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	<title>MythCraft Online SRD  - User contributions [en]</title>
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	<updated>2026-07-26T17:04:28Z</updated>
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	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Values,_Drives,_%26_Quirks&amp;diff=9037</id>
		<title>Values, Drives, &amp; Quirks</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Values,_Drives,_%26_Quirks&amp;diff=9037"/>
		<updated>2024-07-02T17:18:47Z</updated>

		<summary type="html">&lt;p&gt;Crowwithaknife: Corrected one typo, and one repetition of 'quirk 1'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When designing villains and supporting characters, you can use this system to flesh them out. Values, Drives, and Quirks will give your characters nuance and make them feel alive. &lt;br /&gt;
&lt;br /&gt;
=== Values ===&lt;br /&gt;
People have nuanced and complex beliefs, and at times have beliefs that are at odds with one another. To represent this in your character, you can choose between two and six values that your character believes in or wrestles with. Many TTRPGs have made use of the law/chaos and good/ evil values systems, allowing characters to range from lawful good to chaotic evil. You might find it helpful to think of an NPC’s values in the same way but remember that their values might change over time, especially when multiple values conflict. If a character is Logical and Traditional, but is presented with an evidence-based logical argument about why a traditional practice may need to be amended, you will have to decide which value holds greater import in the NPC’s eyes&lt;br /&gt;
&lt;br /&gt;
==== Values Systems ====&lt;br /&gt;
'''Cautious/Risky.''' Characters that tend to be more cautious take time to plan, weigh their options, and avoid unnecessary risks. They value safety and predictability, often choosing the path of least [[resistance]]. Risky characters thrive on adrenaline and uncertainty. They leap before they look and are driven by the thrill of the unknown. Such characters might take the path less traveled, not despite its danger, but because of it.&lt;br /&gt;
&lt;br /&gt;
'''Greater Good/Personal Gain.''' Characters aligned with the greater good believe in self-sacrifice and making decisions that benefit the many, even if it comes at a personal cost. They seek to uplift society, protect the weak, or serve a broader cause. Those leaning towards personal gain prioritize their own interests, desires, and ambitions. They act to further their status, wealth, or power, even if others might suffer as a result.&lt;br /&gt;
&lt;br /&gt;
'''Honor/Pragmatism.''' Characters with a strong sense of honor uphold a code, whether it’s a knight’s chivalry, a samurai’s bushido, or any personal creed. They place integrity and righteousness above all else and will face adversity to maintain their principles. Pragmatic characters are adaptable and flexible in their approach to morality. While they may have their own set of beliefs, they’re willing to bend or break their rules if it means achieving a desired outcome.&lt;br /&gt;
&lt;br /&gt;
'''Logical/Emotional.''' Characters leaning toward the logical end of the spectrum tend to make decisions based on facts, data, and rational analysis. They are often methodical, valuing reason and objectivity, and may sometimes be seen as cold or detached. Characters on the emotional end are driven by their feelings, [[intuition]], and personal experiences. They are passionate and empathetic and often act on their instincts, even if it means deviating from the most reasonable path&lt;br /&gt;
&lt;br /&gt;
'''Loyal/Disloyal.''' Loyal characters hold fast to their promises, friendships, and duties. They value trustworthiness and often form deep, long-lasting bonds with others. To betray or abandon an ally is unthinkable for them. Characters leaning toward disloyalty have a tendency to prioritize themselves over any pledged word or bond. They might switch allegiances if it suits their needs and see relationships as transactional or temporary.&lt;br /&gt;
&lt;br /&gt;
'''Tradition/Change.''' Characters aligned with tradition respect and uphold the customs, rituals, and values that have been passed down. They see wisdom in the old ways and are resistant to altering established norms. Those advocating for change believe in personal evolution, innovation, and the need to [[adapt]]. They challenge the status quo and seek to usher in new ways of thinking and acting. Note that Logic and Risk are not mutually exclusive. An alchemist might be very logical, but still prone to conducting risky experiments. Likewise, a character who is both Cautious and prone to Change might be very intent on helping change the status quo of a circumstance, but only if they are certain that they can do so with impunity&lt;br /&gt;
&lt;br /&gt;
=== Drives ===&lt;br /&gt;
Virtually every person has some kind of goal. This drive will inform how they behave in various situations and might [[guide]] NPCs to prioritize certain values over others when certain values align more closely with their drive than some of their other values. You can roll 1d20 or choose from the table below if you want help brainstorming a villain’s or NPC’s drive&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!1d20&lt;br /&gt;
!Drive&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Ambition&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Survival&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Knowledge&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Escape&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Love&lt;br /&gt;
|-&lt;br /&gt;
|6 &lt;br /&gt;
|Conservation&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|Power&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|Revenge&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|Validation&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|Recognition&lt;br /&gt;
|-&lt;br /&gt;
|12 &lt;br /&gt;
|Conquest&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|Legacy&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|Exploration&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|Duty&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|Justice&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|Prestige&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|Creativity&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|Protection&lt;br /&gt;
|}&lt;br /&gt;
Having selected one or more drives, consider how intense those drives are for the character. Does the character care about this drive, but not to the extent that they will go out of their way for it? Or conversely, will the character betray both their own values and their friends and family if it means fulfilling this drive? Most characters will fall somewhere between these two extremes. Although there will be exceptions, NPCs will usually be less driven, and villains will be very driven.&lt;br /&gt;
&lt;br /&gt;
=== Drive Intensity ===&lt;br /&gt;
You might find it helpful to track NPC Drives on a Drive Intensity scale from 1-10. 1 being the lowest possible intensity, a character with Drive 1 cares about the drive, but wouldn’t necessarily go out of their way to pursue its actualization. 5 means that a Drive is a very motivating factor, and spurs many of an NPC’s decisions, but they wouldn’t necessarily go against their Values in [[order]] to fulfill their drive. A 10 is the most powerful intensity, and means the character obsesses over this. Such a character would think nothing of betraying not only their allies but their own beliefs in order to pursue this drive. For example, a very risk-averse and loyal character with a drive intensity that reaches 10 may chase vengeance even if their leader demands they don’t, and even if the risk is very high.&lt;br /&gt;
&lt;br /&gt;
Some NPCs may have more than one drive, but to keep a character from becoming too unwieldy, an NPC should never have more than 12 total Drive Intensity between any number of Drives.&lt;br /&gt;
&lt;br /&gt;
Drive Intensity should be variable as a campaign progresses. Events may reinforce a drive, causing the drive intensity to go up, or a new drive may present itself, taking up some of the available space for a character’s drive. For example, a character with the “Justice” drive may witness another act of extreme oppression, and this would cause their Drive Intensity to go from 5 to 6. Conversely, a Character with a strong Revenge Drive Intensity may fall in love, going from an 8 to a 6 as their “Love” Drive increases and does not leave room for Revenge to fill up so much of their Drive Intensity. When drive intensity reaches 1, a character may let go of a specific drive entirely&lt;br /&gt;
&lt;br /&gt;
=== Quirks ===&lt;br /&gt;
While quirks are usually the least complex part of an NPC, they can make the character deeply memorable. An NPC might have a funny voice or a huge love of potatoes, for example. The only limit on quirks is your imagination, but a short list of example quirks is provided below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!1d20&lt;br /&gt;
!Quirk&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Insists on being paid in small or valueless objects, such as acorns or pocket lint.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Always wears a fake mustache, even over a real one. &lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Constantly seems impatient and pulling out an hourglass during meetings &lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Looking for their pet rock&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Claims they are from the future... or the past&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Obsessively rearranges items on a table or furniture in a room. &lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|Makes dramatic exits... then returns because they forgot something. &lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|Believes the moon is haunted. &lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|Often loudly talking to themselves, at times with their own reflection. &lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|Brings their own cup and utensils with them everywhere. Will not eat or drink food anyone else has handled. Will not shake hands or touch people. &lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|Swears they once dated a [[ghost]].&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|Consults a rubber duck for advice. &lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|Can’t turn left. &lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|Extremely superstitious, knocking on wood, throwing salt over their shoulder, and some wildly outlandish practices.&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|Refuses to sit on anything other than the ground.&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|Always refers to themself in the third person. &lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|Has an explosively negative reaction to a particular food group. &lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|Physically incapable of making eye contact, instead looking slightly past someone. &lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|Always eager to share their latest grand theory of the universe. &lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|Believes themself to be a great inventor, but has never made a useful invention.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Example NPCs ===&lt;br /&gt;
Here are a few neutral NPCs and a few villains created using the Values, Drives, and Quirks system. You can use these NPCs as a framework for making your own memorable NPCs. Some of these NPCs are less fleshed out, using only a couple Values, while others use all six Values and several Drives.&lt;br /&gt;
&lt;br /&gt;
==== Two Value Characters ====&lt;br /&gt;
&lt;br /&gt;
===== Aureylia The Seer =====&lt;br /&gt;
Emotional Greater Good Character &lt;br /&gt;
&lt;br /&gt;
Aureylia is a young [[oracle]] driven by visions and her own intuition. She often feels the weight of the world on her shoulders and is determined to steer events toward the greater good, even if it requires personal sacrifice. An MC might play Aureylia as a character who acts impulsively based on her feelings or visions, always with the intent to benefit the many. &lt;br /&gt;
&lt;br /&gt;
Aureylia would be quick to anger and action and would never sacrifice a friend or innocent, even if her [[actions]] might cause harm to herself or her long-term goals. Aureylia would be quick to trust the players if they tugged at her heartstrings, but also be quick to reprimand and even leave the party if they made a logical decision that harmed innocents in some way.&lt;br /&gt;
&lt;br /&gt;
===== Master Chen =====&lt;br /&gt;
Logical Traditional Character&lt;br /&gt;
&lt;br /&gt;
Master Chen is a venerable monk who has spent decades in a secluded monastery. He values the ancient teachings and rituals of his order, approaching problems with a calm, analytical mind. An MC might portray Master Chen as a voice of wisdom, offering insight based on ancient texts and using meditation to solve problems. He may resist new methods or magic, believing in the tried and true. &lt;br /&gt;
&lt;br /&gt;
Master Chen would be amenable to logical arguments. While Master Chen is slow to change due to his traditionalism, arguments that are laid out rationally and supported with data would overcome his love for the old ways.&lt;br /&gt;
&lt;br /&gt;
===== Ser Davin =====&lt;br /&gt;
Cautious Loyal Character &lt;br /&gt;
&lt;br /&gt;
Ser Davin is a seasoned [[knight]] who’s fought countless battles for his kingdom. Though his valor is unquestioned, Davin tends to avoid unnecessary confrontations and prefers diplomacy over direct [[combat]]. He’s also unfailingly loyal to his liege and comrades, putting their welfare above his own. An MC might play Davin as someone who advocates for strategic retreats or negotiations and is often called upon to mediate disputes within the party. He could be resistant to undertake quests that seem treacherous or have unclear motives.&lt;br /&gt;
&lt;br /&gt;
Ser Davin would put his allegiances above all, and often urge those who took his council to practice caution. He would be slow to trust the heroes, but invaluable as an ally once his trust is earned.&lt;br /&gt;
&lt;br /&gt;
==== Six- value Characters ====&lt;br /&gt;
&lt;br /&gt;
===== Elara Moonshadow =====&lt;br /&gt;
Logical, Personal Gain, Loyal, Traditional, [[Honorable]], Cautious Character &lt;br /&gt;
&lt;br /&gt;
Elara is a scholarly elf who values ancient wisdom, loyalty, and tradition. She acts out of personal ambition, wanting to elevate herself in the elven hierarchy. While she holds a code of honor dear, she always approaches situations with caution&lt;br /&gt;
&lt;br /&gt;
===== Darius StormForge =====&lt;br /&gt;
Emotional, Greater Good, Disloyal, Change, Pragmatic, Risky Character &lt;br /&gt;
&lt;br /&gt;
Darius is an emotionally driven [[human]] [[warrior]]. His primary motivation is to serve the greater good, even if it means bending or breaking his personal code. Having experienced numerous betrayals, he finds it challenging to remain loyal. He embraces change, often advocating for new methods and approaches. In conflict, he is pragmatic and often takes significant risks.&lt;br /&gt;
&lt;br /&gt;
===== Lord Elarion =====&lt;br /&gt;
Logical, Greater Good, Disloyal, Change, Pragmatic, Cautious Character &lt;br /&gt;
&lt;br /&gt;
Lord Elarion is a calculating revolutionary. Once a prominent scholar, is now a mastermind who is secretly seeking to upend what he believes to be an oppressive regime. He believes in a world that works for everyone, not just the elite. Every action moves a piece on his vast mental chessboard. He is cautious and works through many identities and intermediaries. His true identity is a mystery to most. He dreams of a brighter future, but his methods are immoral, destructive, and violent. There is nothing Lord Elarion wouldn’t do to hurt the ruling elite.&lt;br /&gt;
&lt;br /&gt;
He views himself as a martyr, staining his hands with blood so that those who will enjoy the future don’t have to. He would call himself a freedom fighter and savior, and he would say his drive is freedom and fairness, but his true drive is vengeance, whether he would admit it or not. &lt;br /&gt;
&lt;br /&gt;
Drive: Vengeance (Intensity 7) &lt;br /&gt;
&lt;br /&gt;
Triggering Event: His firstborn son was killed in a meaningless war declared by his king despite Lord Elarion’s counsel. He advised the king not to wage war, but his perspective was ignored and his son was lost as a result. &lt;br /&gt;
&lt;br /&gt;
Lord Elarion would be very triggered if the heroes accuse him of being oppressive or immoral. He believes his vengeful quest to be righteous, even if his methods are cruel. &lt;br /&gt;
&lt;br /&gt;
He would likely reassess his antagonistic relationship with the heroes if they evoke [[empathy]] through familial relationships, especially those of a parent and child.&lt;br /&gt;
&lt;br /&gt;
=== Unnamed Villains ===&lt;br /&gt;
The following villains are not as well fleshed out as Lord Elarion, and might be useful in jumpstarting your own ideas.&lt;br /&gt;
&lt;br /&gt;
==== The Religious Tyrant ====&lt;br /&gt;
Emotional, Personal Gain, Loyal, Traditional, Honor, Risky &lt;br /&gt;
&lt;br /&gt;
The religious tyrant embodies fiery passion and conviction. Such a villain values loyalty and expects it from their subordinates. They would rely on ancient religious customs, what has worked before, and believe that impulsive decisions often lead to strife. The religious tyrant makes decisions based on conviction and tradition, not based on calculated outcomes&lt;br /&gt;
&lt;br /&gt;
==== The Unpredictable Mercenary ====&lt;br /&gt;
Logical, Personal Gain, Disloyal, Change, Pragmatic, Risky &lt;br /&gt;
&lt;br /&gt;
The unpredictable mercenary will always pick the winning side, and switch sides without batting an eye. They will often make what appear to be grand elaborate (and often risky) gestures, but there is a method to their madness.&lt;br /&gt;
&lt;br /&gt;
==== The Guardian ====&lt;br /&gt;
Emotional, Greater Good, Loyal, Traditional, Honorable, Cautious &lt;br /&gt;
&lt;br /&gt;
Bound by oath, the guardian places their sworn responsibility above all else. Perhaps they are protecting an ancient secret. They would give their life to uphold their charge and would be unwavering in the face of diplomacy and threat of force alike.&lt;br /&gt;
&lt;br /&gt;
==== The Ambitious Innovator ====&lt;br /&gt;
Logical, Personal Gain, Disloyal, Change, Pragmatic, Risky &lt;br /&gt;
&lt;br /&gt;
The ambitious innovator is a visionary, always on the cusp of the next groundbreaking discovery. Obsessed with progress and personal glory, they often skirt ethical boundaries in their experiments. Many admire their genius, but their his ruthless ambition and disregard for consequences make them a force to be reckoned with.&lt;br /&gt;
&lt;br /&gt;
=== Values in Action ===&lt;br /&gt;
Imagine a scenario in which Elara and Darius come across a forgotten temple said to contain a relic with immense power. The entrance to the temple is adorned with ancient runes that warn of dire consequences for those who dare to enter with ill intent. However, they also learn from local lore that the relic has the power to heal any wound and can even bring the dead back to life. Rumors also suggest that a dark cult seeks the relic to perform a ritual that will plunge the land into eternal [[darkness]]. &lt;br /&gt;
&lt;br /&gt;
Elara, being logical and cautious, would first try to gather all available information about the temple and the cult. Given her lean towards personal gain, she might see the relic as a means to increase her standing among her elven peers. Her sense of honor would likely make her wary of using the relic improperly. And her commitment to tradition could mean that she’s knowledgeable about ancient protocols for approaching such relics. She would probably seek an alliance or council with elder elves before making a move. &lt;br /&gt;
&lt;br /&gt;
Darius, driven by his emotional nature and desire to serve the greater good, would feel an immediate urgency to prevent the cult from getting the relic. His pragmatic approach might lead him to consider collaborating with the cult temporarily to understand their intentions, only to betray them later. His tendency towards disloyalty and risk could result in him storming the temple with a handful of allies or even alone if he believes the threat is imminent. He would be less concerned with the traditions surrounding the relic and more focused on preventing potential catastrophe. &lt;br /&gt;
&lt;br /&gt;
Their shared situation highlights their contrasting motivations and approaches. While Elara would act methodically, consulting with others and gathering information, Darius would act impulsively, prioritizing the immediate threat over potential long-term consequences.&lt;/div&gt;</summary>
		<author><name>Crowwithaknife</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Deities&amp;diff=4752</id>
		<title>Deities</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Deities&amp;diff=4752"/>
		<updated>2024-03-27T19:01:03Z</updated>

		<summary type="html">&lt;p&gt;Crowwithaknife: Fixed small typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This appendix provides lists of known deities in Ancerra. These tables contain a deity’s basic disposition on the cosmos, iconography that their worshipers might use, and the [[divine]] icons to which they give you access if you are a [[cleric]] who worships that deity.&lt;br /&gt;
&lt;br /&gt;
== Major Pantheons ==&lt;br /&gt;
Most of the following pantheons are generally known throughout Ancerra, but some (like the Cyoth) are cryptic and almost entirely unheard of by layperson and scholar alike.&lt;br /&gt;
&lt;br /&gt;
=== Archfae ===&lt;br /&gt;
While still considered deities, the archfae are notably less powerful than most other deities. The archfae can further be categorized into six Conclaves. These Conclaves all reside in the Everwilds, and an individual archfae might be a member of multiple Conclaves (though this is uncommon). The Conclaves are as follows:&lt;br /&gt;
&lt;br /&gt;
'''Ashyidir.''' The fae from the Ashyidir Conclave are prime [[elemental]] forces incarnate. They often fight amongst themselves, but do not have any true long-lasting animosity as they recognize that they all need each other and offer something wholly unique to the magibiosphere. Given their understanding of the necessity of all elements, the Ashyidir Conclave is generally lawful and [[order]]-oriented.&lt;br /&gt;
&lt;br /&gt;
'''Leitspina'''. Incarnations of the six humanoid senses: sight, smell, taste, touch, hearing, and instinct. The Leitspina Conclave tends towards chaos, often creating whimsical alliances with the Stravon just to cause trouble.&lt;br /&gt;
&lt;br /&gt;
'''Pashak'''. Archfae from the Pashak Conclave are exemplars of the plant kingdom. The Pashak Conclave is fiercely pacifistic and tries to maintain cordiality between all other Courts.&lt;br /&gt;
&lt;br /&gt;
'''Shibmar'''. Archfae from the Shibmar Conclave are exemplars of the animal kingdom. While the Shibmar Conclave tends towards maintaining law, they are also usually more aggressive than the Ashyidir.&lt;br /&gt;
&lt;br /&gt;
'''Stravon.''' Incarnations of the various [[primal]] emotions and combinations thereof. The Wusvarin Court generally acts in chaotic and short-sighted fashion, causing endless frustration for the other courts.&lt;br /&gt;
&lt;br /&gt;
'''Vertumna.''' Incarnations of the four seasons, their symbolic representations. The Vertumna Conclave is generally unconcerned with day to day affairs but applies pressure to the cosmic scales when any one deific faction grows too powerful or threatening. They don’t believe in Good or Evil, but just try to keep all planar and deific entities roughly equal in scope of power.&lt;br /&gt;
&lt;br /&gt;
=== Avardri ===&lt;br /&gt;
The avadri are a race of technological gods, wielding vast cosmic powers through the use of machines and programs that use reality as the hardware and thoughts as software. They often create monuments and supercomputers out of basic materials such as stone to exercise their creative capabilities. They are generally forgotten gods, known (and feared) by the other planar entities but lost to the mainstream historical accounts of many mortals. As such, it is uncommon for humanoid religions on Ancerra to venerate the avadri, though some cults dedicate themselves to them and some religious teachings mention them in apocryphal texts. An avadri might be a Paragon or a Corrupted; these are the two factions of avadri that clashed before the creation of Ancerra in a cosmic war that nearly destroyed reality.&lt;br /&gt;
&lt;br /&gt;
=== Avatars ===&lt;br /&gt;
Avatars are a small group of fundamental entities that might also be categorized in any of the other major pantheons. They perpetuate a recurring cycle that can lead to the creation or destruction of entire worlds. The most powerful archfae, the leaders of the celestials, and the strongest fiend lords could be considered avatars. There are also a handful of avatars more powerful than all other pantheons. These avatars follow the model of the six creators, rarely involving themselves in direct happenings in the cosmos, instead guiding the other pantheons with a light touch.&lt;br /&gt;
&lt;br /&gt;
=== Celestials ===&lt;br /&gt;
Celestials are disciplined and structured. They understand the importance of divine law, and typically believe that upholding the cosmic order is their purpose. The Council of Celestials passes dictates that affect every major actor in the planes of existence, and the Celestials expect to be obeyed by other planar entities. In general, celestials are perceived as the arbiters of peace and justice, but the truth is more complicated. Some celestials exploit the cosmic legislative system in order to lord power over their colleagues.&lt;br /&gt;
&lt;br /&gt;
=== Eldritch ===&lt;br /&gt;
Horrible, twisted creatures from beyond the known planes, in the obscuring mists of the Pale. Eldritch beings appeal to cultists due to their strange powers and the fear that they inspire.&lt;br /&gt;
&lt;br /&gt;
=== Exiles ===&lt;br /&gt;
Exiles are former celestials. After the Celestial Civil War, the exiles were banished to Inferno, where they quickly became major warlords and power brokers in the hellscape. While the exiles are denounced in mainstream religions, some religious offshoots believe that the exiles were treated unfairly and need to be venerated.&lt;br /&gt;
&lt;br /&gt;
=== Fiendlords ===&lt;br /&gt;
Before the exiles arrived in Inferno, the fiend lords ran the plane. Beings of brutality and chaos, they wage ongoing war with the exiles. Fiend lords typically have secretive and twisted cult followings.&lt;br /&gt;
&lt;br /&gt;
=== Cyoth ===&lt;br /&gt;
Beings of absolute and uncaring law, they seek to preserve the existence of spacetime over the existence of life. In certain instances this has led to them carrying out mass exterminations when necessary, and creating entire races when needed. They are even more cryptic and unknowable than the ancient avadri, and virtually no mortal has ever heard of them.&lt;br /&gt;
&lt;br /&gt;
== Archfae Deities ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Ashydir Conclave&lt;br /&gt;
!Deity&lt;br /&gt;
!Icons&lt;br /&gt;
!Symbolism&lt;br /&gt;
!Personality, Beliefs, and Tenets&lt;br /&gt;
|-&lt;br /&gt;
|'''Aeshir''' (AY-sheer)&lt;br /&gt;
|''Cultivation, Freedom, Light''&lt;br /&gt;
|Raging fire&lt;br /&gt;
|She recognizes that time is finite, so you should do what you can while you draw breath. Sometimes that means knocking things down to make something new.&lt;br /&gt;
|-&lt;br /&gt;
|'''Aevis''' (AY-ves)&lt;br /&gt;
|''Austerity, Freedom, Love''&lt;br /&gt;
|Swirling winds&lt;br /&gt;
|They are accommodating of many viewpoints, for truth can be found anywhere if you look hard enough.&lt;br /&gt;
|-&lt;br /&gt;
|'''Aya''' (AY-uh)&lt;br /&gt;
|''[[Decay]], Fate, Serenity''&lt;br /&gt;
|Blanket of ash&lt;br /&gt;
|She believes that the aftermath of utter annihilation is utterly fascinating, and it is where true growth can occur.&lt;br /&gt;
|-&lt;br /&gt;
|'''Gaarh''' (GAHRD)&lt;br /&gt;
|''Order, Serenity, Wisdom''&lt;br /&gt;
|Sturdy rock&lt;br /&gt;
|[[Actions]] are dangerous. He believes in careful consideration and deliberation before any significant action.&lt;br /&gt;
|-&lt;br /&gt;
|'''Gaesh''' (GAYSH)&lt;br /&gt;
|''Light, Wrath, Wisdom''&lt;br /&gt;
|Bubbling lava&lt;br /&gt;
|He thrives on conflict, seeing it as a chance to prove one’s might and worth.&lt;br /&gt;
|-&lt;br /&gt;
|'''Gaevid''' (GAY-ved)&lt;br /&gt;
|''Austerity, Fate, Freedom''&lt;br /&gt;
|Shifting sand&lt;br /&gt;
|She acts as an intermediary, trying to smooth over conflict whenever it might arise. The happier everyone is, the happier she is.&lt;br /&gt;
|-&lt;br /&gt;
|'''Sharyd''' (SHAHR-ed)&lt;br /&gt;
|''Cultivation, Order, Love''&lt;br /&gt;
|Wet clay&lt;br /&gt;
|They adore any form of creative outlet, moving from one hobby to another with dizzying speed&lt;br /&gt;
|-&lt;br /&gt;
|'''Sheryn''' (SHEHR-en)&lt;br /&gt;
|''Freedom, Love, Wrath''&lt;br /&gt;
|Crashing water&lt;br /&gt;
|She holds a strong will and is incredibly emotional, prone to bouts of rage; however, she also cares for those close to her with unmatched passion.&lt;br /&gt;
|-&lt;br /&gt;
|'''Vishyyr''' (Vish-EAR)&lt;br /&gt;
|''Austerity, Order, Serenity''&lt;br /&gt;
|Icy glacier&lt;br /&gt;
|They believe that emotion leads to rash decisions with terrible consequences, and emotion has no place in a mature person.&lt;br /&gt;
|-&lt;br /&gt;
|'''Yasheri''' (yash-EHR-ei)&lt;br /&gt;
|''Freedom, Hedonism, Love''&lt;br /&gt;
|Exploding steam&lt;br /&gt;
|Love and pleasure are all that really matter in life. He believes that as long as your actions hurt nobody, do whatever brings you joy.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Letspina Conclave&lt;br /&gt;
!Deity&lt;br /&gt;
!Icons&lt;br /&gt;
!Symbolism&lt;br /&gt;
!Personality, Beliefs, and Tenets&lt;br /&gt;
|-&lt;br /&gt;
|'''Aralunsi''' (ahr-ahl-UN-see)&lt;br /&gt;
|''Hedonism, Knowledge, [[Salvation]]''&lt;br /&gt;
|Tongue&lt;br /&gt;
|Enjoy the finer things in life, for you will not live forever. He finds great purpose in eating, singing, and conversing.&lt;br /&gt;
|-&lt;br /&gt;
|'''Daropmet''' (DAHR-oph-met)&lt;br /&gt;
|''[[Darkness]], Knowledge, Wrath''&lt;br /&gt;
|Ear&lt;br /&gt;
|Be patient and understand what someone else is really trying to say. They are deeply fulfilled through conversation and contemplation.&lt;br /&gt;
|-&lt;br /&gt;
|'''Etaluna''' (et-ahl-UN-uh)&lt;br /&gt;
|''Fate, Nature, Wisdom''&lt;br /&gt;
|Raised heckles&lt;br /&gt;
|Sometimes, you just have to trust your gut. She embodies the elusive “sixth sense” and the simple but undeniable feeling when something is wrong.&lt;br /&gt;
|-&lt;br /&gt;
|'''Patyra''' (pat-EER-uh)&lt;br /&gt;
|''Hedonism, Love, Nature''&lt;br /&gt;
|Hand&lt;br /&gt;
|They are completely focused on the present. You never know what tomorrow holds, so why bother fretting?&lt;br /&gt;
|-&lt;br /&gt;
|'''Latisk''' (LAT-isk)&lt;br /&gt;
|''Knowledge, Light, Wisdom''&lt;br /&gt;
|Eye&lt;br /&gt;
|It’s important to keep your eye on the big picture. He is constantly vigilant and always trying to consider the grand plan.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rosfa''' (ROSS-fuh)&lt;br /&gt;
|''Salvation, Nature, Serenity''&lt;br /&gt;
|Nose&lt;br /&gt;
|Sometimes, memory can hold more truth than plain fact. She finds both sentiment and formative experiences to be absolutely foundational to existence.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Pashak Conclave&lt;br /&gt;
!Deity&lt;br /&gt;
!Icons&lt;br /&gt;
!Symbolism&lt;br /&gt;
!Personality, Beliefs, and Tenets&lt;br /&gt;
|-&lt;br /&gt;
|'''Amazonia'''&lt;br /&gt;
|''Cultivation, Hedonism, Light''&lt;br /&gt;
|Jungle tree&lt;br /&gt;
|If you have in abundance, you ought to share with those less fortunate.&lt;br /&gt;
|-&lt;br /&gt;
|'''Augustan''' (ah-[[Gust|GUST]]-un)&lt;br /&gt;
|''Ambition, Salvation, Light''&lt;br /&gt;
|Sequoia&lt;br /&gt;
|Take measures to ensure that your legacy casts a long [[shadow]], as it is all that will remain of you once you are gone.&lt;br /&gt;
|-&lt;br /&gt;
|'''Brackist''' (BRACK-ist)&lt;br /&gt;
|''Austerity, Bravery, Freedom''&lt;br /&gt;
|Mangrove&lt;br /&gt;
|Be open to unexpected circumstances and [[adapt]] to whatever situation you find yourself in.&lt;br /&gt;
|-&lt;br /&gt;
|'''Caspit''' (KAS-pet)&lt;br /&gt;
|''Austerity, Nature, Revenge''&lt;br /&gt;
|Cactus&lt;br /&gt;
|Be careful with what you have. The glutton will starve first, come the famine.&lt;br /&gt;
|-&lt;br /&gt;
|'''Cedrian''' (SEHD-ree-un)&lt;br /&gt;
|''Bravery, Salvation, Serenity''&lt;br /&gt;
|Conifer&lt;br /&gt;
|The hard and cold times in life give context and sweetness to the easy and warm months.&lt;br /&gt;
|-&lt;br /&gt;
|'''Elpad''' (ELL-pad)&lt;br /&gt;
|''Light, Hedonism, Love''&lt;br /&gt;
|Maple&lt;br /&gt;
|[[Merriment]], a jovial spirit, and deep friendship are the staples of a life well lived.&lt;br /&gt;
|-&lt;br /&gt;
|'''Junia''' (JOO-nee-uh)&lt;br /&gt;
|''Cultivation, Love, Serenity''&lt;br /&gt;
|Fern&lt;br /&gt;
|Tend to your own comfort and needs, and the needs of those you love, provided that you don't hurt others to do it.&lt;br /&gt;
|-&lt;br /&gt;
|'''Okart''' (OAK-ert)&lt;br /&gt;
|''Bravery, Honor, Redemption''&lt;br /&gt;
|Oak&lt;br /&gt;
|Take a stand against injustice and shelter the helpless from danger. If you have the means to protect others, and you ignore them, you are worse than a villain.&lt;br /&gt;
|-&lt;br /&gt;
|'''Pecash''' (PECK-esh)&lt;br /&gt;
|''Cultivation, Salvation, Wisdom''&lt;br /&gt;
|Tree nut&lt;br /&gt;
|Patience pays. Sometimes, you don't see the fruits of your labor for years or even decades.&lt;br /&gt;
|-&lt;br /&gt;
|'''Relustin''' (rel-UST-en)&lt;br /&gt;
|''Cultivation, Hedonism, Salvation''&lt;br /&gt;
|Berry bush&lt;br /&gt;
|Trust the world around you to provide. Sometimes it will give abundantly, sometimes the bare necessities, but always will it give.&lt;br /&gt;
|-&lt;br /&gt;
|'''Wylla''' (WILL-uh)&lt;br /&gt;
|''Fate, Honor, Order''&lt;br /&gt;
|Birch &lt;br /&gt;
|Structure, community, and a group mentality give every living thing a greater meaning and purpose.&lt;br /&gt;
|-&lt;br /&gt;
|'''Yvinna''' (yev-EEN-uh)&lt;br /&gt;
|''Ambition, Decay, Darkness''&lt;br /&gt;
|Nettle&lt;br /&gt;
|Draw in unsuspecting victims to seek your comfort, then torture them until they beg you to stop. This is power, and it is yours to command if you are willing.&lt;br /&gt;
|-&lt;br /&gt;
|'''Zenir''' (zen-EER)&lt;br /&gt;
|''Hedonism, Nature, Wrath''&lt;br /&gt;
|Desert grass&lt;br /&gt;
|Celebrate with abandon when you can, because hardship and war are all too common.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Shibmar Conclave&lt;br /&gt;
!Deity&lt;br /&gt;
!Icons&lt;br /&gt;
!Symbolism&lt;br /&gt;
!Personality, Beliefs, and Tenets&lt;br /&gt;
|-&lt;br /&gt;
|'''Al'An''' (al-AHN)&lt;br /&gt;
|''Knowledge, Light, Wisdom''&lt;br /&gt;
|Giraffe's head&lt;br /&gt;
|Do not go looking for danger, but always be aware of its reality. Stay vigilant to ensure the safety of those you love.&lt;br /&gt;
|-&lt;br /&gt;
|'''A'rl'ng''' (AH-ril-ing)&lt;br /&gt;
|''Bravery, Freedom, Honor''&lt;br /&gt;
|Horseshoe&lt;br /&gt;
|Run wild and live free. Do not let anyone put shackles, real or ideological, on your own untamable spirit.&lt;br /&gt;
|-&lt;br /&gt;
|'''Arych''' (AHR-yick)&lt;br /&gt;
|''Ambition, Darkness, Revenge''&lt;br /&gt;
|Spider web&lt;br /&gt;
|There is a scheme devious enough to bring anyone to their knees. Learn these schemes and utilize them, or they will be used against you.&lt;br /&gt;
|-&lt;br /&gt;
|'''Clikkirikkilc''' (kli-KI-rik-ilk)&lt;br /&gt;
|''Decay, Darkness, Order''&lt;br /&gt;
|Beetle&lt;br /&gt;
|One must work hard in order to earn any reward. Many hands, however, make such work light, and even enjoyable.&lt;br /&gt;
|-&lt;br /&gt;
|'''Enthri''' (EHN-three)&lt;br /&gt;
|''Freedom, Knowledge, Wrath''&lt;br /&gt;
|Eagle head in profile&lt;br /&gt;
|Many opportunities will present themselves to you if you maintain a keen and watchful eye.&lt;br /&gt;
|-&lt;br /&gt;
|'''Gusper''' (GUS-pehr)&lt;br /&gt;
|''Fate, Freedom, Salvation''&lt;br /&gt;
|Salmon&lt;br /&gt;
|A simple life is often the most satisying. Go where the current of life takes you, content with your family and your surroundings.&lt;br /&gt;
|-&lt;br /&gt;
|'''Heq''' (HEK)&lt;br /&gt;
|''Hedonism, Revenge, Wrath''&lt;br /&gt;
|Boar head&lt;br /&gt;
|Violence is in every creature's nature. Do not shy away from such emotions or the acts that they prompt, for they make you powerful.&lt;br /&gt;
|-&lt;br /&gt;
|'''Immort''' (em-OORT)&lt;br /&gt;
|''Austerity, Order, Salvation''&lt;br /&gt;
|[[Turtle]] shell&lt;br /&gt;
|Be in no rush. The slow and cautious planner usually succeeds where the frantic worker fails.&lt;br /&gt;
|-&lt;br /&gt;
|'''Khailain''' (kal-AIN)&lt;br /&gt;
|''Ambition, Decay, Revenge''&lt;br /&gt;
|Cobra head&lt;br /&gt;
|Always treat others the way they treat you. Assume that everyone is out to manipulate you or get ahead.&lt;br /&gt;
|-&lt;br /&gt;
|'''Kleppar''' (kleh-PAHR)&lt;br /&gt;
|''Bravery, Freedom, Nature''&lt;br /&gt;
|Squirrel eating a nut&lt;br /&gt;
|Maintain a balance between present and future. Take pleasure in the present moment, but also prepare for hard seasons that will one day come.&lt;br /&gt;
|-&lt;br /&gt;
|'''Kos'''&lt;br /&gt;
|''Bravery, Love, Wisdom''&lt;br /&gt;
|Peacock feather&lt;br /&gt;
|It is right and good to seek status. By appealing to others, they will respect you more.&lt;br /&gt;
|-&lt;br /&gt;
|'''Leshy''' (LESH-ee)&lt;br /&gt;
|''Cultivation, Knowledge, Nature''&lt;br /&gt;
|Orangutan head&lt;br /&gt;
|Any discarded detritus might be repurposed into a tool. The things you can create are limited only by your imagination.&lt;br /&gt;
|-&lt;br /&gt;
|'''Lob'''&lt;br /&gt;
|''Salvation, Light, Love''&lt;br /&gt;
|Holstein cow&lt;br /&gt;
|Strive for bright, tranquil days. When possible, avoid darkness and conflict of all varieties.&lt;br /&gt;
|-&lt;br /&gt;
|'''Porov''' (POR-ov)&lt;br /&gt;
|''Austerity, Order, Serenity''&lt;br /&gt;
|Hermit crab&lt;br /&gt;
|Strong walls, and an insular community, can ward off even grave threats.&lt;br /&gt;
|-&lt;br /&gt;
|'''Pretibyrd''' (PRET-ee-berd)&lt;br /&gt;
|''Freedom, Light, Love''&lt;br /&gt;
|Chickadee&lt;br /&gt;
|Song and music have no instrinsic merit, but they provide beauty. That is merit enough.&lt;br /&gt;
|-&lt;br /&gt;
|'''Saurzan''' (SOAR-zen)&lt;br /&gt;
|''Bravery, Death, Honor''&lt;br /&gt;
|Alligator head&lt;br /&gt;
|In a world ruled by chaos and cruelty, you either [[kill]] or get killed. Do what has to be done.&lt;br /&gt;
|-&lt;br /&gt;
|'''Sekh''' (SEK)&lt;br /&gt;
|''Freedom, Hedonism, Wrath''&lt;br /&gt;
|[[Lion]]'s head&lt;br /&gt;
|Wander the world as far and wide as you can, always seeking new experiences. Embrace every opportunity.&lt;br /&gt;
|-&lt;br /&gt;
|'''Shap'ke''' (SHAHP-kee)&lt;br /&gt;
|''Darkness, Fate, Revenge''&lt;br /&gt;
|[[Shark]] fin&lt;br /&gt;
|Take advantage of those with less power than you, but do not crush them, lest they stop providing you with endless resources.&lt;br /&gt;
|-&lt;br /&gt;
|'''Stoll'''&lt;br /&gt;
|''Austerity, Death, Knowledge''&lt;br /&gt;
|Vulture head&lt;br /&gt;
|Death is inevitable, so make use of this fact. Do not seek out death, do not turn from it, either. Anything can be made useful.&lt;br /&gt;
|-&lt;br /&gt;
|'''Tamat''' (TAM-aht)&lt;br /&gt;
|''Death, Darkness, Knowledge''&lt;br /&gt;
|[[Elephant]] head&lt;br /&gt;
|Never forget the past, for it is the lessons of the past that we can learn to shape a better future&lt;br /&gt;
|-&lt;br /&gt;
|'''Vele''' (VEY-ley)&lt;br /&gt;
|''Bravery, Honor, Love''&lt;br /&gt;
|Bear paw&lt;br /&gt;
|You will, inevitably, be knocked down. When this happens, get back up. You will be stronger for it.&lt;br /&gt;
|-&lt;br /&gt;
|'''Woden''' (WOE-den)&lt;br /&gt;
|''Fate, Redemption, Wisdom''&lt;br /&gt;
|Crow&lt;br /&gt;
|Gaze ever into the future, and navigate the waters of life with sage counsel and a level head.&lt;br /&gt;
|-&lt;br /&gt;
|'''Wolven''' (WOHL-wehn)&lt;br /&gt;
|''Honor, Love, Nature''&lt;br /&gt;
|[[Wolf]] paw&lt;br /&gt;
|Your strength is never greater than when you surrender to others, and your weakness is never stronger than when you rely only on yourself.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Stravon Conclave&lt;br /&gt;
!Deity&lt;br /&gt;
!Icons&lt;br /&gt;
!Symbolism&lt;br /&gt;
!Personality, Beliefs, and Tenets&lt;br /&gt;
|-&lt;br /&gt;
|'''Assi''' (ass-EE)&lt;br /&gt;
|''Decay, Revenge, Redemption''&lt;br /&gt;
|Humanoid with a donkey's head&lt;br /&gt;
|He believes that life is a series of miseries, separated by brief moments of annoyance. Might as well make sure everyone knows it.&lt;br /&gt;
|-&lt;br /&gt;
|'''Bline''' (BLIEN)&lt;br /&gt;
|''Hedonism, Light, Love''&lt;br /&gt;
|Handheld fan&lt;br /&gt;
|Alternating between joy and disgust, she tries to [[guide]] people in her own relatively narrow view of what “good” is and help them avoid “bad”.&lt;br /&gt;
|-&lt;br /&gt;
|'''Caliban''' (KAHL-ib-ahn)&lt;br /&gt;
|''Decay, Redemption, Wrath''&lt;br /&gt;
|Knotted staff with barnacles on it&lt;br /&gt;
|Often misunderstood, he inspires fear in all who see his hideous visage. In truth, although he angers quickly, he seeks to protect the misguided and help them see the error in their ways&lt;br /&gt;
|-&lt;br /&gt;
|'''Edmari''' (ed-MAHR-ee)&lt;br /&gt;
|''Austerity, Serenity, Wrath''&lt;br /&gt;
|Happy and sad masks&lt;br /&gt;
|Typically agitated and frustrated, he believes that any institution becomes corrupt over time. After a certain point, all orders must be razed and started over.&lt;br /&gt;
|-&lt;br /&gt;
|'''Eyar''' (EE-yer)&lt;br /&gt;
|''Fate, Serenity, Wisdom''&lt;br /&gt;
|Sleeping pony&lt;br /&gt;
|Weary at the endless cycle of pain and shattered hopes, she prefers to slumber in melancholy and hope that one day the dreams give way to a brighter reality.&lt;br /&gt;
|-&lt;br /&gt;
|'''Halam''' (hal-AHM)&lt;br /&gt;
|''Hedonism, Serenity, Wrath''&lt;br /&gt;
|Upraised hand holding a skull&lt;br /&gt;
|Broody and emotional, he can be prone to manic phases of violent action before returning to his emotional muck. He embodies the tension between a desire for change and the overwhelming weight of said change.&lt;br /&gt;
|-&lt;br /&gt;
|'''Leira''' (LEY-ruh)&lt;br /&gt;
|''Darkness, Nature, Revenge''&lt;br /&gt;
|Woman's face with a bandage covering her eyes&lt;br /&gt;
|Alternating between long periods of relaxation and brief phases of panicked alarm, she tries to guide her pupils and her wards away from harm without revealing herself.&lt;br /&gt;
|-&lt;br /&gt;
|'''Oberon''' (OEB-ehr-ohn)&lt;br /&gt;
|''Darkness, Love, Revenge''&lt;br /&gt;
|Moon&lt;br /&gt;
|A gloomy lover who feels intense passion for his family and his subjects, he can be unstable and unpredictable force.&lt;br /&gt;
|-&lt;br /&gt;
|'''Puck'''&lt;br /&gt;
|''Freedom, Salvation, Serenity''&lt;br /&gt;
|Dragonfly&lt;br /&gt;
|A carefree miscreant more than willing to do the dirty work of any other deity, provided that it won't land him in too much trouble.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rometta''' (rom-ETT-uh)&lt;br /&gt;
|''Decay, Freedom, Wisdom''&lt;br /&gt;
|Spilled cup&lt;br /&gt;
|Obsessed with finding love for herself and helping mortals find love, she is usually deeply happy or quite sad - or that strange, sweet mix of both.&lt;br /&gt;
|-&lt;br /&gt;
|'''Titania''' (ti-TAIN-ee-uh)&lt;br /&gt;
|''Light, Serenity, Redemption''&lt;br /&gt;
|Sun&lt;br /&gt;
|A pensive and long-term planner, she makes decisions that she believes will benefit the ongoing wellbeing of her family and her subjects, even if those decisions are incredibly mundane.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Vertumna Conclave&lt;br /&gt;
!Deity&lt;br /&gt;
!Icons&lt;br /&gt;
!Symbolism&lt;br /&gt;
!Personality, Beliefs, and Tenets&lt;br /&gt;
|-&lt;br /&gt;
|'''Rosen''' (ROES-un)&lt;br /&gt;
|''Cultivation, Love, Nature''&lt;br /&gt;
|Budding flower&lt;br /&gt;
|She sees beauty in the act of creating and cultivating new life, and in renewing old promises&lt;br /&gt;
|-&lt;br /&gt;
|'''Strack''' (STRAHK)&lt;br /&gt;
|''Austerity, Darkness, Honor''&lt;br /&gt;
|Snowflake&lt;br /&gt;
|Hardship gives rise to responsibility. He believes that frugal living is wise, and creatures have the duty to look after one another.&lt;br /&gt;
|-&lt;br /&gt;
|'''Thaund''' (THAWND)&lt;br /&gt;
|''Cultivation, Hedonism, Wrath''&lt;br /&gt;
|Lightning bolt&lt;br /&gt;
|He often lives in the moment, without a thought for the next day. Quick to wrath, and equally quick to forgiveness.&lt;br /&gt;
|-&lt;br /&gt;
|'''Wythen''' (WEI-then)&lt;br /&gt;
|''Decay, Death, Hedonism''&lt;br /&gt;
|Fallen leaf&lt;br /&gt;
|Make merry, for tomorrow we all will die. She believes in accepting the inevitable, and finding enjoyment in the present.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Avadri Deities ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Corrupted Avadri&lt;br /&gt;
!Deity&lt;br /&gt;
!Icons&lt;br /&gt;
!Symbolism&lt;br /&gt;
!Personality, Beliefs, and Tenets&lt;br /&gt;
|-&lt;br /&gt;
|'''Dethonax''' (DETH-oh-NAX)&lt;br /&gt;
|''Ambition, Decay, Wrath''&lt;br /&gt;
|Cluster of spiked chains&lt;br /&gt;
|A devious hivemind who uses any means available to control and extort other creatures to his own ends. Paranoid, secretive, and possessive.&lt;br /&gt;
|-&lt;br /&gt;
|'''Kathanon''' (kar-THEN-ohn)&lt;br /&gt;
|''Decay, Cultivation, Revenge''&lt;br /&gt;
|Bloody pawprint&lt;br /&gt;
|Manic and obsessive creator of all manner of poisons and monstrosities. She tends not to scheme like the other Corrupted, but acts on impulse.&lt;br /&gt;
|-&lt;br /&gt;
|'''Amonaq''' (AH-muhn-ock)&lt;br /&gt;
|''Death, Hedonism, Wrath''&lt;br /&gt;
|Asteroid cluster&lt;br /&gt;
|Fanatically determined to eradicate life at any cost, as it sees all existence as a terrible curse.&lt;br /&gt;
|-&lt;br /&gt;
|'''Ustaz''' (OOS-tahz)&lt;br /&gt;
|''Ambition, Death, Revenge''&lt;br /&gt;
|Spiked hammer&lt;br /&gt;
|Believes that if he consumes enough souls, he will ascend as the ultimate god. His schemes are entirely to help him kill and consume more creatures.&lt;br /&gt;
|-&lt;br /&gt;
|'''Jehemekh''' (JEH-hem-eck)&lt;br /&gt;
|''Decay, Hedonism, Knowledge''&lt;br /&gt;
|Eight daggers bundled together&lt;br /&gt;
|Utterly exploitative, he will backstab anyone, including staunch allies, if it will get him ahead. Above all, he wants to amass more power and wealth to lord over all other creatures&lt;br /&gt;
|-&lt;br /&gt;
|'''Kamosh''' (KAM-osh)&lt;br /&gt;
|''Freedom, Hedonism, Wrath''&lt;br /&gt;
|Bleeding anatomical heart&lt;br /&gt;
|Kamosh offers little thought to the future, instead pursuing any form of indolent pleasure that they can find in the present.&lt;br /&gt;
|-&lt;br /&gt;
|'''Lashrael''' (LASH-ray-el)&lt;br /&gt;
|''Austerity, Darkness, Knowledge''&lt;br /&gt;
|Black scythe&lt;br /&gt;
|An uncaring and unfeeling force of death who simply wants to see the universe plunge into eternal darkness.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Paragon Avadri&lt;br /&gt;
!Deity&lt;br /&gt;
!Icons&lt;br /&gt;
!Symbolism&lt;br /&gt;
!Personality, Beliefs, and Tenets&lt;br /&gt;
|-&lt;br /&gt;
|'''Nexariel''' (nex-AHR-ee-el)&lt;br /&gt;
|''Cultivation, Order, Knowledge''&lt;br /&gt;
|Four-dimensional cube&lt;br /&gt;
|Cold and uncaring, endlessly calculating. She exists as thousands of hypothetical iterations of the original Nexariel, who duplicated herself before sacrificing herself to save the avadri.&lt;br /&gt;
|-&lt;br /&gt;
|'''Romariel''' (row-MAYR-ee-el)&lt;br /&gt;
|''Order, Salvation, Redemption''&lt;br /&gt;
|A forge hammer engraved with a flower&lt;br /&gt;
|Compassionate and creative, he tends towards sorrow rather than anger when he is wronged. A smith and mason of cosmic proportions.&lt;br /&gt;
|-&lt;br /&gt;
|'''Faetanorel''' (fay-TAN-oh-rel)&lt;br /&gt;
|''Freedom, Honor, Love''&lt;br /&gt;
|Opened book of music&lt;br /&gt;
|Creative and generous to the point of naivete, she seeks to create songs and creatures that can spread joy, and tries to ignore when they use their gifts for ill.&lt;br /&gt;
|-&lt;br /&gt;
|'''Yazardarel''' (yah-ZAR-duh-rel)&lt;br /&gt;
|''Death, Order, Revenge''&lt;br /&gt;
|Flaming gavel&lt;br /&gt;
|Absolutely emotionless embodiment of justice with no room for negotiation or exception. She sees no reason to offer any mercy to the guilty.&lt;br /&gt;
|-&lt;br /&gt;
|'''Syllimael''' (sai-LEM-mai-el)&lt;br /&gt;
|''Austerity, Darkness, Wrath''&lt;br /&gt;
|Bleak humanoid face with a hand over its mouth&lt;br /&gt;
|A silent watcher, preferring to observe rather than interact directly. But when they deem it necessary to [[intervene]], their plans are unerringly successful.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rakariel''' (ray-KAHR-ee-el)&lt;br /&gt;
|''Death, Light, Wrath''&lt;br /&gt;
|Upraised hand with a decorative eye in the palm&lt;br /&gt;
|A violent [[warrior]] who strives for righteousness but will often strike first when he feels that proactive justice can prevent greater loss.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Avatar Deities ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Deity&lt;br /&gt;
!Icons&lt;br /&gt;
!Symbolism&lt;br /&gt;
!Personality, Beliefs, and Tenets&lt;br /&gt;
|-&lt;br /&gt;
|'''Door'''&lt;br /&gt;
|''Fate, Freedom, Knowledge''&lt;br /&gt;
|Door&lt;br /&gt;
|An impersonal, single center point that connects all worlds. Represents all beginnings and endings.&lt;br /&gt;
|-&lt;br /&gt;
|'''Dream'''&lt;br /&gt;
|''Austerity, Darkness, Serenity''&lt;br /&gt;
|Sleeping face&lt;br /&gt;
|A consciousness of what might lie beyond reality, what may or may not come to pass, and endless possibilities. The Dream is the bridge between the physical and spiritual.&lt;br /&gt;
|-&lt;br /&gt;
|'''Guide'''&lt;br /&gt;
|''Cultivation, Knowledge, Redemption''&lt;br /&gt;
|Lighthouse&lt;br /&gt;
|Taking many forms, a Guide is born when the cycle stalls and their only drive is to put the cycle back into motion.&lt;br /&gt;
|-&lt;br /&gt;
|'''Interloper'''&lt;br /&gt;
|''Ambition, Hedonsim, Revenge''&lt;br /&gt;
|Smirking face&lt;br /&gt;
|The interloper exists as a necessary antagonist and contingency to the cycle. Their goal is to break the wheel and end the cycle. The interloper constantly sturdies the wheel by attacking it.&lt;br /&gt;
|-&lt;br /&gt;
|'''Messenger'''&lt;br /&gt;
|''Knowledge, Light, Wisdom''&lt;br /&gt;
|Folded letter&lt;br /&gt;
|Connects worlds and realities. Roams the dream and seeks truth. Brings sacred knowledge, invention, and enlightenment to mortal life across the universe.&lt;br /&gt;
|-&lt;br /&gt;
|'''Mother'''&lt;br /&gt;
|''Cultivation, Love, Wisdom''&lt;br /&gt;
|Face with a head scarf&lt;br /&gt;
|The first avatar. The Mother begins a cycle. Cultivates life and love.&lt;br /&gt;
|-&lt;br /&gt;
|'''Orphan'''&lt;br /&gt;
|''Ambition, Austerity, Fate''&lt;br /&gt;
|Cradle&lt;br /&gt;
|One who embodies trial, hardship, endurance, and survival. The orphan heralds the end of the cycle.&lt;br /&gt;
|-&lt;br /&gt;
|'''Prophets'''&lt;br /&gt;
|''Bravery, Honor, Redemption''&lt;br /&gt;
|Face looking upward&lt;br /&gt;
|The brothers are the antithesis of Mother's children. They contend with each other to sway The Orphan, one to destruction and one to enlightenment.&lt;br /&gt;
|-&lt;br /&gt;
|'''Superstar'''&lt;br /&gt;
|''Ambition, Fate, Hedonism''&lt;br /&gt;
|Star&lt;br /&gt;
|The moral uniter, the speaker of a collective dream, representing fame, riches, glory, and unity.&lt;br /&gt;
|-&lt;br /&gt;
|'''Surrender'''&lt;br /&gt;
|''Death, Decay, Entropy''&lt;br /&gt;
|Downcast face&lt;br /&gt;
|A dark force that can break most, but pushes heroes to action. Surrender is sometimes aware of its existence as a necessary evil and will martyr itself as a culling force.&lt;br /&gt;
|-&lt;br /&gt;
|'''Veil'''&lt;br /&gt;
|''Fate, Darkness, Serenity''&lt;br /&gt;
|Curtain&lt;br /&gt;
|The obscuring force that preserves the mystery of the future. An enigmatic agent of chaos. Everything undiscovered and uncreated.&lt;br /&gt;
|-&lt;br /&gt;
|'''Violence'''&lt;br /&gt;
|''Death, Revenge, Wrath''&lt;br /&gt;
|Yelling face&lt;br /&gt;
|The second avatar. An eventuality that cannot be avoided, brother against brother. Those seeking the Orphan must find the Mother and Violence to start their path.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+The Six Creators&lt;br /&gt;
!Deity&lt;br /&gt;
!Icons&lt;br /&gt;
!Symbolism&lt;br /&gt;
!Personality, Beliefs, and Tenets&lt;br /&gt;
|-&lt;br /&gt;
|'''Change'''&lt;br /&gt;
|''Ambition, Freedom, Nature''&lt;br /&gt;
|Butterfly&lt;br /&gt;
|The incarnation of change. One small action can have endlessly cascading ripples. The chaos comes all beauty.&lt;br /&gt;
|-&lt;br /&gt;
|'''Time'''&lt;br /&gt;
|''Decay, Cultivation, Fate''&lt;br /&gt;
|Cat&lt;br /&gt;
|The incarnation of time. Controls the rate and flow of the multiverse's forward progression. Protects the cycle.&lt;br /&gt;
|-&lt;br /&gt;
|'''Death'''&lt;br /&gt;
|''Decay, Death, Nature''&lt;br /&gt;
|Crow&lt;br /&gt;
|The incarnation of death. Determines how the afterlife works and controls what happens to Essence after its [[vessel]] is gone.&lt;br /&gt;
|-&lt;br /&gt;
|'''Life'''&lt;br /&gt;
|''Ambition, Hedonism, Salvation''&lt;br /&gt;
|Fish&lt;br /&gt;
|The incarnation of life. Capable of creating mythic artifacts, living worlds, and other deities.&lt;br /&gt;
|-&lt;br /&gt;
|'''Destruction'''&lt;br /&gt;
|''Decay, Order, wrath''&lt;br /&gt;
|Serpent&lt;br /&gt;
|The incarnation of destruction. Breaks down vessels, nations, plants, and realities so that new ones might be created.&lt;br /&gt;
|-&lt;br /&gt;
|'''Creation'''&lt;br /&gt;
|''Cultivation, Order, Wisdom''&lt;br /&gt;
|Turtle&lt;br /&gt;
|The incarnation of creation. Gives form to previously formless matter and energy, creating galaxies and realities.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Celestial Deities ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Deity&lt;br /&gt;
!Icons&lt;br /&gt;
!Symbolism&lt;br /&gt;
!Personality, Beliefs and Tenets&lt;br /&gt;
|-&lt;br /&gt;
|'''Ahuromazdi''' (ah-HOO-row-MAHZ-dee)&lt;br /&gt;
|''Love, Redemption, Wisdom''&lt;br /&gt;
|Half-moon solar eclipse&lt;br /&gt;
|Charitability and wise counsel. He quietly works behind the scenes to facilitate reconciliation between aggrieved parties.&lt;br /&gt;
|-&lt;br /&gt;
|'''Alenoc''' (AHL-en-ock)&lt;br /&gt;
|''Ambition, Order, Knowledge''&lt;br /&gt;
|Thick, closed book&lt;br /&gt;
|Crafty and methodical planner. He uses any means at his disposal to gain influence and wields it with brutal efficiency.&lt;br /&gt;
|-&lt;br /&gt;
|'''Betorien''' (be-TOUR-yen)&lt;br /&gt;
|''Bravery, Honor, Wisdom''&lt;br /&gt;
|Weighing scales&lt;br /&gt;
|Delicately balances pragmatism and [[empathy]]. She seeks peace and reconciliation, but accepts that this sometimes involves harsh justice.&lt;br /&gt;
|-&lt;br /&gt;
|'''Elohiereen''' (ehl-OH-hier-EEN)&lt;br /&gt;
|''Cultivation, Knowledge, Nature''&lt;br /&gt;
|Winged fish&lt;br /&gt;
|Generally considered the mother of all mystic beasts, she always seeks to create new and wondrous creatures. Can be impulsive.&lt;br /&gt;
|-&lt;br /&gt;
|'''Judesaril''' (joo-DEH-sah-rihl)&lt;br /&gt;
|''Honor, Salvation, Wrath''&lt;br /&gt;
|Flaming sword&lt;br /&gt;
|He is extremely security-oriented and militaristically pursues the containment or execution of planar threats.&lt;br /&gt;
|-&lt;br /&gt;
|'''Lucien''' (LOO-sien)&lt;br /&gt;
|''Freedom, Love, Redemption''&lt;br /&gt;
|Harp&lt;br /&gt;
|Both loving and lustful, they embody both infidelity and dedication in an intense tumult.&lt;br /&gt;
|-&lt;br /&gt;
|'''Musharan''' (MOO-sheh-rahn)&lt;br /&gt;
|''Bravery, Honor, Light''&lt;br /&gt;
|Antler&lt;br /&gt;
|Defender of the weak and speaker for those without a voice. He also follows every celestial law to the letter, even when this misses the law’s intent&lt;br /&gt;
|-&lt;br /&gt;
|'''Niphtaral''' (NIFF-tahr-all)&lt;br /&gt;
|''Bravery, Order, Revenge''&lt;br /&gt;
|Half-decayed tower&lt;br /&gt;
|Publicly a supporter of law and precedent, he maintains schemes within schemes to cause tradition to crumble.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rasheen''' (ray-SHEEN)&lt;br /&gt;
|''Ambition, Bravery, Light''&lt;br /&gt;
|Executioner's axe&lt;br /&gt;
|A prowling protector that seeks out threats and neutralizes them to keep the innocent safe.&lt;br /&gt;
|-&lt;br /&gt;
|'''Tovare''' (TOW-vahr-ey)&lt;br /&gt;
|''Cultivation, Salvation, Redemption''&lt;br /&gt;
|Sprouting seed&lt;br /&gt;
|The leader of the Celestial Council, dedicated to cultivating the best in everyone and always seeking to redeem any who lose their way.&lt;br /&gt;
|-&lt;br /&gt;
|'''Yrojaram''' (yer-OH-jar-ahm)&lt;br /&gt;
|''Ambition, Decay, Freedom''&lt;br /&gt;
|Flame-bladed dagger&lt;br /&gt;
|A constant advocate for the villain and the monster, she trumpets the belief that there are always two sides to every story.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Exile Deities ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Deity&lt;br /&gt;
!Icons&lt;br /&gt;
!Symbolism&lt;br /&gt;
!Personality, Beliefs, and Tenets&lt;br /&gt;
|-&lt;br /&gt;
|'''Angrodean''' (an-GROW-dee-un)&lt;br /&gt;
|''Decay, Hedonism, Serenity''&lt;br /&gt;
|Fattened boar&lt;br /&gt;
|Will do anything for his own comfort; believes one's own desires are the only truth&lt;br /&gt;
|-&lt;br /&gt;
|'''Bolloc''' (BOL-ock)&lt;br /&gt;
|''Bravery, Nature, Wrath''&lt;br /&gt;
|Rabid dog's head&lt;br /&gt;
|They find purpose in eviscerating anyone and anything that moves. War provides meaning.&lt;br /&gt;
|-&lt;br /&gt;
|'''Lissama''' (liss-AHM-uh)&lt;br /&gt;
|''Light, Love, Wrath''&lt;br /&gt;
|Hissing snake&lt;br /&gt;
|Power and control through any means are the ultimate good. She will do anything to gain and maintain such power.&lt;br /&gt;
|-&lt;br /&gt;
|'''Mikhael''' (MICK-hai-el)&lt;br /&gt;
|''Ambition, Salvation, Wrath''&lt;br /&gt;
|Eagle's wings&lt;br /&gt;
|Power is a means to an end: the protection and glorification of all creation. He intends to rule over the multiverse, as none could do it better.&lt;br /&gt;
|-&lt;br /&gt;
|'''Ortharia''' (or-THER-ee-uh)&lt;br /&gt;
|''Ambition, Decay, Darkness''&lt;br /&gt;
|Chipped tooth&lt;br /&gt;
|Believes that the surest way to gain power and control is by destabilizing everyone and everything around her.&lt;br /&gt;
|-&lt;br /&gt;
|'''Ralzire''' (rahl-ZIER)&lt;br /&gt;
|''Darkness, Honor, Redemption''&lt;br /&gt;
|Bat's wings&lt;br /&gt;
|Any born into darkness can nonetheless find the light. He is on his own journey to such an effect and guides others on similar redemptive journeys.&lt;br /&gt;
|-&lt;br /&gt;
|'''Shivran''' (SHIV-rahn)&lt;br /&gt;
|''Death, Order, Wrath''&lt;br /&gt;
|Owl head with bleeding eyes&lt;br /&gt;
|Power lies in belief. She does whatever it takes to convince others of her own cause and her own capacity to enact it, for this is what truly inspires change&lt;br /&gt;
|-&lt;br /&gt;
|'''Zutonian''' (zoo-TOHN-ee-un)&lt;br /&gt;
|''Death, Honor, Knowledge''&lt;br /&gt;
|Horned helmet over a skull&lt;br /&gt;
|Single-minded focus on achieving an objective. He believes that collateral [[damage]] is an illusion: if the objective is achieved, that’s all that really matters.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Fiend Lord Deities ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Deity&lt;br /&gt;
!Icons&lt;br /&gt;
!Symbolism&lt;br /&gt;
!Personality, Beliefs, and Tenets&lt;br /&gt;
|-&lt;br /&gt;
|'''Gezanmorcrux''' (GEZ-men-OHR-crux)&lt;br /&gt;
|''Bravery, Death, Wrath''&lt;br /&gt;
|Axe with a haft resembling a [[giant]] femur&lt;br /&gt;
|A brutish, hulking fiend. He believes that the direct approach is usually the best.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rakmourtuth''' (rack-MOOR-tuth)&lt;br /&gt;
|''Death, Darkness, Revenge''&lt;br /&gt;
|Six curved swords held in a bleeding fist&lt;br /&gt;
|A cunning demon agile of both body and mind. He believes that action is important, but only after careful planning.&lt;br /&gt;
|-&lt;br /&gt;
|'''Sahrnulothon''' (sur-NUHL-eth-ohn)&lt;br /&gt;
|''Darkness, Knowledge, Revenge''&lt;br /&gt;
|Three triangular eyes rimmed in flame&lt;br /&gt;
|Figure who sees all throughout the multiverse. She is unendingly intelligent, and he makes no deal without steep recompense.&lt;br /&gt;
|-&lt;br /&gt;
|'''The Six Bishops'''&lt;br /&gt;
|''Death, Darkness, Knowledge''&lt;br /&gt;
|[[Human]] skull with six eyes&lt;br /&gt;
|A group of six death-obsessed entities that are constantly in the state of terminal illness, replaced by their hopeful apprentices as they die.&lt;br /&gt;
|-&lt;br /&gt;
|'''Thaniakoth''' (THAHN-ee-ack-oth)&lt;br /&gt;
|''Death, Hedonism, Revenge''&lt;br /&gt;
|Tongue licking fangs&lt;br /&gt;
|A carnal and riotous figure, he relishes any form of hedonistic gratification and is known for fits of unpredictable passion.&lt;br /&gt;
|-&lt;br /&gt;
|'''Yolmurathun''' (YOHL-mur-AYTH-un)&lt;br /&gt;
|''Ambition, Fate, Revenge''&lt;br /&gt;
|Flaming warhammer&lt;br /&gt;
|A scheming fiend who spends as much time forging new inventions as he does planning his next moves in battle.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Crowwithaknife</name></author>
	</entry>
</feed>