Sheol, the Raven King Character in Kustaanos | World Anvil

Sheol, the Raven King


If you descend from reality, and yet none remember you, how can you say to have existed? Who, but me, will be the last to remember your name?
~ Sheol, the Raven King ~

 
In the time of the Great Divergence, the holy and unholy vibrance of the universe was so unbearable for mortalkind that, by the Cosmigod's hand, these pieces were separated from Materia. The brightest and most vivid of beauties were segregated into what became Dobbotope, while the darkest features were buried in the realm called the Apaphana. In the melancholy world of the Apaphana, its dead, colorless, and unique lifeforce gave way to a being that mirrored beauty perfectly in its monstrousness. Shadow was born from him, and color was sucked from everything around him. He was called Sheol, and he is the god of monstrosities, darkness, and corruption.   Sheol reigns over the Apaphana, stretching its power out and corrupting all life it touches, transforming it into a dark mirrored version of its former self. As legend goes, he is locked in an eternal strrugle between Moroko, the Court Lord, the god of Dobbotope, who seeks to forever seal away Sheol from infecting Brinomir.  

Dwelling

The Raven King sits within the Castle of Unbirth, a dark mirrored version to the Grove of Wonders which the god Moroko dwells in. Here, the souls of the Veil are siphoned into the Apaphana where, by his power, their former self is eradicated into nothing and changed drastically. Though they may be given a body which looks similar, they are a corrupted maleficent husk of who they once were.  

Domains

Sheol represents the following domain:   Death. With Sheol, there is no greater mercy than unexistence. Those who die in his name welcome it, knowing the peace of darkness is far better than the chaos of life. His greatest followers have sought out great unholy acts which ended with their suicide.  

Alignments

Sheol represents the following alignments:   Chaotic. Sheol seeks to corrupt all life and transform mortals into mindless and monstrous husks who serve his will. He yearns to destroy all sense of law and order that governs life. Evil. Sheol is the antithesis to Moroko, who seeks to sustain the beauty of Dobbotope. Sheol intends to spread the darkness of the Apaphana until it washes over all of Brinomir. His truest followers carry this out, attempting to create dimensional tears where the Apaphana can pour through.  

Symbol

The common unholy symbol used to represent Sheol is the face of a one-eyed raven over a Pallusian clock.
 

There is no better salvation than not being born into a reality so intent to destroy you. We who live make do with what we may, but those unborn, for their fortune we revere.
~ Iyvanka, Skein Priestess ~

Divine Classification
God
Children

Epic Boons

For his most devoted followers, below are some of the unique boons Sheol can bestow.  

Boon of the Dark Herald

This is a common boon granted by Sheol to his champion followers. you can see normally in darkness, both magical and nonmagical, to a distance of 120 feet. In addition, you can cast darkness without using a spell slot or any material components. You can use this a number of times equal to your Charisma modifier. You regain all expended uses of the spell after finishing a long rest.  

Boon of the Corrupter

While you possess this boon, you can use an action to target a 30-foot radius centered on a point you can see within 30 feet. The ground in the area becomes corrupted, colorless, and harmful. It remains until you die or use an action to dismiss this or designate a new area. When a creature starts its turn in the area or moves into it once per turn, it must make a DC 15 Constitution saving throw, taking 1d10 necrotic damage on a failed save, or half as much damage on a success. If you repeat this action on the same area for 8 hours, the effect on the ground becomes permanent until dispelled using dispel magic or other magical means.  

Boon of the Coming Murder

While you possess this boon, you can touch a creature as an action and mark them for death. After 24 hours pass, you may immediately choose to teleport to an unoccupied space within 5 feet of the target wherever they are and deal a fatal strike. The target must succeed on a DC 15 Dexterity saving throw, taking 10d10 necrotic damage on a failed save, or half as much damage on a success. If you choose not to use the mark, it is lost. You regain this feature after finishing a long rest once the mark has been expended.


Cover image: by Bing AI

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