Alignment: Judgment
Patron Deity: Julith, The Silent Queen
History- Julith is known as many things- the Forsaken god, the Architect, the Lady of Judgment, -however, by far her most common alias is simply, 'The Silent Queen'. She was once part of the heavenly pantheon, serving as the lord of judgment for thousands of years, however, a great cataclysm- the details of which have been lost to time- eventually columnated in her "death".
But gods cannot die. This is a fundamental fact of the universe. Instead she was… changed, for lack of a better term.
As the god of Judgment, her duty was to hunt and destroy those the heavens deemed unworthy, be they mortal or demon. But whatever happened to her in those fateful days caused her enact judgment on the very gods themselves. This was unprecedented, and the effects this would bring was unknown even to the most powerful of Heavens. Fearful of this impossibility, the gods banished her from their realm, "killing" her, and with the Demons hating her almost as much as they fear her -thus barring her way to the Hells, the mortal plains have effectively been turned into her prison.
Cast out from Heaven and barred from the Hells, she now exists as morbid reminder that even the gods are not infallible. Yet even isolated as she is, her powers have by no means deserted her, and indeed, many fear she has actually grown stronger from her exile.
She has judged the Heavens themselves unfit for existence, and using her new-found connection with the mortal plains, she will turn the god's own tools against them. By bloody blade, scarred steel, or blackest rune, the sentence will be carried out. Not matter the cost.
After all…
Judgment is Eternal
Unique aspects:
Runecraft: With their patron goddess barred from both major ethereal realms, any forces pledged to Julith are unable to access the more traditional schools of magic. However, Julith recognized this vulnerability early in her exile, and using her new-found connection with the mortal realms created the skill that would become known as runecraft.
Instead of her followers drawing large reserves of magic directly from an otherworldly plain (usually the heavens or hells), altering the magic to suit their current needs, and then directing it onto the mortal plain (a powerful, though inefficient process) as other factions do; a mere drop of Julith's own magic is taken, and then placed into an object with various focusing and altercation "runes", which will build up in strength over time. Various runes can also alter the effect of the magic inside, allowing her followers to relatively even the playing field against the other forces of the world. Likewise, the longer a runic object is unused, the more powerful the effect will be, limited only by the quality of the material containing the magic, and/or the rune(s) inscribed.
The major limits of this system are that, by its very nature, learning the art of runecrafting is dangerous. Runes are quite literally the language of the gods, and as of such were never meant to be beholden by mortals. The more knowledge is accrued, the more fragile the link to one's sanity becomes. The chance of a rune master going insane is worryingly high.
Additionally, more powerful runes effects may require more…personal sacrifices.
Avatar: With the mortal realms now serving as her "home", Julith is the only divine being theoretically capable of being physically summoned. How this would be accomplished however, would need to be the subject of decades, if not centuries, of intense study in runecraft.
Playstyle:
=influence based
=defensive
=slow expansion
=only faction capable of incorporating other mortal species
=(relatively) quick technological advancement
=little to no allies
=lots of enemies
=everyone hates you
=seriously they really hate you
=by god they hate you
Time to be brutally honest. Julith doesn't care about mortals. Not really. Nor does she really care about demons. Or the massive war between the Heavens and Hells. She just doesn't care. Her only concern is getting back at the gods. As a deity up in heaven, that'd be fine. As the patron god of a mortal city-state, and one that's bound to the mortal realms, that's a problem.
Basically, you don't get to do diplomacy. Your foreign affairs with another nation can always be summarized as "actively fighting" or "not actively fighting". The Heavens obviously don't want you gaining any power, while the demons have a pretty big bone to pick with you now that you're vulnerable (you were really good at your old job as heaven's enforcer). Meaning that all other nations are automatically at war with you.
Now, firstly- most don't know where you are, and secondly- many have their own problems to deal with, so you're not going to get immediately swarmed by nations 10x your power. But make no mistake, if they get the chance to attack you, and they feel that doing so doesn't pose a significant risk to themselves? They will attack.
As a result, your nation is vary defensive in nature, and isn't well suited for offensive actions.
Now, as this is a quest, you are fully allowed to go "fuck you GM, we're conquering the world city by bloody city!" I won't actively go out of my way to penalize you. But at the same time, well... just ask history how well fighting everyone usually goes for the aggressors.
Instead, Julith is very big on influence and subversion. Why have a long-drawn out siege when you can just put a few key individuals in the right place at the right time and just have your army walk in? Additionally, Julith doesn't really care about mortal nations, (apart from your own. you're her only major group of followers, so she'll help out if it looks like you're about to be destroyed) and as a result won't interfere with what she believes are "mortal affairs". The only times she'll ever really pay attention is if the defeat of the opposing force will somehow harm another god. So she won't care if you're fighting generic army #5 from nation whatever, but she will care if your army is fighting the Holy Order of the Golden Chalices led by saint Herodude the magnificent.