Gods of Aegylas
The Gods have many names, and are poorly understood. You have seen one face of one of them. Perhaps it’s just a mask. Perhaps it’s the true nature of an ancient divine being. Who can say? In either case, one of these twelve Gods has their eye upon you.
In Pathfinder, the Gods confer a Mythic Path. In BESM, they confer the Divine Relationship Attribute, tied to their aspects. They also typically confer an assortment of supernatural powers.
Tarravas, the Motley Fool
Tarravas is a jester and a trickster, a rogue and a devil. Tarravas tricked the Queen of Whenyn and turned her into a cow. Tarravas painted all the windows in Llyminar blue, to win a bet. Tarravas ate a dragon, or maybe the dragon ate Tarravas. Now you have his attention, and the attention of Tarravas is a terribly entertaining thing – for Tarravas. You are, perhaps, less amused.
Tarravas loves games of skill, particularly cheating at them; but his love is an even more dangerous thing than his ire. Anything could have drawn his attention. Perhaps you were just unlucky.
The attention of Tarravas confers the Trickster Mythic Path.
Suggested BESM Power: The God-Voice, a Dynamic Power. Tarravas’ lies are impossible to resist
Rozali, the Shame-Bringer
Rozali was a prostitute, or so the stories go. She had a Prince as her client and lover, and when he betrayed her, she ruined his reputation forever by bringing truths to the light. Perhaps the stories got so popular that they made Rozali into a God. Perhaps it’s all a lie. Rozali brings down the high; she fools kings and nobles, seduces priests, and upstages braggarts. She drags embarrassing secrets into the light, and make the most eloquent courtiers tongue-tied and flustered. She is a folk-hero and loved by the people; she leads the low against the high; she is the fear of the proud, whether they are virtuous or vicious.
Perhaps you drew Rozali’s attention by pulling a prank so legendary and hilarious she could not help but endorse you. Maybe you left a King naked in the woods, or made a priest unwittingly confess his sins to the public. Or maybe you were her victim, a prideful braggart she decided to teach a lesson. Maybe you were a rebel-leader uniting the people behind you. Or perhaps you’ve done nothing yet, and it’s all a set-up – after all, having the Chosen of the Gods spectacularly fail would be a fantastic lesson in humility.
The attention of Rozali confers either the Trickster Mythic Path, or the Marshal Mythic Path.
Suggested BESM Power: Illusion. Rozali revels in making others behave foolishly.
Illystra, the Shining One
Illystra was a Queen, once, of some long-forgotten people. She was beloved by all, a righteous and benevolent queen, a good woman and a good leader. Then she became a God, and yet managed to stay human – or mostly so. Illystra always appears in the same guise, or at least while bearing that name. She’s a blond, tall and powerful woman carrying a shield and wearing a white flowing robe. Illystra is the goddess of leadership, of hard decisions, of rulers and of the ruled. She punishes fickle, irresponsible rulers and elevates skilled and honest ones; she rewards tough decisions even if they come at a cost. But she is still a God, and so cannot abide by weak leadership; especially not leadership divided. Democracy is anathema to Illystra.
You probably drew Illystra’s attention by being a leader. Or perhaps, because she decided you ought to be one. Maybe you overthrew an old King, or changed the rulership in a land. Perhaps you were a King once, but abdicated – something Illystra cannot tolerate. Or maybe you sought to bring fair democratic elections to your land – and Illystra punished you with irresistible charisma, dooming you to win every election held until you died.
The attention of Illystra confers the Marshal Mythic Path.
Suggested BESM Power: Aura of Inspiration and Mind Control (Authority). Few can resist a command by Illystra’s chosen.
Fane, the Burning Knight
Fane is ambition incarnate. A man wreathed in flame, seated atop a searing horse, Fane is always searching, always traveling, always headed somewhere. Fane is a leader, but only insofar as it helps serve the Cause. Fane is a guardian, but only insofar as it helps bring more into the Cause. Fane is a Knight, through and through, a Knight on a mission. When he speaks, it’s with a voice of thunder, and when he acts, it is with absolute certainty. Fane is a God of motivation, of drive, of ambition – a restless God, always searching, never finding.
You almost certainly drew Fane’s attention by being like him. You desired something so hotly, and so strongly, that you overcame impossible odds in search of it. And then you found it, and you were done, and you had no more cause. Fane took pity on you. Fane gave you purpose. Fane gave you a goal.
The attention of Fane confers either the Marshal Mythic Path, or the Champion Mythic Path.
Suggested BESM Power: Extra Energy and powers of fire and flame. Fane’s champions are inexhaustible, and like their master can summon fire to their aid.
Shurzara, the Mad Huntress
Shurzara is the blood-soaked deity of ravagers and barbarians, the bestial queen of the eternal hunt. She is both mistress and bitch, always appearing in the form of a woman with a ferocious hound on a leash. Sometimes she speaks as the hound, straining against the woman holding her back. Sometimes she speaks as the mistress, the hound complacent at her feet. Perhaps she is really two Gods, not one. Shurzara is the goddess of the hunters, the pursuers, the relentless and the mad. She aids impassioned lovers in the pursuit of their beloved, permitting and even encouraging them to go beyond sanity and safety. She helps hunters catch their prey and guardsmen catch their quarry. To Shurzara, the chase is always better than the catch – but the chase must end in victory.
Perhaps you were Shurzara’s quarry, but she spared you for reasons of her own. Perhaps you chased something important, and let it slip away. Maybe you killed someone and took the prey from the Goddesses’ chosen. Or maybe you were hunted by something terrible and awful, and were able to slay it; and now Shurzara made you take its place.
The attention of Shurzara confers the Champion Mythic Path.
Suggested BESM Power: Supersenses. Nothing escapes Shurzara.
Lord Iron, the Destroyer
Lord Iron is a tall, overbearing man with piercing blue eyes and a bright beard, shifting from blond to red. He’s always depicted in armor, with a multitude of weapons at his side. Lord Iron is the destroyer, the god of victory and conquest, a deity of unstoppable force and unhesitating determination. He fears nothing and despises cowards, but hates losing most of all and cannot bear to see his bets fall against him. He hates Tarravas more than anything, for the trickster has deceived him more than once, and Lord Iron knows how to hold a grudge.
You probably drew Lord Iron’s attention by winning in a magnificent fashion, perhaps against an opponent backed by Lord Iron himself. Perhaps you slew his previous champion, or humiliated him enough that Lord Iron’s favor shifted. Perhaps Lord Iron hates you for this; but it’s in his nature to back the winner. Or maybe you were a coward, and Lord Iron seeks to punish you for this – sending you out to slay great beasts to learn a warrior’s heart. Or perhaps you competed with Lord Iron in a field where his sword could not help him; maybe you won the heart of a beautiful woman he desired, or beat him at a simple game of chance.
The attention of Lord Iron confers the Champion Mythic Path, or the Guardian Mythic Path.
Suggested BESM Power: Weapons and Armor. Lord Iron blesses his champions with a panoply of relics.
Dorros, the Tortured Man
Dorros appears as a tormented, beaten and whipped slave, with horrid scars across his naked, emaciated body. He was once a man, they say, who suffered so badly in life that the gods granted him apotheosis in death. Dorros is a god of suffering and sacrifice, of endurance and of loss. He is worshiped by slaves and urchins who seek respite from their pain, but also by oppressors, who fear his vengeance and seek to put it off with sacrifice. Dorros accepts this sacrifice, so long as it causes the oppressor suffering as well. He is not a god of justice , after all. He never lessens pain, but he can grant the strength to overcome it, and be kind to those who endure.
You probably drew Dorros’ ire by preventing some sacrifice, perhaps rescuing someone meant as an offering. Or perhaps you sought to reclaim something that you had lost, unable to deal with the grief. Maybe you killed someone in mercy, someone who Dorros meant to survive the torment they were suffering. Or maybe you gave in under torture yourself, a great hero failing to endure and thereby displeasing him. Dorros is kind, after a fashion, but he never lets anyone off easy.
The attention of Dorros confers the Guardian Mythic Path.
Suggested BESM Power: Toughness, Resistance, and Special Defenses. Dorros’ champions can endure any hardship.
The Silence At The Doorstep
Somewhere in Aegylas, there is a vast and trackless desert, with no Roads. In the deepest depths of this desert, there is an abandoned and empty city, which has not seen a single human soul for hundreds of years. At the heart of the city stands a great tower, whose door is open, swinging soundlessly in the wind. Something guards this tower. Nobody knows what it looks like, or why it is there, or what it means. But the Silence at the Doorstep takes its duty very seriously.
Perhaps you traveled to this trackless city, and gazed upon the Silence, and it forever changed you. Perhaps you were merely at the edge of the desert, but you heard it speaking, soundlessly. Maybe you found the truth about it in an ancient tome. For whatever reason, the Silence at the Doorstep caught your attention… and now you’ve caught its.
The attention of the Silence at the Doorstep confers the Guardian Mythic Path, or the Hierophant Mythic Path.
Suggested BESM Power: Invisibility. Those chosen of the Silence are unseen, unheard, unknown.
Moroltho, the Prayerful
Moroltho is always praying. Steady streams of praise flow over his lips, and his hands caress a bronze gong, ringing out in honor of the Gods. Moroltho is strange, even by the standards of the Gods, and nobody knows to whom or what his prayers go. Always in the same form, an old monk dressed in humble clothing, muttering silently to himself. Moroltho is the god of prayer and praise, of singing and worship, of devotion and prostration. It is said that the Thing Moroltho Worships will one day destroy the world, and that only the old man’s prayers keep it at bay. One day there will be one last sound from Moroltho’s gong, and his prayers will cease, and the world will be devoured. But this is a story told by the other Gods, who are frequently liars. Moroltho says nothing. He merely prays.
Perhaps you drew Moroltho’s attention by devotion to some other God entirely, or by humbly serving a cause. Perhaps you were a skilled performer, with a voice like gold and honey, and Moroltho considered it worthy of singing the praise of the Thing Moroltho Worships. Or maybe you destroyed a temple, or slew a man while he was praying, and Moroltho seeks to avenge this. Or maybe, just maybe, he is training you as his successor. You can feel the prayers growing in your throat already, can you not?
The attention of Moroltho confers the Hierophant Mythic Path.
Suggested BESM Power: Power Flux. Moroltho’s prayers shape the world, and his chosen can shape themselves.
Yunil, the Ancient Witch
Yunil is whispered about in distant marshes, and worshiped by peasant-wives about to give birth. She is sought by scribes and scholars, and placated with sacrifices by kings and nobles. She is the Witch of the Woods and Physician of the College. She is midwife, she puts the elderly to sleep. She knows the secrets of life, and of death, and she knows that before these things, all men must be humble. She always appears as an old woman, sometimes in regal robes, sometimes as a humble midwife.
You probably drew Yunil’s ire by lording over life and death. Perhaps you resurrected a dear friend; or perhaps you killed someone who was meant to be immortal. Perhaps you mistreated a pregnant woman, who are sacred to Yunil. Or maybe you terminated your own pregnancy, knowing you could never support a child. Nobody ever said the gods were fair.
The attention of Yunil confers the Hierophant Mythic Path, or the Archmage Mythic Path.
Suggested BESM Power: Healing. Yunil has dominion over who lives and dies.
The Icemind, the Frozen Thought
There is an assertion that the Frozen Empire was founded by the Icemind. The Icemind denies this. The Icemind does not act. It does not found empires, nor does it meddle in the affairs of men. Or so it claims. The Icemind is a dispassionate God (entity?), an observer, a thought frozen in the eternal stillness of the coldest glacier. But it isn’t entirely removed from the mortal world. The Icemind admires intelligence, and seeks to spread information. Its methods are cruel. It claims to be emotionless, but seems to take a certain amount of glee in revealing sadistic truths. It opposes ugliness, but its aesthetical values are cold and inhuman. It strips things of value. It makes things transparent, for better or for worse.
Perhaps you attracted the attention of the Icemind by your sheer brilliance and intelligence. Perhaps you destroyed some object of knowledge – a tome of evil lore, or a crystal that drives men mad. Maybe you drew its ire by denying to take a path of brilliance, by getting too entrenched in the ”affairs of mortals”. Maybe it despises your fleshy body. Or more likely, it envies it.
The attention of the Icemind confers the Archmage Mythic Path.
Suggested BESM Power: Indirect Supersenses (X-Ray Vision and the like) and powers of ice and cold. The Icemind is not a hunter like Shurzara; it dissects, studies, examines. Its champions wield its dominion over ice and chill.
Arzana, Magic’s Daughter
The legend of Arzana says she was born when the greatest two wizards in Aegylas did battle. One cast a mighty bolt of lightning, so powerful as to crack the sky apart; and the other flung a bolt of fire so searingly hot it nearly melted the Sun. When they met, there was an explosion which killed them both; and Arzana was born in the crater. Arzana appears as a young girl, sometimes five years old, sometimes fifteen, never older than twenty-five. She is fond of numbers and of sigils. She is magic incarnate, dangerous to worship, unpredictable like the chaos that birthed her. She is eternally child-like and irresponsible.
You probably drew Arzana’s ire by uncovering some secret you shouldn’t have; or by using magic so savage you broke something in the world. Arzana, like many children, is jealous of younger siblings, and you got close to birthing one. Or perhaps you crafted a magic item, an item Arzana desired but that you refused her, when she came to you in the shape of an ordinary girl looking for a toy.
The attention of Arzana confers the Archmage Mythic Path, or the Trickster Mythic Path.
Suggested BESM Power: High-Level Weapons with severe drawbacks. Arzana’s arcane bolts crackle with power, too strong to be wielded even by her champions.