@ShyDot No worries, Asivar will most definitely get a lot of gods pissed because he broke and enslaved their precious creations and turned them into something as basic as MOUNTS! There will be plenty of plot possibilities.
Honestly, I find it interesting that so many people are pushing the military agenda and the tech agenda. Okay so first off, honestly I haven't read everyone's tech yet so I'm just speculating. But still, I'd think that nobody's tech is so advanced that it is godlike overpowering? Besides, don't you think that when you first meet another space fairing species you ain't going to start shooting at them immediately but rather talk? I'm just saying: wouldn't it be more fun to think about the theoretical problems of when 2 species meet? Like viruses, language, alphabet, science terms and units of measurements? Maybe something as basic as how a machine digitally works could be different?
Again, I'm a bit of a hypocrite here for saying this because I haven't thought of those kind of things myself. Yet still, I think they're worth to look over?
@Tangletail Nah, mostly we see how it would feel with a few exceptions. Asivar and Ha are former brothers/gods of war who each found an aspect of battle more important than the other. Asivar chose aggression, blood, and general savagery. Ha choose chivalry and honor. Neither liked the other's choice, fought a war out until the Cataclysm and now totally aren't planning on reïgniting that war.
That and Asivar & Lady Luck created something called shadow wolves which are exactly what you think they are. There is a whole story behind those too.
@dragonmancer Want to give Asivar even more mounts to break/use/abuse!?
That being said, as lord of the hunt but also god of savage fighting, would you mind if I also took the war beast domain? In the first phase of Asivar's plan he wants to blood-corrupt and break as many of his sibling god's creatures to be used as savage mounts in battle (I mean, who the crap likes those vanilla mounts like horses or a pegasus!? Why not a giant sabercat!? Or one of those Zizzes!)
Also, when can we start this carnage party? :D (I'm far too excited to play Asivar).
Also, and this is just an idea, you could always have all the gods and goddesses meet in the divine realm one last time before they all set out to do...whatever it is they plan to do. Like a dinner party but with more magical powers.
> Asivar looking suspiciously at Ha > "Oh yeah, we're going to be friends now. Promise." > Inb4 knightboy goes ranting about too many 'savages' > Inb4 knightboy sends crusaders > Sweet sweet battle > Better get some savages geared up again > "Oh yeah, no God Wars this time around. Definitely."
@Willy Vereb Asivar- and Smite-class ships can be considered city-size though rare. Lower classes are still pretty huge. Much like the Simulacrum the Asivar Theocracy depends greatly on large ships. Because their warp-drive increases in size exponentially depending on mass. In other words, only really god damn big ships can hold the Faith Engine and the Enlightenment Engine big enough to warp it in and out. Same goes for the Yvuïn ships. Their doctrine is that either their small ships (Deliverance bomber and Emissary fighters) are capable of taking down a foe or they must slam it down like a mosquito should the smaller ships not be capable enough.
The Asiv - Every religion has its gods. For the Asivar Theocracy, those are the Asiv. They are the leaders, founders, and guides of the Asivar Theocracy. Serving as beacons of the Faith. They gather the other species' belief for to turn it into actual power. They can be considered gods. Should everyone stop believing they are, they have no power and die. But that is nigh-impossible to happen. centuries of indoctrination has cemented the Asiv so deep within the minds of the people that should the Asiv die, civil strife would be so great that every other species is plunged in chaos. The Asiv have no physical body. Instead, they exist as hyper-intelligent constructs of pure energy. They remain on machines named "Golden Thrones" from where they rule, control or show their power. These Golden Thrones enhance the absorption of Faith, but also serve as relays of the power of the Asiv.
The Umbeliar - Physical representations of the Asiv, or so many claim. The Umbliar are bipedal creatures with 2 arms commonly standing over 2 meters in height. Their triple jointed legs give them an edge in running speed. They only have 3 fingers, each the same amount of degrees away from the other. They can hold things but not like most humans (as they don't really have a thumb). Umbeliar are the great warriors and champions of the Asiv. They can harness the Faith Energy better than any other race, save from the Asiv themselves. This kept them high in all ranks.
The Surrear - The most common "plebs" of the Theocracy. Quad-pedaled insect-like creatures with 2 arms. They rarely grow over 1.7m. Most are genetically engineered to fulfill certain roles in the Theocracy. Natural mutation and development is branded as heresy and evil. For only the true gods (the Asiv) may create living beings. Surrear are neither strong nor particularly intelligent. But work instinctively together to overcome obstacles.
The Yvuïn - A strange, recently discovered race with an aptitude for the Faith Energy similair to the Umbeliar. The Yvuïn are human-like but with small crystal formations on their back. Upon discovery they were still in a medieval time period. Now they serve as proud guardians and warriors for the Asivar Theocracy. Their worship produces massive quantities of Faith Energy so the Asiv are very happy with the new race. The Umbeliar? Not so much. But they cannot deny the species' advantages to the Theocracy.
Goverment
At the head are the Asiv. While all Asiv are equal, some prefer to leave the civil matters to others and dedicate themselves in other fields. Still, all Asiv are welcome in the Divine Throne Council. Where all major civil matters are discussed. While, again, all Asiv are equal, some demand more respect than others. The eldest, often slumbering, sometimes rouse in times of potential crisis or great opportunity. Their words are considered to be the words of aeons of knowledge and experience. Should an Elder speak, his council is almost always honored.
The Umbeliar often control the executive powers. Simply put, what the Divine Throne Council says, the Umbeliar command and the Surrear and the Yvuïn do.
Society
All live in the belief that the Asiv are gods. Every waking day is spent either honoring them through prayers in the temples or through hard work on the fields or the factories. Common Surrear will probably never leave their home planet. They live with nothing too much but nothing too little. Constantly grateful that their bellies are full and minds and souls are pure. These simple creatures desire nothing more. The Umbeliar desire power over everything. They are gathered in Houses, dedicated to an Asiv. For example: the House of Thornthegar has 1.598 Umbeliar as members, whom can each siphon Thronthegar's Faith Energy on demand. These houses vie for constant power and try to take it from the others. While this is not frowned upon by their gods, certain measures (like assassination) are. Though certain Asiv may secretly allow it. Umbeliar are beyond a doubt arrogant and vain. The Asiv are eternal creatures of energy that want nothing more than the entire universe collectively bowing to them. They stand above petty things like war or anger. Saying those are mere distractions towards the light. The Asiv have no doubt that all species in the universe will see the light, their light. Even if it must take aeons.
What stands appart from all of these are the Yvuïn. Honorable warriors, the Yvuïn are blindly faithful to the Umbeliar and the Asiv. Every curious to the limits of the Faith Energy, the Yvuïn have set on to be the first race to discover its true depth. They believe that the Faith Energy is closely tied to a deep understanding of the universe and the eternal cosmic dance.
Military
Ground forces
Orders of Templehaven Templehaven is the capital of Faith use. All those with an innate talent for the art are sent to its mighty academies on the lush, Gaia planet. Only buildings and institutions that work directly with Faith use are to be built on the ground. So it is literally heaven for those researching and training in the use of the strange energy. The Orders of Templehaven are many and encompass a large scope of duties. Some are guards to the Umbeliar ambassadors, others must perform active combat duties. As you may have guest, Orders of Templehaven utilize Faith users exclusively.
Yvuïn Knight Groups Yvuïn, noble and strong, formed Knight Groups to act as marines onboard of fleets. They are the first to enter the fray and the last to get out. Knights use a mixture of Faith driven weapons. Mostly plasma or railguns. Though some Knight groups have taken to only recruit former members of an Templehaven Order. These orders take pride in melee combat. With thick shields and impressive speed they swiftly bridge distances. While the Umbeliar initially saw these Knight Groups as foolish, their efficiency in battle against rebels was unparalleled. In recognition of their skill these Knights were placed in Noble Knight Groups. To separate them from the others. Now technology is advancing further and further. With implants aiding in Faith use to effectively turn Noble Knights into pure energy for short periods of time. Allowing them to charge forward at incredibly speed. At the cost of their barrier though.
Surrear Military A mixture of marines and army, the Surrear are not meant for battle individually. Instead they rely on heavy numbers to overwhelm the enemy. Their biggest weakness is no doubt their dependence on Faith Engines within their army. As Yvuïn and Umbeliar can defend themselves temporary with their innate connection to Faith, Surrear depend on machines. This has driven them to be very vehicle orientated. While Surrear grunts are not an uncommon sight, mostly you’ll see them controlling mechs, walkers or ranks.
Space forces
Emissary Interceptor-Fighter The Emissary is often the first sign of a Crusader Fleet arriving. It is a multi-purpose aircraft capable of interception, aerial and space combat. As well act as escort and scout ships. They have a small Enlightenment Engine that allows them to make minor warp jumps. The true danger of the Emissary is it's Void drive. New, experimental technology that lets certain crafts jump very limited distances. In essence, they can blink. In a dogfight, it can suddenly blink out and appear right behind you. The Emissary is armed with 2 small Faith Energy Projectors (or FEPs) which shoot homing bolts of energy. A pilot, when controlling an Emissary, has a synergetic bond with the Faith Engine inside the ship. Should he desire so, he can pull more Faith Energy from his sworn Asiv and enter an Overdrive State where he can launch an incredible amount of bolts in a short time at the expense of his shield. After exiting the Overdrive State the Faith Engine but recharge. In other words, it leaves the ship entirely vulnerable.
Seer Recon Probe The Seer Recon Probe is often used for long distance observation and reconnesence vehicle. Often mentally controlled by a Seermaster back on a bigger ship, these probes are sent to solar systems with the potential of life. Either to observe it or to deems a planet right for colonization. Further, it is sent to a colony's neighboring solar systems to find resources. The Seer Recon Probe is unarmed but is outfitted with a strong Enlightenment Engine, as well as sublight Messenger Engines to traverse the solar system swiftly. The Seer's Eyes sensor array functions literally as the ears and eyes of the Seermaster controlling it. While not yet used, every Seermaster has something called the Shadow Protocol. Dictating that should they encounter another space faring civilization they would warp out immediately out of the system.
Deliverance bomber The Deliverance bomber is exactly what it is. It flies in and is generally used to do as much damage in a single strike. Unlike the Emissary it has no Void Drive. It does have an Enlightenment Engine and a very strong Faith Engine powering a Singularity Forge. The forge creates a singularity of Faith Energy capable of melting through most armours and overload most shield generators in a few good hits and releases this as a bomb against the enemy. Should a pilot ever feel so inclined, he can sacrifice his own life and the Deliverance Bomber to create a massive, uncontrolled singularity. Fed by the ship's Faith Drive and Enlightenment Engine the singularity grows massive in size for a moment, consuming every particle (like a black hole) in its path. Leaving nothing behind. Though this sort of suicidal behavior has never been seen so far.
Gate Transport Craft One of the only vehicles of the Asivar Theocracy to not have an Enlightenment engine. The Gate Transport Craft has but one use: to arrive at a destination and setup a temporary Warp Gate allowing forces to either get on the enemy's ship or on the ground. The Gate Transport Craft in itself does not carry troops. Instead, they stand ready on a larger craft for the gate to open. Should the Gate Transport Craft be destroyed, the Warp Gate is cut off and no more reïnforcements can step through it.
Most ships are designed by the Asiv, thus most of the fleet are Asiv ships housing several thousands of crewmembers, each of the 4 different races. Some Asiv ships, like the Prophet-class are too small for the current Asivs and are therefor entirely controlled by Umbeliar, Yvuïn and Surrear. Yvuïn ships are specifically fitted to only house Umbeliar and Yvuïn. They are designed by the Yvuïn with only space battle in mind. While the Asiv ships still house rows of auxilary and utility systems, the Yvuïn Throne- and Seraphim-class do not.
Asiv ships Prophet-class Battleship
Hero-class Battlecruiser
Beholder-class battlecruiser
Smite-class Dreadnought
Asivar-class Dreadnought
Yvuïn ships Throne-class Battlecruiser
Seraphim-class Dreadnought
Technology
Faith Faith is the very basis of everything Asivar. It is a mystical power, generated by the common belief and prayer of so far every creature encountered by the Asiv and their minions. Faith is generated through worship. Passive worship works by common, daily belief that all Asiv are gods. This generates a steady but low flow of Faith towards all Asiv out there. Active worship is active prayer towards the Asiv or an Asiv in specific. If you worship with no particular Asiv in mind, the generated Faith is split between all Asiv in existence. Though more Faithful servants (mostly the Yvuïn and the Umbeliar) have mastered a way to worship a specific Asiv. As well as to personally bind themselves to this Asiv without the use of a Personal Faith Drive (though this is still mostly used to enhance natural ability).
Faith can be turned into a variety of energies to be used in machines. But pure Faith drained from an Asiv can be utilized by those biologically capable enough. These users of Faith go by many different names and titles, even in the military. A common trait among Faith Users is the ability to create physical barriers and throw energy bolts that seem to be equal to lasers (although these bolts can even bend or change direction mid-air). Very talented Faith Users are able to use very hard skills named Miracles.
Faith Drives The very basis of all technology of the Asivar Theocracy. Faith Drives are bio-cybernetically programmed to link with one Asiv. Draining required Faith for machines from the linked Asiv. Faith Drives also hold a rather large reserve of Faith in case the link is severed. Small ships often only require small Faith Drives, though the larger the ship, the exponentionally larger the Faith Drive must be. This works in the advantage of military personel, who can easily outfit various machines, as well as their own troops easily with Faith Drives. But this makes the creation of medium-sized ships like cruisers and destroyers quite hard.
Void Drive Experimental technology that so far has only been able to be outfited on small ships for two reasons. One, the Void drive is lethal to be used in gravity wells. Even in orbit it offers problems. Secondly, so far fighters are the only ships small enough so the Void drive doesn't need to be large but large enough so it can actually carry the Void Drive. Void Drives allow for short distant but instant teleportation between two points in space.
Enlightement Engine The Warp Drive of the Asiv. Once again, an Enlightement Engine grows exponentionally larger. Making it difficult to outfit it in medium-size ships. Enlightmenet Engines use massive amounts of Faith and thus often need to recharge after a jump. With the exception of Seer Probes. Who hold enough reserve energy to make a double jump incase of a Shadow Protocol activiation. Enlightement Engines require a moment to warm up and jump, but have the advantage that they are completely untouched by gravity (in other words they can perfectly jump out of gravity wells and orbit).
Faith Energy Projectors The main armement of every vehicle of the Asivar Theocracy. FEPs are mechanized versions of Faith Users. Allowing the manipulation of Faith into combat effective shapes like bolts. With the Belief Interface of a pilot these bolts can often be guided. FEPs can be very dangerous should an pilot be overzealous. As the Belief Interface is dependant on power from the Faith Drive, which can get exhausted. Leaving the pilot burned out.
Messenger Engines Superlight engines powered by Faith. These engines are often used to cross several light-minutes or hours to nearby systems. Messenger Engines are so far only outfitted in large ships and Seer Probes. They aren't big, nor do they require much faith. But the mechanism behind takes long to create. Thus it is often left out from most ships.
Warp Gates The ancestor to the Void Drive, the Warp Gate acts like a two-way door from one focal point to another. Letting matter transport instanteniously from one place to another. Warp Gates require an exact framework which, upon even the slightest of damage, could collapse on itself. Warp Gates are entirely without gravity, thus posing no problem what so ever to the enviroment.
Title: The Divine Huntsman, The Bloodsoaked One, Lord of Hunt, God of Battle Domain: Bloodshed and the hunt
Powers: 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.
Vulnerabilities: 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.
Appearance:
Creations - Creatures Valkeries - 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.
Shadow wolves - 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.
Dreadsteeds - 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.
Creations - Artifacts
Worshippers:
"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.
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.
Culture and religion: 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.
Region or locations: 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.
Personality 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.
Opinions: Kilgarrah – 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.
Nhargu’ul – 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.
Yigizavath – 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.
Nahash – 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.
Dormammus – 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.
Iuppiter – 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.
Ha – 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.
Ashevelen – 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.
Kala – 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.
Tales:
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?
Shenhun 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.
Arvat’Nar 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.
Yui 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.
Chosen To become chosen, you must gather the 3 marks of Asivar.
"Fucking Neo-Soviets. They're a bunch of revisionist LARPers who like the color red. I'll bet they even have markets!" -Terran Union, probably.
"That goddamned revisionist Terran Union and their religious freedom! How can they call themselves if the willingly take the opiate of the masses? They're literally Social Democrats!" -Neo-Soviets, probably.
"Fully automated luxury gay space communism is the only way to go." -The Federation, Probably.
"Fucking lower races." -Romans, probably.
"Fuck you, Romans." -Everyone except for space North Korea, which is too busy incorporating quotes from the Roman emperor into their ideology to remember that communism isn't supposed to be fascism.
Now we just need some space Chinese who practice "socialism with galactic characteristics".
Hey! Where's my Asivar Theocracy calling everyone blind and foolish!?