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Asyl

Goddess of Suffering, Bondage, and Sacrifice (WIP)

0 · 307 views · located in New Earth

a character in “The Gods: New Genesis”, originally authored by Lifecharacter, as played by RolePlayGateway

Description

Asyl
Image
"All shall be bound, and all shall be freed."


Title: The Bound One, The Selfless, The Slave of Servants.

Patron of: Convicts, Slaves, and Converts.

Holy Symbol: A crossed pair of chained arms.

Gender: Female

Alignment: Neutral Good

Appearance: Asyl holds the appearance of a young girl and is beyond the desire to alter that for someone expecting something grander. Regardless of her actual exposure to sun, stars, and light, her skin is the same color as someone who has never seen any of these things. Only a slight tinge of color is still present to make her not appear to be a walking corpse to her followers. Flowing down and around this pale child are strands of hair that, like her skin, can only be said to have a tiniest bit of color to it. The only part of her physical body that can be said to have a significant amount of color to it are her eyes, where a solid, vibrant red surrounded by the contrasting white stare outwards.

Before the reconnection between mortals and immortals, Asyl had deemed it both fitting and humbling for her to wear little more than the rags you'd find on the poorest or urchins in the poorest of countries. Being a god of bondage, to her, meant that she should wear something akin to what those in bondage would wear. It was only after meeting with her future avatar that she saw what a blind mortal thought she looked like and what clothing a god draped themselves with. When confronted, her avatar said that a more lavish appearance seemed proper for one who sought to bring hope to people and that it would inspire more hope in the people to see their god not dressed in simple rags. As such, and per the imagination of her avatar, she now dons a gold-trimmed white robe and red stole, with a crown matching the glimmer and elegance of her robe. Why gems needed to be placed on her stomach she is still unaware of.

Personality: As one might expect from her, Asyl is incredibly benevolent to both the mortals and the gods, regardless of their status as followers or enemies. To her followers, she is the one who steals away their pain and suffering and makes it her own, at a great, painful cost to herself, making her universally loved by any who have felt her relieving touch. To those who follow her fellow gods, and to the gods themselves, she is one who openly accepts any who ask for her embrace and remarkably forgiving of even the greatest of slights against her. She is someone who, even when met with cruelty and rejection, strives to save every mortal as well as any god they may serve from their pain.

And with her desires to save the beings of the worlds from their own suffering, Asyl has made it clear to her followers that the conversion of others is to take precedence over conquest or any other sort of violence. It is her ambition that all will forsake their previous gods and come to her to be released from the pain they endure and, eventually, even the gods themselves will forsake their pride and be saved. When that day comes when the last of the immortals, stripped of all their mortal support, abandon their pride and come to her, she will finally be rid of the burning chains that bind her to that prison. On that day, she will be able to enjoy the peace that she has granted to countless others. And while she is kind and forgiving, attempting to prevent such a thing makes many her enemy and many her targets.

Domain: The domain of the goddess of bondage and suffering is rather devoid of both bindings of any kind as well as all forms of suffering. The entirety of her space is filled with meadows dotted with fields of flowers of all sorts, clear lakes and rivers, lush meadows, and all other settings people have seen as beautiful. Asyl's domain is, without exaggeration, a paradise for her followers and something many, if not all, eagerly look forward to once their time finally comes to an end.

The only exception to this wondrous place is at the very center of the limitless space. At this center, a massive, iron box sits, towering over any who approach it. The only aspect that this building sized box has that is not inherent to its description, is a simple door made of the same materials as the rest. It is only when manages to open this, normally locked, door that one finds where all the bondage and suffering this goddess is known for exists. It is within this iron box that Asyl alone resides, surrounded by countless chains, all of which connect to cuffs that are scattered across her body. Each of these chains represents the suffering of someone who worships her, dead or alive, and each one is incredibly painful to even touch with the tip of your finger. Here is where she spends her time that has not been devoted to meeting with other gods or some other important matter, at which point she brings each chain into herself to continue the pain without carrying around the unwieldy burden.

Opinion of Mortals
Seeing their pain makes my eyes water, and seeing their prideful rejection of relief makes my heart break. At the end of all things, I will make sure that such things as pain and sorrow are merely words lost to history, never to be spoken of again.



Saga



Alias:

Gender: Female

Visual Age: 23

Appearance:

Alignment: Lawful Good

Rank: Abbot of Friedheim

Personality: Saga is a rather introverted person; having lived through both the Nuclear War and the complete revamping of the mortal world in its wake, she finds it hard to really talk about minor things. The only real interaction she has on a consistent basis is during religious services, whether they be ministering to a congregation, or providing clarification on the doctrine, or making her rounds through the suspected converts. Otherwise she tends to keep herself locked in her chamber within the mountain, meditating upon the words of her goddess and upon the ascetic way, as it is the only way to really control the outcomes of that brand of magic.

Even so, she is as fanatical a devotee to Asyl as any other member of the Protectorate and will not stand by as any harm comes to the ultimate goals she and the Goddess have. When these moments arise, she is fierce in her destruction of opposition, refusing to cease her rampage through her enemies even when they have fallen to their knees. It is a rather bad habit that both her goddess and those around her have advised she tend to, but the ways of an ascetic make for a fragile temper when concerning beliefs.

Magic Abilities: Saga, who was blinded by the flash of a nuclear explosion many years ago, has been granted the ability to see again by her patron goddess. Now, instead of seeing through rods and cones and irises, she sees beyond the shallow and is able to view both the world and its inhabitants as they truly are. With a single glance she is able to see your dreams, ambitions, intentions, abilities, vices, virtues, and which of the god you hold as your own. As such, people attempting to deceive her are universally met with failure and an examination of their inner being.

Other than the power related to her eyes, Saga has also been taught the ascetic arts by her goddess to provide her with the ability to defend herself without compromising the philosophy of Asyl's doctrine. This brand of magic is powered by the use of self-induced pain, damage, and deprivation. The actual magic that these sacrifices power takes the form of kinetic energy that bends to the whims of the generator. Due to the self-denying lifestyle she lives, Saga has the constant ability to call on a moderately powerful amount of energy, but is able to increase this through anything from pinching her skin to breaking her bones.


Sorrow's End


Folvarde Zahn
Alias: King of the Mountain

Gender: Male

Age: 112

Alignment: Chaotic Good

Rank: Commander of the Wahrgott Military

Personality:

Loyalty: Devoted

Abilities:

History:


Aesir
Alias: Padlock

Gender: N/A

Alignment: Neutral Good

Rank: Leader of the Chains

Personality:

Loyalty: Incorruptible

Abilities: Aegir is the conglomeration of dozens of souls who, in a selfless display of loyalty and sacrifice, gave up their individuality to become one being. As such, it is much stronger than the other chains and possesses all the knowledge and abilities of the souls that went into it. While none of them were capable of any magic, many were skilled warriors and, as such, Aegir is a skilled combatant and versed in the use of dozens of different weapons. Being the result of a group of chains, it is also incredibly heavy, weighing about two tons, and is capable of both moving about much more nimbly than its subordinates and strike with much greater force.

History:


The Melancholy Man
Alias: Melancholy

Gender: Male

Age: 46

Alignment: Lawful Evil

Rank: High Inquisitor

Personality:

Loyalty: Devoted

Abilities: Like many of the Inquisitors, Melancholy is a practitioner of the Dark Arts and wields its power to convert those who would join and punish those who would reject his offer. Many say the Dark Arts are corruptive, but many people are also weak willed and give in to power and influence too easily, something Melancholy is certainly not. His powers are mostly concerned with causing pain directly towards the soul and the mind, leaving the body perfectly intact and usable for when they finally convert. It is incredibly painful while it is happening, and continues for hours at a time, but once he has stopped consciously causing it, it stops and only the afterthought of it remains. He has also learned to wield the powerful and often forbidden dark energies of the world and use them when he has decided to forgo conversion in favor of violence.

History:



Garig Lowe


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Alias: The Prince in Chains, Garig the Lion

Gender: Male

Age: 48

Alignment: Chaotic Neutral

Rank: Prisoner, Patriarch of the North

Personality:

Loyalty: Incorruptible

Abilities:

History: Garig was the son of the lord of the city-state of Tropas that used its associations with the nations of both Asiysia and the Trinity to remain in a relatively independent, atheistic state of flux. Being built upon a large trade route, it also was able to throw enough weight around that sheer conquest of it would be unprofitable for whoever attempted it. During this time a missionary from the Wahrgott Protectorate arrived and, under the guise of trade, began to spread the word of his Goddess Asyl to the people while avoiding direct contact with the authorities. Eventually the missionary was eventually apprehended and taken away by the authorities. As he sat in the dungeon, the news of his arrest was spread throughout the city and the beginnings of a riot were taking form, and, once formed, they began to steamroll their way through the city to the dungeon.

With the spontaneous and unexpected nature of the riot, only a few dozen of the guards could be gathered around the keep to guard the prisoner and the nobility inside. They were led by Garig who took up a position inside the dungeon and stood before the prisoner. While the guards outside fought their hardest to keep the hundreds of rioters out, the hours spent with the missionary and his words eventually got to the young noble and he unlocked the cell before leaving the room. It was later learned that he traveled from the dungeon to the room where his father was secured, slaughtering every person he met along the way and executing his father, mother, and younger siblings for refusing to convert. During this time the missionary was saved from his imprisonment by the mob and the rioters were dispersed after some violent celebration and looting.

The next day, once the city had settled down, Garig sent criers out into the city to proclaim the adoption of Asyl as their goddess and his intent to have Tropas annexed by the Protectorate and declared that the name would be changed to Kehrtheim to reflect this. When officials of the Protectorate arrived, the newly christened Kehrtheim was indeed added to Asyl's territory (as well as most of the areas between Kehrtheim and the rest of the Protectorate) that were similarly independent. Even so, Garig's crimes were not overlooked and the slaughter of his family should have been met with an execution. But, after a visit from the Avatar, it was proclaimed that he was a true and devoted follower of the Goddess and should be shown her mercy. As such, he now resides in a, admittedly comfortable, dungeon cell while another official governs in his stead. He is only called out in times of dire need or when it has been decided that other states in the north are ready for liberation.



Runa Geweih


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Alias:

Gender: Female

Age: 26

Alignment: Lawful Neutral

Rank: Spellknight Commandant, Matriarch of the West

Personality:

Loyalty: Devoted

Abilities:

History: Runa was once an up and coming member of the Arcane Knights and a proud follower of Eddard. She showcased an excellent control over both the Arcane and martial schools of combat and, through these displays, earned enough recognition to be put on assignment at House Arterius in a underdeveloped and independent area just to the South of the lands of Asiysia. Under the tutelage of the Head Master, a woman by the name of Aethyta, she managed to continue honing her abilities. She proved herself both in individual strength and skill and in her ability to lead others on assignments into the surrounding areas. It wasn't too long before she was named second-in-command to the Head Master; taking over the day-to-day operations while she organized things on the larger scale.

During a mission out into the independent territories to exterminate a group of Dark Mages, Aethyta, along with many of the others who had accompanied the two, were severely wounded in the resulting battle. Of the twenty who left the House, only eight returned, and only two of them lacking any severe injury. Aethyta and most of the other higher commanders had fallen, leaving Runa to take over as Head Master until an official replacement could be found. She saw to the restructuring of the weakened ranks and continued managing the House as she had before. It was all dreadfully exhausting and the loss of a dear friend and mentor didn't make it any easier. It was during this time that a nation to the east, the Wahrgott Protectorate, followers of the Goddess Asyl, began to encroach upon the independent territories. Such things were of no concern to the Order, and she therefore ignored it as they drew closer and, eventually, claimed the surrounding areas for their Goddess.

With the acquisition of this territory, a lone woman in red approached House Arterius to speak to whomever was in charge. This wasn't unusual, after all, new governments required new reassurances that the Order would not interfere with them. So, Runa met this woman with all decorum expected of her position, though the guest simply looked at her with blank white eyes for the longest time before standing up and embracing the knight. There were reassurances that she needn't suffer on her own so much and that she should take a moment away from her extensive work to actually think about what has happened and rise above it when the time was right. There was blubbering, tears, pats on the back, and soft words before the guest released the now-composed knight and went on her way.

Runa did as the woman had suggested and spent several days with an extremely lightened workload, using her newly acquired time to think upon the woman's words and upon the recent events she had endured. She invited the woman back after a few days to speak with her again, but the only thing sent in reply was a letter illustrating great praises to Runa, telling of how the goddess Asyl knew of her and that she wished to grant her peace and relief from her pain. She contemplated on the letter for days, weighing the pros and cons of conversion and evaluating what exactly she had received from the god whose worship was less important than most tasks around the House. Eventually she came to a decision and, with sword and spell in hand, approached the Relay of House Arterius and smashed the ever-important device to pieces, alarming and infuriating the other knights of the House. Slaying them and discarding her allegiance to both Eddard and the Order, she came to the woman who had sent her the letter and asked for what she promised in the letter, which the Goddess was happy to provide.

With a wave of relief pouring over her, she was asked to teach the ways of the Arcane Knights to those in the Protectorate. Founding her own order, the Spellknights of Asyl, she has spread the techniques and training of the Arcane Knights throughout the Goddess's land. Establishing a new city, Wahrenheim, around House Arterius, she was given command over the west for her skills in combat and her devotion to her savior.


The Wahrgott Protectorate


Terrain: Mountains and highlands.

Capital: Friedheim, the name of a great mountain at the center of the Wahrgott territory, is also the name of the capital that has been built on, in, under, and around said mountain. The mountain lies in the center of the city, and, through great effort, has been turned into a massive fortress capable of withstanding several years of a siege. Emerging from the mountain side are dozens of fortifications that are only accessible from the inside or via a steep and deadly climb that not many are capable of. The inside is, for all intents and purposes, a massive, fortified temple to Asyl. The only activities conducted inside are prayer and other religious services, schooling in both secular and religious fields, martial training for those wishing to fight for their savior, and, of course, labor to expand upon it. This temple, is open to all those who follow the Goddess as are all of the services provided therein; those who attempt to force or deceive their way inside are met with either a large iron door, a group of angered militants with sharp things.

The city surrounding this great citadel of faith, is not much of a cosmopolitan center of civilization. It is a city in appearance and scale only; little trade happens here and even that is only incidental to both necessity and the traders that make up the ranks of the people. What does occur in this city is mostly labor that results in such a place; some work the surrounding farms to provide food, the devoted or the imprisoned work the mines and quarries to provide the stone and metals needed, and the skilled work their crafts to the best of their abilities, all to turn what was once a simple highland, into a place of utilitarian living and protection for the followers. The city, while not nearly as impenetrable as the mountain, is still heavily fortified against possible aggressors, as actively working against the other gods in seeking converts forces them to be cautious.

Major Cities:
Kehrtheim: A city proper that claims allegiance to Asyl, this is a place of markets that are open to any who would make use of them, regardless of religion. Incidentally, this is also the location furthest from the citadel at Friedheim and is therefore and the very border between the lands of the Goddess and the lands of converts-to-be. As such, even though anyone is allowed free movement in and around the city, small temples and shrines to the Goddess, accompanied by an army of monks and ministers, scatter the city aiming to preach to any who will listen and attempt to convert anyone possible. While the types of people that deal in trade are not what make up the bulk of the Wahrgott Protectorate, they are the ones who help spread the word of this religion to any other markets they visit. Manned only to the extent to fend off raiders, the city is the least militant place within the Protectorate, but is still vital for the converts and resources it provides and goes relatively unmolested due to its lack of any value beyond what the traders bring and the nearby farmlands.

Sicherheim: After one's conversion to the Goddess' faith, one is normally advised to travel to this city if they plan to join and work for the Wahrgott Protectorate. Here is where the majority of the administrative work is done and where those converts who seek to provide their support go to receive their assignments based upon what talents they possess. The administrative office is located within the city's temple and is conducted, like all other governmental matters, by monks. Just outside the city, a large mining operation exists to extract as much of the large iron deposit as possible; as it is the main source for the rest of the Protectorate. Due to the large amount of earth that has been torn away for the mines, this city is not the most inspiring thing for converts to see, but the inside of the city walls are spotted with gardens and other minor comforts to prevent everyone from fleeing the movement.

Wahrenheim: Deep within the Wahrgott territory, the Goddess' greatest city is located. Built behind high walls and kept safe from any who would dare obstruct the holy matters within, the Academy Kloister, where scholars and those seeking to deepen their understanding of the Goddess and her goals go to learn. Like Sicherheim, the outside of the city is surrounded on almost all sides by works of industry, as it was built next to a large quarry that sees thousands of people toiling away to provide good stone for the Protectorate and was used to build the city's great walls. Inside is much more pristine and, contrary to most places within the Protectorate, lacks any sign of labor and assumes a more scholastic and leisurely appearance. There are two actual academies making up the Kloister, one devoted solely to religious studies and one concerned with the more shallow aspects of life such as technology and crafts; generally taking the innovations of other nations and making them simpler and more capable of mass production.

Economy: The Protectorate, due to its rather hostile nature towards other religions and its negative view of trade, has developed into a self-sufficient nation. Agriculture is a source of prime employment for followers of the Goddess and ample food is supplied to all cities, towns, villages, forts, homes, and people. This food, along with other necessities such as clothing and shelter, are provided by the state and come free of charge. Who receives what amount is determined by the administration offices located in most of the settlements and is coordinated with the central office at Sicherheim to ensure everyone gets the appropriate amount. Due to the heavy important of this, only the most learned and talented become officials and corruption of any kind is punished severely. As with food and other necessities, things such as stone, metal, and wood are sent to where requests for such things have been made and approved of. If a surplus of any of these arises, a slight increase in the amount sent out is made and the rest is stored.

The idea of simply removing the entire idea of money from the system was put forth and praised for its ability to destroy such a corrupting thing, but the desire for things beyond necessities was too ubiquitous and even found amongst the most devoted followers. Because of this, wages were implemented for work in addition to the food received to allow for the procurement of other objects. Also, due to the existence of things that do not naturally occur inside the Protectorate's borders, foreign trade has a mild presence on the outer reaches of the territory. And, to make use of the trade routes they are currently occupying, a tariff has been implemented upon all foreigners traveling along these routes, regardless of their intention of doing business within the Protectorate or not.

Politics: The government of the Protectorate is a simple meritocracy where a person, after finishing their stint of education, is assigned a position based upon an extensive examination of their talents. For converts, this happens upon their arrival in Sicherheim. Many, out of both necessity and a lack of an education for one reason or another, are often assigned to work on farms somewhere within the territory. When a family is involved, the assignment with the highest rating is the one that takes precedence, so someone who is assigned as a public official somewhere will likely wind up taking their family with them and having their assignments altered to fit the new arrangements. There are further evaluations for each person every five or so years, or upon the request of an official, to make sure that someone is not simply stuck in one assignment even if they've grown out of it. As one climbs the hierarchy of the Protectorate, the evaluations get more and more invasive and, in the case of most high ranking and religious positions, it requires one to be seen and judged by the Avatar.

As for the makeup of the hierarchy, at the very top of the Protectorate is the Avatar, the Abbot of Friedheim. After her are the Patriarchs (or, occasionally, Matriarchs) of the Four Directions, who oversee their sections of the territory as both religious and public leaders. Following them are a slew of religious and public officials who see to the day to day operations of the Protectorate and report back to their Patriarch. All of these officials are assigned a certain section of life, such as agriculture, as well as a certain piece of the territory and work with a number of lesser officials whose titles get more and more specific as you go further down the ladder. Since the Protectorate is ever-expanding, new positions are constantly opening up and there have never been too many people working in positions they are overqualified for.


The Yngviones


Dominating Race: The Teutones, a race of humans indigenous to the great mountain of Friedheim, are the chosen people of their goddess. This was achieved by being a hardy people who, at the end of their age, occupied a harsh, northern environment and, through their endurance and willingness to live in such a place, earned the administration of their savior, Asyl. Living in a colder environment, the Teutones tend to be both slightly shorter and have a greater bone and muscle density to help fight against the cold and unsteady terrain. As such, these people are quite strong and resilient against both the forces of nature and the forces of man. Though, now that they no longer live in an area of such extreme conditions, they have adapted to not be crippled by the heat of a mild summer, but still find higher temperatures to be very uncomfortable.

Minor Races: Due to being a nation built upon the principle of converting any who accept the faith, the ranks of the populace and, as a result, the military, are an assorted mix of races from across the world. Almost any type of human can be found, from desert dwellers to the sea people can be found beside the Teutones. Other than humans, beings like the Giants, Dragons, Orcs, and Ogres (though the latter two are rare simply due to their general incapability to understand) have immigrated to the protectorate and away from their old patrons. As such, racism is highly discouraged and, in the event of an actual convert being the target of such prejudice, a serious crime.

Society:

Other: What else do you want to tell us?

So begins...

Asyl's Story