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Author Topic: Mythruna RP Handbook: Deities  (Read 5671 times)
Rayblon
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« on: February 13, 2016, 09:29:34 PM »

Given the current state of things this is more or less just a compilation of neat characters, some of which I may low key use in association with some of my ideas as a neat little lore foundation.

Deities serve as characters for the person running all the calculations and managing the storyboard. What they are not, is canon to Paul's vision of the Mythruna world. These are by and large only present for roleplay purposes and to make this more interesting than your average RP.  Deities as described here are not all-powerful. They are (mostly) immortal, yes, but they are each weak enough that they are plentiful. The deities are categorized by their type. Currently, there are four types of deities, each of which have very distinct paradigms.





Proto-deities

The first, primal deities. They govern the elements(but not the life and spirit energies) as they see fit. They do not predate the elements, nor do they have ultimate control over them, but their mastery of their respective energies is unparalleled. They do not possess natural forms, but proto-deities are all able to manifest themselves by congealing the energies they command. Even when manifested, however, their power lies not in brute strength, but their ability to scorch the earth and rend entire strongholds with the power of gravity.

They are the strongest magic users, but resistance to the suggestion of their blessed is comparatively weak when considering their great power. These deities generally have a medium amount of cap-free pooled mercies, a large pool of godly strikes, few blessings if any, a small pool of hexes, 2-3 divine interventions, and one or no causality breaks. Their manifestations are deadly, but some can be quite fragile as well. Their manifestations are very vulnerable to their opposing elements.

VANYS

Mercies |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:
- Manifestation extremely vulnerable to heat
- Level 1 frost affinity for party
- 10% increased chance to inflict break or break off
- 10% more damage to enemy equipment
- 5% chance to inflict enfeeble on any target
- Manifestation may cause the surrounding area to experience winter for the next few weeks.
- Manifestation increases hostile encounter chance by 20% in the area.

Vanys is a sovereign deity of cold, touted as winter's wrath. She is the elder sibling of Vanir, both of whose origin is unknown. Eyewitness accounts number less than ten; all recorded sightings claimed Vanys to have the appearance of a wolf with matted, iridescent fur. Most sightings signaled the beginning of fierce snowstorms plaguing the area, followed weeks later by long, prosperous summers. Most such accounts were from secluded northern regions, but at least one sighting was made in a warm, subtropical area near a large city. Regions visited by Vanys often saw massive loss of life, not due to chill, but animal attacks. It is unknown whether Vanys has a direct effect on the behavior of wildlife.


VANIR

Mercies |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:
- Manifestation extremely vulnerable to darkness
- Manifestation 20% stronger in daylight
- Manifestation can burn away cloud cover
- Level 1 light affinity for party
- 10% increased chance to inflict bloodlit and blinded by light
- 20% higher chance to inflict mark of judgement
- 5% chance to inflict punished on any target

Vanir is a sovereign deity of light. All that is known about Vanir was allegedly recorded from discussions with the deity Anima during the era of the old kingdoms. Vanir is the younger sibling of Vanys, and is said to follow behind Vanys at all times. Vanir has never been sighted, but she allegedly takes on the appearance of a brightly glowing and well kept wolf when manifested, and her presence is quickly followed by good weather. Several religions have sprouted in worship of Vanir, but any such religious presence in the north quickly faded. Vanir manifests with a brass colored artifact that is used to focus attacks. How she obtained the artifact is unknown, but some historians have speculated that Vanir may have gotten it from a civilization that predates the old kingdoms.



Sclero-deities

Similar in nature to takwin, sclero-deities manifest themselves using the environment; using stones, loose planks, and soil if needed to create a war machine capable of inflicting massive amounts of physical damage to opponents and structures, or sustaining enormous amounts of damage themselves. They typically have weak elemental affinities, which make certain materials more suitable than others. They are the most difficult to defeat deities, but have little to no resistance to the blessed who have enough insight to try assuming control. It may be easy to make them bend the knee, but they are just as able and willing to turn on the blessed that would do so. If a controlled sclero-deity breaks free of the party's control during a manifestation, it can go berserk and attack the blessed, though it will be weakened against them. If the deity defeats the party, they can perform a causality break regardless of the number of surviving party members, and the entire party's divine insight will be brought down to 0.

These deities have unlimited mercies, but there is a strict cap on the number of mercies usable per person(2-3). They rarely have blessings, or hexes due to their weak magic affinity, but their mastery of the environment gives them a considerable number of divine interventions and gives them extremely powerful manifestations. They have a high number of godly strikes available, as well. Almost all of the sclero-deities lack the ability to use a causality break. All sclero-deities can summon takwin when they are manifested. The takwin may even outlive their creator's manifestations, but will dissipate when the battle is over or the party is safe.

LIDOMEL

Mercies |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: Being near any immobile religious artifact boosts all base stats other than HP by 10%. Carrying a religious artifact boosts attack by 6%, expands enthal by 5% each way(I.E an enthal attack is cast, so enthal is boosted by 5%), and decreases incoming damage by 5%(at least 1). Charms and talismans are doubly effective. Can summon a creed doll in exchange for a mercy(only three creed dolls can be summoned).

Lidomel is considered to be a patron deity of the devout and superstitious, and a deity of idols. Although never seen, Lidomel's presence is allegedly in every statue, sigil, and symbol honoring gods or a specific belief system. Lidomel's existence is often put under scrutiny, especially by religious bodies. Others in the religious bodies have instead called into question Lidomel's power as a deity, suggesting that while it has an influence, their effects are miniscule in comparison to 'true blessings' bestowed by deities. The purpose of Lidomel's blessings extending even to artifacts of other deities is unknown, but its power, to those that believe the tales, must be immense considering the thousands of empowered artifacts around the world.

Lidomel has never been sighted, but it is assumed that it would most strongly manifest using consecrated items as a core, perhaps encased by finely molded clay or soil. Lidomel is one of the many deities that were previously unknown before the documentation introduced by Anima surfaced. Any information outside of what is outlined here is often speculation, as Lidomel has never truly manifested in the overworld before.



Meta-deities

Governors of spirit energy and the beyond, these deities must fight to interact with the party meaningfully. Their understanding of the otherworld and the nature of the mind steels them against the blessed that would seek to control them. Their interactions are largely indirect; pulling, plucking, and striking at the thin cords linking body and soul to empower the party and cripple their enemies. Few are able to conjure the elements, and most that have any meaningful understanding of the energies of the physical world harness life energy best.

They have a very small number of mercies and can only use a mercy once per person. They completely lack divine interventions, but often have a considerable amount of godly strikes and are powerful synergists and saboteurs. They can have up to three causality breaks, and are invulnerable when they are manifested. However, their manifestations are unable to cause direct damage or shield attacks, save for a single one of them. In battle, meta-deities are able to quickly strengthen the party and greatly weaken opponents. Despite being more passive in nature, these ethereal deities are able to turn the tides of battle quite easily. Generally speaking, they are very intelligent, deliberate entities that rarely wish to strain themselves interacting with the real world.

NIDDHYL

Mercies |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: Protective magicks are 50% more effective, 10% chance for minor conflicts to be entirely prevented.

Niddhyl, the false moon, rarely extends its circle of influence near civilization. When it does, however, it is often directly following a great tragedy. Its origin is unknown, but is associated with whispers of reassurance and encouragement in the night and the dreams of the bereaved... though it also has been described as being a tentacled horror, among other macabre descriptions. Among the many gods, it is perhaps the most outwardly caring one. In appearance, Niddhyl is a bluish-white celestial body with many craters. However, it remains static and unmoving in the sky, with the only other evidence of it being more than a second moon being the ripples that distort its image in the sky -- though this varies from person to person. Its dubious influence and presence, however, has led to some concluding it to be merely a case of mistaking another planet for a second moon, or even mass hallucinations.


« Last Edit: September 05, 2018, 08:07:27 AM by Rayblon » Logged

Rayblon
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« Reply #1 on: May 28, 2016, 06:34:47 AM »

Chaos Entities

Deities 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.



PHENLAETH

Mercies |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.





CIEDRAVIHL

Mercies |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 Shades

Mercies |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...
« Last Edit: December 22, 2017, 05:39:05 AM by Rayblon » Logged

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« Reply #2 on: May 28, 2016, 06:36:11 AM »

Somato-deities

Literally, living gods. Often by choice, these are the entities that choose the affairs of mortals above all else, and adopted a mortal coil accordingly. Despite that, they are often impossible to defeat by normal means; even being able to regenerate from a single cell miles away, or hijack other organisms. They cannot be channeled at all because the nature of their connection with the blessed is fundamentally different from other deities. Attempting to channel somato-deities results in an agony debuff for the rest of the day. Despite technically being the weakest type of deity, they are extremely powerful allies, and can be manifested at no cost. However, godly strikes, blessings, and hexings all have a slight penalty to their effectiveness.

ANIMA

Mercies |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
COMBAT:
 - Chimeric Protean: Can take on the form of any creature it comes into contact with. The stats of that creature will be added to its stats. Else, it can modify individual body parts or create amorphous growths. He can also manipulate others this way, if it so pleases.
- Planet Root: Able to accelerate growth of nearby plant life to ensnare or attack with. Can create seeds to make infestations where there are no plants.
- Ultimate Parasite: Anima is capable of draining all the energy in an area, including spirit energy. Can also drain small amounts of energy from elemental gods if they become ensnared, and assimilating bodies and plant matter.
- Psionic: Can read thoughts and manipulate the minds of most creatures, to the point of permanently incapacitating them and driving them to insanity. It may not like doing it, but it can also affect the players with this.
- Cellular Regeneration: It can regenerate from a single cell very quickly. If all of its matter is destroyed(which would require a world ending event), it will regenerate over the course of a few years.
- Biotic Kinesis: Anima can manipulate any biological material, with enough dexterity that severed limbs can be re-attatched, blood can be returned, and slicing or piercing damage can be negated. Crushing damage cannot be quickly regenerated by Anima.
SPECIAL: Weakened by deaths of any living enemies during campaign(2% weaker manifestation per kill). It's really just to spite you, rather than it being weakened. All healing implements are 15% more effective, and the party can recover from hollowing twice as fast.

An enigmatic deity, despite its exceedingly frequent interactions with the civilized races. Although it interacts with the civilized races frequently, its exact level of power is unknown. What is known is that Anima is likely the most powerful of all living gods. It is said that Anima feeds off the power of the living; gaining strength as life becomes more abundant, or losing strength as it wanes. Anima is considered a protector of the weak and a patron of clemency. Sightings of Anima often accompany food surpluses and decreased violence between man and nature.

There are tales of Anima attacking game hunters seeking rare prizes, defending trade caravans from raiders or agitated wildlife, and even forging the alliance between the seven largest kingdoms of old. Its supposed interactions with politics are mottled with either failures, or intentional sabotage, however. Those that believe in his existence are often at odds because its seemingly benign or beneficial actions were purported to be the cause of the destruction of the kingdoms it supposedly unified several thousand years prior. The few that have met Anima describe the deity as having a conviction for justice; notably not discriminating between man and beast in its actions. Despite that trait, it is also described as being very sarcastic and critical of even trivial details about the societies of the civilized races. Also, it is suggested in certain literature that it historically protected individuals that caused great loss of life for some time, before turning on them. After the cataclysmic fall of the seven kingdoms and an event only known as the sealing, Anima's involvement in civil affairs greatly decreased. Most of the unsighted deities have been identified with Anima's assistance, though very little contemporary material has surfaced. Some literature hinted at Anima divulging information pertaining to the formation of deities, but the details have long been hidden, perhaps in the interest of preventing the inevitable uproar that would ensue.





LONIGA

Mercies |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: 2% increase in deity's stats each day, .8% increase in player stats each day(compounding). Max life energy decreased by 20% at start; stat regains an additional 1.2% each day. Manifestation before 5 days pass results in a larval form with 160% speed but 75% stats. Manifestation before 10 days pass results in an adolescent form with 120% speed. After 15 days, manifestation results in an adult form with 125% stats. If 30 days pass, Loniga's current manifestation will get a chance((N-29)*20%) to fall ill, at which point Loniga will be forced to remain manifested with 25% stats and will need to travel alongside the party to maintain the blessing.

Loniga the seed is a parasite that feeds on magic energy to grow, with a distinct preference for the civilized races. Loniga attaches to singular hosts and leeches excess life energy from them and those nearby. Through the use of magic, she is able to both conceal herself and control her size. Wards that inhibit magic have a chance to cause the aforementioned magic to fail, forcing temporary manifestation until the wards lose effect. Loniga is well known for what she is -- a parasitic insect. However, she is only truly referred to as a god in particularly ancient texts predating the age of kingdoms, identified as such due to recorded information indicating her using information from 'past lives' that she couldn't have known in her current incarnation alone. Curiously, Loniga appears to build an emotional attachment to her hosts, remaining with some of those who would have her for years after she loses the ability to leech magic, and move, after some time.

Loniga's origins are believed to predate the civilized races, but her body is left to a cycle of rebirth or constant decay. Over the first two weeks, Loniga develops into an adult specimen -- through three stages. During the larval stage, she takes on a dark, almost slug-like appearance, and secretes a sugary mucus. During the second stage, she is a reddish orange color and somewhat resembles a Weta, with small protrustions in the upper abdomen and somewhat soft plating. In her adult form, the plating has hardened to a dull beige, and the small protrusions develop into eight fragile limbs that can be used to manipulate objects. After a season passes, she is extremely vulnerable to becoming enfeebled by age, whereby her exoskeleton becomes brittle, her muscular system atrophies, and her innate ability to conceal herself is compromised. Although she can technically remain in one body indefinitely, she often separates herself from the body and enters a dormant state before reaching the point of decay.
« Last Edit: February 08, 2018, 08:45:08 PM by Rayblon » Logged

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« Reply #3 on: May 28, 2016, 06:36:58 AM »

Pardon this as well.
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