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134 posts. Alias of Sgm Kobold.


About Thomas, A

The City of OutCast system

Races of CoOC (done for the most part):

*Numman Human:
+2 to One Ability Score
>Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
>Normal Speed: Humans have a base speed of 30 feet.
>Bonus Feat: Humans select one extra feat at 1st level.
>Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

*Other Humans
Due to the massive population of humans all alternate racial traits are available
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*Western Stone Dwarf:
+2 Con/+2 Wis/ –2 Cha
>Medium: Western Stone Dwarves are Medium creatures and have no bonuses or penalties due to their size.
>Slow and Steady: Western Stone Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
>Darkvision: Western Stone Dwarf can see in the dark up to 60 feet.
>Defensive Training: Western Stone Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype.
>Greed: Western Stone Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones.
>Hatred: Western Stone Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.
>Hardy: Western Stone Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
>Stability: Western Stone Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
>Stonecunning: Western Stone Dwarves receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
>Weapon Familiarity: Western Stone Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.

*Field Dwarf:
+2con/+2wis/-2cha
>Craftsman: Field Dwarves are known for their superior Craftsmanship when it comes to metallurgy and stonework. Field Dwarves with this racial trait receive a +2 racial bonus on All Craft or Profession checks related to metal or stone. This racial trait replaces greed.
>Surface Survivalist: Field Dwarves have dwelt so long aboveground they have lost their ability to see at night. However, their adaptation to extreme environments allows them to treat wind conditions (when determining whether or not they are checked or blown away) and either hot or cold climates (choose one) as one step less severe. This racial
>Sky Sentinel: As creatures with a deep affinity for the Ground, Field Dwarves are wary of attacks from above. Enemies On higher ground gain no attack roll bonus against Field Dwarves With this racial trait and they gain a +1 racial bonus on Attack rolls, a +2 dodge bonus to AC, and a +2 bonus on Perception checks against flying creatures. This racial trait replaces defensive training, hatred, and stone cunning.

Eastern Stone Dwarf:
+2str/+con/-dex
>Lore keeper: Eastern Stone Dwarves keep extensive records about their history and the world around them. Eastern Stone Dwarves with This racial trait receive a +2 racial bonus on Knowledge (History) checks that pertain to Eastern Stone dwarves or their enemies. They can make such skill checks untrained. This racial Trait replaces greed.
>Stubborn: Eastern Stone Dwarves are renowned for their stubbornness. Eastern Stone Dwarves with this racial trait receive a +2 racial bonus on will save to resist spells and spell-like abilities of the enchantment (charm) and enchantment (compulsion) Schools. In addition, if they fail such a save, they receive another save 1 round later to prematurely end the effect (Assuming it has duration greater than 1 round). This second save is made at the same DC as the first. If the Eastern Stone Dwarf has a similar ability from another source (such As a rogue’s slippery mind), he can only use one of these abilities per round, but he can try the other on the second round if the first reroll ability fails. This racial trait replaces hardy.
>Rock Stepper: Eastern Stone Dwarves with this racial trait can skillfully negotiate rocky terrain. They can ignore difficult terrain created by rubble, broken ground, or steep stairs when they take a 5-foot step. This racial trait replaces stone cunning.
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*Wind Elf:
+2 Dex/+2 Int/–2 Con
>Medium: Wind Elves are Medium creatures and have no bonuses or penalties due to their size.
>Normal Speed: Wind Elves have a base speed of 30 feet.
>Low-Light Vision: Wind Elves can see twice as far as humans in conditions of dim light. See Additional rules.
>Elven Immunities: Wind Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
>Elven Magic: Wind Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
>Keen Senses: Wind Elves receive a +2 racial bonus on Perception skill checks.
>Weapon Familiarity: Wind Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.

*Sun Elf
+2str/+2cha/-2con
>Lightbringer: Sun elves revere the sun, moon, and stars, but some are literally infused with the radiant power of the heavens. Elves with this racial trait are immune to light-based blindness and dazzle effects, and are treated as one level higher when determining the effects of any light-based spell or effect they cast (including spell-like and supernatural abilities). Elves with Intelligence scores of 10 or higher may use light at will as a spell-like ability. This racial trait replaces the elven immunities and elven magic racial traits.
>Urbanite: Sun Elves who live in cities for more than a century can grow to know the ebb and f low of social situations just as their forest-dwelling cousins know the rules of the wild. Elves with this racial trait gain a +2 racial bonus on Diplomacy checks made to gather information and Sense Motive checks made to get a hunch about a social situation. This racial trait replaces keen senses.

*Moon Elf
+2dex/+2wiz/-2cha
>Darkvision: Moon Elves are born with darkvision, rather than low-light vision. In many cases this is taken as a sign of a drow in the elf’s ancestry, and can lead to persecution outside of the Moon Elf’s home community. Moon Elves with this racial trait gain Darkvision with a range of 60 feet, but also gain sensitivity to light and are dazzled in areas of bright light or within the radius of a daylight spell. This racial trait replaces low-light vision.
>Silent Hunter: Moon Elves are renowned for their subtlety and skill. Moon Elves reduce the penalty for using Stealth while moving by 5 and can make Stealth checks while running at a –20 penalty (this number includes the penalty reduction from this racial trait). This racial trait replaces elven magic.
>Swift: Moon Elves have a base speed of 40 feet. This racial trait replaces elven immunities.

*Star Elf
+2dex/+2int/-2con
>Spell Resistance: Star Elves possess spell resistance equal to 6 plus their class levels. This racial trait replaces elven immunities and Elven Magic.
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Unorphan Half-Elf
+2 to One Ability Score
>Medium: Unorphan Half-elves are Medium creatures and have no bonuses or penalties due to their size.
>Normal Speed: Unorphan Half-elves have a base speed of 30 feet.
>Low-Light Vision: Unorphan Half-elves can see twice as far as humans in conditions of dim light. See Additional Rules.
>Adaptability: Unorphan Half-elves receive Skill Focus as a bonus feat at 1st level.
>Elf Blood: Unorphan Half-elf counts as both elf and human for any effect related to race.
>Elven Immunities: Unorphan Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
>Keen Senses: Unorphan Half-elves receive a +2 racial bonus on Perception skill checks.
>Dual Minded: The mixed ancestry of Unorphan Half-Elves makes them resistant to mental attacks. Unorphan Half-elves with this racial trait gain a +2 bonus on all Will saving throws.

*Eastern Half-Elf
+2 to One Ability Score
>Ancestral Arms: Eastern Half-Elves receive training in an unusual weapon. Eastern Half-elves with this racial trait receive Exotic Weapon Proficiency or Martial Weapon Proficiency with one weapon as a bonus feat at 1st level. This racial trait replaces the adaptability racial trait.
>Arcane Training: Eastern Half-elves occasionally seek tutoring to help them master the magic in their blood. Eastern Half-elves with this racial trait have only one favored class, and it must be an arcane spellcasting class. They can use spell trigger and spell completion items for their favored class as if one level higher (or as a 1st-level character if they have no levels in that class). This racial trait replaces the Dual Minded racial trait.

*Western Half-Elf
+2 to One Ability Score
>Integrated: Western Half-Elves are skilled in the art of ingratiating themselves into a community as if they were natives. Western Half-Elves with this racial trait gain a +1 bonus on Bluff, Disguise, and Knowledge (local) checks. This racial trait replaces the adaptability racial trait.
>Wary: Western Half-Elves have spent their long lives moving from place to place, often driven out by the hostility of others. Such experiences have made them wary of others’ motivations. Western Half-Elves with this trait gain a +1 racial bonus on Sense Motive and Bluff checks. This racial trait replaces the keen senses racial trait.
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*Swift-Shadow Halfling
+2con/+2wis/-2str
Small: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Slow Speed: Halflings have a base speed of 20 feet.
Halfling Endures: Spell-like ability 1/day Endure Elements. This replaces Fearless
Swift as Shadows: Half lings possess incredible stealth even while moving through obstructed areas. Half lings with this racial trait reduce the penalty for using Stealth while moving by 5, and reduce the Stealth check penalty for sniping by 10. This racial trait replaces sure-footed.
Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.
Keen Senses: Halflings receive a +2 racial bonus on Perception skill checks.
Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “Halfling” in its name as a martial weapon.

*Light-Foot Halflings
+2cha/+2int/-2str
Fell Magic Members of this race gain +1 to the DC of any saving throws against necromancy spells that they cast. Members of this race with a Wisdom score of 11 or higher also gain the following spell-like abilities: 1/day—bleed, chill touch, detect poison, and touch of fatigue. The caster level for these effects is equal to the user’s character level. The DC for these spell-like abilities is equal to 10 + the spell’s level + the user’s Wisdom modifier. This replaces Swift as Shadows and Halfling Endures

*Strong-Heart Halflings
+2dex/+2cha/-2str
Outrider: Some Halflings specialize in mounted combat. Half lings with this racial trait gain a +2 bonus on Handle Animal and Ride checks. This racial trait replaces Swift as Shadows.
Wanderlust: Half lings love travel and maps. Half lings with this racial trait receive a +2 bonus on Knowledge (geography) and Survival checks. When casting spells or using abilities that provide or enhance movement, half lings treat their caster level as +1 higher than normal. This racial trait replaces Swift as Shadows and Halfling Endures.
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*Half-Orc:
+2 to One Ability Score
Medium: Half-orcs are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Half-orcs have a base speed of 30 feet.
Darkvision: Half-orcs can see in the dark up to 60 feet.
Intimidating: Half-orcs receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.
Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.

*Black Orc
+2Str/+2Con/-2Cha
Beastmaster: Some half-orcs have a spiritual kinship with fantastical beasts, capturing them for sport or living and hunting with them. A half-orc with this trait treats whips and nets as martial weapons and gains a +2 racial bonus on Handle Animal checks. This racial trait replaces the intimidating trait.
Blood Vengeance: you gain the feat Blood Vengeance as a bonus feat. This racial trait replaces orc ferocity.

*Blood Orc
+2Str/+Cha/-Int
Shaman’s Apprentice: Only the most stalwart survive the years of harsh treatment that an apprenticeship to an orc shaman entails. Half-orcs with this trait gain Endurance as a bonus feat. This racial trait replaces the intimidating trait.
Sacred Tattoo: Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity.

*Freed Orc
+2 to any one
Chain Fighter: Some half-orcs have escaped from slavery and reforged the chains of their imprisonment into deadly weapons. Half-orcs with this racial trait are proficient with flails and heavy flails, and treat dire flails and spiked chains as martial weapons. This racial trait replaces weapon familiarity.
Scavenger: Some half-orcs eke out a leaving picking over the garbage heaps of society, and must learn to separate rare finds from the inevitable dross. Half-orcs with this racial trait receive a +2 racial bonus on Appraise checks and on Perception checks to find hidden objects (including traps and secret doors), determine whether food is spoiled, or identify a potion by taste. This racial trait replaces the intimidating trait.

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*Mystic Gnome
+2wis/+2cha/-2str
Small: Gnomes are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Slow Speed: Gnomes have a base speed of 20 feet.
Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light. See Additional Rules.
Defensive Training: Gnomes get a +4 dodge bonus to AC against monsters of the giant type.
Gnome Magic: Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with a Charisma of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation, and speak with animals. The caster level for these effects is equal to the gnome's level. The DC for these spells is equal to 10 + the spell's level + the gnome's Charisma modifier.
Hatred: Gnomes receive a +1 bonus on attack rolls against humanoid creatures of the reptilian and goblinoid subtypes due to special training against these hated foes.
Illusion Resistance: Gnomes get a +2 racial saving throw bonus against illusion spells or effects.
Keen Senses: Gnomes receive a +2 racial bonus on Perception skill checks.
Bond to the Land: Some gnomes have strong ties to specific kinds of terrain, as a holdover from their fey origins. These gnomes gain a +2 dodge bonus to AC when in a specific terrain type selected from the ranger list of favored terrains. This choice is made at character creation, and cannot be changed. This racial trait replaces defensive training and hatred. Academician: Some gnomes are more academically inclined than their kin. Gnomes with this racial trait gain a +2 bonus on any single Knowledge skill.
Weapon Familiarity: Gnomes treat any weapon with the word “gnome” in its name as a martial weapon

*Tinker Gnome:
+2con/+2dex/-2str
Obsessive: Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice. This racial trait replaces the Bond to the Land racial trait.
Master Tinker: Gnomes experiment with all manner of mechanical devices. Gnomes with this racial trait gain a +1 bonus on Disable Device and Knowledge (engineering) checks. They are treated as proficient with any weapon they have personally crafted. This racial trait replaces defensive training and hatred.
Pyromaniac: Gnomes with this racial trait are treated as one level higher when casting spells with the fire descriptor, using granted powers of the Fire domain, using the bloodline powers of the fire elemental bloodline or the revelations of the oracle’s f lame mystery, and determining the damage of alchemist bombs that deal fire damage (this ability does not give gnomes early access to level-based powers; it only affects the powers they could use without this ability). Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, flare, prestidigitation, produce f lame. The caster level for these effects is equal to the gnome’s level; the DCs are Charisma-based. This racial trait replaces gnome magic and illusion resistance.
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Gods of CoOC:
Gods of the City come in all shapes and sizes but they come in 4 different levels of power. Prime gods have unfathomable power and are worshiped indirectly. Patron Gods god that can affect people who do not worship them the people they can affect belong to one of the races whose fetchers depend on their Patron. Worrier Gods are the gods that where birthed in the fall of the First. Finally the lowest level is the focal gods. A god’s power and place in the 4 level is determined by how many worshipers they have and how powerful those worshipers are as well as how devout they are. It is possible for a god to form from a single person. There is only one god whose name has long been forgotten and is simply called the First who does not need worshipers to live it instead lives off the suffering and fear caused it clause.

The Prime level of gods includes only two gods The Frist and The Second

The Frist: nothing is known about the time before the Frist and little is known before it fell. What is known is the world had no light no life other than the Frist whom rested in the oceans and rule over his creation the Grey a humanoid race with no facial feathers except solid black eyes there only purpose was to suffer. Some that found ways to please the First and for that they found favor and were put in place of power over there fellow Grey to torcher then which brought more pleaser for the First. These followers of the First became the Black or the dark ones.
After the fall of the First the dark ones still worship the first but because their minds have been twisted by the loss of the groups of dark ones each worship a different one of it aspect.
The hand of The First (Animal Domain, Evil Domain, Earth Domain, and Law Domain)
The reach of The First (Death Domain, Water Domain, Evil Domain, and Chaos Domain)
The eye of The First (Charm Domain, Knowledge Domain, Madness Domain, and Magic Domain
The blood of The First (Evil Domain, Fire Domain, Healing Domain, and Destruction Domain)
The shadow of The First (Air Domain, Darkness Domain, Evil Domain, and Trickery Domain)

Hope (The Second): the god of hope born from one worshiper a small Grey girl. The Grey girl was been hunted by dark ones and she managed to hide from her tormenters first for a hour then a day then a week she figured out she would not ever be found and at that moment the smallest fraction of the power of the First in side of the small girl burst from her in the form of a god cutting through the darkness. No written history was taken of the war only the stories of Orcus and how the war ended. It is known that the evil of the First is only being held back by the god of hope both of them bond but held in the deep earth.
The church of hope does not come about until the second coming of The First until adventures find out how to defeat The First by finding a tablet about how it was put down the first time. Although started to make sure he did not rise again the Church becomes evil and kills the arcane and gifted casters of the world. It is later found out that its leadership has been taken over by dark ones trying to corrupt hope.
In truth the god of hope no longer need worshipers to remain in power but the action of man can weaken her such as what happen when the First stared to rise again and
(Community Domain, Glory Domain, Good Domain, Liberation Domain, Protection Domain, Sun Domain, and War Domain)

The next most powerful gods is the Patron gods

Morfjell (NG) - “The Mother” god of stone, mothers, food, and Dwarfs
Symbol: a fat naked woman carved from a single stone
Common practices: have a bowl of soup made of meat potatoes and a stone before going to war, long travel, or mining
World blessing: The Thunder Blessing, During the Great War all of the male dwarfs where either dead or wounded. After see the Grandmother (the queen of the mountain Dwarfs) pick up her husband hammer and prepared for combat, Morfjell appeared and told the women of her race to sleep with their husband weapons and the Dwarfs would have the army they need. The next day all the Dwarfs that did gave birth to a large egg within minutes it grow then hatched in to twin adult male Dwarfs. After the actions of Nummus the new Dwarven army outnumbered the remainder of the human armies seven to one.

Vitanecro (TN) –“The Child Hope” god of life, death, time, animals, and Halflings
Symbol: Chains with tokens made of bone gold and hide
Common practice: recycling it is taken so seriously that the lightfoots Halflings study necromancy so as not to waste the bodies of the dead
World blessing: After the fall of the First the gery began to starve there was no life left on the world Vitanecro told asked a grey if they were willing to give up their immortality to give life to the rest of the world. They agreed and some of the most devout became Halflings and the rest of the world became full of life this being the second blessing from a god the halflings live with no waste. This inspired Morfjell to make a similar to Vitanercro’s, later other gods decided to become patrons of their worshipers.

Litera (TN) –“The Keeper” god of knowledge, water, sands, and gnomes
Symbol: a book of notes but with blank pages left
Common practice: when a believer becomes of age they are given some way of keeping their note, ultimately when he or she dies the mourners read the notes and stores they kept before adding then to a grand family tome in this way information is never lost.
World blessing: Steam, After Vitanecro’s blessing took hold a group of Halflings wanted to show their gratefulness for the blessing by shaping metal and stone in to things of art, but this was called wasteful by other members of their tribe so they left to from their own tribe. Once they found a bountiful area they began their work building things like hanging gardens and ziggurats. But so far from their home land their prayers where not answered for decades. When Ozymandias armies started to build the people now known as Gnomes began to look for help threw all of their righting and history doing so feverishly it gave birth to a god named Litera. Litera looked at his people’s plight and gave them inspiration in the form of a geyser bursting out of the ground a sight that gave gnomes the knowledge of how to harness its power in to technology and how to replicate it with magic. Many of the gnomes choose one of these new schools of thought and built their own army of golems, gunmen, wizards and alchemists to defend themselves from Ozymandias’ armies. Of all the raises to fight in the Great War the Gnomes are the only ones not to take any loses of their people to the war.

Ocrus (LN) -"the honored" god of war, honor, blood, and ocrs
Symbol: a honed and sharped ax
Common practice: the honor bond, the self-governing code which includes; when one knows he or she is about to die that they should do it in combat. The only way to die honorably this is done to emulate Ocrus.
World blessing: None, however the followers of Ocrus have played their part; the first orcs were born from grey worriers of the First, after they turned on him when they were sent in kill the wounded of the resistance. Ocrus one of the most powerful generals belonging to the First took this as an insult that he was sent to kill non-combatants. He turn his army on the First in what Ocrus called honorable battle he gave his army a code called the Honor Bond which could be called the first government. When his people started followed his code he gained god hood unknowingly. He lived as a mortal for centuries although maimed and unable to speak until he was killed by Ozymandias’ champion with a poison sword. Ocrus ascended in to true god hood but much of his army was killed or enslaved by Ozymandias’ armies and made to fight on the front lines those orcs who began to follow Ozymandias be can the almost mindless blood thirsty black orcs who still fallow the dead god Ozymandias.

Caclum (NC) -"the fickle” god of seasons, sun, moon, sky, and elves
Symbol: a glowing orb
Common practice: many who worship Caclum have holes in their roofs to have a place to worship there god her temples some time don't have roofs at all
World blessing: The Seasons, Caclum was one of the worrier gods that defeated the First. After which she ended the eons of darkness by making the positive energy plane visible to the world and many of her worshiper saw this as a blessing but many thought that without the darkness the people of the world would not remember the suffering of those before them. Insulted by this be thought she made the world dark again but the positive energy plane left stains in the dark sky and different members of her worshipers then saw this as a blessing but those who loved the light from the positive energy plane felt they were being punished for others action. Angry that her followers where so hard to please she smacked the world spinning around the positive plane making the world have days, nights, and each of the four seasons and all of her worshipers where pleased by this. This surprisingly gave her more worshipers outside of elves, from the farmers of the world.

Nummus (EN) – “The Challenger” god of money, greed, trade, and humans
Symbol: a gold coin wroth nothing such as one whose face is cut or is bent Common practice: returning loan is when you give someone a coin before they leave for a trip in hopes that the debt will bring them back to you
World blessing: Currency, before the great war started on the world, Ozymandias had started the war in the land of the gods by forcing his own race to convert from Focal human gods. The number of gods destroyed from this was staggering but almost over by the time other Patron where able to see the carnage. When the confronted Ozymandias quite boldly told them he was going to purify the world and make a perfect world of his form. It did not take any imagination to know what he meant by his response. The other god convened to come up with a defense mean while more and more Focal gods where losing worshipers and Ozymandias was gain more power and was soon three to four times more powerful than the other Patron gods. Nummus at the time an extremely weakened Focal called the Patron gods out on their cowardice and said he would act where they have not. Nummus called to Ozymandias and asked him why he would want to from a broken world, the insult enraged Ozymandias. Ozymandias answer by asking who Nummus was to call him imperfect. Nummus stated that with one avatar bring one blessing he could destroy Ozymandias and his and his people. Ozymandias added to the terms that he would also use one avatar with one blessing as well but he would use it to destroy not only Nummus but all the other gods. Nummus choose Kyras a merchant on his first day out from his father’s cavern, Ozymandias choose Devin the Purifier a general of one of his largest armies. As time passed and Kyras move around the world using the light weight trade bars to trade for goods and services people all over the world saw the benefit of the trade bars even members of Ozymandias army took to using them as a form of wealth but unknown to Ozymandias ever one who up trust in the trade bars’ worth was in fact worshiping Nummus. Ozymandias saw his armies fall a part from his image of perfect worriers lead by generals like Devin become trade companies. The last of Ozymandias’ followers where or killed converted when Kyras and his trade group killed Devin. And Nummus became the Patron god of humans.

Ozymandias (EL) – “The Unflawed” god of government, war, perfection, and humans
Symbol: a helmet pattern with lotus flowers
Common practice: slavery and right before Ozymandias’ fall holocaust are both invention of Ozymandias’ followers
World blessing: the great war, a war that was led by Ozymandias’ chosen Devin the Purifier the war kill more people than all most any event to include several gods. The war was started by a bet presented by Nummus all though many where lose Nummus won and destroyed Ozymandias by taking all most of the followers allowing the dwarves to outnumber the armies lead by Devin the Purifier. Devin was and the last of Ozymandias’ followers were killed by a group of heroes lead by Nummus champion Kyras. When Nummus was proven victorious the god of greed whom the most of gods thought he would take all the power that Ozymandias had, but in a surprise to every one Nummus only became the patron of humans. Doing so changed the drive for war of humans to an economic one brings peace after the great war.

The rest of the Pantheon

Because of the forces that it took to destroy the First there is an untold number of ever changing gods they fall