were mere fragments, weak and broken things, but a few remained intact and were made into gods. Katharsos was one of these.
He manifested as a colossal head of fire, for he clutched onto faint memories of an existence of some flame spirit in a past life. The visage of his head twists with the flames, but it is usually bestial and never anything human. The heat and light that radiates from his form is very real, but the flames of his body are not mundane fire. They are unquenchable, burning on without air or fuel and even when submerged. As the god's temper changes, the color of the flames can take on a comforting orange glow, a soft red, a raging white and blue, or even a sickly green or purple.
Despite this vestigial appearance, Katharsos cares little about his past and instead chooses to fixate upon the future. Though assosciated with fire, he does not lord over it, instead taking Death for a Portfolio. As he interprets it, his soul is to care for all the Universe's souls, like a shepherd watches his herds, or perhaps more accurately like a forester cultivates and prunes his woods. Loose souls of the recently departed must be collected lest they crowd the Spheres and cause trouble to the living, and fresh new souls must always be in abundance so that life may go on. Katharsos' Portfolio of Death mainly pertains to souls of the dead and their ultimate fate; murder and the process of dying are beyond the scope of his realm, though he certainly could separate a soul from a living being and prematurely cause death if he willed it.
This came to be as a result of his first moment in the new Universe being not one of wonder, but rather of horror and panic. Whilst the other gods reveled in their own existence, or stared at the Architect in awe, or gawked at one another, or looked down to the empty canvas before them with ambition or yearning, Katharsos saw only the current of untold billions of broken souls that had been swept into this new Universe besides him. He saw their potential, but wept for their pitiful state and vowed to take good care of them. Perhaps the Architect planted this seed into Katharsos' mind, but it has never felt anything but natural to him.
Katharsos views mundane flame as a somewhat base, entropic, and crude thing, but a magical fire's purifying properties nonetheless make it a useful tool. Thus he works strange magics upon souls by conjuring what others see and name 'flames' even if they are truly more like the strange stuff that composes his body.
He prefers to do all of this from his Sphere, a celestial plane called the Sky of Pyres. It exists as one of the outermost Spheres, high, high above Galbar's surface. His realm is a largely empty one, devoid of much save for great clouds of sickly smoke and gigantic braziers where he lights the astral fires which incinerate souls that the ashes can be recovered and recycled. There are a great many souls, and they can sometimes take quite some time to burn, so he has countless of these massive braziers drifting through the space of his Sphere, wrapping all the way around Galbar's night sky. When mortals on Galbar look up and behold the glory and light of the stars, the souls of great people are witnessed as the light of the brightest of these infernos. Katharsos plans to connect the Sky of Pyres to Galbar through a massive invisible gateway called the Vortex of Souls, an ethereal maelstrom that tugs at all loose souls with an ultimately irresistible pull.
The Sky of Pyres, despite all Katharsos' efforts, is a grim place with an aura that most gods do not enjoy. The vast nebulae of smoke are a byproduct of the Braziers and the burning of souls, and they carry a horrific reek as well as a negative energy that can sicken anything living that somehow comes to visit the Sphere of Death.
Death is not a short and simple process. When a mortal being finally succumbs, its soul does not immediately part with the body that it had grown so tightly bound to over an entire lifetime. Beings sometimes remain conscious and continue to retain a varying degree of sensory input and denial, but most soon come to realize their fate. A soft pulling comes to tug at their essence, and in time, even their body begins to come to terms with its fate and push away as rigor mortis sets in. Some souls rage against death, fighting to stay in their body, and they can have some success. But eventually, all must succumb. The gentle pulling will become a horrific ripping, and their soul will be torn free and unshackled.
Then they will be a disembodied spirit, able to observe their surroundings. But before they can muster the will or discover the knowledge that would be needed for them to manifest in such a form, they start to drift upwards, for that same pulling that wrested them from their corpses now seeks to deliver them to Katharsos' realm. So they drift upward, slowly at first, and behold the land of the living from high above. They can feel as the birds feel, for a brief time at least, as they slowly drift upward.
But the pulling never stops, so they accelerate. Galbar's sharp details fade into obscurity below as they begin to race through space, soaring past the other Celestial Spheres and witnessing a great many strange things that most are fated to never understand. All the while, the light of the stars grows ever closer. In silence and in the void of the space they have a few days to contemplate their lives before they finally reach the Sky of Pyres, and then the pulling finally ceases.
It is then that they are met by Katharsos. He is not a cruel god, and he is a very patient one that looks far into the future, so he is wont to allow many a mortal soul some time to wait for their loved ones or prepare for the final step of the journey, should they desire such. But in the end, all must eventually step into the Braziers.
Burning
As the Pyre is lit, all suddenly goes to black. The soul retreats deep into its memories, reliving every sensation and every joy once more before letting go and surrendering it forever. If they hold on too tightly, the memory itself becomes increasingly hot, the black turns to red, and with a piercing scream they eventually give in to the pain and let it go. The infernal heat returns to a gentle warmth, and they find the next memory to clutch onto and then release.
In the end, when there are no more memories to grasp onto, they are met with reality once again. Despite all of Katharsos' mercy and magic, honey can only ever make brine so sweet. Without any memory or comprehension left, the confused souls behold their own crumbling and blackened forms within the blinding light of the fire, and then they loose a few final wails of utter agony before it is done. For all the horrors of the final step, Katharsos still loathes it less than the preceding part where he must slowly unravel all the souls' memories, dreams, and thoughts--all the very things that made the living being itself. That is the saddest part of it all, but it's necessary, so he does not falter and carries out his work tirelessly, thanklessly, and with resolve.
Katharsos is often demonized, but he knows deep down that his work is just and necessary. Leaves will fall from trees come autumn, but then they must rot and be recycled once more into the earth, or eventually the whole forest will die; there is only a finite amount of nutrients in the soil, and it cannot all be sequestered into dead leaves. Something must combat the ruinous entropy.
The others might understand him better if he spoke with them, but he sees it as ultimately somewhat futile. Regardless of what they think, his work must go on. He would like to know them more, but he can justify being distant because he believes that one day they will all finally meet him--when their souls come to the Sky of Pyres. And then as their souls are burnt so that another god can be born from the ashes, he will witness each of their memories and come to know them perfectly. He looks forward to those times with both yearning and dread, but never with denial, for his mind is cursed with a lucidity that clings to him like the scent of smoke.
While it will (initially) only be connected by gateway to Galbar, in the form of the Vortex of Souls, all Spheres eventually lead to Galbar. Through their various gateways and connections the Sky of Pyres extends its grasp; it can attract stray souls like a magnet, no matter which Sphere they reside within. However, the souls within Spheres that are many connections away (especially Cthonian ones) experience a far weaker pull. Those who die in such places might take years instead of days to reach the Sky of Pyres. Some spirits of exceptional willpower might even be able to indefinitely resist the pull of the Vortex of Souls, given sufficient distance.
In this way the Sky takes from Galbar and all other Spheres, but it also gives back. Even as the Vortex inhales souls, it exhales the ashen remnants of those that have passed through Katharsos' braziers. These ashen souls are formless, but given time they can ultimately clump together into globules, find their way into nascent life, and ultimately be recycled. Or, those with the knowledge and magical power to do such things could potentially manipulate the ashes and use them for their own ends...
In general, the soul ash will be much more prevalent in Galbar and Spheres that are closely connected to the Sky of Pyres. Those Chthonic realms that defy the Vortex' pull with their distance just as easily spurn the gift of life and new souls that it brings; in such places, life will struggle. The souls and spirits of what life does exist will tend to be weaker on average, and there will be far more stillborn and deformed infant creatures should any lifeforms dwell in such a place.
The noxious clouds of smoke that have come to exist within the Sky of Pyres are contained there by its power, and Katharsos tries to make a good neighbor by taking great care to avoid allowing any such contaminants to pollute Galbar or any other Sphere that might come to be connected to his realm through a gateway.
Edit 1: Added the codewords Edit 2: Sky's effects Edit 3: Mass murder of typos Edit 4: Killing a random rhyming line I saw. Death to poetry!
Ey boys, just dropping by to state my interest. You guys think an Undead portfolio could work?
That was going to be the first extra portfolio that I had Katharsos adopt
authority, wind, dying (we have a god of death, as in the afterlife, but not a god of murder/DYING), music, domestication/animal husbandry, luck, rot/decay/disease, demons, magic, fear, love, art, beauty, pride, envy, greed, fraud, and wealth
...but if your heart is truly set upon a god of undeath, I'll acquiesce the Portfolio to you and maybe we can work something out since I have the death god.
The Sphere of Plants is made up of a tree so massive it defies mortal comprehension, so massive that to call it anything other than the World Tree would do it a disservice. The World Tree’s roots form the ground, its upper branches and leaves the sky of the Sphere of Plants. The region closest to the World Tree’s trunk is made up of rainforests and jungles. As the distance to the World Tree grows greater, so too does the variety in types of forests. Tropical forest give way to boreal and temperate forests, which eventually give way to savannahs and grasslands.
Due to its nature, the Sphere of Plants possesses weak borders and the regions near its edges are easily influenced by nearby spheres. Altered by Asceal’s Lustrous Garden, the World Tree’s top most leaves emit the light as if they were stars themselves, bathing the whole sphere in a soft, nourishing light. Mangroves form endless mazes in the regions of the sphere close to Eurysthenes’ Infinite Maze. The World Tree's roots extend all the way into the World Spring from which it absorbs water. This water helps nourishes the World Tree and is also deposited into the Sphere of Plant's mangrove as well as leaks out of the World Tree's branches and leaves, thus creating rain in the Sphere of Plants. The World Tree's roots, in turn, releases sap into the World Spring which the spring can convert into more water.
The World Tree is the first plant. It is the progenitor and source of all plant life on Galbar. When new plant life is formed the World Tree blesses it with some of its energy, causing it to grow much faster and more wildly than the plant otherwise would. Symbols and ruins of civilization are quickly, comparatively speaking, overtaking by nature due to this fact. In places on Galbar where the World Tree's influence is greatest plants grow larger than normal and are more nourishing to the animals that consume them, allowing the animals to grow larger than they otherwise would.
The Sphere of Plants would have an entropic nature due to the nature of its borders if it wasn’t for the influence of the World Tree, which ensures that all within the sphere remains properly ordered.
Location of Sphere: The Sphere of Plants is an upper sphere located relatively close to Galbar.
Portfolio
Plants: Where Phystene wills it forests grow. In her footsteps flowers bloom. Plants alter the world to fit her vision of beauty. In a sense plants help bring order to the world, as the roots of trees help anchor the ground, preventing some of the erosion caused by rain. Yet at the same time they require the nurturing of rain, and sometimes destructiveness of it, as well as the fires of destruction, to nourish the ground and allow the creation of new life. Wherever there is soil, light, and water so too will Phystene’s children grow. When she desires it plants grow, and should Phystene decide it necessary they wither and die. She has the power to change the form and function of any plant and can create entirely no forms of plantlife.
Persona
Chaotic good in nature, Phystene is a benevolent being who seeks to spread life and the beauty it brings to every corner of Galbar. Phystene is a creative being, always feeling the need to create and alter, never quite happy with her creations and seeking some sort of perfection while fully understanding that to be an impossible goal. For her the journey and destination are of equal importance as is the process of creating and the final product. Phystene is a gentle being and wishes harm and suffering on no one. Despite this she understands that death, and even pain, are a part of life.
She possesses a serene nature and is slow to anger. She has a strong dislike of advanced civilization, though is happy enough to ignore it so long as it doesn’t intrude on her forests. To her civilization represents greed and, while she is fine with a mortal cutting down a tree for firewood or to build a shelter, large scale logging and the like are things that she will not stand for. Perhaps the one other thing that she hates more, perhaps the only thing that she truly hates, is metal of any form.
Phystene doesn’t require or expect mortals to worship. Despite this she has a habit of coming to the aid of mortals in need in her forests. She feels that the forests of the world exist for the benefit of all life, thus all are welcome to its bounty so long as they do not take out of greed or malice. She welcomes those who are willing to abandon advanced civilization for a feral or tribal life with open arms. Some view her as being an entropic or capricious goddess as she doesn’t provide aid equally, but those who truly understand her nature knows that she couldn’t possibly aid every living thing in need at all times.
Final character, apologizes for the multiple CS posts, they will be removed accordingly.
TBA (Under Heavy Construction)
Expansion on Sphere.
Abilites for greater understanding of Portfolio, somewhat bare. (Portfolio expansion probable)
M Y T H
N A M E
ENKI
G E N D E R
Male
A L I G N M E N T
Neutral Evil
V I S A G E
H Y M N S
S P H E R E
NIBIRU
TYPE: Cthonic
LOCATION: Under Ehomakwoi
DESCRIPTION:
P O R T F O L I O
Mischief: Mischief knows no bounds in the actions of a child, wandering about aimlessly causing trouble without rhyme or reason, an unpredictable chaos that can only be quantified as “annoying” or “irritating” Yet mischief on the scale of divinity can only be quantified as “extremely dangerous” or a “threat”. ENKI moves with godly purpose yet within the shadows of reality, listening, plotting, stealing, collecting, deceiving, all towards an end he deems acceptable. No one is spared in his ever expansive and evertwisting plots, gods and mortals alike.
Abilities
P E R S O N A L I A
P E R S O N A
Enki is a strong-willed, lighthearted, cheerful god who yearns for adventure and to experience everything the universe has to offer. To some, he is a revered, loyal friend whose beaming personality lightens their day and whose achievements spur them on in their own existence. To most, he is a naive, headstrong troublemaker who shirks the responsibilities of a divine. Both viewpoints are equally valid.
Enki is mischief incarnate. His trademark oft-present grin and lust for exploring often land him in trouble with conservative, authoritarian figures. He is rather notorious for trespassing just about anywhere, a byproduct of his child-like wanderlust. Thankfully, Enki is a genuinely well-meaning being, and his lack of borders rarely causes actual harm to the places he wanders into. He respects the property of others far more than it seems; he just believes that anything worth hiding is something worth seeing.
Of course, these aspects hide the complex and determined god underneath. On the reverse side of his frivolous nature is his considerable shrewdness, which makes him quite capable of reading people and situations. He is particularly observant, taking into consideration even the smallest details of his surroundings in order to better understand and deal with challenges and is not above using cheap tricks or questionable tactics to ensure his own survival. Being singularly ambitious, Enki also has a remarkably tenacious will that allows him to overcome virtually insurmountable obstacles and accept ungodly burdens for the sake of his own ultimate goal. He has a considerable pride that will not stand for having his divinity insulted or condemned by others, but Iwa is also capable of shelving his pride if it becomes something that will stand in the way of his objective.
Without realities, possibilities are shallow jokes. Without possibilities, realities are trees without stems.
T I T L E S
Streak of Lights in a Starry Night
G E N D E R
Female
A L I G N M E N T
Lawful Good
S P H E R E
TYPE: Celestial LOCATION: Above Galbar, directly beneath the Barrier DESCRIPTION: As big as Galbar itself and less than atom thick, Noc, Home of Falling Stars, only revealed itself after the sun has set beneath the horizon. If the Sky of Pyres manifested itself as the stars, and the Great Darkness as the void between them, then Noc is home of the meteorites that come crashing against Galbar’s atmosphere, leaving a trail of dust and ice behind it. Sometimes, over hundred generations or more, a light will come from Noc, outshined Aelios over a brief period of time before falling into the Great Darkness’ grasp. But what is Noc? For how could a place, as big as Galbar but less than an atom thick, could produce the light of what is called as “supernova” in our world’s term? And in regards to physics and chemistry, what is the possibility of an area with a density less than an atom per cubic kilometer possessed an abundant number of meteorites to throw into Galbar’s atmosphere. What is Math, the highest symbol of order, means in a place that lack of reason? A place that devoid gravity, yet all things just fall toward Galbar, as if there were some mysterious angel pushing the objects. A place that lacks directions, up is just as well as down and left is nothing more than a term that Vakk — with his overly complicated nature — set up as right. And yet, here is where N’Chaera called home. To a certain degree, her home is sweet. Freshly knitted webs being replaced on the daily basis, connecting the alternate realities to Galbar to prevent them from drifting into the void or be spoiled. Webs for floors. Webs for ceilings. Noc, in some morbid and jaws dropping senses, is a nest of a spider. Webs spanned where N’Chaera eight fiery eyes laid upon, dotted with various realities that she secured. But as a resting place for a god, her houses lacked of the expected amenities. For as far as the eyes could see (which is quite far, considering there are almost no singularities to obstruct the views) there aren’t no cellars of wine, no fountains made of a single slab of marble or exquisite faunas and floras. All that belong to her is a normal size wardrobe and a rusty broken mirror in a corner.
P O R T F O L I O
Possibilities. Even the term in itself bear the uncertainty. Would it happen? Would it not? If it happens, what next? If it doesn’t, what follows? The future is never sealed or set in stone for a specific thing to happen, thus the creation of possibility. The idea that something might happen or it might not promise an unprecedented amount of freedom in which reality lacks. And yet, without reality, possibilities are flames without fuel. To understand possibilities, one must first understand the reality oneself inhabited to only — if the chances provided — free from the shackle of “now” and lost in the sea of “what if.” A B I L I T I E S
Possibilities Embodiment: N’Chaera is the embodiment of Galba’s possible future results and consequences that stemmed from the Architecture opening the Rift and allowing other forces, godly or not, to intervene. As such, if mortal beings were to see at N’Chaera’s true form, what they will see are themselves in “alternate realities,” making alternative decisions. This may also applied to other fellows gods, but at the expense of herself.
Alternate Future Display: If she so wished, N’Chaera could display alternate realities where different actions and solutions had been taken. But do note, she does not foreseeing. And sometimes, there are things whose futures are unwritten.
Appearance
And what do I see in that fracture mirror over there? “A monster,” you said? And yes, I comply to your judgement. “A hideous one, if you ever asked me,” I said in response before wiping the tears. Glowing eyes to scare the child. Two set of hands, of men or monsters?. Four pairs of legs, the major fear. A feminine body, the Lilith’s kin.
P E R S O N A L I T Y
Comparing to other goods, N’Chaera’s personality is quite mellow. And if you have to pick a person that resemble her the most, a housewife would probably do the trick. She carries no intetions to baffle her peers with ridiculous riddles to solve. She doesn’t intend being nice at first before revealing herself to having some kind of mental problem. No, she doesn’t join war for the sake of joining war and killing people although the thoughts do make her to chuckle. She doesn’t hate the entropy in the system, although it does get on her nerves. Overall, she is just a very mellow god who enjoys peace.
Every day, if there is nothing to be done and all the holes had been fixed, she would enjoy a cup of tea with some snacks beside her. And then, she would began to knit some clothes, using the silk she created. Very rarely, when she is in the mood, the goddess would bring the canvas that she made and tries to draw a scene to ease her trouble mind. And while all these activities made N’Chaera to be a person of her own, she does enjoy good companies over an afternoon break.
But of course, a mellow personality comes with its own problem. Unlike others, who might not consider the aftermath of using their tongue to stab other, N’Chaera is more careful with her words. The thing sounded nice until she decided to change the subject from everything that cause discord. And as you and I know, that is not how a problem being solve. Sweeping the trash and piling it under the rug solve nothing but letting the problem to become more complex. She knows the heart of the problem lies within herself, and did nothing. Only when the situation is dire, and entropy is the supreme law of the land does N’Chaera decided to do something. And that, her avoidance in time of challenges, is the most significant flaw that sometimes outshined N’Chaera best characteristics.
M U S I C P I E C E
C H A N T
Oh, Queen of Arachnid Overseer of Possibilities, Weaver of Celestials, Heed your faithful servant’s prayer…
C O D E W O R D
The code of this sheet is funded and provided by the kind-hearted Vec, all copyrights infringement belong to him/her and who she/he stolen from.
What's up! We've got quite a few people, but there's perhaps room to squeeze in one more. Feel free to pop in on the Discord and say hello. The main channel has a message that I pinned which lists some of the remaining Portfolios you might consider.
Felt like finishing all the bastards I created in my free time, since no one is here and might not care and yet I still wanna show off, imma drop em here. Ignore I guess. More will come.
S H E M Y A Z A
B A S I C M Y T H
N A M E
Shemyaza
G E N D E R
Male
A L I G N M E N T
Chaotic Good
V I S A G E
D I V I V E H Y M N S
S P H E R E
Ylohem
TYPE: Celestial
LOCATION: Upper Realms
DESCRIPTION: The gilded court of Shemyaza shines brightly in the Galbarian Sky, a symbol of percipience to all those who gaze upon its eminence. Simple in function yet wholly opulent and magnificent in appearance, the Ylohem complex acts as the center of law and ethics in all the universe, no code created under the sun does not yet first pass through Shemyaza’s bench, subject to his righteous scrutiny before passing judgment. The halls of mable inlaid with gold and encrusted with precious jewels hold within them countless law, law theories, skews, ideas, all penned or inspired by Shemyaza for both the past, prenset and future. Within the center of the complex stands Shemyaza’s great court, a massive hall dedicated souly to the administration of matters in accordance with the rule of all law.
P O R T F O L I O
Law: All working systems from simple to complex are governed by a set of laws. Whether the system may be one of nature; doctrines in moral, political, and legal theory understood universally and objectively through the reasons of intellegant life, existing independently of their understanding, and of the positive law of a given state, political order, legislature or society at large. To physical law; an omnipotent system in which everything in the universe complies with, absolute in its function and observable in action.
Less a governor of the cosmic variety and more an administrator of the natural variety, Shemyaza is a god laboring intensely creating and working within the complex systems of intelligent life’s political, societal, and ethical frameworks, guiding them along their path to civilization, with them creating laws bound not by his ideals, but by their own. By his hands, commandments tied to a civilization practicing the unclean remain steeped in the unclean, either banning the ethical practices of basic hygiene or establishing the required worship of an unclean idol. Or if it so happens that from uncleanliness they wish to flee, laws encouraging cleanliness, punishments for the dirty and unwashed, and practices pertaining to a pagan deity are inspired.
P E R S O N A L I A
P E R S O N A
Just like there are two sides to every story, there are two sides to every being. Shemyaza’s duality comes in the form of how other perceive him and who he is on a personal level. Furthermore; Shemyaza, akin to many, has three sides of himself. Not truly three distinct personalities, nevertheless, he has three ways of looking at things: contemplative, direct, or dubious.
His emotional set consists of a phlegmatic disposition, generally unemotional and stolidly calm. Which usually leads to assumptions of a depressed, cynical being, but bitterness and hate has yet to taint his soul. He still has an optimistic view of the world, harbors idealistic dreams, and naively believes that some gods can be trusted. Shemyaza maintains no disillusion about the machinations of god nor the state the world may be in, however. But it’s a testament to his integrity and righteousness, how he will remain an honest and a responsible god.
In tenser situations, Shemyaza is: controlled, focused, steady, and conscientious of his surroundings. Every decision is made cautiously and pragmatically; he's vigilant in his efforts and never impulsive. He strives to apply the same manner of thinking to every facet of his life. This is why he doesn't interfere in every dispute and is content with watching until needed.
When it comes to Shemyaza’s ability to handle sudden changes and disagreement, his open-mind enables a high degree of adaptability. Because of that, he's able to be tolerant and forgiving of ignorance; whether he's willing to, differs from scenario-to-scenario. But to avoid any interactions outside of his legal duties, he projects a rough, cold exterior. He even goes as far as exiling himself, which further lends to the mysterious lone wolf persona he has adopted. This facade is obviously a guise however, as evident in his altruistic behavior. Once his icy shell has been broken, his warm nature will shine through and the courteous, cultured individual with a unique sense of humor and charm will be revealed.