[hider=Asivar, lord of bloodshed] [center][h1]Asivar[/h1][/center] [b]Title:[/b] The Divine Huntsman, The Bloodsoaked One, Lord of Hunt, God of Battle [b]Domain:[/b] Bloodshed and the hunt [b]Powers:[/b] In his physical manifestation very few things can completely harm Asivar. With his thick suit of armor, strong bow, noble steed, and blood dripping blade he is more likely to mow you over than anything. With him, he can summon the predators or the strongest of the prey animals to lead his charge. Turning an attack by Asivar in a true pandemonium of animals and beasts that few civilizations can withstand for long. Thankfully this seldom happens. Mostly he will appear as a great champion, leading the local warriors to victory against all odds. Those near him, willing to fight, are infused with a strange vigor and bloodthirst. Suddenly nothing else matters than to bury their axe, sword, club or stone in the neck of the enemy and let the glorious red liquid feed the thirsty ground. He can grant hunters their wishes of straight arrows and true hits, taking down the animal they desire. But he is not only the patron saint of hunters and warriors but also of predators and prey. Sometimes he blesses creatures of the woods or plains. This makes them faster, stronger, sharper. These are tests for his true followers. The general rule of Asivar's power is that he makes creatures stronger, better and faster. His own presence enhances this blessing. [b]Vulnerabilities:[/b] As a god fed by spilled blood. Peace will weaken him. If he walks ground that hasn't been fed with blood and bones for years he will start to feel thirsty and slow. His armor will start weighing tonnes and he might even take it off. This is the point when you should strike. Not with a blade, of course. But with chains. The lord of the hunt and battle hates nothing more than to be chained up and held behind bars. Weakening him further to the point that he slips into a coma. [b]Appearance:[/b] [img]http://feelgrafix.com/data_images/out/17/915129-warrior-wallpaper.jpg[/img] [b]Creations - Creatures[/b] [i]Valkeries[/i] - Beautiful human women, with white feathered wings but clad in heavy armor. They descend from the skies, their home upon a vicious battle. Valkyries are called by the cries and shouts of people fighting. A valkyrie will join the side of the least odds and fights with an inhuman viciousness. At the end of the battle they walk up towards the brave who died, enemy or not, and lift up their souls to bring before their lord. Valkyries have an incredible connection to Asivar and killing one after a battle a is a sure way to get yourself hunted to the end of the world. While not inherently magical, Valkyries have an innate resistance against all magic. As Asivar despises it. They often fight with shield and sword. Though some have known to come down wielding a massive axe or a spear. [i]Shadow wolves[/i] - Once Asivar desired to make the ultimate apex predator. He recognized the gruesome skill of average wolf packs and enhanced them. They became bigger, stronger, fast and thoroughly effective in taking down their prey and more. These new wolves, named Dire Wolves, had no equal and could kill nearly everything nature threw at them. Upon a faithful day, Lady Luck witnessed them tearing down some local game and saw how ultimately unaffected they were by luck. As normal hunt depended on so many factors that Luck was a great factor, Dire Wolves were pretty much assured a kill upon finding a target. In an attempt to reintroduce luck in their lives, she made the ability to have offspring a lot harder. Now it was luck that dictated if a Dire Wolf's puppies would be born healthy or dead. This had an enormous impact on the wolves and within a few generations they became meek and weary. The females were exhausted by losing so many puppies. Their creator, Asivar, caught wind of this and confronted Ashevelen. In a compromise she recognized that the punishment was too severe and threatened the species. She upped the chances of a healthy offspring, as well as gift the wolves the ability to Shadowwalk. Shadowwalking effectively turns their entire body in shadows and smoke, letting them move without getting harmed. Thus they retained their position as apex predators. [i]Dreadsteeds[/i] - Dreadsteeds are much like their normal horses, yet entirely different. They are larger than the average horse. Commonly they only have black and brown fur but what separates them the most is their hooves. Groves in them glow with the heat of a fire. Upon dashing these groves glow even brighter and with every stomp on the ground they flash fire. Dreadsteeds don't neigh, instead they almost seem to growl. A dreadsteed will, in fact, bite you. Much like humans they've got both teeth for eating vegetables as well as meat. But their fangs are quite large. Through still fit completely in their mouth. Dreadsteed groups are rare and take enormous stubbornness and strength to tame. But as the name says, as steeds they are dreadfully strong. [b]Creations - Artifacts[/b] [b]Worshippers:[/b] [i][indent]"Winter approaches, and a hunter spots a deer in the wild. For a week he has been living on berries and sleeping on leaves. Trying to find game to provide for his family in the time of cold. He knocks his arrow and prays that he may hit his mark. A boy stands on makeshift barricade. Over it, not so far stands an army. Screaming in their charge. He holds close to his sick father's pitchfork and prays. An assassin is perched on a rooftop. A simple task: kill him or be killed. He sees the cart of his target wander and prays. All of these people pray for the same one. They pray for survival, for success, to be better than what they are up against.[/indent][/i] Hunters are the main bulk of worshippers of Asivar. The second largest group are warriors, either great who desire to hold on to their greatness or weaklings desiring greatness. Some assassins also pray for the bloodthirsty god so their blade may strike true. Finally, blood-crazed criminals like serial killers are sometimes found covered in symbols of their god. [b]Culture and religion:[/b] There is no center of religion for Asivar. No great city or mighty place. But his shrines and temples are many. The Huntsman Lord has many small places of worship, at edges of the forests for the hunters to pray there. Still, a shrine is not required. Simply a whisper before you release your arrow is often enough to be heard. Should Asivar deem you worthy, he may grant you the wish. Many hunters, having prayed or not before their kill, often thank Asivar for the meat. A common offering in the Asivarian Religion is letting the blood from a creature drain and let it pour onto the ground of the kill. Among more civilized circles like in tribes or villages the huntsman lord is seldom mentioned, but in thought often thanked when a newborn babe is wrapped in new deerskin. On a battlefield a warrior may pray for his survival, for might and should he prove worthy in his heart Asivar may grant it. Many warriors see him as their patron saint. But this can be dangerous from time to time. Warriors invigorated by Asivar's power often desire to feel that power again, and again. They summon the eyes of their god by soaking the ground with more and more blood. Turning them blood-crazed. These warriors are often inhumanly strong but have forsaken any form of humanity. They kill without remorse and slaughter with cheer. In the heat of battle they feel most at home. After a battle, most warriors make a makeshift totem of weapons and armor thanking the lord of battle for their survival. Finally, those too blood-crazed but chained in a peaceful place go into a frenzy and start killing those around them. Serial Killers have been found with makeshift altars in their houses, praying for the eyes of their lord one more time. From time to time though, Asivar calls his champions and warriors for a quest. Often to either slay a beast of his own making or to march against his sibbling's monsters. It has been theorized by the wiser men that should too many blessed, bother hunter and warrior, unite at a certain point, the bloody crusade would know no bounds. It would be a devestating force that could only be defeated by slowing it down enough so the infighting will destroy the Bloody Crusade. [b]Region or locations:[/b] Asivar as the Huntsman Lord's influence is the strongest near forests with lots of game but also predators. In the forest, every prayed whisper can be heard by him. Asivar's influence is widespread over the entire world. Wherever there is a battlefield, there is his power. [b]Personality[/b] Asivar has a bloodlust unrivaled by anything and anyone. He wants nothing more than to see mortal blood be spilled and lives be taken. He is violent and temperamental. Though surprisingly he cares for creation. Especially when from creation massive empires span. But this is false interest. He cares nothing for the well-being of these realms. He simply knows that at some point they will descend into chaos and destruction. And then he can revel in it. The same goes for greedy hunters who kill too much game in forests. He sends his predators after them. There must be a balance at the end of everything. But to him, that does not mean there should be a constant balance. One extreme creates its opposite extreme and thus they lift each other up. [b]Opinions:[/b] [i]Kilgarrah [/i]– The only good thing Kilgarrah made were his dragons and their kin. But only because they can be used as devastating and bloodthirsty mounts and nothing more. Asivar will often send out his heroes and followers to acquire dragon eggs or tame a dragon. But that’s the only care he has for Kilgarrah. Other than the disdain for his honorful belief. There is no honor in battle, only blood. [i]Nhargu’ul[/i] – Asivar cares little for the ocean, as rarely there is as much bloodshed there as on land. The only time Asivar actually liked what Nahargu’ul ever did was his creation of the Sirens. Even at sea there are those craving blood and violence. This he likes very much. [i]Yigizavath [/i]– A weakling that hides behind pestilence and insects. A fool who corrupts the flesh in such a way that it becomes weak. His way of killing is too slow and too calm. There is no bright fire of life before it’s all extinguished, and seldom there is blood loss involved with diseases. [i]Nahash [/i]– The way of manipulation is that of a weakling. A true god should be able to quicken the hearts of their allies (or making their enemies soil their breeches) through savage words alone. Or better, by an axe in something’s skull. That being said, cunning has required and resulted in far greater bloodshed than most things. Words could fail to insult a king, but the assassination of his son could. And the art of murder is one that requires a good head on ones shoulders. Asivar tolerates Nahash’s existence for now, if only because her meddling could lead to great battles. [i]Dormammus[/i] – Magic, much like Yigizavath’s diseases are weapons of weaklings. Even worse, magic can be practiced by mortals. But on the other side, it has absolutely devastating powers. Magic can kill the most, the fastest. And while there is no savagery involved in it (according to Asivar) it does supply blood. For now his existence and that of his magic is tolerated for as long as it is used as a tool of destruction and slaughter. Should more peaceful magic be invented, then Asivar’s opinion would change for worse. [i]Iuppiter[/i] – Asivar cares not for the lord of the sky. Be it day or night, dusk or dawn, a berserker should be able to fight at any time. But there are two things Asivar will silently thank Iuppiter for. First off the Zizzes. Another series of creatures that should be broken and used as mounts by those powerful and mad enough to do go up against one in the first place. He won’t openly ever say or show this. But his second praise he will. Nothing quickens a warrior’s heart more than a storm. Nothing beats the sight of a bloody battle burning bright at dusk, in the middle of a storm. With lighting illuminating the field and rain mixing with blood and earth to make mud. A fight in a storm is something that even Asivar must admit he likes. [i]Ha [/i]– Once a brother to Asivar, he now despises the god of the forge and chivalry. The two were locked in eternal conflict. With both sides having had chances to strike the other down for good. Their worshippers fought out might battles in the name of their god. Now with the return of the gods to the world, Asivar’s hatred for his brother burns ever so bright. [i]Ashevelen[/i] – The two have a bit of a love-hate relationship. On one side, he understands that she is paramount in both the hunt and battle, on the other side she often takes away a particularly joyous kill. That by any rights should be successful due to skill. The two are on tense ground to say the least. [i]Kala[/i] – Her desire for calm strikes Asivar as boring, yet he acknowledges her power for destruction. She is responsible for animals and beasts, the game of his hunters. The goddess also takes responsibility in the predators who shed blood even in the animal kingdom. He respects her and her dominion, and knows that the forest is integral for the hunt. So he would gladly share his dominion over the chase with her should she desire as much. [b]Tales:[/b] [hider=The God Wars] Once upon a time there were two brothers of battle. Who dueled and drank merry. But like all siblings, sooner or later they would clash. As opinions diverged the two grew more and more estranged. As Ha, god of the forge and chivalry held honor above all else in the battlefield, Asivar held firm that honor was a foolish thing. Only barbaric strength and the pure desire to massacre your foe would win you a fight. Discussions grew heated. Until Asivar struck at his brother with his war axe. Ha evaded, and thus the first duel between the brothers commenced. One that stood at the start of the God War. A world spanning conflict between barbaric berserkers and honorable knights. Fields were set to fire and villages were executed. Both sides committed gruesome acts of war in order to get the upper hand. As always the common people suffered the most. With their lands and lively hoods ravaged they joined one side or another. What started as a duel between two brothers grew to a conflict not only between followers but also victims. Hatred bred hatred. Fathers buried sons, only to raise the spear the next day. Sons cremated fathers, only to shout his name in honor in a charge. In the end, there was only blood and horror. The God War raged on for so long that Ha made a crucial decision in the next escalation of the conflict. He granted his followers equipment and weapons from his forge. Lesser creations, these items would not be able to strike a god. But they held power and should never have been wielded by mere mortals. With these weapons the Knights gained the edge over the blood crazed berserkers, who were slowly but steadily winning before. With shields that would not break and swords that cut very bloody wounds the followers of Asivar were pushed back again. Until the first of the Divine Knights started to fall. The Berserkers, low born who cared nothing for honor, looted the corpses of their weapons and brought them before their god. The armors remained, as no Berserker would want to encase their bloody rage in metal. Asivar baptized the weapons in blood of the fallen, imbuing them with the same bloody thirst and rage as their wielders. Now the Berserkers marched upon the world with weapons stronger than the Knights. But far less than the Knights had, and no protection. The battle was dead even. Neither god could reach the upper hand. And then both of them vanished with the Cataclysm. Years passed on and the Forge Weapons and Blood Weapons, once wielded by mighty warriors, are now nothing more than ancient relics. Arms of a war so devastating, that the Berserkers and Knights struck an accord in the absence of their gods. The accord is now a myth, but the agreement stands. No person should ever rise up with those devastating weapons against another. Even though most are now buried by the centuries, either in a manmade tomb or by the dirt of ages. Yet now the gods are returning, and their artifacts yearn for their master’s power once more. Will a Second God War erupt? [/hider] [/hider] [hider=Asivar's gifts] [b]Shenhun[/b] The tattoo art of Shenhun is now lost upon the world. But once its knowledge was spread among the Northern Tribes. The Shenhun takes the form of a tattoo on most humanoids their right arm. It exists of a heart, in the form of an arrow, that points down towards the palm. Through a series of rituals created by Asivar, and maintained by the Elders of the Tribes, the Shenhun grows. Every iteration adds a slight amount of physical strength to the user. There is no need to add to the Shenhun after such ritual. Instead the tattoo grows on its own upon detection of the ritual. Final milestones of the Shenhun tattoo require the hunter to track down mythical beasts all over the world and return tokens of his kill to one of the Monoliths up in the North. These milestones unlock the true, mystical powers of the Shenhun that enhance a hunter not just physically but also mentally and even with a touch of divinity. [b]Arvat’Nar[/b] The Arvat’Nar, much like the Shenhun, is an art gifted by Asivar before the Silence. Though it was much more violent to receive. A motif is to be burned in ones back and then the warrior must await until it scarred over. The Arvat’Nar, or Warrior’s Mark, is the second mark of Asivar. Fully grown Arvat’Nar scars stretch over someone’s entire back and chest. Arvat’Nar often demand impeccable feats in battle. That and lots and lots of blood to grow. Much like the Shenhun, the Arvat’Nar grant certain advantages to its wearer. Faster healing, stronger strikes and many more. Arvat’Nar wearers generally enter a berserkers rage quite easily at the smell of blood. Unlike the Shenhun, the Arvat'Nar does not grow with every kill delivered. In fact, the scars of the Warrior grow with every wound gained. Wounds upon a Warrior's body will vanish on their body. But another wound will tear open the flesh and skin on their back, of the same size as the inflicted wound. Thus the scar of the Arvat'Nar grows. Long ago, many fools tried to instantaniously grow their Arvat'Nar to massive size in the hopes of swiftly unlocking its powers. These fools forgot 2 important things. One, the Arvat'Nar's healing power only grows more and more when the scars are sealed. Secondly, self-inflicted wounds do not count towards the growth of the Arvat'Nar. [b]Yui[/b] The Beast Master tattoo. Mostly used by the ancient Eastern Nomad Clans of old. The Mark of Yui is applied on the left arm. Unlike the Shenhun, the Yui must grow manually. By humans. But every addition to the Yui requires a specific recipe for the tattoo, generally requiring some sort of resource gathered from animals. Early parts of the tattoo require ground horn of pack animals and such. Later on fur of predators will be required. The end stages of the Yui requires rare resources only gathered from mystical beasts. The Yui is used to channel man's ego, arrogance and willpower into an animal. Effectivily turning taming into a battle of will and ego. A stronger Yui will be more effective in channeling willpower. Final stages of the Yui can summon Chains of Will. Magic-like chains to tie down monsters with. [b]Chosen[/b] To become chosen, you must gather the 3 marks of Asivar. [/hider]