God Name: Hellia, Noctre, and Amara.
Title: The Goddesses of Fate, Fortune, and Foresight; The Trinity; The Divine Sisters
God Name:
Hellia
Title:
The Maiden; The Hero; The Lover
Gender:
Female
Alignment:
Lawfully Neutral (Leaning towards good)
God Appearance:
Hellia usually chooses to take the form of a stunning young woman, anywhere from the age of 17 to 20, with flowing golden hair and fair skin. Her eyes are a deep blue, ever changing and enough to mesmerize even the most focused of mortals and her smile can charm even the coldest of gods. Hellia is most often seen wearing flowing dresses of white, and blue. Her famed Pendent of Fortune hangs around her neck and her Crown of Blessings rests upon her head. Hellia's Pendent of Fortune contains water from the Trinity's Spring and is said to have mysterious magical properties.
Like her sisters, Hellia is known to take two alternative forms in addition to her usual appearance, which has been dubbed the Maiden. During times of war or struggle, she takes the form of a warrior, clad in gleaming golden armor and wielding a mighty sword. She is often called the Hero when she is seen like this. Sometimes, she is seen as the Lover, a being so beautiful, most mortals faint after their first encounter with her. The gem in the Crown of Blessings becomes crimson and her body is wrapped in ribbons of pink and red. Golden jewelry hangs off of all her limbs and her lips are painted red.
Sometimes, Hellia is also said to take the form of an armored wolf or bear.
Personality:
Hellia is well known as the most as the most benevolent of the Sisters. She is kind and loving, always willing to help those who call upon her. She is associated with the good fortune she brings to all that worship her and she represents all the good that life has to offer. Hellia is very charming and mortals can't help but feel graced by her presence. Though kind and loving, the Maiden is not one to be insulted or disrepected, even by other gods. Much like her sister, Noctre, Hellia has quite the temper and will seek vengence against those who harm her followers or speak ill of her by sending her Maids after them. Hellia has an affection of children and those who see the positive in every situation. She is also known to smile on warriors who fight for a noble causes and young maidens in love.
Opinion of mortals:
"I have seen brothers kill brothers and slaves beaten to death. I have seen gore and torture, yet I still believe that mortals deserve love and happiness. Why? Because where many see pain and strief, there are still those who still find a way to have hope."
God Name:
Noctre
Title:
The Crone; The Whore; The Widow
Gender:
Female
Alignment:
Lawfully Neutral (Leaning towards evil)
God Appearance:
Though obviously she was beautiful at one time, Noctre's appearance as the Crone appears to be have been ravaged by time. Scars mark her face and and her wild brown hair is void of luster and shine. Her face is sulken and tired, seemingly withered by life. Upon her head, she wears the feared Crown of Misfortune, a horned tiara adorned with rags, chains, and feathers. A mysterious symbol is branded inbetween her faded red eyes, which are wise and knowing, yet feral and wild. She wears a dusty black cloak, which is pinned with a ruby brooch and carries a black walking stick.
All of the beauty that Noctre lost as the Crone, is quickly regained as the Whore. Her snarled brown curls become waterfalls of chocolate, running down her back and over her shoulders. Her face becomes full and healthy; her scars fade and her eyes deepen and glow with mischief. She wears lavish ballroom gowns of black and red, which clings tightly to her flesh and exposes much of her bossom. She holds a masquerade mask in her hand, which has become a symbol of her deception. She trades in her black cloak for a fur cape and her nails are golden talons, studded with small rubies. When dawning the appearance of the Widow, Noctre wears a flowing black dress and her face is covered by a dark veil. The Widow is never seen touching the ground. Instead, she floats above the ground and hangs over others like an ominous sign of doom.
Noctre is often depicted as a horned raven with golden talons or a horned panther with golden claws.
Personality:
Noctre is easily the most feared of the Trinity and rightfully so. She is a cruel and bitter deity, known to be very cold and uncaring towards others. She is known to bring misfortune and misery to those she dislikes, be they god or mortal. She is extremely prideful and will not stand for anyone speaking ill of the Trinity. Noctre is a very good manipulator and often attempts to compel other gods to do her work. Though she is very wise and willing to help mortals at moments, Noctre appears to have very little patience and often scolds her followers when they do something she dislikes. She is very cynical and sarcastic and she delights in the destruction and misfortune of her enemies.
Though it may be hard to find, Noctre does have a soft side. She favors those who are willing to do anything to survive, be it killing or stealing. She is a well known patron to assassins and prostitutes. She admires that they don't allow their misfortune to get in the way of their lives. She also has a soft spot for misfits and those who are excluded from society. It may not be seen much, but Noctre does genuinely care about her followers and loves them. Noctre has a well known love of treasure and if one wished to gain her favor, the quickest way is to simply place several gold coins or jewels at the foot of one of her altars.
Opinion of mortals:
"Most are pathetic wastes who whine and moan when things don't go their way. Yet there are a few who don't let misfortune hinder them. They lie, murder, and sell their bodies to survive. I find it admirable to say the least..."
God Name:
Amara
Title:
The Mother; The Weaver; The Seer
Gender:
Female
Alignment:
Lawfully Neutral
God Appearance:
Amara takes the appearance of a beautiful woman in her prime. Her hair is fair and her sapphire eyes are all seeing. Her skin is very pale and her features are delicate and well sculpted. The symbol at the center of her forehead often glows with her power. As the Mother, her appearance most favored by her followers, she comes in simple gowns of all colors and usually carries a child or appears pregnant. Though Amara is most commonly known as the Mother, her favored shape is that of the Seer. Symbolic markings suround her left eye and she wears the simple robes of a mage. When Amara spins the Webs of Fate, she takes the form of the Weaver, ravishing woman from the waist up, spider from the waist down.
Personality:
The oldest of the sisters, Amara is the leader and the most powerful of the Trinity. She is a servant of Fate, busily making sure that everything happens exactly when it's supposed to. Though overall benevolent and kind, the Mother does not take to kindly to those who tamper with the system of Fate and will quickly try to dispose of them. Amara takes the role of the Trinity very seriously and there is nothing more important to her. Also, she's the most reclusive of the Divine Sisters and is seen the least by anyone, be they god or man. She can often be found in her room, weaving her Webs or writing in the Book of Fate. On the occasion Amara does come out of her realm, she tends to keep a very calm and tranquil demeanor. Her collected attitude and intelligent points often cause her to be the voice of reason at most godly meetings. Her quick tongue is also very useful for giving irresponsible gods verbal lashings (her sisters usually being at the other end of it)
Amara does much to keep everything orderly and plans things out centuries before it's to happen. By seeing into the future and possibilities, a power shared by her and her sisters, the goddess can make the smallest change to a situation and almost completely change the outcome. The Weaver also tries very hard to stay neutral in most conflicts.
Opinion of mortals:
"I have high hopes for mortals. Sometimes, they seemingly act more well-behaved than gods."
God’s Domain:
The realm of Eternia is where the Trinity rest their bones. When one first enters the realm, they find themselves in a long hallway, the walls made of stained glass, despicting various events in the past, present, and future. If followed to it's end, the hallway leads to a vast room, with a ceiling so high, it's thought to be nonexistant. Mirrors of all shapes and sizes cover much of the walls. The Trinity are said to use these mirrors to moniter those who enter their realm. Also hanging on the walls are hundreds of large paintings and portraits, which act as portals to specific times and places.
At the center of the room are three doors, standing solitary. Each of them leads to the realm or so-called "room" of one of the sisters. If one chooses the light blue door of Hellia's realm, they'll find themselves standing a large field of colorful flowers. The smell is sweet and pleasant and it is never too hot or too cold. To the north of the flowers is an empty space, which often changes climate on command of Hellia. This is where the dead followers of the Maiden split into several different teams and compete in various battles and challenges. Then after, they all drink and feast in a large mess hall, endlessly supplied with mead, wines, meats, and cakes. A large fireplace warms the hall. If something (or someone) enters the fireplace, the flames will take it into a cave, lit by mysterious glowing lights. A large lake with glowing water takes up much of the caves floor. Hellia herself can often be found staring into the waters of the lake, in which she receives visions.
The neighboring realm of Noctre is a dark and long dead forest, with black trees that groan and bend with violent gusts of wind. The sky is usually grey and rumbles with thunder. The spirits of Noctre's followers who either betrayed the goddess or commited acts she finds disgusting wander aimlessly, often attacked and pecked at by a flock of vicious ravens. At the center of the forest rests a large black palace, inhabited by Noctre's loyal followers and the goddess herself. The palace contains long hallways and dark corridors. There's and infinite amount of doors, mirrors, and rooms throughout. Black panthers roam the halls, watching for intruders. Noctre resides in her throne room, which often changes with her mood. Though her followers live in the palace, Noctre allows them to travel to the realm of Hellia to compete and drink with her followers.
Amara's realm is a large open room, filled with tapestries and paintings that depict scenes of wars, plagues, and other various events. The Webs of Fate, which resemble threads of gold, cling to the walls and the ceiling. A team of large spiders work furiously to sort through all the strands. At the center of the room rests a large table, where Amara writes in the Book of Fate and documents history. Unlike like the followers of her sister's, Amara's created a seperate realm for her followers, in which she allows them to do with it what they want. At present, her followers reside in a large library, filled with endless books and scrolls of knowledge.
Avatar Name:
Claira the Oracle
Personality:
Claira is a kind and compassionate soul, though considered somewhat strange by most of the people she meets. She's very childish and unpredictable. One can never be too sure what she will do next. She is extremely whimsical and has a short attention span and has a bad habit of blurting out whatever comes to her mind (including her visions). Due to her immature nature, many understimate the Oracle, but there is more to her than meets the eye. She's very clever and wise in the way of the world. She likes to give people the benefit of the doubt, but her abilities make that extremely difficult.
Magic Abilities:
Claira is an extremely strong psychic and has the ability to see visions of the past, present, and future. Many times, she is overcame with the knowledge of the Trinity and she speaks in mysterious riddles and prophecies. Her other abilities include being able to tell the past of an item or person by touch. She also has a very strong intuition, which allows her to predict what others are going to do. She is an empath and can feel whatever those around her feel, be it pain or pleasure. She is also skilled in illusion and battle magic.
Hero:
Romus the Wolf
Rank/Reason:
Son of the recently deceased Elius the Bear, Romus has only just become leader of the Dagger and already he has been chosen by the Oracle as a candidate for High King of the Trinitarian Empire. A very skilled warrior, Romus became leader of the Dagger because of his military tactics and genuine care for the people.
Personality:
Romus the Wolf is a very caring and kind young man, but the power that has suddenly been given to him is almost overwhealming. He isn't the best public speaker and can be quite shy is certain social situations. He is also uncomfortable being in the shoes of his father, who had been a candidate when the previous king had been chosen. However, he is headstrong and always prepared to do what is right.
Hero:
Madam Silk
Rank/Reason:
Often called the Queen of the Shade, Silk is one of the richest of nobles in the Empire. She owns and runs the Silk Web, the most successful brothel in the Shade and she is also one of the most skilled of the Shade's elite assassins. The Madam is also the previous queen of the Empire, her deceased husband being High King Leonid of the Shade. She is a candidate to be High Queen of the Trinitarian Empire.
Personality:
Though extremely clever, Silk's sharp tougue and quick wit aren't the only things that have earned her the title of the most dangerous woman in the Empire. She's charming and manipulative, thought to be a human embodiment of Noctre. Silk knows how to hold a crowd's attention and light a fire in their bellies. She finds human nature to be a very interesting subject and she's very skilled at pushing people's buttons. Cut-throat and ruthless, many try to not get in her way. She is only said to care about those in the Shade.
Hero:
Mirrus Everglass
Rank/Reason: As the Archmage of the College of Amara and the leader of the Eye, Mirrus knew he was a shoe in to be the Eye's candidate for High King. Mirrus is a very skilled wizard and mage, his knowledge of the arcane arts is said to be unmatched by anyone in the Empire.
Personality:
Mirrus can be described as very arrogant and confident. He is very sure of himself and has a notorious superiority complex. He believes himself better than anyone who hasn't proved themselves to him, which cause the mage to underestimate his oppenents at many times.
Terrain Preference:
Almost anywhere
Name of Kingdom/Empire:
The Trinitarian Empire
Capital: Trinitus- A large city where the Oracle and the High King/Queen live. Psychics are often brought here to be trained and the leaders of each order meet here to make political and military decisions. Center of religion.
Major Cities:
Hellus- Center of the Dagger. This city supplies the Empire with most of it's soldiers and holds a large military base. Also famous for it's various foods and drink.
Noctrisa- Center of the Shade. Known for its many brothels and imfamous for its assassins. Most likely one of the richest cities within the Empire and a great location for entertainment.
Amarania- Center of the Eye. Home of the Empire's most powerful spells and potions. Location of the College of Amara, where any young mages and spellcasters go to learn the arcane arts.
Society:
[People]
The Trinitarian Empire truly is a melting pot of countless races, ethnicities, and cultural backrounds. The diversity of the Empire clearly shows in it's design, where certain cultures are clearly dominate in certain areas, but not in others. Racism is scarce among it's people, but as in most cases when multiple cultures meet, there is conflict from time to time. People of the Empire are very devoted to the Trinity and often pray to them in times of trouble. Divination, even among non-magic users, is a common practice.
The Empire is divide among three orders: The Dagger, the Shade, and the Eye, each of which are very different from the others. Competitions are common between the orders, each eager to prove themself superior to the others.
The Dagger
The people of the Dagger are Hellia's devoted followers. Their occupations vary from shop keepers and merchants to blacksmiths and priests, but most of all, they take pride in being warriors. From a young age, almost all children of the Dagger are taught the ways of war and how to handle a weapon. In school, they are also taught morals and the values of Hellia. The warriors of the Dagger will never harm an unarmed opponent and to kill a civilian of any race, gender, or religion is forbidden. Despite their backround as warriors, the Dagger is made up of loving people, who love to live life to the fullest. They see every day as a blessing and they accept their fate. They do not choose to focus upon the evil of the world and instead they try to reinforce the good. They are known to love their mead and wine alittle too much.
The Shade
The Shade is the mass of Noctre's followers. Once, they were once outcasts; thieves, beggers, and whores that were branded undesirable by the rest of the society and thrown into a forgotten corner of the Empire. With Noctre's favor, they grew and built the city of Noctrisa, soon expanding and becoming a powerful force in the Empire. The Shade focuses on gold, much like their patron. They are well known for their brothels and places of entertainment. Prostitution is a very respected occupation in the Shade and prostitutes are well protected by the order. The price for striking a Shade prostitute is losing a finger for every bruise on her (or his) body. The price for raping or killing a prostitute is being either skinned and thrown into a pot filled with boiling water, or being locked in a room with three hungry panthers who have been trained to eat the arms and the legs before the important parts. The Shade is also well known for it's very skilled assassins and it's very strict laws on loyalty. Members who steal or betray another member of the Shade are punished very severly. However, those who aren't of the Shade are fair game.
The Eye
Those who belong to the Eye are the faithful followers of Amara. The majority of them are magic-users and scholors, but the most famous of them are psychics, people whom have been given the gift of sight by Amara. The Eye is dedicated to training and protecting psychics, as well as learning and preserving knowledge. Magic is extremely common within the Eye and not many of it's members have even wielded a blade. Their personalities and abilities vary, but overall a love of knowledge and books can be found.
[Economy]
The Empire's economy is fairly strong. They deal in trading of all sorts of items and they have connections in many lands beyond their borders. They have many traders who go out into the world and trade on behalf of their order and the Empire. Each order speacializes in their own type of trade. The Dagger often deals in weapons, foods, and drink, while the Shade trades exotic pets, silks, golds, yet much of their economy centers around entertainment and assassination. The Eye makes most of their money by selling and buying strong potions and spellbooks, but they also recieve funding from the Empire.
Gold coins are the common currency within the Empire, but it's traders will usually find ways to accept other forms of payment.
[Politics]
The Trinitarian Empire is led by a single man or woman who is chosen at the death of his or her predecessor. When the High King or Queen dies, the leaders of the Dagger, the Shade, and the Eye come together to decide who shall be the new ruler. The Oracle is present and chooses one representative from each order as a candidate for leadership. The candidates then compete in a series of challenges of the Oracle's choice. Whoever proves themself worthy of leading the Empire (or, in some cases, the only candidate left alive) will be crowned the High King or Queen of the Empire. The High King also has a board of representatives from each order serving as his advisers.
The king is obligated to hear the advise of his council and of the Oracle and her psychics. There have been several rebellions in the past that led to the execution of a king who wouldn't heed the words of the Oracle. There is also much tension around the orders and civil war often threatens the Empire.