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Fantasy The Gods

Solirus

Grossly Incandescent
Roleplay Type(s)
God CS

Name:

Nicknames:
(IE the allfather for someone like Odin)

Godhood: (What are you God of? This could also be considered as domains)

Type: (Are you an old or a new god? new players can't make Old Gods)

Appearance: (Pics/description.)

Goals: (What do you want to do?)

Personality: (What is your God like?)

Bio: (What story does your God have on the world, This mostly applies for Old Gods, but New Gods may add in if they want to)

Powers: (What are some powers your God possesses? Everyone starts with the ability to shapeshift and create)

Symbol: (What religious or just symbol in general represents your God or their religion)

Other: (Anything else you might want to add)


Note: If you have any question relating to character creation, you can ask us in the Discord.​
 
Name: Surtyr

Nicknames: The Devourer, Devil, Father, Creator of Monsters

Godhood: Energy, Organic Matter, Giants

Type: New God

Appearance: A titanic, 230-meter monstrosity. Surtyr has a skull for a face, with no eyes or similar details. The blond hair of his human form is far more wild, shrouding his empty eye sockets at times. His midsection is lean almost to the point of delicacy, his exposed ribs curving like tree roots. His human form is small in stature, with bright blue eyes and an empty look to them.

Goals: To forge a new ecosystem based on his flesh and blood.
To propagate his power.


Personality: Cruel and a firm believer in ‘might makes right’. Surtyr believes that the strongest must rule the weakest, and that if the weak wish to rule they must kill their superiors. Failures in his command are devoured, and their power passed to a more worthy inheritor.

Bio: Surtyr is the god you go to when you need a lot of destruction. His hordes of gigantic humanoids and physical powers allow him to decimate nations, and he’s always up to absorb more biomatter.

Symbol: A branching, spinal-cord like symbol.

Powers:
Titanic Form: Surtyr can manifest a huge body capable of overpowering gods in hand-to-hand combat. This body is tough, agile and highly regenerative.

Crystallizing Power: He can create structures and weapons from the ground with his power, as well as enhance his already formidable physical abilities.

The Sea of Organic Matter: A dimension of malleable sand or clay, which also holds Surtyr’s power and mind. His subjects can access it to a degree. He adds to this stockpile by consuming organic materials.

Life Creation: Using his personal dimension, the Sea of Organic Matter, Surtyr can create living organisms. These can take on many forms, but those with the most of his power are humanoid.

Organic Manipulation: Surtyr can alter the physical or mental composition of his creations and himself at will, using his voice.

Other:
Surtyr has virtually no means of ranged combat save for crossbows and hardened spikes. Combined with the fact that he’s flightless, it’s evident that to beat him one should stay away and attempt to overwhelm his regeneration.

His powers also require a cool down time after heavy use.
 
Name: Vez'Arai (Vez are-eye)

Nicknames: The Great Serpent, the Eternal Friend, the First Artist, the World Carver, the Great Teacher, The Constellation, the Dead Serpent, the God that Cared.

Godhood: Prosperity, Culture, Freedom, Creativity,and Serpents,

Type: Old God

Appearance:
584836

(The appearance of Vez'Arai before and during the War between Gods.)
Serpent Constellation.png
(The appearance of the Serpent after the War between Gods)

Goals: To guide the world, and his own creations into achieving a world of prosperity, love, and enlightenment; in which all were treated fairly, and live without fear of harm from one another. Additionally, to treat mortals fairly and as his equals.

Personality: The Serpent is defined by his idealism. He believes in, and strides for a world in which mortals are unlimited in their accomplishments. He believes that the only difference between the Gods and mortals is age, knowledge, and power, and eventually, mortals could ascend to Godhood on their own. He cares deeply for each and every one of his creations, and is possibly the most hands-on of any God, spending most of his time among his creations, guiding, teaching, and advising them. He believes in efficiency, and does not believe that the Gods should punish their creations, but instead help and heal them. As such, he designs his creations in the idea of perfection, people who can do little wrong.

It is in his idealism and his creations that he has problems with many other gods. He understands that they can do things however they wish, but he views many of the others as cruel, inefficient, and some even as evil. Vez'Arai does not enjoy conflict, but may view it as needed to protect mortals. In the end, creation is an opportunity to provide for the created, and the idea of worship, or using mortals for amusement disgusts him.

He loves to learn, and he loves to teach. But most of all, he loves his creations, the Vez'Sinai.

Bio: The Serpent labored to create perfection, to create a world fitting for mortals. He created two minor gods, Saewyn and Asturia, and sired two others, with the goddess Dyne. Then, he created what he was proud of most. That being his mortal race, the Vez'Sinai. They were calm. loving, and peaceful, and he made them to live away from suffering and pain, immune to aging and disease. Vez'Arai spent every day with his creations, year after year, eon after eon, and as they were immortal too, the relationship he fostered between him and his children was closer than any other. He created for them a homeland as unique and beautiful as themselves, and hoped for peace.

Yet, such hopes were in vain. Conflict would arise between Vez'Arai and the other Gods, who wished not for a world of peace, as he did. He made friends and foes, and in his eagerness to protect mortals, made many more foes than he did friends. Altercations with Morois and Khades left the two as bitter rivals, and soon enough, a war ignited. During this struggle, the Serpent came to realize that creating the Vez'Sinai at all in such a world as Nraumm had doomed them to suffering. The Serpent knew his mistakes, and was yet unsure on how to fix them. In the end of this bitter conflict, the Vez'Sinai's homeland was destroyed, and the Serpent entombed in the heaven, a desperate gambit to save Khades from his own divinity, before it consumed him.

Imprisoned in the stars above, trapped in coma, Vez'Arai misses his lovely little children. He'll come back for them, one day. As he promised once, "One day, I'll be back, and I shall take you all in my embrace, and never shall we part again. I shall take you away from here, to a place where the stars shine forever in twilight, and no one shall harm you again. " Even wrapped in starlight, his life fading from his body, the Serpent loves his creations. Always.

Powers:
Shapeshifting: The Serpent takes many forms, as can all other Gods.
Phasing: The Serpent can take an Ethereal form, effectively "No-clipping" through reality, allowing him to be physically amongst his creations without knocking everything down.
Telepathy: He can communicate with any being from any distance through minds.
Laser Breath: The Serpent can breath beams of pure energy, which he uses both to create and destroy.
All-Sight: The great, blue eyes of the Serpent can see all.
Size: Being really fucking big.
Mental Altering: A power that only works on Mortals, the Great Serpent can alter the minds of mortals, one at a a time. His creations are already mentally stable, and nigh incapable of wrong-doing, but incase other gods interfere, or other mortals want the Serpent's gift, the Serpent is able to. The "Serpent's Gift" is the altering of a mortal mind to ease negative emotions, heal mental illnesses and damages, and to grant the mortal the ability to feel the emotions of all others with the Gift, and even those without, to a more limited degree. A reciever of the gift is given empathy, simply put. There is more to it of course, but that's the gist.

Symbol:
1599249752062.png
Theme:
A Theme in Death

A Theme in Life

Other:

The Serpent is "dead", and will not take part in the RP until a later point, where he will return.

For now, my RP will only involve his two minor gods, their creations. and his own, the Vez'Sinai.
 
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  • umbrella-painting-jpg.584619
    Name:
    Dyne

    Nicknames:
    The Lady, the Mother of Humans

    Godhood:
    Drama and Civilization

    Type:
    Old God

    Goals:
    Dyne loves stories. Myths, legends, the byproduct of epic feats performed by select members of a civilisation worthy of eternal crystallisation. She maintains a resemblance of order in the world to see more of stories and creates her own.

    Personality:
    Charming. With a smile permanently etched on her face, Dinara finds it easy to slide into others conversation. She fully enjoys being the centre of attraction, to be adored in a gathering. Often her playful nature lures people into coaxing her for their own fun, and she gets along with them just fine. She may be silly on the outside, but her carefree attitude doesn't mean she has a shallow mind. After all, what can be more fun than the freedom one possesses?

    Everyone has their vices, and desire is one of hers. She has no sense of frugality and often lavishes herself in her whims. Her desire only fuels her ambition in her action, often pushing her to the border between firm determination and mere stubbornness.

    Bio:
    One day, she existed. A goddess born from nothingness came into being just so. She was all-powerful. All-knowing. The power makes her excited, but it gradually became boring. No effort in reaching her goal. No struggle in realising something. It was awful. She fell to a period of boredom until her eyes fell on the mortals.

    They struggled. They fought. They died in misery without knowing how large the universe could be. Her eyes shone. Her mind thought of a play. A game. A way to pass eternity. Through the countless journey of heroes and demon kings, through the journey of wise sages trying to reach eternity, she shall be the director of every epic story on the mortal realm! But she needed her own actor, suited to her needs. That was when she created humans and how wonderful of a cast they are! Countless dramas and plays she had created with them (and a smattering of other races, but that's a secret from the other Gods) and she had never once got bored!

    During the Great War, Dyne had forcibly recalled all humans back to the Ancient Kingdom under the pretence to protect them from the ongoing war. What ensued was a centuries-spanning play she called "Humans in the Post-Apocalypse World". The ensuing conflict between humans was enough for the Lady to get rid of her control over the domain of Agriculture in favour of the domain of Drama.

    Powers:
    • Strands of Knowledge: Dyne is able to communicate with mortals through numerous means. A moment of genius. An epiphany. This bestowed knowledge can also come in the form of prophetic dreams or a prophecy, or as a voice from the sky or a resounding echo in one's heart.
    • Humanity's Mother: As the Creator of humans, Dyne has an uncanny influence over this mortal race. Enough influence she is able to tweak their potential even after they are born...
    • Dramatic Scenes: Her eyes are everywhere, spying on every potential drama in Nnraum.
    Symbol:
    White Parasol

    Other: -
 
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Estus

Nicknames:
Lord of the Forge, Keeper of Castles, Smoke-Walker

Godhood: Forges and Keeps

Type: New God
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Goals: As the Lord of the Forge, Estus' primary goals revolve around crafting. Whether it be for cities, tools or weaponry, this New God spends an inordinate amount of time just crafting things. Though its more of an instinctual passion more than anything else, Estus believes it does somewhat stem from a underlying desire to leave immense marks upon the world. As the Ruvon share in this passion, he has a semblance of responsibility for the advancement of their kind, seeing as they have matching goals most of the time.

Personality: Estus is an extremely straightforward individual with a frightening passion for creation that some would consider an obsession. Day in and Day out, there aren't many times when one could find him outside of the massive forge he has underground. He makes stuff, all kinds of stuff for the sole purpose of having them made. It was as if the sole act of making things was his only reason to continue, which it kind of is. This passion stems from an intrinsic belief that the only symbol of progress is to build and continue building, a method of measurement that he subjects all to. Though he's infuriatingly stubborn on this front, that very obsessions has led to him being extremely passive in most scenarios. He cares not for many things besides his love for creation, and because of that he's extremely accepting of all kinds of persons and individuals. He considers many things inconsequential, plenty except for destruction.

If creation was his big go to scale of progress, then Estus considers most forms of destruction wasteful by nature and reprehensible as a result. To date the only form of destruction he can tolerate is destruction in the name of creation, but even this he only tolerates begrudgingly.

Bio: Not sixty years ago, within a land long thought dead, a series of eruptions and earthquakes preceded Estus' birth. Awakening deep within immense magma pits under the surface, this new god was immediately overcome with an urge to create. He instinctively formed the cavern of his birth into a forge, within which he spent the first decades of his life hammering away. It was during this time that he created the hardy Ruvon. Based off the rodents which had survived the harsh landscape, these Ruvon were of various shapes and sizes yet shared Estus' intense passion for forging, and quickly followed in his lead. Only within the recent decades, with their patron Deity's aid, have these normally underground creatures spread to the surface.

Powers:
Shapeshifting- Has full control over his appearance, but will often use this power to change size between a regular humanoid and his true titanic form.

Flame Immunity - Estus is immune to the effects of fire and heat in general, and casually wades through oceans of magma on a daily basis.

Lord of the Forge- Estus' control over the forging of items is legendary in scale. With a horrifying amount of raw skill that one could only expect from a God such as him, he can create extremely powerful items if given the right materials. He's even capable of using mortals in the creation process, though he has a personal reluctance to utilize the bodies of any living being in the process.

Smokewalker -Estus can use clouds of smoke to teleport, as long as there's enough smoke in a place he can travel to it through another cloud of smoke.

Keeper of Castles- Though he prefers a more delicate approach, Estus can wave his hand and form castles and keeps where he wills it. By pulling resources from the very ground and forcing them into shape, the guy is capable of creating grand keeps within only a few moments. However, these structures will be notably more rough than those made by the hands of others, and his control over them seems limited solely to building them up instead of destroying them.

Keeper's Blessing- Estus can be called upon to bless large structures with extra strength, so that they may withstand oncoming disaster more effectively.

Symbol: Most of his followers recognize the image of a stoked forge as his primary symbol of representation.

Other: Magma quite literally flows throughout his form​
 
Name: Nek-Lidh

Nicknames: Not yet.

Godhood: Intoxication, disorientation and poison.

Type: New God.

Appearance:
png.png

Goals: Nek-Lidh seeks to bring ecstasy and stupor to the mortal realms, their goal to create sanctuaries away from the worries of current society. Whether this is out of pure benevolence or pity upon seeing the state of the world, or lies behind a different, more chaotic motive, they keep an undeciphered secret. Outside of this, the god is under constant pursuit of discovering new poisons and substances to add to their collection, seeking out the most outlandish and strange of effects. Toying with the order of things also happens to be a side-motivation to them.

Personality: Polite, well-mannered and elegant is how Nek'lidh present themselves, carrying their body with a constant poise rather unsuggestive of an elevated state. This appearance is a ploy, as inwardly most things become sneering and mockery. They view the world as an inconsequential playground, unfit to trouble oneself with in any major capacity. This laid-back and apparently uncaring attitude causes the god to not bother creating much of their own, instead meddling with what is already there in front of them.

When it comes to executing plots and testing out new substances, restraint is not a word found within their vocabulary. They will delve into any excess and nefarity, so long as it satiates their addictions.

Bio: Very short and not yet noteworthy.

Powers:
Pipe of Euphoria - Nek-Lidh is able to conjure the effects of any drug or poison they know through a pipe, exhaling them in thick clouds of various shades of purple. Their potency, thickness and reach are all determined by the god, who also chooses whether they wish to be affected or not. Additionally, they can use these clouds for transportation, "becoming" a part of them.

Intoxicating taint - A slow and steady machination, users of substances touched by Nek-Lidh find their souls procedurally tainted. When addiction hits the irreparable, the soul finds itself dragged to a realm not yet constructed.

Mind Games - Akin to an illusion, Nek-Lidh has to power to influence one's perception of their surroundings and the flow of time, altering distances, colours and directions as a trick of the mind.

Heavyweight - Outside of their own pipe or divine doing, Nek-Lidh holds immunity to the effects of narcotics and toxins, their form impenetrable to the effects.

Shapeshifting - Perhaps unworthy of mention, Nek-Lidh can shapeshift into desired forms like the other gods.

Symbol: A white opium pipe in front of a purple cloud.

Other: Their favourite colour is, without a doubt, purple. In other news, their go-to are opiates.​
 
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  • "Blood has been spilled and blood will be repaid."
    Name: Khades (KAY-dees)
    Khades.jpeg (appearance before the War, afterwards he lost the crystals and has gaping holes instead)

    Nicknames: The Cinder King, Herald of Annihilation

    Godhood: Fire, Destruction, Dragons, Patron of Anarchists and Pyromancers.

    Type: Old God

    Appearance: a mature, mountain of a man with ashen skin and raven black hair with strands of grey. He wears plate mail that looks like scales with gaping holes in his chest, elbows, and the backs of his palms. He also wears a ruby cloak.

    Goals: Khades’ primary goal is to exert his will over the Shard of the Everspark and regain power once lost to him (more in bio). After that, he will bring things to their natural end, some graceful, others not so much. New gods must always learn from the mistakes of their predecessors.

    Personality: Khades has given up his rage. Once he felt so fervently that he was right, he risked his entire civilisation to prove it, and it nearly ended in dooming himself and those around him. Now, Khades is determined to never allow such misdeeds again.
    Khades is still quick to anger, though he is now also quick to calm, preferring a diplomatic approach over a frontal assault. Similarly, Khades is slow to trust and can still make hasty judgements about people and situations.
    Khades still highly values combat and sees it as a necessary role in civilisation and the natural world. Though he has come to respect civility and tactics, Khades is still prone to violence when against feeling overwhelmed.

    Bio: At first, his aim was simple, to ensure freedom and ward tyranny. When he first landed in the world, he impacted with such intensity he turned the mountain range into a valley. Next, he pulled the Ashborne from his own blood and taught them to hunt.
    When Vez’Arai demanded retribution for misdeeds, Khades saw it as a binary choice. Condoning this would mean falling into a tyranny unto themselves, so he rejected the notion and declared war on Vez’Arai. He turned this hate into creation, into a Minor God known as Teros, a being of rage and destruction. From thought alone, he crafted Tsuquena, his Minor Goddess of natural disasters.
    After inciting the very war that destroyed most of Nraumm, Khades fled and was saved from himself by the very enemy he once vowed to destroy. After rebuilding his old vessel, if somewhat weaker, he followed what remained of the Everspark, a being of malice and the evil side of chaos consumed by Vez’Arai to save Khades from being corrupted by it.

    Powers:
    1. Wilting Touch.
    Anything Khades touches rapidly ages until it is brought to its natural ruin. People age decades in mere seconds and mountains crumble to dust in days. This effect also extends to things in contact with his greatsword. This ability can be withheld if Khades wills it so.
    2. Breath of the Great Wyrm. Khades exhales a fiery breath that can rival the intensity of the sun if done at full power.
    3. Eye of the Enfeebler.
    Khades can intensify his gaze and weaken anything in his sight. Metal rusts, creatures are stripped of their power, and magic is dispelled if the source of said magic is weaker than he is. Magical items are not diminished by this ability until their magic is dispelled.
    4. Celestial Origin. As a god, Khades has the ability to shapeshift to a limited degree (namely to a draconic form and the ability to change his scale), as well as the ability to create life and communicate telepathically.
    Flame.png(a simple symbol used by the followers of Khades, also used as a warning sign on dangerous substances)
    5. Everspark. Khades once had access to the Everspark and will hopefully regain it. Access to the Everspark grants the user full mastery over any and all flames, magical or otherwise.

    Symbol: Followers of Khades forgo intricate artwork, referring to a simple three-tongued flame.

 
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Name: Ezeth | Ez'eth
raziel_angel_seraphim_mysteries_Minaya.jpg
Nicknames: Saint of Purity | Harbinger of Light | Savior of the Fallen

Godhood: Sun, Phoenixes, Purification, Light, Reincarnation

Type: New God

Appearance:
Using a humanoid form, Ezeth presents himself as a winged being with a faceless visage. While his feathers are portrayed as a clear white in depictions, his wings have a colorful plumage with gold and scarlet being the more prominent colors. A ring of light surrounds his head and bits of cleansed earth circulate his glorious form. Above his head is a piece of the Sun, and for logical reasons, it is unfortunately not the Sun.

Goals: Cleanse the world and lead civilization to a brighter future.

Personality:
Brash and passionate, Ezeth bears the willpower and strength that a phoenix should hold. He's firey in personality, quick to aggravate, and impossible to calm down. Ezeth can take offense to even the slightest insults, he makes sense of tones believing that many are aggravated with him causing his aggression to start. He describes himself as very impatient, liking conversation to be quick and down to the point. Though his aggression may be misplaced in many situations, he doesn't act without a brief thought beforehand. Ezeth isn't one to enter a scenario that he cannot prevail.

Often for Ezeth, the first impression he is given is the one that'll decide his future discord with that person. He believes people can change but not enough to where they are undoubtedly and different. For being very aggressive, Ezeth prefers things to be mellow. War and travesties are things he stays out of unless directly impacting him. He has quite the ego on him, believing he knows his true purpose as a God and is perfect in every single way. He's even gone to naming himself and visiting mortals and presenting himself as that name. Ezeth believes mortals should be thankful for his presence.

Biography:
Birthed from the ashes of a fallen one, Ezeth was reborn in a sense. He plans to do better than his predecessor and cleanse everything he walks upon and the mortals who have lost their path. To achieve this, he's made temples and shrines; given family their lost loved ones; and rebirth those who can help him achieve his goal. In his path to achieve his dream world, he crafted a race made in his image. Phoenixes capable of rebirth. Ezeth was generous and made a few thousand of them, a small number in comparison to the dominating races of Nraumm. He ended up regretting this decision and removed a couple thousand and got rid of their ability to procreate to stop their conquest. Rebirth for the phoenixes would take many mortal years and he gave them a weakness to iron for the heck of it.

With a failed creation still loose, Ezeth decided to let it be. It was beneficial in some right; phoenixes who rode through the skies, undoubtedly careful of any dangers and looking as majestic as could be. This would spread his religion in a positive manner for as long as the Phoenixes stay in the sky.

Powers:
Purification:
The Saint of Purity can purify an area or single person; removing any corruption from the land and ridding of any unnatural beings. By purifying a single person, he removes any curses; previous blessings from other gods; and illnesses from them.
Blessing of the Sun God: Ezeth can bestow a blessing onto a mortal; disallowing illness to befall them and allowing a single reincarnation should they die. The reincarnation ignites their body similar to a pyre until their form is nothing but a resemblance made of ash. After a short time, the mortal escapes its ash shell and is reborn.
Sun's Path: Being a God who represents the Sun, Ezeth can harness its power and create and manipulate the plasma of the Sun.
Light from the Saint: Harnessing the power of light, the Harbinger can use it as he wishes. His most favorite move is to cast a ray of light onto one of his followers when addressing a crowd of onlookers.
Rebirth: He can raise the dead but not in the imperfect sense of where their form rots and is overall disgusting, instead he raises them as they were and continues their bodies preservation into a new life. Though, Ezeth only raises those who he respects or believes he can benefit from.
Birthed from the Stars: Having been of celestial beginnings; he can change his form at his own will; create life and bestow magic.

Symbol:
The symbol of the Phoenix. Rebirth from the ashes. This symbol resembles a phoenix soaring into the sky, bearing a crown and a tear in its wing. The tear as Ezeth sees it is a representation of his predecessor's failure. Below the phoenix is the sun slowly moving over the moon, meaning transcendence.
dbss99z-574b0feb-6b4e-480a-a24b-337a4fdac907.png

Other:
N/a
 
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Name: Halcyon

Nicknames: The Sleeping Goddess

Godhood: Lucid Dreaming

Type: New God

Appearance:
219.png


Goals: Halcyon desires to awaken and join her peers in the consciousness of the mortal realm.

Personality: Halcyon has seen everything and nothing all at once. She does not fully understand the difference between dream and reality, and the lack of consequence has left her somewhat disaffected from the rest of the world. But on the occasion that she interacts with a truly living being, she becomes more inquisitive and eager to discuss the outside. When alone, she enjoys calm walks through nature and laying down in the shade.

Bio: Halcyon's first memories are of something real, but it is hazy and difficult to visualize. Since then she has been trapped, wandering within her own mind.

Powers:
Eternal Lullaby: The goddess's song can put any mortal to sleep -- a sleep from which one may never awaken.

Dream Walk: Halcyon possesses the ability to enter the dreams of others. From there, if she so desires, certain things that take place within the dream are able to carry over into reality.

Halcyon's Wave: As she stirs in her sleep, her dreams manifest her power of creation. During a pleasant dream, flowers bloom in full and game becomes bountiful. The stars shine brilliantly in the night sky, and a profound calming energy washes over all who can feel it. During a normal dream, the landscape warps in strange ways and bizarre creatures begin to emerge from the woodwork. But during a nightmare, the worst fears of mankind become real -- specters of dread birth from the shadows and roam where mortals walk alone. Because she has no control over this power, its influence spreads further and further throughout the realm -- seemingly unstoppable, unless Halcyon were to either wake up or suffer an untimely demise.

Halcyon's Wings: Two guardians, known as Halcyon's Wings, constantly watch over her. As Halcyon herself isn't capable of fighting or protecting herself (while sleeping), her 'wings' acts as her subconscious defense mechanism against those who wish to harm her. Once Halcyon awakens, they will become self-realized and separate from their creator as true minor gods.

Symbol: A closed eye within a four-pointed star.​
 
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Name: Librarian

Nicknames: The Librarian, Keeper of Knowledge, Untyr bringer of Conflict.

Godhood: Knowledge and Strife

Type: Old God (Formerly Minion)

Appearance:
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Goals: Preserve Knowledge, expand his knowledge to what is unknown, and to rid existence of Gods.

Personality: Librarian is a rather complex individual, he desires to preserve knowledge and discover what might not exist, yet he loathes the existence of other Gods, to the point of locking the Library away from them and becoming hostile should they decide to break in. He loves being a teacher and is generally very patient but he isn’t perfect when it comes to his attitude and can enter bursts of anger, although he returns to a calm state afterwards. He puts trust in the mortals that work under him and rather hates himself for becoming a God yet uses the advantage to actually be able to do something. He’ll spend most of his time teaching or discovering the unknown or non existent

Bio:
Librarian was previously a minion who had come into existence due to unknown circumstances after the former God of Knowledge disappeared. His only purpose to read and protect the Library. After some time Two gods had come to the Library in preparation for the war, looking for tomes to expand their knowledge on magic and potentially use it as a deadly weapon, Librarian didn’t care, he in the end only wanted to share knowledge. They were cut short however as another God tracked them down, setting the Library ablaze and leaving not after threatening the two other gods. The two other Gods decided to leave the Library leaving it to burn. Librarian was mortified by this and tried to save the Library with only a small portion of it surviving. He quickly learnt more of the Gods and grew to hate them, eventually becoming a god himself after -------------------------------------------------------------------------------------. After gaining his god status he made his moves and has an incredible hate towards all other gods and divine beings.

Powers:
Knowledge on everything that exists
Knows the past, present, and the possible futures
Copies: able to create copies of himself although they are limited in ability compared to the original.
Strife and discord control
Basic Godly abilities
Library control: The Library is under his total control and may do as he pleases with it.

Symbol: A Sword and a Book, with the book closed and the sword as a bookmark.

Other: He doesn’t keep his true form very often and normally has the form of any mortal. Can summon his sword from when he was a Minion which banishes anything it hits from the Library.
 
1599429676265.png
(art by Juju Juju )
~Xue~​

name: Xue

nicknames:
Lady of the Deep, Ocean's Heart, Mother

godhood: goddess of Oceans, rivers, lakes, and all forms of water

type: old god

appearance: standing at 5'11 Xue is a slender woman with rosy skin. Her breasts and lower torso is covered in light green scales that fade away mid-thigh, stomach area, and collar bone area. Due to this, she has no visible private parts. Her eyes are a piercing, dark ocean blue that in different lights looks like the depths of the ocean, growing darker. She doesn't wear any clothing or shoes, having nothing to really cover.

goals:
+keep her people safe
+keep waters unpolluted

Xue cares nothing for other races. She couldn't care less if she killed them to save her own. All she cares for is her creations. She wants to protect them and help them thrive, safe from the other races that are desperate for power. She also wants to protect her kingdoms from the clutches of destruction and disaster. They will not pollute her waters or harm her people while she still lives.

personality:
+honest -blunt
+caring -temperamental
+bold -sarcastic
+brave -snappy
+observative -mean

Xue is a temperamental woman. She doesn't have much patience for most and is reclusive to them. She prefers the company of her close friends and her people, others making her anger swirl. She is snappy and sarcastic to most, not caring much about their problems or feelings. She doesn't sugar coat things to people and will say things easily even if they are not something you should be saying easily. To her people, she is softer, along with her friends. She definitely still has a temper and doesn't take anyone's shit, but she is still kinder around them. She cares more about their well being, still being blunt at times but an effort is made.

bio:
known for her fierce tongue and loner nature. She had spent most of her early years among her children in the ocean, constantly being around her children. She cares for them very much, but as of recent hasn't been around them at all. She has begun to devote herself to solely protecting her oceans and other waters from other races that dare to try and harm it. She is very distrusting to others, the only one she consider's herself, friends, with is Morois and Sana'a. (though it's been a while since she has been in contact with either so it is hard to say on their current relations). She despises any god who doesn't care for their children(races)and is known to be the mom of the group.

powers:

  • water manipulation
  • turning her body into water
  • can breathe underwater
  • freezing/boiling water

symbol:

1599430752062.png
her religion is very well worshiped by her people, they also worship Sana'a and some Morois as well.
 
Talvi

Nicknames:

The Frost Fairy / Steward of Tundras

Godhood:
Winter, Tundras, and Ice

Type:
New God


Goals:
Do her own thing; Talvi's still trying to figure out her purpose as a Goddess.

Personality:
Talvi is a new, inexperienced Goddess. Upbeat and curious, she wishes to learn what she can about Nraumm and the other Gods, especially how they work as a creator and ruler meant to be worshiped—as she believes a God is supposed to be. Talvi is easily fascinated by unfamiliar sights, and travels around to gain more knowledge for the time being. While exploring, she tends to get herself caught up in things she'll deem fun or exciting. Cordial yet reserved, Talvi tries to maintain a mature, elegant image of herself around other Gods, as she always holds an initial respect for those she could potentially learn from.

However, despite her generally positive attitude, Talvi cannot recognize what is considered "wrong" or "right." She lacks empathy and cannot comfort others, prioritizing herself and her domains before anything. Talvi views mortals as "something interesting to watch, but nothing noteworthy," and as an expendable resource that "we can make more of if we need to." As she is still inexperienced, Talvi can be swayed to differing ways of thinking depending on who she comes across.

Bio:
It all began in the harsh, unforgiving climate of the yet-to-be-Arctic. Something crashed from the heavens in the soil of what was once an empty desert: a seed. One of the many seeds spread throughout the world. These seeds would grow to the Frost Trees, the only ones in existence. As the Frost Trees grew at rapid rates, the inhabitants of the environments hurriedly migrated out of their former home. Steadily, the trees shriveled up and died; the grass was blanketed in white; Frozen Tundras had taken over the old habitats. The one in the Arctic, however, carried something other than the tree.

Eventually, the Frost Tree gave birth to a fairy—the Steward of Tundras—by the name of Talvi. Something sentient was spawned, and at the time, that's all she thought she was. But then it all came at once, tearing into her mind: the divinity, her powers... her Godhood. She bore control over the snow and the tundras, and could raise whole icebergs from the ground. And yet... something was missing. A purpose. Talvi began to question her purpose as the Goddess of Winter. It couldn't have been to endlessly manage these things that were already fine by themselves. She could create things, but what was there to create? There had to be a goal, but there wasn't.

Over time, as Talvi slowly became proficient with her powers, she returned to the Frost Tree of the Arctic, her birthplace. She walked around it, trekked over its roots, and boosted herself onto its branches. Then, she stood before the side of the tree she walked out of. Wondering if it was more than an empty husk, she stepped through. Immediately, she was met with a deep blue. Then glowing, snow-like dots appeared around her. Curiously, she crept up towards one of them, watching as it grew in size—enough to consume her.

When Talvi opened her eyes, she was in yet another snowy area, but the terrain was different. The edges of the Arctic led to endless ocean, but these Tundras were different. They connected to different lands. Lands past the slippery tundras she knew of. They introduced her to mortals, a resource that constructed wondrous pieces of art and plowed through the lands to build more. Some of them erected marvelous marble/golden statues of who they worshiped. Was this a God's purpose? Setting up magnificent structures in their name? Whichever the answer was, all Talvi knew was that there was an entire world outside of the Arctic, and she just had to learn more; of both Nraumm and her eventual purpose as a Goddess.

Powers:
Ice Aura:
Talvi constantly exudes a freezing aura around her, visible as a light blue mist in a one meter radius. The aura turns the nearby environment to solid ice (excluding people, who'll just get cold). This also allows her to walk on water. When the ice is out of her range, they'll instantly melt and revert to their original state. However, she can exert more power into her Ice Aura to expand its diameter to cover.

Cryo-Phasing:
Talvi can phase through matter at her will, freezing them as she does. She moves at a slower pace while phasing, and the process produces a loud crackling sound.

Blizzard:
Talvi can bring about petrifying blizzards in certain areas. It comes with a thick fog that won't even let someone see their outstretched arm, winds powerful enough to rattle a small house, and a relentless cold below freezing temperatures. She can end it at will.

Frostbite:
A curse that Talvi can cast on people through skin contact, should she choose to. People inflicted with Frostbite will have their bodies turn to ice over the course of 1-4 minutes. The freezing starts in the area of contact, and can only be stopped via a powerful Dispel, swift amputation, or some other means.

Frigid Blast:
Talvi can fire a light blue ray that freezes whatever it hits. Its range goes up to 20 meters, but the speed of freezing lessens the further the target is.

Arctic Grasp:
Talvi can manipulate surrounding ice and snow to her will, such as spikes or walls of ice from the ground, and more. In an environment without ice, she has to rely on expanding her Ice Aura for a better chance in combat.

Enraged Glaciation:
As a last resort, Talvi unleashes an uncontrollable state of herself (refer to the "Really Pissed" appearance), exponentially raising her power and speed. However, Enraged Glaciation is supremely exhausting for Talvi and she will be rendered unconscious if she's exerted more than enough of herself, or if she was beaten by the opponent. Talvi isn't yet aware of this state.

Symbol:
1599441220500.png

Other:
-Talvi likes to skate around more than she walks. She tends to do so with natural elegance and habitually done stunts.
-To travel the world, Talvi relies on Frost Trees to teleport between Frozen Tundras, which have randomly sprouted around the world.
-Talvi keeps a collection of random things, ranging from plants to creatures, encased in a block of ice in cryostasis.
1599549031556.png
 
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Name: Detz

Nicknames: The Uncertain one, what lies beyond, Father (By his minor God), Trash, Coward, Divine Annoyance, Bipolar Nightmare

Godhood: Uncertainty and Probability

Type: Missing Old God (where might he be?)

Appearance:
CQ6KNhcwaCt4_LxOqO2IVrQ93tqwtkd0-l7BAvgjD1OUNkoji_7EvZIvsTIuS8OzjJ4F1ehwIMsPPTnYdVbO27OKVbHoIFJFA9AytRyC5GKZu_XLeXkUBUPOFTpYwJi930IdKXKk


Goals: ????

Personality: ????

Bio: ????

Powers: ????

Symbol: N/A

Other: He’s Missing, and about his powers and all... Wouldn't you like to know weather boy


Note: this post has been made by Detz himself, I only revealed what I found hilarious, come and find me Bozos.
 
Name: Sana'a

Nicknames: The Life-keeper, Death-Thief, World Mender, Weeping One, The Broken.

Godhood: Although her power is faded, she is the old god of life, healing, adaptation, survival, and compassion. During her time she has become the patron goddess of animal-humanoid friendships and of the hunted.

Type: Old God

Appearance:

Sad San.jpg
Sana'a has a youthful, wild appearance with thick, reddish faded hair that changes colour with the seasons and her surroundings. Her attire consists almost exclusively of a wonderous ragged cloak that seems to be made from a thicket of black, tangled thorns tipped with violet flowers, each trailing a black flaky pollen. When the thorns are touched, they become a clear, bright violet like shards of crystals. Unlike the more subtle change of her hair, this living cloak perfectly reflects the surrounding vegetation, ranging from mossy undercover (picture) to dry desert grass. While this cloak is enough to envelop her, she also wears what appears to be shorts and a sleeveless shirt beneath it. Her skin is covered in old scars and beneath her cloak hides festering wounds that are reopened by the thorns when she moves. The vines seem to be growing into them, rather than out.

Goals: To avoid hurting the world around her, even if it means isolating herself from everything she loves.

Personality: Reflecting the lighter side of life, Sana'a is a gentle and kind goddess who is always willing to help her fellow gods or simply just chat. While Shaldressyr creates and Kiru Rapture takes, Sana'a busies herself with the role of caretaker. When a new creature or plant is made Sana'a carefully ensures that it finds a place in this world and that it has an environment that can support it... or can eventually adapt to it. Every living creature is like a friend to her, and she loves nothing more than to surround herself with the gods' creations. It is not uncommon to see her wandering around with a group of beasts trailing her, or even clinging onto her.

Sana'a is an old goddess who is haunted by the events of her past, twisting them in her mind like a knife. Sana'a avoids her fellow gods when she can and seems to become unstable when talking to them, either breaking down into tears or trying to flee in terror. Above all things she fears the suffering of others, and refuses to let her failures ruin any more lives. She is consumed with doubt and grief, and hardly acts like a goddess anymore. She much prefers to spend her days in self-exile, too afraid to venture beyond her island.

Bio: In the beginning, there were two goddesses of life, Shaldressyr, All-mother of birth, fertility and monsters, and Sana'a, the Death-Thief whose domain was that of healing and adaptation. One was the beginning, and one was a guide to help mortals evade the grasp of Death. When the moon was cursed by the goddess Morois, Sana'a healed it back to health with the aid of her sister. Over the first centuries of the world's existence, she meddled into the affairs of mortals, saving countless lives wherever she set foot. In the presence of the goddess, nothing could die, and eventually she unknowingly created an island unknown to Death. Many times in her life, she would steal a creature from death's door and hide them here on the island where they would be safe. Sana'a did not see wrong in her death-stealing ways, nor perhaps should she have, but this changed during the war of the gods.

The dormant seeds of doubt were stirred by the Cinderking, who sought to free the world from the would-be-tyrant Vez'arai. He warned Sana'a to stay out of the godly war, which she agreed to, but in realizing the innocents he wished to slaughter, she broke her word. With the aid of Xue, she rushed to the protection of the Vez'sinai, which only further enraged Khades, who Sana'a realized was suffering from the Everspark's dark power. She begged the Cinderking to spare the lives of the Vez'sinai, and to stop this war, but just as she was getting through to him the interference of Detz changed everything.

While she had already doubted the good of her ways, through the harsh words of Detz, Sana'a was convinced that she was overstepping her bounds as a goddess and had caused centuries of harm. What began as seedlings of guilt soon bloomed, and the goddess's domain cracked and grew weak with it. Torn between her desire to help others, and the knowledge that she would harm them, she desperately tried to suppress her power, but only succeeded in severely wounding both mortals and her fellow gods. Horrified by what she was doing, Sana'a fled to her safe haven only to find it withered and dead.

In the years that followed she has been hiding in the husk of her island, consumed by grief and guilt. She has distanced herself from life and other gods, fearing the harm she would do to them and the shame of her cowardice. Her mind and memories twist like nightmares as she and her domain grows weak.


Powers:
Shapeshift: Like all the other gods, Sana'a can shape-shift. This is almost always an animal.​
(inactive)Healing: Sana'a can heal any and all wounds or sickness. Lost limbs are regrown anew. The only thing she can't cure is a broken mind, spirit, or heart... but she can supply a loyal creature to befriend. Which is basically the same thing in her books.
All-speech: She can communicate with beasts and humanoids flawlessly. This goes beyond the limit of words, into something much more deeper. It is as if every intent is projected.​
(inactive) Adaption: Sana'a can transform a creature or plant into a form that will allow them to survive in an otherwise harsh environment
(Inactive) Aura of Compassion: Mortals are often put at ease when Sana'a is near. Aggressive creatures become docile and skittish or shy beasts become bold and relaxed.
Inherited powers:
  • (inactive) Creation of life: (self explanatory)
  • (Inactive) Life sight: Sana'a uses more than her eyes to see. Instead of just perceiving one's physical form, she sees a life essence. Even the most horrible of monsters have a beauty to this goddess.
  • (inactive)Manifestations: She can manifest and manipulate life, such as to help in fertility or increase the growth rate of plants and animals.
  • (inactive) Omnipresence: as she is the god of life she can share the senses of any living creature, giving her a presence like no other.
  • (inactive)Avatar of life: her mere presence exudes life-giving energy. Where her feet fall the land will flourish, springing up new and bountiful plant. Disease and wounds wither away, and creatures feel stronger after having briefly brushed past her.
  • Thorns of Pain: Whenever Sana'a is sad, doubtful, or grieving vines will grow from her cloak. As they grow close to someone other than Sana'a the thorns will glow a bright violet and angle towards them. They cause an unbearable pain that can knock mortals unconscious after short exposure and even make gods cry out.


Symbol: Sana'a was mostly forgotten by the mortal races and does not have a symbol connected with her at this time. In the past she was associated with deer and rabbits.
Other:
Theme because im a nerd:
 
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tenor.gif

Darya. ❞

Do exactly as you like. That is the true meaning of pleasure. Pleasure leads to joy and joy leads to happiness.
❝ cursory information. ❞

nickname(s)— Prisoner of the Golden Coin, The Golden King, and King of Heroes .

godhood— Wealth, Gambling, Heroes, Pleasure and Thieves .
type— New God.
Goals— He takes the time to enjoy himself, mastering every treasure and every pleasure. With conviction to treat good and evil equally, he has no need for other ideologies and ways of life when the absolute basis is "himself."


❝ background. ❞

Darya was born, designed, to connect the rising humans and the fading gods. He was to be the ultimate neutral party able to discern their respective failings, adjudicating from their respective positions. That was before the greed and arrogance consumed him.

❝ Personality ❞

Darya claims to love humanity, although his definition of "love" is much different than one would assume. What he specifically loves about humanity is the unpredictability of human nature, and he greatly enjoys putting Mortal and God in enjoyable or chaotic situations in order to observe their reactions. He enjoys conflict, often showing up wherever there is potential for one, he usually stays out of it, preferring to observe the fight instead of directly taking part in it. However, when provoked, he quickly puts his opponent in his place by simply proving his superiority without actually beating the other person. Therefore, he is usually seen as the one starting fights but hiding in the shadows instead of directly taking part.

❝ abilities. ❞

Darya's pride and carelessness often keep him from fighting seriously, considering it to be unbecoming of him. He has the absolute self-confidence to calmly show himself before his opponents, but he is also apt to simply kill by raining attacks behind his enemies' backs depending on his mood.
Debt Collection— When he is owed a favor be it a mortal or a God, that individual cannot harm till the debt is repaid.

Raise in Value— Darya is able to raise the value of any object to various levels of empowerment. Though the exception is Darya cannot wield any of the object he empowers nor can he empower weapons with the ability to kill gods.
Golden Prison— Any being who he donated something of value to can be transported a dimensional prison on the surface of a coin he carries.
Contractual Obligation— Darya is able to enforce his will on mortals who deal business with him.
Stolen Goods— If something is taken from Darya without express permission he can invoke his right to take an item of equivalence from the guilty party.
Wealth Sense If someone is holding any type of currency, Darya can sense them throughout space and time.
Dazzling MetalsDarya can freely control and manipulate gold, silver and platinum into any shape and form he desires. If none are present he can create the substances himself.

❝ Symbol. ❞
His symbol is that of a black sigil representing prosperity.

9701afdeee6cc6185194f5a535953401.png
 
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  • Nicknames:
    The Lost Child, Mistress of Generations, Dreamcrafter

    Godhood:
    ~ ~ goddess of Youth, Dreams, Trickery and Cycles ~ ~

    Type:
    Old god

    Goals:
    Morois fundamentally believes in a "natural order of things", so to speak, where any being has inherent rights owed to them, and duties they ought to fulfill. This applies to divine entities most of all, because while a creation is a product of some manner of artificial design, gods truly embody their nature. This belief is her primary motivator, acting according to her nature and correcting cases where one defies their nature or simply seeking retribution for such failures. The only thing which would top this for her is self-preservation.

    Ever since she became the goddess of dreams and youth however, her affection for children in particular has been close to her heart. In many ways, she promotes the spread and preservation of youth, and the caring for all the world's children. Yet even with both these things, Morois feels something missing, a third reason why she acts but one which is unable to put her finger on...

    Personality:
    Morois is a childish and petty goddess. As an old goddess there's more wisdom to her than meets the eye, yet the childlike-ness of her behavior is hard to deny when she secretly takes out her grudges on stand-ins she created for the other gods in her realm, or in how she can get carried away by a little bit of praise and appreciation. The interactions with other deities in her early days left her with an inferiority complex as well, which she attempts to compensate for by acting as haughty as possible, though she openly believes she is one of the weakest major gods and can be rather paranoid in her caution. Still, it brings her no end of joy to demonstrate the true cunning of the goddess of trickery when a meticulous plan comes together, and she is certainly not above deceiving anyone if need be. On the other hand, it is also incredibly annoying for her when things don't go according to plan.

    She is the kind of person who thinks in terms of "ought" and "can", both relative to the natural order she believes exists. She is dutiful and always respects other gods (even if she may not afford the same courtesy to their stand-ins), to the point where even her insults do have an underlying degree of respect. Within this framework, even mortals hold some degree of important and respect, as she believes them extensions of the divine entities that made them. This links the actions of mortals to their creators and vice-versa, in her mind.

    Bio:
    Originally "born" as the goddess of curses, Moroi's very being was mocked by a minor goddess, Lunar, immediately. Moroi's domains were disgusting and caused nothing but misery, they were not like the beautiful light of the moon, and no amount of shapeshifting could truly change the ugliness of Moroi's true form, Lunar claimed. In retaliation for this insult, Morois taunted Lunar into a duel between two champions they would create, which would take place on the moon itself, where Lunar would wage her domains and form, while Morois would wager her own freedom. Not realizing Moroi's ploy, Lunar accepted this, and both would prepare champions. While Lunar tied the power of her champion to the moon itself, thus making them virtually invincible on their home ground, Morois instead opted for setting a powerful curse on the moon, destroying at once all semblance of life or potential for future life on it. Moroi's champion thus easily won the duel, and after a pointless attempt to escape, Lunar submitted to the defeat. While Morois was taking her prize, however, Lunar retaliated one more time by decapitating Morois and preventing her head from ever regrowing in her original form. From that point forward Morois would live in Lunar's former form, and would grow to not only become the goddess of the two domains which she stole (youth and dreams) but also the goddess of trickery. Her former domain of curses was taken up by her champion as a reward, ascending this champion into the goddess of curses and vampirism known as Aímas.

    This event, however, did not go unnoticed by the other gods, in particular the serpent who rushed to aid Lunar and reprimand Morois, while a few other gods called there worked on lifting Moroi's curse and repairing the moon. Morois did not understand what the matter was, why she was the one being reprimanded when not days ago she had been so wrongly insulted by an inferior goddess, and taken retribution through an agreed upon challenge. As the gods gathered though, began Moroi's trial, an event which would come to shape more than certain those present could ever come to imagine. Morois herself defended her innocence of course, but most of the other gods proclaimed her guilt. She just barely escaped being exiled -or worse, executed- by their belief that such punishments would go too far. The serpent, the most avid advocate for Moroi's execution, continued to pile insult upon insult on her, and the general lack of support for her actions could only leave a crushing feeling and a deep-rooted resentment in Moroi's heart. However, one kind soul known as Sana'a did manage to bring some good out of the trickster goddess, as though she didn't support Moroi's actions she seemed to be the only one willing to at least comprehend her circumstances. In respect to this, Morois eliminated the last traces of her curse which would have contaminated the moon again if left unchecked. Her conflicting emotions at the time gave rise to Koma, her second minor goddess.

    After leaving some gifts on the mortal realm and some instructions for her first minor goddess, Morois decided to isolate herself in her own realm, creating a complex afterlife open to any who would accept to worship her, even in their final moments. The realm was designed to bring fulfillment to souls to the deepest possible extent, and then preserve that feeling for eternity. Those unable to achieve fulfillment would, if worthy, be allowed to become a new kind of being who'd serve as the army within her realm. From there on out, Morois would rarely leave her realm, mostly only doing so in order to seek out a cooperation with another god, such as the dragons of her realm and the water of youth created alongside Xue. It was also during her time in her realm that she created the guardian of that realm, the minor goddess Roiskin.

    Eventually, she met with a god who would change the face of the world, Khades. Ever since her trial, Khades had resented the serpent's actions as well, and saw in Morois a likely ally in rebellion. While indeed she shared his resentment, Morois also believed herself to be a relatively weak goddess among the major gods and that if they attempted a rebellion surely the peace-seeking gods would stand against the aggressors. It was agreed upon that she would join Khade's side should he find a sufficient serving of allies for his rebellion, and personally Morois considered talking to some of the likely neutral gods to suggest for them to remain out of the conflict.

    The plans were rushed, however, by Khade's impatience. Morois was away on her realm at the time, shortly after her attempt to earn favor with the future goddess of the hunt, and thus did not realize the conflict had already begun in her absense. Surprisingly, however, things ended up working out in her favor, and with her main enemies gone Morois returned to the mortal realm to spread her influence with free reign. She would avoid conflict with the other gods as much as possible during this time, but with her blessing and guidance, Aimas and her vampires began the work to spread out into the world, integrating with the various communities, and working hard to spread the fame of Morois such as by building shrines and singing tales of her. One of her chief occupations though, was to deal with nightmares and clean up the mess created by Koma, however.

    During this time, Morois found herself attracted to the domain of cycles, and as the previous owner was no longer around, she came to incorporate it into her own being, embodying the natural cycle of decay and rejuvenation above all else. With this newfound self, in the absence of the god of creativity she would secretly promote new ideas mortals came up with on their own terms, hoping to compensate for some of that loss.

    In time, Morois would come to be known as the most popular goddess in the world, a title which she absolutely relished in.

    Powers:
    Divine power is truly something with endless possibilities. Like any other god, however, Morois does have her specialties:

    Shapeshifting- Morois is especially apt at shapeshifting as she proves herself an exception on the realm of having a true form. Because she stole Lunar's true form, she possesses two, making her very being much more naturally shapeshift. However, Lunar's curse does limit her on certain circumstances, as under the light of the full moon Moroi's form will blend with her original self and her head will appear to rot.

    Dream & Illusion Inducement- Morois is extremely skilled at controlling and creating dreams and illusions, and such unreal mistakes of perception. The protections around her realm are a particularly complex work, one most likely to thwart a god that isn't giving their all in trying to find it, and even then could seriously delay them as they search the realm amidst the web of illusions and trickery.

    Perpetuity- The power to make something eternal. Ages of creating immortal beings, and perpetuating states of mind, have truly refined Moroi's sense for this ability.

    Curses- The curses from the former holder of that domain are weaker than they once were, but they are still powerful enough that even other deities would have trouble removing them.

    Rebirth- Less reincarnation, and generally more a form of rejuvenation, she has absolute dominium over youth, being able to give, take and preserve youth in various ways, not only for mortals, but even for the world itself (such as restoring the youth of a mountain, bringing it back to a previous state. Affecting the entire world or an over-extensive area would without question come into conflict with more than one god's divine power, rendering her unable to proceed further). Furthermore, even if destroyed so long as she prepared it beforehand she can return and reform as a godling, though her power in such a situation will be massively weakened and her memories take time to re-emerge.

    Memory Manipulation & Manifestation- Morois is able to expertly manipulate the memories of mortals who in some way enter in her influence. Could be something like becoming her follower, or something like treading on territory deeply linked to her. The memories she thus touches can be used to create miniature realities one can walk in or out of, and be shared around, among several other uses. Gods are unnafected by this ability of hers unless they are willing to be subject to it, or if Morois has enough gods backing her at once to overcome the other's will.

    Symbol:
    Morois Symbol.jpg


    Moroi's symbol was originally designed by her followers and later adopted by her. At the center of the symbol is a base representing the world, and several pillars which reach up but their verticality becomes flat as it gets closer to the symbol at the top, which represents Moroi's crown or divinity. However, while the crown and the world never touch, it does ground the world and its tips are below the world. This way Moroi's symbol symbolizes the distance between the gods and mortals, but also shows that the efforts of mortals to please them are recognized and the gods are there for them in turn.

    Other:
    (Anything else you might want to add)
    morois-png.586644

    cagliostro-grandblue-render-sit-png.586653


    Cagliostro dragons.jpg

    Cagliostro.(Granblue.Fantasy).full.2447114.jpg

    Cagliostro Demonstration.jpg

    mariana-ennes-abathur-ver3-jpg.593933


    Cagliostro.(Granblue.Fantasy).600.2308268.jpg

 

  • Name: Yi

    Nicknames: The Innocent

    Godhood: Wishes

    Type: New God

    Appearance:
    1599623577494.png

    1599623882195.png
    Goals: Doodle, read poems, and have fun.

    Personality: Yi has a childlike innocence, without a tinge of worldliness. The consequences of their childishness are irresponsibility and oblivion. Yi lacks the ability to lead and maintain order as a god, their actions and choices are often guided by curiosity instead of a goal. Yi enjoys doodling and would occasionally animate them in their Cradle of Wishes for entertainment, very rarely these creatures might escape into the mortal realm and will then dissipate from existence fairly rapidly. The first doodle of Yi that came to life became Yi's assistance and guardian and was then given power to become the Minor God of Messenger, Yuan.

    Bio: Yi is said to be the collective essence of countless children when they were freed from their physical form during the war. Yi only resides in a dimension known as the Cradle of Wishes and almost never exits their realm, mortals can access the Cradle of Wishes through the Gate of Shooting Star, which will open along the trail of a shooting star. Prior to the creation of the Minor God, Yuan, the Cradle of Wishes was in utter chaos and the realm was raided by countless child-like entities that were fragments of Yi. Upon the creation of Yuan, Yi agreed to form an amalgamation. Eventually, the fragments agreed on a single voice and a form that was easier on the eyes for both the mortals and Yuan himself under the advice and guidance from Yuan.
    Cradle of Wishes
    1599623620440.png
    Gate of Shooting Star
    1599623668764.png
    Powers:
    Wish-Granting-
    Yi can grant wishes born of a pure heart. The power is mostly passive and has an obnoxiously high tendency to be imperfect.
    Innocence- External powers will not affect Yi as much. Yi's presence alone can nullify all negativities and primal noises within a mortal.
    Doodles- Animate doodles, create life from doodles. These creatures can carry a tiny portion of Yi's power.


    Symbol:
    1599624139129.png

 
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God CS

Name:

Ione

Nicknames:
Mistress of Battles,

Godhood:
Strength, Chivalry, Gladiator, Tactics


Type: New God

Appearance:
images - 2020-09-09T083713.687.jpeg
images - 2020-09-08T005509.048.jpeg
images - 2020-09-09T084426.599.jpeg

Goals: All she wants to do is to fight and to create a race that loves to fight

Personality:
Ione is a new goddess. She uses this to trick others to make them think she is stupider than she actually is

Bio: (What story does your God have on the world, This mostly applies for Old Gods, but New Gods may add in if they want to)

Powers:

Shapeshifting - Yep a super gimme as every god has it.

Super Strength - Even compared to other gods and goddesses Ione is much stronger than nearly every other god.

Weapon Proficiency - Any weapon she touches, she is instantly proficient in that weapon, this could count magic but she doesn't like to use magic

Weapon Summoning - As a goddess of gladiators and Tactics, she constantly changes tactics by switching her weapons

Tactic HUD - When in a fight, she can summon up a tactical map, stats on her opponent and the guess on the enemies movement and attack spaces. It's basically a Fire Emblem HUD

Symbol:
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Other: (Anything else you might want to add)
 
  • 1522642000048.jpg
    Aímas
    Nicknames:
    First-Blood Empress, Daughter of the Mother, First-Ascended

    Godhood:
    Minor goddess of Curses, Vampirism, Filiation

    Type:
    Minor Old god

    Goals:
    To please and aid Morois, and be in her good graces. Aímas desires little more than the acknowledgement and affection of Morois.

    Personality:
    Aímas is a subservient goddess, and a rather benevolent one too. She is immensely dedicated to her followers, second only to Morois in her eyes. Some temper issues aside, Aímas is continually working to watch over her mortals and to spread the fame of Morois and what she believes are the joys of vampirism all over. She sees Morois, her creator, as a mother and still yet as a goddess among gods for the opportunity to ascend into one herself. This can, however, go the point of obsession as she desires Moroi's approval and attention to such extent that her main purpose in spreading vampirism is simply to make an undeniable mark on the mortal realm.

    Aíma's recent success have brought into question some of her former beliefs about the reasons why not everyone accepted or even embraced vampirism. While most places seemed to have allowed at least peaceful integration, the lack of people actually seeking to become vampires puzzled Aímas for some time. She concluded that there are many who closed off their hearts to her blessing, and thus shifted her focus from merely aiding the spread of vampirism, to aiding vampires reaching even greater heights.

    Bio:
    Originally, Aímas was a champion created by Morois for her duel with the goddess Lunar. Aímas was but a poor frail being, connected to Moroi's curse on the moon. As the moon weakened, so she became stronger. Even so, she thirsted for something which would cure her of her ill, and couldn't help herself but drink the blood of the defeated champion and regain her youth through the stolen vitality. More blessings would yet come though, as after obtaining the domains of her defeated opponent, Morois gifted her own original head, more precisely the blood from it, for Amaís to bathe in. With that, the champion ascended into a minor god, the first to ever do so as far as there are records. Through the blood, she inherited her creator's old domain of curses.

    Aímas would go to embody and lead the vampire race as Moroi's main presence in the mortal realm. Though her main concern was ensuring the vampires kept true to their values and whom they worshipped, as well as guiding their survival and spread, Aímas would occasionally indeed pop down to interfere on certain issues, such as blessing a vampire's bloodline after particularly heroic feats, or assisting mages gifted with wild magic.

    Her immense dedication in her work for Morois was not missed in the tales while Moroi's fame spread. Aímas grew into a deity representing the sons and daughters of the world, especially the adopted kind. Her association with vampirism means not everyone truly accepts her as such, but others find it perfectly representative of the idea that there is peril in the responsibilities of a parent to care for their child, and it is not something which should be taken lightly. Societies which do not openly or semi-openly reject vampires tend to have Amaís presiding over the adoption agreement.

    The spread of vampires integrating into many cultures has considerably expanded her influence, and she occasionally pays a visit to one of the cults which formed as a result.

    Powers:

    Curses- As a deity which embodies curses, her affinity for this particular kind of use of her divine power is much higher than the typical expected of a minor god, something close to 1/2 the power of a major god for her curses specifically.

    Vampirism- She has the ability to transform beings into vampires. She can also slowly drain power from beings she is biting into.

    Inhabiting- She is capable of projecting her will and being through representations of herself, and she can even possess those things by using them as vessels.

    Trace Bloodline- She's always able to accurately determine someone's exact ancestry by blood or legally.


    Symbol:
    Archenemy_Nicol_Bolas_600x.jpg


    In response to Moroi's symbol, Aímas symbol iinverts her position, supporting from the bottom up, yet holding within her a drop of blood. It is unclear whether this is meant to be Moroi's blood which she holds within herself, or the blood of her vampire-kin whom she always supports.

    Other:

 
Name: Tajna

Nicknames: The Hidden One, The Secret Dealer, The Chains Slipper, Finder of The Lost Things, Master of Crows, Freer of Convicts

Godhood: God of hidden things, victims of abuse, secret societies

Type: New God

Uchiha.Itachi.600.2104915.jpg

Goals: To help the unhelped ones, the ones on margines of society that are not seen and are lost. Not to find their way home – but to find an entirely new way. He doesn't bother with big gatherings and things, rather choosing to guide those on outskirts of the towns.

He tries to keep himself and is a less known God – and most of people don't even bother to look out for him unless necessary. Aside from victims and sailors, hidden societies, he's mostly called upon by people for small things such as lost trinkets.​

Personality: Tajna is a troubled man, doing what he can to help. He's insecure and brooding, constantly feeling the pressure of power he bears and considering himself unworthy of it. Why was he born a God, yet humans suffer under his eye? He's incredibly interested in humans and their troubles, often taking on human shapes and helping as he can. To oil the chains of false prisoners and let them slip, to open doors of prison vaults.

His deep insecurities run from feelings of unworthiness and curiosness of human race. He takes especial protection of children, hoping that many of them will never have a need to search for him – or well, for any more than a reason of a lost coin or a necklace.

He's often found in deep somber thoughts, quoting human poems. He's a pessimistic God, having seen all the suffering and being unable to fix it. There's a quiet sadness always pressed in his heart.

Bio: Tajna rose from ashes of Old Gods without a clear goal. To help humans with gold? To protect the women and seasons? He watched all that sprung above the World; people who walked the streets. Yet – some were starting to turn to deeper and deeper alleys, turning around in fear, watching and scrambling to escape.

And Tajna saw it. What could he do? What could he do except – to help. He followed them, he saw women escape their abusive husbands, he saw scholars meet in underground caves - saw them discuss forbidden knowledges and organize rebellions, he saw children lose coins, keys, and desperately search for them in dark ground. He saw prisoners with no crime to their name in chains.

Powers:

Spatial Manipulation


Tajna can create hidden passages and spaces as he wishes with intent of helping people escape. Once passed through, these passages close and disappear. He never leaves them behind. There are no traces of them ever existing.

Ghostwalking

Tajna can disappear and dilute at his will, passing through walls, serving as a ghost. He often appears a tangible ghostly shadow to people, often using physionomy of their dead family members or lovers to guide them.

Location Swapping

He can transport objects from one place to another. Often uses it to aid people with useful trinkets they „suddenly find“ somewhere.

Past Reading

He's able to read past of humans; their history, ancestors, deceased etc. Uses this to try and help without uncovering himself as the one doing the deed.​

Symbol:

Crows – crows are Tajna's symbol. They fly over the skies, noticing tiny lost trinkets, such as coins or rings and bringing them to their owners.

Beetles and worms – just like crows, they search under the ground for lost items.

Chains and handcuffs – as the Freer of Convicts, guilty ones with good intentions and unjustly imprisoned ones, these symbols represent oil that miracly slips their hands from cuffs.

He has no pictogram drawn.
 
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Name: Venari
Nickname: None yet.

Godhood: The Eternal Hunt and Hunger (both body and mind)
Type: Old God

Goals:
  • Hunt down gods in hopes of quelling her hunger a challenge
  • Punch Detz in the face
  • Train
  • Finally learn Azoth

Personality: Venari’s personality can be described as intense, abrasive, brave and a little unhinged determined. She is more than a little rough around the edges, and is usually quite aggressive and rude towards others. Her greatest passion is the thrill of the hunt, that life-and-death struggle between predator and prey, and actively seeks it. Naturally she is quite competitive and has a short temper, an unfortunate combination that leads to brash behavior and shouting (or worse). The lack of a challenge causes her to grow bored and restless, which can eventually grow into pure frustration. Stagnation has always been her worst nemesis.

Once she finds a challenge, be it growing stronger or simply defending her pride, she becomes obsessed with overcoming it. Every failure only makes her passion grow and her sheer determination to succeed often brings her far past the limits of human precaution (and rationality?).

While noticeably bloodthirsty, she is not mindless. Her hunts spring from a respect of life's cycle, and she greatly disapproves of meaningless slaughter. Each death has its purpose, whether it be to nourish the hunter, or to improve life in the bigger picture. She deeply believes in ‘the survival of the fittest’ and wishes to challenge life to grow and change through strife. It is also why she detests the very goddess who created her people, and scoffs at the civilized. Comfort and civilization, in her eyes, do nothing but bring weakness.


Bio: Venari is a mortal who ascended into godhood with the help of the gods Morois, Vez'arai and Detz. She trained with the minions known as Fast, and hunted down the feline Cytanu as her final challenge before facing the goddess of the hunt, Tamati. When she met the goddess she was disappointed to find a time-beaten and bored huntress. The goddess accepted the challenge of a hunt and blessed Venari's mortal weapons so that they could kill gods. A great fight soon followed, but at its end Venari realized that she had been tricked into thinking it was a fair fight; while Venari had won, in reality Tamati had allowed herself to be slain out of boredom and curiosity of death's embrace and what lay beyond. In her final moments she pitied Venari and apologized for her tactics and what was to come.

After transforming into a god, the infuriated Venari sought to kill the draconic lord of cinders, Khades, in hopes of a challenge to replace her stolen glory. She was intercepted by Viktor, god of war and smithing, who also wanted to kill the dragon, and the two fought. Venari, still new to her powers, was easily outclassed by the seasoned warrior and would have been killed if not for the actions of Sanic, one of Detz's minions. He brought to the home of the Fast, much to her displeasure, until she was abducted by a strange being and sent to the library of Pandora. It was here she spent the next 1000 years, half pupil, half prisoner of The Librarian. While begrudging at first, the two soon learned that they shared a very similar hatred towards the gods. Friends isn't the right term for two who constantly bicker, insult and threaten eachother, but its probably as close to a friend as Venari is going to get.


Powers: *Since Venari is a god created from a mortal, her grasp of her power is limited at most. She has a long way to go before she can manifest miracles like second nature
  • Shapeshift: Like all gods, she can change her shape. However, her human form is always her mortal appearance and any beast she shifts into are always monstrous, having too many teeth or claws, and often look starved. She doesn't really know how to do this at will, but it will occur when she is fiercely upset.
  • Ivory Spear/ Blessed Hornbow/ Moonlight arrows: Venari’s mortal weapons, blessed by Tamati so that they may be strong enough to slay gods. They became the means of her end. After Venari ascended to godhood, the spear was broken into two shards by the god, Viktor, the pieces lost. Since she lost her lucky spear, Venari has taken to using her bow instead.
  • Mark of the Eternal Hunt: When Venari sets her mind on a hunt, or her emotions overwhelms her, she will link herself with her desired prey. Until Venari kills them, she will feel a restless desire to hunt them (though, like hunger, she can choose to ignore it). The closer she is to her prey the stronger the pull will be. She cannot control this very well and almost exclusively marks people without realizing it. Only one target is marked at a time, but it can be transferred to another creature if the need is strong enough. Since she is linked to them, she could possibly know the prey's whereabouts no matter where they hide, but she has not fully grasped this power.

Symbols: since she is new and hardly worshiped yet, she lacks symbols as of right now.
 
Name:
Safi

Nicknames:
The tempest, big schnozzle

Godhood: Wind, Air, Fertility

Type: New god

Appearance:
1599608009637.png
Goals:
Destroy all things that will threaten her people. Also she wants to have a child of her own to raise.

Personality: Safi is a very relaxed person, who takes her time when it comes to doing...well everything. Just like the winds, she goes with the flow, and is very much an airhead, never really paying attention unless it's a serious situation. Safi is very hard to actually get angry, but when she does get worked up, it's hard to get her to calm down. And she never forgets people who have wronged her, and has a tendency to hold a grudge against people for a long time.

Bio: cough cough, nothing really important.

Powers:

Winds

Safi can control the winds however she sees fit, and can use it defensively or offensively. Her specialty is using a move that she's honed to perfection called the "boop".

A blessing
As the Goddess of fertility, Safi can make mortals more fertile, and can almost guarantee that certain mortals will give birth to great children. And if your on Safi's naughty list, then she'll eliminate any chance of you being capable of conceiving a child.

Aerokinesis

Safi can shape the air around her to anything that she wants. You wanna ride on a ball of air like a certain bald boy? Safi can help with that, she can also do a lot more things with her power, most of them are apart of her arsenal of attacks.


Symbol:
1599610438988.png

Other:

Has a rather simple back tattoo
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Name: Kiru Rapture
Aliases: The Cabby, Mr. Reaper, Voidface
Gender: Male
Species: God
Godhood: God of Death and Transportation
Type: Old God
Age: ??? Ageless
Appearance:
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Role: God of Death and Transportation
Personality: Stoic, steadfast and a lil arrogant, Kiru makes a very stern god of death, allowing no exit from his realm if you’ve lost your life. Despite his steadfastness, Kiru is not unreasonable and is usually willing to talk things out. With his status as the God of transportation, Kiru likes to get to where he’s going quickly and can be dismissed as impatient due to this, but it's just him getting annoyed with all the obtuse inefficient paths mortals and other gods want to use. An admirer of discipline and Willpower, Kiru often follows the lives of mortals who are truly determined to make a monumental change, however, he will never help them except maybe to offer advice or a tip for a situation because he feels anything more would be defeating the purpose. However, when Kiru gives life advice you better listen, because whatever he says will have a significant effect on your life, whether you listen to him or not. In the end, Kiru is a helpful god, not necessarily good or bad, but one who will get you on your path and help you to its destination.
Goals: To get everyone where they’re going.
Alignment: True Neutral

Powers: Control over the dead in its most Fantasy sense, Portal travel, Shapeshifting, power over vehicles, Some control over life but only in ways dealing directly with death. Can create beings of undeath and Limbo as well but is hesitant to do so. Even among Gods Kiru is especially difficult to kill, being the God of Death he's the only one with any sense of the before and after for mortals, gods and existence.

Bio: Kiru, being the God of Death and Transportation, is a very, VERY busy deity. The act of organizing all the workings that allow the circle of life to work properly and all the paths and destinations of sentient life as we know it, is a very strenuous one. Of course as he was designed and born for his job he's pretty good at it so he doesn't mind too much. Kiru is best when treated as a guide or a teacher of sorts, his counsel is always indispensable and a sign of favor in some ways. When he first realized his role in existence, Kiru despaired for an instant at his job for eternity; However, this faded an instant later as the rest of his personality and abilities manifested, he is utterly steadfast in his role and understands its importance very clearly.
 
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  • 794d680c237d52ec04d8c7e5210ca15b_waifu2x_art_noise2_scale_tta_1.pngName: Malephar (Mal-le-far)

    Nicknames: King of Demons | Bringer of Hell

    Godhood: Demons | Sacrifice | Resolution | Patreon of Demon Worshippers

    Type: New Major God

    Appearance:
    Standing rather tall, Malephar is pure muscle. Various tattoos and depictions of demons cover his veiny body. Their arcane and occult meanings are indecipherable, not even Malephar knows what they mean. He wears a helmet of bone, horns protrude from it and it appears without any facial details. Rough black hair come from under it, flowing around him. Around his neck is a copper collar resembling one a slave would wear though it is bound to nothing.

    Goals: Raise hell, literally. Advancement of his creations. Expand his control.

    Personality: Malephar is a passionate being. He is, however, a calm being. Capable of restraint and holding himself back. He knows how to be patient; how to wait. Though he looks rather intimidating, Malephar does not use the act of intimidation or predation to convince someone or make someone believe in him. Words for him, speak more loudly than actions, he proves it. Parley and discourse for him are how he operates; Malephar rarely uses force.

    Though this isn't to lessen his ability to use force. When pushed; he shoves. He is quick to forgive of course. Do him wrong and expect retaliation, then an apology for acting out in such a manner. He's not to be defaced or slandered; he's quick in being defensive and changing sides. Malephar loves control. He needs it lest he becomes irritable or deeply worried. Control can be physical or emotional. he wants it over his peers and over the ones that follow him, he revels in it.

    Bio:
    Born from hellfire and raised from the pits of archaic energy, Malephar was made. In his tale, he made Hell by severing his heart from his own body and crafted his own race. His intentions are unknown as it stands.

    Powers:
    Celestial Beginnings: Like
    all gods, Malephar can shift his form, create beings and dimensions, and communicate in a telepathic manner.
    Body of a Demon King: His form is large and ravenous in its ability to destroy. His strength is paralleled only by his peers and his body is indestructible as long as he is upright.
    Hell: The Bringer of Hell is, as his name suggests, capable of imposing his dimension aptly named Hell onto the mortal plane. This manifestation creates a field that should anyone enter, will brought to the version of Hell superimposed onto the plane. Should this dimension be brought back or ridden of; any within the plane is brought to Hell.
    Control over his Creations: The Demon King can control demons with his own will and use them in whatever form he wishes. He has control over the dimension of Hell, how it appears, and how it operates.
    Portal Crafter: Malephar can summon portals that travel between two points. These portals are interdimensional and can transport between dimensions and realities. Distance is not a factor in the portal creation.
    Anchor: A prototype ability; the power to anchor an area or place and transport it somewhere else. It's in the works. In other news, mortals who worship Malephar are often instructed to assemble obelisks, these obelisks are anchors that Malephar uses to travel and exert his influence over. They do take a while to craft however and it is not without its vulnerability.
    Archaic Power: Born from the pits of this archaic energy, Malephar can harness its power. It exists as formless red energy, similar to fire but it does not burn; it disintegrates. He can exert this energy over an area, binding it to Hell and changing it. The influenced area becomes like Hell.
    Devotional Sacrifice: Those who sacrifice in Malephar's name fuel him with power and he can sacrifice as well. He's done his part with sacrifices and knows how to operate them. He's sacrificed most beings now, all except for Gods.

    Symbol:
    dcwk04h-dd130b29-852e-4dde-a641-71719188efec.png

    Other:
    N/A
 
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Gazzath

Nicknames:

The Poisoned Chalice

Godhood:
Voodoo and Witchcraft

Type:
New God


1599802433390.png

Goals:
Spread his influence and fill his realm, Adrorea, with guests.

Personality:
Gazzath initially comes across as jovial, energetic and charismatic if they look past his skeletal demeanor. When it comes to business, be it with mortals or another God, Gazzath drops his jesting attitude and acts gentler—he views such matters as a simple game of attrition, where winner takes all. He will always try to get the most of a deal. Despite his uncouth methods and goals and the various red flags he can give off, Gazzath genuinely means well to mortals and the other gods. He ensures his realm will always provide the best entertainment for his guests and occasionally hops inside to mingle with them. With a flair for the theatrical, Gazzath always tries to add a little pizazz in his actions.

Bio:
Unimportant, for the time being.

Powers:
Shapeshifting:
A staple for all gods. Gazzath, however, is picky with morphing as humans, and disguises as them by replace the person's skeleton and masquerade in their skin and flesh after "dealing" with them. He keeps an entire closet of these husks. His voice also changes to match the husks.

Voodoo Doll Creation:
With a surplus of dolls at his disposal, all Gazzath needs is a drop of a person's blood and an incantation to link them. He can make Voodoo Dolls of Gods, too, but he would keep them tucked away in his realm of Adrorea for his own keeping.

A Shake of the Hand:
Practitioners of Voodoo and Gazzath himself offer their services to mortals alike. If they want a Voodoo Doll, a charm, or want someone cursed, they must agree with a handshake. They are handed a piece of parchment with reasonable terms and conditions, what things they must offer, and such. What none realize is the miniscule text in the bottom corner of the page, listing that they "will offer their soul to Gazzath in his Adrorea" once they die. The handshake "seals the deal" and adds another name to Adrorea's waiting list.

Hex Inducement:
Using specific ingredients, Gazzath can curse mortals with misfortune/bad luck, various sicknesses, infertility, physical defects/ugliness, etc. If applied to a certain place, it can draw various disasters to them. Traditional magical curses include transforming the victim fully or partially into an animal/monster, blood-lust, insanity, unstoppable rages, unhealing wounds, misshapen/inhuman offspring, and many other effects. These rituals may use herbs, minerals, parts of animals' bodies, an individual's possessions and bodily fluids.

Casting a Hex on another God is too much work for Gazzath takes much more resources and time to cast, but the effects can be devastating on the God's domains and their reputation. Curses last unless another God meets with Gazzath and promises to redirect 5% of their followers towards Gazzath from now on... Or, they could try some other means to convince him.

Charm Inducement:
Opposite to Hex inducement in about every way. Requires a list of different resources to prepare certain charms. Also applicable to Gods, should Gazzath feel like it be handsomely paid in any way. Charms can be lifted in the same manner a curse can be lifted.

Possession:
One of Gazzath's many "friends" in Adrorea flies out from under his hat and posses the object/being he orders them to. While in his Main Husk, the spirit flies out from behind. While possessed, the object can serve as Gazzath's ears to eavesdrop or be flung around. If it's a creature possessed, it will cease all movement and obey Gazzath's orders.

Friends on the Other Side:
By flipping his hat over and aiming the underside outwards, Gazzath unleashes the residents of Adrorea, ranging from shadow monsters to deformed abominations, all ready to sacrifice themselves for Gazzath. He can also use them to track specific Gods/people down at high speeds.

Wraith:
Gazzath can morph into a gas-like wraith form that allows for swift travels and flight.

Symbol:
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Other:
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