Worship in Demoria: [Zatari Pridemate and Zephyr paragon paths]

Kaelkatar

First Post
(Mechanics for two paragon paths are below, if you don't care to learn some relevant fluff from my world then feel free to skip over it and review/comment on it from a purely mechanical perspective.)


Quick overview of the Deities of Demoria:

The setting takes place on the twin planes of Demoria and Phaase. Demoria is the name of the natural world, Phaase is the high plane that overlays it and is equivalent to a merging of the Astral Sea, Elemental Chaos, Feywild, Far Realm, and Shadowfell. Creatures from Demoria are considered 'naturals' and those from Phaase are known as 'eternals' The center of Phaase is a city known by the same name where the Iorids lived. The Iorids are powerful eternals that have taken on the mantle of gods, and are the only source of divine power in the setting.

The Purge was an event when powerful fiendish eternals from the far reachs of Phaase known as the Mezheti, raided the city and declared war on the Iorids. Though nearly half of the Mezheti army was killed in the initial assault, all the Iorids were slain other than Xios, Keeper of Secrets, who fled to Demoria. The Iorids were only killed in body, not in spirit, and their immortal essence manifested in the form of cores, small marble like objects that were hoarded and locked away by the Mezheti.

During this time magic was limited, and the gods were only heard in whispers, evil eternals ravaged the land and destroyed prosperity. An entire continent was wiped out and turned into a wasteland. In most of the other lands noteworthy warriors banded together and rebuked the constant assault of fiends for years. Sixty three years after the purge Xios returned to Phaase and recovered the chest that contained the cores of the other eighteen Iorids, which he emptied into the great rift causing the cores to descend from the heavens of Demoria, becoming spread over land and sea and all quite lost, but no longer the prisoners of the Mezheti. Before Xios escaped, he was confronted by the Mezheti leader, Rhuzenitil, and slain. His core is worn as a pendant around Rhuzenitil's neck.

This event is known as The Resurgence, and with the cores of the Iorids closer to their followers, magic users were revitalized with stronger power. Though the true resurgence of power did not come until four years later, when the first core was found. Touched by mortal hands, the core of Mediah bloomed, and the personality of the goddess was again present. Over the next twenty six years, ten of the eighteen fallen Iorids' cores were recovered, and with each awakening, the associated magic was bolstered. Though the final process of restoration has not yet come. Eager for a physical body, the awakened Iorids scan the world for followers to groom into avatars of themselves, such that they can one day merge with them, return to their former glory, and rout the Mezheti from their homeland.


Kyzatar: the Flamekeeper
While Kyzatar is known externally as the patron of Fire, his true supporters often overlook his elemental association and see him as the Feral God. His domains of beasts, passion, and rage dominate his personality, as does his sense of cooperation. As a god, he is supportive and defensive of all other Iorids, even those who would betray him for advantage. This trait defines his true followers, known as the Zatari Pride.
A Zatari Pride is a community, often consisting of multiple families, who as a group choose to religiously follow the Flamekeeper. Those in the community that reject Kyzatar, are exiled or killed, and all others work almost as if a single entity to accomplish their goals. While most Pridemates associate with others of Kyzatar's faith, occasionally some will join other groups which are treated very similarly. Pridemates are rarely found alone by choice. Pride tactics in combat often involve overwhelming numbers, speed, and ambush tactics. Groups tends to spring up in jungle tribes, though most large cities have a smaller group of more civilized Pridemates. Humans, Genasi, and Halflings are the most common Pridemates.
Being a firm believer of the collective over the individual, most Zatari would react negatively to being chosen to leave their tribe to become the avatar of Kyzatar. Some prophecies suggest that Kyzatar will not choose an avatar until all of the Prides have merged into one.


Zatari Pridemate
Requirements: Worships Kyzatar
(Suggested classes: Fighter, Ranger)


Weapons of the Pack (11th level): You are proficient with the Katar.
Zatari Pack Action (11th level): When you spend an action point to take another action, each ally within 5 squares can also shift 1 square.
Heated Ire (11th level): Whenever you are dealt fire damage, your next attack roll receives a +1 power bonus.
Kyazatar's Claws (16th level): Whenever you damage a target while you have two katars equipped, you can deal extra fire damage equal to your wisdom modifier.

Blazing Pounce – Zatari Pridemate Attack 11
Encounter * Primal, Weapon, Fire
Standard Action – Melee Weapon

Target: One creature
Attack: Strength+1 vs. AC (main weapon and off hand weapon), two attacks
Requirement: Must be wielding two katars.
Effect: Before the attack you can make an athletics check to jump, you are considered to have a running start.
Hit: 1[W] + Strength modifier damage per attack. If both attacks hit, you deal 1d6 extra fire damage and the target is knocked prone.

Speed of the Pack – Zatari Pridemate Utility 12
Daily * Primal, Stance
Minor Action – Personal

Effect: Until the stance ends, you gain +2 power bonus to speed and if you move at least 5 squares during your turn, you gain a +2 power bonus to AC and reflex until the end of your next turn.

Feral Inferno – Zatari Pridemate Attack 20
Daily * Primal, Weapon, Fire
Standard Action – Melee Weapon

Special: Shift your speed and make an attack against a target alone the way.
Attack: Strength vs AC
Requirement: Must be wielding a katar.
Primary Target: One creature
Hit: 2[W] + Strength modifier damage.
Effect: At the end of the shift, you can make a secondary attack.
Secondary Target: Close burst 1, all enemies in the burst.
Secondary Attack: Strength vs Reflex
Hit: Ongoing 10 fire damage (save ends).
Miss: Ongoing 5 fire damage (save ends).

Mediah: Goddess of the Winds.
Protective, yet possessive, Mediah embodies the skies of Demoria and is at least revered by all that consider taking to the air. She is also known to many as the Maiden of Storms and is looked upon as the source of most hazardous weather (e.g., thunderstorms, hurricanes, blizzards) and reviled by many who do not worship her. Mediah worship is located heavily the in far north, primarily by Genasi, Humans, Harpies, and Elves.
Mediah was the first Iorid to have their core recovered. It was discovered by the accidentally by a young woodland girl, Amiea Talovern, four years after The Resurgence. Gratefully rewarded, Amiea was also the first to be selected as an avatar. During the process of attunement Amiea was challenged and killed by a Serasa, a fanatic Zephyr who felt more worthy. Mediah viewed the challenge as an offense, and honored the Serasa by turning her into a harpy. Mediah has not considered any other avatars since then, and many attribute the the increase in bad weather since then to her continual mourning of Amiea.
The clerics of Mediah are known as Zephyrs. Most hail from harsh climates of the north and learn young to respect Mediah as strict mother figure. Generally Zephyrs are female, but some males exist, and there is no innate gender based hierarchy as in some other orders. Zephyrs are often found alone, only gathering in multiples in the temples of the largest cities. Zephyrs magic is the preferred magic to aid naval travel, and as such are sought out frequently by captains to aid them, especially on long journeys. Mediah shows little interest in Zephyrs who go out of their way to honor her, and as such most Zephyrs are very intent on performing their duties, and rarely show off.


Zephyr
Requirements: Worships Mediah
(Suggested Classes: Wizard, Swordmage)


The Calm Before (11th level): When you spend an action point, if you have not taken a move or standard action this turn, you can choose to end your turn. If you do, next turn take two standard actions and a move action in addition to your normal actions.
Scion of the Skies (11th level): Whenever you hit a flying creature with a ranged attack, it descends 10 squares. If it reaches the ground this way, it loses its ability to fly (save ends).
Winds of Change (16th level): When you miss with a ranged at-will or encounter attack power, you can reroll the attack against another target within 5 squares. On a hit, you deal half the attack's damage to that target.

Headwind – Zephyr Attack 11
Encounter * Primal, Implement, Cold
Standard Action – Ranged 10

Attack: Intelligence vs Fortitude
Hit: 2d8 + Intelligence cold damage and you may slide the target 5 squares. The target treats all squares as difficult terrain until the end of their next turn.

Reactive Gale – Zephyr Utility 12
Encounter * Primal, Cold
Immediate Reaction – Personal

Target: The triggering enemy.
Trigger: You are slid or pulled adjacent to an enemy.
Effect: You push the target 5 squares and deal it 1d10 cold damage.

Instant Squall – Zephyr Attack 20
Daily * Primal, Implement, Cold, Zone
Standard Action – Ranged 10

Attack: Intelligence vs Fortitude
Effect: Push the target 5 squares.
Hit: 4d6 + Intelligence cold damage and the target is knocked prone.
Effect: Create a burst 2 zone centered on the target. Creatures that enter the zone or start their turn there take 2d10 cold damage.
Sustain Minor: The zone persists.

(Looking mostly for mechanical and templating feedback, but advise on the flavor or my attempt at writing is accepted as well. I included the fluff as I feel it gives some decent information about why the paragon paths exist. I am going to be working on the other 17 paragon paths as well over the next few days, for my own purpose, and if there is enough interest I will continue to post them here.)
 
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