Kysatrix, God of the Scar in Wren | World Anvil
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Kysatrix, God of the Scar

  • Alignment: Chaotic Neutral
  • Domains: Revolutions, Scar of the World
  • Items: Prison shackles and Rete (weighted net used for fighting)
  • Symbol: Three vertical lines with a hasty downward slash through them
  • Background: Long ago (around 300 years ago), in the golden age of Dreadmoor, a nation prided on the prohibition of magic, a catastrophe occurred. Mages born in the empire were transported to the fourth most populated city of Ingroz. About 4 years into the project of constructing a large temple to Ierlo (god of order), a large group of slaves worked together to create an enormously large petrification spell with the intent of petrifying the overseers and escaping. Virtually all of the slaves knew about and supported this spell. However, this spell backfired and liquified everything in a two mile radius, which contained half of the city, population, and the entire associated harbor. As a result, the strong ardentia created by both the slaves and overseers birthed a god by a supernatural rite of actualization. This god, later named Kysatrix (which translates to "scarred god" in Bajecat (the language of late Dreadmoor)) governs over the resulting "scarred waters" in the waterways of the remaining part of Ingroz. Kysatrix values rash decisions, especially those with the intent of being used against a larger power.   Blessings offered: Kysatrix offers the use of his shackles and his Rete. Kysatrix also offers buffs to deception and survival.  
  • Shackles of Kysatrix (copy): Dominion: Upon selecting a target, the shackles of Kysatrix restrain the target almost instantly. Every failed throw to escape the shackles or harm the holder of the shackles causes the target to take divine damage. Overseer: Damage taken by the target in the shackles heals the creature on the other end of the shackles by that exact amount.
  • Shackles of Kysatrix (original): Dominion Upon selecting a target, the shackles of Kysatrix restrain the target instantly. Every throw to escape the shackles or harm the holder of the shackles causes the target to take a large amount of divine damage. Overseer: Damage taken by the target in the shackles heals the creature on the other end of the shackles by that exact amount. Overseer's Will: The bearer of the shackles chooses an objective. For 24 hours, the shackles' target will become charmed and the shackles will let go of the target. The target will attempt to complete the task over this period, and will come back when the task is done or when the time is almost up. This effect will end if the target dies.
  • Rete of Kysatrix (copy): Hooks of Ingroz: Upon hitting a target, the hooks on the net dig into the armor or skin of the target. If it's armor, then movement is reduced and the armor's effectiveness is greatly reduced; if it's skin, then movement is reduced and they take great divine damage. Press the Attack Attacks done against a target affected by the Rete of Kysatrix have advantage and deal extra damage.
  • Rete of Kysatrix (original): Hooks of Ingroz: Upon hitting a target, the hooks on the net dig into the armor or skin of the target. If it's armor, then movement is reduced and the armor's effectiveness is greatly reduced; if it's skin, then movement is reduced and they take great divine damage. If the net is thrown within 5 feet of the target, the net will attach to the target. Press the Attack Attacks done against a target affected by the Rete of Kysatrix have advantage and deal extra damage. Overthrow: If the Rete of Kysatrix is thrown at a clustered group of enemies, then the net will expand to capture them all. Hooks of Ingroz and Press the Attack apply to all enemies caught.
  • Curses offered: Kysatrix's curses range from nerfs of deception and survival to cursing party to turn on leader  
  • Curse of the Scarred God: At a certain level of disfavor, if the party is currently in a domain of Kysatrix, Kysatrix will gradually charm nearby creatures to attack the party leader, starting with monsters, then neutral creatures, then allied creatures, then allied players, then the party leader himself.
  • The Scar's Call: If the party is at a certain level of disfavor and in a domain of Kysatrix, Kysatrix will cause the scarred waters to create a tether with a party member. This tether cannot be broken easily and requires high-level magic or an increase in favor. Over time, the tether will slowly drag the target to the scarred waters, eventually dragging them to the center of the bottom of the Scar

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