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Post by Crowco Cooper on Jul 5, 2016 10:46:11 GMT
Codex entry - Gods The world of SRT knows many gods, some good and some bad. There is no question they exist, as they constantly communicate with and influence the world.
[PTabbedContent] [PTab=Justicia] Justicia - Goddess of pure mana and justice
Alligned with the concordat of eight
Justicia, together with Krysomis, Cogniti and Solaris, are among the oldest of gods. Justicia is patron god to the system named after her, the justicial system. Judges, lawyers, prosecuters, police men... All that work in the name of justice call her their god.They uphold the law, and punish those that break it. Those who uphold the law and pursue criminals are holy. Those who break the law of the land are unholy.
There is no church for Justicia. Rather, there are courtrooms and police departments. Many who work for these houses, though not all, see Justicia as their leader. Most courtrooms even raise statues in her likeness to honour her. Often when swearing oath to uphold law, those viro will swear on the name of Justicia. She is often depicted as a blindfolded woman wielding a sword in one hand and a set of scales in the other. This depiction is nicknamed "lady justice". In history, Justicia has been a great advocate for the summarisation of courts of law and codes of rights within civilisations. Dating back to the first record codified law; Hammurabi's code. A historic piece of law created in 1800BC by the mesopotamians, widely known for its famous "an eye for an eye" quote. It is believed earlier codes existed during the archaic era, but many records of those times have been lost.
[/PTab={background-color:#181818}] [PTab=Krysomis] Krysomis - God of flesh and blood
Actively hostile towards other gods.
Krysomis, otherwise known as 'The terrible one', is one of the oldest gods. Its teachings are mostly involved with chaos and random slaughter. Those that hail Krysomis often use blood magic to kill senselessly. It is depicted as a terrible mass of flesh and blood wraught together to create a sort of moving tumor. Those who have seen its true form are said to scratch out their own eyes shortly after. Its current champion is Kalin. The followers of Krysomis are often sadistic and twisted people who seek nothing more but joy from sadistic acts. They pledge their deeds to their god in hopes of impressing it and being allowed into its putrid world. Those who stray onto the path of unholy will often find themself hailing this god.
The followers of Krysomis are in most cases dysfunctional and disturbed individuals, who follow nearly no true religious structure. They would rather see Krysomis as a model to strive for or as a guiding hand rather than an actual god to follow. Only a few followers in between truly convict themselves religiously to Krysomis, but when they do so it is with disillusioned insanity.
[/PTab={background-color:#181818}] [PTab=Zerna] Zerna - Goddess of holy light
Part of the concordat of eight, as well as the holy trinity.
The most well regarded and hailed god(dess) among all, as well as the youngest. Zerna is the goddess of healing and vengeance. Most of her followers are by a far stretch female and angels created by her to serve as servants. She has many temples all over the world where people come to be healed. She is often depicted as a mature and strong woman with iron will clad in golden armour and accompanied by a set of angels. Her current champion is Jane. Those who seek revenge for themselves and others are holy. Those who fight others not for revenge, but for fun, are unholy. All of Zerna's priests are in fact female, and are all trained in combat. This makes the deadly warrior priestesses both revered and feared by the general public. When local troubles arise, Zerna's priests will often be called upon rather than the SRT. It is a commonly told story of how Zerna became goddess. Hundreds of years ago, she was the champion of the previous god of light. When the god was dying, she travelled to this god's world and duelled her god, beating the god and assuming his power. Although such instances of viro killing gods have been implied before, the case of Zerna is the only case where it is absolutely certain that this was the case.
The religious structure of the church of light is a matriarchal, female exclusive clergy-hood service. Although followers can be of any gender, the active service is still female. This service consists of five grades. the first is the priestess, a passive servant who speaks and tends to the people. This priestess serves as connection between the church and the followers. Second comes the clergy, who spread the religion actively to place far and wide. The third is the inquisitors, the warrior-priestess who serve as the church's militant group. All servants are trained in combat mind you, it is simply these inquisitors who are first called upon for battle. The fourth grade is the high-priestess, who serves as connection between Zerna and the church. This high-priestess serves as the commanding head of the church. The fifth grade is the champion, who is a direct extension of Zerna's will. The word of the champion is regarded the word of Zerna herself, and even the high-priestess abides to it.
[/PTab={background-color:#181818}] [PTab=Relo] Relo - God of void
Neutral standing.
A well-known god, but also a feared one. Relo is the god of void and said to be the keeper of all terrible things that the void holds. He supposedly prevents the powers of the void from leaking into the world as we know it. He is depicted as an empty hollow black spot that draws away even light. His current champion is 'the General'. Those who nullify their emotions and think with unbiased clarity are holy. Those who act without thought upon emotion are unholy. The cultists of Relo mainly hail their religious beliefs by two common concepts among them. They believe that one should not fear, for everything is bound to end regardless and thus should be expected. They also embrace the idea that the world has an end, seeing it as just another chapter in the currents of reality. They often show their praise Relo to through sacrificing food and animals, or in the rare case viro.
The religious structure of the followers of Relo are often called cultists, but in reality this is a misconception seated in the stereotype that cultists are crazy. Cultists are not crazy, but misguided. The followers of Relo are crazy however. Or at least that is the general consensus of them. Sociopathy and lack of emotion is a pre-requisite of the followers of Relo. It is to their belief that by feeling nothing they come closer to their god of nothingness.
[/PTab={background-color:#181818}] [PTab=Arrior] Arrior - God of fire, disaster, war, and the underworld
Part of the concordat of eight, as well as the holy trinity.
Arrior is the god of many things. Rage, fire, disaster and war. Many soldiers hail this god. Any creature that holds the power of fire seems to obey his commands. Besides this, Arrior also oversees the world we know as the underworld. Although very hard and dangerous, it is possible to enter this realm and live to tell the tale. He is often depicted as a raging mountain of flame giving the form of a giant man with smouldering ashes and smoke to project its form. He currently has Leontis of Jeruzalem as his champion and leader of the spartans. Those who face against overwhelming odds, or lead their people to victory are regarded as holy. Those who sacrifice others to gain their power, or those who betray are unholy. The followers of Arrior can be found to be among every race, species, gender and element. This can be explained with the common saying among his followers “War doesn't discriminate” However, every follower has something in common. They are all willing to fight and die for what they believe in, whether that be the protection of people they fight for or something far more sinister. The priests and priestesses of Arrior are all trained in fighting and the use of fire magic, however, only a few priests/ priestesses possess pure physical prowess and strength of mind that makes them high-priests. Thus, Arrior teaches “strength lies within the soul and heart, not just the arms.” The creation of Arrior is a disputed problem. The prevalent story remains that when Jesus Christ - son of Helios - was crucified by Helios' legions, the 13 apostles of Christ rebelled out of anger. The apostles travelled to the underworld, seeking to free Christ from Helios' grasp, and return Christ to life. They did not succeed, but they did manage to kill Helios. The 13 souls of the apostles are said to have collected and formed with one another, and as such becoming Arrior who took his rightful place on the throne. Other sources however claim that it was Christ himself who became infuriated with his death, and slew Helios himself. These same sources claim the apostles to be betrayers enlisted by Helios.
The followers of Arrior have a peculiar way to hail their god. When they become a follower, they exercise their religion by joining the army. Be it SRT, UAF, national army or even Xerna. By fighting in war, they honour their god.
However, there exists a greater purpose, to which only the best of Arrior's men and women are allowed. The spartans; trained in warfare the way the oldest and most well-regarded soldiers did. They undergo brutal training but in the end it makes them the best among the best.
[/PTab={background-color:#181818}] [PTab=Aria] Aria - Goddess of wind and air
Neutral standing.
Many avians, wind-magii's and flying creatures regard Aria as their goddess. In fact, most flying creatures obey her command. She is often depicted as a fleet and playful young angel with white wings and clear blue eyes. Her current champion is Yinfu. Those who hunt monsters from the sky to protect others are holy. Those who destroy monsters needlessly are unholy.
The monks and hunters of Aria generally spread their belief through protecting humanoids by hunting monsters. It is by their belief that humanoids and monsters should learn from one another and that doing so through battle is the best way to do this. However, they do not believe that humanoids are superior to monsters, but rather equal sides of the same coin. They instead believe that when the tables should turn and humanoids gain the upper hand, they should change sides. Aria has a long trackrecord of standing up for the little guy. Her core believes include that any hunt or fight should be with a worhty equal or greater foe, and as such, anyone opressing the minority is considered her enemy. She even aided the soulweaver in his attempt to free humanics from slavery during the middle ages. In supporting him, Aria secured her order of knights safety against the soulweaver tides. Quickly becoming the most prominent and powerful god during those times, up until the 15th century. To this day, the order of knights known as the Riesen-Jagd Armee reside in Austria, and operate within almost all major cities. Dedicated to hunting the more challenging beasts within the wilds.
[/PTab={background-color:#181818}] [PTab=Nara] Nara - Goddess of seas and water
Part of the concordat of eight.
Both fisherman and fish alike hail this goddess of all flowing water. Every sea, lake, river and raindrop is created and guided by Nara in an ever effort to keep the world alive. She currently has no champion. Those who sustain and restore others are holy. Those who seek to control others are unholy.
Shrines to Nara are often built along coastlines or on small islands. In most sailor's pubs or at the helms of ships, one can find the depiction of her. A halfling between a Mermes and a Naga, otherwise known as a mermaid. Not only sailors pray to her, as one can often find water-mages working their duties in hospitals or at farming complexes. Wherever there is healing to be done, they can be found.
[/PTab={background-color:#181818}] [PTab=Gaya] Gaya - Goddess of earth and life
Part of the concordat of eight.
Legend has it that Gaya is actually the planet on which we live. Her powers reach through all the forests and plants. She is often depicted as a beautiful woman cradling a blue and green orb, She currently has no champion. Those who serve as bulwark for others are holy. Those who seek to provoke and start conflict with others are unholy.
The holy men and women of Gaya are called shamans. Mages with the ability to exert control over wildlife. This magical ability, called 'shamanism', is what makes them very desirable by any location in need of defence against the wilds. For that ability, many are willing to pay top-dollar for their services and thus they often end up with plenty of money in their pocket. Out in the wilds, small shrines exist. Shrines that ward off wildlife, causing for them to be overrun with flora. Viro lost in the wild are advised to seek these out, as these are the safest for them to seek bastion in.
[/PTab={background-color:#181818}] [PTab=Oiche] Oíche - Goddess of darkness and deceit
Actively hostile towards other gods.
She is rather unpopular compared to other gods, considering she is reckoned to be the Queen of the Fear- a product of her constant paranoia caused by an attempted assassination, plotted by her champion. Often times, she is the patron goddess of those whose business are not for the light of day to see-- such as criminals or certain kinds of warriors. Her appearance is that of a wingless Dragonkin with pale gray scales-- almost appearing white-- with piercing blue eyes that seem to see one's soul laid bare before her, and long trailing robes that seemingly melt into shadows. Those who sow fear and manipulation are holy, and those who would disturb the dead are unholy.
[/PTab={background-color:#181818}] [PTab=Cogniti] Cogniti, god of wisdom and knowledge
Part of the concordat of eight.
Cogniti, the god of wisdom and knowledge. The title already tells exactly what he is about. He seeks out the truth and nature of the world, and rewards those with the same goals. Any institution that seeks to further knowledge and research seems to hold some patronage to him. Many teachers and doctors hold Cogniti high in regards, though his depiction is not pranced about in the public schools due to his... disturbing appearance. Cogniti is depicted as a mass of tentacles and eyes. Reaching and seeing all. He currently has no champion.
In Kyoto, one can find the greatest monument to Cogniti's claim to power. The Academia Omnisus. An enormous university providing knowledge, tutoring and places for experimentation for just about every science and school. Including schools generally outlawed in other states such as demonology, voidiatry, necromancy, transmogrificacy and traumaturgy.
[/PTab={background-color:#181818}] [PTab=Ygrosif] Ygrosif - God of ice and winter
Part of the concordat of eight.
Ygorsif, or as he is commonly know; father winter. He brings about winter and coldness. He is commonly depicted as an old bearded man clad in thick white fur robes who watches the icy mountain tops. He currently has no champion.
During December, many celebrate something called Christmas. It celebrates the passing of winter and the coming of spring, as well as the birth of Christ. Though the environment doesn't line up all that well to this celebration any more, it has not stopped the world from buying one another presents and spending a day together under a pine tree.
[/PTab={background-color:#181818}] [PTab=Mortalis] Mortalis - God of life and death
Neutral standing.
Mortalis is the god of life and, unlike what the title might imply, the passing to the next life. Not quite the same as death. Mortalis is the god one prays to during a funeral. When the souls of the dead are collected by the reapers, it is Mortalis who oversees their reaping. He is a close ally to the reapers, those illustrious un-demons that roam the overworld from just beyond the corners of one's eyes. Mortalis is depicted a skeleton, often one that holds in its arms the corpse of a lifeless viro, staring into the sky as if to offer it up to the heavens. He has no champion.
While compassionate, Mortalis possesses a cruel side. A side so cruel that it led him to create his worst curse; Revenancy. Those who commit crimes so unfathomably cruel are denied the afterlife all together and cast into the curse of revenancy. His own elite army of 500 viro is afflicted with this same curse. All of them, at some point, a ruthless criminal. Now, they are unstoppable killing machines that work to the bone in order to please Mortalis and retrieve their mortality.
[/PTab={background-color:#181818}] [PTab=Scyropahs] Scyropahs - God of time and fate
Scyropahs was the god of time long ago. He used to warn humanoids of small events, allowing them to prevent them and gain quite the following. He, however, began to dig further and further into the future, gaining sight of more cataclysmic events. Eventually, the god would warn the people of things that would happen thousands of years in the future. Because these times looked so unreal to the humanoids, they began to discard the warnings, now viewing the god as an irrational mad god. When Sycropahs was dying, he had no more followers. In a last ditch effort, he created relics all over the world in an attempt to still warn people. All of these relics have gone lost, but seem to all becoming disturbingly more relatable to the present.
[/PTab={background-color:#181818}] [PTab=Solaris] Solaris - God of stars
Part of the concordat of eight, as well as the holy trinity.
Solaris is the god of stars and is said to have taught humanoids about astrology. He is depicted as a grand lion with fiery manes who roams the sky at night, and watches the world at day. This god is hailed by the hailmerrymen, and often conversed with them. Solaris often attempts to help those who have gone lost in the wild to find their way back home, in exchange for that they become followers when they arrive at their abode.
Stories of old elude to Solaris being the first god with the blood of a viro. Solaris was first to be born of viro descent and though his path to godhood is unclear, it is certain that Solaris was and still is a great warrior. His champion Hefathus leads to be yet another example of that great warriorship.
[/PTab={background-color:#181818}] [PTab=Ilhicamina] Ilhicamina - God of the Hunt
Actively hostile towards other gods.
IIhicamina, otherwise known as the Huntsman, is interesting when compared to most other Gods. For while his fellows might have focused their teachings and the choosing of their champions in the lands of the Old World, Ilhicamina has long since held a fascination for the New World; Interestingly, until last few centuries, had chosen champions almost exclusively from the Americas. With ideals of slaying monsters and beasts in order for Viro-kind to flourish, he is one who glorifies hunting and wars in general. As you can guess, he doesn't always get along with Aria. He is typically portrayed as that of a very fit and scarred Aztec warrior, with the pelt of a Daomonaris pelt draped over his shoulder rather than a jaguar, and a spear in hand.
[/PTab={background-color:#181818}] [/PTabbedContent={background-color:#444444}]
Draemora The remnants of a forgotten age. Every god was once a Draemora, but few managed to ascend to godhood. Roughly 4985 Draemora remain unaccounted for... But some have been making their appearances in recent years. Here are those few survivors of the Grand betrayal that have been spotted. Draemora were the first beings to be created by the all-god. The fighting between these immortal souls was meant to feed the barren world. The clashing of their blades and the remnants of their magic, as well as their broken bones and spilt blood; All meant to fertilise the world and spring new life. A draemora was named after that concept which they represented in their character the most, and it is their names that that cumulatively form the language of old dranleish. Character names set between brackets are the current vessels of the draemora. Draemora that lack a bracketed name, lack a vessel. If it is displayed simply as "claimed" then this means the draemora is being used for an NPC, and likely a boss fight. If it is marked free, then anyone who doesn't know what birth magi to create for their new character can pick one of these unclaimed draemora with their accompanying birth magi pre-made.
[PTabbedContent] [PTab=Holy blades] Holy blades, the loyalists The loyalists to the All-god who remained on his side when the grand betrayal started. These draemora are believed to still be around today, doing the bidding of the fragments.
Loya, the loyal Leech (Jojha) - The leader of the holy blades, second only to the all-god. Loya is the draemora of loyalty, and has exercised that trait with unquestioning support for the all-god and as of currently, the fragments. A spear wielder of great skill. But the true power of Loya comes out when faced with large battlefield where death reigns supreme. For this unholy pure mana user grows stronger and stronger, the more corpses surround him. Practically absorbing the passive mana that remains of those bodies and using it as his own. There was once a time where Loya was considered a great friend to all Draemora. So much so that these blood-thirsty creatures refused to fight him. During the grand betrayal, many rallied to fight for the all-god due to Loya's influence. Alas, at the hands of Aras, Loya eventually fell. Reforming many centuries later in a world no longer ruled by his god, he became a bitter and vengeful creature. Hell-bent on making those who betrayed the all-god pay for their crimes. An anger that malformedhim physically, turning him into the creature that he is known as today; The Leech.
Kami, draemora of Honour (Yang) - The fox-like Kami has stories resonating through the ages. His form copied into legends as what is currently described to be a nine-tailed fox. Mostly, this description fits him well. As the title implies, Kami holds immense respect and value for honourable behaviour. Birth magi, honour in war - Every enemy slain in combat heals Kami by a minor amount and recharges the lowest level skill slot expended. Using sneak attacks however damages Kami, occasionally also inducing random debilitating status effects.
Nebro, draemora of Clarity (James) - A giant of great renown. With a fiery beard, a red eye and a orange eye, and a great axe capable of severing any creature limb from limb. The ever-burning giant was among those that fought for the all-god, forming a great rival to Solaris. Yet it was treachery and deceit that made his downfall, as his dearest brother Saklas was killed by the betrayer Tayamat. He became so grief striken by this that when he killed Tayamat in revenge, he himself gave up on fighting any further. He still remains of the deep forests of Asahikawa, where he struggles daily with the reformed and twisted version of his brother.
Du, draemora of selflessness (Ling) - A common name in old dranleish. Du refers to "other" much like the words "you, yours, he, she..." just to name some examples. As a character, Du portrays that concept of selflessness finely. Ever healing and aiding others, even if it is at their own expense. Sadly, Du died during the grand betrayal whilst trying to protect the wounded. Birth magi, healing hands: Slowly but surely heals whoever the character lays their hands on, without spending any spell slots.
Tu, draemora of the many (claimed) - A monsterous draemora. Or rather, draemoras. Tu is remembered as an enormous swarm of insects, each individual inset armoured, featuring sharp wings that cut when flying past, and poisonous stingers. Moving to one hive-mind known as Tu. Fighting this creature is nigh impossible if one does not get creative.
Auxi, draemora of helpfullness (free) - A draemora known for being an excellent advisor due to his unparalleled wisdom. During the grand betrayal, he tried his best to advice the usurpers not to go through with their plan. They would not listen to him... Birth magi, advisor: Can summon a whisp that gives advice on the current situation.
Sepia, draemora of intelligence (maria) - None may absorb information as swiftly as the keen learner Sepia. Disguised often times as a dreamy scholar, she is in fact a fearsome opponent to have. Observing and exploiting the tiniest of hints with her fast mind. Birth magi, quick learner - Double EXP gain
Cardis, draemora of blood - A title since stolen by Krysomis. Cardis was well known for her fondness of blood; which represented the life force of all living things. Birth magi, water of life - Dealing bleed damage causes Cardis to heal in direct respect to the severity of the bleed damage invoked.
Silthor, draemora of revenge(viper) - Ever obsessed with revenge, one might mistake this serpentine draemora for Zerna herself if confronted. One may best hope such ire is never invoked. Birth magi, avenger - When on the brink of death, Silthor gains a +2 to str, dex, and sau for 3 rounds
Hydris, draemora of water (elemental blade) - Primal element of water, hydris embodied the very concept of the element. They fought loyally for the all-god, but were felled.
Lumi, draemora of light (elemental blade) - Light shone and seemed different when she was still around. The brightest of all draemora, she eventually fell to Lux during the holy wars.
Negras, draemora of darkness (elemental blade) - Once upon a time, darkness was invisible, and so was Negras. Yet this did not save him from Oiche, who slew and imprisoned him.
Magus, draemora of magic (elemental blade) - The most illustrious of the draemora was Magus, who embodied the concept of mana. During the holy wars, he led many battles, but was deceived by Cogniti and imprisoned.
Ignis, draemora of fire (elemental blade) - The primeval flame and embodiment of heat. Ignis fought fiercely during the holy wars, but did not stand a chance when he came upon Helios. He was imprisoned and never seen again.
Terra, draemora of earth (elemental blade) - Beholden to the primal element of earth. Terra embodied in many ways life itself. It is said that all things once blossomed as flowers do.
Fulgris, draemora of wind (elemental blade) - Once a loyal warrior to the all-god, he was eventually imprisoned within a weapon, never to return again.
[/PTab={background-color:#181818}] [PTab=Usurpers] The Usurpers The planners, and committers of the grand betrayal. The current gods are among those responsible, but others were less fortunate in their usurpation of the all-god. They were banished, never to return to this world for their crimes... Yet when existence was at its frailest, the overworld recalled them from the void.
Utu, draemora of fury (Dave) - Being angry is one thing; But to be named as the Draemora of fury requires a different type of anger entirely. Formed as a giant, hulking flame made to the shape of a man, Utu wields an equally bright-burning scimitar. It is this image that invokes fear in so many draemora and gods to this day, for it is believed that it was Utu and Utu alone who managed to strike the all-god while they were in the overworld, and cast him into the underworld. The image of a burning man wielding scimitars is still used as a symbol of ultimate power, representing the domination of the underworld.
Nyaralofthep, draemora of ends (dead) - "All that is good and evil must come to an end. May something better grow from their ashes." Those were the words Nyaralofthep spoke before she herself ended her life. Sacrificing her very soul to create the underworld. The only place where the all-god could possibly be killed, and a safe haven for the dead upon the overworld. It has been the domination over the realm that his her corpse, for which many holy wars have been fought.
Lux, draemora of authority (?) - Lesser known for his exploits during the holy war and better known for his reign afterwards. Lux was one of the few draemora to survive the war and ascend to official godhood. He ruled as the God of Light for several millenia. That was, until Zerna took over his place and cast him down. Draemora however can never truly die and so Lux is still out there, likely imprisoned by the forces of the Trinity. Birth magi, bright lord - Additional light damage to attacks when exposed to sunlight
Aras, draemora of destiny (Jojha) - Also known as the great owl, Aras presented itself in two ways. As a giant, all-seeing owl that watched over the world and struck down at those to overcome them... Or as a sword-wielding mage who could strike down any army through the power of time magic. It was Aras who managed to kill Loya, and in turn rout the holy blades from battle. But that did not stop the all-god from striking him down.
Hydras, draemora of ice (free) - A close friend to Hydris. But when the holy wars came, she betrayed her friend and imprisoned her. Birth magi, frozen heart - Temporarily transform into an icey mist, doing ice damage to anyone you pass through while remaining invulnerable. Lasts 1 round, requires 10 round recharge.
Cra'ros, draemora of servitude (Godfrey Old hunters) - A once proud servant of the all-god. Cra'ros was manipulated and twisted into betrayal by Tayamat. One of many to fall to her words. Cra'ros came in the shape of a giant, bound at all limbs with chains which he used as weapons.
Emesque, draemora of the scorched (Sazael) - There is that which burns, and that which is burnt up. This charcoal creature belongs to the later. A creature of ash, who felt right at home in the world initially created, and would much prefer it returned to that state. Birth magi, embers - The ability to create small flames from his fingertips, only being able to make two at a time and their intensity being tied to his emotions.
Helios, draemora of evil - The fearsome one, helios. He survived the holy wars and settled the fiery hells for the longest time. Yet he was eventually usurped by Arrior.
Ori-kor, draemora of children (Seo-jun Old hunters) - Do not let the title fool you. To the draemora, demons are their children. And they are not at all as playful as the title suggests. Demonic Experimentation - Killing and Pain are the only valuable variables. After killing a combatant Demon will take on those characteristics growing stronger with the damage he takes. Humanics: +2 VIT +1 STR. Magicals: +2 SAU +1 INT. Beast: +2 DEX +1 PER. Accursed: +2 EMO +1 VIT. Constructs:Actual Tank.
Du-cozm'stah, draemora of transformation (dead) - The ever changing Du-cozm'stah is known for never taking on a single shape. Instead, he or she constantly changes in material, appearance and size. Never settling for a single set figure. Highly unpredictable and highly adaptable. Yet Du-cozm'stah found their end during the grand betrayal, and their true end in their final form; The blade of destruction.
Ezhe, draemora of after-death (Squawk Old hunters) - It looks like a corpse of one creature or another. Sitting still and patiently waiting before springing its trap. Ezhe is essentially dead, yet alive. Moving through the maggots and flies that feed on corpses. It is no surprise then that its powers involve increasing it's own power through feeding on its enemies. Dead or alive. Alas, Ezhe was slain during the betrayal, and banished. Birth magi, plaguebearer: Wounds suffered will start to fester after three rounds, spawning a singular fly for every round, for every festering round. Each fly has the chance to incur a poison effect on a random nearby enemy.
Mir, draemora of selfishness (free) - An self serving demon, only interested in furthering his own goals no matter the expense it may have on others. As one could expect, he was slain during the grand betrayal, and banished. In language, the word Mir is common. Used to refer to one's self. Birth magi, backstab: The character gains a massive temporary stat boost and heal when betraying an ally.
Abor, draemora of conjuring (Decimus Old hunters) - Oen of Relo's closest allies, until the grand betrayal cost Arbor his life. Birth magi, child of the void: Use summoning based spells one slot less each 5 rounds. Resistant to void damage.
Culia, draemora of current time (free) - a creature that truly lives in the moment. Constantly satisfying impulses while damning the long-term consequences. A great fan of using substances to dull the senses, and a great addition to any party. Unlike the other draemora who conciously decided to side with the betrayal, Culia essentially stumbled into the war and fought on the betrayers side. All the whilst blacked-out drunk. Birth magi, drunkard: Being under the influence of potions, drugs, and (of course) alcohol will give no negative effects while increasing the positive effects. The hangover is a bit stronger though.
Schlavenizk, draemora of past time (free) - A historian obsessed with recording and detailing past events. This makes him a great scholar too, if a bit paranoid. During the grand betrayal, Schlavenizk was involved heavily with the planning of the war. When the tides turned, he fell to the holy swords and was banished. Birth magi, historian: Can relife events by touching objects or people significant to that event. One must know what they're looking for though...
Cronah, draemora of mistakes (free) - quite the unfortunate one, Cronah seems to constantly make the wrong decisions. Never getting anything right. As he did with choosing what side to be on during the grand betrayal... Birth magi, second chance: Upon making a grave mistake, time will rewind a bit. Allowing you to make a second take. The greater the mistake, the more time will rewind. Can be used only once every 20 rounds.
Kogo, draemora of Royalty (Izanami Old hunters) - Presenting themselves as lavish empressess and queens, Kogo has a love for luxury and royal status. When given the possibility of rising in status, she eagerly took it, but only led herself to downfall during the betrayal. Birth magi, royal servants - Kogo has unusual control over her summoned creatures, being able to give them an role/class, each role giving them a special thing in a fight(See bio for full list), these roles stay for the amount of spell slots she uses and how strong the spell slots are.
Pol, draemora of pain (free) - A draemora obsessed with the experience of pain. Inflicting it constantly on itself when not given the oppertunity to give it unto others. Birth magi, masochism: Suffering pain increases SAU depending on how severe the pain is.
Bekest, draemora of exceeding (free) - It was only natural that, when given the chance to exceed god, Bekest immediately involved themselves with the usurpers. Wanting nothing more but to hold the claim that Bekest was the one to best god himself. Birth magi, david and goliath: For each level the strongest enemy exceeds the characters level, a random stat is increased by +1. Limits at +5.
Rapesh, draemora of challenge (ari Old hunters) - Of course, Rapesh was up for the challenge when offered the chance to fight god. He took it up eagerly, and failed to overcome his challenge... Birth magi, goliath and david: For each level the strongest enemy exceeds the characters level, LVL1 slots are increased by a level when used. Limits at +3 LVLs.
Shooketh, draemora of finality (free) - Everything must come to an end. Life, death, love, hate. Betrayal and draemora are no exception. Shooketh died the way he lived, honouring the finality of mortality. But his banishment was no permanent death. Birth magi, finisher: Creative, extravagant finishing blows on enemies will grant +3 stat points to a random stat for 3 rounds.
Boom, draemora of explosions (Barry) - Named after the very sound it loves to create. Boom is a playfully spirited draemora with an obsession for creating loud explosions wherever it goes. Birth magi, nuclear detonation - Boom can perform a self-destruct explosion that damages itself equal to the amount of rounds spent charging up the explosion, which can increased to fatally nuclear levels if given enough time.
Zre-zho, draemora of contradiction (Isaac) - pesky draemora known for his constant naysaying and pestering. Challenging the words of whoever he spoke to, and contradicting whatever norms were set. It was no wonder he joined the usurpers. Birth magi, contradictory advice - A whisp will tell the owner, when asked, exactly the opposite of the truth, or the opposite of the best decision. The challenge lies in finding the proper way of interpreting what the opposite of this advice is.
Kthanta, draemora of authority (Jeden) - The draemora of authority is one fit more than any to lead armies. With great love for putting themselves at the helm of any undertaking, they fit the position of a leader perfectly. Commonly Kthanta formates in many shapes, but all excuding the looks of a warrior-king. Birth magi, bannerlord - The more companions Kthanta has, the more powerful he grows.
Ample, draemora of holding (free) - Though its name might imply some loving, hugging creature, nothing could be less true. Ample is a draemora who takes great pleasure in managing to abduct and imprison other draemora. Birth magi, grapple - When dealing with multiple enemies simultaneously, the owner can paralyse a single random enemy. This paralysis switches over to a different enemy each turn until the owner is no longer outnumbered.
Se-huniz, draemora of absorption(neit) - Se-huniz is one of adaptation. Taking to absorbing her surroundings to use them as fuel for her own bloodshed. Thought to be the inspiration for Krysomis to create vampires. birth magi, Voices of the blood - Se-huniz' power allows her to drink the blood of a creature that she herself has killed and gain a voice that holds the personality but not memories of the creature if the creature is intelligent the voice is able to vocalize itself within her mind. If it isn’t then it can force out feelings or emotions as a way to communicate it’s point. If she drinks more than six pints she can then use the blood stored in her body in various ways. Her preferred method is to force the blood out through slits in her hands to create hardened claws.
Calerazhtif, draemora of decisiveness (Fengkuang) - Calerazhtif was known for their hardheaded decisive action. When Calerazhtif wanted themselves to be something, they would be just that. No matter the faced consequences, they would always stand for that conviction. Birth magi, self-ownership: Can change element and holy/unholy allignment at will, but this allignment is locked for 5 rounds after each use. Can also buy any spell regardless of element and allignment.
Teropis, draemora of tools (Zhao'er, Old Hunters) - Teropis was a renowned craftsman, master of tools and masters alike. It was said that just about any material could be turned into a tool or weapon at their hands. Birth magi, shaper of all - Allows for any body part, or the body as a whole, to be turned into any immaginable tool or weapon that fits the size.
Venator, draemora of predation (Viktoria) - Venator once governed the wild and the specific process of 'there's always a bigger fish'. Ensuring they did their part for maintaining the cycle of nature. When the holy wars started, he faced the gravest fate of all... Being cancelled on twitter over DM's with minors. Birth magi, spirit of the hunt: Incurs a fear debuff on the marked "prey", as well as increasing the user's accuracy and tracking of said prey. Only one prey may be marked at a time.
Ivoc, draemora of invocations (Misha) - Ivoc was quite the mage in his time. Their most significant deed was the creation of projectile spells. Birth magi, evoker: At the cost of an additional spell slot, Ivoc is able to change the base element of her spells into any of the other elements.
Novatatem, draemora of the unexpected (Ainura) - No one saw it coming when Novatatem joined the usurpers. Birth magi, unexpected caliber: Yedigei can punch above her weight class by loading any caliber round into her trusty revolver, even when they wouldn’t or shouldn’t even fit. This allows her to fire all sorts of bullshit; AP, explosive, dragon’s breath, slugs, flechettes or buckshot shells, .50 cal, etc. The only limit is if she can actually hold the round in one hand, and that larger rounds have more recoil.
Vinchu, draemora of captivity (claimed) - Often hailed by his peers as the 'banisher' or 'jailor', Vinchu was well known for their capacity to imprison even the trickiest of enemies. It was by his expertise that even gods could be jailed. Birth magi, seal of vinkorator - Once per day, the user can cast an unavoidable major stun on any given target.
[/PTab={background-color:#181818}] [PTab=Neutrals] The Neutrals Some draemora felt no need to engage with the grand betrayal, or simply never picked a side in that war.
Tayamat, draemora of chaos (James) - Rather than picking any side, Tayamat picked both. Playing the different parties against one another. When one army was getting a bit too succesful, she sabotaged it. When one army was starting to lose, she'd reinforce them. She did everything in her power to feed the chaos of the grand betrayal, as she did with every war before that. These days, Draemora know better than to trust her. More deceitful than Oiche, more evil than Helios. Tayamat is often remembered as an enormous, fiery dragon, or as an illustrious woman. Her abbilities with illusion magic only served to aid her manipulative nature. Some belief that it was Tayamat who first spread the seeds of doubt among those who became the Usurpers that caused the grand betrayal. This has caused her to be the only ' Neutral' draemora to be banished by the all-god.
Saklas, draemora of Fools (James)Brother to the draemora of Clarity, Nebro, Saklas is known for his easy-to-fool personhood. He was in fact so foolish, that he believed Tayamat of all creatures to be honest. Only for Tayamat to kill him... In the end, it was at the end of Tayamat's vessel that he found his end a second and last time.
Eureka, draemora of ideas(Asra Old hunters) - Ever inventive, Eureka constantly makes way to create new things and invent new methods. Half the spells known today originated from her creative mind. Birth magi, EUREKA! - Eureka is incredible imagniative and productive when she works. All work with professions is done faster than normal and the quailty is increased. Eureka can also figure out whats wrong with the machinery and so on.
Sol, draemora of the sun (claimed)
Luna, draemora of the moon (claimed)
Ziziris, draemora of frost (NPC Old hunters) - A close ally to Ygrosif's forebearer, but whom fell during the happenings of the grand betrayal, much like her friend. Birth magi, frostbite - Summons a field of ice to press up from the ground around the caster, or in a cone shape out in front, which has the potential to do ice damage and lower DEX.
No-imar'ses, draemora of remembrance (Vira) - There is the saying that all viro die twice. Once when they pass on from this world, second when their name is last uttered. No-imar'ses speaks this final adress with the utmost respect. Birth magi, The dead’s ward: No-imar'ses’s birth magi allows her to speak out short sentences and words through any undead thrall currently under her control.
Tito, draemora of thorns (Klar) - A solitairy and highly protective creature. Tito is known for her habits of putting spikes everywhere around her to make approach difficult. She herself is no different, making even cacti look huggable compared to her horrinly prickly form. Birth magi, Lernaean Spines - the spines that cover Tito's body deal a small amount of damage when they are in contact with a foe in melee. Whenever Tito is hit, the area that was hit grows more spikes, temporarily increasing the damage.
Xe'kitesh, draemora of space (claimed)
Itar, draemora of assessment (NPC Old hunters) - A scholarly-inclined draemora interested purely in the analysis and assesments of problems. Both parties of the grand betrayal frequented Itar for advice, but he refused both his services. Deciding to stay neutral in the events, which turned out to be the smartest move.
Pullil, draemora of space, width dimension (free) - A draemora known mostly for being the smallest of all draemora. Miniscule really... Birth magi, shrink - No matter how big you are, you and your inventory can be shrunk down to the size of an ant at will.
Sakil, draemora of space, length dimension (claimed) - Legends portray Sakil as an unending snake... Not much more is known about it.
Dranleish, draemora of linguistics (Crow) - According to old legends, Dranleish was the first of all Draemora. Tasked with naming all the draemora that came after him, and thus being the one responsible for creating the first ever language. Old dranleish. During the grand betrayal, Dranleish stood aside. Interested more by recording the events than he was in participating in them. Birth magi; Linguist - Can communicate with anyone and anything. Regardless of their ability to speak. This extends to all languages spoken, all texts to be read, and even communicating with animals and inanimate objects.
Pur, draemora of youth (claimed) - A childish and impish draemora. Its influence on the rest of the draemora should not be underestimated though...
Elvie, draemora of birth (claimed) - Displayed as a perpetually pregnant... thing. In combat it is known to produce a constant swarm of helpers, all in the form of twisted younger creatures. Despite her gruesome appearance, Elvie is a caring and motherly creature. Having kept herself out of the betrayal, only to serve as a healer for those that returned from battle.
Trakarez, draemora of travel(Lao) - The journeyman and nomad. Trakarez is a wanderer, never standing long in one place. Staying in one singular place unsettles it. But exploring new places will embolden him. Many believ to have encountered this mystical creature. In truth, no one really knows if Trakarez is still alive, or if he was banished... Birth magi, odyssey: When fighting solo, the character will gain +1 random stat point per enemy they are facing. Limits at +5.
Cuthlah'mah-krog, draemora of the unknown (claimed)
Pyuni, draemora of punishment (Phi) - A draemora known for constant flagellation. The creature seems to relish in the experience of pain, be it that of themselves or others. Birth magi, mortification: Self-inflicted bleed status will not drain health. Instead, this will enhance attacks with additional bleed injuries and slowly heal. For every four degrees of self-inflicted bleed, one degree of injury is healed per round.
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