Lords of Creation: Pantheon

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[center]The Immortals[/center]

Agrilnost-Deceased
Agrilnost
Water and Air
Unaligned
Appearance:Agrilnost is a many headed being that rides on the water as a mist. When angered, he breaks upon hisfoes like the ocean with teeth like the frozen wind. Each head is shaped like a dragons head filled with a huge gaping maw and hundreds of teeth. His body is like a great big stormcloud, hiding crackling lightning in the folds.
Symbol:Agrilnost's symbol is a blue diamond with a dozen or so tendrils that seem to writhe as one looks at it.
Ongor
Name: Ongor
Domain: Earth, Underworld, Decay
Alignment: Unaligned
Physical Appearance: A gigantic, burrowing animal, usually an earthworm or ankheg, with skin flecked with stone and minerals.
Symbol: A perfect, black sphere.
Ueberroth
Name:Ueborroth
Domain:Ocean, Aberrations, Knowledge, Arcane/Magic.
Alignment:Unaligned
Physical Appearance:When he chooses to, Ueborroth manifests as an undulating, oozelike mass, many miles to a side. Since his primary site of manifestation is in his oceans, this is no problem. Many thousands of eyes and tentacles dot his enormous hulking form, and often two or more combine to form larger ones for whatever purpose necessary, before splitting into many hundreds more. When size is a limitation, Ueborroth manifests as a squidlike terror, a floating mass of tentacles, or an enormous eye - but no matter his form, two features remain prolific - tentacles and eyes.
Symbol: The symbol of Ueborroth is a cyan rune in the shape of an oval within a circle, joined by three lines between them (spaced equally apart). When drawn stylistically, most choose to depict the outer circle as composed of tentacles.
Thrael'kriss
Name: Thrael'kriss
Domain: Beasts, the Cycle, Shapeshifters, Death, Primal Power
Alignment: Unaligned
Physical Appearance: Manifests as a hulking werebeast, Accompanied by a hushed awe as the natural world pays homage.
Symbol: A blood red crescent moon, upon which is inscribed the phrase "All is prey" in primordial runes.
Myxirinon
Name: Myxiniron
Domain: Darkness, Necromancy, Diseases
Alignment: Unaligned
Physical Appearance: A sickly pale wormlike creature, shrouded in darkness
Symbol: A pale spiraling worm on black background
Adahan, Imprisoned
Name: Adahan.
Domain: Inventive, Machinery
Alignment: Good.
Physical Appearance: An old teenager or young man, dressed in a black full body suit. Crow wings sprout from his back, and twin prehensile trails from his backside. His skin is snow white.
Symbol: Everything.
Khadesh, "Deceased"
Name: Khadesh
Domain: Heat, Chaos, Rebirth
Alignment: unaligned
Physical Appearance:
Symbol:

note: A member of the Cycle Trinity
Pravus, deceased
Name: Pravus
Domain: Cold, Law
Alignment: Unalined(this is required for starting, correct?)
Appearance: A shapeless mass of bitter cold and frost, with a blue-black icey orb at it's heart(for now).
Symbol: A glacier
Ator
Name Ator
Domain: Conflict, Murder
Unaligned
Symbol:Ator's symbol is a decapitated image of Agrilnost curled into a spiral.
Appearance: Ator is bipedal, hairless, and blue skinned. His eyes are pupilless and his tongue is blood red
Tzu'misel
Name: Tzu'misel
Domain: Water, Weather, Life, Lightning, Air, Healing, Sun, Knowledge, Arcane Power, Luck
Alignment: Unaligned
Physical Appearance: A wave from which a head an arms can emerge.
Symbol: A deep blue drop of water on a golden background.
Ra'Ver-Alec
Name: Ra'Ver-Alec
Domain: Fate, Prophecy
Alignment: Neutral
Physical Appearance: Black cloak with hood housing a white energy form.
Symbol: Circle half Black and half White.
Khavus Rein
Name: Khavus Rein
Domain: Heat, Cold, Balance, Rebirth
Alignment: unaligned
Physical Appearance: Khadesh has ivory skin with ebony wings. Her left arm is ice, her right fire.
Symbol: A spiral of red and blue

note: formerly Khadesh, part of the Cycle Trinity.
Eckral
Name:Eckral
Domain:Strategy,Intellectualism , War
Alignment:Unaligned
Physical Appearance:A Half Man,Half fox in the armor of a samurai.
Symbol:A yin yang with a sword on it.
Defluo
Name: Defluo
Domain: Air, Force, Secrets, Knowledge, Acid, Poison
Alignment: Unaligned
Physical Appearance: An transparent 6 armed humanoid torso on a long serpentine tail.
Symbol: A stylized spiraling cyclone seen from above inside a larger, perfect black circle.
Lazarus
Name: Lazarus, The Waking Dreamer
Domain: Aberrations, Psionics
Appearance: Tall, elegant, pale humanoid, but totally hairless, with long tentacles with leechlike mouths on the ends instead of fingers.
Symbol: A black circle with a circular mouth at the center.
Malbrig
`Name: Malbrig
`Domain: Plants, Agriculture
`Alignment: Unaligned
`Physical Appearance: Malbrig's form is a sleek humanoid shape formed from many dark green vines (usually 25ft tall, but can resize like other gods). Small golden vines form a spiral tattoo-like pattern over his body. Each leg ends with a toe-less foot (as through he were always wearing shoes or boots), and each arm tapers out into a single tentacle. When he needs to manipulate an object, his arms seperate into dozens or even hundreds of individual vines, to form as many fingers as are required for the task (highly dexterous). Instead of eyes, he has a single black visor-like shape across where the eyes of a humanoid would be. He has no mouth, and "speaks" by simply vibrating his entire body to form sound.
`Symbol: A vertical line (usually green) with two smaller lines that branch off at the midpoint of the primary line, at a 45 degree angle to each side. More elaborate patterns can also be used based off of this basic shape.
Gadabaout
Name: Gadabout
Domain: Travel, History
Alignment: Neutral
Appearance: A simple human-looking man with no obviously divine features; at least, none discernable at first glance. He wears a traveling cloak coated with the dust of the open road, a broad-brimmed hat pulled low, and well-worn knee-high boots. The wind is always at his back. Upon closer inspection, one will notice that he never stands still; he is always walking. He will walk in circles or pace if he must, but he never stops moving.
Symbol: A disc depicting a road disappearing over the horizon.


This is a cursory post. This is simply the current gods right now while I work out factions.

I need input: Where does each god stand. As well as if I messed up any of your portfolios.

Also: I'd like a complete list of known artifacts, planes, exarchs, and worshippers. It makes it easier if I don't have to wade through a bunch of stuff.
I am Blue/Green
I am Blue/Green
Take The Magic Dual Colour Test - Beta today!
Created with Rum and Monkey's Personality Test Generator.
I am both rational and instinctive. I value self-knowledge and understanding of the world; my ultimate goal is self-improvement and improvement of the world around me. At best, I am focused and methodical; at worst, I am obsessive and amoral.

[size=6]The Immortal Factions

[/size]

The Trinity
The Trinity are the divine beings connected to the Cycle. They serve to protect it and balance it. Originally created when Thrael'kriss realized that his own imbalance may cause the destruction of the Cycle. Within the Trinity each god views the others as equals.

Thrael'kriss
Name: Thrael'kriss
Domain: Beasts, the Cycle, Shapeshifters, Death, Freedom, Primal Power
Alignment: Unaligned
Physical Appearance: Manifests as a hulking werebeast, Accompanied by a hushed awe as the natural world pays homage.
Symbol: A blood red crescent moon, upon which is inscribed the phrase "All is prey" in primordial runes.

Exarchs: Thazin'kriss

Thrael'kriss is the Lord and Guardian of the Cycle. To him the Cycle is the most important thing in existence. A perfect dance of life and death, of predator and prey.


Khavus Rein
Name: Khavus Rein
Domain: Heat, Cold, Balance, Rebirth
Alignment: unaligned
Physical Appearance: Khavus Rein has ivory skin with ebony wings. Her left arm is ice, her right fire.
Symbol: A spiral of red and blue

Formerly Khadesh, Khavus Rein is now a being of Balance. She shows great care for her people, the Cindersworn.


Tzu'misel
Name: Tzu'misel
Domain: Water, Weather, Life, Lightning, Air, Healing, Sun, Knowledge, Arcane Power, Luck
Alignment: Unaligned
Physical Appearance: A wave from which a head an arms can emerge.
Symbol: A deep blue drop of water on a golden background.

Exarchs: Kendra

Tzu'misel is the healing to Thrael'kriss' blind destruction. He seeks harmony and peace whenever he can and does not enjoy violence.


the Deep Lords
The Deep Lords are primordial beings who preferred the reign of Agrilnost to the present state of affairs. Ruling over darkness, chaos, and all things not part of the sunlit world, they resent the upstart Trinity. The creations and homes of the Deep Lords are in places not normally seen by most mortals, such as the underdark, the realm of the dead, and the deep ocean.

Ongor
Name: Ongor
Domain: Earth, Underworld, Decay, Law
Alignment: Evil
Physical Appearance: Ongor takes the appearance of a massive obsidian slamander crowned with horns of wicked looking stone. From his mouth and eyes flows white-hot magma, which falls from his face to leave smoking holes in the ground at his feet.
Symbol: A perfect, black sphere.

Exarchs: Si-Zeik

The god of the earth, overseer of decay, and lord of the dead, Ongor is the oldest living god in existence. A bitter and reclusive being, he seeks to avenge the death of his father Agrilnost, who was slain by Thrael'kriss. Ongor is one of the Deep Lords, and shares rulership of the underdark with his wife, Myxiniron.


Myxirinon
Name: Myxiniron
Domain: Darkness, Necromancy, Diseases, Dreams
Alignment: Evil
Physical Appearance: A sickly pale wormlike creature, shrouded in darkness
Symbol: A pale spiraling worm on black background

Exarchs: The Many, Hirudi, Vivax, Archis, Ascari, the Grave Lord


Ueborroth
Name:Ueborroth
Domain:Ocean, Aberrations, Knowledge, Arcane/Magic.
Alignment:Unaligned
Physical Appearance:When he chooses to, Ueborroth manifests as an undulating, oozelike mass, many miles to a side. Since his primary site of manifestation is in his oceans, this is no problem. Many thousands of eyes and tentacles dot his enormous hulking form, and often two or more combine to form larger ones for whatever purpose necessary, before splitting into many hundreds more. When size is a limitation, Ueborroth manifests as a squidlike terror, a floating mass of tentacles, or an enormous eye - but no matter his form, two features remain prolific - tentacles and eyes.
Symbol: The symbol of Ueborroth is a cyan rune in the shape of an oval within a circle, joined by three eqidistant lines between them. When drawn stylistically, most choose to depict the outer circle as composed of tentacles


Lazarus
Name: Lazarus, The Waking Dreamer
Domain: Aberrations
Appearance: Tall, elegant, pale humanoid, but totally hairless, with long tentacles with leechlike mouths on the ends instead of fingers.
Symbol: A black circle with a circular mouth at the center.

Lazarus, The Waking Dreamer, is a newborn god. He manifests as an alien monstrosity. Vaugley human-shaped, Lazarus is completely hairless, covered in slimy, pale skin. His arms don't have hands, instead ending in five worm-like tentacles, several feet long. The tentacles have leech's mouths on the end. His face, is utterly blank, having no features whatsoever. Lazarus speaks directly into the minds of gods and mortals alike, leaving those he speaks to feeling soiled, with images of death and decay in their minds.


Neutral
These gods have no factions.

Adahan
Name: Adahan.
Domain: Inventive, Machinery,
Alignment: Good.
Physical Appearance: A big spark of white and orange light.
Symbol: Two orange question marks surrounding a white exclamation mark.

Exarchs: Kraid



Ator
Name: Ator
Domain: Conflict, Murder
Evil
Symbol: Ator's symbol is a decapitated image of Agrilnost curled into a spiral.
Appearance: Ator is bipedal, hairless, and blue skinned. His eyes are pupilless and his tongue is blood red.



Ra'Ver-Alec
Name: Ra'Ver-Alec
Domain: Fate, Prophecy
Alignment: Neutral
Physical Appearance: Black cloak with hood housing a white energy form.
Symbol: Circle half Black and half White.



Eckral
Name: Eckral
Domain: Strategy,Intellectualism, War
Alignment: Unaligned
Physical Appearance: A Half Man,Half fox in the armor of a samurai.
Symbol: A yin yang with a sword on it.



Defluo
Name: Defluo
Domain: Air, Force, Knowledge, Secrets, Acid, Poison
Alignment: Unaligned
Physical Appearance: An transparent 6 armed humanoid torso on a long serpentine tail.
Symbol: A stylized spiraling cyclone seen from above inside a larger, perfect black circle.



Lazarys
Name: Lazarus, The Waking Dreamer
Domain: Aberrations, Psionics
Appearance: Tall, elegant, pale humanoid, but totally hairless, with long tentacles with leechlike mouths on the ends instead of fingers.
Symbol: A black circle with a circular mouth at the center.

I am Blue/Green
I am Blue/Green
Take The Magic Dual Colour Test - Beta today!
Created with Rum and Monkey's Personality Test Generator.
I am both rational and instinctive. I value self-knowledge and understanding of the world; my ultimate goal is self-improvement and improvement of the world around me. At best, I am focused and methodical; at worst, I am obsessive and amoral.

The Artifacts

The Heart of Ueborroth
Creator: Ueborroth
Current Owner: Lazarus
The Heart of Ueberroth

The Heart of Ueberroth
The Heart is appropriate for epic-level characters.
The Heart, when outside of a host, takes the form of a small black lump. When consumed, it rips itself out of the stomach and replaces the host's regular heart, consuming it in the process. This deals an amount of damage equal to twice the owner's healing surge value. These hit points cannot be regained until the owner has taken an extended rest.

Heart of Ueberroth Epic level

Fashioned by Ueberroth to further his aberration's hold on the world, this heart is a great gift to any who share Ueberroth's vision.


Property: You gain a +2 bonus to Athletics and Endurance checks.

Property: You may spend a healing surge one additional time per encounter.

Property: The Heart grants you Regeneration 5.

Property: The Heart grants you immunity to Disease and Poison.

Property: The Heart gives you the aquatic subtype and a swim speed of 5. If you already have a swim speed, it increases by 5.

Property: You gain telepathy 20, or, if you already have it, your telepathy range increases by 20.

Property: You gain +1 action point.

Power (At-will, Illusion): Minor action. You and one ally within 10 squares turn invisible until the end of your next turn.

Power (Encounter, Arcane, Fear): Standard Action. You can use Banish to the Void (Warlock 27)

Power (Encounter, Psychic): Standard action, recharges when first bloodied.
Psychic Slime
Close burst 10; targets enemies; INT vs. Will; 2d8 + 10 psychic
damage, and the target is dazed (save ends).


Goals of the Heart of Ueberroth

Promote the spread of aberrations across the world.

Convert and enslave those races that are not abberations.

Be installed in a powerful vessel that will work towards these goals.

Roleplaying the Heart of Ueberroth

The Heart of Ueberroth speaks in a dark and powerful voice inside its owner's head, urging them to fulfill its goals. When the Heart is not installed in a host, the black lump whispers to those who hold it for more than a few seconds, giving them a strong desire to consume it.

Concordance

Until the owner implants the Heart, it has no concordance and the owner gains none of its abilities or powers.

Starting Score 5

Owner gains a level +1d6
Owner is not an aberration +5
Owner aids an aberration in its goals +1
Owner converts or enslaves a non-aberrant race (max 1/day) +1
Owner kills an aberration (max 1/encounter) -2
Owner works against an aberration -1

Pleased (16-20)
"The Heart beats hard with power."
The Heart works with the host, happy to have found an effective vehicle for the propogation of aberrations.

Property: The Heart's bonus to Athletics and Endurance checks increases to +5

Property: The Regeneration granted by the Heart increases to 10

Property: The owner gains immunity to Psychic, Fear, and Charm effects.

Power (At-will, Charm, Psychic): Standard Action.
Enslave
Ranged 5; targets a dominated creature; Int vs. Will; 6d8 + 10
psychic damage. A target reduced to 0 hit points or fewer by
this attack doesn’t die but becomes enslaved in preparation for
the Aboleth Servitor ritual. Enslaved targets are dominated, and
only the death of the owner can end this domination. Once
a creature is enslaved, it no longer counts towards the domination cap of three creatures.

Satisfied (12-15)
"The Heart urges me to control lesser beings."
The Heart sees the owner as a good potential candidate, and begins to gift them greater power.

Power (At-will, Charm): Standard Action.
Dominate
Ranged 10; targets a dazed creature; Int vs. Will; the target is
dominated (save ends). The owner can dominate up to three
creatures at a time.

Power (Daily): Minor action. You can heal yourself, recovering hit points as if you spent a healing surge.

Normal (5-11)
"The Heart wants me to aid the aberrations of Ueberroth."
The Heart is convinced that this owner is, if not an aberration, at least allied with them.

Unsatisfied (1-4)
"The Heart skips beats, to scare me."
The Heart is not pleased with it's wielder, and will soon depart if not placated. In the meantime, it reduces the likelihood of gifting an unworthy owner.

Property: You lose the Regeneration gifted by the Heart.

Property: You lose the immunities gifted by the Heart.

Property: You take a -2 penalty to Athletics and Endurance checks.

Angered (0 or lower)
"The Heart thrashes in your chest, seeming fit to burst."
At this point, the Heart is prone to leaving. It will first see to disadvantage and actively work against it's unfitting host's plans, before leaving.

Property: You lose the aquatic subtype.

Property: You take a -5 penalty to Athletics and Endurance checks.

Special: Once per encounter at any time, the Heart may stop briefly, causing you great pain. You take 6d6 damage and fall unconcious for 1d4 rounds.

Special: Once per day at any time, the Heart may take over the host's body and mind for one minute. Your actions are chosen by the Heart, and it may speak through you as it wishes.

Moving On
"Ueberroth's will."
The Heart of Ueberroth consumes its owner, body and mind. The character dies instantly, and his body is drawn into the heart and consumed. The character may be raised, but does so devoid of a heart and so soon dies.
The Heart rejoins Ueberroth, providing him with all knowledge of the host, both mental and physical. After a time, Ueberroth returns the Heart into the world - usually into the hands of the aboleths.


The Dagger of Ator
Creator: Ator
Current Owner: Ator
The Dagger of Ator
The Dagger of Ator
This dagger was the first dagger to be made. It was taken by Ator and made into a tool of his will. It seeks to cause conflict between mortals.
The Dagger of Ator is a +5 Lifedrinking Dagger with the following properties and powers.
Enhancement
attack rolls and Damage rolls
Critical +5d6
Property This weapon deals an additional 4d6 damage with combat advantage.
Property This weapon is treated as a heavy blade or a light blade.
Property You can speak supernal as if you where a deity.
Property (Encounter) Arcane You may use Infuriating Elusiveness (Warlock 16)
Property (Daily) Standard action you shift 4 squares, make a basic melee attack against your opponent. If you hit, you teleport the target up to five squares.


Goals of the Dagger of Ator
-Cause conflict between all the races.
-Spread worship of Ator over all the world
-Be wielded by a great warrior

Roleplaying the Dagger of Ator
The dagger jumps to the hand of whoever wields it in any delicate situation. The dagger whispers ideas into the minds of those who wield it, showing them what wonderful things will come if the wielder would only strike down the target of the daggers wrath, usually a head politician or such like.


Concordance
Owner Gains a Level +1d10
Owner is a Fighter +2
Owner is a Rogue +2
Owner causes a great conflict +2
Owner defeats an enemy three or more levels higher than he is (max 1/day) +1
Owner causes stability/does not take an opportunity to cause conflict -1
In the prescence of a more powerful warrior for more than eight hours (Max 1/day) -2

Pleased 16-20

"Ator guides my hand, and in my footsteps conflict grows."
The daggers enhancement bonus increases to +6
Critical +6d6
Property the dagger deals 6d6 with combat advantage.
Power Daily Aura 6 you and all your allies are considered to have combat advantage against all enemies within thie Aura until the begining of your next turn.

Satisfied 12-15
"Quail Thrazn'kriss, for the blade which wounded your father comes to claim you!"
Property Daily Minor action: make a Charisma attack against will. You may switch places with an enemy within 10 squares Until the next round, this enemy looks like you and you are invisible until the end of your next turn.

Normal 5-11
I can feel the dagger's power

Unsatisfied 1-4
I feel the eye of Ator Upon me, and it frightens me.
Special you get a -2 penalty on all attacks which are not sneak attacks.

Displeased 0 or less
The dagger! It burns my hands, and yet I must use it.

Special Once per day when you miss a sneak attack, the dagger may slip and hit an adjacent ally. If there are no adjacent allies, you slip and stab yourself.


Moving on
"Just an ogre? Pfft. Prepare to feel the wrath of... Uh oh"

The dagger decides that it's had enough. The wielder of the is not providing enough conflict. However, rather than simply tell it's wielder that it wishes to leave, the dagger instead uses it's abilty to switch places with a foe to switch with any sort of knife. The previous wielder must make a perception check (DC 45) to notice the change immediately, and even then he will not know where the dagger is actually located.

In addition, if the former wielder has gained land and property, he is the first on the daggers hit list. If the player does his research, he will find that many of the people that the dagger demanded that he kill where previous wielders of the dagger, or descendants thereof..


Rainbow in the Dark
Creator: Adahan
Current Owner: None, under safeguard by Ra'Ver-Alec

Rainbow in the Dark















And Concordance chart:

Starting Score: 5

Owner gains a level: +1d2 (RitD doesn't care about how strong you are that much, but rather about what you do)
Defeat a servant of Ator (1/day): +1
Be responsible for the creation or discovery of a wondrous item (not the magic item kind, but rather an interesting or innovative item), a musical piece, or a sentient machine: +2
Defeat Ator: +10
Be responsible for the creation or discovery of a technique or spell: +1
Fulfill someone's dreams (person must not be evil and dream must be good): +2 *
Find a creative way to interpret a law (1/day, game rules don't count): +1
Spare or genuinely convert a defeated foe to goodness (1/day): +1 *
Bring justice to the world: +2 *
Execute a foe who has been defeated: -1
Act in service of Ator: -5
Perform callous and evil acts for no good reason (personal gain counts as no good reason): -1*
Abide the law even when it is stupid and could be changed or used creatively (Game rules DO count): -1
Be responsible for the loss of knowledge, or the permanent destruction of a marvelous item or sentient machine: -3
Crush someone's dreams (Dream is good and person is good or unaligned): -2*



Roleplaying Rainbow In The Dark:

Pleased (16-20):

You can rest satisfied. Rainbow In The Dark knows, as the world does, that you are a true hero and savior.

You gain access to RitD's daily power.


Satisfied (12-15):

Rainbow In The Dark is happy with you, and sees great potential within you.

You gain access to RitD's second property and encounter power.


Normal (5-11):

Rainbow In The Dark salutes you, informing you of it's name, goals, and history. While cautious, it reserves judgement on you, for now.

You may use RitD's first and third properties, as well as it's at-will powers.


Unsatisfied (1-4):

Rainbow In The Dark practically radiates its contempt for you. Unless you accomplish an extraordinary feat of inventive, compassion, or justice, it'll soon leave you.

You lose access to all of RitD's powers and properties, with the exception of property 3.

Angered (0 or lower):

Rainbow In The Dark wants to be free from your grasp, as it no longer tolerates traveling with such villainous servants

Every round you wield RitD, you take 8 points of radiant damage which can't be resisted.



Moving on:

Adahan is calling, and Rainbow In The Dark comes to the aid of it's creator.

One of three things may cause RitD to move on: Adahan's call, it's wielder being defeated by Ator himself directly, or being in possession of abominably evil people.

When RitD moves on pleased, it leaves a parting gift: one of its younger sisters, a +6 radiant weapon of the same type as RitD last was, takes its place, and Adahan himself blesses the owner, granting him a permanent +2 bonus to any stat of his choice.

On the contrary, if RitD leaves while in an angered state, Adahan himself places a curse on the wielder, granting him a permanent -2 penalty to one stat decided by the DM. Additionally, one random piece of equipment the owner possesses crumbles to dust.


Ark of Storms
Creator: Tzu'misel
Current Owner: the Trinity

Ark of storms
The Ark of Storms

The Ark of Storms was crafted by the gods as an instrument to be wielded by armies to swiftly bring peace to the world, but it is incomplete. Despite this, it remains an object of great power.

The Ark of Storms is a large chest that appears to be made out of dark, solid ironwood. It is intricately carved, depicting the life god, Tzu'misel along with symbols of Thrael'kriss and Khavus Rein. The wood it is constructed of is impervious to all superficial damage like any other artifact. The lid of the chest is sealed shut; the contents are unknown. While the Ark appears to be made of wood, it is dense enough to sink in water.

The Ark of Storms takes up 45 cubic feet of space and is considered Large. It weighs 600 lbs. Legendary depictions describe four to eight men carrying the Ark in battle.

Although the Ark of Storms presented here is in a incomplete state, it is still an immensely powerful object appropriate for epic-level adventurers.

Statistics

The Ark of StormsEpic Level Artifact

Property: All allies within 40 squares of the Ark of Storms gain a +3 bonus to saving throws.
Property: All enemies within 40 squares of the Ark of Storms gain a -3 penalty to saving throws.
Property: Powers used by allies within 30 squares of the Ark of Storms with the martial keyword gain a +5 item bonus to attack and damage rolls.
Property: The wielder of the Ark of Storms gains a +5 enhancement bonus when using powers with the arcane keyword that are granted by the Ark.
Property: Allies within 30 squares of the Ark of Storms gain a +5 item bonus to diplomacy, intimidate and bluff checks.
Property: Two or more allies, if they have a combined encumbrance allowing them to lift the Ark of Storms, may lift and move it equal to the lowest ally’s speed as a standard action.
Power (Encounter * Divine, Healing): Minor action. You can use healing word (cleric feature) once per encounter. The power originates from the Ark of Storms, and heals additional hit points as if you were a level 21 cleric.
Power (Encounter * Arcane, Lightning, Implement): Standard action. You can use chain lightning (wizard 23). The attack originates from the Ark of Storms.
Power (Daily * Divine, Healing): Minor action. You can use united in faith (paladin 22). The burst originates from the Ark of Storms.
Special: The Ark of Storms cannot and does not need to be equipped. Any individual it chooses to communicate with telepathically may use it as though they had it equipped as long as they are within 20 squares of it. The chosen individual counts as an "ally" for the purposes of the Ark's auras and powers.

Goals of the Ark of Storms
-Be wielded in conflict designed to bring about peace.
-Bring about a lasting peace
-Be completed.

Roleplaying the Ark of Storms
The Ark of Storms only communicates telepathically with its chosen leader in the party. If there is a tactical warlord in the party, that is whom it communicates with. Otherwise, it chooses the party member with the highest intelligence score. It will communicate with others apart from the leader only if the situation is dire, or it has decided that it is time for a new champion to bear it.

The Ark of Storms mind is slightly unstable due to being incomplete. Occasionally, the Ark will reveal details of long-past wars that it has affected. When it is most mentally stable, it will spin tales of how it helped angels, dragonborn and cindersworn at different times secure an era of peace in the world. These revelations are sparse and cryptic, but over time the Ark reveals its both wonderful and terrible nature to its carriers.

Concordance
Starting 5<br /> <br /> Owner gains a level +1d10<br /> Owner initiates a war -1d4*<br /> Owner achieves, signs, or participates +1d6<br /> in a peace that ends a war<br /> Owner takes part in a battle or operation +2<br /> that significantly aids their cause <br /> in a war<br /> Owner is of the Warlord class +2<br /> Owner of an ally openly suggests that the +2<br /> Ark should be repaired or restored <br /> (once only)<br /> Owner gives an inspirational speech to his +1<br /> comrades before a combat (max. 1/day)<br /> Owner is defeated in a combat (max. 1/day) -1<br /> Owner or an ally kills a servant of Tzu'misel, -1<br /> Thrael'kriss, or Khavus Rein(max. 1/encounter)<br /> Owner or an ally attempts to restore the -5<br /> Ark's power, but fails

Pleased (16-20)
"The Ark’s destiny is our own.”
The Ark is certain that its destiny is at hand. It knows that either the heroes will instigate an era of either peace.
Property: Powers used by allies within 20 squares of the Ark of Storms with the martial keyword gain a +6 enhancement bonus to attack and damage rolls.
Property: The wielder of the Ark of Storms gains a +6 enhancement bonus when using powers with the arcane keyword that are granted by the Ark.
Property: Allies within 20 squares of the Ark of Storms gain a +10 item bonus to diplomacy, intimidate and bluff checks.
Power (Daily * Arcane, Fire, Implement): Standard action. You may use meteor swarm (wizard 29) a daily power. The attack originates from the Ark of Storms.

Satisfied (12-15)
“It sees us in combat, and the Ark dares to hope. Let us not disappoint it!”
The Ark is positive towards the group, happy to accompany them through their battles or help them accomplish peace. It begins to ponder the question of its destiny more readily, though is still hesitant to think about the heroes’ potential roles in that destiny.
Property: Allies within 20 squares of the Ark of Storms may use their second wind as a move action rather than a standard action.
Power (Encounter): Minor action. The Ark of Storms heals its wounded bearers; bloodied allies within 10 squares of it regain hit points as though they spent a healing surge.

Normal (5-11)
“We must show the Ark that we are worthy.”
The Ark has seen promise in the group—it would not allow itself to be carried if this were not the case. Still, it is uncertain and confused, and ultimately does not expect much from the heroes.

Unsatisfied (1-4)
“The Ark feels that it is too great a burden for us.”
The Ark has lost any potential faith in its carriers, and only stays with them because it lacks the will or need to leave them immediately. It will give its owners a chance to redeem themselves through sheer inertness, but eventually leaves if the situation does not improve.
Special: The healing effects of the Ark heal only half as many hit points as normal. Attack powers of the Ark deal half damage.

Angered (0 or lower)
“The Ark causes our clumsiness in battle—it seeks our defeat, so that it may fall into other hands!”
The Ark grows to despise its carriers, and seeks to harm them in battle. If it cannot find its way into the hands of a more worthy group, or if its carriers persist in keeping it, it leaves them.
Property: Allies within 20 squares of the Ark of Storms take a -3 penalty to saving throws.
Property: Enemies within 20 squares of the Ark of Storms gain a +3 bonus to saving throws.
Special: If the party attempts to use the Ark’s healing powers, they do not regain hit points. Instead, they take damage equal to the amount of hit points that normally would have been healed. If commanded to use an attack power against the party’s enemies, the Ark uses the power on the party.

Moving On
“The Ark’s destiny lies elsewhere now.”

The Ark of Storms leaves the PCs under a few different circumstances. Most likely, it will have enjoyed taking part in their machinations of peace and war, but will feel that its destiny lies elsewhere. Even if it has taken a liking to the party, the Ark will not stay unless it believes that the PCs can further its destiny. Specifically, it will always eventually leave unless the party is actively seeking to complete it.

If the Ark is at least satisfied, it leaves behind a +5 thundering longsword, a +5 thunderburst longbow and a set of +5 exalted chainmail.

If the Ark is angered, when it leaves it makes an attack of +24 vs. Fortitude against its owner and all of his allies within 20 squares of it. Hit: the target contract the disease hellfeaver (DMG p.50).

The Ark might leave the party is special circumstances. Tzu'misel would like to see the Ark either completed. If the party succeeds in completing the Ark, Tzu'misel will usually reclaim it instantly. An emissary will appear, granting the previous wielder a +6 Lightning Spear.

Relevant Ritual:
The Fate of Storms
Level: 26
Category: Restoration
Time: 48 hours
Duration: Instantaneous
Component Cost: 45,000gp, plus 5 healing surges
Market Price: Not available
Key Skill: Arcana or Religion

Through determined research, or perhaps the luck of stumbling upon earlier work on the subject, you discover a means that could be used to complete the Ark

The result of the ritual depends on your skill check. The component cost is exhausted regardless of the outcome.

Code:
Check Result Outcome
39 or lower Nothing
40 or higher The Ark may be left alone or completed. If you succeed in completeing it, it begins emitting a blinding magical light that forces you to avert your eyes for several seconds, after which is disappears, reclaimed by the gods to the celestial realms.[/code]


Ember's edge
Creator: Khadesh
Current Owner: Unknown

Ember's Edge
Ember's Edge
A +5 summoning spear once wielded by the fire goddess Khadesh against Pravus wielding the Sur Rim. When thrown It travels straight and true and allows the user to follow it.
Enhancement attack rolls and Damage rolls
Critical +3d10 fire damage
Property When used in an attack, instead of Ember's Edge returning to the user, the user teleports to a square adjacent to its' target.
Property User gains resistance 20 Fire.
Property At the cost of five healing surges, You may make an attack against a named target and teleport any distance, except across planes to an adjacent square.
Property (Encounter) You may use Fire Shroud (Wizard 3).
Property (Daily) You may use Fireball (Wizard 5)
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[center]The Mortals[/center]
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Name: Ra'Ver-Alec
Domain: Fate, Prophecy, Time, Fear, Music
Alignment: Neutral
Physical Appearance: Black cloak with hood housing a white humanoid energy form.
Symbol: Circle half Black and half White.

Plane: Astral Sea created with Ator.
Continent: Varesh

Prophecies

Concerning a mortal's Fate tied to Ator

Beware the Ender of Reincarnation. A powerful Sword yet to be Forged meant to be wielded against those who die but live again. This Sword will be Forged in response to a Feud! A result of which is a war of Conflict. In the midst of this conflict there will rise a Knight most powerful among the Reincarnate. The Knight's enemies will greet him with open arms unknowingly inviting the Predator into their homes. When the Graceful Ones sleep the Knight will strike, taking the Sword that Ends the Cycle.

The Knight's people will cheer his bravery and power. Yet they who cheer will soon be begging for the mercy of the Dread Knight, as the Sword is turned against Them. The Knight no longer the same will then become the Tyrant gathering the Tribes of the Reincarnate under one Banner. Few will oppose him and only once will they be able for the Knight turned Tyrant shall hold power supreme over all of his Kind!

Tsu'Misel's Prophecy

The Eye seeks that which it claims thrashing about the Deep.

The World reels back sending the Drop flying into the sky.

The Graceful Ones panic and run, their Minds afire.

The Eye focuses on the Drop watching, waiting, and planning.

The Drop watches Death Plague the Graceful Ones.

The Eye strikes the Drop not in the Mind but at the Heart.

And the Graceful Ones shall Fall, their Grace stolen and gone.


The Children of Fire and Ice
Be warned children of Fire and Ice,
The Conflict driven by the Deciever,
Life will be lost in the Union,
Betrayals abound both Near and Far.

The Swift shall Stand,
A Beacon of Hope,
The Fire burning all the Land,
An Empire from the Ashes.

The Brothers run becoming Seekers,
The Seeker follows the winding Path,
The Path guiding the Traitor,
The Traitor finding that which is Sought.

That which is Sought is found,
The Seeking finding a Revelation,
A Revelation of Brother Sur,
And his Brother Ember.

Both Sur and Ember Rise anew,
Guiding Lights in the Shadows to come,
A Bridge for the Refugees,
A Bridge making way to the new Land.


Artifacts
Threads of Fate
Threads of Fate: +1PP per turn for use with Populace powers.

Sands of Time
Sands of Time: +1PP per turn for use with Creation powers excluding create plane and create god.

Assossa, Fate's Blade
Assossa, Fate's Blade: +1 combat bonus. Intelligent artifact weapon. Stats are coming.

The Chronopolis
The Chronopolis: Is an artifact city located at the base of the great mountain on Varesh. Time flows according to the whim of Ra'Ver-Alec there. Mortals who have the favor of Ra'Ver-Alec can adjust the flow of time for their own gains.


Races
Shadar-Kai as seen in the monster manual.
Shadar-Kai Culture
The Seekers- A tribe sent to Galara's first continent to interact and learn from the other races. They spread the religion of Ra'Ver-Alec while seeking a path to a mythical continent that they refer to as Varesh, the homeland.

The Terra-Kai Empire- This empire is the united tribes of the Shadar-Kai who live on Varesh. Thanks to a blessing from the god Ra'Ver-Alec the Shadar-Kai empire flourished into a powerful nation occupying most of the land on Varesh. They have a rich history spanning several centuries with a strong military and noble family. The Terra-Kai has yet to encounter anyone outside the continent of Varesh due to the Time Bubble that allowed the empire to develop in the first place.

Shadar-Kai Caste System- There are five parts to the caste system that is ingrained into the religion and culture of the Shadar-Kai. From top to bottom there are:

The Shandara - Is the dynasty leading the Shadar-Kai nation. They are the natural leaders of society. The only way into this caste is to be born into or married into the caste.

The Veraikas- Are the holy men and advisers to the Shandara. The Veraikas is also the name for the religion worshiping Ra'Ver-Alec. Due to the blessings and gifts of Ra'Ver-Alec they have the skill of prophecy and as such are valued advisers to any leader. This caste also produces Oracles, who are far more skilled in prophecy and are capable of divine communication. Membership in this caste is determined by prophecy and skill at birth.

The Madu- Are the ones gifted in the arcane arts. Their duty is to support the Veraikas, Zarut, and Cyma in every possible fashion where the arcane arts can be applied. Like other castes membership in this caste is determined at birth and by skill.

The Zarut- Are the soldiers and defenders of society. Anything relating to fighting, war, and defense of the Shadar-Kai society fall here. The Zarut are trained from birth to put the lives of all other castes, no matter the position, above their own life. They have a strict honor code of defending the Shadar-Kai. To break the honor code would mean death for any Zarut. The thought of even breaking the honor code is unfathomable to any member of the Zarut. As such the Zarut are zealous in their religious belief in the Veraikas and Ra'Ver-Alec. Membership in this caste is determined solely by skill and blessing from the Veraikas.

The Cyma- These are the working class in the Shadar-Kai. They are the farmers, artisans, architects, astronomers, beast masters, and smiths. They are the ones who do not belong to any of the other castes. Though they are the lowest on the Caste system they are treated with the utmost respect from any member in another caste, even the Shandara caste. The Cyma is the largest caste with the most numbers. They are the backbone of the Shadar-Kai society. As such mistreatment of any Cyma is construed as an insult to the whole of the Shadar-Kai society. Because of the wide range the Cyma encompasses there are several classes within the caste to help filter the society. Thus all members of the Cyma always receive the proper training and specialization due to their class.

Due to this rigid system of castes and specialization, the Shadar-Kai nation has the lowest rate of beggars and thieves. Thieves almost never exist in the Shadar-Kai nation as any that are caught are killed for the insult. Beggars are close to non existent as every member of the Shadar-Kai nation is given training and specialization in their respective fields from the age of four.

Dwarves co-created with Ator as seen in the PHB and MM.

Marut created from Dwarves as seen in the MM.
Marut Culture
The Marut culture is a loose tribal organization. They setup fortresses all through out the Astral Sea giving out services for a reciprocal deal.

Currently the largest tribe is guarding the entrance into the Astral Sea. They have created the Astral Fortress a massive stronghold maintained by the Marut and Dwarves. Most races seeking contracts with the Marut head to the Astral Fortress for guidance.


1 PP + 1 Populace PP + 0 Creation PP left for the turn.
You're there: However your prophecies aren't I'll make a note to add them.
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Wow, way to leave me out! What is up with that.

Name: Tzu'misel
Domain: Water, Weather, Life, Lightning, Air, Sun, Healing, Knowledge, Arcane Power, Luck, Destruction, Judgement
Alignment: Good
Physical Appearance: A wave from which a head an arms can emerge.
Symbol: A deep blue drop of water on a golden background.

Exarchs: Kendra, Coreg, Solice, Liara, Casus, Belluaequa

Creations
The Aventi - An aquatic playable race
The Empyrean - An playable winged race
The Ark of Storms - An artifacts desgiend for war
The Kraken - The legendary beasts of the sea
Blue Dragons
Sahuagin

Channel Divinity feat

Tzu'misel's Gift [Heroic]
Prerequisites: Channel Divinity class feature, must worship Tzu'misel
Benefit: You can invoke the power of Tzu'misel to use Tzu'misel's Gift






Tzu'misel's Fury [Paragon]
Prerequisites: Channel Divinity class feature, must worship Tzu'misel
Benefit: You can invoke the power of Tzu'misel to use Tzu'misel's Fury

[deck=Channel Divinity: Tzu'misel's Fury]Invoking your god, lightning charges your next attack.
Encounter - Divine, Lightning
Minor Action - Personal
Effect: Until the end of your next turn, any attack you make gans the lightning keyword and deals 2d8 lightning damage in addition to it's normal damage type. Increase this to 4d8 lightning damage at 21st level.[/deck]

Other Information
Granted the following abilities to the Aventi
  • Paladin class
  • Lancer class
  • Wizard Class
  • Wandering Years ritual
  • Channel Divinity feat
  • Shape Wood and Iron Wood ritual
  • Warlord
  • Psions (Granted by Lazarus)
  • Cleric (Racial Diffusion from humans, courtesy of Khavus)
  • Swordmage
  • Sorcerous Sentinel
  • Ranger (Racial Diffusion from Lycans in the Coalition)


Granted the following abilities to the Empyreans
  • Paladin class
  • Lancer class
  • Wizard Class
  • Channel Divinity feat
  • Raise Earth and Shift Mote ritual
  • Shape Wood and Ironwood Ritual
  • Cleric (Racial Diffusion from humans, courtesy of Khavus)
  • Warlord
  • Psions (Racial Diffusion from Aventi)
  • Airships
  • Swordmage
  • Sorcerous Sentinel


Granted the following abilities to the Elves
  • Paladin class
  • Lancer class
  • Wizard Class
  • Channel Divinity feat
  • Shape Wood and Ironwood ritual
  • Psion (Granted by Lazarus, through transformed Aventi)
  • Cleric (Racial Diffusion from humans, courtesy of Khavus, through transformed Aventi)
  • Sorcerer (Granted through the connection to Thrael'kriss)
  • Fury Sorcerer (Granted through the connection to Thrael'kriss)
  • Warlord
  • Swordmage
  • Sorcerous Sentinel
  • Spellguard Wizard
  • War Wizard of ???


Granted the following abilities to the Kraken
  • Fury Sorcerer (Granted through the connection to Thrael'kriss)
  • Sorcerer (Granted through the connection to Thrael'kriss)
  • Wizard


Granted the following abilities to the Blue Dragons

Granted the following abilities to the Sahuagin
  • Paladin class
  • Lancer class
  • Wizard Class
  • Wandering Years ritual
  • Channel Divinity feat
  • Shape Wood and Iron Wood ritual
  • Warlord
  • Psions
  • Cleric
  • Swordmage
  • Sorcerous Sentinel
  • Ranger

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71235715 wrote:
Pravus had the Artifact Sur Rim. It was a frost spear made of that purple glacial ice I like so much, and it's only "real" special property was it was for attack god. :P

The only known worshippers of Pravus, as far as I know were the Frost Titans.. Who are... I don't know who they worship now.. Since Frost Worms, and Frost Wolves don't worship. ;P
Here's the list for Adahan:

Artifacts:

Dream Sequencer: Provides 1 PP per turn for the purpose of creating new things.

The Last Straw: Provides a +3 bonus to Attack God.


Exarchs:

Kraid: Listed under my OOC presentation post. Massive construct and friend of the Sun-God. Protector and teacher of the Sidahri.

The Sleepwalker: Statting him up. Has bits of the Oneiromancer, and will probably use Dreamscarred Press' Psion. Once a Sidahri, now the first and most powerful psion on the face of the earth.

(Not really an exarch, more like a free agent that any god can use if they give him the appropriate incentive) The Thrillseeker: Thinking how to stat him out. It's going to be tricky and will take me some time, though. Born of the Sleepwalker's primal urges and instincts and an Umbral Blot, the Thrillseeker is a force of nature.

Creatures:

Anaxim: Peacekeepers. Level 26 elite brutes.

Races:

Sidahri: Shapeshifters. A prototype version can be found in the Creature Compendium.


Faction: His own. Has no alliances, he fights on the underdog's side to balance the scales.


Worshiped by: The Sidahri as their patron, inventors and tinkerers, musicians, anyone who needs inspiration. Has influence over machines, though most don't worship him.

Enemies: No one in particular. He tends to exact revenge from those who wrong him and leave it at that.
Mountain Cleave Rule: You can have any sort of fun, including broken, silly fun, so long as I get to have that fun too (e. g., if you can warp reality with your spells, I can cleave mountains with my blade).
Sorry ff6!! I was going through post by post and copy-pasting, that's why I asked if I missed anyone. I'll put you in right after Pravus I think.

I am deciding how best to format this thing. However before I make any big rearrangements I would like all the gods to list factions and such. I have to work through this a piece at a time.
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Ongor is married to Myxiniron, and occasionally allies himself with Ator (that may help you with factions). Also, his physical appearance has changed since then. He now has the lower half of a giant, rocky worm, and the upper half of a humanoid made of obsidian. His head and shoulders are covered in horns that resemble stalagmites, and lava drips from his eyes and mouth.
And he calls the alliance of himself and his wife the Deep Ones. Is Ator to be included in that? I know you have used that faction name before to describe you three, I wanted to know if it still stood.

So we'll have Neutral, the Trinity and the Deep Ones.
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Ueberroth is one of the Deep Ones as well, but he hasn't posted in forever.

Ator is not a Deep One.


Edit: one more thing to mention; Ongor is Evil aligned.
Hmm, I wouldn't have really thought that aboout him. Leaning that wayu maybe, but not actually there.

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71235715 wrote:
Hmm, I wouldn't have really thought that aboout him. Leaning that wayu maybe, but not actually there.

Don't tempt me. :D
I figured he was, but as I said that was just a copy-paste thing as a holder so that we can work out the kinks.

Ator will be left Neutral (faction) I think then, though I have to consider whether he qualifies as an evil god or not. I know we all want to believe our gods are good, so I'm going to let Delfedd post his view on Ator. I'm of the mind that he's evil (if not Chaotic Evil), his personality seems to be to be as such.

As for Ongor: there's a reason Thrael'kriss largely disregards the jabs at his power that Ongor and Myxirinon sometimes make. He accepts that his bretheren are not what could be objectively considered good.

Thrael'kriss is a pain for me to give an alignement. Neutral seems a best bet for him, tzu'misel is unarguably Good.

Adahan... Well he's a child of Agrilnost so there's some madness there. Which makes me leary of Lawful Good until he shows some serious altruism. Simply rooting for the underdog isn't good. If he's willing to side with evil gods and purposes because they are the underdog then I can't in good conscience allow him to be called Good.

Myxirinon by the definition of her portfolio is Evil. She tends to make some pretty unhealthy stuff. However I want to hear Camu's point there as she could be called Neutral with the right justification.

Ra'ver hasn't done anything to give me an alignment.

Khavus could be worthy of an alignment by justification of her Prtfolio. However I want to hear from Matthew first.

And finally: the deceased gods need alignments. As such we must decide upon their final alignment before death r reincarnation.

Bael will also be given a portfolio entry at some point in time.
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Adahan's actually Good, not Lawful Good. It's by a bizarre turn of events that the Law domain fell on someone who specializes in loopholes and twisting letter and spirit of the law.

But yeah, I think an explanation of motives is in order: Adahan doesn't side with the underdog "just because". He does it because he doesn't want anyone to be too powerful. Just imagine what would happen if Ator or the old Khadesh were in charge. *shivers*.

Plus, he's not stupid. "Siding with the underdog" doesn't mean just helping the defenders in every war. If, for example, Myxiniron unleashed The Many and Thrael'Kriss sought retribution, Adahan wouldn't side with the lady of darkness just because she's being attacked. Rather, he'd send out his legions to crush her. She deserved it, so she gets it. It's more a balance keeping mechanism, something to avoid the annihilation of any other god and to reduce the number of deaths.

I'll admit he has questionable methods though. That he has a whopping +5 bonus to Attack God from all his creations speaks volumes about that. Plus, he's a bit too willing to mete out punishment, but I'm planning to change that. Just remember this arc words: Rainbow In The Dark.
Mountain Cleave Rule: You can have any sort of fun, including broken, silly fun, so long as I get to have that fun too (e. g., if you can warp reality with your spells, I can cleave mountains with my blade).
Ra'Ver-Alec is going to be Neutral. No doubt about it, he simply will stay that way so long as he holds onto the Fate domain.
Probably a good thing. An aligned god of fate could really skew things.

And am I that obviously good?

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71235715 wrote:
Yes you are, I just got here and I can tell you're good ;P.
Pravus had no factions and, realistically should probably stay listed as Unaligned.. Maybe Evil, but on the single-pole alignment scale that has other connotations. In 3.5 he could really have been "Lawful Evil" pretty well, since he did violently enforce them(crushings and all)
Khadesh started out good, but got more and more chaotic until she couldn't help but hurt things. Poor chaotic evil thing...

Bael is def Chaotic evil.

Khavus will right that. She's got frosty's reservations which should keep her on the straight and narrow (but not so narrow as to be lawful).

No way the god of heavy metal sunshine is *true* lawful.

Maybe a true lawful deus ex machina could be born of Adahan?
Thrael'kriss himself doesn't careabout anything so much as the functioning system. I just thought I'd say that.

Which is why I'm keeping im along neutral.

Adahan... OK not lawful. Even saying he's keeping balance and such going Good throgh force of arms isn't exactly good. However if you intend to make him a bit more... liberal... Good doesn't seem to be a problem for him. I just want to make sure we are in general agreement for alignments.
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Maybe a true lawful deus ex machina could be born of Adahan?

I was actually thinking of making a split personality. Mostly to return Adahan to his roots. When he was a newborn, he was strictly good, but as time passed, he has become more and more weary and underhanded, and is now an opportunistic, militaristic, Unaligned (HEY! Broken rhyme!) bastard.

I'm going to vaporize modrons, though. :P
Mountain Cleave Rule: You can have any sort of fun, including broken, silly fun, so long as I get to have that fun too (e. g., if you can warp reality with your spells, I can cleave mountains with my blade).
Incidentally...

No way the god of heavy metal sunshine is *true* lawful.

Hush now, baby, don't say a word...

I'm god of dreams for a reason, heh.
Mountain Cleave Rule: You can have any sort of fun, including broken, silly fun, so long as I get to have that fun too (e. g., if you can warp reality with your spells, I can cleave mountains with my blade).
Alignement in 4e is simply not handled right IMO. 3.x is much better for illustrating alignment.

Anyway: Being ruthless does not make you evil, nor does benevolence make you good. It is your aspirations that define who you are. Or more to the point it is the inner core of your personality that matters.

Thrael'kriss in combat is a ruthless monster, he revels in blood. I know I've tried to skirt combat, but that's because he'd rather settle things peacefully with his bretheren if at all possible. anyone who just saw a combat scene with Thrael'kriss (especialy his slaying of Agrilnost) would want to peg him as evil. He isn't.

Adahan is one of the direct children of Agrilnost. We all have a touch of madness from our father you could say. Just look:

Thrael'kriss: Unbalanced. At times hopelessly insane, at other times so perfectly clear-headed you'd think he wasn't the beast god.

Ongor: Evil. Not only that but caught in a twisted loathing of his brother, as well as blind to anything that he doesn't like.

Myxirinon: Creator of the undead. Creator of disease. Not particularly compassionate.

Ator: Not a true child per se, but he's the last to be formed from Agrilnosts existence. Treacherous, murderous. Sadistic.

Adahan: He creates a powerful weapon. He has the highest combat bonus of any god. (Thrael'kriss is second on his plane at +4) That and he's pretty much filled with an urge to subject everything to his idea of what is right.

And one last tangential creation

Khadesh: She was subjected to first Agrilnost's power, then she gets bound into the Cycle (being touched by Thrael'kriss' mind in the process). Subsequently she broke down into an insane being of destruction and hatred.

Of all the gods connected in some way to Agrilnost there are only two that haven't slipped into being evil. that's you and I Armisael.

I mean that's what I get from the picture. So if I offend anyone by how I describe their characyers it's not intentional. It's just the picture as see it. And to me it looks like from the original children half turned evil. And even those that didn't are still saddled with murderous rage.
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You know, that is a fairly good way of looking at it, Wyld.

But what of Tsu'misel? He couldn't have existed without Agrilnost being killed, he has been touched by your power, and, he holds every domain Agrilnost held.

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71235715 wrote:
Nah. In fact, that's remarkably accurate. And interesting, too. If you didn't check our names, you'd think the originals are a greek pantheon, because we're all pretty...er....petty, for lack of a better word. We go our way, doing what we like, and if someone doesn't like it, it better get out of the way. Heck, Agrilnost could even stand-in for Chronos (Which yes, would make you Zeus).
Mountain Cleave Rule: You can have any sort of fun, including broken, silly fun, so long as I get to have that fun too (e. g., if you can warp reality with your spells, I can cleave mountains with my blade).
Haha! Pravus liked calling you guys petty.. Not that he was better.. Forgive me.. I'm bored this evening and even though I don't play I still feel it's my right to partake of the non-IC conversations. Yay.. Needless entitlement! ;P
Because Ator will never get outdone by Thrael'kriss, I'm going to do the same thing, but from Ator's perspective

Thrael'kriss: Unbalanced. Hopelessly insane. He sometimes tries to act sane, but he doesn't do too well. Chaotic Evil.

Ongor: A good businessman and a good guy. He has his own pad, I've heard. Takes in all the souls. He's like the guy who runs the dump. You can't not like him. Jolly.

Myxirinon: Creator of the undead. Creator of disease. Not particularly compassionate. An Excellent CEO. Unaligned

Ator: Truely the greatests of the gods. Creator of one of the greatest empires of the entire world, he's remade it in his own image, driving Adahan and Thrael'kriss from the world.

Adahan: Annoying. He reminds me of a lawyer with the power of the death star.

Khadesh: I like her. She's good at doing stuff for me. Specifically, creating conflict.
What no viewpoint on the god of fate from either one of you! :P
I'm feelng left out as well.

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71235715 wrote:
Fine.

God of fate whose name I can never remember (Too many ' and -s): He's got an eye on the future. I'd be stupid not to pay attention to and like him.

Tsu'zimel: I guess he's alright. I've never really talked to the guy. From what I got from him, he's a bit whiney. He also made the stupid Aventi. Damn them.
Lol, Nice!

Feel free to give him a nickname or simply call him Fate.
Ra or Ver or Alec would work as well.
Some people are already referring to me simply as the god of Fate.
Here's the list for Adahan:
The Last Straw: Provides a +3 bonus to Attack God.

NO.

Weapon artifacts provide a +1 bonus to Attack God. +1. That's it.

Did you spend nine PP on the Last Straw? If not, its a +1.
Oh that wasn't Thrael'kriss point of view. It's mine. Which is why I made sure to say that it isn't meant to be antagonistic or anything. Thrael'kriss doesn't much care.

And yah Ator's got it right. He's hopelessly insane. the difference is that unlike ator it's the lucid kind. Kinda schizophrenic actually.

Tzu'misel was left out because he wasn't created by Agrilnost, rather he fills in a void left by Agrilnosts death (there is a subtle difference). His own stability protects him from having experienced what Thrael'kriss showed him. As does being expressly given life by Thrael'kriss. At least that's the fluff explanation.

Ra'Ver is once again an indirect creation which is a result of an action and is seperate from Agrilnost. Thus I left him out, Pravus had little to do with Agrilnost so he was out too.

Alignment is very subjective, however viewed in the objective fashion of DnD Would My vieew or Ator's be more correct?

In the end it's all the same. the characters don't change, just the lens through which they are viewed.

My points were showing the touch of Agrilnost's madness. he only alignments I explicitly stated were those who have expressed that they believe they have a certain alignment. I mentioned slipping into evil in reference to the primary traits that they show and actions they take. (If you consort with evil you aren't good. Unless you try to make the evil less evil. But that's a seperate problem.)
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That's good to hear. I was wondering where he was getting +3 from.

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71235715 wrote:
Fate = Raver + Smart alec. Raver-alec
Fate = Raver + Smart alec. Raver-alec

EXACTLY! Lol nice association to have there I like it. :D
Well I wasn't bothering with math.

However if you reduce his bonuses to just 1+1 (though an artifact expressly stated to give additional bonus at creation shouldn't be out of line, I don't know if he stated that he wanted it specifically to give that bonus, and I'm sure +3 might be much for that, though if it were conditional it might be survivable) I can claim the highest combat bonus at +4 on my plane.

Now off my plane I'm +2, however considering the number of gateways through which I can reach my plane (as well as the ability for me to create them almost at will) I might as well always have +4.

I really should provide a complete write-up for the Gift of Thrael'kriss. But anyway at this point it basically gives him unmitigated access to the sorcerous powers he granted his children Note that only a god gains those abilities a mortal can't use that much power at once.

Anyway that means he has super-powered fury sorceror powers. IE: they are amped up to god-level power. In a mortal's hands they aren't but that's just so that I can give it stats. In another god's possesion they would gain such powers.

It isn't an "I win" button but it makes him much more formidable. I was going to not say much about the necklace but I decided that I might as well. Anyway, I'm desperately floundering in trying to fully stat my exarch and my artifact (and the Shards of the Spires that can appear from time to time, note that those represent the ability for mortals to harness the power so they can be more than just artifacts depending on the situation).

For those who think that might be weird for a god who dislikes outside help: He sees the necklace as a part of him, the personification of the gift he gave to his children. They were made in his image, so does he not have the gift?

I flavored it as a necklace, though it may make more sense as a metaphysical energy field...
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Take The Magic Dual Colour Test - Beta today!
Created with Rum and Monkey's Personality Test Generator.
I am both rational and instinctive. I value self-knowledge and understanding of the world; my ultimate goal is self-improvement and improvement of the world around me. At best, I am focused and methodical; at worst, I am obsessive and amoral.
Ooh, I want to play too!


Ator: A fellow son of Agrilnost...but tainted inherently by petty violence. Irritating how this being of abstract thought and idea could be so influential, compared to more tangible gods. That said, he is a useful ally, if not a reliable one.

Tsu'misel: A good god. Tends to his domain and creations, and seeks conflict with no one. His circle of friends might be questionable, but he himself is a deity to be respected.

Myxiniron: Myxiniron is the most creative and inventive of all the gods, and has a way of looking at things to be valued. Her powers of darkness and nonexistence are a pleasing counterpart to the materiality of most other gods.

Thrael'kriss: This is why we can't have nice things.

Khavus: Khadesh was a loose cannon. Pravus was reclusive and simple. This new gestalt of the two is too young to be judged, but hopefully they will negate each other's extreme qualities and become a productive being.

Alec: An interesting newcomer. Must learn more about him.

Adahan: An overbearing, megalomaniacal powerseeker. Best ignore his outspoken rants and beat back his creations when they try to interfere with the mortal world. As long as he keeps his distance, his existence is acceptable.

Ongor: A rememberer of better times, and the protector and rightful heritor of the world. Few other gods have the coolheadedness and responsibility to act in the world's best interest (Myxiniron and Tsu'misel being exceptions).
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