Segoma's Spite Myth in A Quiet Realm - Prostesa | World Anvil

Segoma's Spite

I am a god of infinite choices, of potential, and of time itself. My worshippers call me Vox, and so that was the name I adopted. It has been said my name is ironic, for my kind cannot speak a word. Though I am a god, I feel as though it is more of an adjective than a noun. “God” is what describes me, godlike as I am. I am old but young all the same, I have been everywhere and nowhere all the same, and I have seen everything and nothing at once. There is nothing I cannot see.   Ascending to godhood was such a strange feeling. It was a feeling that I have only experienced once, and yet I remember it vividly. Powerless and limp, but soon I held the fabric of time in my hand, and I was overflowing with power. In every timeline, I have seen my allies strife and quarrel over Segoma’s divine spark, and I could not fathom why. There are few responsible enough to have a god’s power in the palm of their hands. And yet… I see timelines where they have ascended. With me, you can see everything. With me, you can experience probability itself.

Summary

Upon Segoma's death in the twilight of her war, her divine spark lay before the heroes of the Tenth Arcana. Of the seven mortals that could have ascended, only one rose to godhood on that day. Though this timeline knows of Vox, who was born during that hour, Vox tells of six other potential timelines.

Variations & Mutation

Iden

Iden, the Father of Faces, was the god of disguises and the forgotten, as well as a chaotic neutral greater deity. He presided over disguises, lies, crime, loss, and forgetfulness. He is particularly notable for his ability to assume the identities (yet not the powers) of gods weaker than himself. Iden’s worshippers were (erroneously) called the Faceless, people who specialized in assuming the traits and personalities of others to commit anarchy. Iden is a member of the Tenth Arcana, a band of heroes that came into the public eye during Segoma’s War. The divine spark of Segoma, the source of his power, was contested by the heroes—Iden was ultimately the one that claimed it while others fought among themselves. On Aohiri, he was known as a doppelganger, a creature of unknown origin that was known for killing and stealing the identities of others around them, whether out of jealousy or survival. When Iden ascended, the Tenth Arcana was left without a purpose to fight, and Iden had created a new path for himself. He was a stranger among the Tenth Arcana, known for appearing and disappearing and appearing once more just as his identity was continuously changing. He was one of the Tenth Arcana’s sufferers, and they had many. As a god, Iden was more shapeless than he had ever been. He himself was without a face, without a name, without any distinguishing features. Everything he had been accustomed to had been snatched away from him, and he could reach out to nobody. Aevinu, The Creator, had noticed him as he naturally would and gave him a purpose. He would guide those who were unfortunate enough to take his path through life. The prosperous and the proud did some gods shield and protect, yet nobody knew of the kind that wished to abandon their lives and start anew, nobody pitied those who were forced to kill out of survival, and nobody understood the pains of the poor. Iden had suffered, and he was given the power to protect those who were suffering. Iden became known as the Father of Faces, the god that erased events from the minds of witnesses, and he allowed the unfortunate few caught in dire circumstances the chance to change their lives to more favorable circumstances.

War of the Faceless

Within two centuries of Iden’s ascension came the Cult of the Faceless, an organization of malformed and twisted criminals that could only have been driven by a lust for vengeance, though it was unknown what they hated. Through twisting the intentions of Iden into a doctrine designed to uproot society as it was, the Faceless threw Unis into two hundred years of chaos, a period called the Age of Unforgetting. Starting in Bellescreek, the East was quickly overtaken by the Faceless, with towns that once stood proud and powerful now destroyed and left in ruins. When their origins had been discovered by Xeimos, Chosen of Sarenrae, the other gods of Unis mistakenly took the Faceless’ actions as Iden’s own call to war. From the amorphous mass of Limbo, Iden was stricken with terror, as the many years of peace he had experienced had been quickly snatched away from him. Not without wit, Iden had a contingency plan, and he was quick to put it in effect. For the period of the Faceless War, Iden had masqueraded as Cyric, the Prince of Lies. Combined with the mystery behind his existence, Iden was to never be found, and he could safely lead his own army of trusted warriors against the Faceless. Believing that Iden could be any god, the deities of the planes relentlessly battled one another, with many short-term wars spawning when worshippers of opposing ideals crossed each other’s path. In his efforts to prevent the Weave from collapsing, Iden approached Aevinu under the guise of Mystra, the God of Magic, to coax the Creator into providing a safe place for her. Aevinu, with amusement in his expression, dispelled Iden’s disguise with a snap of the finger and agreed to shield Mystra. He then encouraged Iden to take a more proactive stance in the Faceless War, telling the Shapeless One that “he would not fail.” The war to drive the Faceless into hiding occurred at Trivdolir, where Iden, serving as the nameless leader of his own army, decisively and effortlessly defeated the Faceless. The guise he had taken was renowned as a hero, named Jarek by the people of Unis. Jarek, using the faith he had amassed in the aftermath of the Faceless War, had become an aspect of Iden. In time, Iden had elevated to the status of a greater deity.

Recent History

In modern times, Iden has taken a more active approach in controlling his worshippers. Though he still hides from the other gods, the hunt for him has begun to wane thanks to the efforts of Jarek. The effects of the Faceless War seem to have reflected on him, and he often shies away from criminals bearing ill-intent. After Aevinu informed him that Mystra was to be under his care until the hunts ceased, Iden could work on restoring goodness to his name, though it would take time. Fortunately for the planes, Iden was a patient god.

Divine Realm

Iden’s divine realm was in the chaotic plane of Limbo, though its location was known to nobody, not even his worshippers. All magical attempts to discern his location were blocked, and those who attempted to estimate and journey there manually found themselves lost and miles away from his true location. This was made worse by the rumor that Iden often changed his location, making attempts to discover him nearly impossible. All that’s known is that somewhere in Limbo, Iden resides.

Worshippers

After the Faceless War, the worshippers of Iden referred to themselves as the Shapechangers to distinguish themselves from the Faceless. Unfortunately, the open worship of Iden carries a stigma due to the Faceless War, so private worship of Iden is often necessary for clerics to establish a proper connection to him.

Renyr

Renyr, known as the God-Devourer, is the first and only Exarch of the Creator. His particular timeline is the only one out of several alternate realities that was erased. He presided over knighthood, change, civilization, and equality. This particular Renyr is the only one that has ever ascended, and I suppose I am the only one that knows of him. He was given the title of The Genesis Star by the Creator, for his influence spans reality itself. He is a paradox of reality-wide proportions, and his influence seeps into the Old Universe. A secret known to few, his criticisms of the gods and his work alongside Aevinu led to the creation of divinities.

History

Creation

Renyr was a former member of the Tenth Arcana, a band of heroes that came into the public eye during Segoma’s War. Renyr’s motivation was born out of the sufferings the Tenth Arcana had endured. Their journey started as part of an effort to end a petty war, yet the world seemed intent on undoing his party’s efforts. When Segoma had come to reign over Unis, Renyr answered Sarenrae’s call to war and ensured others knew the glory of her name. The Tenth Arcana was a strange and motley crew, blundering through their socializing and yet exceptionally coordinated in battle. They were all relatively friendly with one another until the promise of a longer life was presented to them. Renyr, the oldest of the party, came to be at odds with Gwarvyn, his equal in martial combat. After pressuring the dwarf into giving up the Potion of Longevity, Renyr extended his lifespan and was punished by Sarenrae. Yet the damage had already been done, and Gwarvyn closed his heart to his own party. As an act of divine retribution, Sarenrae aged Renyr past the point of a dragonborn’s typical lifespan and set upon him the task of earning Gwarvyn’s forgiveness. Though Gwarvyn did forgive Renyr, it was only out of concern for the dragonborn’s safety, and so it was ingenuine. After being prevented from sleeping for days, Renyr’s patience had been tried. Sarenrae had unintentionally planted a seed of doubt in his mind. If you did not need to perform good actions to become a good god, what would stop the gods from overstepping their boundaries and abusing their powers? Scorned by Sarenrae’s actions, the dragonborn had been set on a path of what he perceived to be justice. When the time came for Segoma to finally fall, Renyr was the only one still able to stand. His ascension, announced by the cheers of former paladins that had lost their faith in their gods, marked the Era of Obliteration. Overconfident as they were, the gods had underestimated Renyr’s ambition, and when the Goddess of Second Chances, Sarenrae, was killed during a siege on Elysium, there was simply no stopping Renyr. In place of Sarenrae’s divine domain, perhaps as a form of poetic justice, Renyr placed his own temple and amassed an army thrice the size of her own.

Era of Obliteration

In what was deemed as the most terrible event to ever have been conceived, the Era of Obliteration had soon followed, throwing the previously balanced state of the universe into chaos. Followers of Renyr, whether feeling mistreated or fearing him, had disturbed the Blood War of the lower planes, drawing the attention of the demons to the weakened upper planes, allowing them to infest it. Though Infernal doctrine kept the souls of sinners fueling the war effort, Asmodeus realized that the Abyss had finally been given the means to spread across the planes. There was nothing to stop them as they infected the world like parasites. Clerics and paladins had begun to stop praying, soldiers had begun losing faith in the gods they served, pillaging settlements across Aohiri for selfish gain. Faith tied mortals to the world, and for a fair amount of mortals, it gave them purpose. It gave them motivation. When the Era of Obliteration finally ruined the last church on Aohiri, the gods were unable to form strong connections with the Prime Material. Renyr, however, continued growing in power, but even he realized that the war had begun spreading further than he realized, causing unintended consequences. Whispers of an uprising spread from the planes to the Phlogiston itself, and suddenly heritors of an old past turned their gaze towards the New Universe. Though they kept their distance, Renyr’s name had been carried further than he could imagine, and he was given the name God Devourer. He was likened to a disease, an omen—his name was poison in a man’s drink. And yet there was nothing to be done. In time, survivors of the Blood War that still bore a vengeance towards Renyr were also stamped out by those that followed him. The rage of mankind had been felt for centuries to come, and when centuries had passed—eternities in the hearts of the gods, there was nothing left.

Age of the Dead

The planes had finally gone silent. The world beyond the Prime Material had been “cleansed.” And yet there was still life out there, beyond the planes themselves. They too did not speak, nor did they dare bat an eye at what Renyr had caused. The Age of the Dead had arrived, the beginning of the end. To say Renyr was merely a powerful god was an understatement. Renyr had become powerful enough to reshape the very concepts of mankind, and yet he raised not a single finger to do so. He had conquered domains spoken and unspoken, he had toppled gods both minuscule and impossibly powerful, and his range of influence was so vast that it could very well be said that there was nothing he could not do. And yet, his heart was empty. He stood at the edge of reality, overlooking the barren wastelands that were once populated, and his heart was empty. He saw the Prime Material, and upon seeing the folly of mankind, the evil of their selfish hearts, he felt that there was nothing worth being saved. Just as he believed the gods forsook the earth and trampled upon the hearts of man, mankind strangled itself to death. And his heart was empty.

The Genesis Star

For a year did Renyr wander the dead planes, evaluating where the war had gone wrong and tearlessly and silently lamenting the ramifications of it. Perhaps by chance, Aevinu had called out to him. Renyr knew not from where, but he picked a direction and simply flew there. He flew over the Prime Material, past the Elemental Chaos, past the Outer Planes, through the Phlogiston, and out to nothing. There was nothing that awaited him. He saw a single star light up the sky, followed by another, and soon, his vision was filled with the colors of the galaxy, the entire being of Aevinu, the god who looked upon him with neither pity nor scorn. There was a solemnity to his voice that Renyr noticed almost immediately, though it was not at the destruction that had befallen the planes. No, Aevinu could only wonder how much hatred inspired the Era of Obliteration. Renyr’s goal hadn’t changed even after nothing was left. He had wanted to protect the Prime Material, to shield it from those that would take advantage of its weakness. Though it was strong on its own, it was weak in the face of the gods. How could they be trusted to guide followers? Mulling this idea over, Aevinu had presented Renyr with a task, yet it would be one he would have to earn. Aevinu challenged Renyr to a duel. Renyr was allowed to use all the power he’d accumulated up until that moment, and Aevinu would do his best to match Renyr’s strength. They fought to a standstill, flinging suns and comets and perhaps entire galaxies that contained nothing but rock. Still, neither budged, and both understood this would go nowhere.   “You understand how it feels to behold tragedy, Renyr. You have suffered, and fighting has only made you suffer more. In all the realities I have seen, this has only occurred once. Do you feel proud of yourself?”   It was not meant to mock the god, and Renyr understood that well. Could he feel proud?   “I have watched the same fate befall another universe, one you perhaps haven’t heard of. You understand my grief.”   Why had he done nothing?   “You cannot expect the gods to intervene at all costs. Understand that, though we hold power over mortals, we are also meant to teach them. Whether positive or negative, experiences shape mankind and teach it strength, fortitude, and lessons.”   “I did not help you when Segoma laid siege to Unis, and I did not help Aohiri when her influence spread further than Unis. What happened to Aohiri—the planet? It healed and grew strong, and Segoma or any god who aspired to be her never troubled it again.”   “A world where the Prime Material is free from pain is a noble cause to strive for, but this world is one of causality, and the heart is irrational. Look at yourself, Renyr. In suffering, you have caused others to suffer. It is as natural as breathing. Even I feel rage.”   “And yet, your presence calms me.”   “For the record, I can simply remake the planes. They are a part of me, after all. You did no true harm.”   The Southern Star was a title bestowed upon him by Aevinu, who had decided to honor him with a single wish. With a fraction of the Astral Heart’s power, Renyr had set a new form of rules into the universe to change the dynamics between gods and mortals. No longer could the gods directly enforce their will upon the world; they would have to entrust their will to those wandering the Prime Material to carry out their actions. Perhaps the most influential aspect of Renyr was the introduction of divinities, powers designed to empower mankind and to temper the gods. Divinities praised the strength of character, as those that bettered themselves often found their lives filled with fortune. Aevinu loved this idea most of all, and he crafted it with the help of Renyr.

Recent History

The history in which Renyr had ascended was all but rewritten by Aevinu. At the request of Renyr, the Tenth Arcana was to be given a better future, one where a semblance of hope was left for them to cultivate. Peace has protected that timeline from all harm, and it has remained so to this day. Though it is unknown where this Renyr lies currently, Aevinu has encouraged him to take a subtle role in manually improving the lives of his former allies in other timelines. To the universe, he does not exist, but his actions have already changed it for the better.

Divine Realm

After the Age of the Dead, Renyr’s domain became the edge of reality itself, a place known as Genesis. It is said to be a world of possibilities, of realities that have not been fully realized, of imagination itself. It is there where Aevinu sleeps, and the only one that is capable of reaching it is Renyr.

Worshippers

Though he no longer answers to the name Renyr, clerics who have an inkling of his existence can tap into his power, and it is from there they are given the first of a series of tests. Those deemed worthy are accepted as proper emissaries. Worthy followers are known as Isk Genossus.  

Smokey

Smokey, the Gearfather, was the god of originality and technology, as well as a chaotic neutral greater deity. He presided over innovation, engineering, construction, and firearms. Smokey is particularly notable for being one of the major origin points of the Monatons, heavily modified and powerful constructs with power equivalent to the hierarch modrons. Because of the Monatons, Smokey’s influence spans beyond his own timeline (though he cannot derive power from beyond it), and their spatial tamperings have resulted in them ensuring their existence is fated.

History

Creation

Smokey is a member of the Tenth Arcana, a band of heroes that came into the public eye during Segoma’s War. By chance, Smokey had obtained the divine spark of Segoma, creating a splinter timeline in which he ascended. As a mortal, Smokey was a kobold who was associated with the Fogworn, Ursund’s most hardworking and dutiful civilians. What could not be paid for in gold was paid for in work. Despite having gained much from working alongside the Tenth Arcana, Sarenrae’s actions would soon sew seeds of unrest within the party. In their efforts to keep the divine spark of Segoma out of Renyr’s reach, it was passed to Smokey, who saw that the outcome with the least chance of failure was taking the spark for himself. With the power of a god within his hands, he worked with the District of the Iron Sun in order to decisively bring peace to Unis for future generations. As a god, Smokey was depicted as serpentine, lacking legs of any kind but retaining his hands, which tightly clutched a comically large pack. He bore four wings, two of which were mechanical, as a reference to urds and the scrappy but capable nature of a kobold. With the power of innovation and technology in the palms of his hands, he sought out a place to hide himself, still as reclusive as he had always been. When news of his ascension had reached the rest of Unis, Smokey became renowned as a testament to the genius of engineering. It is believed that the dilus population of Unis did not start revolutionizing technology until Smokey had ascended, though this mindset is likely a result of regional prejudice against the dili. Regardless of this, the amount of faith Smokey had obtained from Unis had elevated him to the status of an intermediate deity and later, after news of his existence reached Prostesa, a greater deity. Those that wished for artistic enlightenment, fortune in their career, or simply for their bullets to strike true would pray to him.

Primus’ Trampling

Smokey’s life as a god had seen much success, with the only obstacle being the living conditions in Mechanus. It was the one plane that held the infinite knowledge he needed, yet its inhabitants did not take kindly to his appearance. Those who tried to bring a sense of individualism to the plane were met with frequent opposition. Unfortunately for Mechanus, Smokey was stubborn in a roundabout sort of way, forthright but patient all the same. During his first century on Mechanus, he behaved and abided by the law, and he continued waiting until he spotted the chance to take knowledge for himself. During an event known as the Great Modron March, Smokey, using his divinity, sent one of his alternate selves on a mission to travel along the March as they circled the Outer Planes. From there, his duplicate could siphon the information the modrons collected and transfer that information to Smokey. It did not occur to Smokey that the Great Modron March was earlier than scheduled, and something was amiss. For reasons still unknown, the modrons had begun to invade the Prime Material, burning a path of destruction across the three continents. Within days of their arrival, Smokey had already sent several duplicates in order to establish damage control and redirect the March. It is said that the entire task took only one month, though the modrons’ one-track minds made it agonizing for Aohiri. With the assistance of other gods residing in Mechanus, it was discovered that Primus had been killed by someone from the Abyss, sparking the early Great Modron March. As he was one of those involved with the March (albeit for personal gain) and had been vexed at its destruction, Smokey has since been one of the many gods searching for who killed Primus in an effort to both erase their name from existence and to take what scraps of information or treasure they may have obtained from the modrons’ meddling. Thanks to the knowledge passed onto him by his alternate selves, Smokey has created several unique constructs called Monatons. Though looking almost entirely unlike modrons, they function in much the same way, yet they still retain a sense of self. The Monatons are scattered all across Aohiri, occasionally venturing beyond the Prime Material and extending their reach into the many alternate realities Smokey can pull from. It is unknown where they hide.

Recent History

In modern times, Smokey has taken a much less personal stake in mortal affairs, though he has since taken upon the arduous and laborious task of micromanaging the Great Modron Marches, making sure that the damage caused by the modrons is minimized. After the Trampling, which left Aohiri focused on rebuilding its many settlements, Smokey has become distinctly aware of the strained relations among the gods. His meddling in the Modron Marches can be seen as a means to prevent a divine war from ravaging the Outer Planes, for when the gods strife, it is always worse than anything the modrons could be capable of.

Divine Realm

It is unknown where Smokey’s divine realm is on Mechanus, though scholars are distinctly aware of his presence there. Because personalities of his type are not welcomed on Mechanus, Smokey has remained reclusive and refuses to show his face. It is believed he remains within Mechanus both out of personal gain and as a mockery of Primus, who he lacks respect for. Despite the efforts of Mechanus’ residents, Smokey has not been found, and it is unlikely he ever will be.

Worshippers

The followers of Smokey call themselves the Gearwise, though they are almost never fervent in prayer. The Gearwise prefer to cultivate originality and revolutionize technology in order to show respect and praise for Smokey. They tend to not respect laziness, and they are constantly seen working. Some of the most renowned engineers and architects of Aohiri are Gearwise.  

Xeithar (Xeimos)

  Xeimos, the Gentle Light, was the god of restraint and forgiveness, as well as a neutral good greater deity. He presided over mercy, heroism, hope, guardianship and balance (concerning the forces of good and evil). Xeimos’ doctrine was loosely modeled after Sarenrae, teaching patience and forgiveness in the face of sinners. Though his goals aligned with Sarenrae’s, he stopped associating with her shortly after ascending due to unknown reasons. He was known for having a much firmer hand than Sarenrae, and his followers were notably militaristic, sporting a no-nonsense attitude and strict laws. Among the gods, he serves as a judge, offering guidance to deities both good and evil in order to best garner faith while minimizing needless destruction.

History

Creation

Xeimos is a member of the Tenth Arcana, a band of heroes that came into the public eye during Segoma’s War. As a mortal, Xeimos had been a dragonborn named Xeithar, faithfully serving Sarenrae and teaching her doctrine to those he came across. Though he was not the best at articulating his own words, his allies were more than happy to help convey his messages (albeit not without fumbling over them themselves). Alongside Xeithar was Renyr, who represented the more active approach to converting nonbelievers. Despite their contrasting personalities, they’d gotten along well until one fateful day the destinies of Gwarvyn and Renyr crossed. Sarenrae’s interference in Arcana’s affairs sent the adventuring party into disarray, and this led to a battle between Renyr and Xeithar over Segoma’s divine spark. Realizing Renyr’s ambitions, Xeithar took the divine spark for himself and ascended, cutting himself off from the Tenth Arcana and working with the rest of the Unis pantheon in order to restore the continent to its former glory. Under Xeimos’ watchful eye, Unis had entered an era of peace. As a god, Xeimos’ face was never depicted, instead sporting a metal plating that covered it. This covering lacked distinguishing features and always remained colorless. Despite his influence and power, art featuring Xeimos always depicted him modestly, as followers of Xeimos detested superfluity as much as Xeithar himself did. What was enough was enough. Xeimos’ ascension also marked a new age for the gods to live through, as he took great care in reminding them of their duties. Having the power of a god under his belt made him more direct and heedless of his own words, a result of Xeimos deciding that he did not need the charisma to aptly judge the gods. This unique quality was a result of his time spent as a mortal, in which battle tactics that were not thought of instinctively were often planned out by Xeithar and executed with perfect coordination. It is because of this competence that the gods often begrudgingly listened to his words, though the lower planes did so with more than a little aggression, and the Abyss cared not for him at all. Despite his forcefulness and strictness when judging, he genuinely cared for those who bothered to listen to him, though they may be surprised to find that his standards did not follow those of typical societies.   “Exterminating demons is your job? An assassin and a soldier are both jobs, but they do not get free passes to their sins.”   His doctrine, although black and white, is based on karma, which is strictly right and wrong, and he urges listeners to understand that his words are suggestions, not rules that should be followed to the letter. When criticizing the extermination of demons, it is a suggestion to take heed of murderous intent—to make sure one is never entirely content with taking lives. To Xeimos, it is a slippery slope into darkness.

Xeimos’ Xorvintaal

Called “The Great Game” by dragons, xorvintaal was a method of “peaceful” or bloodless warfare formed by dragons around the time of the Great Games during the Beta Timeline. Xeimos took this game and modified it to help slowly-developing and longstanding governments on Aohiri. To solve disputes, taaldaraxi, those who played xorvintaal, sent their lovac and dokaal to battle against one another under Xeimos’ Rule, a set of guidelines which forced the participants of Xeimos’ Rule to battle on even terms. With battles designed to be nonlethal, Xeimos’ Xorvintaal made warfare more akin to a game of chess. One of the major rules, taken from typical xorvintaal was that no taaldaraxi could act directly against against each other. Xeimos was often summoned to spectate these Games, as no battles could be organized without his endorsement. Eventually, Xeimos passed the right to oversee his Rule down to a select few devoted worshippers, those Xeimos could trust to not abuse the guidelines. Due to this rule and the societies that developed around it, the Prime Material soon found themselves in a new age of peace.

Recent History

In modern times, Xeithar now serves as one of the Prime Material’s faithful guardians. He is one of the more active gods on the Prime Material, spectating the occasional xorvintaal as well as resolving disputes of similar matters across the Outer Planes. His reputation has begun to change for the better, as his diligence and fairness to all has given him lighter criticisms.

Divine Realm

Xeimos resided in his personal domain within Bytopia, surrounded by frigid temperatures and an arctic environment. Those willing to make the trip to visit him are welcomed, though he does not give out judgings unless asked. He does not call himself the reclusive type, but he prefers to stay within the confines of his domain whenever possible.

Worshippers

In modern times, Xeimos’ worshippers refer to themselves as Seers or Judges, befitting their emphasis on teachings both strict and lenient. They prefer to subtly influence the world around them rather than radically change it, insisting that forced change inspires revolution. Though they do not believe in the irredeemable, they believe in an “eye for an eye” philosophy.  

Masx

  Masx, the Mad, was the god of mirth and confusion, as well as a chaotic neutral greater deity. He presided over humor, nonsense, tricks, and eccentricity. Masx is perhaps the most unlikely splinter timeline; like Renyr’s, there is only one account of his ascension. He is known throughout the Outer Planes because there is always at least one band of worshippers parading around, telling jokes and making a mockery of the gods. “Either you love him or can’t stand him—no real in between.” - Gwarvyn Nordrilark, King of Nordrilark

History

Creation

Masx is a member of the Tenth Arcana, a band of heroes that came into the public eye during Segoma’s War. By chance, Masx had obtained Segoma’s divine spark and ascended to godhood in a splinter timeline. As a mortal, Masx was a tabaxi with a strange history following him. Supposedly, he had served as a servant (or perhaps jester) of the Amberhydes, a family that had drawn the Tenth Arcana’s ire ever since they had crossed paths. It was by chance Masx had been discovered outside of Amberhold followed by Herod, someone who would prove to be one of the Arcana’s worst enemies, second only to Segoma herself. The direction Masx would take his ascension was unknown for the longest time, but the Tenth Arcana agreed that it would be something they would not expect. It was for this impulsive and nonsensical demeanor that earned Masx the title, “The Mad.” As a god, Masx was known for retelling the stories of gods throughout the planes, with most of the tales far too unrealistic to make him credible in the slightest. No, the reason Masx was appreciated was because of his vivid imagination, good sense of humor, and ability to brighten the worst of circumstances. He was perhaps more of an acquired taste for some deities, though his stories were well-told as unbelievable as they were. The Tenth Arcana’s achievements reached beyond the Prime Material under Masx’s disorganized guidance, and his followers often told of the time Masx wrestled himself from the claws of death, failing to note Xeimos’ interference. Masx was depicted as wearing a mask depicting a smiling face. The colors that adorn it never seem to be the same in any picture that features this mask at all. One of his hands always held a lute, and within the other hand was a tiny journal, as Masx had a joke book as a mortal and carried it past his ascension.

Dreams and Reality

The Echo Disaster reached this particular timeline around the same time it occurred in the Beta Timeline, though the exact date is much easier to figure out because this timeline lacks the history rewrite of the Beta’s. Of all the boons this could have bestowed to participants, Masx was perhaps the most fortunate, dwelling in the Sleeping Worlds much more than the Waking Worlds. Oddly, Masx was one of the first deities to figure out how the Sleeping Worlds works, though the reason it took so long for this to be relayed to his followers is that describing the world’s layout is trickier than simply going along with what is found inside. In the Sleeping Worlds, Masx formed a theater, and deities from across the Outer Planes would often pass by and listen to one of Masx’s tales, much wilder due to dreams crossing with reality in the Sleeping Worlds. During the time of the Great Games, Masx is one of the major reasons complete warfare did not start across Aohiri, but that does not mean the Games did not affect his timeline for the worse. Temporal travel not permitted by the God of Time, Vox, or a higher power such as Aevinu, is deemed illegal throughout the planes—even if said time travel is granted by a divinity—and harboring a criminal of this caliber is an even greater offense, often seen as an affront against the gods themselves. Objects, creatures, and even entire nations had begun disappearing, vanishing from Masx’s time and appearing elsewhere, inhabiting periods in which their existence is simply impossible. Masx, entirely by chance, foretold these events, and naturally, he was a suspect as a result, but the true cause lies with the Arrow of Eternal Echoes. One of the many side effects of the arrow’s existence is the nature of the Sleeping Worlds and the events portrayed within mimicking ancient history. Because Masx was able to navigate these worlds so easily, he was deemed one of the main investigators of the Echo Disaster. Currently, there have been no leads, and perhaps that is for the best.

Recent History

In modern times, Masx has joined several other gods in repurposing the Sleeping Worlds. Where others wish to retell history, Masx intends to make light of it and dwell in the unknown. The fantastical and the strange are what he takes delight in, and there seems to be nothing he cannot meddle with. Thanks to Masx, those of his timeline are able to access the Sleeping Worlds whether awake or asleep.

Divine Realm

Masx, though he has a divine realm in Bytopia, is nomadic and spends most of his time sifting between different areas in the Outer Planes and the Sleeping Worlds, an amalgamation of history itself. Those that take the time to visit Bytopia will find that the domain he inhabits is much like a party of sorts, neverending and always cheerful. Bards are empowered by his presence, more so than clerics.  

Worshippers

The followers of Masx don’t have an official name, and there aren’t any intense followers of Masx himself, but those that offer prayer to him can still derive power. Bards tend to have the strongest connection to Masx, followed by clerics and paladins. Those that revel in trickery or wish for happiness in their lives pray to Masx in the hopes he will bestow cheer upon them.  

Gwarvyn

Gwarvyn Nordrilark, the Moonbreaker, is the god of alliances and sacrifice, as well as a chaotic good greater deity. His ascension marked the end of the decades-long conflict between the west and east regions of Unis and the beginning of two separate, peaceful nations. Known for speaking through actions and his intense devotion to the Prime Material, Gwarvyn was kind and caring, yet strict and often distant. He praised peaceful resolutions in war and scolded those who incited violence without purpose. Rarely, if ever, would he answer calls to war, finding them petty in most circumstances. Regardless of these sentiments, those that chose to follow him found he truly did care about the wellbeing of all life and would throw away his own if it meant another could be saved.

History

Gwarvyn is a member of the Tenth Arcana, a band of heroes that came into the public eye during Segoma’s War. As a mortal, Gwarvyn was the successor to Vandolph Nordrilark, the head of the Nordrilark clan. Due to an unknown set of circumstances, Gwarvyn had abandoned his kingdom and fled to the east to live out his life in solitude. It wasn’t until happening upon the newly-created Tenth Arcana that Gwarvyn decided to end his life in the wilderness and join society once again. When conflict had sprouted shortly after the recruitment of Renyr Longtail, Gwarvyn’s temperament had gone from reserved yet forthright to stoic and self-deprecating. In the dwarf’s mind, the sufferings of the Tenth Arcana were a result of his own ineptitude, and he resolved to endure all pain without hesitation or doubt. The division of Unis led Gwarvyn to believe that those of the Prime Material were shortsighted and conceited; he thought the worst of almost everyone, harboring a deeply-set hatred of humanity. In a similar way, he was untrusting of the gods, disliking the control they could exert over mankind. As a god, Gwarvyn was always depicted wearing heavy-plated, silver armor and clutching a longsword engulfed with divine fire. It’s said that when swung, evils that met with Gwarvyn’s blade would burn for the rest of their lives. It was said that upon Gwarvyn’s ascension, he scolded both regions of Unis and, with one precise strike, separated the two regions with his sword to prevent any further wars.   “Remind yourselves of the near two centuries of conflict pointlessly bickering, remind yourselves of the people that died without understanding the reason for your war, and remind yourselves of the spare few that gave the tiniest hint of care for those that trampled upon them!”   “No more! No more of this! If you cannot learn to coexist, be separated by the ocean instead.”   He then departed from the Prime Material, spitting a curse upon its denizens, and hid within the Beastlands, returning to his long-awaited life of solitude. Though his allies and many clerics attempted to call out for him, Gwarvyn did not bother answering any of them. The few times Gwarvyn appeared, it was to prevent civil wars from taking place on Unis, and the god always made sure to remind the uninformed of Segoma’s brief rise to power.   “I would sooner burn Unis to a cinder than bother myself with another civil war.”   The only place on the Prime Material he was known to inhabit was Ursund, as it was his birthplace and somewhere he openly cherished. Under Gwarvyn’s guidance and protection, Ursund flourished, knowing peace for decades following his ascension, though Ursund never openly mentioned Gwarvyn’s name. Residents of the Beastlands referred to Gwarvyn as The Sleeping Dwarf, as it was believed that he did nothing but slumber when outside of the Prime Material.

The Great Games

What finally brought Gwarvyn out of solitude was the Great Games, known by few as the “Second Rite of Divine Judgement.” Initially believing this disaster to be a morbid set of rumors, he was surprised to find the District of the Iron Sun in a panic and the gods much the same. In an unlikely series of events, he named Fergus Graybane, a duergar from a small nomadic clan, his champion. All at once, the peace established by the Outer Conference had begun unraveling, and Gwarvyn urged his champion to strive for the unity of Unis once again. From the Beastlands, Gwarvyn sent several beasts both mythical and divine to seek out allies across Aohiri. All returned with their respective champions aside from one: a stag with gold-colored fur. Alongside Vox, who Gwarvyn allied with, Aohiri united under one flag and stood against the Rite’s creator: [INFORMATION REDACTED] Ever since, Gwarvyn has taken a more active role in reforming criminals and ensuring peace is kept on Aohiri.

The Beastmaster

A trait taken from his time as a mortal, Gwarvyn worked well alongside animals and magical beasts, going so far as to build a sanctuary for them within his divine realm. There were six that followed him into battle at a moment’s notice: a pegasus, a stag, a dragon, a bear, a dinosaur, and a hawk. Each had their own powers as well as a profound sense of self and intelligence; all could cast a wide array of magic designed to minimize Gwarvyn’s weaknesses in battle. Alongside them, Gwarvyn tempered himself and learned to retain his presence of mind instead of becoming mindless in battle.

The Iron Dwarves

According to Dwarvish myths, Gwarvyn had crafted the iron dwarves from the minerals of the Prime Material. Their skin was coarse, rock-like, and hairless, having pigmentations ranging varying shades of gray, with some ash black. Males, in place of hair for beards, grew crystals of various colors. As stubborn and proud followers of Gwarvyn, they devote their lives to ensuring order and peace among the nations of Unis. Drawing heavily from the technological advances of Amberhold, the iron dwarves took to engineering and architecture to fit a niche mostly unfulfilled on Unis.

Recent History

After the Great Games, Gwarvyn had begun his search for Sunglow, his golden stag, though he knew that he’d likely never see it until a decade later. Perhaps to ease his concerns, an unknown bird-like deity reached out to him on one occasion, informing him that Sunglow was safe and sound, though somewhere outside of Gwarvyn’s own timeline. As of yet, Gwarvyn has not reunited with Sunglow, for the stag could be anywhere. At the very least, Gwarvyn hopes someone of goodwill has found it.   The leadership of Ursund was handed down to Valdrik Nordrilark, Gwarvyn’s son. Though a demigod in his own right, Valdrik did not see himself as divine and led the Nordrilark clan with this mentality.

Divine Realm

Gwarvyn lived in Karasuthra, the third and deepest layer of the Beastlands, in a domain known as Beastkeep. A small floating island that slowly floats in a circular route miles above the surface of the layer, Beastkeep doubled as Gwarvyn’s sanctuary to beasts both magical and nonmagical.

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