Lore Section 2What follows are some of the worlds of the Throne of a Thousand Worlds, and some of their most relevant entities.
A stormy world of madness and despair. Wrack is gloomy and strange, and life often chilling and ill-fated. Beasts are often afflicted and unnatural, and madness, mutation, sudden deaths, and other inexplicable phenomena and behaviors are well known and well feared. The stormy seas hold great horrors in their depths, and the dark emanations from such are often blamed on the unnerving phenomena observed both on sea and land.
The chief mortals of Wrack are downtrodden humanoids arranged loosely into overlapping kingdoms, city-states, guilds, alliances, orders, and self-interests. They tend to be gloomy and grim, well accustomed to the horrifying, unfathomable workings of their world.
The Powers Above
The Gods of Wrack are known as the Powers Above. They are mostly a familial group of beautiful humanoids with flesh of marbled stone and eyes and feathered wings of metal. They are known to be petty, jealous, petulant, and vain, but their powers against corrupting forces is highly, desperately valued on Wrack. They tend to view mortals as playthings and property, and mortals in turn tend to view them as unpredictable tyrants, usually best appeased or avoided where possible.
Vanity, Queen Goddess of Beauty: A beautiful young woman with pink-tinged skin and wings and eyes of polished brass. When Shrakmalgoramalk, a krakenlike abomination bearing a great lime-green eye for much of its head, rose from the depths near the mortal city of Stilgrim, nobody expected the city to survive. After several days of inaction, however, Blossom, six-winged goddess of flowers and Goddess Queen of Wrack, abdicated her throne to her daughter, Vanity. Shrakmalgoramalk immediately departed, and furious speculation has been cirulating ever since as to what happened and why, and what it might mean. Vanity is the goddess of beauty, wholeness, and superiority, and patron to leaders and those others aspire to, as well as those who purge or act against the unclean and unworthy. This brings her into frequent conflict with her twin brother, Ash, and while the two are fairly evenly matched, Vanity's superior starting materials usually allow her to come out ahead.
Ash, God of Resentment: A beautiful young man with dark-tinged skin and eyes and wings of tarnished brass. Ash is the god of suffering and struggle, and patron to all those who feel lost or forsaken, be they deformed, insane, or merely second best, as well as those who try to bring equality regardless of merit. This brings him into frequent conflict with his twin sister, Vanity, and while the two are fairly evenly matched, Vanity's superior starting materials usually allow her to come out ahead.
Sapphire, God of Mercy: A kind-looking man with blue-tinged skin and eyes and wings of silver. Sapphire is the god of healing, mercy, and knowledge, and patron of scholars, healers, idealists, and those in need of assistance. He is notoriously lenient with those who might prove dangerous to the greater whole, such as the diseased, insane, or those who traffick with dark forces, which brings him into frequent conflict with Brass, who encourages a more pragmatic approach.
Brass, Goddess of Will: A stern-looking woman with yellow-tinged skin and eyes and wings of mottled brass. Brass is the goddess of caution and the greater good, and patron of those who must make hard choices and necessary sacrifices. She is notoriously unsympathetic to those who might prove dangerous to the greater whole, such as the diseased, insane, or those who traffick with dark forces, which brings her into frequeny conflict with Sapphire, who encourages a more lenient approach.
Opal, God of Portents: A looming, cowled figure wrapped in chains. Opal is the god of death, dreams, and omens, and patron to those who foresee or have suffered great tragedy. Opal serves as the messenger of the gods, bringing grim tidings to divine and mortal alike.
The Powers Below
The Monsters of Wrack are known as The Powers Below. They are mostly horrors from the depths or once-normal things warped beyond recognition by unspeakable evils.
Crimson Adelei, Monster of Loss: A beautiful woman with raven hair and sapphire eyes, an emaciated chalk-white corpse, or somewhere in between depending on how recently and fully she'd fed. Adelei lures individuals, especially children, into the forest to feast on their youth, vitality, even their very humanity in order to sustain these qualities in herself. This process turns victims into hardened, soulless battle husks, which then serve her mindlessly, though she's known to reanimate particularly promising individuals by giving them some of her hard-stolen essence back, thereby damning them to a similar fate as herself. She was once happy and prosperous, and seeks to reclaim as much of this as she can, or failing that prevent others from having what she was denied so long ago.
Shkarop, Monster of Kindness: A great mass of worms bearing multicolored feathery tongues. Shkarop has nothing but pity for surface life, limited and brittle as it is, and so works tirelessly to carve apart and fuse together beings in need of his assistance. Most such beings have a decided aversion to being carved apart and rebuilt into a monster, but Shkarop is usually quite confident they'll be better off for it, and to those with genuine need his works are nothing short of miraculous.
The Daemonwood, Monster of Knowledge: A jagged mobile tree studded with grown over skulls. The Daemonwood is a scholar and practitioner of black sorceries, delving ever deeper into the ruinous lore of forgotten and broken things and its own profane experiments. It is able to absorb a creature's knowledge, and to an extent its mental and magical power, by consuming its head, which also grows another skull on it. It is willing to provide fell knowledge to those able to meet its demands, but ultimately sees most of its dealings as investments, as the growth and education of a given mortal improves the inevitable quality of its delicious skull.
The Powers Within
The Abominations of Wrack are known as the Powers Within. Most have no physical form whatsoever, and manifest only in the bodies and minds of others. Their exact workings and nature are often inscrutable, but they presumably view mortals as materials or pawns. Mortals in turn view them as dire afflictions.
Mooncall, Abomination of Beasts: Those afflicted with Mooncall begin to suffer bestial urges and thought patterns. As the affliction progresses, their senses, capabilities, and minor physical features follow suit, gradually increasing until they are a force to be reckoned with. Those in its full thrall periodically transform into half-beast, half-man horrors that usually feel an overwhelming urge to hunt and kill. Often these episodes are linked to the phases or positions of the three moons. Mooncall never speaks to its victims directly, but many sufferers describe overwhelming urges and sensations from what feels like a separate entity deep within them, usually animalistic impressions to hunt, be free, that they are caged, that they must prove their dominance, and so on. Sufferers of Mooncall are often killed, driven out, or thrown into reinforced pits or cells when their time of transformation draws near, and more resourceful and collected individuals sometimes restrain or relocate themselves to avoid incidents with their fellow man.
Soulrot, Abomination of Sin: Those afflicted with Soulrot experience focus and confidence in their chosen area, and gradually gain talent in it. As the disease progresses, their mental and physical natures begin to warp to befit their new purpose, complete with an ability to warp their bodies temporarily to befit their task. Those in its full sway become soullessly evil wolves in sheep's clothing, hungering for the suffering and ruin of others alongside the perfection of their purpose, and able to transform into monstrous horrors and back again as the need arises. Soulrot is one of the few afflictions to actively engage in conversation with its victims, though it tends to belittle attempts to convey these conversations to others as throwing pearls before swine. Most say that Soulrot plays to their vanity and the nobility of their purpose, urging them to be more than they are, to sieze and fulfill their destiny, and that it is an insidious and talented debater. It's also said that its whispers become darker and more vicious as time and the affliction wear on, though for obvious reasons it becomes harder to acquire and trust testimony from victims the further along they are. Those afflicted tend to be driven out or killed where possible, though in truth by the time most sufferers are discovered they are far too entrenched and valuable in their field to cross.
Heartwrithe, Abomination of Flesh: Those afflicted with Heartwrithe initially experience improved vitality and strength, and an impressive resilience to most ailments. As the disease progresses, they cease aging and become all but impervious to most natural causes of death, while gradually suffering unpredictable mutations to body and mind. Most end as mindless, hulking brutes eventually, though many cling to some of their human features for quite a while. Many sufferers claim to hear whispers in their heads, but it's invariably insane gibberish when it's intelligible language at all. Sufferers are usually eager to put their new physical abilities to use in the afflictions early stages, though a handful agree to be isolated from society, and most are sealed away when they lose enough of themselves to become both dangerous and easy to lure into a cage, though many remain docile enough to simply be made comfortable should their caretakers prefer a softer touch.
A dynamic world of heroism and adventure. Praise is temperate and pleasant, though life is seldom safe or calm. Beasts are often fantastic, and while not usually malicious, the wilds are best not taken lightly. Praise seems unusually convenient to get to from other worlds, and so is often host to banished evils and wandering spirits from beyond.
The chief mortals of Praise are fair humanoids organized into mostly allied city-states. Praise's mortals are renowned for their bravery and heroism, and are often more than willing to sacrifice their own lives to save others.
The Powers of Virtue
The Gods of Praise are known as the Powers of Virtue. They are a largely familial group of humanoids that rebelled- and lost- against their cruel Masters, vile deities with no regard for life's dignity or wholeness. They fled west to escape this defeat, settling on a series of close-knit islands. They tend to view mortals as trusted vassals, and mortals in turn tend to view them as noble lieges.
Becrun, King God of Duty: A wizened, troubled-looking old man of silver. When the valiant Gods of Praise rebelled against the wanton cruelty of the Masters, it was the greatest among them, a handsome god named Atorius the Golden, who fearlessly led the charge, rallying his brethren and giving hope to all. When the unfathomable might of the Masters at last crushed this hope, Atorius was lost and his people were left leaderless. It fell to his younger brother, Becrun the Silver, to salvage what was left and flee westward, a duty he took solemnly and with no small amount of sorrow. Time passed, life began anew, and Becrun's position became entrenched, but he has never fully shaken the idea that it should always have been his brother to lead, and that his people have lost something they can never recover. Becrun is a grim and troubled monarch, a god of duty at any cost, and patron of mortal kings, self-sacrificing heroes, and anyone high or low bound by duty, especially at great cost to themselves.
Kasha, Goddess of Fire: A powefully-built woman with vibrant red hair. Kasha is a goddess of smithing and passion, and patron of smiths, craftsmen, those who wish to aid the efforts of others, especially others doing something dangerous or heroic, and those seeking to prove or purchase affection through effort or gifts. Her artifacts have aided many a legendary hero and are widely sought after, though attractive, lusty men tend to be far, far more prone to receiving such bounties.
Arteil, Goddess of Rebellion: A wiry woman with long red hair. Arteil is a goddess of rebellion and freedom, and patron of all those who stand against tyranny or question authority. She is held in especially high esteem by the mortals of Praise, familiar as they are with the cruel tyrannies of the now-foreign Masters.
Shia, Goddess of Law: A woman wrapped in concealing robes and bearing a golden mask. Shia is the goddess of magic, rules, and avoiding harm, and patron of legal officials, those who aid the poor or wronged, and magic-wielders that cleave to her rather particular decrees. Shia is responsible for most sanctioned magics on Praise being limited but safe, and is known to harbor a particular hatred for the cruel witch and hag clans of the western swamps.
Gelwor, God of Protection: A towering humanoid with gleaming silver hair and molten eyes. Gelwor is a god of protection and endurance, and patron of those who protect others or court danger in pursuit of heroism and bravery. He's notoriously unsympathetic to cowards and those that shirk danger or adventure.
Neriline, Goddess of the Sea: A giant sea green-skinned mermaid with curly kelp-hair. Neriline is the goddess of the ocean and all things in it, and patron of sailors and fishermen of all kinds, at least when they give her the proper tribute. Neriline and her daughters are known to be impulsive and petty, taking what they like and wronging who they wish within their domain, and take special offense to anyone who takes sea travel for granted.
Makaur, God of the Hunt: A giant mossy centaur with grand golden antlers and the lower body of an elk. Makaur is the god of hunting, superiority, and torture, and patron of hunters, tyrants, and serial killers. He likes to hunt his prey slowly, crippling and needling them rather than finishing them off quickly.
The Powers of Hunger
The Monsters of Praise are known as the Powers of Hunger. They are largely varied and fantastic beasts, dwelling in the wilderness and challenging heroes and wanderers.
Black Chrysanthemum, Monster of Boons: A great insectile creature vaguely resembling a centipede. Black Chyrsanthemum is known to hunger for mortal flesh, both for devouring and other purposes, but is also known for providing a wide variety of magical or mundane aid to those deemed worthy or willing to make a trade. He and his spawn serve as frequent allies, foils, or both to many heroes and travelers, as well as having notoriously comfy relations with the witch and hag clans of the west, who are generally more than willing to meet one of his better known prices.
Kokorai, Monster of Trials: A mass of vines and plant matter, usually formed into a beautiful woman but ultimately taking on any shape it pleases. Kokorai rules over a sinister stretch of forest, warping its plant life into cunning mazes and shambling abominations. Those who enter are tested, with the victors often claiming potent trophies and boons from their foes and Kokorai herself. She has no pity for the weak, however, and those who cannot pull their weight are often gobbled up or worse. She is wisely regarded as dangerous but fair by proper mortals, but is also worshiped as a goddess of trials and survival of the fittest by the vile goatmen tribes on the other side of her forest.
Organum, Monster of Plots: A great dragon-headed clockwork hydra. Organum is its own personal crime syndicate, pooling each of its heads' disparate talents and predilections to control and profit from illicit dealings throughout mortal lands and beyond. Arrogant and scheming, it is reviled by most proper mortals, but highly valued as an ally and business partner by those with the ambition and cunning to scheme their way to the top.
Jakaka, Monster of Exodus: A great four-armed dark copper statue, with exotic, foreign-looking features. Jakaka is an itinerant warlord and king, seeking to conquer and replace the world's feeble mortals with his own perfect clockwork creations. He and his creations are widely feared for their combat prowess, but seldom reign for long before their attempts to push out and marginalize all "lesser beings" erodes their power base and swells their enemies' numbers past the point of maintaining control.
The Powers of Injustice
The Abominations of Praise are known as the Powers of Injustice. They are largely extraplanar horrors banished or fleeing to Praise from righteous defeat elsewhere, or particularly vile spawn of the Masters come to extend their tyrannical grip. They tend to view mortals as foes or property, and mortals in turn tend to view them as vile distortions of the natural order.
Gulgulgtamach, Abomination of Abduction: A spiderlike beast held aloft by a veritable forest of spindly legs. Gulgulgtamach is one of the Masters' finest Collectors, hunting and ensnaring victims in web nets for unspeakable fates later. Her and her spawn are especially fond of taking hostages, attempting to lure further victims to their doom in a futile effort to save their loved ones.
Tsukuna, Abomination of Will: A beautiful woman with fox ears and several bushy tails. Tsukuna is a potent enchantress, using her mystical and mundane wiles to seduce and control others. She is especially fond of ensnaring courageous heroes on dangerous quests, easing them away from their noble mission and into a life of contentment and safety. This makes her reviled beyond measure by the heroism-obsessed gods and proper mortal of Praise, but she's predictably popular among less principled entities.
The Darist Plague, Abomination of Consumption: A hive of wriggling parasitic horrors. The Darist Plague is an insidious evil seeking to infest and mutate the entire world. It crashed to Praise in a sickly-looking meteor, presumably another planar interloper banished or fled from another world. Its first major victim was the village of Darist, hence its name, and it has since proven an implacable and resilient foe, suffering and recovering from numerous setbacks and attempts to exterminate it. The plague seems to be intelligent and may possess some kind of hive mind or method of communicating across distances, and aside from infesting as many hosts as possible appears deeply interested in breeding and mutating both better victims and improved selves. They show either an utter disinterest or inability to treat mortals as anything other than fodder and food, however, making any conflict with them a violent one.
A broken world of ruin and loss. Soul's time came long ago, and the world was consumed by apocalypse. Only a handful of desperate sanctuaries held out, and even they were forever changed. Today, these bubbles continue to desperately struggle against the lapping fingers of oblivion and their own internal strife. Beyond their borders lies a hellscape of shifting stone and incandescent lava, constantly changing and shrouded in an entropic haze. Nothing mortal can survive out there for long before being broken down into nothing, but dire things native to it can be found even here.
The chief mortals of Soul are living suits of armor, divided among various noble houses and guilds dedicated to the preservation of their world and the destruction of the evil threatening it. They tend to be understandably spiritual and dedicated, as their fellows and gods are all that stand between them and the literal destruction of their world. They consider all organic life to be divine, with the line between holy and unholy being said life's alignment to the will of the gods and preservation of the world.
The Powers of Salvation
The Gods of Soul are known as the Powers of Salvation. The true Gods of Soul are considered The Pillars, vast tree trunks of faces stretching up to the sky. They are said to be individual strands of a great collective of gods and divine spirits, which collectively form the underlying structure and preserving force of the world itself. However, while The Pillars may have a Song to suggest and inspire their will, and individual faces may occasionally speak with certain mortals, The Pillars are largely beyond mortal understanding and preoccupied with keeping the very fabric of reality whole amidst a sea of gnawing entropy. When they must concern themselves with lesser physical matters, they tend to rely on their lesser servants, the more recognizable and individualistic Gods of Soul.
Extruded in pairs from the divine understructure of The Pillars and the world, the Gods of Soul are still devoted to the will of The Pillars and preservation of the world, but are also individuals fully capable of reading and reacting to the situation in the mortal realm. They tend to serve as commanders and overlords to their flocks directly, assisting and directing mortals in person wherever they feel they are needed. In addition, they tend to generate lesser spawn of themselves, which share their sire's appearance and abilities, if scaled down. Though generally single-minded and unable to reproduce further, these spawn provide invaluable spread for their parent's influence, and may occasionally awaken beyond their limited nature with time and trial.
The Gods of Soul tend to view mortals as soldiers and charges. Mortals in turn tend to view them as sacred overlords and bulwarks against evil.
Throne of Flowers, Goddess of Friendship: A bird of autumn-colored leaves. Throne of Flowers is a goddess of symbiosis, friendship, and servitude, and patron of all those who keep partners, pets, livestock, or slaves, especially of asymmetrical strengths or talents. She is patient and understanding, but insists that all beings play their roles whether they want to or not. Her and her spawn are valued for their ability to tame and organize living things, turning wild or hostile forces into assets and granting battle partners and familiars to mortal champions.
Mantle of Chains, God of Predation: A scorpion of smooth bark, with a flower bud for a stinger. Mantle of Chains is a god of predation, slavery, and harvests, and patron of mercenaries, hunters, farmers, and others who turn danger to gain or harvest others to further themselves. He is grim and uncompromising, but mindful of the needs and limitations of his charges. He and his spawn are valued for their raw combat ability and stings that transform victims into living tree statues, spearheading mortal military efforts and transforming threats into slight improvements to the battlefield.
Brace of Bones, Goddess of Fortification: A cobra of thorns. Brace of Bones is a goddess of defense and readiness, and patron of defenders and sentinels. She is industrious and paranoid, but mindful that her improvements do not impede or stifle what she intends to protect. Her and her spawn are valued for their ability to fashion and grow fortifications of fused thorns, designing and providing defensive bulwarks to settlements and expeditions.
Fan of Feathers, God of Fertility: A floating fish of petals, with stamen barbels. Fan of Feathers is a god of fertility, health, and finance, and patron of those who improve or invest in things, especially over the long term. He's aloof and focused on the future, but friendly and well-intentioned. He and his spawn are valued for their mercantile eye and health and fertility enhancing pollen, improving economic and personal health and crop yields for a long time with only a brief visit.
Spiral of Tears, Goddess of Ritual: An octopus of gnarled roots. Spiral of Tears is a goddess of ritual and ascension, and patron of leaders and others who command or take from others to empower themselves. She's studious and severe, but focused on the greater good and her duty to those she feeds on. Her and her spawn are valued for their ability to absorb the energy and life force of others to empower large-scale rituals, using mortal power to accomplish feats they could not on their own.
Pinnacle of Stars, God of Charisma: A walrus of green, flexible shoot material. Pinnacle of Stars is a god of charisma and encouragement, and patron of entertainers and others who lift spirits and improve others. He's magnanimous and cheerful, but takes the value of happiness and potential of even lesser mortals very seriously. He and his spawn are valued for their ability to raise morale and bless select champions with holy power, making common mortals more effective and raising a select few into artificially empowered champions.
The Powers of Ruin
The Monsters of Soul are known as the Powers of Ruin. They are mostly remnants and consequences of Soul's troubled nature. They tend to view mortals as enemies or pawns, and mortals in turn tend to view them as dangers and impediments.
Jargu, Monster of Loss: A hulking, horned humanoid of plant matter. Jargu and his people were once allies of the proper mortals of Soul, but were exterminated while their allies were busy elsewhere. The lone survivor took this as a betrayal and swore vengeance on both mortal and god, but over time became more concerned and capable with protecting others than exacting vengeance. He stands today as a peerless champion and respected elder for those that want nothing to do with the mortals of Soul and their tyrannical crusades.
Kaktalmuktul, The Dead Beyond Death, Monster of Corpses: An emaciated dragon carcass filled with a radioactive green glow. Kaktalmuktul is an erratic experimenter and collector, frantically working away at bizarre and often contradictory projects. He was originally a mighty dragon, "being from the stars," or both, before the former was slain and the latter crashed to earth and reanimated its husk. Which, if either, the current entity is remains a mystery, possibly even to Kaktalmuktul himself, whose memories are scattered and impossible. What he does remember he puts to good use in a desperate attempt to resurrect himself, though whether that means restore his draconic self to life, free his starspawn essence from its shell, or something else entirely is likewise unclear. It may even change from time to time, as his various horrifying experiments and projects seem as inconsistent and erratic as they are horrifying. The lords of Soul would love to put an end to his crimes and the constant stream of unspeakable things trickling from his domain, but he remains too powerful and idle a threat to dedicate serious effort towards.
Jewel, Queen of All That Is, Monster of Unity: A classically beautiful and well-built doll of alabaster white, with an elaborate head-crest, too many limbs, and a fan of wings. Jewel is a petty but ambitious queen, seeking to restore her peoples' lost glory by conquering and assimilating everything in Soul. Jewel's people, eusocial hives consisting of breeding queens and much smaller worker drones, considered themselves rivals to the proper mortals of Soul in ancient times, but their impiety and arrogance were no match for their foes' selfless dedication, and today they are considered more of a tribal nuisance than a rival empire. Jewel is the result of a eugenic ritual aimed at changing that, and has managed to unite the normally quarreling and isolated clans to reforge the beginnings of another great empire. She's also taken a cue from history, and rather than attempt to drive out all but her own people, aims to conquer and assimilate them instead. While not yet dangerous enough to warrant a dedicated response, her kingdom has been steadily growing and even contains converted mortals of Soul, a fact that has some very alarmed and disturbed.
The Powers of Apocalypse
The Abominations of Soul are known as the Powers of Apocalypse. They are mostly entropic horrors from beyond the borders of the world, or entities so dangerous and vile they threaten its very existence. They tend to view mortals as resources or nonfactors, and mortals in turn tend to view them as threats to existence itself.
Scourge, Abomination of Tyranny: A hulking beetlelike atrocity. Scourge rules as the goddess-queen of her own race of demonic beetlefolk, which constantly threaten the very fabric of the world. Scourge sees herself as rightful ruler of all Soul, and has no qualms about bringing it to the brink of oblivion, reasoning that it is the proper gods and mortals of Soul's duty to keep it afloat for her. She is sometimes known simply as The Enemy for her callousness and sheer power.
The King of Seven Crowns, Abomination of Blood: A toadlike humanoid bearing a crown with seven points. The King of Seven Crowns was the last monarch of a vile race that were wiped out by the righteous mortals of Soul for their crimes. It is said that the souls of the King's seven slain daughters came together to preserve or recover their father, and so he rose again from the ashes of his people's genocide. He is believed to be immortal now, and seeks vengeance against the mortals and gods of Soul. When not leading assaults and committing atrocities against mortals, he performs unspeakable experiments and rituals with living and inorganic flesh. Some say these efforts are an attempt to resurrect his people, others that he seeks to wipe out his foes with living weapons or blasphemous plagues. Whatever the truth, he stands as an implacable foe and severe danger to the world and its inhabitants.
Song of Destruction, Abomination of Awe: An impossibly vast creature vaguely resembling a whale of volcanic stone and constantly fraying membrane. Song of Destruction is a creature of the hellish unreality surrounding Soul proper, and while far too large and powerful to even approach its barriers, is nonetheless fascinated by it and its inhabitants. Unfortunately, the only way it can properly see inside said barriers is to fire destructive "songs" at it, which weaken and break down even as they feel out the shape of what they're destroying. While not intentionally hostile as such, Song of Destruction is of a place where everything breaks down sooner rather than later, and would thus have few qualms about cracking open and destroying the world if it meant he could get a better look at it as it died. Some mortals and even gods have been known to make pilgrimmages out to placate the monstrous titan with stories and rapidly decaying gifts, but what the world would do should the beast decide to actively attack keeps many of either up at night.