Edall
The Force of Trickery
But in those days there was much earth, and many deep and dark places. But there was no life, and Edall, the eldest of the Forces, sought wisdom in providing the life force to the children of Solun and as such, by his command, water was made to flow from every corner of the earth and pool in large oceans. But wrothful is he that Cidon, his younger brother, was made leader of the Forces. And so his soul is that of trickery and mischief, for ever have sailors bent to his will when traveling and honored him in their deeds, but never have they trusted him for many have perished by his hands and the deep is the sea that is their tomb.Creations 2:9
Cidon's brother, and second among the Gods, Edall is the Force of Trickery and the creator of the oceans. The patron Force of a Sailors, Pirates, Marines and those who make their homes on the shores of the aggressive seas. Edall was angry that his brother Cidon was chosen to rule over the Forces and not himself. While the two work together to redeem Unorrea, it is begrudgingly so.
Divine Domains
Edall's domain is the Ocean and so his influence lies in its depths and long its borders. The Ocean itself represents Edall's trickery. It is a source of life, providing food and work for those who lives along its shores, but in fact is a trick as it provides no water, the most vital of requirements for organic life. It is said the sea has been cursed by Edall to always be alluring to mortals, to draw them into it's depths only to swallow them whole.
Edall's influence is most powerfully felt in the submarine cultures living along the ocean floor such as the aquatic elves, the triton, locathah and others. Furthermore, almost every city built along the coasts of Unorrea is dedicated to Edall. His followers pray to him for the kindness of the seas, to be spared from storms and to be given ample food to eat. Notable exceptions of coastal cities not dedicated to Edall would be Santana, the capital of the Protectorate which is dedicated to Numera and is sustained under her protection. Coastal cities not dedicated to Edall is a taboo in an culture or nation, and doing so is considered to be risking Edall's ire.
Holy Books & Codes
Divine Symbols & Sigils
Tenets of Faith
The relationship between Edall and his followers is tenuous at best. His predisposition for trickery and betrayal has left his followers with a strong sense of distrust and fear and maybe even resentment. Most of Edalls followers follow him out of a sense of necessity over actual respect or veneration. They live close to his creation and they need his support and protection and as a result they worship him and make offerings to him for that reason.
Offerings to Edall likewise are different than those made to the other Forces. Most other Forces accept offerings such as valuables, trinkets, produce or other items that are pleasing to that Force. It has become tradition among those devout followers of of Edall to offer themselves to him. This is most often demonstrated by sailors who, before taking to sea, make an offering of themselves by washing their heads in salt water blessed by priests of Edall. It is said that if their lives are claimed by the Sea, then Edall has accepted their sacrifice and requires their service on his fleet in the afterlife. If not, it is not seen as a mark of shame, only that Edall has not accepted their offering and they are to attempt to improve their value to him in their actions. This ideology, while not exclusive to land dwelling followers of Edall, is felt less extreme to those living in Edalls creation. Those peoples beneath the waves that are devout followers of Edall instead offer themselves to him by facing the monstrous creations of Maferath that haunt the depths of the sea such as Krakens.
Temples erected to Edall combine together the land and the sea, the realms in which Edall finds his followers. Constructed on piers and stretching out into the ocean, Edalls temples are built at as angle so as worshipers progress through the stages of worship they slowly submerge themselves in sea water. In most cases this never goes above the waste, but when supplicants have reached this point in the temple the priests of Edall will guide the worshipers through prayers and rites that involve the consuming a sacrament of dirt and salt to acknowledge that Edall's followers are creatures who belong to both the land and the Sea.
There are no known temples to Edall beneath the waves in submarine communities. Though this is largely a result of those communities being closed to or unreachable by surface dwellers. Still, it has lent to the belief that submarine followers of Edall are less devout than those on land, or otherwise the Tricky God has a whole different set of tenets he wishes his underwater followers to adhere to.
Divine Goals & Aspirations
While one would be forgiven for thinking Edall is a evil god working contrary to the collective ideals of the other Forces, this is simply not true. Indeed Edall is not evil, although it cannot be said that he is all good either. Often like the ocean his goals, ideals and actions seem unpredictable, tricky and treacherous. However, like the other Forces Edall's overall goal is to redeem Unorrea in Solun's eyes, and he goas about doing so in his own way.
Edall is perhaps one of the most clever of the Gods, and although he has caused much grief among the Gods in the past on account of his personality, he is also still accepted among them because he has gotten them out of trouble as often as he gets them in it.
Edall, as a god of trickery and mischief, Edall prefers subterfuge and subtlety over direct confrontation. This has on more than one occasion, but his followers and champions in direct conflict with those of Numera who encourages a more direct approach to resolving problems. Edalls penchant for secrecy and surreptitious actions has left his goals largely unknown. How exactly he seeks to use his influence to redeem Unorrea is a large question, though considering that he is not an evil god it is commonly believed that he seeks to bring about good in subtle and clever methods. However, as he himself is not entirely consumed by good, his priests teach that Edall approves of less than savory acts of treachery, dishonesty and questionable morals if it means accomplishing a good thing. He often supports those who are willing to do the shady dishonorable deeds to get the right thing done, this puts assassins, thieves, pirates and more firmly in his camp as long as they are oriented towards doing the right thing.
Physical Description
General Physical Condition
Personality Characteristics
Motivation
Social
Social Aptitude
Relationships
Edall's Champions
Suggested Alignment: Chaotic, usually neutral
Suggested Classes: Rogue, Cleric, Warlock, Ranger, Sorcerer
Suggested Cleric Domains: Trickery, Tempest, Death
Suggested Backgrounds: Sailor, Pirate, Marine, Fisher, Shipwright, Smuggler, Criminal, Spy, Charlatan, Acolyte
Edall believes that, contrary to what Cidon teaches, the world is made up more of shades of gray than black and white. As such, he has been known to choose champions from shadier backgrounds such as thieves, assassins, rogues, criminals and so on. However, as he remains a benevolent God, he will not support any people in such roles who are engaged in evil acts. Only those with pure hearts and questionable morals.
Earning and Losing Piety
You can increase your piety score with Edall by expanding his influence throughout the realm in concrete ways by performing acts such as:
- Helping establish a community by the sea
- Defending a settlement dedicated to Edall from monsters, particularly monsters from the sea such as Sahuagin, Krakens, etc.
- Making yourself an offering to Edall each time you head out into open waters
- Helping defend underwater communities or peoples from threats by on land and sea
Your piety with Edall will decrease when you diminish his influence throughout the realm, contradict his ideals or otherwise undermine his mischievous influence by performing acts such as:
- Interfering with the sea claiming an offering, such as helping a drowning person, aiding sailors from a sinking ship, or harboring a community from natural, seaborne disasters (tsunamis, waters spouts, etc.)
- Desecrating a temple erected in Edall's name
- Refusing or forgetting to make an offering of yourself before heading out into open waters
- Being overt, obnoxious, or otherwise not subtle when acting to further Edall's influence
Edall's Devotee
Piety 3+ Edall trait
As a potential champion of Edall, he has shared with you tricks of deception and subtlety. You may cast the Disguise Self spell a number of times equal to your Intelligence modifier (minimum once) requiring no material components to do so. You regain all expended uses of this trait after completing a long rest. Intelligence is your spellcasting ability for this trait. When others attempt to perceive you casting this spell, they have disadvantage on the ability check.
Edalls Votary
Piety 10+ Edall trait
When you are in the ocean you have a swim speed of 40 feet.
Edall's Disciple
Piety 25+ Edall trait
You are a creature of both land and sea. When in the ocean you no longer suffer disadvantage when making melee attacks. Furthermore, you can hold your breath indefinitely when in the ocean.
Avatar of Trickery
Piety 50+ Edall Trait
Edall has chosen you as his Avatar to represent his authority and influence throughout the realm. You increase your Intelligence ability score by 2, and increase your maximum score for that ability by 2 as well. Once per long rest you may cast the Blink spell requiring no material components to cast it. Intelligence is your spellcasting ability for this trait.
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