It would be preferable to have the avatar related to a god of death in a land dominated by death. Either to reclaim it for their patron or dominate it for themselves.
[X] Sakhmet
Barring that, the Iconoclast of the group. Heir to the joker of the gods, the one who will bring about great change to the land. Whether it would be for better or worse remains to be seen.
The three options with the most votes are Asaph, Khsar and Phakth. I will be putting together another update shortly which will detail the exact callings and purviews (read: supernatural abilities) each god grants access to so that we can hold a final and informed vote on the progenitor of our scion. I will also include a vote on their origins and upbringing, I think.
The three options with the most votes are Asaph, Khsar and Phakth. I will be putting together another update shortly which will detail the exact callings and purviews (read: supernatural abilities) each god grants access to so that we can hold a final and informed vote on the progenitor of our scion. I will also include a vote on their origins and upbringing, I think.
The divine abilities of Gods and their Scions are divided up into two broad areas: their callings and their purviews. Generally speaking, a calling refers to the character and capabilities of the deity in question, while the purview speaks to the areas of the world that they hold dominion over; you might well be a fearsome combatant and personal champion of the battlefield, gaining the Warrior calling, but without a grasp of tactics and strategy and the leading of armies it is unlikely that your Purview is one of War.
Each god has three Callings; one of these will be shared by their Scion, while others will be decided by the origin and backstory votes. Callings have several major effects, but the only one relevant right now is that they grant access to Knacks - unique, personal-scale abilities reflecting individual capability.
A Scion of Asaph who inherited their mother's calling of Hunter might be able to move with perfect silence, or become utterly impossible to outrun or escape. A Scion of Phakth who inherited the Judge calling might be able to compel total honesty from someone else, or bind them to a sacred oath with dire consequences for failure.
Each god also has a number of Purviews, usually between three and five, which reflects the miracles they can create and the areas of the world that they hold dominion over. A Scion will typically have one of these as an 'innate' purview, needing to rely on guides and relics for access to others. Each purview grants a passive benefit and a series of possible boons - having the Beasts purview prevents any animal from willingly harming you, for example, while the Sky purview includes the Boon of Flight.
You will not be choosing callings or purviews as part of this vote: they are included in order to give you a better idea of the scope of your divine parent's nature and capabilities, so that you can make an informed decision. Similarly, there are at least three knacks and boons associated with each calling and purview, which I will not be meticulously detailing in advance.
The Gods of Nehekhara were bound together in a unified society under the domain of their king, Ptra, and connected to the humans who worshipped them via the strictures of the Great Covenant. Each holds dominion over a specific aspect of the world, a sacred charge bestowed upon them by their liege, and draws power from that domain and the worship of mortals who honour them for it.
Asaph, Goddess of Beauty and Vengeance, was often depicted as an asp in Nehekharan artwork. Serpents are held to be sacred to her, being beautiful animals possessed of a deadly poisoned bite, and archers the land over would pray to the goddess to guide their arrows to the throats of their enemy. In Nehekharan cosmology, it was Asaph who persuaded the other gods to grant mankind the Blessed Land for their own, and she was widely venerated in exchange.
Khsar is the Faceless God of the Desert Winds, and among all the gods of the Nehekharan pantheon lacks anything in the way of a physical form or recognised avatar. Much beloved of bandits and cavalrymen, and held as patron by the city of Bhagar which was often both, Khsar was said to have sired great lineages of divinely blessed horses to bear its chosen people swiftly across the burning sands. The vengeful wrath of Khsar was feared for its indiscriminate nature as much as its power, for the Faceless God would not hesitate to scour an entire city for the sins of a few within its walls.
Callings: Guardian, Liminal, Warrior
Purviews: Epic Stamina, Fire, Journeys, Wild
Phakth, God of the Sky and Justice, is at once a man and a great hawk with azure wings. As his patron animals see all from their lofty position across the sky, so too is Phakth revered as the ultimate judge of mortal kind, the one who records their virtues and their sins and weighs their soul after death. Famously incorruptible, it was held as an act of blasphemous folly to offer sacrifices to Phakth in hopes of a favourable judgement for one's soul; instead, his worshippers asked him to guide them across unknown lands, or to aid them with his peerless insight into the hearts of others.
Callings: Judge, Leader, Sage
Purviews: Beasts (Birds of Prey), Death, Order, Sky
Article:
Who is your divine progenitor? Choose One:
[ ] Asaph, Goddess of Beauty and Vengeance
[ ] Khsar, Faceless God of the Desert Winds
[ ] Phakth, God of Justice and the Sky
Ask any parent and they will tell you, there is more than mere inheritance that goes into shaping the development of a child's life. Their background, birthplace and circumstances all play a significant role, and the same is no less true for the children of the gods themselves. By decree of Ptra, no mortal may reside in the heavens regardless of their blood, and so you were born and raised among the living and the dead.
As a Scion, your life experience has a stronger impact on your future than most would expect - the Paths that you have walked define you as both a person and a legend in the making. Fate bends around you, the world conspiring to make you relevant in ways that other people simply cannot match. One who walks the path of war might always be able to lay their hands on a weapon, or might find old comrades conveniently in town when they are most in need of saving.
What was your origin?
[ ] Servant of the Dead. The dead rule Nehekhara, but that does not mean they are all that resides there. Whether servant, slave or trophy, you were born to living parents in a land where nothing living should ever grow, and you grew to maturity under the cruel gaze of tyrants who rule from beyond the grave.
[ ] Sunset Orphan. The kingdoms of Araby count themselves places of prosperity and learning, but without clear parentage you had little enough of either. You survived by being useful, by honing your skills and changing your demeanour to suit the needs and preferences of others, and by destroying those who might think to lay claim to what is yours.
[ ] Wandering Soul. The desert is not kind to those who linger, and so your people are nomads, wandering between trade hubs and isolated oases. The elders say you are descended from the people who once lived in a now-dead land, but you don't much care. The tribe is your family, and that is enough.
[X] Wandering Soul. The desert is not kind to those who linger, and so your people are nomads, wandering between trade hubs and isolated oases. The elders say you are descended from the people who once lived in a now-dead land, but you don't much care. The tribe is your family, and that is enough.
[X] Wandering Soul. The desert is not kind to those who linger, and so your people are nomads, wandering between trade hubs and isolated oases. The elders say you are descended from the people who once lived in a now-dead land, but you don't much care. The tribe is your family, and that is enough.
[X] Phakth, God of Justice and the Sky
[X] Wandering Soul. The desert is not kind to those who linger, and so your people are nomads, wandering between trade hubs and isolated oases. The elders say you are descended from the people who once lived in a now-dead land, but you don't much care. The tribe is your family, and that is enough.
[X] Khsar, Faceless God of the Desert Winds
[X] Wandering Soul
The synergy should be obvious here. We will have to travel far through dangerous places to gain the power to face the Great Betrayer and his servants. the answers are not found in the courts of kings nor the halls of judges.
[X] Khsar, Faceless God of the Desert Winds
[X] Wandering Soul. The desert is not kind to those who linger, and so your people are nomads, wandering between trade hubs and isolated oases. The elders say you are descended from the people who once lived in a now-dead land, but you don't much care. The tribe is your family, and that is enough.
[X] Sunset Orphan. The kingdoms of Araby count themselves places of prosperity and learning, but without clear parentage you had little enough of either. You survived by being useful, by honing your skills and changing your demeanour to suit the needs and preferences of others, and by destroying those who might think to lay claim to what is yours.
[X] Wandering Soul. The desert is not kind to those who linger, and so your people are nomads, wandering between trade hubs and isolated oases. The elders say you are descended from the people who once lived in a now-dead land, but you don't much care. The tribe is your family, and that is enough.
the Lover Calling has some really interesting abilities and knacks, and not want you would think off the top of your head when you hear 'lover powers'.
an example is a knack were as long as you don't attack someone, they can't attack you.
having a protag that has 'lets not fight' powers would be really interesting in Warhammer.
[X] Khsar, Faceless God of the Desert Winds
[X] Servant of the Dead. The dead rule Nehekhara, but that does not mean they are all that resides there. Whether servant, slave or trophy, you were born to living parents in a land where nothing living should ever grow, and you grew to maturity under the cruel gaze of tyrants who rule from beyond the grave.
[X] Phakth, God of Justice and the Sky
[X] Wandering Soul. The desert is not kind to those who linger, and so your people are nomads, wandering between trade hubs and isolated oases. The elders say you are descended from the people who once lived in a now-dead land, but you don't much care. The tribe is your family, and that is enough.
I'm happy with whatever god wins the vote but Wandering Soul has a really great call to adventure feel to it in an origin.
[X] Phakth, God of Justice and the Sky
[X] Servant of the Dead. The dead rule Nehekhara, but that does not mean they are all that resides there. Whether servant, slave or trophy, you were born to living parents in a land where nothing living should ever grow, and you grew to maturity under the cruel gaze of tyrants who rule from beyond the grave.
[X] Phakth, God of Justice and the Sky
[X] Servant of the Dead. The dead rule Nehekhara, but that does not mean they are all that resides there. Whether servant, slave or trophy, you were born to living parents in a land where nothing living should ever grow, and you grew to maturity under the cruel gaze of tyrants who rule from beyond the grave