Mahwar of the Lung Character in Cycles of Infinity | World Anvil

Mahwar of the Lung

At the beginning, Mahwar dove for his mother's womb, seeing the life and being greedy for its taste. He lost out to Holona, who reached it first. Smell the sweet scent of his mother's breath, he turned upward and dashed to consume it. Shunu had already reached it, taking in all she could. Left without, Mahwar grew angry, searching for something sweet to consume. Following the last bits of breath, he found their source. He consumed the lungs, but was disgusted by their taste and was driven to a deep rage that shook the fabric of the early cosmos. Now, Mahwar exist as hatred incarnate, with a special focus on the sisters who stole his bounty from him.  

Description

Mahwar is a god stuck in a repetitive cycle of hatred and chaos. The continuous labor of the lungs has manifested itself as a compulsion to repeat the basic tasks needed for any plan he has. The only form of pleasure he truly garners are from these small, simple tasks that he can repeat over and over again. When he can no longer mindlessly work at something, his rage and wrath rise up, spilling out into the universe.   His nature lends itself to decay and destruction, but of an order more associated with the inorganic. Where his sister Ifnaki pushes the cycle of organic death and decay, Mahwar wears down the material world, rusting iron and eroding the mountains. As such, many evil druids worship him for his tendency to abolish the machines of man before the groves of nature.  

Personality

Known as an angry god of destruction, it is claimed that he is the source of the most destructive storms of the world, especially at sea. Rumors have even claimed to see his face in the clouds, viewing them to be direct proof of his divine wrath manifested. While seldom true, he has been known to come to the Material Realm as such in the past. When he does, destruction, and the Guardians follow.   His mood, when not in rage, is best described as a disinterested agitation. As long as he is focused on some mindless task, he can be prayed to and asked of. This love of repetition comes from the unending actions of the lungs, and leaves him feeling favorable towards those doing repetitive tasks. Those who's life is repetitive like this find favor from him, sometimes getting a small blessing, known as Mahwar's Kiss in the form of a gentle, misty breeze on the brow or neck.   These calms of his allow people to seek his aid, and he can be considered something of a neutral god in these times, but this will never last. When his broke is too far broken, or the task completed or removed from him, the rage returns. As Mahwar cares for nothing beyond his repetition, the evil nature of his shines threw, and he will rage and destroy. When his control is at it's least, he comes to the world as a vicious storm, wreaking unchecked destruction until forced away or distracted. When his mind is keen, his wrath is calculated, forcing destruction in ways that push people into a repetitive task. This can be seen as the storm that destroys a city right after it was cleaned, or even minor annoyances as the localized quake knocking all books from the shelves of a library.   Once his rage can be satiated, he calms, then turns to a task to repeat, hopefully eternally.  

Relationships

Mahwar loathes Holona and Shunu for taking the prizes he wanted to consume, but generally dislikes all the gods otherwise. Those that he shares domains with hold no special place in his heart. When given a chance to do them harm however, he tends not to take it, unless it is Holona or Shunu. He is content to ignore their existence as long as they leave him to his path.   The Guardians, while hated, are generally held at a higher level of respect. In his anger, he can be untouchable. The Guardians have since found that the best action is to stand firm before Mahwar's storm, and present to him a task. One famous task was to order the Islands of Do'Rohath, known for their active volcanic activity and the numerous islands. Mahwar was directed towards the islands, then took note of the guardians moving the islands, one grain of sand at a time, until they formed a circle around the largest volcano. It took him a hundred years, with peace from his wrath the whole time.  

Realm

Whiln is an inhospitable realm to all but Mahwar's servants. Even they cannot do much more than hide in the unusual atmosphere that is this home plane. It is believed that it use to be a self contained seat of limited size, but has now become a roiling storm. What is known of Whiln has been told by Mahwar's servants and the few sailors who have been caught in his tempests.   Some say the realm is where sea and storm meet. To enter is to fall through randomly roaming waves and clouds where gravity seems more a joke than reality. Parts of the ocean rove in bands, with waves crashing off from them, and between are spherical hurricanes and black clouds of hail and lightning. There is no proper down or up and what solid ground exists are often small and smoothed over. In these gems exist small communities of Mahwar's servants, huddling together to wait out the endless storms. Direct connections to the Plane of Air and Water can often be found here, though they open and close with no predictable nature.  

Shrines and Temples

The most recognized shrine to Mahwar is that of a tornado or hurricane with marbles spread around the base and mixed within. This reflects both his connection with storms and his connection with repetition from the hammers. These shrines are often found on construction sites, administrative buildings, in large farm estates, and on merchant shifts. At these shrines, people are expected to pick up a marble, and drop it in the top to "fill it". These marbles will spill back out from the bottom, making it an eternal and pointless task to try and truly fill it. Some of the more superstitious captains on the ocean will hire a priest who's sole job is to repeat this action in constant prayer, hoping that it will bring favor from Mahwar, and avoid any of his storming rage.   Another type of shrine is dedicated to him with a darker connotation. For slaves, a simple cylinder with rows of dots pressed in around it acts as their shrine. These ones are meant as monuments to repetition and are often used by slave drivers as a sick promise of divine favor if the slave does their duty well. In prayer, the slaves are to press their thumbs across the top of these soft stone shrines. Over years, these presses will wear it down. For sites of construction, before completion, these shrines are often built into the monument, to show devotion and earn favor, the hope that his rage will rush past that building towards others.   The shrines themselves will often emit a very strong aura of Mahwar's desires. When devoted to a cause, such as a construction site, these aura's tend to shape to the zones, but when free-standing, and not competing with other shrines, they can spread outwards to encompass entire towns. Immediately on entering the aura, most will find themselves feeling an agitation build in them. Until they set their mind to a task, they will increasingly grow irate, then angry. For those that do find their goal, they will find pleasure in their task, often working through breaks and without mind to distractions. For this very reason, many grand builders will specifically hire fewer workers and instead place a shrine within the confines of the construction zone.  

Clergy

There are very few clergy devoted to Mahwar as their patron. Of those that do, they are often cults with wicked plans. Most industrial or urbanized areas will have at least a single cult of druids hoping to degrade the progress of mortals and return to a more primordial existence. Other than similar doctrine, these cults rarely organize together. Necromancers and the undead fueled by their rage tend to embrace Mahwar. Those using undead servants tend to gain favor by having the undead function as untiring slaves, while the more intelligent undead see a kinship to Mahwar, and hope to emulate his raw power.   On the coasts, small clergy to Mahwar exist. Most of these are little more than specialized Embodied priests, giving devotion to all the gods, but with a special focus towards Mahwar. A singular organization, "Inner Breath of Mahwar", links these priests, though the organization is less of a true clergy and more of a social organization of like-minded priests. Any that truly do embrace Mahwar, often through mental breakdowns or corruption, will find themselves emanating the will of Mahwar in their very words.   Mahwar's tendencies lend to short-lived and disorganized devotees. Combined with his lack of direct motivation, he is more often a god that is respected more than worshiped.  

The Embodied

The blessings of Mahwar are not particularly common, but are obvious, even to the least religious. When he does imbue the mortal realm with his influence, it is almost always an artifact, though slaves can often be embodied as well. Though his embodiment rarely allows for an efficient use of the tool, it magnifies all of the cursory tasks associated with it. The tools are maleficent, often killing or corrupting those that wield them, with people who become embodied losing themselves to their new purposes.

Artifacts

Tools used for the same task, over and over, reaching the end of their life by time alone, may find themselves in the sight of Mahwar. When these tools break towards the end of their project, Mahwar may rush in an imbue it with his divine spark, keeping it whole to complete the task at hand. These tools, will then find themselves cursed, of a sort. A shovel may find wells and gems at a supernatural rate, but the user becomes obsessed, unable to enjoy their finds for a need to dig deeper. A cart passed down through generations that only took the same road, twice a week, for a hundred years, may suddenly need no horse, but never stops, always traveling, and fueling an illogical rage within those that ride.   Mahwar's artifacts are often durable beyond reason, with powers that keep the users fueled and healthy, but are often curses that will kill those unprepared. To make things worse, most tools look mundane, only the aura gleamed from touching it giving the idea of what it is.  

Persons

Kissed
Few wish to be embodied by Mahwar, but many wished to be blessed, especially of the servile class. Often, by virtue of diligent work, and pushing through their pain, may they find this blessing. Mahwar, looking down, may appreciate the dedication of the unending tasks, and be kissed by Mahwar's breath. A gentle breeze washing over them, and putting them at ease. Those blessed, will suddenly find themselves in a trance, pushing forward with their designated task, unending. Heat will not affect them, hunger will not exist, and if an obstacle falls before them, they will push it aside with ease. Those kissed will awaken after a seemingly random duration, feeling refreshed, as if they have had an amazing meal and the best sleep of their life. A new sense of joy will flow within them, and they will be happy to continue their task. Those kissed are often noticeable by their complete inattention to anything but their task.   Traditional
It takes a very particular set of circumstances that requires a person to become embodied by Mahwar. He will not come unless asked, and will only embody those that can no longer complete their task, but desperately want to. Ironically, it is often good people that will beg Mahwar to embody them. Often, this is in servitude to someone they care for greatly, or for an ideal they cannot fail at, willing to trade damnation for success. An smith threatened with his families death if he cannot complete his order, or a guide failing to see his patrons to safety. In these moments, when they have literally pushed themselves to death's door, they may call on Mahwar to help them finish the task.   When he comes, his presence is immediate and powerful. Often, the effects come with a storm, and the person will surge with resilience and perseverance. Guardians will respond to these embodied, and see over them, ensuring that Mahwar does not return to claim them, sometimes taking them if their purpose has failed. The person, once embodied, will lose much of themselves to become a machine, of sorts, to their task. They focus solely on doing it, often going into destructive rage when stopped.   Sponsored
More often than the traditional path of embodiment, a patron to a slave or life-servant will make a special request of that slave, exchanging their life and self for that of others. Often, a rich patron will ask if a servant will become embodied in exchange for their families freedom. When the agreement is met, a special ritual will be performed with a Mahwar-centric priest calling down Mahwar to embody a special servant. These servants, when the ritual is completed, will lose all of themselves, becoming something akin to a divine flesh-golem. They are, in essence, a special servant and familiar to their patron. They are bound to the servant and tasked to be forever at their call. These contract must be honored however. If the patron attempts to ignore their verbal agreement, or work around it, the embodied servant will immediately become aware, go into a blind rage, and become singularly focused on destroying their patron and all their work. These rogue servants will continue until all their patrons great work is destroyed, their family is destroyed, and end their rage by destroying the last remaining testament to their patron; themselves.  

Servants

Those embodied by Mahwar, or kissed on the verge of death, are pulled to Whiln to become a part of his great machine. Their purposes are shifted and twisted until they become cogs in the great machines that Mahwar builds. The purpose and function of these machines are unknown, but his servants and rogue embodied, exist as parts of these great machines, flowing chaotically in his realm.  

Worship in Settings

Those that worship Mahwar are often doing so for a specific tasks that will take years to complete, or because they have a set of servants that they cherish as objects, and want to perfect them. Though many give homage to him to avoid his wrath, those that worship him in earnest are usually doing so from a place of power and a desire to keep their servants in task.   A few individuals may worship Mahwar for the power of his rage. These worshipers are often obsessed with vengeance or with a wrong they want to see righted, and seek to channel their anger by gaining the power of Mahwar. His responses can hurl them leaps in bounds in their progress, often at significant cost to their bodies and minds. Some of the greatest historical cases of gruesome vigilantly justice were done by the blessing of Mahwar.   D&D 5e
Intervention
Mahwar will intervene, though it is uncommon, with powerful results. The default rate is 20% and the influence is Strong.

When Mahwar comes in, it's often due to a repetitive task failing or when the destruction of an artifact will result. His followers are generally watched by him, even if he doesn't make an effort to move for them.

The interventions of Mahwar are strong. No one can question the divine influence when it comes in. Often the landscape gets destroyed as he arrives to aid, with a strong hand usually guaranteeing success. Some intervention will be felt by the whole party, with everyone gaining a boon of some form, while others are a heavy handed thrusting of the faithful's sword through an enemy. Asking to see your sword strike true may result in it cutting down through bone. The caller of Mahwar may even be damaged in the process, but the task shall be accomplished.

Influence
The power coming from Mahwar's shrines is Strong. They radiate often over a hundred feet with a resistance DC around 15 or greater. It emits from any Shrines, Temples, or Embodied.

Those in his influence will find themselves agitated and repeating a tick of some sort, such as toe tapping or finger tapping. Performing a task within the realm of influence may find success, if it is repetitive, or may be hindered, if it is creative in nature. Attempting to create something within Mahwar's influence will fail without extraordinary luck. Destruction, however, is always greater than normal.

Those that fail the DC may suddenly erupt in rage, or take on a task single-minded until pulled from their trance. The exact nature is hard to tell.
Path to Embodiment
Generally speaking, Mahwar will not respond to embodiment for most individuals, he prefers to give minor blessings to those that give praise to him. When the most dire of circumstances befall an individual, they may get the embodiment they ask for, but the circumstances involved make it incrediably rare. Even if Mahwar's requirements are met, he may still simply ignore the pleas of the individual.
 
Pantheon
Embodied Gods
  Worshipers
Slave Drivers, Pirates, and the Undead
Children
Influence
Strong - Shrines, Clergy, and the Embodied
  Intervention
Rarely - Moderate
  Embodiment
Very Rare - Painfully
  Alignment
Chaotic Evil
  Realm
Whiln   Domains
Death, Erosion , Tempest

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