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Post by joatmoniac on Mar 25, 2018 22:38:32 GMT
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Post by dmknicknack on Apr 3, 2018 13:53:27 GMT
Name- Pix Who killed them- One day, the Death Lord is about to kill the mighty hero Jonathan Silversword, who is interfering in one of his cults(He's CE now). As he comes down as an avatar to kill this upstart, the epic battle for the fate of the world begins... In a game of chess. As he lifts his bishop to put Jonathan in Checkmate, Jonathan falls out of his chair, falls down a staircase into a pool of sharks, jumps out, and is promptly trampled to death by an entire herd of zombie elephants. Meanwhile, in the heaves, Pix is laughing her butt off. The Death Lord is very angry, so he fights Pix, and ultimately kills her. What forces worked to prevent their death- A group of Pixian clerics (Pixies? Pixites?) called the Order of Hilarious and Ironic Deaths attempted to power Pix up, but some of the Clerics of the Order of the Red Tulip came in and stopped them, thus enabling Pix's Death. Immediate Fallout- There are no more funny deaths. Tyrants rule threatened, adventurers aren't really dying off in funny ways, just tragic and selfless, which isn't really fun to watch. The world is forever changed because of the lack of comedic deaths. Their portfolio will go to the Death Lord, who doesn't really want it or know how to use it, so now deaths are somewhat funny, but it feels like someones trying to hard, but it's not funny anymore, just kind of tired. The only way to revive her is to go to the Underworld and free her soul by throwing the walking stick of the Death Lord into the River of Death. Then, She can reclaim her portfolio by force or by the Death Lord willingly gives it to her. If pix fights the Death Lord again, he is severely weakened by the loss of his walking stick, so she almost always wins.
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Post by dmcaleb on Apr 3, 2018 17:27:42 GMT
Well, it would be weird if I killed off someone else’s god, and the few I made are not really conducive to the dramatic death. So, I’ve decided to kill off WoTC’s Mielikki/Ehlonna!
1. Who or what killed them, and how? The Tarrasque and Viciously.
Ehlonna is the great huntress and few pleasures make her smile like hunting the Tarrasque. But unknown to her the Tarrasque was evolving and becoming more resilient to her onslaught.
During Ehlonna’s last hunt she was devoured by the monster like a few times before, but unlike those times the Tarrasque had evolved the ability to consume divinity.
Ehlonna was dead and the Tarrasque was the new god of the woodlands.
2. What forces, if any, worked to prevent the death?
Boccob/Azuth warned Ehlonna that the creature was changing and to hold off the hunt, but no one knew to what extend the monster changed.
3. What is the immediate fallout of their death?
Beasts of the world grow more feral and larger. The foliage grows gnarled and less hospitable. There is no divine blessing for hunting to cull population. There is a distinct transition of natural grace to fury.
4. What happens to their portfolio now?
The Tarrasque is in control of nature, the hunt, and beasts. An appropriate portfolio for the beast if not a terrible circumstance.
5. Can they come back? If so, how? If not, why not?
Ehlonna is dead, but every god agrees that it is a terrible idea for the Tarrasque to retain it. The gods are conspiring to transition the portfolio elsewhere, but to who is a matter of debate.
6. Anything else you want to add!
Long ago when the Tarrasque began growing in power the gods inflicted a wound upon the beast that it never was able to correct until it gained the divine power, and it now is free of its curse of infertility.
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Post by 00dlez on Apr 4, 2018 18:08:02 GMT
Well, it would be weird if I killed off someone else’s god, and the few I made are not really conducive to the dramatic death. So, I’ve decided to kill off WoTC’s Mielikki/Ehlonna! Please feel free to kill any of mine! I think it's a great way for a DM to re-imagine or twist what they've already done, or see what their prompt inspires in others - I'd love to see what others think of or do with my content! And on that - Sorry Tesla Ranger , Nom is gonna die... 1) Nom, the Great Witch 2) Chaotic Evil 3) Lesser 4) Death, Destiny 5) Nom's motives and origins are shrouded in mystery. She appears throughout time, often at events that seemed innocuous at the time until viewed through the lens of history. Viewed this way the careful studier can see that Nom has manipulated these events from behind the scenes with a deviousness and skill that inspire a dark chill down the spine. Nom prefers to act through agents, many of whom are not fully aware of whom they truly work for. When she does appear herself she assumes the guise of a beautiful, stern woman (who could be human or elven) of indeterminate age, wearing a simple black dress. She concludes her business and departs, always about her dark business. It's possible Nom was once mortal who then ascended to godhood. However, if that's true she must have ascended long, long ago, well before reliable records became available. Aside from a strong grudge against Ehlonna, it's difficult to tell what sort of relationship she has with other deities as she seldom comments on them or gets directly involved in their affairs. The Great Witch prefers beguilement and subtlety to overt displays of power so her full abilities are something of a mystery. She does seem, at the least, to be capable of altering the fates of other persons, re-writing them to suit her own ends. It's suspected that she's steered the history of nations and bloodlines all to ensure the birth of certain individuals she finds suitable to her purpose. Once she deems they're ready, she maneuvers them into a situation wherein they must choose between something precious (such as every soul in the kingdom) or their own destiny. The person is free to make their own choice, but they can be sure that Nom will carry out her promises if they choose to deny her. The ritual requires that they give up their fate willingly. ((I'm borrowing Nom from a previous campaign I ran a few years ago. In that case the PCs wound up being manipulated by Nom (though they didn't it until several months into the campaign). She was such a fun, wicked villain that I'd commissioned a bit of art of her during one of the climatic scenes of the campaign)) ((Borrowing your posted art for inspiration, I re-imagine for my campaign as Nom meeting with Emperor Vex At'Natan, the last Emperor of the Uru'Shek Dragon Riders, and convincing him to send his armies across the Abyssal Sea and pre-emptively attack Uozuemon the Demon King.)) Background of the Uru'Shek:Emperor Valdrasko, the first and most powerful of the Uru'Shek Riders used powerful elemental magic to spawn powerful dragons that were bound to him. After mastering the process, he shared the secrets with his most powerful and trusted henchmen and seized control over a large territory. Fearful of the threat Ouzuemon posed should he ever cross the Abyssal sea, the Uru'Shek Riders focused greatly on solidifying their holdings and growing their own personal power to be prepared for whatever might come to them. Though they became less outwardly aggressive after their initial take-over, no one confused the Uru'Shek with benevolent rulers. Slavery and sacrifice of their people were the norm and the Riders were truly feared. In the centuries following its foundation, the Uru'shek swelled their ranks, realizing that war would be upon it soon - whether it be with the Mechkanans, Ouzuemon's forces, or both at once. Though they had always been a militaristic society, backed by the ever powerful Dragon Riders, evermore they transitioned to a complete Stratocracy. Their aggressive nature spelled final doom for the nearby, ancient Realm of Istronen and what was left of the wealth in their halls and mines fueled the war machine of Uru'Shek to ever greater heights. Playing off the prevailing fears of the people and the driving need of the Dragon Riders to perpetrate conflict in order to maintain their power and station, the Goddess Nom, The Great Witch, descended to coerce the Emporer Vex At'Natan to pre-emptively strike Uozuemon the Demon King across the Abyssal Sea. Though truly powerful among their mortal and material peers, Nom recognized that the Dragon Riders were no match for Uzuemon's forces and within a century nearly all the Dragon Riders had been slain, and with them the knowledge to magically spawn dragons and bind them. Eventually, all but one Dragon Rider was slain, the Emperor Vex At'Natan. His reprieve upon returning was short lived. The Mechkanans saw no reason to not capitalize on the blunder and though they sought no territory across the Abyssal Sea, they launch a massive campaign to destroy one of the more powerful forces whose aggressive nature would no doubt oppose them at some point. Withdrawing to their central fortresses, the Uru'Shek withstood total annihilation, but were a mere shard of their former military glory. Without the backing of their military, upon which they relied to acquire resources and food, the Empire began to dwindle. Though hardly a power on a worldwide scale, the resourceful Uru'Shek, and their enraged Emperor Vex At'Natan, resolved themselves to a final task before dropping from the pages of history - a revenge killing of Nom, The Great Witch. 1. Who or what killed them, and how?Driven by hate and revenge, Emperor Vex At'Natan and his closest remaining followers began learn and study Nom and her wicked ways. Now understanding her millennia old manipulation of the great Empires of the world, they plotted to locate the bloodlines which she had carefully cultivated to bring about her version of destiny/fate. Thus the Cult of Nar'Marth was forged and set about their quest for the ultimate vengeance to repay, in their eyes, the ultimate betrayal. Through their systematic hunting for "Nom's Chosen" - those being groomed across generations to bring about The Great Witch's version of fate - they were eventually able to draw out Nom herself, desperate to protect all she had built, and destroy her. With each of the Chosen that were destroyed, Nom's power was lessened. By the time she confronted the Cult of Nar'Marth, she herself was too weak to resist their raw, but focused power. Not satisfied with a simple death (what antagonist ever is #BondVillans ...), the Cult of Nar'Marth initially subdued the goddess and held her prisoner until they were able to craft and hang Nom with The Rope of Lies - a rope weaved from shadow and magically etched with all the lies ever told by the Great Witch. 2. What forces, if any, worked to prevent the death?
Nom's Chosen were in some cases aware of their status and willingly accepted their destiny that had been promised to them by The Great Witch. While they resisted, they often did so on their own, sometimes refusing to assist one another thinking it was all just another test of the Great Witch to seperate the wheat from the chaff and the truly deserving could withstand the cult and rise to more complete power. 3. What is the immediate fallout of their death?Nom had worked from the shadows for millennia to manipulate the world and it's destiny, and with her death, that project was left unfinished and unattended to. Cultivated bloodlines of champions, Empires, and powerful arcane magics had been brought into the world through her grand deceptions and were suddenly out without their attentive architect and have no doubt lead to a great amount of strife and agony in the world... but was it for the better? 4. What happens to their portfolio now?
((See #5 as well)) It is unclear EXACTLY what happend to Nom's explicit portfolio. On the one hand, divine scholars can point to a number of deities who have arisen since her death that have assumed a portion of her portfolio. On the other, they acknowledge that no god has arisen to take on the portfolio in full... Is the god really dead? Is her return a destiny to be fulfilled? 5. Can they come back? If so, how? If not, why not?
Never say never . If Nom can be brought back as she once was, it is not known how that would occur, but some have speculated if her death was not indeed planned and her ultimate wish - the grandest of all deceptions, and that at the appointed time in the future she will return to the world in a different, and perhaps more powerful iteration, to resume her work on the world. 6. Anything else you want to add!I'm sure I will expand on this in the future - I liked the deity and really think it might be able to be adapted to my homebrew setting with some tweaks.
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Post by dmcaleb on Apr 5, 2018 1:48:38 GMT
Heehee,
That DM, he picked Pix Keep him ‘way your walking stick Knickknack picked Pix to wack and gave divine to bones. The Death Lord went a LOL’in home.
Hehe... I’m sorry.
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Post by blakeryan on Apr 9, 2018 10:23:07 GMT
1. Who or what killed them, and how?
Ren one of the Lightning Twins was slain by Yithalin, Lord of Silence and Shadow
2. What forces, if any, worked to prevent the death?
aside from corrupting Ren's sacred sites with unholy water, Yithalin had his agents alter the holy scriptures of Ren, every third verse was tainted in some way to change the prayers and siphon Ren's power to Yithalin.
3. What is the immediate fallout of their death?
nothing yet, the other twin Yak knows his brother has been acting odd, but does not know Yithalin has disguised himself as Ren.
4. What happens to their portfolio now?
most of the power is going to Yithalin, though a trickle is going to a dream of what was, which may be noticed by Bilma the Dream giver.
5. Can they come back? If so, how? If not, why not?
yes, via ritual magic that will require Yithalin to be alive for most of the ritual
6. Anything else you want to add!
since Ren is one of the lightning twins, barbarian shamans and druids have noticed an increase in storms during dusk and dawn across Deyeimbey
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Post by meribson on Apr 10, 2018 5:04:20 GMT
Well I opened myself up for this in my death god entry by talking about Xavran's father, so here is the dead god Zarth from my setting. “Zarth is dead, but what is death to a god? For even dead gods can still dream.” - A priest of Zarth, preaching to villagers Alternate Names: Cwalu (elf), Hal (dwarf), Maer (gnome), Tab (halfling), Ukh (orc) Expanded Domains: Curse, Death, Evil, Fire, Law, Nightmare, Trickery Portfolio: curses, the dead, dreams, fire, judgment, nightmares, pacts, rot, undead Knowledge (Religion) DC 10:It is widely known that Zarth is not only the god of death, but is dead himself. More than that, his corpse serves as a resting place for the souls of the dead before they go to their final destination. In art, Zarth is most frequently depicted as a rotting corpse with what remains of his skin smoldering and occasional tongues of flame dancing across his body. Sometimes, some of Zarth’s blood also flows into other planes where it crystallizes into onyx. Scorpions are seen as sacred by the church of Zarth, and their likeness abounds in filigree around holy writings. Knowledge (Religion) DC 15:The Scripture of Laz, the oldest complete holy book dedicated to Zarth, speaks of the suffering that comes with life. How life is nothing but misery upon misery. But there is a respite: undeath. The goal of undeath is to be equally dead and alive, too close to life and you feel the pains associated with it such as hunger, too close to death and you are unable to affect the world. In the writings of Poros, the first gnome high priest nearly seven hundred years ago, it is said that some part of Zarth can still hear prayers. What remains of his mind reaches out, trying to listen. Whenever he tries to grant these prayers, the result is always twisted. One who prays for wealth may find their beloved grandfather dead, leaving their grandchild their vast fortune. One who prays for love will find themselves the target of an obsessed stalker. This has given rise to the expression, “Zarth’s grace upon you.” According to the church of Zarth, before he was the god of death, Zarth was the god of fire. According to some, so long as fire exists so too does Zarth’s essence. When one reaches Zarth after they have died, it is believed that one must make their way through the dead god’s body before their final destination is determined. A person’s actions in life determines their target destination while how they died determines where in Zarth’s body they begin their journey. The longer a soul takes to reach their destination, the harder it is to leave. Souls that take too long are captured by the former servants of Zarth, fire elementals, and converted into such entities themselves. Most priests of Zarth simply wait for the fire elementals to find them. Followers of other gods that have pleased their patron may find one of said god’s servants waiting for them when they arrive at Zarth’s body. All of Zarth’s priests are taught how to understand and write contracts, and most view trying to find ways to break the spirit of such contracts while obeying the letter as almost a sport. Knowledge (Religion) DC 20:In scripture, Zarth is known as the youngest child of Aelma and Erb, and the first thing to die. He attempted a coup against his father, seeking to steal his father’s power. Zarth’s coup failed, and the young god was struck down. Though his life was snuffed out, it had nowhere to go. Upon seeing what he had wrought, Erb placed Zarth’s body in the River of Dreams, the cosmic river that links all the planes of existence together, and linked it to all other planes. This way, whenever something dies it has a place to go before its final destination. Erb believed that to be the end of it, but though Zarth was dead the god still dreams. His dreams flow through the River of Dreams, and some enter the planes of existence like driftwood on a sandbar. These dreams find sleeping minds, and thus nightmares are born. Some priests of Zarth say that nightmares are not Zarth’s dreams, but are the result of a dead god trying to continue his work after death. These priests claim that before he died Zarth created the River of Dreams to fill the minds of sleeping mortals with visions of wonder and awe. Knowledge (Religion) DC 25:In the Book of Zorthos, an ancient, partially translated and incomplete holy book, mentions are made to a deity called Keeper of Crypts. It is believed that this deity is an early view of Zarth, but some descriptions within do not make sense. Such as a passage where praise is given to a hero hunting down a group of blood drinking undead. The passage paints the individual as a hero specifically for hunting undead which does not follow with even the oldest Zarth doctrine. Organization: Attoros“From a cursory reading of the Founding Charter of the Silver Spear Mercenary Company, according to Section 4, Subsection 7a, Page 2, Column 1, Paragraph 3, Sentence 4, I’m free to leave.” - Attoros Agent Myrna to Silver Spear Mercenary Captain The Attoros was founded by a priest of Zarth nearly six hundred years ago, and to this day it continues to provide the exact same services as when it was created. These services include, but are not limited to, proofreading of contracts, charters, marriage vows, trade agreements, law proposals, or other such legally binding documents (hereafter referred to as DOCUMENT) as well as examining current such documents at the behest of and providing council to their employers (hereafter referred to as EMPLOYER). Members of the Attoros (hereafter referred to as AGENTS) travel all over the Green Coast and into Sylvanor providing legal council to any employer that they are directed to by their superiors (hereafter referred to as OFFICIAL). Most agents are fluent in all common Green Coast languages, and are fully capable of resolving matters when language barriers would otherwise render dialog impossible. For an added fee, agents are fully capable of wording documents such that the employer is the advantageous benefactor in spite of previously worded verbal agreements. Such verbal agreements are not considered to be legally binding by any standing government in the Green Coast or Sylvanor that partakes in the Attoros’ services. Code of Conduct: Paladins of Zarth“Be careful of charity and kindness, lest you do more harm with open hands than a clenched fist.” - Kreia, “Star Wars: Knights of the Old Republic II: The Sith Lords” This code of conduct applies to those who would call themselves paladins of the faith, not just any follower of Zarth. - Show the dead at least as much respect as you would the living. This applies to the undead as well.
- Learn from Zarth’s blessings: even the most well meaning of intentions can have disastrous consequences. Only act if you have considered all that your actions may bring or if given no other choice.
- Your word is your bond. Only say you will do something if you intend to do it. This does not mean that you cannot lie, so long as your exact words do not contain falsehood.
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Post by letterlost on Jul 8, 2020 1:10:45 GMT
1. Who or what killed them, and how?
Lavinia Jamjar, see #6 for details.
2. What forces, if any, worked to prevent the death?
It was probably just his time, but perhaps some other mysterious forces were at work here.
3. What is the immediate fallout of their death?
We will morn Quart Bumbleroor and honor him in his new home in the stars as it shines brightly overhead on bonfire night. There is a new god of combustion and she’s a lot more playful.
4. What happens to their portfolio now?
It is passed along to Lavinia Jamjar, just as it did to Quart Bumbleroot before.
5. Can they come back? If so, how? If not, why not?
Some who knew him say they have seen him on bonfire night, when the constellation of Blastingroot is over head, sitting beside a bonfire sipping tea.
6. Anything else you want to add!
It was Bonfire Night, his 100th one, and Quart Bumbleroot was feeling strong. Strongly annoyed. The fireworks going off in his head, no night more than this one he dread.
“If combusting is heard throughout the night, I might as well go out to see the light.”
So he sat beside the fire, it burned high and bright like a pyre. Sitting there, warming his feet, he sat too close but did not fear the heat. A god of combustion, no flame could mar. Better to enjoy the gift then sitting afar.
Around him many had come close to the flame, their dancing and turning was not at all tame. There he saw the fair lass, he remembered her bringing his glass. Before at the tea house, the one he had spilled when inside his head explosions had filled. Now she was dancing and prancing around, twisting and twirling around and around.
Then he caught her eye, as he had before. She came dancing on over and he felt his heart beating. The pounding inside grew at their meeting. She held out her hands, as he held out his; then leaping upon him she gave a great kiss. The kiss was too much, but she kept on giving. Holding eachother they set off a spinning. The spun and they spun right into the fire, the exploding inside him set off the pyre. Then with one final, powerful boom the two blasted straight up towards the moon.
Quart Bumbleroot felt himself splitting, his seems bursting like tarts losing their filling. Then he was gone, the lights in the sky all that remained from a godly goodbye.
Now as the lass fell from the sky, Lavinia Jamjar fell from up high. A maid at the teashop she was that morn, but now she appeared as a godly form. Now nearly as she had from before, she danced round the fire a little bit more. God of combustion, until someday, her own explosion carries her away.
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