Chaos EntitiesDeities so strong that their own power has begun turning against them, eroding them. The nature of this affliction is poorly understood, but what is known is that, for all the great things they can do, they can just as easily cause cataclysms against their own wishes. Chaos entities possess extremely large pools of all abilities and are massively powerful, but every thing they do has a significant chance of harming the party or helping the enemy instead. That aspect of their interaction with the players is called their chaos element. Likewise, abilities that the deity uses may be swapped for others inintentionally; albeit rarely. They can manifest several times without exhausting any of their abilities, but even then, their abilities on the battlefield are unstable, if not devastating. Their magic and physical attacks are punishing, and their manifestations are nearly indestructable. All of the chaos entities are partially sealed, so their true power will, thankfully, never be realized in the physical world. Their resistance to divine insight attacks vary widely, as chaos entities still technically fall into the four main types. However, most insight attacks on a chaos entity result in a devastating side-effect.
PHENLAETHMercies | | Bless & Hex | | G. Strike | | D. Int | | C. Breaks | | I. Resist | | Paradigm | | HP | | MAG/PHS DMG | |
N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A |
SPECIAL: All outgoing damage +5%
Chaos element: Enemies are 10% more likely to be debuffed by attacks. Godly strikes have an 80% chance to instantly kill normal enemies. Blessings have a 20% chance to inflict a random hexing to the entire party for 30 seconds.
Insight hex: All correct divine insight attempts have a 50% chance to fail and all fails inflict Doom (5 days).
Known as the apocalypse child or Son of the Void, Phenlaeth is considered a sovereign deity of death. About 1,400 years after the fall of the seven kingdoms, the first known documentation of Phenlaeth surfaced. Phenlaeth's description is often laden with subtle inconsistencies; disproportionately reported heights, different races, and even differences in defining characteristics like scars, hair color, and markings like tattoos. Often, Phenlaeth is seen wearing a sleeveless cloak of reddish brown rags and a skull mask, but slight variations like the clothing occasionally appearing black, or bearing a left sleeve are also fairly common. The mask is often made of an animal skull, but sightings during celebratory periods or in wealthy areas sometimes describe the mask as being very ornately decorated and appropriate for the occasion.
The one thing that is consistent between the sightings is that the entity's right arm appears to be heavily disfigured and exposed; most descriptions identified an enlarged, taloned hand and dry, cracked skin or red and beige scutes covering most of the right arm. Sightings of Phenlaeth without its mask, albeit rare, always identify a fresh looking wound, as though from a knife, where the entity's left eye would be. The entity's right eye is always described as being a yellowish-orange color, and slightly luminescent. It is even more rarely noted, but there exist documented sightings that describe the remaining eye as having a horozontally slitted pupil.
Phenlaeth is sighted most frequently in the spring, and tales of entire villages dying in their sleep are accented by Phenlaeth's presence when told. Naturally, it is among the more well known deities. Instances where Phenlaeth is approached in public areas results in the approaching party's death(s) shortly thereafter, after it disappears around a corner, or into the shadows. Oddly, at least two sightings were reported near food kitchens in separate cities, where Phenlaeth allegedly accepted food without incident, but it is widely regarded as hearsay. Daytime sightings are extremely rare, but are not unlike any other sightings.
CIEDRAVIHLMercies | | Bless & Hex | | G. Strike | | D. Int | | C. Breaks | | I. Resist | | Paradigm | | HP | | MAG/PHS DMG | |
N/A | N/A | N/A | N/A | 4 | N/A | N/A | N/A | N/A |
SPECIAL: Four causality breaks.
Chaos element: Each new day, roll a D20. If 1, then Ciedravihl's nightmares bleed into the world. Each new day of the nightmare ends with a D6 roll. On the first night, a 6 will end the nightmare, the second a 5 or 6 will end it, and so on. The nightmare causes horrors to appear in the area, which are 20-35% stronger than the area's wildlife. Finding and destroying the nightmare seed(an extremely powerful horror) will drive back the nightmare immediately.
Insight hex: You get a glimpse of the goddess' nightmare, and are cursed by the eyes of Ceidravihl. Inflicts Ceidravihl's horror for two days, during which the party member will suffer unending visions of the goddess' nightmare.
The sleeper goddess, patron to oracles and the endangered. Legend tells of a queen of one of the few kingdoms from before the era of the seven kingdoms who eloped with a deity. Showered with gifts of power and longevity, and the means to grow ever more, she met and surpassed her lover's power by consuming the power of blackened gods in defense of her people. In so doing, the horrors of the old age gradually faded from memory, and an era of explosive growth began. However, before that age would come, her espoused, the king, had discovered this affair.
He arranged to poison her, as the courts and people thought too highly of her for him to sentence her to death. So the legend says, the king added essence of moonflower to her wine one evening, hoping to abdicate their union once she wasted away. But she never did, no matter how much poison he forced upon her, and instead the kingdom was visited upon, one town after the other, by unspeakable horrors, more awful and savage than any that had appeared before. Her lover, intrepidly aware of the circumstances, took to slaughtering the king and his council in retribution, before seeing to Ceidravihl as she lay in slumber. Visiting her in her dreams, the deity disposed upon her everything he witnessed. After learning of the inevitable fate of her kingdom and the deeds of her lover, she sought in her sleep only to banish herself, and her power, from the world. To protect her people, and to escape the newly discovered horror at her bedside. The deity refused, and Ceidravihl could do naught but expell it from her dreams and scorn its selfishness, seeing only betrayal in its words.
Many years would pass, decades, but the horrors would not. Her home became a stronghold for the horrors, her kingdom ever more ravaged by nightmares, and what few survivors that endured were left to fight the dark ravagers, in the day, and in the night. Timishod, in his sanctitude, took to culling the hordes and banishing Ceidravihl's betrayer to the realm of the dead before granting Ciedravihl, herself, passage. Even in death, horrors would plague the land, though infrequently. Instead of ravaging the homes of the kingdom's remaining residents, the horrors unintentionally cultivated bastions of the finest warriors to carry out a mission of cleansing. Long after her castle and kingdom was reduced to dust, the nightmares stopped appearing. They would return briefly, once every few centuries, but the threat was otherwise gone. Nobody knew what event caused the end of the nightmares, but damaged records from the age of the seven kingdoms offered vague details implicating Anima at least planning to interact with the 'source of the scourge'.
There are many different interpretations of the legend, some attributing the nightmares to the queen being corrupted by her dark victims, with others asserting that she brought about the nightmares to remind those that had wronged her of what they had to endure before her intervention. Others, more, suggest that the unknown deity had summoned the nightmares of its own volition in its fervor after discovering Ciedravihl's fate. Although sparsely worshipped, her tale is oft recited as proverb, warning against infidelity and betrayal. She has never been sighted since her passing, but was described in legend as a very pale, yet radiant individual, with a strong preference for white, flowing clothing and ribbons.
Orno Gorno, King of ShadesMercies | | Bless & Hex | | G. Strike | | D. Int | | C. Breaks | | I. Resist | | Paradigm | | HP | | MAG/PHS DMG | |
N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A |
SPECIAL: +25% physical defense, +25% to armor piercing and block breaking rolls, normal attacks can damage and kill ethereal enemies
Chaos Element: Every night, roll a D6 and add it to a pool. If the pool exceeds 30, then everywhere within a 1 mile radius will be bathed in a cloud of darkness filled with hostile wraiths and shades.
A more recent addition to the ranks, the simian Orno Gorno was, curiously, a skilled shaman who joined a tribe of mages and seers that had disappeared some thousand years after the sealing. His magic and channelling abilities were told to be unmatched, and though it is clear that they were once mortal, it is unknown how or when he acquired the power of gods, or such a powerful magical aptitude. During his time with the tribe, he led a nomadic lifestyle, travelling from town to town offering his services: Channeling the dead. It is said, though, that none from his tribe partook. He even entered the service of several royal courts, though rarely staying for more than a week before departing. One day, the tribe ceased to visit towns, and neither Orno Gorno nor his tribe were seen again. It is said that he was nearing the end of his life, and the tribe disbanded without the great sums of gold that Orno Gorno brought to them.
Well, that's not entirely true. Orno Gorno was seen again decades later, but in the form of the very shades he once conjured for the bereaved. His status as a deity is a little known fact, as many less sensitive folk think him only a simple wraith or phantom when they see him. His continued existence was brought into question upon being sighted by a court mage from one of the kingdoms he serviced, and was confirmed when other courts corroborated as much. As time progressed, it is said that there would be times that a legion of shades would terrorize towns, and that Orno Gorno had led them alongside several generals that he had appointed and empowered. These sightings are oft dismissed, as these attacks didn't seem to match any motive he may have had. Rumor has it that he partook in necromancy as much as he did channeling, though if it is true, none have lived to tell of it...