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<blockquote data-quote="Nellisir" data-source="post: 56753" data-attributes="member: 70"><p>This is the catch-all thread for the Shadowend campaign world; starting off with one of the powers-that-be. Gods in the Shadowend come in three varieties; the Elder Host (those that are, were, and will be), the Dalerain (divine by birth), and Ascended (divine by dint of power and worshippers). It makes little difference mechanics-wise; but factors into divine attitudes and relationships.</p><p></p><p><strong>Oricant</strong> (The Riddling God, the White God)</p><p> Demi Power </p><p> Neutral </p><p> Dalerain</p><p>Major AoC: Divination, Prophecy, Riddles</p><p>Minor AoC: Puzzles, Inevitability</p><p>Symbol: An endless knot</p><p>Allies: None</p><p>Enemies: Darghin</p><p>Avatar: Cleric 5 / Rogue 10 / Sorcerer 10</p><p></p><p>Oricant takes the shape of a young albino man, with pale blue eyes and wild white hair. He rarely manifests himself, preferring solitude to any interaction in the mortal world. Those who do converse with him find the experience disquieting, since the Riddling God often answers questions before they are asked, but rarely in a manner they find pleasing.</p><p></p><p>Oricant is the child of Darghin, the Lord of Night, and was imprisoned by his father for some years when his oracular powers became evident. His freedom was arranged by Ados, who did it as much to frustrate Darghin as free Oricant. He is the only deity with an absolute knowledge of the future (save perhaps Te), but rarely shares that knowledge. Either his imprisonment or his gift has left him withdrawn and antisocial; he has no firm allies, but many opponents who seek his knowledge.</p><p></p><p>Priests of Oricant are solitary, belonging to no hierarchy or organized religion. They devote much time and energy to unravelling puzzles and riddles, and are masters at uttering inscrutiable prophetic statements. They practice many forms of divination and forseeing, believing the method is less important than the practicioner. On rare occasions they may go adventuring for methods of increasing their ability to forsee the future. As they grow more powerful, though, most of the White God’s faithful go subtly and quietly mad – even as their prophecies come closer and closer to truth.</p><p></p><p>Domains: Divination, Fate, Time, Trickery</p><p>Favored Weapon: Club</p><p>Bonuses: +2 class bonus to Scrying skill checks.</p></blockquote><p></p>
[QUOTE="Nellisir, post: 56753, member: 70"] This is the catch-all thread for the Shadowend campaign world; starting off with one of the powers-that-be. Gods in the Shadowend come in three varieties; the Elder Host (those that are, were, and will be), the Dalerain (divine by birth), and Ascended (divine by dint of power and worshippers). It makes little difference mechanics-wise; but factors into divine attitudes and relationships. [b]Oricant[/b] (The Riddling God, the White God) Demi Power Neutral Dalerain Major AoC: Divination, Prophecy, Riddles Minor AoC: Puzzles, Inevitability Symbol: An endless knot Allies: None Enemies: Darghin Avatar: Cleric 5 / Rogue 10 / Sorcerer 10 Oricant takes the shape of a young albino man, with pale blue eyes and wild white hair. He rarely manifests himself, preferring solitude to any interaction in the mortal world. Those who do converse with him find the experience disquieting, since the Riddling God often answers questions before they are asked, but rarely in a manner they find pleasing. Oricant is the child of Darghin, the Lord of Night, and was imprisoned by his father for some years when his oracular powers became evident. His freedom was arranged by Ados, who did it as much to frustrate Darghin as free Oricant. He is the only deity with an absolute knowledge of the future (save perhaps Te), but rarely shares that knowledge. Either his imprisonment or his gift has left him withdrawn and antisocial; he has no firm allies, but many opponents who seek his knowledge. Priests of Oricant are solitary, belonging to no hierarchy or organized religion. They devote much time and energy to unravelling puzzles and riddles, and are masters at uttering inscrutiable prophetic statements. They practice many forms of divination and forseeing, believing the method is less important than the practicioner. On rare occasions they may go adventuring for methods of increasing their ability to forsee the future. As they grow more powerful, though, most of the White God’s faithful go subtly and quietly mad – even as their prophecies come closer and closer to truth. Domains: Divination, Fate, Time, Trickery Favored Weapon: Club Bonuses: +2 class bonus to Scrying skill checks. [/QUOTE]
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