Part of being a conceived god, as I mentioned with Kalboras, is divestiture: The siphoning off of a portion of a gods power when the child is created. In the case of Ariannas and Valeas, they both pulled the major portion of their existence from their father, while retaining a touch of their mother. Both children were extremely close to their father and this closeness was intensified when Kalboras betrayed them and their mother was killed.
Tag: Mythology Monday
Taralin, God of Life
Other Titles: Selfless Guardian, Shield of Life, Avenger
Weapon: Saber (Succor and Salvation)
Major Domains: Life, Justice, Defenders
Minor Domains: Vigilance, Guardians, Protection of the weak.
Totem Animal: Boar
Holy Symbol: A bright, glowing blue Ankh
Favored Appearances: Taralin is one of the most active and influential gods on the moral realm, and as such his appearance has changed numerous times over the ages. Currently, his favored forms are that of lively people, humans and elves most times, but occasionally dwarves, who have very similar features.
When male, he has long silver hair, bright blue eyes and a winning smile. He is of average height most times, though he leans on the short side. His frame is that of the average man, one who works every day of their life to attempt to feed their family and themselves. When preparing for combat, he wears black leathers trimmed in silver, and wields a pair of Sabers.
In female form, he is again a slighter, smaller person, but no skinnier than anyone else. Her eyes are bright green, and her smile is warm, with her long silver hair tied up in a but with a few wisps let out to trail down her back. She is a little older but has not lost the vigor, and only a touch of the beauty, of youth. She carries the same weapons and wears the same armor as her male counterpart.
Warform: As befits the god of life, his warform is that of a boar, stubbornly clinging to life past when all sense and reason has engulfed it. A towering (how many different ways can I find to say “big?”) Boar with a body composed completely of fire, with hooves that leave smoking craters and a mane of yellow-white flame. His eyes stream smoke from the great blue flames within. His tusks, are white hot flame jutting from a dull red mouth, both hard as steel and insubstantial as flame.
Personality: Taralin is a boisterus, jovial character, pleased to meet new people and enamored by the variety of personalities and people within this world. However, he is also grim and guarded, always on the lookout for challenges and dangers. Taralin values life, and holds it sacred, but that sword, very literally swings both ways. He is uncompromising when it comes to dangerous people and those who have unjustifiably taken a life. He shows no mercy to these criminals and metes justice out in his own way.
Along side his brother and greatest friend, Dagor, god of Death, they hunt the undead endlessly across the world with their aspects. He cannot abide their stench in this world or the next, and constantly looks to eliminate them wherever possible.
Teachings:While Taralin is the god of life, you can’t be a pacifist in this world of violence, and you must be ready to defend yourself and others if the time comes, even to the point of hunting down those who threaten or have harmed others. Many times, the laws will protect or shelter those who have done wrong, and you must do all in your power to circumvent them, but if the laws would permit vengeance to be taken through them, it is better to abide by them.
The undead are an abomination on this world for any reason, and the guardian of life must seek out and destroy every suspected one of these vile creatures. All life must end, and it must not be evaded. To every beginning there is an end, and we all must play our part.
Abode: Taralin lives in the Temple of Vitality, a modest structure of stone and iron that is surrounded by a blazing wall of fire. Here, the new comers of the Paltonarchs legions are trained and readied for combat against the Accursed and their warriors. Taralin is also in charge of guarding the borders of the lands held by the Paltonarchs, and it is here that his weary wardens come to rest and plan for their next excursion.
Clergy: The priests of Taralin are a quiet lot, standing in the shadows of the more warlike and flashy gods that rule the elements. They teach that stoicism, patience and the reverence for all life is the key to a happy life of your own. They grow glorious gardens of amazing foods while also tending to herds of livestock to provide to those in need. The reverence of life extends to the wild places of the world, and many rangers and druids take up the tenants of Taralin during their lifetime, becoming holy wardens of nature and the sanctity of plants and animals as well. They will not, however, punish a person for taking only what they need. Life is both a precious gift and a commodity to be spent well when needed.
Priests of life are, along with the priests of Pain, present at many childbirths, while also being present at the burial or cremation of an individual, extolling their life and the sacrifices they made for others.
Knightly Orders: One of the most prolific Knightly Orders on all of Tysis is that of the Temple Knights of Taralins Sacred Wards, or the Sacred Templar for short. These dedicated men and women of all races have dedicated themselves to the stewardship of towns and cities alike, along with remote places that can’t truly fend for themselves. They often hold high rank in town guard, militia or local nobles military, instructing and preparing for defense as needed. While they are skilled leaders and able combatants, they have vowed only to lead punitive attacks against those who have wronged their communities and will never be seen leading an aggressors army.
Clerical Attire/colors: Clerics of Taralin favor simple black and silver garb, though a white tabard emblazoned with the Blue Ankh is popular as well. Many high ranking priests wear silver circlets embedded with a sapphire to signify their position, though it is voluntary. Warriors of Taralin tend to wear white and blue, with the black being the accent color to their garb. Red, as well, is a popular color, but mostly among the vengeful and justice seeking sects. Taralins clergy and warriors also tend to wear the heaviest armor possible, as staying alive oneself is the best way to keep defending life.
Followers: Taralin tends to attract rangers, guards, and hunters along with a number of shamans, a few dwarves and sometimes even a mage or two.
Kashua, Accursed of Blood
Other Titles: Bloody One, She the All Seeing, The Final Breath
Weapon: Sickle ( Dream Sever)
Major Domains: Blood, Dying, Divination
Minor Domains: Famine, Bad Omens, Harvest
Totem Animal: Vulture
Holy Symbol: A single, bright red blood drop, often stylized, with the drop encasing a howling skull. Sometimes this is worn on a necklace or a bracelet, but it is worn as a circlet as well, with the blood drop settling between the eyes.
Favored Appearances: Kashua is often seen walking the earth, but it is not a pleasant tiding. Her favorite form of a wizened old man or woman tend to share the same features. Long, dying gray hair with cataract covered eyes, hunching over a walking stick of some sort. Both have lost most of their teeth and seem to be at the end of their lives. They always seem to be followed by vultures as if to telegraph their imminent demise. Both speak slowly and deliberately, never lying or attempting to deceive the listener. Her appearance in an area spooks the locals, who see in her both the coming of fall and the signs of the first frost in her footsteps both portents of the hard winter to follow.
Warform: A vulture of great size, as all warforms, hers is composed of solid rock, somehow afloat on the air none the less. Its Beak and Talons are sharp and made of obsidian while her feathers are carved in intricate patterns, often with shrieking faces being visible. She tends to lead armies on recon missions and attempts to outflank and out maneuver. with her ability to divine the future, she is always a great assett.
Personality: The Accursed of Blood is a solitary individual. She keeps to herself and makes no lasting bonds with others. She is selfish and needy, as well, requiring attention from whoever seeks her out, and desiring to keep what she has attained for herself. Those who follow her and revere her offer up to her enormous amount of blood as sacrificial offers, and she receives it all, regardless of source. She has a small conflict with Ariannas, the Paltonarch of Banditry and violence due to the amount of unconsecrated blood she spills and wastes on a daily basis. Her association with the Accursed comes from the sly words of Ferosh, who brought to her awareness her vital connection to all the creatures in the world and that without her, without her massive power, their would be no life! She took this to heart and believes that the wrongs she is suffering now are the fault of the Paltonarchs not acknowledging the primacy of the younger gods, and the fault and blame of all the decisions made since then lies squarely on the four gods of the Elements.
Teachings: Kashua’s Teachings are fairly straight forward. She is the lifeblood of all living beings. As the Goddess of both Blood and Harvest, she has the ability to kill with a single displeasure. She is also the god of dying: not death, or the afterlife, simply the act of passage between one form of existence and the other. She believes that life is a choice and that if you so desire both suicide and death in combat or some such other means is a glorious, well deserved, end. To honor the goddess of blood is with living sacrifices, swift harvest and bloody deaths. What was once a well respected and admired following have now become ostracized on the outskirts of society.
Abode: Kashua lives in the Avra Geldura, the old tongue phrase that roughly translates the beginning of blood. A dark maroon wooden structure deep within the mercury and Lead swamps in the heart of the Iron Marches, it is from here that she makes her stories and attacks deep into the contested lands.
Cultists: Those who follow Kashua are branded as lunatics and heretics among their societies. Believing that bleeding out their sacrificial victims and letting them expire over the longest space of time will assist in harvests and prevent Famine, they are only sought out in the very worst of times to either alleviate plague or to bring a much needed boost to an ailing crop. with their ability to divine the cause of the problems and the best possible outcome, they can spell out the best way to appease the goddess. Often demanding the the best and largest animal with the most blood for sacrifce, and have been known to bleed out animals for hours before letting them expire. Often, these fanatics are lone hermits in the deepest parts of the woods or high in the hills simply to perform their devotions to their chosen god in peace.
Clerical Attire/colors: The colors of the goddess of blood are lighter tans and grays, with a rope of blood red or deep maroon around the waist. Their worship and sacrificial robes are very different, with each drop of blood bringing character to the sacrificial robes. Priests often wield no weapons and carry no arms but a single sacrificial sickle that is used to open veins and arteries.
Followers: Most of her followers are loners and hermits, with a few doctors, teachers and farmers mixed in. Warriors and assassins also often worship her, so that when the day comes, their blood may work their way into her already massive power and grant them status in the afterlives.
NAME: Valeas, Goddess of Honor
Other Titles: Daughter of War, Queen of Chivalry, The Duelist, Chaste Lady
Alignment: Lawful Good
Weapon: Great Sword (Custodian)
Major Domains: Honor, Personal Combat, Purity
Minor Domains: Lawful Punishment, Weddings, Oaths, Duels
Totem Animal: Unicorn
Holy Symbol: An open faced helm with three long, sharply upturning horns. Two of the horns come from the Brow and one from the back of the head.
Favored Appearances: Valeas is much more active on the prime world than many of her Paltonarch peers. To aid in her ventures she has developed a form that is both nondescript and constant, enabling her to slip in and out of conflicts without much fuss. She generally appears as a woman of average height and weight, with shoulder length red hair and deep blue eyes. She has the physique and the gait of someone who’s fought for her entire life, despite being so young.
Her male form is just as standard, with bright, fiery red curly hair, dark eyes and dark skin. both forms wear half plate and carry greatswords both of unknown metal and unknown craftsmanship. in both forms, she carries with her an air of respect, but not one of command. following orders as given by the commanders of the causes she chooses to champion.
Warform: Valeas’ warform is that of a flaming unicorn of ash and coal. Her body and coat are of condensed ashes and her eyes are blazing purple embers. her hooves and horn are wispy and fiery, shifting shape, size and form constantly as the battle wears on.
Personality: A stern warrior and a stoic champion of the causes of goodness and right, Valeas has been witness to many of the deprivations of evil in all forms, from accursed and demons to the teachings of her fellow Paltonarchs. Though it causes friction within her own family and her own organization, she stands against evil in all its principals and actions, and though it pains her personally, she has come to blows with her older brother repeatedly on the fields of the Iron Marches. Though she rarely leads the fight or determines the limits of the engagement, she is the consummate champion of a cause, seeking out the hardest and most deadly challenges facing her fellow warriors, heedless to the cost to her self. Though never called meek or timid, she does not try and impose her code of honor on others and simply seeks to lead by example.
Teachings: Valeas teaches a very strict code of conduct that tolerates no wavering or second thoughts. It is also unconcerned with actions beyond the code, giving great latitude for the student and followers to determine what causes they should champion and why. Though the code is long and detailed, the main tenants, called the Four Dictates.
1. Abide no evil either within your person or within your site. Work against it in all its forms.
2. Confront all trials directly and with force, if necessary. Lingering troubles and unanswered misdeeds will only fester and come back to haunt you.
3. Be Honorable. In nothing you do should you allow yourself to commit dark deeds or shady thoughts. Commit yourself to being the the best among those around you.
4. Follow, do not lead. Your deeds are the examples to others, and what cause you choose to follow speaks volumes. Offer your fealty, and keep to it once you see a worthy cause and leader.
Abode: As with all of the gods of war, Valeas’ castle, The Hall of Light, is on the front lines of the war with the Accursed. Unlike the others, though, her fortress is not her own. The Hall of Light is under the purview of her father, Takannas, and she rules in his name, commanding troops for him as a trusted general, but never taking the lead on her own.
Clergy: The church of Valeas is a deeply structured and ordered affair, attempting to lead the way forward with good deeds and good words. Unlike many churches, the clergy of Valeas all swear oaths of fealty to the honorable lords and dukes that they serve. Many families retain the services of the Church for generations, but some take that as an oath to the family, when it is instead an oath to each leader in turn. It is hard to find large churches of Valeas, though there are many abandoned buildings which once sheltered the faithful. The Church tends to be a school of law, teaching the next generation about the laws, traditions, customs and taboos of the land they have been born into.
Knightly Orders: Of all the gods, Valeas has the most knightly orders pledged to her. In order to not violate the fourth Dictate, each and every one is ruled by a council of knights, selected by the sworn brothers and sisters of each order. Each Order has its own term length and selection process. The greatest among these are the Chosen of Valeas, though they are few in number they are gifted with the divine manifestation of their god on Kasan: a unicorn mount. Though both men and women are Chosen, the order has an overwhelmingly female majority. The Chosen ride into battle not as champions as causes, but as champions of concepts. Unique among the orders, their are no leaders in the Chosen, because each feels the touch of Valeas directly, and receives visions and direction from her alone.
Clerical Attire/colors: Clerics of Valeas are always ready for combat, carrying weapons, arms and armor with them at almost all times. Accessories to plain metal armor are often bone or black colored, along with a a trademark deep gray cloak, almost sliver. Pauldrons, attached over the cloak are bone colored and vary in size dependent on the tastes of the wearer. Finally, many followers choose to sport the tri-horned helm to delineate them in combat from their lesser companions and to serve as a calling sign to the champions of their opponents: herein is a warrior of great ability and skill, meet me in battle if you dare!
Followers: Most followers of Valeas are soldiers, knights and other powerful combatants. Many oppressed or downtrodden members of society will also take to her worship to portray their goodness and be an example to others. Few Nobles or other high ranking individuals in society tend to take Valeas as their patron due to the Dictate to follow, something these individuals find extraordinarily hard to do.
NAME: Hedima, Accursed of The Lost
Other Titles: Queen of Traps, The Lure, Beguiler, The Mad Accursed
Weapon: Mace (Discorder)
Major Domains: The Lost, Chaos, Confusion
Minor Domains: Mazes, Traps, Curiosity
Totem Animal: Toad
Holy Symbol: As one of gods of Chaos, Hedima’s holy symbol has many variations. Her most common is a pounded silver medallion with a maze either engraved or painted into it. Each of these mazes has three exits: one at the top, and two at either side, symbolizing Chaos, Confusion, and Curiosity, the three main reasons people and things become lost.
Favored Appearances:Hedima tends to walk the world as a female, though her form is easily confused for a male. Androgynous, with a sharp jawline, wide eyes, and a high forehead. She wears black trousers almost without exception, and a loose, white shirt. Her hair rests easily on her shoulders, but is sometimes worn pulled back into a ponytail to place emphasis on her jaw and forehead. In this shape, she will respond to both male and female forms of address and seems to revel in confusing and deceiving whoever addresses her.
Hedima’s Male form is the complete opposite, a definitive man, with a large barrel chest, broad shoulders, and limbs the size of tree trunks. His beard is a singular brown expanse that is the envy of many. However, he is a terrified being, scared of the smallest animal, afraid to confront those who threaten him, and dismissive of anything that isn’t immediately a threat to his person. He will also wander off at the worst time in a conversation and has been known to interrupt people just to make a nonsensical comment.
Warform: When Hedima Marches to war, its in the form of a gigantic toad. Its eyes, tongue and mount are all pure flame, while her body is riled water riddled with Ice-warts. Its legs, too, are ash and coals compressed into muscles and sinew built to propel around her massive girth. In battle, she seeks out enemy commanders and consumes them whole, hoping to sow confusion and discord among the ranks and therefore cause a rout.
Personality: Hedima is, like many of the gods of chaos, a being with many facets. Though many of her actions concern chaos and confusion, her true dedication is to the lost. This concept of lost encompasses all aspects of the term. Under her ward are those who have become lost, those who have lost their way, and even those who have lost their mind, though this can sometimes lead to conflict with Woan. Additionally, it also encompasses lost knowledge, missing bits of lore and civilizations that have ceased to be entirely. To this end, she seeks to, as befits her nature, either continue or abate that condition as she seeks fit. She is the patron of people looking for something they have lost, seeking to have something become lost, and those we are lost themselves. Though all pray to her to their own ends, they know that they are simply at her mercy. With her mercy, however, she is mercurial and volatile. Those who please her only know a short spat of bountiful attention and adoration before her attention turns else where. Likewise, she is also quick to forget past grievances and cannot hold a grudge long.
She loves tricks and traps, and enjoys seeing her quarry both elude and succumb to her deadly attention.
Teachings: With such conflicting ideals, it is hard for any solid teachings to come from Hedima. She teaches that those who are, or that which is, lost are there for a reason. Diving that reason is the province of Hedima alone, though her acolytes are encouraged to work towards assisting the lost with their purpose, whichever end that is that they see fit. They are also taught that in a straight up fight, the winner is the one who can cause the most confusion. Therefore, make the enemy come to you, through a maze of traps and tricks meant to kill, maim and disable even before the battle begins. Fighting in a forest or out on the plains, chaos is your most valuable resource.
Abode: as befits the Queen of Mazes, Hedima lives in an enormous labyrinth deep within the accursed side of the Iron Marches. Built of Lead and rusted iron, its sharp edges and lead-lined pools of water are traps in themselves. In addition to stocking The Warren with captured souls from the battles in the Iron Marches, she enjoys wandering it in person when her powers wane and she is no longer needed preparing ambushes and leading trappers in war on the plane.
Cultists: The cultists of Hedima are a confused bunch, rarely gathering together in a single group long enough to make decisions. However, there are many that operate individually throughout the world, doing what they can to sow chaos and confusion. There are some few, however, that maintain lodges and libraries in the most remote of places, seeking knowledge and people lost to both time and the world. When encoutnered or found they offer hospitable exchange of supplies and information at the cost either information of your own, or memories you hold dear. These crazy, deranged hermits are not to be messed with.
Clerical Attire/colors: Hedima’s followers tend towards clashing colors of purples, greens and pinks. Though most of the time they do not flaunt it, if you find all three colors on the same person its very likely that they follow the Mad Accursed. Those high ranking cultists of Hedima wear, as a badge of office to other followers, a broad, dyed pink, belt made of some sort of skin. The material is left to that of the creator, and it is not polite to ask what ones belt is made of.
Followers: The Followers of Hedima count among their numbers barbarians, tricksters, assassins, strategists and thieves.The worship of this particular accursed is fairly popular with Elves, though Dwarves and humans have only a passing relationship with her.
Kalboras, Accursed of Glory
Other Titles: The Lost Son, Battlemaster, The Firebrand
Weapon: Warhammer (Blackfang)
Major Domains: Glory, Triumph, Victory
Minor Domains: Champions, Conquest, Arrogance
Totem Animal: Ram
Holy Symbol: A full face view of a Ram, with heavy, broad horns curling to the side. In the center of the forehead there is a 10 pointed orange star. The Ram tends to be black, red or purple, with variations depending on locale. While it is oftentimes a simple three dimensional representation, if painted it tends to be on a dark slate-gray background
Favored Appearances: Kalboras, like all of the Accursed, tends to walk the world very rarely in aspect form. However, when he does, he generally takes the visage very similar to his Father, Takannas. He is large, burly, and covered in hair. His full, red beard and long red hair flame in the sun, as if he is on fire himself. He is muscle bound, almost to the point of fable, wearing his breastplate as armor, with nothing else to protect himself. His clothing tends to be black, red and grey, and moderately tight in order to be ready for combat at any time. When he feels the need to be represented by a woman, his choice is that of a gruff dwarven woman. She, too, has red hair, strong muscles, and wears only a breastplate. She is modest in both dress and form, with her hair generally wrapped around the top of her head in a braid.
Warform: The Warform of Kalboras is that of a great, fiery ram. Its body is purest fire, while its horns, hooves and teeth are razor sharp obsidian. The Ram can breath fire, and uses its great bulk and power to bully around others on the battlefield.
Personality: Kalboras is introspective and contemplating most of the time, but when roused to battle or brought to a cause, he is dedicated and completely absorbed by it. Son of Takannas by an unknown entity he is the eldest child of the Fire family. Arrogant to a fault, he was one of the first of the lesser gods turned by Ferosh against his fathers family, and was the first to fall in line when the Black Pact was suggested. He was completely committed and believes event to this day in the cause of the rebels and the Tyranny of the Paltonarchs
Teachings: Kalboras Teaches a simple philosophy of warfare, conflict and self confidence. He is the Patron of many warriors who have fallen on hard times, and has a very strong cult following. The main tenants of his cult teach that you must rely only on yourself, and sometimes on subordinates who have proven their worth, lest you fail in an action. Nothing is greater than completing a task, preferably during a conflict, and doing it singlehandedly for all to see. Nothing is worse than failure. Unlike many deities who look at failure as a chance to learn, Kalboras teaches that failure is, at its heart, not trying hard enough to achieve that goal. Quitting is committing the greatest sin against the cause of Kalboras, and is punishable from within the faithful by death.
Abode: Kalboras lives in a megalithic structure from before even the Demon Queen came to the Iron Marches. Called the Champions hold, it is the farthest point on which the Accursed can call the Iron Marches their territory. Made of huge blocks of nickel, with what seems to be no mortar or cement of any type, the hold stretches almost 100′ in to the sky to be the watchtower of the Accursed forces, and the bastion that the retreating forces come to receive Succor and rest.
Cultists: Different from many of the Accursed, Kalboras has few priests and clerics, and many less cultists overall. Though he reaches out to many minds that will let him explain his position, few believe or take him up on his offer. Those few that do roam the land looking for disenfranchised, down on their luck warriors to convert to the Horned Companions. They teach that their god will bring unmitigated glory, victory unending and triumph over all those who have committed wrongs against them.
Knightly Orders: The main order of knights dedicated to Kalboras is the Horned Companions, though there is also a suitable number of warriors in the Order of Victory as well. The Horned Companions are a group of covert and discreet champions who wander the land looking for causes to champion, rebels to aid, and establishments to destroy. Many of them have headed out from Killbar in recent years, looking to destabilize the government of Tyndaria and hopefully destroy it in that weakened state. The Order of Victory is the known militant arm of Kalboras’ religion, and is known to reside on an island in the middle of the sea, and is used to send soilders and champions to lost causes, hoping to aid them in turning the tide to victory, but knowing that all to often that is not the possible case.
Clerical Attire/colors: Cultists of Kalboras wear little different do make themselves known, other than their secreted away holy symbol, but many of them tend to lean towards cream or white clothing with red or maroon accents. Even this, though, has been taken by some towns to mean that a hero of the Accursed Kelboras is there to be rooted out and slain. Both the Order of Victory and the Horned companions wear unadorned Tabards, with the Order of Victory tending to Purple-Red and the Horned Companions wearing a deep earthy red.
Followers: Followers tend to be Arrogant clerics, shamed offenders, dishonored Knights and these bent on personal gain above all else. His cultists tend to be people how would lead their communities, who believe in nothing short of Victory or Death. Warriors, Monks, Bards and Sorcerers are drawn to the reverence of Kalboras as well, hoping for redemption once they die.
Kalboras: The basic concept for Kalboras was an Accursed that could have easily swapped sides at one point, but choose not to. I wanted a stubborn, callous god that give the other godes a run for their money when he gets a good mind to it.
Note: I’ve made a few changes to the layout to be more streamlined to read. I am getting a better feel as I go on with these. I’ll have to update the originals soon.
Decarin, God of Illusion
Other Titles: The Shadowed One, The Face of Spite, Dark King
Alignment: Chaotic Evil
Weapon: Morning Star (Nightbringer)
Major Domains: Darkness, Illusion
Minor Domains: Shadows, Power through Magic, Dread, Resolve
Totem Animal: Bat
Holy Symbol: Three equal sized black pearls on a strand of silver. Referred to as “The Dark Kings Eyes” by those outside of the clergy, these three pearls symbolize the priests or followers dedication to the three mantras of Decarin: Darkness, Shadows, and Power
Favored Appearances: Decarin is a wicked person who loves inflicting torment on others, and his forms belie that as well. His favored male form is that of a young man, perhaps early twenties, who dresses in black and brown leather armor. His arms are unnaturally long to the eye, but when measured reach no further than they should. He is decked out with spell pouches and bags of oozing components. his face is smiling and happy, though, jovial to the unsuspecting, with twinkling black eyes and dark, short cropped black hair. He can swing in wild moods, though, where his eyes darken and his mood grows foul, granting him a sneering scowl.
His female form is much more pleasing, that of a voluptuous woman with long, dark hair, a smiling face, and dark, smooth skin. She, too, wears black and brown leathers, and smiles seductively at those who pass her by. She’s perfectly proportioned and beautiful in nearly every way.
Warform: Decarins warform is that of a great earthen bat, impossibly flying through the air on granite wings, with blackened eyes, fangs and claws. His screech is, unlike most bats, able to be heard by other living beings, though many who hear it are ultimately destroyed.
Personality: Among the gods, there are few more reviled than Decarin, and his wife and Consort Ariannas. He is dark, he is scheming, and he is completely obsessed with taking down the Accursed. He deceives without thought, he cloaks himself, his deeds and his allies in darkness, but he is also a great leader of war. Thankfully, all of his genius and time is spend to that end, and not against his fellow paltonarchs, as that would inevitably end in bloody power struggles, underhanded schemes, and a great conflict. His hatred of the Accursed stems from the loss of not only his twin sons, Galeeba and Frelmis The respective gods of Terror and Rage, but also his only daughter, Kashua, Goddess of Dying. To this end he has been known to take the fight to the Accursed the hardest, wasting soldiers, resources and seasons to capture on hill, a small fort or even just a strip of ground. There, he will hold until his reinforcements or relief comes. While he can, and has, taken the enemy on in a pitched battle, he prefers to win through either overwhelming force or, no surprise, clever, powerful and deceitful tactics.
Teachings: The teachings of Decarin are extremely simple: The world is your to take from it what you can. You must be strong, you must not fear, and you must not be seen. Above all, others will seek to take power away from you, or, if you are seen gaining power, you will be struck down. Instead, take the power first, hold it tightly, but let others take the fall for you. There are simply to many pawns in this world for the kings and queens to worry about.
Abode: Deep under the earth of the Iron Marches is a great cavern, the immense fortress of Decarin, Resonatus. Here, the marble is black and brown, the colors more muted, and the world more of Decarins style. His fortress lies on a great underground lake of mercury, into which a river flows from the Accursed lands of the Marches. His spires reach completely to the ceiling of the 100′ tall cavern, with great, flickering shadow bridges leading between the 18 seperate towers are all sorts of angles. It is from here that he has, seven times, halted invasion fleets and landings of thousands of the Demon Queen and Accursed armies.
Clergy: Clerics of Decarin are a generally secretive lot, though they are not ones to hide themselves. They do, however, practice Illusion, and this has lead to some believing the cult is much larger than it actually is. They teach the populace how to not fear the darkness, how to embrace the knowledge of transiency, and how to overcome what fears and dreads you may already have. The clergy care for cowards and deserters, ensuring them that they are not the terrible person they think that they are, and that at least one god, perhaps Decarin, will forgive them and take them back.
Knightly Orders: While many orders devoted to gods or goddesses are out to form a name for themselves or their god, some do not. Those few devoted enough to Decarin to learn both the Illusory arts and basic combat can join the Cabal of Those who Seem to be Others.
Or the Seemers. This devoted group is dedicated to the spread of Darkness, Shadows, and Magical Power, reaping a great and terrible toll on civilization. Though many seem them as assassins, the Seemers may not be purchased but instead find those they deem worthy of death, and hunt them down, many times under the face of those that the hunted once loved.
Clerics wear simple, black tunics and shirts, with a single brown-and gray stripe down the left side of their body. Many of them wear leather armor underneath their clothes and seem to be rarely with out their signature Black Iron Morningstars. There is no grooming or structure of any sort to their outward appearance, though, as they should be seeking to enhances themselves, not be associated with a single Church.
The Seemers wear simple brown robes with a silver collar embroidered with three equidistant black eyes. They tend to carry both morning stars and staves, with neither tending to take preference over the other. Though they have a fairly consistent face that they deal with the outside world with, they are masters of illusion, and can wear anything and appear as anyone.
Followers: Decarin attracts followers from every walk of life and every race. He embraces both the dread of the world and the resolve to overcome it, but he also has his much darker side. He condones killing, violence when needed and power through power, but he prefers to do it in the dark, away from prying eyes like his.
Woan is the first Accursed, in any manner, that I am going to be detailing to any great degree, so I’ll have to first set some ground rules
The Accursed are just as powerful as the gods. They were once counted among the gods in their own rights, but had to flee to the realm of the Demon Queen after the Dark Pact in order to survive. in addition, not all the Accursed are evil. They have made a pact with a great evil, so few of them are definitively good, but it was done for what they thought was legitimate reasons. The accursed also foster cults in their name. These small cults have to be extremely secretive about their nature, as they are rooted out when discovered. The Accursed, though, tend to be more actively involved in the cult than the gods, as they have so few worshipers and agents to bring to the Iron Marches to fight on their side.
Woan, Accursed of Madness
Other Titles: He of Many Faces, Tomelord, The Dread Voice
Weapon: Twin Flail
Traditional Cultists of Woan favor a deep maroon robe with long, flowing sleeves and hoods and a mask divided into three distinct, unique sections. Each cultist chooses their own trio with which to make their mask. Once the mask is donned, that is the face of the cultist to all other cultists. Many times they are combination animal, humanoid and some form of the cultists personal creation.
Major Domains: Lost Knowledge, Madness
Minor Domains: Truth, Oracles, Suicide, Deformity
Totem Animal: Moth
Holy Symbol: Woan has no specific holy symbol, and his cults, much like each cultist, each create a unique and specific three part mask symbol to represent him.
Favored Appearances: Woan very rarely wanders the earth, instead he will make his way into lost and unclaimed libraries and temples seeking for knowledge long lost and buried. When doing this he favors a stout yet deformed dwarf, with one eye much larger than the other, a club foot and an arm that ends in a single, grasping digit. He is hairless, covered in warts and boils, and looks to have never bathed.
His female form is none better, though he favors a battle-scarred human woman missing and eye and an arm. She has bright red burns along her face and back, and walks stiffly. Her hair is long, black, and patchy where it exists and it unkempt and knotted. They both wear dirty, crusted Maroon robes.
Warform: The Warform of a moth is generally not impressive, but Woan is known to lead from his position of knowledge and surety in the rear. When forces to take warform, he is an enormous moth with crackling wings of lightning and storm clouds while ice forms the creatures face and body.
Personality: Woan is legitimately insane, and has completely embraced it. He is truthful in his answers, though often cryptic, and he never lets his oracles lie. He Is an immensely prepared general, and can assault the most dire of positions with confidence. He is beloved by the rest of the Accursed for his undying ability to tell the truth to the faces of the group, and they have learned to take his absolute word on any aspect of the war. Sadly, however, he is only vaguely aware of whats going on, and from time to time all he says is nothing more than gibberish.
Teachings: The Cultists of Woan are an honest, truthful bunch for the most part, but will slide around topics and answers with ease. While they hold the truth sacred above all others, many will bend the truth to remain hidden, as worshipers of the Accursed are in dire danger at all points in time. Woan teaches to tell the truth, and to make it available to anyone who asks, though should not be easy to decipher. The ability to cut through to the truth is an ability that all can appreciate.
Abode: When not leading troops to battle, Woan lives alone in a giant tree of blackened, Rusted Iron and Corroded bronze. Its wide, leaden leaves are the home to thousands of native birds from Lead to Iron. The inside of the trunk is carved into a great fortress, though the rooms, hallways, and stairways are always on the move like some living creature.
Cultists: Woans cults are learned, subtle affairs made up of nut jobs, oracles and sages. They tend to be small, no more than a dozen or so individuals with no contact with a greater organization or even the accursed himself sometime. They give honest, truthful answers to those few who seek them out and charge vast sums of money for the privilege of perusing their library. The Cultists themselves are a little unpredictable as well, and no two encounters manage to be alike.
Followers: Madmen, Cripples, Deformed, Knowledge Seekers, Lore hoarders, Mages, and Sorcerers.
As I move forward with each god, I’m hopefully going to do more discussion and theorizing about them. Takannas is one of the gods I have the firmest and best grasp on, but I still have questions, and I might change what goes on with each god, but I’ll make sure to keep a running tally. In addition, keep in mind that the world I am originally looking to explain the gods for is slightly colder than normal. Warforms are hard for those creatures that wouldn’t generally live in that environment or directly south of it. Of course, things like Elephant/Mammoth or Rhino/Woolly Rhino can be justified, animals that cannot live in cold environment will get a thorough looking at first.
As the gods killed each other, some of them would have happened to kill gods that don’t necessarily align with their original portfolio, and will have some strange contradictions or dichotomies. If you think of any, let me know!
I’ve also added Knightly Orders to the descriptions, as well, as in my world almost every god has one or more order dedicated directly to their teachings.
Farlorn, God of Knowledge
Rank: Minor Younger
Other Titles: Father of Writing, The Old Man, Lorekeeper
Alignment: Lawful Neutral
Weapon: Maul (The Historian)
Clerics and Priests of Farlorn tend to wear long, hooded, gray robes with voluminous sleeves and great pockets within. The robes will generally have green stripes running along the seams and trim. A holy symbol is generally not displayed predominately, as Farlorns faithful tend to be the subdued type.
The Monastic order of Khelm, or the Khelmik Monks, are the martial arm of the church. They Wear loose-fitting grey clothing, with bands of green showing their dedication and training. They wield both the immense Mauls and can attack with their bodies, and tend to be completely shorn, like their patron
Major Domains: Knowledge, Learning, Writing, Magical Information
Minor Domains: Clarity of Mind, Knowledge over Power, Commitment, Dedication, Logic
Totem Animal: Crow: The Crow is wise and smart, depending on the flock for survival while also innovating and remembering deeds, both good and Ill
Holy Symbol: An Open book with a bookmark in the center. On the bookmark is written Victory, while on the left page is written Knowledge, and on the right is Understanding
Favored Appearances: Farlorn is one of the great wanderers of the material plane through one of his aspects. He is known to have two or even three of them on the material hunting information and gathering lost bits of knowledge. His male favored form is a small but sturdy, though not dwarfish, individual wearing a green toga and a gray belt. He is hairless and smiles both disarmingly and widely and carries himself with a regal bearing.
The favored female form is that of an ageless elf, tall and regal, with the same wide smile and quick wit. This form tends towards long, conservative green dresses, using a gray ribbon to tie back her long black hair. She is neither beautiful nor ugly, and tends to pass unnoticed until she wishes you to see her.
Warform: Though rarely personally involved, the Warform of Farlorn is an immense crow of mist and steam. Its beak and claws are of pure ice as well as the razor sharp tips of his wings. He can, and will, fight, but prefers to lead Nera’s troops to battle as a general and a leader
Personality: Farlorn is generally stoic, measured, and polite. He listens to those around him, and speaks only after having thought over all the possible angles and ideas that he has been exposed to. He is a consummate tactician and historian, and studies war constantly looking for the edge with which to defeat the Accursed and return to his desired studies of creation, the world, and its people. While he can seem dour and direct, he is simply speaking form the vast wealth of knowledge he has accumulated.
Teachings: Farlorn teaches that the quickest way to a solution is often not only the wrong one, but the most damaging outcome as well. Instead, one should search for the correct answer throughout their life experiences and what they have learned from others. Inaction, however, is also a damaging decision. When given no way out, Try and make a logical assumption based on the information at hand. He also teaches about the preservation and accumulation of knowledge, the value of both learning and teaching. Finally, writing down information is the most sacred and valuable task that can be given or accomplished, and each written letter is proof of your dedication.
Clergy: The Clergy of Farlorn tend to run schools and academies for both Magical and sectarian studies, teaching that reliance on one’s self for judgment and decision making is the way to hubris and folly. One can only come to the correct conclusion through study, reflection and application of Logic
Knightly Orders: There is but a single order dedicated to Farlorn, and it’s the Khelmick monks. Founded by the late Chosen of Farlorn, Khelm, this monastic order is dedicated to the defense of the sacred texts, sites and schools of Farlorn. Thought they generally act only as guards, they are required to study an equal amount to their martial training every day. In addition to being trained and having studied almost every martial and weapon technique that they have record of, they have been imparted the knowledge of how to turn your body into a weapon when all else fails. Many warlords, kings and sorcerers have looked to plunder the wealth of the undefended Farlorn Temples only to learn to late that some of the studious individuals within are also the most deadly.
Followers: The Followers of Farlorn tend to be librarians, mages, tacticians, dwarves, and scholars, but he can also count among his faithful warrior-philosophers, bards, students and teachers.
Concept of the God
The concept of this god is to be a more active god of knowledge. He is meant not to be like Vecna, the god of secrets, or a god of learning and study, but a god that makes informed or logic based decisions. He encourages study, but not paralysis in the face of danger. Most often the knowledge gods are boring or uneventful, but like all the gods I have, I wanted this one to be capable and meaningful in combat and in standard life.
Thanks for bearing with my absence! Though it was longer than I thought, NOVA was a ton harder on me than I’d anticipated. It was an amazing time, and I’ll talk about it tomorrow, but I really needed a day of recovery, which meant that I wasn’t going to be writing last night for any reason. Instead, I’ll get it going today, and move to on to the Godswar and general Cosmology, because they are connected together.
After the creation of the earth, the death of Sae-Oon, and the birth of the Demon Queen, the cosmology was set. There was the earth, Kasan, the body of Sae-Oon covered in the four elements. Around it orbited the four elemental planes, the pools of pure elements that the gods had saved for themselves from the coalescence. Between each of these, surrounding each individual plane in a dark mockery of itself, is the plane of Shadow. Each of the four gods built palaces on the newly formed world, as they could not survive in each others planar homes. The orbits of the elemental planes caused the seasons to emerge on Kasan, which caused curious events to arise. Rain fell onto the earth, and with it came the god of rain. Grass, trees and other plants arose, and with them as well, came gods. What Sae-Oons death had brought was the gift of primal essence. Each new event, each new creation brought with it its own god or goddess. Kasan was to be populated with his children. Thousands of gods were born in those years, and made their homes on Kasan as well. There were gods for each color, and for every animal, though none of the animals were sentient yet: That was a gift only for the gods. There were gods for every thought process, concepts place. Their numbers were as grains of sand upon a shore. While these spontaneous gods were many, there were also the birthed gods, the sons and daughters of passion among the gods themselves. These gods were granted domains upon their birth, and were generally powerful, wide domains under which several other gods fell. Marija, for example, was given the wilderness, and Gestril weather and storms.
The gods also had needs that must be met. Castles must be built and food must be served and palaces cleaned. While gods are powerful, their power was based on the quantity and abundance of their domain. The god of green was extremely powerful, while the god of exotic birds was quite weak, but they all had tasks they could not accomplish by themselves, and most were to vain to get their hands dirty with these simple tasks. To this end, they pooled their considerable powers and created, for the first time, a being. Perfectly suited to the tasks they needed, they created Humans. Short life spans, strong backs and a rabid desire to reproduce, they became the perfect servants.
But even this was not enough to quell the growing resentment in the younger gods, especially those created inadvertently from the creation of humans. The god of ambition, Ferosh, was the first to speak out against the greater gods, and Siaron, the god of invention, was the first to be seduced by his words. It was not long before they had gathered a great host, and in an incident of violence unparalleled prior to this time, ambushed and murdered several gods in their homes. There were two consequences of this horrific event. The first, and intended consequence, was the sparking off of war between the gods. The second was completely unknown and unexpected: The death of a god bestowed upon its killer the domain and powers associated with the now-dead god. This was revolutionary and escalated the conflict swifter than anyone had expected.
The war, however, drug on. Gods killed each other, and gained powers doing it, until it seemed that each side was unassailable to the other. There seemed to be no end in sight, and no solution. The Rebel gods – who by now had recruited to their side a number of elder gods, though none of the Primal – were the first to arm their attendants, the races of the world, with powerful godslaying weapons and march them to war alongside the gods themselves against their stronger and more plentiful opponents. The Primal gods responded in kind, and soon the struggle reached even greater heights, with millions and millions of lives being spent attacking and slaying single gods on both sides.
Even this, though, was not enough to turn the tide. One god, though which one has been lost to time, looked at his armies and thought that they could be even greater. He granted them great strength and size, and martial prowess to kill a hundred human servants, and created giants. Soon, his idea was taken farther and farther, granting scales and teeth to make lizardmen; wings and elemental breath for dragons; stout fearlessness for dwarves and wild, ferocious abandon for Orcs. The world became populated with living weapons off all sorts created for all sorts of specific purposes.
This was enough to turn the favor of war towards the rebel gods, and they pushed forward, slaying hundreds of gods, and getting even more killed from their own side. The brutality was unhindered in every way, and the armies destroyed great swaths of Kasan in their quest to rid the world of their hated oppressors. The rebels finally trapped the Primal gods and their most trusted friends and allies in the Fortress of the Dawn, the sun gods own palace at the edge of the world. Here, the rebels were unable to enter the fortress. It was as old as the Primal gods and as strong as their combined might. Here, truly, the war ground to a halt.
Some of the rebels wanted to end the war, leave the Primal gods holed up in their fotress, sealed off from the rest of the world, but the leaders of the rebels were not content to have almost the entire world to themselves, instead they wanted to eradicate the Primal gods from existence. And Ferosh, now the god of Ambition, Deception and Trickery, thought he knew the way. He had contacted the Demon Queen out in the Plane of Shadow and she had convinced him that she could give them all powers unmatched by the Primal gods, and could enable their victory. He shared his plan with a select few, and contact was initiated. No one knows what the powers that were granted to the rebel leaders was specifically, but it had a cost, one that the rebels agreed to for generations unto eternity – any soul not claimed by a god was to be given to the Demon Queen a night and a day after their death. Their bodies, as well, belonged to her.
Now, with the power of the Demon Queen and the Black Pact made, they prepared for the final assault against the Primal gods. What had happened, though, was spread among the Rebel gods, and very few were pleased at the turn of events, and especially with the concession and signing of the Black Pact. In an event that Ferosh and the others had blindly ignored could happen, many of the Rebel gods rebelled once again, attacking the group that would forever more be called Accursed. The Primal gods saw the chaos in the camp around the Fortress of Dawn, and sortied out into the rebel camp, and with the assistance of their newly allied gods, pushed the rebels out.
When the Primal gods were told what had happened, and of the Black Pact, they sent a party out to find the Demon Queen, while others created a great prison for here where she would be unable to aid the rebels. She was swiftly hunted down, though being the child of both the Proginetors, was unable to be destroyed and was cast into the prison created for her: The Iron Marches. Shortly thereafter, as the Accursed were being hunted down, they managed to feel the pull of the Iron Marches and they escaped the wrath of the Primal Gods by fleeing there as well, leaving their armies of hundreds of millions behind, abandoned in their hour of greatest need. The Primal gods knew there was no choice, now, and followed the Accursed into the Iron Marches, where even today the war still rages on. The accursed are assisted by the Legions of the Demon Queen in defending against, and occasionally attacking, the Primal gods.
What had made the prison so enticing was now the cause for eternal struggle, as very few of the beings created on Kasan could transition to the Iron Marches. Many would have their souls torn apart in the attempt, and others would simply vanish from reality. However, each side could recover their great champions and their hallowed dead from the realm of mortality to the iron marches, though they would only slowly regain their memories and skills. It is through this capacity that the Godswar is still fought with massive armies of soldiers lead by gods in their Warforms and the greatest champions of the ages.
I know this isn’t as complete, and doesn’t contain the cosmology, but this took way longer than I thought. Next week, I promise, we’ll get Cosmology! Also remember: This is meant to be a discussion, please comment and let me know what you think, and if you have any ideas, though don’t be insulted if I don’t use them!