Hidden 10 yrs ago Post by NewSun
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NewSun ᛏᚨᚲᛖ ᛗᛖ ᛏᛟ ᚦᛖ ᛋᚢᚾ ᚨᚾᛞ ᚠᚨᚱ ᛒᛖᛃᛟᚾᛞ ᚦᛖ ᚲᛚᛟᚢᛞᛋ

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This is the thread for the NRP Ruin. This is where all the sheets for accepted Princes of Ruin will go.
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NewSun ᛏᚨᚲᛖ ᛗᛖ ᛏᛟ ᚦᛖ ᛋᚢᚾ ᚨᚾᛞ ᚠᚨᚱ ᛒᛖᛃᛟᚾᛞ ᚦᛖ ᚲᛚᛟᚢᛞᛋ

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The Prince
Name: Kharathorr, King of Chains, The Caged Lord, The Bound One, The Master of Shackles, The Great Enslaver.

Domain: Slavery, Torture, Pain, and Terror

Description: The Caged Lord is a terrifying beast to behold; some stories claim he is larger than the largest mountain, whose feet can dwarf cities and whose mouth could swallow the sun. All those who are trapped and forced into slavery and exile, all those who endure mindless suffering through torture, emotional or physical, all empower the beast. They say that his head resembles that of a lion with a mane of swirling fire and blood and ash; and a storm constructed of the screams of torture victims follows his every move. His body supposedly resembles a Knight whose bloodstained armour is composed entirely of a swirling mass of chains that constantly writhes and flows about his body in illogical, alien ways. He has no voice of his own, rather his words are screamed from the sky by a million tortured, enslaved souls who reside in his realm. The chains that encircle his body seem to have a mind of their own, lashing out at all those in the vicinity, immediately trapping them and literally dragging them into the ground so that they may be prisoners in the Garden of Chains forever. The chains are both large enough to shatter the walls of a city with a single blow, but also small enough to wrap themselves around mortals who are foolish enough to set eyes upon the Great Enslaver.
He exists only to capture and torture anything and everything he can see. he does all he can to capture as many innocent souls as possible, using his own power or by unleashing his hordes upon the world, so that he may torture his slave legions forever onward.
Kharathorr will rarely manifest himself or his avatar in the world. His presence is often felt by the materialisation of the Chains of Torture from every shadow and hole, which seek out mortals for the God’s amusement. Such an assault is often followed up by a legion of Slaver demons simply rising from the ground to take as many prisoners as they can. Truly, if there is another Prince of Ruin who makes such extractive displays of power as he, Anadara is truly doomed.

The Realm
Name: The Garden of Chains

Description: The Garden of Chains seems to be an endless realm of horror. One can walk for weeks through the desolation and have arrived no closer to their destination. The best way to describe the Gardens is a perverse jungle of chains and shackles, where the trees are formed from cadavers who are lashed together and the plants are represented by the flailing hands of crushed victims who push their hands from the ground. The Gardens seem to hang, suspended in the ether by a giant chain of impossible proportions, which holds the Gardens up, preventing them from tumbling into the void. There is no sky, rather there is a storm raging all around in which blood drips from above and below, and strikes of metallic lightning ravage the horrible realm.
The giant chain holding the Gardens disappears into the sky, it’s origin unknown and utterly unreachable. It attaches to the Caged Lord himself, who is held in place at the very centre of the Garden of Chains, within a titanic cage befitting the beast. The stories often tell of the beast screaming in anguish that he cannot cause enough suffering and pain to sate his unholy hunger. Surrounding the cage and chain is a series of bars that serve as walls, preventing access for all those who would approach the beast.
The Gardens are defined by rivers of cold, solid metal that somehow flow against all logical explanation. If someone who is not already enslaved lays eyes upon the rivers of metal, they will begin to moan and scream with growing intensity as their very shape contorts into chains, which seek the trespasser before binding him and carrying him deep into the jungle like a predatory snake rushes into cover to devour it’s victim.

Denizens: Collectively, the Caged Lord’s minions can be placed into two separate groups: The Slaver Demons and the Slave Legion. The Slaver Demons are what one would call the elite fighting force, the ones who push their way into the Mortal World to take their quota of slaves. Descriptions of these mad creatures differs from person to person, some say that they manifest as the greatest fear of the observer. Some say Spiders, some say snakes, sometimes even winged nightmares of all sorts. The only common factor between each sighting of a Slaver Demon is that they are always composed entirely of chains similar to the body of their master. Instead of simply attacking their foes, the Slaver Demons instead simply lose the shape of their body and leap at the target as a writing mass of chain, wrapping themselves around their foe, dragging them back down to the Garden of Chains for their master.

The Slave Legion serves a different purpose, however, what this purpose is is still unknown to the Mortal World. They seem to exist solely to display the power of the Great Enslaver. They are simple humans, naked and quivering, chained together in great masses and made to march by some unknown force. Such Slave legions can spontaneously appear in the millions, and their marching beat can shake the earth for miles. While the purpose of such legions seems only to impress or amuse the God of Chains, the sheer number of individuals in such a legion can overcome cities simply by burying them in countless bodies of broken humans.
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The Prince
Name: Ielitha Dema, Lady of Tall Shadows, the One Who Watches, the Hangman's Lady, Keeper of the Crows

Domain: Oddities, shadows, the unspeakable, retribution, punishment.

Description: Ielitha Dema is a rather odd Prince of Ruin, as she is fairly reserved and not particularly hostile by nature. Her form is fluid, and although she may often appear as a towering shadow with great antlers and a halo of pure white light, she can also be found in more mundane forms. She is immensely curious and ravenously seeks out new secrets and information, preferring to watch and learn but not interfere. The major exception to this behaviour is her glee in making bargains; if a wronged party is willing to pay a price, Ielitha Dema will exact vengeance on their behalf.

The Realm
Name: Aedora, aka the Land of Sun and Shadows

Description: At first glance, Aedora appears idyllic; gently rolling hills and far-reaching grassland broken by thin trees and crisscrossed by dirt roads, standing stones, and fences. The sun is perpetually high in the sky, though a warm and gentle breeze moves through the air. Beneath this serene exterior, though, Aedora is far more sinister. The colours seem slightly muted, the breeze dead, the sun uncaring. The trees are petrified, scarred by lightning. There are towns and cities, all dusty and run-down; it is a place of empty spaces and uncaring expanses. The only respite is the occasional storm, dark clouds sweeping in from the distant horizons and bringing with them summer rains and darkness.

Strange things, tiny bits of inherent wrongness, are scattered throughout the realm, begging to be explained but opaque to explanation.

The core of Aedora is the great and unnamed City, a rising pillar of blank walls and blocky towers that rise around a curious park like a cage. Within this park rests Ielitha Dema, where she has access to all the ancient tomes and hidden knowledge of the City.

Denizens: Aedora is home to the Shades, shadowy not-men who absorb all light, save for their swirling, burning white eyes. It is these shades who live in the cities and work the fields, speaking in hushed murmurs and preforming odd rites and rituals to their eldritch Lady. Outside of these pockets of civilization roam the Tall Shadows, strange creatures of stretched proportions and long strides, roaming the countryside. Some are harmless, others predatory. In the trees, things that look like crows but aren't flock and gather, watching passers-by with sinister intent.

There are people, too, proper people, brought to Aedora through means that they do not remember. Some live ordinary lives in towns or cities, working alongside the Shades and cowering when the Tall Shadows pass by; others have been imprisoned, and their suffering is cruel and unusual.
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The Prince
Name: Lord Evarast, The Radiant Arbiter, The Scourge of Light, He Who Judges,

Domain: Peace, Law, Justice, Light, Dominion

Description: Tell us about the Prince of Ruin. What do they look like? How do they act? What cosmic powers do they have? How scary are they? Tell us everything!
The Lord Evarast takes for his own form one that resembles that of humanity but that is far more impressive. His body appears to be human in many respects, he has the two arms, two legs, one head scheme of humanity. Further his body is similarly proportioned to humans though in an idealized sense. His skin is the palest white in color and from his body a brilliant light shines with an intensity that varies from gentle to blinding depending on his own whims. Golden hair adorns his head and a crown of tall white crystal spines is wrapped around that. Typically he appears to be clad in garb that fits his almost angelic appearance, robes of the purest gold and silver are wrapped around his form. Also is a cape of the purest white that appears to be made of the same crystal as his crown but magically functioning as clothing. But many have claimed that this cape of his is truly a pair of great crystal wings that extend from his back furled up. The truth is unknown though it is true that many of his servants bear similar items of uncertain true nature.He is frequently depicted with a great spear held in his right hand and a set of scales held in his left. The spear is said to be made from crystallized light itself and to be able to pierce anything. But such is the stuff of myths for none can truly say to have seen him upon the world itself to know if the myths are true.

Unlike many of his fellows Evarast is actually the subject of a great deal of worship from those humans who dwell upon Anadara. He has been known there by many names and many cultures have worshiped him as their god of law and light. It is said that he gave men the codes by which they were to live and that those who followed his rules would be rewarded with a heaven after they died. It is true that a heaven waits for those who uphold the laws that he has created, it is true that if you live a perfect life, a life without any violations of his codes or a life in which you serve faithfully enough it is true that you will reach a heaven after death. But Evarast is not kind, nor is he merciful, those who have crossed the threshold and strayed from his laws and have not served him faithfully to earn a just reprieve are damned and their souls are forfeit. What fate awaits those who he judges unfit shall be discussed further in realm information.It is said that he protects those who cannot protect themselves, that his servants fight against the darkness for the good of the world. And this is an image that he has never shattered, though in truth he does not protect those who cannot protect themselves, he merely obeys the codes that he has set down for himself and hates the fellow princes of ruin far more than almost anyone could imagine. Evarast does not lie and none of his servants are capable of telling falsehoods a fact that has been frequently cited as evidence that he and his are in fact divine and on the side of the world.In truth this only means that he will never directly tell a lie, it does not mean he is not capable of deception.

The Realm
Name: The Evarraelm (Also known as Heaven to many)

Description: The Evarraelm is a place that truly could be described as a vision of heaven. Shining white cities stretch across the lands and hanging suspended above fertile and pure land are the floating residences of those who serve Evarast. The world appears idyllic, it is said that nowhere is life so pure and untarnished as upon the plains and within the great shining cities of the Evarraelm. But there is a darker nature to this idyllic land, in truth Evarast's punishment for the souls of those who are judged unfit is that they are altered and then used to build the structure of the realm itself. The very ground is made up of the tortured souls of those who have not upheld his laws, every stone, every fiber of the realm that is not a being itself is made from the souls of those who once failed to uphold his laws and were given over to him.

Denizens:

The Denizens of the Evarraelm can be divided into several main categories based on their nature as well as their origins.

Mortal Origins:
The Sinless- Those who bear this title are renown among those who were once human and worshiped Evarast. They are known for having never violated a single facet of the codes of Evarast. They lived lives that even the exacting judge who examines all facets of life could not find flaw in. These are the rarest for few can live a life perfectly according to a code, even when they believe that their souls are at stake. These are the princes and princesses, lords and ladies among the human population of the Evarraelm.

The Justly Pardoned- These are those who served well enough that Evarast judges that their service outweighs their violations. This is in no way an act of mercy, every deed that was committed is weighed and many holy warriors who thought they did his work have been found wanting when their deeds do not measure up to the scale of their transgressions. These are far more common then the sinless and as such make up the bulk of the actually human population of the Evarraelm
Immortal Origins-
Wip
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Necropolis
It is the blackest night.
It is the heart of darkness.
It is the hunger that devours souls.
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"While it is true that Orfai is the Keeper of Secrets and the Captain at the Helm of Change, not all secrets are good and endless change is Chaos" - Neville Seymore, Templar of the Order of the Aether

The Prince
Name: Orfai, The Distorted One, The Eternal, Keeper of Secrets, Prince Of Change, The Lord of Meta, Prince of Chaos

Domain: Secrets and Change. He is sometimes also considered to be the Prince of Chaos because of his domain of Change.

Description: Orfai, being the prince of change, appears in many different forms. In fact, sometimes he appears as a formless void or even changes through multiple forms right in front of others. This had led to him being almost impossible to depict by mortals, so he is often instead indicated by his mark, which is perhaps the only uniform thing about him.



His mark is sometimes emblazoned on lucky charms by the Men of Crofton, a settlement carved into the stone of a mountain in the far West of Anadara, as it is said that his Mark can bring about drastic change. As such, many poor people spend their few coins buying these charms, hoping that it will change their lives for the better. Sometimes it does, sometimes it does nothing and sometimes it leads to their deaths.
He acts mostly neutral to those he encounters and mostly does things because he wants to see the change that will result from it. He gifts great powers and artifacts to a select few just to see what they will change using them. Sometimes, he even changes people into powerful monsters and demons. This has led to some powerhungry individuals and cults making disgusting sacrifices in his name in an attempt to make him appear, hoping they will be able to benefit from these gifts. Most of what Orfai does is simply to see a reaction. He is neither good nor evil, for all his domains also have a brighter side that he also exercises, but is considered evil by many mortals simply because he would bring chaos to the world
While his presence may not be obvious, he is often responsible, in some way, for changes to the mortal world. Whether it be the fall of a nation, an important new invention or the death of a prominent mortal, Orfai is usually mixed up in there somewhere. His powers are often not on display for mortals to see, as he is not interested in conquering the world, only creating endless change. At some times, however, they are displayed in horrible ways. A long time ago, maybe too long for the mortals to remember exactly how it happened, a great trade city known as Iriwall was razed. Orfai sent his demons to completely destroy the city, and they arrived en masse from Meta and slaughtered everyone inside the city, bringing down it's great towers and destroying all the goods in it's massive warehouses. Orfai then recalled his armies and watched as the economy of many, many nations suffered. Great businesses losing billions in coin and making grand cut backs to cover it. Millions losing their jobs and starving, old and well established family businesses collapsing and nations declaring sudden wars and sending their knights to kill one another in an attempt to save their crumbling economies. Such change, what a glorious year for Orfai that was! And a great secret to be hidden from the mortal world, chaos and discord... It was in that year that more individuals with gifted powers by the joyous Orfai than ever before and ever since.

The Realm
Name: Meta
Description: Meta is a vast expanse of ever changing locations, confusing and odd. It consists of various 'Areas' due to Orfai's constant insistance on changing his realm by adding more and more layers to it or completely changing that which he has already built. These area's are their own self contained 'bubbles' floating in Orfai's void. They are constantly changed, and many are added and removed on Orfai's whim

The First is called Labyrinthian, a massive ever changing circular maze around a mansion that was, according to legend, torn from the mortal plain by a witches magic and tossed to the void until Orfai found it floating between the space between plains and took it too his own. It is said the souls of it's former inhabitants still roam the mansion and maze, master and servant alike trapped forever. The portal to the second area is found in the attic of the mansion, but getting there through the decaying structure is a nightmare. In addition to the supposed souls, the maze has men who were driven insane by their inability to escape it. Many a would be hero has become trapped here and driven mad

The second is a collection of large islands, called Dremga (Peaceful World), filled with lush fields, forests and with rivers of Dark Blue flowing the land, cutting vallies under beautifully cut stone bridges. Villages dot the land scape, filled with the souls of the loyal servants who Orfai saw fit to reward in death. By Mortal Standards, it is beautiful and is home to the more peaceful souls who served Orfai. The portal to the next area lies upon a small island off the north of the isles.

The third is called Danikga (Doomed World). It is a mirror image of the first, but instead of water there is blood, the forests are eternally burning and the dotted villages are filled with demonic creatures and Atronachs instead. Corpses are pinned to the rocks and swing from the bridges, and the seas are filled with Sturling pirates who fight constant wars, with shifting alliances and constant chaos. Ogres stalk the land, beating anyone or anything they come across into non existance with their powerful fists. The portal to the next part of Orfai's realm lies in the same place, but getting there is infinitely harder due to the Blood Drinkers. A blasted hellscape, it is home not just to demons but to the souls of the sick and twisted individuals who once served Orfai, or those who crossed Orfai and learnt that the Prince of Chaos harbours long grudges.

The fourth is a place known as the Sanctum of Secrets. Oddly carved, winding passages of stone fill it, with bridges over pits covered with a mist so that the bottom is invisible and whatever lurks can remain a secret. Inside is locked all kinds of secrets that mortals have prayed to be 'Shadow Marked'. Once a secret is shadow marked, the Prince of Secrets ensures that it shall not be discovered. This has made many a man beg his favour, but he is selective about which secrets he accepts, and there is almost always a price. The Sanctum is ever changing as more secrets are added, new chambers created for them, as the hallways shift to provide different routes and objects defy the laws of physics. There are a great many secrets kept here, some sad, some joyful, some wonderful and some completely mundane. Maybe the saddest is the Pale Girl, a ten year old child who once prayed to Orfai to Shadow Mark her so that she could not be found in a game of hide and seek. She wonders the chambers now, searching for the exit that she can never find. The world will never know of the young girl who accidently entombed herself, Orfai reveling in the changes. The towns search, her parents mad from grief after their childs unexplained disappearance, her brothers eventual suicide and the incidents eventual passage into myth and legend, and tale used to frighten children and shared as Ghost stories about the haunted woods. The Keepers roam the Sanctum, ensuring that the locked knowledge will remain forever locked

The portal from the Sanctum of Secrets leads to a place known simply as Orfai's Void. A chaotic arrangement of random pieces from the mortal world, often unique for each entrant. It is infinite and chaotic, with seemingly no rules. In some places, things float freely, in other places the force of gravity is so great that anyone who enters is crushed against whatever surface they are standing on. There is no set path, the piece are randomly floating and one has to leap between the platforms, and failure meaning an eternal fall unless Orfai or a Void Walker rescues the falling being. There are few demons here, save for the Void Walkers, but the place is nonetheless a dangerous obsticle. It serves are Orfai's 'playground', where he tests his newest idea's and creations to be applied to his realm or released upon the mortals. Although they can rarely be seen, and never at the same time, there are massive black spheres floating somewhere in the endless expanse of the void. These sphere's contain the area's. At the center of the Void, is the final set piece, the Seat of Orfai... the Shifting Spires

The Shifting Spires, true to their name, are constantly shifting and realigning themselves. The spires are apart from one another, with an endless fall into the void, criss-crossed by large bridges which change constantly. Navigating the labyrinth of changing passages, or even finding your way back to where you were before, is a grand task. This is made even more difficult by the roaming demon guards, protecting their masters inner sanctum with zeal

Denizens:

Being the Prince of Change and Secrets, his worshippers and demons come from all walks of life. Murderers seeking to get away with their crime by 'Shadow Marking' the kills, Grumbling men wishing to bring around a change of system or government in a nation, jealous men wishing for the failure of a marriage... all these and more attempt to strike deals with Orfai

Void Walkers: "She took my hand and suddenly I could walk on the air, we walked for what must have been seconds before arriving at a floating island, and there she opened a portal back to the mortal plain, it's all true I swear!" - Quoted from a supposed mad man in a lunatic asylum
The Void Walkers are, despite being demons, kind and helpful. They rarely, if ever, leave Orfai's void. They are generally considered harmless and, in fact, often helpful... but should one provoke them, they have control over the void, and will often use this to send the subject of their annoyance hurtling into the abyss. They appear as young women with pure white hair and black eyes, giving them a somewhat disconcerting appearance

The Pale Girl: The Pale Girl is the Ghost of a Ten year old Girl, Lily, who accidently locked herself away in the Sanctum of Secrets. Fearful and Alone, the Pale Girl may seem harmless, but when she screams she sends out a powerful blast that can send people back with such force that grown men can be knocked unconscius or even killed by the impact.

Struling: "Our caravan was ambushed by some Sturlings on the way through the pass. The men fought them off, but... they flew off with the children" - Violetta Suri, Gypsy
The Strulings are small winged demons who stand a little over four foot. They have red skin and green eyes with claws and sharp, jagged teeth. They use their wings for short flights, and often use their claws and teeth to assault their opponents in addition to any other weapons they have grabbed. They can speak only in hisses, but Orfai understands what they say, and they can act as scouts in the mortal realm.

Changelings: "Beware the changeling, for they may take any form. Look for Orfai's mark, the Changelings will always have it somewhere upon their bodies." - A preaching from a priest
The Changelings, as their name suggests, are able to change their form. They serve Orfai in many different ways, such as acting as assassins or gaurdian angels, bringing people together or providing more promiscious behavoir to drive a wedge between mortal relationships on Orfai's command. Some even lead full lives among the mortals, serving Orfai in secrecy

Orge: "Damned Ogre's, we lost six good men taking one out. Six!" - A City Watch Officer
The Ogres were created by Orfai to spread Chaos, thus forcing a change in mortal hunters behavoir. They were seeded into the Mortal world, and it is said Orfai did so simply to menace the mortals for his own amusement. They have scaly green skin with small red eyes and stand at around 8 foot. They are extremely heavy and strong but also incredibly stupid. Some are even too stupid to understand how to open a door in any other way they smacking it with their fists and hoping it works.

Keepers: The Keepers are the demons responsible for keeping the secrets safe. They come in two forms, the first is a eight foot demons with metal flesh and armour of stone, carrying either a ranged or a melee weapon. This type is known as the Guardian Keepers. The second is a man sized creature that floats off the floor, They have no legs and their face has two slits for eyes, which tentacles coming off of their head which 'feel' the air for intruders and two arms which come off from their snake like body, allowing them to sling magic at their foes. These are known as the Seeking Keepers.
Blood Drinkers: The Blood Drinkers is the name used to refer to the four massive Leviathans, sea monsters from the depths of the Bloody Seas of Danikga. They each have eight massive, twenty foot tentacles protruding from a octopus like body with a mouth of many sharp teeth. They use their tentacles to grab and smash boats, then rise from the ocean floor to consume the unlucky seafarers.

Atronach: "The Atronaches are strange beings, composed of the elements. A few Black Magic users have been able to call these powerful beings forth. Their creator is unknown, but the Danikga of Orfai's realm is supposedly filled with them." - Arthas Winterbottom, Scholar
Atronachs are composed of either Fire, Ice, Lightning or Stone, in corespondance to the four elements of Fire, Water, Air and Earth. They are powerful and destructive beings which ravage the landscape of Danikga and serve as soldiers in the armies of Orfai. The Fire Atronach shoots fireballs at her enemies, the Ice Atronach is a massive hulking being that smashes his opponents which frozen fists, the Lightning Atronach is misty like cloud, coursing with electricity, and the Stone Atronach is a durable beast who can manipulate the very earth around her to brind down her foes.

Sheligath: The Sheligath are human sized, intelligent demons which resemble some more classical demons, with blackish red skin and small horns on their head which grow larger as they age, stopping after becoming around ten centimeters long. They have powerful arms which they use to swing deadly blades forged in the depths of the Shifting Spires and wear their bulky armour. They serve as Orfai's foot soldiers, some are known to use their natural powers to set themselves up as demigods in the mortal plain, or as prophets of cults, and prey on the sacrifices offered to them. Undyingly loyal to Orfai, they are usually only seen guarding the Shifting Spires or in Orfai's armies.

Arifer: "The feral, beastlike Arifer appear in huge numbers in Orfai's armies, and may represent common creatures existing like wild animals in the wildernesses of Danikga." - Arthas Winterbottom, Scholar
The Arifer are feral beasts, resembling small dinosaurs standing the height of a man. They have a large spiked 'crown' on their head and run on two legs, with two clawed hands and a short tail. They use their claws and teeth, as well as their spiked head, to assault their opponents. While they are feral, they obey Orfai's orders which he slips into their minds whenever he requires their service. They often act as fast attack units and meat shields, being thrown at the enemy in great numbers. After living long enough and consuming enough food, an Arifer will transform into an Arirother

Arirother: The Arirother are much larger versions of the Arifer, and with some important differences. Firstly, they have spikes running down their back, culminating in a spiked tail. Secondly, they have much larger claws and thirdly, their jaws are powerful enough to rip a man limb from limb. Also, their overall appearance has warped in a way that they resemble upright crocodiles rather than the small, running dinosaurs of the Arifer. While they are still feral, they possess markedly higher intelligence than the Arifer and are often used as shock troops.

Kathilut: Kathilut is a powerful, female Sheligath-Human hybrid mage who was concieved to a human mother after her virginity was sacrificed to a Sheligath who had set himself up as the prophet of a cult. The Sacrifice complete, her mother was tossed back into the wilderness and eventually managed to return to a town. Considered 'Demon Spawn' by the Mortals, Kathilut was despised by many in the town and was frequently beaten and attacked by the mortals. She finally found her peace when Orfai offered her a place in his armies, noting that she embodied a change. Eventually, she was given a place upon the royal guard/grand council. She is the mage of the Grand Council

Urfilut: Urfilut is a Void Born, a Sheligath created inside Orfai's void rather than one of the other, more stable places. As such, he was warped by the unnatural energies at creation, and grew to a great size. Urfilut is a powerful Sheligath Warrior, who earned his place in Orfai's royal gaurd/grand council through mellenia of service. He is twice the height of any normal Sheligath and unnaturally durable as a result of his birth in the void. He carries with him a powerful artifact, the Warhammer known as Hatreds Hammer, and acts as the Supreme of Orfai's legions. He is the General of the Grand Council

The Grand Council/Royal Gaurd: The Grand Council also acts as Orfai's Royal Gaurd. They are all Sheligath of extreme prowess and intelligence and each holds a legendary artifact that aides in their paticular role. In total, there are eight of them. A Mage , A Battlemage, A Warrior, A Shadow Warrior, an Assassin, a Shadow Mage, a General and an Artificer

Mortals: "There are always some who will turn to the worship of demons. The Heretics, the pious, the power hungry, the jealous, the evil and the good may all turn to the princes of ruin at some time in their life, desiring something that they as mortals cannot achieve." - Modern Heretics, Thaddeus Moray
Orfai is an attractive Prince to those who desire a change or desire forbidden knowledge or power. Orfai can provide something very simple that many mortals want. Change. Mortals tend to believe the grass is greener on the other side, and the desire for change can cover many topics. Maybe an envious man wants anothers marriage to fail so he can take the bride for himself, maybe a poor man desires wealth, a greedy man desires power... maybe a pious man wishes to purge a village of heretics, and decides to turn to heresy to achieve his goal. The young girl wants to be more beautiful, the fat man wishes to be thin, the frail man wishes to be strong. Orfai, being the god of change, is often turned to by mortals to sate these desires. Cults to him have sprung up all around Anadara. Worship of him is not uncommon, some do it in secret, others, like the City of Crofton, do it in unobvious ways. Some do it openly, some form cults dedicated to dark rituals to try and convince him they are worthy of his gifts. The wiser, however, do exactly what grabs Orfai's attention. They change things. They might burn crops, introduce foreign diseases intenionally, spark a war or maybe even do acts of good. The greater the change, the more likely Orfai will be interested. Sometimes he comes to those who do not seek him, sensing that they might do great things in the world, and gives them gifts to see what they will do. It could lead to a golden age, or all come to ruin, Orfai doesn't care, he just wants to see change. Late a night, he sometimes visits the dreams of men, and plants seeds that they might develop into inventions and contraptions. Whether they use the knowledge for good or for ill is irrelevant to him, again, he simply wants to see change in the world.
Other times, men come to him to hide their secrets. There are many ways to summon him for this. Sometimes, simply asking for him to hide a small secret will result in him appearing or simply doing so. For greater secrets, however, the correct ritual must be performed, and one must hope Orfai is willing to forge a contract with them. Being the god of secrets has also earned him a multitude of followers. Paranoid inventors, afraid someone might steal their work, murderers attempting to hide their crime, thieves attempting to hide their loot. Once the contract is signed, there is no going back on the deal unless Orfai himself releases it. This fact is often overlooked, and sometimes leads to the poor souls downfall
These mortals serve him in various ways, from worshiping him from their cults, joining his armies or simply changing things for him. Through the mortals, Orfai is a lot more present than many think. Him being the god of changed has poisoned many churches across Andara to condemn technology and advancement, fearing change is the work of Orfai, and as a result several area's have completely stagnated out of fear of change.
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The Prince Of Wickedness
Name: Dahhkarmoth, the Prince of Wickedness, The Lord of Maddening

Domain: Pride
For lack of a better word, he is the Prince of taking that which is possessed by others. Technically other gods could be better at taking material possessions, his power is more spread out.

Description:
His true form is that of a horned beast. He has appendages, teethed like snakes, only their mouths are full of fangs instead of just a couple rows of two fangs. He has massive bull like legs with feet that are clawed, and he possesses enormous bat like wings. He believes that everything belongs to him, as he is very envious and self-important, but most of all he is self-important and arrogant, pompous and proud. He delights in draining the strength, and even the will to live from others, who are forced to endure aeons of living like walking corpses in his dimension, where he is the only being who has any happiness or strength. To see him in his realm is to see a horrible, terrible realization that you are next, and that he is about to tear something from you, and make you suffer, no matter how much you have already been through.

He possesses the power to will his very desire into existence through his demands and thoughts alone. He can destroy his enemies through attacking their ego, or gain power through exalting his own and growing even more arrogant and pompous. He eats some unfortunate victims alive, and those who suffer the worst fate are often those who he claims as lovers.

The Realm
Name:
Pride's Heart
(Or, the world here is also called Akk'urad).

Description: People who have died in pride, in arrogance, and were evil typically end up in Akk'urad. It is a horrific place filled with Vampires, rapists, murderers, dictators, bullies, thieves, and countless people who have become cruel through vanity and selfish ambition.
It's a massive place. . . one of the only differences from it and the other world is that it's absolutely enormous, and the very essence of the entire world drains the energy from everyone other than Dahkkarmoth, feeding him with energy. There is also a massive underworld in Akk'urad where the actual Dark god lives. There are some select few lucky individuals who can earn some form of favor from him, and they tend to live on the surface world. Also, those who are forced into becoming walking dead roam the world everywhere. Occasionally, Dahkkarmoth thinks it's funny to allow them to feast on victims who haven't died yet.

Denizens:
Vampires, skeletal minions and zombies, massive creatures made by numerous body parts, Succubi and Incubi. . . not to mention ravenous ghouls, which are like zombies, only intelligent. There are occasionally tribes of ghouls that have little societies of their own. Liches, who are mortal sorcerers who became undead for immortality and were probably destroyed. . . ended up in the Underworld as one of the few favored "citizens" of Dahkkarmoth. Vampires tend to stay in the Underworld as well. Although vampires are not effected by sun light in this world. In addition, there are prideful and arrogant dragons, who roam both the surface world and the underworld. . . fire breathing dragons are occasionally over 100 meters high inhabit either part of this realm. This world is also unique in that the surface world can contain dinosaurs in tropical climates. They are left alone from Dahkkarmoth's energy drain, as he has some use for them other than just fuel for his power source. There are also the ruins of cities on the surface world for some mysterious reason. These ruins are more dangerous than even the wilderness, and even the walking dead avoid those areas. Manifestations of people's dreams of selfishness manifest there as different forms of creature. They gain magical powers by eating the flesh of living things. People are their favorite. These monsters are known as his demons.
His mightiest demon champion, Edom is an extremely powerful demon that has eaten many enemies and has therefore acquired enormous power over the centuries.
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Name: Nat, Sovereign of the Wise, The One Who Remains Unchanged, and Master of Order.

Domain: Order, Stagnation, and Knowledge.

Description: Nat takes the image of a simple sphere, fully black, with no imperfections. It is a massive sphere however, one that is known to implode the ability to comprehend images of mortals. To avoid doing such a thing to His followers, He often splits off a fraction of his true being to show to His followers. This is His only form for having another means He would change, which is the ultimate sin to Him.

Nat, being the Master of Order, has rules. He has relatively few rules, but those that he does have are very encompassing. His first and most important rule is that change should not happen. You can control what you know, but you cannot control what you do not know. This leads into the next rule, which is that a problem can only be properly solved with knowledge of the problem. Knowledge is power, and Nat is the embodiment of that, along with other things. His third and final rule is that the strong should be in power, and those below the strong should behave like mindless drone. And since Nat is the strongest there is, all should be his slaves. But because he cannot control all, due to that multiple beings of lower power often work if not together then alongside each other to prevent Him from reaching the status of Ultimate Overlord.
The Realm
Name: Kat

Description: Kat is a realm where order rules, although not to say that is it simple. It consists of a massive labyrinth that is nigh impossible to get through. While it is not constantly changing like how most unsolvable labyrinths tend to be, it is has many challenges that test any who attempt to go through it.
The first part section is a typical maze, if a typical maze was three dimensional and was filled with sustenance and water for people to live on. It actually follows a pattern in the way directions the different paths take corresponding to symbols on the walls, but for many figuring out the pattern is much more difficult than getting the end simply by guessing wildly at what direction to head in. Those who go in rarely come out, although those who do manage to escape the same way the came in are often driven mad by their time in the maze. Those who manage to find the entrance of the next room are even less likely to leave.
The second section of Kat is a simple room, albeit simple room filled with tats (see Denizens). Once one enters this room they are overcome by a mental attack from a tat, they are presented with a task of ordering a chaotic situation. Situations differ tat to tat, although one tat always shows the same task. Tasks can be something mundane, like ordering a bookshelf with horribly misplaced books, or it could be something strange, such as ordering various food items based on the speed they dissolve in the water.
The third and final task is the most difficult of all, because it is actually a riddle. The last section is a massive battlefield, the opposing armies the person(s) who make it to the last room and an overwhelming force of wats. Instead of a regular battle though, one must recognise the superiority of the ultimate organised force and surrender to order, acknowledging it’s unbeatable. Not simply surrendering though, one must surrender to order itself and not to Kat, the wats, or anything else.
Upon solving all of His challenges, one has the opportunity ask Nat for any one boon within His power as a reward for their ability to go through overwhelming order, bring order to chaos, and acknowledge that order is superior to all.
There is also a secret fourth chamber off to the side of the third chamber where Zat dwells.

Denizens:
Tats: Tats are creatures that look the same as Nat, only much smaller. Essentialy a perfect black sphere with a diameter one meter. They have the ability to impose a mental challange upon any that get with a dozen meters of it. There are currently twenty of them, but Nat can make more whenever He chooses. He simply does not need more.
Wats: Wats are giant ants in appearance, one meter in length, thirty centimeters tall, and thirty centimeters wide and are all mentally controlled by Zat. They are both the guardians of the final chamber of Kat, and Nat’s attack force for any attacks He might want to make. They are an ultimate army because for every one that dies, another is birth at the final chamber of Kat. Unfortunately, since the final chamber of Kat is most often distant from wherever the battle is taking place it is not an infinite army, and the more Wats Nat transports the more draining it is.
Zat: Zat is another pure black perfect sphere that is four meters in diameter. It exists in the fourth chamber of Kat and mentally controls the Wats. Zat can do this from any distance, even between dimensions. Should Zat die, then all the Wats would enter a catatonic state, but Zat is protected by a massive army of Wats outside his chamber.
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The Prince
Name: Izalia'tavaxilus, The Delusional Maiden, Dreambringer, The Refracted One, She Who Sunders Reason.
Domain: Izalia governs over all Delusion, whether it be through pride, madness, or dreams alike. She is also associated with the Incomprehensible, Beautiful, Illusionary or Chaotic.

Description: Izalia is never portrayed as looking particularly terrifying, on the contrary, she is always depicted as being almost painfully beautiful in nature, with an appealingly youthful and decidedly female form, cloaked in all the colours of a heavenly rainbow. What race or being she might be classified as is often left to the viewer to decide, the side effect of such a incomprehensible existence as hers is cataclysmic existential refraction, to such an extent that even she can't decide what exactly she is. Indeed, so potent is this phenomenon that visible light mostly shatters upon striking her form, causing her to be perpetually cloaked in a brilliant prismatic aura, one that could leave even the dullest of men gasping for their breathe. It might seem worth it, even, to look upon her for the briefest instant and risk losing yourself to madness. So incomprehensible is her being that those poor mortal minds who long for her beauty might find their very minds refracted in her prismatic existence, leaving them completely unlike anything they resembled prior.

When she descends upon the mortal plane, one would have a difficult time ignoring her, as rainbows as wider the sky itself would accompany her presence and blot out any body as insignificant as the sun or stars before her. With a glance from her prismatic vision, she throws mortals into a vivid delusion from which there is no escape, almost akin to a dream in its grandeur and absurdity. Any object that comes in contact with her form would experience the same refraction as her own, being virtually annihilated and replaced with something most definitely unlike what it claimed to be originally. If she hazards to extend her power beyond simply her body, reality itself could be turned into little more than a passing dream, completely shattering anything comprehensible and transforming all things into something more suited for her delusions. Logic and rules do not seem to apply to Izalia, Goddess of the Prismatic Dream and antithesis to all reality...


The Realm
Name: The Prismatic Dream
Description: The Prismatic Dream is an immense ocean of crystallized dreams, illusions and delusions, just barely solid enough to be comparable to clouds of smoke. Named so because the plane is much like its mistress, filled with an eternal rainbow of light, coming from every conceivable direction and covering all things contained within in a perpetual glow. To enter the Prismatic Dream, one must be guided there by an individual deluded enough to believe in its existence, as the plane itself is simply a delusion brought into existence through the mind of its creator. The requirements and rituals required to enter the Dream change from case to case, and other Princes of Ruin are themselves incapable of navigating there even through whatever delusions they may possess. Only mortals, living in the mortal plane and blessed by Izalia's madness, may enter and navigate within Her Realm.

When one finally makes their way into the Dream, they would find themselves overwhelmed by an infinite number of false images and ideas, to the point of driving ordinary mortals into complete madness. Those able to briefly handle the influx of foreign thoughts would have to be constantly on their guard, for even an instant of weakness might allow some rogue dream or delusion to slip into their mind and sully their personal reality. To lose oneself in the sea of Dreams is a horrific, and yet unknowable fate, for one under its effects might not even realize it, let alone recognize the horror they should be experiencing. Reality bends itself to the delusions of the Dreamer (one inside of the Dream), a single dangerous thought might manifest cosmic horrors in the world around them, or even doom them to a dream indistinguishable from the reality they hold dear. Yet, the Dream is undeniably beautiful, falling asleep in its clutches would seem an endlessly appealing and yet ultimately damning thought to the Dreamer. Using its nature for one's own needs, they could easily live out any desire they had ever imagined, losing themselves to the place's malleable reality and sinking into their very own eternal dream...


Denizens: In the Dream, the only things that live couldn't be said to "Exist" in the same way things might live in the mortal plane, however much they may appear so to the viewer. Perhaps they are Dreamers themselves, those who have lost their way and been consumed by the wondrous Prismatic Tides, living only for the Delusional Maiden and the unknowable pleasures she grants them with her presence. Or perhaps they have simply always been there, feeding in the errant delusions and lovingly soaking in all the wonder of the Dream's perpetual radiance. Whatever the case, on the rare occasion that they emerge from the Dream, they appear much like a small slice of the Prismatic Dream itself. Rainbow light given physical form, constructs of delusion capable of shifting their bodies into a great number of forms given the desire to do so. They move unseen through the mortal world, entering the dreams and hopes of humans to gift them with Izalia's Madness, giving them their very own key to reaching the wondrous Dream. When they find a mortal they favour, they might find rest in the blessed individual's mind, feeding their dreams and delusions to let them live out whatever mortal fantasies they might imagine, before inevitably leading them personally into the Dream, where they could join the ranks of Dreamers within.

Because of her nature, Izalia has no problem conjuring entirely new beings out of seemingly nothing, and this shows in the sheer diversity of her "forces". Whatever unimaginable creation she might dream up, it will certainly manifest somewhere in her Dream, and possesses the power to join her in excursions to the Mortal World whenever she pleases. As a whole, the denizens of the Dream often possess basic reality-manipulating powers, depending on what delusions that particular individual might possess. Additionally, by opening a tiny crack into the Prismatic Dream itself, they would be able to cause a wide-area rift in reality from which illusions and dreams may take form and flourish.
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TentacleLord Your Friendly Neighbourhood Eldritch Abomination

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The Prince
Name: Tqueiphidalnachtiewnneohial-Nyeraemennepthaphtllaemyen, The Hungering One, The Defiler, The Wraith, The Endless Lord, The Devourer.

Domain: Greed, the Void, Emptiness, Gluttony.

Description: None know for certain what the creature that lurks within the darkest depths looks like. Some speak of a monstrous conglomeration of mouths and tendrils, larger than mortal comprehension and twice as dense as reality. Some speak of a black tower that is bigger than a continent, complete with gaping holes that cycle the power of the Endless Lord throughout his domain, smashing the prisoners against the currents of space and time. Some speak of of a lone figure, broken beyond repair, screaming forever into the blackness. Some speak of the colorless being that stalks through the chasm between realities, carefully sliding into the nightmares of gluttons and the prayers of bandits. All speak true. The Defiler is formless, and yet shaped by the belief of his worshipers.
Yet there is one claim that is as old as the ageless monster itself. Long-forgotten legends speak of a twisting mass that resembled a warping cloud of volcanic gas. It expanded without limit, and was yet empty of everything. All it touched vanished into the gaping maw-fiend, and all that looked at it saw only the end of infinity. This is perhaps the closest to the truth that the mortal plane could bear.
His range of powers is marginally small compared to the others, and almost all of it consists of spreading his vile gateways to the Null. The creature that lurks within the Void only spends time in the mortal plane though possession, and does not send his denizens unless there is a true emergency. Each time he descends on the world, the air around him vanishes into the oily black smoke that creeps around as if alive, devouring all that it touches in an ever expanding ring of darkness.
The Hungering One's purpose is incredibly simple in it's idea, and massively overblown in it's execution. Despite his constantly expanding territory, the Prince of Greed always hungers for more and more, striking at whatever location is his fancy at the time. He claims domain over everything he can get his shadowy teeth into, although he is especially hungry for the souls of the rich and gluttonous. He is also a notoriously difficult prince to worship, as he treats every soul with the same disdain. They will all fade away in the nothingness of Blank alone.

The Realm
Name: Null, or Blank, or the Void. Any of these names is adequately descriptive of the place that is both the home of Greed and yet the embodiment of the Defiler.

Description: Lonely. The world is as colorless as its master and bearer, and is populated by more things than there ever could be, and yet so empty that the incredibly vast, vacuum less space seems to extend into eternity without pause. All that populate it are the very few true denizens of the great Void, and the prisoners. Every single being never sees another unless by the Endless Lord's will, as the souls of the damned are chained several hundred thousand miles from one another, and yet sometimes they are simply pushed into the path of the Wardens.
The world known simply as Null is a prison. It spreads in every direction infinitely. All that enter it will never see another denizen of the place, unless by some twisted will of the Wraith. There is no landscape to the place, with the only features seeming to be the occasional fragments of a once great empire, now swallowed up and set several million miles from anything else. The only truth to the endless nightmare of colorless vacuum is that death will never come to those who suffer in the massive wheel of hatred.
In the exact center of the ever expanding sphere of nothing lies the Tower. The great structure is absolutely massive, complete with spiraling arches bigger than mountains, pillars that could swallow cities whole, and ever-spinning gears and hissing pistons that could crush the mortal populace to death in a single rotation of the eldritch machinery. It is in many ways the heart of both the Void and of the Endless Lord, eternally churning in the gravity-less vacuum that makes up the body of the beast. It is the exact center of the ever expanding realm of nothing, and is the place where Tqueiphidalnachtiewnneohial-Nyeraemennepthaphtllaemyen's alien consciousness resides. There is not a single soul that has ever been inside the great structure save the Prince of Ruin himself, and the only ones that ever see it are the great Wardens.

Denizens: There are only two kinds of creature held within the Void.
The Prisoners: The souls of that belong to the monstrous Defiler are chained to nothing and left alone in the vast blank emptiness that holds all of their brethren that they will never see. All the corpses of men and woman alike begin to fall into disarray, slowly but surely twisting in horrible ways as they squirm to escape the nothing that binds them. The result is a variety of twisted beasts of all shapes and sizes that have been driven to insanity, their only master the Null's constant ropes that bind them in place and force them to the Devourer's will. Being adjusted for the vacuum of space only makes them useless in the true world, thus violating any use for them in the conquest of the material plane.

The Wardens: Great monsters of teeth and tentacles, the Wardens patrol the vast expanse of space in a random path across the vanished cosmos, devouring all that they come across. The path seems randomly designated, but they have a funny way of heading for the souls that were the most rich in life, grabbing them and shoving them down one of the many maws that populate the huge monster's surface. Inside it is a living hell, burning endlessly as fuel for the greatest servants of the Endless Lord. They are unable to descend on the mortal realm, as much like their colleagues in the Prisoners, they are adjusted for a gravity-less vacuum. However, they serve as defenders of the portals for the Wraith's powers, stuffing as many of their mouths and tendrils as they can fit through the gateways and dragging in as many things as they can find, friend or foe.
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