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.
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.
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.
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.
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
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.
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
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
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.
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.
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.
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.
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.
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.
`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.
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 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 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.
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.
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.
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 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.
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.
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
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
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.
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.
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.
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.
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.
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.
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 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.
Creator: Ueborroth Current Owner: LazarusThe Heart of UeberrothShow
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.
Creator: Ator Current Owner: AtorThe Dagger of AtorShow
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..
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.
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
Owner gains a level +1d10 Owner initiates a war -1d4* Owner achieves, signs, or participates +1d6 in a peace that ends a war Owner takes part in a battle or operation +2 that significantly aids their cause in a war Owner is of the Warlord class +2 Owner of an ally openly suggests that the +2 Ark should be repaired or restored (once only) Owner gives an inspirational speech to his +1 comrades before a combat (max. 1/day) Owner is defeated in a combat (max. 1/day) -1 Owner or an ally kills a servant of Tzu'misel, -1 Thrael'kriss, or Khavus Rein(max. 1/encounter) Owner or an ally attempts to restore the -5 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.
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)
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.
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.
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
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!
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.
Shadar-Kai as seen in the monster manual. Shadar-Kai CultureShow
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 CultureShow
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.
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.
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.
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
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
Channel Divinity: Tzu'misel's Gift Tzu'misel grants the gift of life to those who are faithful Encounter - Divine, Healing Minor Action - Personal Effect: The next time you use a power to heal yourself or and ally, you heal your normal amount and an additional 2 x d6. This increases to 4d6 at level 11th level and 6d6 at 21st level.
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
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
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.
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.