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Design a God for PE.

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With the new update surrounding details on a few Gods and how they design the pantheon of Gods I thought it'd be an interesting topic to see what the community could come up with for Gods, just for fun.

 

The basic goals as outline in the update were:

 

  • What is the god's name, and what are his/her "aliases" (e.g., "The Twinned God" for Berath).
  • What is the god's portfolio? That is, what aspects of life or the world do
    they represent (e.g., mortality, greed, summer, commerce)?
  • What allies and foes do they have amongst the other gods?
  • What are their symbols?
  • How do they manifest in the mortal world?

So I figured that'd be a good outline to go on , or close to it as you can get (can't really say what allies/foes since we don't know much of the real PE Gods yet)

 

Here is one  quick one I thought up.

 

God name: Thoryven ;  Aliases: The Jester/Jokester.

The God of Humor, God of tricks, Chance, and Riddles

Symbols: Smiling Face, Crescent Moon and stars (or whatever might represent luck in the world of PE).

How does he manifest:  As a wayward traveler, usually in a tavern or place where people go to have fun/enjoy themselves. He tells jokes and brings humor to things, but also likes to test people through riddles as well as games of chance. He likes to reward people who take well calculated but smart risks,  but also likes to make fools of those who are foolhardy and brash without thinking.

 

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Neat idea. I'll try one.

 

What is the god's name, and what are his/her "aliases" (e.g., "The Twinned God" for Berath).

Aedyran name: Nitlhem  Aliases: “The Shadow”, “The Grand Deceiver”, “The Kingmaker”

 

What is the god's portfolio? That is, what aspects of life or the world do they represent (e.g., mortality, greed, summer, commerce)?

God of deception, lies, envy and political unrest


What allies and foes do they have amongst the other gods?

Unknown without the rest of the Pantheon being revealed. 

 

One thought: Perhaps Nithelm had a sort of “fall from grace” and the other Gods believe that he has been banished from the divine pantheon forever.  In reality, Nithelm has simply deceived the other Gods and still retains his power which he uses to discreetly sow seeds of discontent between, nations, races, factions, political opposition, etc.

 

What are their symbols?
A bat (animal); the color dark green (jealousy/envy); a concealed dagger with a green gem embedded in the hilt.

 

How do they manifest in the mortal world?
Nithelm only reveals his true self in the darkest shadows of night. He can manifest himself in a concealed manner as a large bat with notable green eyes. His humanoid form would be represented by a shadowy figure that seems almost ethereal when surrounded by darkness or shadow.  His face is marred by a long scar stretching from his hairline vertically downward to his jaw line. Nithlem dresses dark and concealed with a long black velvet cloak with dark green accents at the collar and sleeve ends. He also wears a hood that is always pulled low over his brow.  Nitlhem always carries a concealed dagger with a dark green jewel embedded in the hilt. The dark green eyes are also an attribute of the humanoid form. Nitlhem uses his power of deceit to influence mortal matters, particularly in a political sense.  He seeks to supplant rulers of Nations with his own faithful followers. This is accomplished by sowing discontent among political factions and the people of a nation to facilitate uprisings and revolutions leaving the said nations in a weakened state full of uncertainty and shadowy power-plays.  Nitlhem’s main goal is to bring the mortal beings into such a state of unrest and contention that the other Gods are forced to reveal themselves much more frequently; in this, Nitlhem hopes to weaken them by forcing them to deplete their powers in trying to control the mortal realm.  He seeks to capitalize on these over-reached Gods to challenge them in a weakened state and  regain his status in the pantheon. Ultimately Nitlhem seeks to gain enough power to banish the other Gods that would oppose him.

Edited by Wyrm

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The Ancient Wyrm - Grand Dragon of the Obsidian Order


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I have a thing for Tibetan dharmapalas.

 

One of 'em, Palden Lhamo, was the wife of an evil king of Lanka. He was bringing up their child as the destined final destroyer of the Dharma. After spending years trying to convince them to change their mind, she did what any decent person would do: killed her child, drank his blood out of his skull, ate his flesh, flayed him, tanned the hide to make a saddle blanket, and rode off on a white mule. The king got a little bit irate about that and tried to shoot her with a poisoned arrow, but hit the mule instead. She plucked out the arrow, and an eye opened where it hit.

 

She is now the protector of all Buddhist governments, specifically the Dalai Lama's one.

 

If P:E has anything remotely as badass as that, I'll be happy. Sadly I'm not creative enough to make stuff like that up meself.

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I have a project. It's a tabletop RPG. It's free. It's a work in progress. Find it here: www.brikoleur.com

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Name: Malesh, "God of a Thousand Faces"

Portfolio: illusion, lies, cunning (Change, confusion, cowardice, chaos, madness, nihilism, survival, looting, swindling)

Symbols: A different symbol with each manifestation

Manifestation: This deity never appears in the same form twice, but typically manifests as an unkempt humanoid of either gender.

 

Malesh is one of the old gods, having survived in the face of divine purges and conflict by frequent changes of form and by re-inventing himself thousands of times. He will typically represent himself as a newly-raised god, then gather together worshipers under a charismatic leader to form a cult. Inevitably, such groups become a nuisance upon the population by seeking to subvert and disrupt the established order. Malesh rarely has more than a few thousand followers at a time, but his origin with the old gods means he has little need of support from his followers in order to manifest significant power.

Edited by rjshae

"It has just been discovered that research causes cancer in rats."

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A god with two aspects, that of a feline and a rodent. Though she is called by many names, she is often just referred to as the Devourer.

 

The feline aspect represents the intelligent, predatory and calculating aspect of the goddess. Her followers keep cats and worship them as direct representatives of the goddess, and when she wishes to communicate with mortals, she does so by directly assuming one of their bodies. The felines represent the divine protection of the goddess, and they will actually protect any communities that host them from the ravages of vermin and disease. Dealing with the goddess can be extremely dangerous even when encountered in her feline aspect, as she is a cold and capricious being who enjoys toying with mortals.

 

Though she has no defined body and only communicates with mortals by possessing the bodies of Feline animals, she is often depicted as a beautiful nude female with the head of a lioness or panther and a long, curling tail. Great attention is paid to the eyes, with sapphire, topaz and jade used to mimic those colors of a cats eyes. A lot of energy is devoted to keeping the goddess happy, both by the general public and her devotees, and in return it is thought she brings protection from famine and disease.
 

The rodent aspect represents the voracious, rapacious and vengeful aspect of the goddess. Rats and other bringers of disease are thought to represent the wrath of the goddess, and indeed when she wishes to smite those who have angered her, she will send swarms of rats to devour and infect everything in sight. Rodents represent the instinctive aspects of the goddess, defined as her natural hunger to cover and devour the world. When the Rodent aspect appears, it means only hunger, disease and death.

 

The rodent aspect is so feared and despised that any artistic rendition or even discussion of it is considered extremely bad luck and generally not tolerated. There are disturbing rumors of a secretive cult who worship the Rodent aspect in remote places of the land, but there has been no intrepid band of adventurers sent yet to investigate them.

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Cool, a chance to practise my creativity :)

 

Meccatican also known as Lhadangshan in the south(too obvious?)

God(s?) of travel, special places and reflection.

Associated with misfortune, happiness, serendipity, and wisdom.

 

Ever had that feeling when you find a place, either on holiday, or after a day's long travel, when you find a flowering field, with a nice stream nearby, the sun on your back, and crickets chirping and the occasional bird-call of insect-hunting birds near the water. Or when you're in a foreign city and you're tired and you find a relatively secluded plaza with a café situated there, and you sit down and enjoy the shade of the ancient oak trees towering in the middle of the plaza in the middle of the city. And you're not exactly paying attention to how you got there. But the place is a nice change of pace, and you feel that energy in the air? Meccatican is the patron of such places.

Born into a wealthy trade family, Meccatican wasted his family's resources travelling the world, meeting people, enjoying new things and earthly pleasures. His lust for culture and nature couldn't be outmatched by the frequent times he got robbed, beaten, scammed, cheated, and lost.

 

No-one knows exactly how Meccatican ascended into godhood, although most sources agree that he was born a mortal. And while he was the last of his line and his trade business went bankrupt, ancient records do show that there was such a person alive some five hundred years ago.

What we do know is that one day, people realised that the traveller they had come across now was identical in age and looks to another traveller they had come across a life-time ago.

 

It is said that Meccatican's love for life made him immortal, that his yearning for learning made him wise and that his constant misfortune made him wiser.

 

Although no organised priesthood exists to support Meccatican, many who after a lifetime of searching found a place which they fell in love with, a place special to them, do pay respect by building a shrine to Meccatican.

Because of this shrines to Meccatican are as diverse in style, look, size and quality as the stories about the traveller himself are.

Also because of this shrines to Meccatican are often found in special places, some would say places of power. Not every god is pleased with this annexing of land, though some are more tolerant than others.

 

In the South the same or a similar god named Lhadangshan is worshipped. And while the stories of Lhadangshan are strikingly similar, there are some distinctions between them which causes debate about whether it is the same Deity. In the south the story is about an exiled king rather than a rich wastrel, a teacher who claims wisdom cannot be taught, but who encourages us to seek it nevertheless. Here there is a legacy of disciples who have formed a clergy, bound to travel and teach and to seek wisdom. They abhor the idea of building shrines, dismissing it as messing with perfection. And while most don't believe that the stories about Meccatican are true, some believe Meccatican is the reincarnation of Lhadangshan, while others believe that there is room on earth for both, and that their message is similar enough that either deity is worthy of worship.

It is too soon to tell whether those who worship Lhadangshan and Meccatican will remain respectful of the differences in belief, will merge, or end up contesting eachother.

 

Same or no, in the last century no-one has met either incarnation of the deity, but an increasing amount of people are finding secluded places where they did not expect them, often with a surreal beauty, and after leaving these places, are unable to ever find them again. Those few who have had these experiences often end up being exceptionally unfortunate, happy, and inspirational teachers. These few have in equal parts both attributed their experience to Meccatican and Lhadangshan. In some parts of the world there are those who have decided to compromise and call them the friendly travellers, the wise twins, or the hapless. Where North and South converge, coins are being minted with on one side Meccatican, in ravaged clothes, smiling with a walking stick in hand, mule next to him, and on the other side Lhadangshan, crown on his head, smiling under a giant oak.

 

---

Inspiration

 

Well, the name Meccatican is a portmanteaux of Mecca and the Vatican (duh)

the name Lhadangshang is a portmanteaux of Lhasa (arguably the capital of Buddhism) and Wudang Shan (one of the four sacred mountains of Taoism)

The Deity is inspired by a combination of Marco Polo, Buddha, Lao-Tze and my own love for travel and my own aptitude of getting into trouble while travelling, and being poor

 

Edited by JFSOCC

Remember: Argue the point, not the person. Remain polite and constructive. Friendly forums have friendly debate. There's no shame in being wrong. If you don't have something to add, don't post for the sake of it. And don't be afraid to post thoughts you are uncertain about, that's what discussion is for.
---
Pet threads, everyone has them. I love imagining Gods, Monsters, Factions and Weapons.

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Phallus: The wrathful god of Blinding Lust and Tasteful Rape

 

 

Portfolios; anything sexual related

 

Allies; none, constantly tries to rape the other gods and pervert their spheres of influence

 

Symbols; It should be obvious

 

Rituals; his devout followers must comit a depraved sex act at least once every lunar cycle

Edited by NerdBoner

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Kind of hard to go to detail with the information available so figures I'll just throw in a rough concept:

 

Alias: "The Guide"/"The Shaman"

 

Portfolio: Enlightment, spiritual guidance, patron for shamans and seekers-of-self and such being alike them itself, maybe patron god of svef even?(depending of course on the actual details of the substance)

 

Allies/Enemies: Well, dunno 'bout allies, but for enemies I'd reckon such possibilities as gods of discord, deception, misguidance, etc.

 

Symbols: An eye or a beam of light or candle, or maybe even sunrise

 

Manifestation possibilities: A shaman, a monk, a guide chance met on the road, a scholar even?


Dude, I can see my own soul.....

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I have a fetish for Mesoamerican deities. 

 

Name: Qutizlohteh

Alias: The Obsidian Hammer

Portfolio: He is the god of the the volcanic glass known as Obsidian, he is also a war god and represents honor in war.

Enemies: Lethargy and sloth

Symbols: Jaguar or a big cat 

Manifestation: Once again, big cat, otherwise as a masked humanoid with an obsidian mask carrying a hammer. He's seen in visions of some warriors. 


Ka-ka-ka-ka-Cocaine!


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Okay, in light of today's update...

 

Name: Reywas

Alias: The Equalizer

Portfolio: Armorsmiths, balance, and fairness

Enemies: Cheaters, degenerates, and Hülm, the god of wine

Symbol: Two spoked wheels connected with a triangle

Manifestation: Defeated warriors and laborers engaged in repetitive, tedious work will occasionally encounter a slight, tattooed, bearded man balancing on a device consisting of two wheels connected with a triangle. He will gently admonish them about more interesting life choices and, for defeated warriors, offer suggestions on proper choice of weapons when fighting enemies of particular types. A mortal following his advice will always succeed in his or her, or hir next endeavor. An armorsmith calling Reywas's name while forging a suit of armor may find it blessed with additional protection against a particular damage type.

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I have a project. It's a tabletop RPG. It's free. It's a work in progress. Find it here: www.brikoleur.com

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Let's give this a go...

 

Alias: The Lady of Silence/The Silent Lady

Portfolio: Silence, Solitude and the Night

Enemies: None, really. The Lady doesn't really involve herself with anyone. Speculation exists that she dislikes the louder, more exuberant kind of god, but since she always avoids everyone, there is little evidence.

Symbol: A white circle inside a black square.

 

The Lady of Silence has always been a minor goddess, associated mostly with lone hermits or hunters stalking their prey in the deep wilderness. It was only with the advent of cities that her influence grew. Wherever it is loud, hectic and crowded she can be called upon to help people find some measure of calm and inner peace. Though she has no churches or temples, improvised shrines to her adorn many a household - especially after a baby has just been born.

 

It is said that hermits, cloistered monks and withdrawn scholars have her favour above all others, but she's also considered a patron of hunters, assassins, thieves and spies - anyone who wants to be silent and hidden can count on her help.

 

Almost anyone, anyway. Rumours persist that there had once been a cult of assassins who worshipped her above all others and dedicated their kills to her. The cult was short-lived because every time an assassin went after a target, a branch would snap loudly or a vase would be knocked over or the assassin would invariably tread on a cat's tail. No evidence of this cult has ever been found and it is often suggested the Lady started the rumour herself to make sure nobody would ever really dedicate themselves to her.

 

Finally, her association with the night is somewhat weak. She does not bring forth the night, nor does she rule over it. But at night her silence fills the world and she is considered to be at her most powerful at night. Sightings of her are extraordinarily rare, but when they do happen they happen at night.

 

The Lady looks like a woman in a heavy black cloak that obscures her entire body. Only her face has ever been glimpsed, always briefly and only partly. As a result, nobody can agree on what she looks like. Some say her skin is white as ivory and her eyes are like emeralds. Others insist her skin is black as night and her eyes are like rubies. The only thing everyone can agree on is that she's beautiful.

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The Twins Garupa and Svanne: Sister and brother.

Aliases: "Night and day", "Dark and light", "The storm and the eye".

Portfolio: Masculinity and femininity. Yin and yang. The duality of reality.

They have no enemies or allies as they are inherent within all living and spiritual beings.

Symbols: All forms of duality represent them but where they become one is where their presence is felt the most.

 

 The twins were born in the beginning from the cosmic One. In their presence, the universal physical elements came into being. They both love and hate their individualised forms. In one moment, longing to be together and in another, wanting to be as far apart as is possible.Their actions manifest in many forms throughout the world and beyond. When the tide gently caresses the shore it is Garupa stroking Svannes' shoulder. When an earthquake splits the lands asunder, it is Svannes' fury unleashing upon his sister. They are never seen seperately as individuals in physical form. They are too spontaneous to remain physical for long. However, ancient rumors exist of a silent hermaphrodite who walks the planes of existence. Speculators suggest that this is the manifestation of the two as one. When, in those rare moments, the twins merge and are at peace.   

  They are present in all moments of all time. They are inherent in all human interactions and, whether for good or bad, all actions are representations of their cosmic play. This is why they require no offerings or even recognition. An individuals recognition of him or herself is acknowledgement enough.

Edited by DimuthuK

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This is fun! :p Here are TWO more to look at... and a recap of Nitlhem with the "Alignment" portion added.

 

Davhád: God of Nature (fauna)

Name and Aliases

Aedyran name: Davhád

Aliases: “Soulwood”, “Keeper of the Wilds”

 

What is the god's portfolio? That is, what aspects of life or the world do they represent?
God of Nature (fauna):  wildlife, non-domesticated animals


What allies and foes do they have amongst the other gods?

Unknown without the rest of the Pantheon being revealed. 

 

Husband to Lustra* The pair work hand in hand to tend to the natural resources found in the PE realms.


What are their symbols?

A golden Falcon (or like bird)


How do they manifest in the mortal world?

Davhád (and Lustra) tend to remove themselves from the affairs of civilization to focus on nurturing wildlife and nature. Their followers are few and reserved for those with a shared interest in the natural realm (i.e. Druids). Davhád’s most common physical form is a golden Falcon, though he also chooses to manifest himself as other wild creatures, as well. Though Davhád tends to stay away from the affairs of Humans (and other races), he will use his power to preserve nature if/when it is severely threatened. Davhád understands the role that wildlife plays as a food source and accepts traditions of hunting and domesticating animals.

 

Alignment: True Neutral;  Davhád’s divine interest rests outside of the realms of the “civilized” world. His perspective is one of pacifism, unless nature or his followers are  threatened.

 

 


Lustra: God of Nature (flora)

 

Name and Aliases

Aedyran name: Lustra

Aliases: “Wild Mother”, “Divine Flower”

 

What is the god's portfolio? That is, what aspects of life or the world do they represent?

God of Nature (flora):  all plant life

 

What allies and foes do they have amongst the other gods?

Unknown without the rest of the Pantheon being revealed. 

 

Wife to Davhád* The pair work hand in hand to tend to the natural resources found in the PE realms.


What are their symbols?

A colorful flower (i.e. orchid, lotus, lily)

 

How do they manifest in the mortal world?

Lustra (and  Davhád ) tend to remove themselves from the affairs of civilization to focus on nurturing wildlife and nature. Their followers are few and reserved for those with a shared interest in the natural realm (i.e. Druids). Lustra’s most common physical form is a pixie/fairy. Though Lustra tends to stay away from the affairs of Humans (and other races), she will use her power to preserve nature if/when it is severely threatened.

 

Alignment: Chaotic Neutral;  Lustra’s divine interest rests outside of the realms of the “civilized” world. Her perspective is one of pacifism, unless nature or her followers are threatened; however, unlike Davhád, Lustra takes a more aggressive stance to trespasses against nature.  Her focus is on the flora aspect of nature, but she also concerns herself with wildlife and animals.  Lustra is not accepting of the traditions of hunting and domestication and views these as a direct threat to her realm.  She understands the need for farming, but it pains her to see any form of plant life have its natural growth manipulated.  She has been known to take more direct action against those she feels are threatening nature.  Lustra promotes the natural defenses of nature and uses those defenses against ‘mankind’.  She has been known to use her pixie form to entrance a wayward trespasser and lead them to their death in the ‘bowels’ of a carnivorous plant species.

 

 


 

Nitlhem: God of deception, lies, envy and political unrest

 

What is the god's name, and what are his/her "aliases" (e.g., "The Twinned God" for Berath).

Aedyran name: Nitlhem  Aliases: “The Shadow”, “The Grand Deceiver”, “The Kingmaker”

 

What is the god's portfolio? That is, what aspects of life or the world do they represent?

God of deception, lies, envy and political unrest


What allies and foes do they have amongst the other gods?

Unknown without the rest of the Pantheon being revealed. 

 

One thought: Perhaps Nithelm had a sort of “fall from grace” and the other Gods believe that he has been banished from the divine pantheon forever.  In reality, Nithelm has simply deceived the  other Gods and still retains his power which he uses to discreetly sow seeds of discontent between, nations, races, factions, political opposition, etc.

 

What are their symbols?
A bat (animal); the color dark green (jealousy/envy); a concealed dagger with a green gem embedded in the hilt.

 

How do they manifest in the mortal world?
Nithelm only reveals his true self in the darkest shadows of night. He can manifest himself in a concealed manner as a large bat with notable green eyes. His humanoid form would be  represented by a shadowy figure that seems almost ethereal when surrounded by darkness or shadow.  His face is marred by a long scar stretching from his hairline vertically downward to his jaw line. Nithlem dresses dark and concealed with a long black velvet cloak with dark green accents at the collar and sleeve ends. He also wears a hood that is always pulled low over his brow.  Nitlhem always carries a concealed dagger with a dark green jewel embedded in the hilt. The dark green eyes are also an attribute of the humanoid form. Nitlhem uses his power of deceit to influence mortal matters, particularly in a political sense.  He seeks to supplant rulers of Nations with his own faithful followers. This is accomplished by sowing discontent among political factions and the people of a nation to facilitate uprisings and revolutions leaving the said nations in a weakened state full of uncertainty and shadowy power-plays.  Nitlhem’s main goal is to bring the mortal beings into such a state of unrest and contention that the other Gods are forced to reveal themselves much more frequently; in this, Nitlhem hopes to weaken them by forcing them to deplete their powers in trying to control the mortal realm.  He seeks to capitalize on these over-reached Gods to challenge them in a weakened state and  regain his status in the pantheon. Ultimately Nitlhem seeks to gain enough power to banish the other Gods that would oppose him.

 

Alignment: Chaotic Neutral; though many of Nitlhem’s methods and goals seem to be evil on a relative scale, in reality, Nitlhem will use any reasoning to achieve his goal. He will take advantage of and pervert a maniacal wanna-be-dictator based on envy, greed and lust for power, just as easily as he would play on the chivalry of the gallant knight, or a mother’s love for her children, or a scholar’s search for knowledge. Any tool for manipulation, good, evil, or indifferent, is suitable to Nitlhem. As long as it allows him to promote discontent.

 

Edited by Wyrm

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The Ancient Wyrm - Grand Dragon of the Obsidian Order


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hey wyrm you already posted the last one ;)

Goh

The Sick Artist.

Patron of misunderstood genius, autism, savants and "special" people.

Often depicted standing over a dead artist, the artist's respective tools of the trade in hand, altering their work.

 

There's much debate about whether Goh is benevolent or not. Artists down on their luck tend to ironically say they've been blessed by Goh.

Artists with no faith in their craft futilely invoke his name to improve the popularity of their mediocre work.

 

For Goh deals double. Created a masterpiece of art which should last throughout the ages? Nobody will get it until long after you've died a pauper's death. Always bullied that little idiot boy down the street? turns out he knows the name of every member of every royal line down to be beginning of their dynasty. That man you've always thought was a little off? Well, he did find a way to more efficiently till the land.

And after that reclusive woman died last year, we found the most beautiful frescoes painted on... well her entire interior.

 

Lover of irony, he'll make your most hated creations popular and lets your pet project whither into oblivion.

He'll give you insight into a trade you're not part of. Blesses you with gifts you don't desire.

When inspiration strikes in the night with no paper nor quill available in a three mile radius, blame Goh

That little ditty you've been humming for several days straight, even though it's dumb and repetitive, blame Goh.

Your most inspirational speeches are forgotten, but your lamest one-liners will be quoted back to you until the day you die.

 

While mostly hated, it is noted that most people who have to endure Goh's blessings find their work redeemed after death.

Some artists have committed suicide in front of their art while invoking Goh in the hopes of gaining appreciation for their work, if not in life, then at least in death. Others curse his name and blame him for all their failures.

 

Some call him the Jealous artist, not allowing those more brilliant than him to surpass him in fame

Others call him the Critical redeemer, saving brilliant work from oblivion and promoting great work, after the artist is no longer able to.

Some believe he doesn't exist as anything other than a convenient excuse to explain the popularity of mediocrity, the irony of many artists' sad fate, and ones own artistic failures.

 

God of appreciation after the fact? preventer of hubris amongst the gifted?

 

There is a decent clerical following of Goh, they seek out the gifted, both during life and after they perish.

While not a very powerful group, they use their alms to feed starving artists, and bring them in contact with possible patrons. They also provide asylum to mentally unstable, the mad, the insane, the cracked, the traumatised, the eccentric, the autistic, the retarded.

While they believe most who are helped are not likely touched by Goh, they believe that Goh is a lover of all that which is unique, original, off-beat and inspired. It is not strange then that the Asylum has produced some significant movement in the art world, science and magic.

Nor is it strange that some of those genius died because of the psychotic rage of their fellow patients.

Edited by JFSOCC
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Remember: Argue the point, not the person. Remain polite and constructive. Friendly forums have friendly debate. There's no shame in being wrong. If you don't have something to add, don't post for the sake of it. And don't be afraid to post thoughts you are uncertain about, that's what discussion is for.
---
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  • Name:

    Palaver

  • Alias:

    "Addled One"

  • Portfolio:

    Truth, Enlightenment, Knowledge, Prophecy, Tragedy, Mental/Spiritual Illness

  • Enemies:

    Decievers, Censors, Corrupting Influences

  • Symbol:

    A broken circle with a horizontal line across the center

  • History:

    Palaver is an ancient scholar who in attempting to concoct The Philosopher's Stone became enlightened and ascendant. Palaver began

    travelling the world attempting to share his discoveries but his mind and insights now surpassed comprehension by anyone--even most gods. Undeterred, he continues to this day wandering the world, seeking to share his knowledge.

  • Manifestations:

    Many people believe the mentally unstable either to have touched the mind of Palaver and overwhelmed, or merely that which they learned is beyond mortal comprehension. Instinct, intuition, having thought you saw something in the corner of your eye, or having something on the tip of your tongue are commonly regarded as Palaver attempting to advise you.

Edited by Mr. Magniloquent
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Tot

Teacher of woe; the harsh mistress; the just.

Goddess of wonder, curiosity, mystery and loss. Sometimes worshipped as a deity of death.

 

Tot is ancient, the beginnings of her worship are, like so much of her, shrouded in mystery.

The clergy of Tot teaches us that it is the business of Tot to teach the wilfully ignorant, and punish them if they refuse to learn.

She cannot abide average minds, but exceptional minds unused are simply reviled beyond anything by her.

 

She presents those in need of a nudge with a mystery worth exploring, a sudden insight which requires testing.

A town guard comfortable in his position, even though he could easily make it to captain, gets presented with a murder of a friend

A wizard capable of crafting great spells but content to only learn those of others, will see a piece of the fabric of the universe.

A boy who doesn't know what he wants in life and sits on his ass all day is forced into exile.

 

She doesn't tell, she teaches.

If the town guard doesn't follow the leads presented to him, he will be tortured by guilt for never exploring it

the wizard doesn't follow her observation, she will go mad with wonder

If the boy returns to his town, he will settle into a boring life, feeling unfulfilled.

But...

If the town guard follows his leads, perseveres in the face of opposition, he will find out he's the best damn crime solver in the region.

The wizard who spends her fortune on building a lab, on testing, taking risks, perhaps losing her sight in the process, will discover such a powerful insight into the aether that she will be renown for ages to come.

The boy finds the life of an adventurer suited to his sensibilities. Outwitting a band of bandits and earning himself a small reputation.

 

Tot is also a teacher of value.

Those who do not value what they have will find themselves without it. Whether that is the tools of their trade, the life of a loved one, the love of a loved one, the home in which they live. They will find it taken from them, and no amount of supplication will return it.

 

Temples to Tot are filled with gifts of remorseful souls, traditionally something related to what was lost, and a note attached (often written by the priests of Tot who can all write) mentioning what lesson is learned.

 

Rare but not unheard of are encounters with Tot herself. Without exception the story is the same: Someone sees someone at the edge of a crowd, the corner of a tavern, near the tree line of a forest. The moment this person, who is difficult to see, is noticed, she leaves.

The person curious enough follows, but will find his path full of obstacles. Almost never do they catch up. Those who don't go mad with longing, despite never having seen the mysterious figure, despite not knowing what made them so curious.

Those who do catch up see Tot turn around and face them, often in an uncomfortable location, like a back alley in a bad neighbourhood, on a mossy tree stump over rapids, in a brothel-room occupied by others. Tot turns around and smiles, vanishes and leaves behind a token. The type of token varies, but it's usefulness is never in question.

Without exception, only one person at a time ever sees her. And when Tot vanishes they are left in dire straights, more often than not, have to overcome even more challenges to get away.

Survivors of an encounter with Tot are forever more impetuous, despising laziness, despising excuses, hating cowardice. They are filled with a need for doing things which matter. The only relaxation for these people is when they have worked hard. Others might find them hard to keep up with, slightly unpleasant, and intimidating.

The effect tapers off with age and ability, but only slightly.

 

Tot is depicted as a woman who is mostly obscured. Sometimes she is depicted taking something from an ugly man on his knees.

Edited by JFSOCC

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Nomenclature: The traveller in the beyond.

 

Portfolio: The aiding of Ciphers travelling beyond the flesh.

 

Allies/Enemies: None.

 

Symbol: Among Ciphers is sometimes shown as a helping hand.

 

Manifestation: The traveller is not thought to exist in the material world, his domain is the void that dwells beyond the mind. Ciphers who have become lost in the darkness between stars or the mazes of their own minds are sometimes saved by the traveller, he appears as a robed, hooded and gloved asexual being, that silently leads them to salvation. Some Ciphers believe he is a gestalt entity, formed from all the souls lost in their own minds, who have unknowingly manifested to save their brethren. Others believe that he is a god of Ciphers, slowly being born into being, at first manifesting in the heart of his power until he may rip a path into reality. Some say he is merely a fragment of a Ciphers own mind or soul, though every Cipher to have met him is positive that this is not so.

 

One thing to note is that the traveller does not seem to judge based on morality, he saves at random (or in a pattern so arbitrary it may as well be) and has rescued the most tyrannous masters of manipulation and the gentlest of mind healers.

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Quite an experience to live in misery isn't it? That's what it is to be married with children.

I've seen things you people can't even imagine. Pearly Kings glittering on the Elephant and Castle, Morris Men dancing 'til the last light of midsummer. I watched Druid fires burning in the ruins of Stonehenge, and Yorkshiremen gurning for prizes. All these things will be lost in time, like alopecia on a skinhead. Time for tiffin.

 

Tea for the teapot!

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Armoë

 

Saviour of beggars.

 

Armoë has a basement, somewhere in a big big city. It is in a decrepit building in the slums. It's partially burned out.

In the basement, some thirty beggars are sitting in the cramped quarters.

 

They are grateful.

 

For Armoë has chosen them to spend the night with her tonight.

They will eat, they will not die of exposure that night, and their aches will be gone, for the night at least.

And when they leave they kiss the statuette of her.

 

Oh this is no cult of personality. Armoë is a very real deity. Every night, she picks between three and twenty-seven beggars, always a plural of three, often those in the worst condition, though never the same beggar twice in a row.

She doesn't guide them to her basement. They turn a corner and find themselves on her doorstep.

And no-one can find the entrance any other way.

 

The very next morning, they awake on the street, in a doorway, on a roof, wherever they had been going to sleep that night. Still sated, but nothing more. life goes on.

The Beggars don't share Armoë with anyone outside of their group. Why would they draw attention?

 

But occasionally if you listen well, you can hear one sobbing regret for having had his third.

There's never a fourth time.

 

Rumour is that Armoë's power is growing. That the basement seems bigger some nights. That whenever someone has had his third, they find three coins in their pocket. Small things, for now.

Figurines of her have shown up, carved by one of the desperate souls. A woman hugging a beast. Food at her feet.

 

Not all stories about her are good, the Ragman is associated with her, but the Ragman never bothers a beggar, so why would they care?

Edited by JFSOCC

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Gax

 

Patron of the unwanted. The vile; The Conservationist.

 

Everything needs a god and Gax wanted broad support. Things seemed to work out.

Whatever is unwanted is loved by Gax, from lepers and social outcasts, to disease, ageing, the loss of hair.

Early arrival of the taxman, war.

If war is wanted, then Gax has no influence over it.

 

For those whose life is going well, Gax is a vile malefactor. Cursed by many for everyday troubles, Gax is the saviour and protector of the many unloved creatures of this world, whether it's the vermin, social rejects, the ugly, the beggars, the tyrants, the diseased. Gax is an inclusive god. He's not picky. Nor does he favour evil over good. The nicest person in the world could be most unwanted because of some cultural bias making him a pariah. Gax judges the most judgemental, and punishes them severely with whatever they want the least.

The most tolerant have little to fear from Gax.

 

Followers of Gax have to live in fear of persecution, which is why their places of worship are hidden. They teach those who would listen to take their lumps, the be tolerant of others, and to make the most of life despite its hardships.

This message has trouble getting out since they worship a god associated with many evils.

 

Gax's cult is growing, however, as those who find themselves excluded by the world are given succour by the priesthood of Gax. And during these hard times there is always some poor soul down on his luck.

 

Gax is publicly depicted as being defeated by some god or another, depicted as vile and ugly, with boils and decay around him.

But the followers of Gax depict him as a kindly old man, a holding the door to his home open. An open door is the symbol of his priesthood as well.

 

Gax walks the world occasionally, found during times when resentment is greatest (tyranny, apartheid, war, political manoeuvring) so it is not strange that most can't see past the association with evil. When he does walk the earth, he judges everyone he meets. The most inclusive (not the nicest, or best) people are given freedom from disease until they die. The most resentful (not most rude, unpleasant or worst) he slays. Anywhere in between, he confronts with whatever they avoid the most.


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Name -

 

 

Ariziel "Dark Lord on our dimention"

 

 

Alias -

 

"Sapphire-eye", "thousands of eyes", "Master of all Beast" ""Lord of sinns"

 

 

Portfolio:

 

"Lust", "Greed","Sloth", "Anger", "Lies","Cruelty", "All other sinns", "Every evil monster" "Evil in humans hearts"

 

Enemies:

 

Everything besiedes (but not always) his brothers. (other Derk-Lords in other dimentions)

 

Symbol:

 

Glowing eye somthimes mistaken for sun or moon. Somtimes "S" and snakes in "S" shape but he doesen't associate it with himself.

 

History:

 

Ariziel was one of the most powerfull gods, but his main rival deafited him, but not killed. The high lewel god of his level can not be killed (or death to gods like is not possible in one fight). But he was divided in seven parts .. and they are cearfully hidden and sealed difrantly. One of those parts have aweken before oldest humanoid races rises. This part had only 1/7 of his original power but still was able to almost destoy whole world. Other smaller gods "God of nature" or "God of water" was no math even for that one part of him. Becouse they have sinns and they desires and cruelty is giving him power as normal human ... a one part of him is called "Main Beast".

In legens weaker creatures simply die in his preasence, not mentioning preasence of all combained 7 parts called "Ariziel"

 

Manifestation:

 

In legends when Ariziel (all seven parts) he apeard day becomes night and all stars on the sky are changing in Sapphire-like eyes.  When one of his part was aweken some ancient symbols have ilustraded "Main beast" (one part) As Horizon of Sapphire eyes or simple blob of tantacles cowerd in sapphires-eyes. It is unknown how he really look like but from those simbols we can assume that encouter with him is grotesque, schocking and makes you wish your not die before seeing him.

Edited by Ulquiorra

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Hocard

 

Goddess of forgotten knowledge.

Associated with secrets, book-burning, information-trade, and history.

 

It is said she knows all that is forgotten, and that is a lot.

 

Not all of it is terribly useful to her, where you left your glasses? (you dropped them in the well) Who was the last person to practise the game of tiln? (Mon botsdottir) When was the first time you masturbated? (no)

 

But... it is a lot.

 

Where is the lost tomb of the last of the rich Lion Kings (Disneyland)

What ever happened to the famous warrior Borg Dragonsong (fell of his horse and broke his neck in some forgotten place... yes, his sword is still as sharp as ever)

Who did the Sky-watchers chronicle as their saviour.

 

The most forgetful are believed to have displeased her, with her taking knowledge from them as punishment.

Both friend and foe to Archaeologists, Tomb-raiders, researchers of any kind, Hocard hoards knowledge like a dragon hoards treasure.

And then doles it out only when it serves her purpose, which includes the power of her following.

 

Hocard does not manifest on earth, but she does communicate.

There are many temples dedicated to her, knowledge is power and her clergy is powerful, holding office in some places, consulting kings. Temples are lavish and most libraries have at least a shrine to Hocard, it's owners hoping it's enough to prevent their hoarded knowledge from getting lost.

 

The highest ranks of the Order of the new Sky-Watchers, a part of the Church of Hocard, practise divination.

They offer up knowledge to Hocard in a ritual which causes them to forget forever whatever it was they offered up.

And Hocard offers up something of equal or lesser value.

Those seeking the long lost sword of Borg Dragonsong are not likely going to be able to offer a greater secret, so asking too big questions is pointless. But promise to build her a temple, and give up some of your most valuable secrets, and she might offer you a personal secret of one of your foes, or something else which might help you gain position or power.

 

The priesthood of hoccard offers a ritual to the traumatised and grieved which causes them to forget all that which causes their misery.

It's debatable whether this is a gift as it more often than not leaves them drooling idiots. But, there is no better cure for heart-ache than forgetting the loss of the love of your life. No easier way to forget how you were horribly raped as a child, no other way to forget the horrors of war, the atrocities you committed. So many still seek the forgetting.

And Hocard's knowledge ever grows.

While power brings fantastic PR, she's not known to care particularly much about anyone's motives, knowledge is power, quid pro quo.

She deals with crooks and the righteous as suits her pleasure.

 

Hoccard is depicted as a beautiful woman's face on a sea of stars.


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Mirana, the wellspring.

Mirana is the goddess of siblings, river fishermen, flowing fresh water, and all that which dwells in it or near it.

Her symbols include freshwater fish, and fountains.

 

Three thousand years ago, when the world was still wild, During a great drought a fae girl drowned in a well filled with briny stale water. Her sister cried but refused to cry any salty tears. Torrents of water sprang from the earth where she stood. From her flow all the rivers in the world. Mirana's tears cleanse the land the way our tears cleanse our souls.

 

That's the story anyhow.

 

Whatever the truth of it, Mirana can be called ancient. She's a popular folk goddess and there are plenty of temples in her honour. In desert lands where they worship a goddess with a strikingly similar story named Sfet. There is one temple there to celebrate the single large river found in these lands. A beautiful place filled with fountains and a garden with impressive irrigation. Water seems to bubble up from underground and then spiral down through canals throughout the gardens.

 

Small shrines to her can be found near the waterside. A little creek might have a farmer decorate a stone near it. A fisherman may donate a fish from his catch to her altar in the hopes she keeps providing him with fresh fish to catch.

On her nameday, it is custom to swim in whatever creek, brook, or river is nearby and have a waterfight with water. The water festival celebrates the coming of spring. In cities or places without rivers, Mirana's festival is celebrated by drawing water from a fountain and having a waterfight. In the desert lands a more severe ceremony involves drowning a sacrificial lamb from a litter of two sisters.

The other lamb then has its eyes cut out.

Flowing fountains have her crying face engraved on them, or scenes from the myth of Mirana.

 

Mirana doesn't walk the earth, but in some times, nearing the end of a drought, in still pools, the face of a fae girl can be seen. Mirana's sister.

Mirana also occasionally answers prayers. But never from anyone who has eaten anything flavoured with salt since the last Mirana's festival She's considered an enemy of sea gods and sun gods for obvious reasons.


Remember: Argue the point, not the person. Remain polite and constructive. Friendly forums have friendly debate. There's no shame in being wrong. If you don't have something to add, don't post for the sake of it. And don't be afraid to post thoughts you are uncertain about, that's what discussion is for.
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Corlentin

 

The seeker, the lonely.

Patron of star-crossed lovers, hunters, lonely people, and romantic love

 

Corlentin was an ancient king who fell in love with another man whom he came across one day while hunting.

I won't bore you with the story, rest assured it's all very romantic and doomed. Eventually, his lover disappears, never to be seen again.

Corlentin set out to find him in an epic journey much like the search for the holy grail. And like the search for the holy grail, it remains an unfulfilled quest.

Ever seeking his lost love, Corlentin does not despair but continues on his quest, giving sound love and happiness advice to unsuspecting passers-by who help him out.

 

There are quite a few temples to Corlentin, although his homosexuality is downplayed in some societies, it is celebrated elsewhere.

The clergy of Corlentin performs marriages in secret to those who are unable to marry otherwise. Offerings are made in the temples by those wishing happiness in their relationship, or those wishing to have an relationship with the subject of their affections. Priests of Corlentin offer relationship therapy and advice to those who seek it. The temple also has secluded areas for those who wish to be alone.

 

On Corlentin's festival many souls gather their courage and declare their love. On this festival day, Corlentin grants one supplicant in every one of his temples their romantic wish. (provided the subject of their affections would not feel strongly opposed to this)

 

The Clergy teaches their followers how healthy relationships work, and teaches us that love is the only universal value shared by all peoples. (whether this is true or not)

The Clergy also helps the obsessive overcome their obsessions. Centuries of encountering the obsessed have made this a necessity.

Those serving Corlentin also police quacks selling love potions, those who would arrange marriages between unwilling participants, stalkers, and rapists, with severe punishments for the guilty. The Clergy of Corlentin despises brothels and while in many places these are legal, they do their utmost to make the business of whorehouses impossible.

 

Temples to Corlentin are built to a standard, low domed buildings with many alcoves and secluded sections for romantic encounters. All of Corlentin's temples also have walled gardens ideal for romantic moonlight strolls.

 

While brothels are considered abominable by the followers of Corlentin, many of them do have a shrine dedicated to him. This only infuriates the clergy more, as they see this as blasphemous. Conflict is inevitable, really.

 

The symbols of Corlentin are a man between two stars, walking away. A hunters horn, a hunters bow, and two men embracing, one of them crowned.


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Hezeng

 

God of trade (especially sea trade) fair winds, exploration, treasure and strangely enough, architecture.

 

Hezeng was a fleet admiral for a great empire some 700 years ago. He used his fleet to establish trade nations on far shores, and built port cities to not only accommodate trade, but colonisation. His excellent eye for strategical resources ensured the empire he served flourished.

In every port city he built, he also built a low and broad tower with a roof garden. This was his home whenever he was in the city.

 

The emperor for whom he worked feared his ambition, and sent Hezeng on a doomed mission to an archipelago with the most treacherous shallows and currents, hoping to be rid of him. Hezeng returned with lost treasure and slaves, and stories of exotic fruits, plants and animals unheard off before. Hezeng was quickly sent back on another voyage.

 

This time there were saboteurs on board.

Hezeng didn't come back this time. His ship was lost at sea.

 

Some time during his fated voyage at sea, all his homes in every port city he founded started shaking and grew a mast, from these masts each unfurled a sail. emblazoned on each sail was an emerald.

 

It was declared on this day that Hezeng had ascended into godhood.

With the death of Hezeng and ever increasing mismanagement of the empire, the empire fell but each of his port cities kept trading, andkept growing. His former homes are now the Temples of his religion

It is rumoured that Hezeng engineered these buildings himself, and had linked them to his life energy. so that when he died, they would grow.

Whether Hezeng had ambitions for the throne or godhood is the subject of some debate, best not held in his temples or amongst his followers.

Some critics have noted that the Emerald was the symbol of the dynasty which came before the one Hezeng served, and of which he was a direct descendant.

More rumours have it that a goodly part of the tax on trade didn't ever make it to the empire's treasury, but seemed to be... missing.

But that's all several centuries ago, it hardly matters now.

 

The Clergy of Hezeng controls several of the old port cities, and remains a significant religion in all of the now independent port cities founded by Hezeng.

The Clergy controls three fine fleets with which they travel the world in order to establish themselves wherever trade could flourish. Often establishing ports themselves. Each of these towns has a low tower with roof garden and emerald emblazoned sail.

 

Trade and prosperity are considered the qualities of good men by the clergy of Hezeng. Anyone down on their luck will be accepted to serve on one of the order's fleet ships as a chance to better their lives. Although this is seen by many as a way to get rid of beggars and criminals, as life on the seas is harsh, and loss of life is common. It's also taught that anyone who dies at sea will return in the next life with Hezeng's favour. Not many volunteer for servitude on these ships, but it is often accepted as an alternative punishment for crime.

 

The fleets are divided into three parts:

The pioneers. These explore for new horizons establish new connections and report back to the trade and cartographers headquarters.

The pioneers are the most excellent seamen, experts in their trade, well organised and loyal.

The escorts. The escorts patrol trade routes between Hezeng controlled waters. This fleet is the most plentiful, it's also filled with riff-raff of the worst kind. Mutinous crews, while rare, are not unheard of. Escorts are used to fight of pirates while the trade ships get away. These crews are pretty dangerous, although on some ships in this fleet they are honed to a fine edge and have become a trustworthy, if diverse, crew.

Finally there's Hezeng's fleet. colloquially known as the fats. Hezeng's fleet has on board construction materials and craftsmen, engineers and surveyors. Hezeng's fleet builds the ports on the locations the pioneers have designated. Or reinforce ports and deepen canals and build defences on the small temporary settlements the pioneers have prepared.

Hezeng's fleet is tasked with the defence of the ports, the defence of the fleet, and any warfare they find themselves in.

 

Since the 'discovery' of the new world, Hezeng's religion has been flourishing like never before, and they are currently experiencing a golden age.

 

Hezeng's clergy survives on taxation, but offerings are accepted in the temple for those seeking his favour. Many merchant captains will offer an emerald before making a voyage in the hopes of a successful trip.

 

Hezeng has appeared to captains riding into danger. Hezeng encourages them to change course. Those who fail to listen find themselves in peril, like bad weather, piracy, disease, or even getting lost. those who do listen often find their way to riches and trouble in equal measure.


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Sure why not?

 

Asthene, God of Knowing and Fact.

 

Said to be proclaimed by other gods as the most knowledgeable of all creatures, it is whispered that many both ally with and secretly despise Asthene. Ally with when knowledge of something is needed that can not be obtained in other ways, and despised that such knowledge is only posessed by Asthene, and can only be obtained for a price.

 

Supposedly the god of Libraries, Philosphers, Scholars, and Inventors; most such people deny worshiping Asthene, or perhaps deny that Asthene even exists. The symbol of Asthene is said to have been an ancient symbol simply meaning knowledge, one that others have confused as a dietie's mark over time. There are no priests of Asthene, though there are stories of people swearing they have seen the god, and so Asthene remains in lore. Asthene is said to appear in the shape of a man or woman, or sometims not even human. Old yet in no way infirm, a traveler in a cloak, sometimes with a cane and sometimes with a staff, always asking questions and inspecting and writing.

 

There are even stories of those in need asking questions of Asthene, a common touchstone to these stories being the price asked for the knowledge. "From you I ask no price, for the truth is always free for all to find, and is never diluted in the sharing." Obviously conflicting with the story of charging the gods, however scholars note that "from you" is common phrase in such stories, suggesting that perhaps the god, if such exists, only charges other gods. As to why there is doubt the god exists, there remains inconsistencies in such stories often, suggesting such stories are just folktales. Other scholars argue that an old man in a cloak is quite common, that a god as such could be overlooked quite easily, or an old traveler in a cloak simply be confused for the god themselves.

 

The most famous, and enduring tale of Asthene is that of Asthene's Library. The hero is that of a young male, of varying races but always in need of a cure for sickness striking down someone of great import. The hero journey's far and wide, asking of every race and country the knowledge to cure the sickness, but nothing works. Finally, despondent to the point of suicide himself, the hero stands at a cliff's edge over the sea. An old traveler happens to be walking by and, desperate for one lasts chance, the hero calls out the name of Asthene.

 

The traveler turns and smiles. The hero asks if the traveler is Asthene, and the traveler shakes their head, no. "But I know where Asthene can be found." The hero asks where, desperate to find anything. The traveler asks why the hero needs to find Asthene, and the hero explains his story, endind with "truly it is hopeless, only a god could cure this man for me. Asthene would know what god could do so, and perhaps how to entreat them." The old traveler smiles, or perhaps frowns, either way they question what use a god would be at this point. To which the hero responds "I have searched far and wide, and all the knowledge of the world can not avail a cure, so I ask you to find Asthene, so that they may direct me for whom to worhsip.

 

The traveler says no more, but signals to follow. Ther hero looks down the cliff, contemplating his death, wondering if it would be better than another false lead and more dashed hopes. Somehow he does not fling himself down, but follows the traveler. For days they walk, the traveler never saying a word. Bit by bit the land changes, the hero becomes lost, his maps useless, his direction unsure. Finally they enter a gorge, so deep and narrow that not a spot of sunshine hits the floor unless the sun is directly overhead on the solstice. Inside the gorge is a door, a grand door, of old stone. Above is the sign of Asthene. The traveler smiles, and says in parting simply "all that is truth is available to those who know how to find it, for it is always self evident in the world, and will always come to those diligent enough to seek it."

 

The traveler leaves, and the hero enters. Inside the hero hopes to find something grand, something beyond imagining and comprehension of any mere mortal. He imagine fathomless depths and soaring heights, illumination of some strange and wonderful kind, answers to all he would seek. As he steps into the hall he sees shafts of light coming from far above, illuminating into the distance. As his eyes adjust to the darkness his heart falls, inside is a library, of such vastness that the far end can scarcely be seen, and such height that the roof is lost in the dim light. No god in sight, nor could he imagine one ever even entering such a dusty, decrepit place.

 

"Surely, I will die in here, I will die just as well if I go outside, and so will person of import." Lost and befuddled he rifles through the books and scrolls and parchment, finding to his surprise that it is an older version of a language he knows how to speak. With nothing left to do, and no life left to live he resigns himself of spending his last days rifling through the old tomes.

 

Several days, though in some stories several weeks, later the hero emerges at the front gates (or doors, or whatever it may be) of the person of great import. In his hands is a scroll, with specific instructions as to the cure for the illness. The cure and the sickness are of course well known today, the weeping sickness may be cured the right application of, well everyone knows it. Regardless it is said that this is how the cure was found. Many cite it as proof of Asthene's existence, and that his library is still out there, somewhere, guarded by magical spells. Others, usually of a more scholarly pursuit, note the symbol and word Asthene used to mean knowledge itself, and may have just been a good symbol to put above a library. Certianly it remains tradition to put the symbold above such structures even today.

 

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