Deities:
Some characters devote themselves to great beings, sometimes considered gods but also sometimes considered leaders from a greater realm or time. Not every character is devoted to one of these deities, but those who are tend to gain favor and ultimately some of their power. A character can follow one deity if desired.
The effectiveness of most deities' powers depends on a character's Devotion Points. These must be taken from a character's total skill points and, unless Agnostic, is considered a stat point just like Strength, Intelligence, and Hit Points. Devotion in the eyes of the deities is personal sacrifice... hence the reason that it takes away from your other stats.
> Agnostic: One who neither believes in the existence nor non-existence of a deity.
- Devotion Points Have No Effect
> Konadar the Unseen: An ancient and mysterious deity possibly followed by the Movers and others living in what is now the Desert of Maldenar. Few follow Konadar now, but some followers do still exist around Maldenar. The lack of followers is probably due to his apparent disappearance sometime after the First Age. Followers of Konadar are all positive that he still watches over Maldenar... Some of his most devoted followers also claim to have heard his voice at one time or another, though many believe that this is being made up in hopes of spreading Konadar's influence. Regardless, it is almost haunting how Konadar's most devote followers seem to be confident that mistakes of the past will soon come back to bring destruction to Earthia.
- Devotion points have a currently unknown effect. They could be significant... But their significance must be discovered.
Effect if Devotion Points are at least 6: Illusion of Whirling Sand: EC: 0; Effect: Changes the form of the caster: Followers of Konadar are often granted this mysterious ability.
> The Fallen: The lord of the undead, necromancers, and sometimes wraiths. The Fallen's goal is to consume the living world and bring about an age where the dead rule the living. The Fallen requires sacrifice from its followers to aid in this goal... After all, what do they have to fear in death? In turn its followers will gain necromantic power.
Effect of Devotion Points: Summon Disciple of The Fallen: EC: 200; Effect: Summons an undead disciple of The Fallen (HP = 15 x Devotion Points; DP = 4 x Devotion Points): The follower of The Fallen summons a lesser being to do his/her bidding.
Effect if Devotion Points are at least 5: Illusion of the Rogue Spirit: EC: 0; Effect: Changes the form of the caster: The Fallen provides its follower with a mysterious and frightening illusion of a dark spirit.
Effect if Devotion Points are at least 10: Illusion of the Lesser Reknosk: EC: 0; Effect: Changes the form of the caster: The Fallen provides its follower with the frightening illusion of a Reknosk, a type of undead demon. Since this is an illusion the caster does not actually obtain the powers of this great beast.
> Aranel of Pompelus: The great paladin of times past who fought the forces of darkness to the end, taking with him the great Skyrite Blade. The hero of the last age received the mythical sword from Aranel, with which he saved Earthia at its most dire hour. Aranel is now considered the guardian of Frionia.
Effect of Devotion Points: Ward of Aranel: Effect: Reduces damage taken from anyone aligned with darkness by 5 DP x Devotion Points: In battles against darkness, Aranel can extend his protection to his followers.
Effect if Devotion Points are at least 8: Aura of Light: EC: 0; Effect: Lights the current location (dispelled by one with more devotion points to Nemorok): The follower of Aranel is granted an undying source of light to weaken wraiths and light up dark locations.
> Nemorok of Valeron: The sorcerer who almost led the forces of darkness to victory in the previous age. After his defeat in Pompelus he disappeared to another realm, although he lends his power to those who still follow his cause.
Effect of Devotion Points: Nemorok's Groaning Shield: Effect: Reduces damage taken from anyone aligned with light by 5 DP x Devotion Points: In battles against light, Nemorok can extend his protection to his followers.
Effect if Devotion Points are at least 8: Shard of the Void: EC: 0; Effect: Darkens the current location (dispelled by one with more devotion points to Aranel): The follower of Nemorok is given a stone to absorb light, which both darkens locations and can grant a wraith with its greater powers.
> Arielina of Euphrascia: Considered the "Great Healer" as well as the guardian of the Eumidia. Arielina is often considered the mother of the Eumidia, the fairy-like people commonly aligned with light. Arielina, however, welcomes followers of all races and alignments who agree with her goals to one day rid the world of the disease and darkness which threatens to engulf it. While Arielina wishes to spread love and good health, her followers consider the undead to be their prime enemies.
Effect of Devotion Points: Arielina's Aura: Effect: Instantly heals a target by 11 HP x Devotion Points one time during a battle; DOES NOT CONSUME A TURN (can be used along with something else): When Arielina's followers are in trouble, she tries to conjure a healing aura for them.
Effect if Devotion Points are at least 5: Illusion of the Fay: EC: 0; Effect: Changes the form of the caster: For her followers, Arielina can provide the illusion of a Fay, a tiny glowing creature commonly associated with light and sometimes healing. Since it is an illusion, however, this spell does not actually give one the abilities of a Fay.
Effect if Devotion Points are at least 10: Illusion of the Espheir: EC: 0; Effect: Changes the form of the caster: Those who are Arielina's most devote followers are granted a spell to enshroud them in the illusion of the Espheir, a glowing creature similar to a featureless Eumidia embodied by light, which is often feared by those among the dead.
> Queen of the Hive (Karlorons Only): The lord of the Karlorons is the queen of their "hive". Karlorons are expected to do what is needed by the hive, and the possibility of death is no factor. If a Karloron proves successful the Queen will grant the creature with an expendable "vessel" which can be used to traverse space.
Effect When Possess Seven Devotion Points: Obtain new item (will lose if devotion points go below seven):
Sentinel of the Hive (space vessel): No Attack Value; HP: 50,000 + 15,000 x Every Extra Devotion Point; Character Capacity: 1 (the Karloron)
> Kemalvoatl: In scattered texts this deity is periodically mentioned. Who the being is is currently a mystery, but the origin is likely to be a currently undiscovered land. Perhaps if this land can be found it would shed light on the identity of this deity and its followers.
Currently no effect of devotion points.
> Vlazok: Not much is currently known about this deity, however there is evidence which suggests that it is somehow related to Kemalvoatl.
Currently no effect of devotion points.
> Lady Eranara: The Great Warden and protector of nature. Lady Eranara watches over the many creatures of Earthia and those who befriend them. Common followers are the Elves and those of the Nature alignment, though periodically an outsider will devote his/her service to the Great Warden's cause.
Effect of Devotion Points: Protection of Nature: Effect: Damage done to follower reduced by 1 x Devotion Points when in a Connection Region: Lady Eranara looks after her followers and will grant them protection in her domain.
Effect if Devotion Points are at least 3: Illusion of the Tree: EC: 0; Effect: Changes the form of the caster: Those who follow Eranara are sometimes infamous for changing form into trees.
Effect if Devotion Points are at least 6: Illusion of the Deer: EC: 0; Effect: Changes the form of the caster: Eranara often gives her followers a spell to provide the illusion of a deer.
Effect if Devotion Points are at least 8: Illusion of the Fox: EC: 0; Effect: Changes the form of the caster: Eranara often gives her followers a spell to provide the illusion of a fox.
Effect if Devotion Points are at least 11: Illusion of the Dolphin: EC: 0; Effect: Changes the form of the caster: This illusion gives one the ability to travel into the Sea region through ports when initially not in battle.
Effect if Devotion Points are at least 17: Illusion of the Sparrow: EC: 0; Effect: Changes the form of the caster: Sometimes the only escape from a situation is up, and to give this option followers of Eranara are sometimes provided with the form of a sparrow (a small bird). This can be used anywhere, but in an outdoor location (and outside of battle) can allow entrance into the Sky connection region. The character's stats in the air would be the same as those on the ground. To prevent open travel for anywhere, the character in the form of the sparrow must land at a Skyport.
> Guane Wulfdancer: Guane Wulfdancer is often considered a guide today, though in ancient times was a great warden of storms. He and Lady Eranara are often at odds in an almost comical manner, for both consider their own powers superior and are trying to convince the other of this. Sometimes Guane even pranks Eranara with his various powers for his own amusement, although more often than not Eranara turns him into a tree for a few days as a result. However, Guane and Eranara are allies despite their perpetual competition, and each take care of their own force of nature. While Eranara takes care of nature's refuge, Guane takes care of nature's reckoning, and gives his followers some of his power so they can further his cause. Unlike Eranara who's followers tend to be those of the Nature alignment and elves, Guane's followers are all over the spectrum. Many spellcasters and druids follow Guane.
Effect of Devotion Points: Protection of Nature: Effect: Damage done to follower reduced by 1 x Devotion Points when in a Connection Region: Guane looks after his followers and will grant them protection in his domain.
Effect if Devotion Points are at least 3: Illusion of the Wolf: EC: 0; Effect: Changes the form of the caster: Those who follow Guane are often capable of changing form into a wolf.
Effect if Devotion Points are at least 6: Illusion of the Bear: EC: 0; Effect: Changes the form of the caster: Those who follow Guane are often capable of changing form into a bear.
Effect if Devotion Points are at least 8: Illusion of the Lion: EC: 0; Effect: Changes the form of the caster: Those who follow Guane are often capable of changing form into a lion.
Effect if Devotion Points are at least 11: Illusion of the Shark: EC: 0; Effect: Changes the form of the caster: This illusion gives one the ability to travel into the Sea region through ports when initially not in battle.
Effect if Devotion Points are at least 17: Illusion of the Hawk: EC: 0; Effect: Changes the form of the caster: Sometimes the only escape from a situation is up, and to give this option followers of Guane are sometimes provided with the form of a hawk. This can be used anywhere, but in an outdoor location (and outside of battle) can allow entrance into the Sky connection region. The character's stats in the air would be the same as those on the ground. To prevent open travel for anywhere, the character in the form of the hawk must land at a Skyport.
- More deities will be added as more of DarkStorm's lore is discovered - |