Posts Tagged ‘Raven Queen’

DnD 30 Day Challenge Pt. 1

December 10, 2018

1 – How Did You Get Started?

When I was a young lad, I was very close to going goth and at that time I met a woman who was running a Vampire: The Dark Ages group with her friends. She gifted me a rulebook and I devoured it but I could not get anyone to play with me. After college, I started listening to a lot of podcasts and I listened to a string of Dungeons and Dragons podcasts. I listened to LordKat and Penny Arcade mostly and I started to get back into that mindset. At one point, a group of my friends and I were going to start a 3.5 adventure and I was excited but it fell through at the last minute. Years later I got talking to my cousin’s brother in law and, long story short, I was invited to join their tabletop group. I was eager to get started but it took a while for us to get around to playing dungeons dragons after several more homebrewed systems. Finally, we played Dungeons and Dragons and I finally got my start. In the meantime, I listened to a lot more podcasts (Critical Role, Trapped in the Birdcage, Dragons in Places, and Dice, Camera, Action).

2 – What is Your Favorite PC Race?

Off the top of my head, I would have to say Half-Orcs. I find them visually appealing mostly because they look so different from the rest of the races. When your character walks into a new place, they are sure to be noticed. Also, I have kind of enjoyed playing social outcasts and Half-Orcs are often discriminated against. Canonically, Half-Orcs are also caught between human and orc natures. Orcs are inherently evil while humans have more free will. So, Half-Orcs feel the pull of evil from their Orc blood and must fight against it to do good. However, the human blood gives them the freedom to make that choice for themselves. However, society can be hard to Half-Orcs which makes being a good guy harder. Of course, it makes playing a selfless hero easier. It is not uncommon for Half-Orcs to end up neutral somewhere between good and evil. I feel like more than any other race they can run the gamut between being an uncultured savage and a cultured urbanite. Basically, it feels like they are versatile and a rich mine for character backstory and story beats.

3 – What Is Your Favorite PC Class?

So far, I have only played a barbarian although there are plenty I would love to try. Barbarians are driven by the central power of rage. When a barbarian rages, they take half damage from most sources and that is very freeing. My barbarian has laughed off damage that would have killed frailer characters die several times over. Being able to blunder into a situation instead of having to meticulously plan it out is pretty fun. Also, while in a rage, a barbarian’s attacks are stronger and attacks, in general, are more likely to hit. When I created my character, I approached it from kind of a cliche and stereotypical direction. I made a big dumb savage who wanted to fight the world. I had a lot of fun being dumb but sometimes I did want to contribute more to planning and detective work but I was not about to metagame. If I were to create a barbarian in the future, I might make one who is more intelligent and urban. Just a tough guy who can contribute in other ways as well.

4 – What Is Your Favorite Game World?

My favorite canonical game world is the Forgotten Realms. It is the world of podcasts sponsored by Wizards of the Coast like Acquisitions Incorporated, Trapped in the Birdcage, and Dice, Camera, Action. I feel like it is the most versatile game world with the possibility of darker journeys and lighter adventures. There is so much lore to draw from that it would be hard to explore all of its corners in one campaign. I feel like it is a brighter world than darker campaign settings like Ravenloft, Greyhawk, or Dark Sun. As for non-canonical worlds, I really love Matt Mercer’s Exandria because of my love of Critical Role. It is also a rather varied world with darker parts and lighter parts. There is also a slightly different set of deities to choose from and all of the lore is wiped away in place of new lore. I am also in the midst of creating my own game world which is unnamed so far. I have enjoyed creating my own lore based on my own preferences and what I think is interesting.

5 – Which Is Your Favorite Die or Dice?

This is a weird question. I guess I would say the good old Twenty-Sided Die. It is a classic and it helps form almost every point of the story along the way. It also just feels the best in my hand. If the question is about having a specific dice set that I like. I just have a big bag of Chessex dice, nothing special. They feel pretty good in my hand and they roll well. I am not very superstitious when it comes to dice. Sometimes I will switch one off of the table if I roll horribly with it for a while. It is not so much superstition as a way to deal with the frustration and it is kind of tradition among gamers.

6 – Which Is Your Favorite Deity?

Canonically, I really love Tymora. Something about having Lady Luck as a deity is really fun. Real world pantheons do not usually give a domain of luck as most societies did not seem to believe in it. However, in a world where your character’s fate is tied to the roll of the die, it makes a lot of sense to have a goddess of luck. Her motto of “Fortune favors the bold” is a great motto to get adventurers out into the world and in and out of danger. Non-Canonically, I have fallen in love with the idea of a kind Raven Queen. In my world, I have named her Azrea and she is based partly on Death from Deadpool comics. She is warm and accepting which makes being a death goddess less threatening. Still, I like her being spooky as well so it is a balancing act. Death as a friend is a way more appealing story to me.

Day 7 – Favorite Edition

I have only played Fifth Edition but I love it. The rules are straightforward but still leave wiggle room to add house rules to complicate it or simplify it at will. Most interviews I have seen have stated that Fifth Edition is their favorite because it is easier to parse and there are not too many complicated rules. I dabbled with 3.5 rules when I was preparing that first time for Dungeons and Dragons and I can definitely attest that those were more complicated rules. There are not nearly as many charts and not so many tricky rules to argue over.

The Faith of the Raven Pt. 6

July 28, 2018

They moved further into the forest, the three of them. The undergrowth felt dense, far too dense for a small forest like Hernon. Everywhere they went, thorns and thistles grabbed at them and branches scratched against them. It was subtly unnatural but they all knew that there was something unnatural going on in those woods. The dead should not rise and it was as if the necromancer’s dark purpose was corrupting the forest around them. Like many forests and landmarks in Eloria (and beyond frankly), the Hernon forest was named after elves. All over the continent, places were still named after them even if the elves had left the place centuries before. Names had a way of sticking and people had a way of sticking to them. Carania hated that this necromancer was giving Hernon a bad name. It hurt her elf blood even though she knew she did not own that land.

Still, they moved on and made their way through the best they knew how. Carania was always at the lead at her insistence and the others did not argue. She felt responsible as an expert close-up fighter and as the person who accepted this mission in the first place. She hacked at errant and aberrant vegetation with her long sword when she had to. She thought to herself that she might have to get a short sword for that purpose to save her blade’s edge on future hunts. She was surprised at herself at that moment how quickly he had adapted to her new role in life. She was equally surprised that her companions seemed to be just as determined. This was not their fight and yet they had taken it on. It was inspiring and it made Carania further believe that she had done the right thing.

Of course, Carania was also surprised that she had such faith that she would survive to see future hunts. There was no room to believe otherwise she supposed. She had long heard that faith was a big part of serving a god. It seemed obvious to trust that Raven Queen had made the right choice. How else had a woman with very little actual combat experience slashed her way through a horde of zombies like they were nothing but smoke? Faith and courage and a little wind at her back from the Queen herself. Not to mention that fate had handed her two capable companions who she was very grateful for. She could feel the talons of the raven reaching out for the necromancer and it felt so good.

As they walked, Carania saw little bones and trinkets dangling from the trees with little lengths of twine. Carania viewed the little things warily, not knowing quite what to make of them. However, she knew that looking at them made her feel bad inside like looking at food left out for so long that things were growing in it. The three of them all caught each other looking at the trinkets and for a moment there was an amused smile between them. It was a moment of pure connection. It cut through the gloom for a moment and they all seemed to welcome it.

“The followers of the necromancer must have hung them,” Galath said. “I’ve seen similar things before.”

“What in the seventh hell are they?” Carania asked.

“Offerings in the worship of Nerull,” Galath said. “Makes your stomach turn, doesn’t it?”

“Nerull?” Carania asked. “I know I’m still a bit ignorant but everybody knows that my queen killed him.” She smiled at taking ownership of her new goddess.

“As the necromancers show us, much that dies can rise again,” Galath said. “It is true that it is known that the Raven Queen defeated the God of Death while she was simply the goddess of winter. After she took his place, he was raised back up behind the veil.”

“As an undead god?” Carania asked with a shudder. “What does that even mean? Who raised him?”

“Nobody knows,” Galath said. “Well, if anybody knows they are not making it public. I always suspected that whoever did it was somebody who could also not pass through the veil between us and the gods. It is someone I would rather not deal with. I wonder if these followers or the necromancer even know an iota of what happened. I wonder if they even care.”

“How does somebody even become a necromancer?” Carania asked. All of this was great information to have. She had been given no manual or guidebook to follow.

“I suppose it’s the same as becoming a gang member,” Galath said. “A combination of bad luck and dark intentions.”

“He whispers to them,” Arne said, speaking up for the first time in a while.

“What?” Galath asked.

“Care to explain that, Arne?” Carania asked, glancing over her shoulder at the wizard. His familiar was nowhere in sight, most likely flying somewhere overhead.

“The undead god Nerull whispers to those with magical potential,” Arne said. “Not everybody with magic hears the whispers but he does whisper and he offers people the power to get what they desire. Whatever the cost.”

“That’s quite a rumor,” Galath said. “Where did you hear it?”

“I didn’t hear a rumor,” Arne said calmly, evenly. “I heard the whispers myself. In my darkest moment, the whispers came to me too. He offered all kinds of things. I said no.”

“Of course you did,” Carania said. She thought Galath had been about to say something and she did not want to take any chances with what it may have been. “What did he promise?” she asked. She had not meant to. She knew somehow that it was not a question she should have asked but the words got away from her before she had a chance to stop them. Carania was an eternal student, always grabbing at new information to wield just as easily as she swung her sword. She wondered desperately what could have been Arne’s darkest moment.

Arne took a deep breath. “That is private,” he said. “But I understand your curiosity. The point is, the dark wisdom that comes from those whispers is nothing to laugh at.”

“That is definitely the truth,” Galath said.

“Who’s laughing?” Carania asked. “This ends tonight.”

The Faith of the Raven Pt. 5

June 16, 2018

As they reached the woods, Carania climbed down from Rhiannon’s back. She tied the horse’s reins to a nearby sturdy tree branch. It would discourage her from wandering off when she got bored but it would surely break if real danger appeared. The other two followed suit, tying their horse and pony up to different trees. Arne leaned in and pressed his forehead to his horse’s forehead and spoke quietly for a moment. Galath started to rummage through the pack on the back of the pony and pulled out a small, two-handed hammer which he slung across his back. Arne turned toward Carania instead of going into his pack immediately. Carania smiled to herself and prepared for sarcasm.

“So,” he said. “I assume we are continuing on foot?”

Galath laughed at that. “You’re the smart one, huh?”

“I am,” Arne said sweetly. “So nice of you to notice. I’m stating the obvious because I wanted an explanation, not confirmation.”

Carania laughed. “No need to fight, boys. I don’t want to endanger the horses or have them slow us down with all of the brush and roots.”

“Fair enough,” Arne said and shrugged. Carania had expected a little more pushback from the opinionated wizard who definitely had a high opinion of himself and a chip on his shoulder. Arne pulled a pouch out of his pack and tied it to his belt. Carania could only assume it was full of components for spells as she had observed as much from her former charge. He then pulled a parasol out of a side pocket, sliding it slowly out of what must have been a magic pocket on the horse’s saddle.

“That’s a curious tool,” Carania said. “I’ve rarely seen one of those outside of cities and even rarer out of the hands of nobility.”

“You like that, eh?” Arne asked with a smile. “Sadly I won’t be taking the bait and using that opening to pour my heart out about my past. My past is my own and I prefer it to remain mysterious.”

“Very mysterious,” Carania agreed. “I was only complimenting your parasol. I had never heard of one being brought into battle before. That is the only reason I commented.”

Arne relaxed, his shoulders visibly releasing tension. “I made it and enchanted it myself for a woman who never claimed it. So I did not want it to go to waste.”

“It’s very pretty,” Galath said in an obvious attempt to tease Arne and maybe further diffuse the tension of the situation.

“Thank you,” Arne said. “I do excellent work.” He leaned the parasol against his shoulder and Graymalkin flapped down from a branch and perched on the gem at the top of the parasol. He started off into the woods whistling.

Carania and Galath followed and then Carania got ahead of the two of them as they headed into those woods. Carania pulled her sword out and held it out at her side. While training at Battle Arts she had heard many stories about patrols that had tripped and fallen on their swords by holding them in front. Galath had his hammer out in one hand but he was clutching his holy symbol. He did not look scared, he looked intense. Carania had no idea how many they would be facing but she felt the Raven Queen like a wind at her back, pushing her onward. It made her feel powerful and that feeling made her feel braver but she was no fool. She would not rush into danger blindly.

After a long walk, the forest started to feel darker. It was clearly actually getting darker as the branches grew closer together in the unforested parts. However, it was also feeling dark and, for lack of a better word, spooky. It felt like it was harder to breathe and each step was more difficult than the last. Carania looked over at Galath and knew that he could feel something like what she felt. She could sense the undead in the woods and she started to lead them in that direction. She gripped her sword tighter and they moved confidently toward their targets. They pushed through a copse of trees and there were a group of men with black feathers attached to their leather armor. Their eyes widened when they saw the three adventurers appear.

“But we killed you!” one of them shouted out.

“It didn’t take,” Carania said. “The Raven Queen sends her regards.” Something in her voice must have scared the men.

“Release the cages!” Another man shouted. The men rushed to two big cages and threw open the doors and out poured a crowd of zombies. The men pointed toward the adventurers and the small zombie horde started toward them.

“I guess talking is out of the question,” Arne said and pointed the parasol at the oncoming menace.

Galath stepped forward and gripped his holy symbol and called out in his dwarvish language and the symbol glowed. The zombies hesitated and then some of them exploded where they stood and then the rest started to flee from that holy light. Carania took the cue to leap forward into the fray. Her swordplay was a fearsome sight as she slashed away at the fleeing horde and the bewildered human men. She was a primal force, revenge and righteous fury flowing through her. True Purpose is one of the most powerful forces in all of the universes and it was fully on display here. She was slowly covered in blood and rotting viscera as she carved a path through their enemies. Meanwhile, magic missiles streaked from the end of Arne’s parasol as he managed to hit those that Carania had not yet reached.

As the last thug fell to the ground in a heap, the two men looked over at Carania as she stood in the middle of what could only be described as a circle of death. The first thing the two of them noticed was that her eyes were obsidian black and she had a big smile on her face. It should have felt creepy, but for some reason, the image just felt right. These men and woman who had been raised from death without their consent had been laid to rest again. The men who had shepherded those zombies had obviously tried to kill their new leader, Carania and she had gotten her justified revenge. As Carania walked toward them, flicking the blood from her sword, both of them would swear later that they saw a pair of black wings spread out from her shoulders and then fade away like mist.

“Come on, men,” Carania said. “We have more work to do.”

The God War and the Starlings

June 4, 2018

(This is another selection from the history of the material plane of my Elorian Campaign setting.  It is the setting of When It All Ended, The Faith of the Raven, and various one-shot stories in the archives.  It is my own thing but it also an homage to Dungeons and Dragons lore as it is primarily intended to be a setting for adventures.)

Many thousands of years ago, long before any time that the oldest elf can remember, the Gods walked the land. It was a time of chaos for the races above and below the earth. The gods played their games and waged their wars and it was too much for the mortal world to bear. Eventually, the kinder gods saw their folly and decided that it was time for the deities of the world to remove themselves for the good of all. Besides, their activities had become tiresome and it was time for a retirement of sorts. A war was waged between the light and the dark. In the end, the fight was close but the dark was pushed from the material plane and scattered into different dimensions. Most gods remain locked in their own domain to keep them from interacting directly. In the case of Orcus, he is literally locked away in chains.

A barrier was erected that would lock the dark gods away. This barrier would also separate the light gods from the world once they agreed to retreat from it. This barrier keeps the gods from directly affecting the material plane. The barrier does allow souls to pass from the material plane to their afterlife and reward in the various outer planes. The barrier did indeed prevent the gods from interacting but many still had interest in the material plane and other intermediate planes. In order for them to enact change in the world, gods must use willing agents or worshippers. By funneling their magic through these mortals, they can push events either for or against the mortal races. Only small amounts of their power can pass through the barriers and only through mortals or enchanted physical objects.

In the long interval since the gods walked the lands, the light gods have grown comfortable with the domains that they created for themselves. They have learned that the harder they push the mortals toward being good, the more chaos they might create. Meanwhile, the dark gods still wish to cause the damage they caused before their banishment. Most of them are very active in scheming and using their limited influence to dominate the world from afar. Perhaps with the world dominated, their followers could discover the means to break the barrier or at least blackmail the light gods into doing so. The light gods generally only move to oppose the dark gods when it is necessary, preferring to let the inherent goodness of the mortal races and free will decide things. There are no more wars between the gods and instead, those wars are fought amongst the mortal denizens of the inner planes.  While war is still tragic, it is far less destructive for everybody who is involved.  Believe it or not, the land is in a period of relative peace.

One of the biggest concerns that remain to the gods is the concept of ascension. There has only been one ascension in the history of the world. Most gods coalesced at the beginning of time. They somehow were created at the same time as the universe. Their personalities formed over time as they learned and grew into the powerful beings they are now. The one exception to that is the ascension of the Raven Queen to godhood. Her true name has been lost to time but she is the only mortal to achieve true godhood. She did so by defeating the previous god of death, Nerull, while she was empowered by the souls of her deceased nation through a complicated interaction with the wish spell.  Her entire nation was annihilated during a war between Nerull and Lathander.

The memory of ascension has been removed from the mortal world through time and the maneuvering of divine agents in the material plane. Many of the gods have even lost any and all references to the involved magicks as well. To prove her good intentions to the light gods, the Raven Queen volunteered to have the memories removed of her own ascension although she retains a lot of the related bullet points. The balance that has been struck must be preserved at all costs. While one method has been lost, it may be rediscovered or another method might be discovered. Therefore, the amassing of too much power is seen as inherently dangerous.

It is for this reason that the Starlings were founded. Their initial gathering and mission were caused by an earthbound planetar sent by Lathander and Saranrae. Their holy mission was to stop those who would gather too much power as it is known that power can corrupt. Along the way, the religions were joined with the political and the organization became more practical. However, the founders understood that the organization could not be weaponized by one people or by one nation so they remain disconnected from political, military, or religious oversight. This separation serves another purpose in keeping them out of the history books.

Even now, the Order of the Starling remains largely secret. It is compartmentalized to prevent its totality from being compromised. Most of its members are researchers and clerics. They whisper in adventurer’s ears to get them to eliminate the enemies of peace and order. One could go on a mission for the Starlings without ever knowing that that tip or rumor might have been intentionally leaked by a Starling. The organization could care less about getting the credit for saving the world and leadership only steps in when it is absolutely necessary. Their field operatives are deep undercover and the world would be hard-pressed to discover their existence now. Thus, they protect the material plane from an apocalypse or an ascension without the world being any the wiser.

Pantheon (Eloria Campaign)

December 4, 2017

I thought I would add more to my Dungeons and Dragons fantasy setting and create the main pantheon of gods and goddesses. While these are not the only ones allowed by players, these are the most widespread in the continent where the game would take place. These are the temples that are most often constructed and the prayers most often uttered in public and in private. This does not include any evil gods or goddesses as this central pantheon is kind of my campaign’s Breakfast Club. As with all things I post on this blog, this is a rough draft and is only a first stab at what would be provided for players.

Lathander – God of Light

Lathander is known as the Morning Lord because there will always be another dawn. His followers tend to be an optimistic lot, always looking for the next dawn and knowing that Lathander’s light can wash away even the darkest shadows. Because of this optimism, his followers are probably the most vocal of any religious person in the land. When you are sure that your chosen god will get you through a dangerous situation, it can become an opportunity to get others to turn toward his light. Lathander himself is a champion of good and has little patience for the truly wicked things in the world and beyond. He is a beacon of hope but also a bastion against the nine hells, the abyss, and the undead. His temples tend to be elaborate affairs, usually with a lot of windows to let the light in and candles and lanterns for the night times. He is a tall man, clad in golden armor and he carries a long shining spear. His hair looks like the first rays of sunlight. His symbol is the dawning sun.

The Raven Queen – Goddess of Death

She forsook her true name in death and ascended into godhood to serve the people of the land. Her reputation is that of creepiness and darkness but she also has a gentle side to her. She is death but death is not always bad. She is most concerned with unnatural life and the perversion of natural death. She is a constant enemy of vampires, the undead, necromancers, and anybody else who would return from the dead to do evil. Because of the way people fear death, she does not have many followers but her name is often uttered at funerals of all faiths to keep loved ones from crawling from their graves and tombs. The followers she does have are dedicated to exterminating those who have unnaturally returned to walk the land. However, she does make exceptions for those earnestly resurrected with good intentions, knowing that letting a good adventurer return can mean all the difference in her constant crusade. She is a silent, enigmatic goddess. She wears dark armor that conceals her movements and a white porcelain mask that hides her features. Nobody knows what weapon she carries as nobody who has seen her use one has lived to tell the tale. Her symbol is the raven.

Ioun – Goddess of Knowledge

Above all things, Ioun hates an unrevealed secret. She feels that too many secrets lead to the division of society and causes pointless fighting. Why engage in fighting borne from ignorance when there are so many more real issues to debate? Ioun supports the revealing of secrets through education and the dissemination of information. She is a supporter of writing, reading, schools, and any other medium used to reveal the secrets of the universe. Ioun would be the first of the pantheon to admit that she is not omniscient. She constantly seeks out new knowledge and eagerly watches her followers’ progress towards amassing knowledge. She delights in discoveries and encourages the literal and figurative asking of questions. While most of her followers pursue magic, they are also credited with the modest advancements in science. It was most certainly her inspiration that helped create clockwork mechanisms. She takes the form of a young goddess, looking at the world with wide-eyed wonder but also holding a wisdom far beyond her apparent physical age. She is not really a fighter, only fighting in the past when it was absolutely necessary. She does not forbid violence for a good cause as she recognizes that there are plenty of great causes for violence. Her symbol is the open eye.

Saranrae – Goddess of Life

Patience and forbearance are definitely virtues of those who worship Saranrae. She does not push her followers to publicly praise her or to try and convert people to her cause. She prizes one earnest follower over a dozen insincere ones any day. She is the wellspring of life and a common source of healing magic for clerics and other healers. Her followers are often quiet about their religion, hoping that their good acts and curiosity will win their goddess new followers. Saranrae’s temples are beautiful but they are also usually simple and quickly constructed. They are a place of calm reflection and sanctuary from the bustle of city or town life. The goddess herself is non-violent, having never laid a hand on another with bad intentions in mind. However, she is not by any means a pacifist and understands and supports battle medics who pursue peace by any means necessary. She has a calming effect on her followers and also on the pantheon around her. She is often a voice of reason, urging the others to consult Ioun or look within their hearts before acting. During the last great battle, her magicks saved the lives of Lathander and Kord and they are eternally grateful. She appears as an unimposing woman except for the fact that she has two white wings growing from her back. Her symbol is the winged woman.

Sylvanus – God of Nature

Obviously, Sylvanus is mostly interested in nature and the untamed life on the land, the sea, and the sky. Sylvanus is the Oakfather and he is a proud father indeed. He loves to see the trees grow, wild animals flourish, and most of all he loves to see harmony between man and nature. While he is often uncomfortable with civilization, he is glad to see the masses of humanity clumped together instead of stomping all over creation. He definitely respects that everything has its place and gets pretty upset when the natural order of things is disturbed. While he loves to observe the trees and the remote grasslands, he also will direct his attention to the ocean depths and to high mountain peaks. Really, he just loves to watch the splendor of nature. He also supports the defense of that splendor. Druids are his favorite pupils but he also has great respect for those who respect nature like barbarians, rangers, and farmers. He will support any adventurer or follower who seeks to remove that which does not belong from the land. Abominations are particularly troubling to Sylvanus and he looks on chromatic dragons as troublemakers who twist what was already perfect in his eyes. He is a solid man who has always fought with a long gnarled wooden staff but somewhere along the line also took up archery, inspired by the rangers. His symbol is the oak leaf.

Akanay – Deity of Chaos

As Akanay will tell you, a little chaos in the world can be a good thing. Without change, there can be stagnation. Without challenges, there can be no improvement. Without interesting times, there is only boredom. And so chaos took a form to further its cause which is basically no cause. Basically, it took the form of a deity because they thought it would be fun. So far, they have not been disappointed. Akanay delights in those who act as agents of change when things are too sad and sober. By the way, I say ‘Deity of Chaos’ because Akanay is literally genderfluid as he/she/they takes whatever form pleased them in the moment. Her ways can be a bit too destabilizing for the others on the pantheon and beyond but they do have a reprieve. Akanay is obsessed with the sea because of its ever-swirling nature and often focuses her attention out there which allows others to catch their breath. Akanay also adores cats as they view them as bucking the system. It has become a common practice for ships to carry a cat on board to appease Akanay. Akanay does not have a common appearance but is often known to have multi-colored hair. Akanay also does not have any temples as building one kind of goes counter to their personality but Akanay’s name is mentioned often by sailors. Prayers to Akanay are also usually begging for the deity’s mercy, to look elsewhere. They have no symbol.

Kord – God of Battle

Kord is somebody who understands that battle is not necessarily an evil thing. Physical challenge, even in times of peace keeps the people healthy and works out all the negative energy they store inside. In fact, Kord does not battle angrily but is instead known to laugh as he hurtles headlong into the fray. He often transfers that joy for fighting to his followers. He supports entertaining martial arts like boxing and other hand-to-hand combat even in peacetime and his followers often set up fighting rings and arenas in his honor. In solemn times of war, Kord encourages brotherhood and sisterhood in battle and a togetherness unlike anything else on the planet. Followers of Kord take battle very seriously but also can be the first to crack a joke on the front lines to ease the tension a little bit. Kord does not judge how anybody does battle. While he personally wears plenty of armor and swings heavy weapons, he marvels at empty-handed monks going against armies with swords. He does, however, stress honor in battle especially when it is done for fun. In battles between good and evil, he is much more willing to see the rules bent in good’s favor. However, he stresses that bending the rules is a slippery slope toward the very evil that good combats daily. His symbol is the clenched fist.


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