The Isphers
What they are, and what relationship they have with the Shareena.
The Ispher are spiritual beings who were ascended by ancient Gods. They themselves are not considered Gods, but rather demi-gods. Beings that are tasked with taking care of a world, and the people and creatures within it.
While Isphers are powerful beings, they are still reliant on the people of Shareen to shower them with love and affection. It's a continuous cycle of the Isphers protecting and nurturing the Shareena, and the Shareena lavishing the Isphers with love and devotion. In order to help serve the world, the Isphers gave up their chance to reincarnate upon death, and they work all hours of the day. It's best not be disrespectful.
It's very common place to find prayer candles in each household. The dedicated place these candles stand, are in plain view, and with a small bowl in front of the candle. The rest of the decorations are up to each individual.
The bowl is for offerings to the Isphers, on their designated day. More about what offerings, on the information of the separate Isphers.
Note: Honest tears can be offered to all of them. It doesn't have to be a lot of crying, just that you tear up, because you're praying honestly, as opposed to praying just to get the "chore" out of the way.
Ritual:
-Light the candle in the morning, place the offering in the bowl.
-Make a quick prayer if you have any requests that the Ispher can help with, then follow it up with some words of gratitude.
•If you are out travelling, you may carry a candle and bowl.
-After noon, the Ispher will have picked up your offering as a sign of gratitude, and you might feel their aid with whatever issue you were having, sometime that week.
--In the event that you return to the bowl after noon, and the offering is still there, there is cause for concern. You've either angered the Ispher in some way, the town you live in have angered the Ispher, or the Ispher is in peril and cannot come and collect.
•Please contact your local temple for assistance.
-If you, or your town have angered an Ispher, and you ignore this issue, you, or your town, may suffer very grave consequences. Often presented as natural disasters. It's best to avoid this by actively reaching out to the Ispher.
But for the most part, Isphers and Shareena live together in harmony, and mutual love and affection.
For instance, it is possible to go to a temple to offer something on days not dedicated to your favoured Ispher. It is best to do this in the temple, as your household's bowl is reserved for the daily worship.
It is common for most people to pick one Ispher as their favoured, as they all represent different dominions, and supposedly have some degree of authority in their aspect of nature or spiritual dominion. So they'll pay some attention to all, but especially to their favoured one. This can be represented by giving them offerings on days of the week other than the Ispher's day, or wearing talismans with the Ispher's symbol on it. If a person has been loyal for a long enough time, the Ispher might even visit them in dreams, seeking to inspire the person to become their ispherian.
Ispherians:
Some take this devotion even further, by becoming ispherians. An ispherian is someone who first travels to the sanctuary of an Ispher, to form a pact with that Ispher. This can be easy, or very very hard.
When the ispherian arrives at the sanctuary, they will place their hand on a plinth made from strange blue rock.
Once they place their hand down, the hand cannot be removed for hours, unless the pact is made.
Placing the hand on the plinth will also summon the Ispher, who will expect to see the ispherian behave respectfully, and be concrete with their intentions.
-Should the suggested pact be of interest to the Ispher, they may accept it, granting some of their power to the ispherian. Along with these, they will also allow for an avatar of themselves to appear to the ispherian, with summoned. This avatar can perform magical feats, and be of use both inside and outside of battle scenarios.
--In the event that the pact does not please the Ispher, the Ispher is likely going to take their leave, and the ispherian will have to stand, locked to the plinth for whatever hours remain.
--In the rare event that someone places their hand on the plinth only to spite and disrespect the Ispher, the Ispher have been known to pass judgement and killing the offender. They work too hard to suffer insults.
Outside of battle, ispherian act as missionaries. They travel around and help people, in order to put their Ispher in a good light. The goal is for the ispherian to "win more followers" to their Ispher's side. The ispherian can stand in town squares and do favours, or speak with people about things. It is common to see ispherians walking around with their avatars trailing behind them.
- This avatar can communicate with the ispherian, but other's will not be able to understand the avatar's language-- not unless the other person is also an ispherian.
In the case of Bansno
Bansno, the Ispher of darkness, is the only exception for the people of Shareen, when it comes to respect.
He is seen as the root of many evil things. Thus, his day of the week is one for resting, eating good food or snacks. Or just doing unproductive things.
It's also common to swear using Bansno's name, to further offend and insult him.
"Bansno's Balls!" Is a common one. Or "SoBB" which is an abbreviation of "Suck on Bansno's Balls."
Alternatively, you can wish aloud that "I hope Bansno becomes your lover," which is a nasty way of wishing someone dead, as Bansno is the Ispher whose dominion is death.
While Isphers are powerful beings, they are still reliant on the people of Shareen to shower them with love and affection. It's a continuous cycle of the Isphers protecting and nurturing the Shareena, and the Shareena lavishing the Isphers with love and devotion. In order to help serve the world, the Isphers gave up their chance to reincarnate upon death, and they work all hours of the day. It's best not be disrespectful.
It's very common place to find prayer candles in each household. The dedicated place these candles stand, are in plain view, and with a small bowl in front of the candle. The rest of the decorations are up to each individual.
The bowl is for offerings to the Isphers, on their designated day. More about what offerings, on the information of the separate Isphers.
Note: Honest tears can be offered to all of them. It doesn't have to be a lot of crying, just that you tear up, because you're praying honestly, as opposed to praying just to get the "chore" out of the way.
Ritual:
-Light the candle in the morning, place the offering in the bowl.
-Make a quick prayer if you have any requests that the Ispher can help with, then follow it up with some words of gratitude.
•If you are out travelling, you may carry a candle and bowl.
-After noon, the Ispher will have picked up your offering as a sign of gratitude, and you might feel their aid with whatever issue you were having, sometime that week.
--In the event that you return to the bowl after noon, and the offering is still there, there is cause for concern. You've either angered the Ispher in some way, the town you live in have angered the Ispher, or the Ispher is in peril and cannot come and collect.
•Please contact your local temple for assistance.
-If you, or your town have angered an Ispher, and you ignore this issue, you, or your town, may suffer very grave consequences. Often presented as natural disasters. It's best to avoid this by actively reaching out to the Ispher.
But for the most part, Isphers and Shareena live together in harmony, and mutual love and affection.
For instance, it is possible to go to a temple to offer something on days not dedicated to your favoured Ispher. It is best to do this in the temple, as your household's bowl is reserved for the daily worship.
It is common for most people to pick one Ispher as their favoured, as they all represent different dominions, and supposedly have some degree of authority in their aspect of nature or spiritual dominion. So they'll pay some attention to all, but especially to their favoured one. This can be represented by giving them offerings on days of the week other than the Ispher's day, or wearing talismans with the Ispher's symbol on it. If a person has been loyal for a long enough time, the Ispher might even visit them in dreams, seeking to inspire the person to become their ispherian.
Ispherians:
Some take this devotion even further, by becoming ispherians. An ispherian is someone who first travels to the sanctuary of an Ispher, to form a pact with that Ispher. This can be easy, or very very hard.
When the ispherian arrives at the sanctuary, they will place their hand on a plinth made from strange blue rock.
Once they place their hand down, the hand cannot be removed for hours, unless the pact is made.
Placing the hand on the plinth will also summon the Ispher, who will expect to see the ispherian behave respectfully, and be concrete with their intentions.
-Should the suggested pact be of interest to the Ispher, they may accept it, granting some of their power to the ispherian. Along with these, they will also allow for an avatar of themselves to appear to the ispherian, with summoned. This avatar can perform magical feats, and be of use both inside and outside of battle scenarios.
--In the event that the pact does not please the Ispher, the Ispher is likely going to take their leave, and the ispherian will have to stand, locked to the plinth for whatever hours remain.
--In the rare event that someone places their hand on the plinth only to spite and disrespect the Ispher, the Ispher have been known to pass judgement and killing the offender. They work too hard to suffer insults.
Outside of battle, ispherian act as missionaries. They travel around and help people, in order to put their Ispher in a good light. The goal is for the ispherian to "win more followers" to their Ispher's side. The ispherian can stand in town squares and do favours, or speak with people about things. It is common to see ispherians walking around with their avatars trailing behind them.
- This avatar can communicate with the ispherian, but other's will not be able to understand the avatar's language-- not unless the other person is also an ispherian.
In the case of Bansno
Bansno, the Ispher of darkness, is the only exception for the people of Shareen, when it comes to respect.
He is seen as the root of many evil things. Thus, his day of the week is one for resting, eating good food or snacks. Or just doing unproductive things.
It's also common to swear using Bansno's name, to further offend and insult him.
"Bansno's Balls!" Is a common one. Or "SoBB" which is an abbreviation of "Suck on Bansno's Balls."
Alternatively, you can wish aloud that "I hope Bansno becomes your lover," which is a nasty way of wishing someone dead, as Bansno is the Ispher whose dominion is death.
Nananli
Reincarnation
Light
Element: Light
Classification: Demigod.
Race: Likan.
Gender: Woman.
Dominion: Reincarnation.
Powers:
Nananli gives repose to souls that have been guided to her by Bansno. Once they have either been cleansed of their past memories, or lingering regrets, she passes them through a process and sends them back into newly created bodies and vessels in the mortal realm. She commands light and the various Guardian creatures in her sanctuary.
As a summoned avatar:
-Nananli will primarily boost the ispherian and their party's health, along with healing any affliction. She will attack tainted creatures with beams of light from the heavens. Should an ispherian wielding Bansno summon him, she will withdraw out of principle, so he's not hurt in her presence.
-She can only be summoned once every 24 hours, but she will stay with the ispherian until dismissed or defeated in combat . If her avatar is defeated in battle, she will withdraw and be unavailable for 48 hours.
-Nananli is considered one of the two most powerful summons, and thus rarely makes pacts with more than one ispherian.
Personal:
Nananli tries very much to come off as a patient and benevolent Ispher. However, she does grow frustrated because she knows that Bansno is not as bad as people say he is. The two are friendly, and she often lends him her ear when he's having bad days.
Around an ispherian, Nananli is very likely to act dignified since it's what people expect of her.
Examples of Offerings:
Only requires tears, and honesty. She doesn't need trinkets.
How to get to her sanctuary and plinth:
You need the aid of Irithma to reach Nananli's sanctuary. It's located over the Plains of Zain, and only appear on very sunny days. It looks like a very wide group of clouds.
Once you get there, the clouds can be stepped on. The area will be filled with various creatures, most of them deadly if engaged. But you don't need to engage any of them. You can bow if they cross your path, but most of them will not notice you. The plinth is inside a little cloud gazebo, and Nananli is likely very nearby.
Classification: Demigod.
Race: Likan.
Gender: Woman.
Dominion: Reincarnation.
Powers:
Nananli gives repose to souls that have been guided to her by Bansno. Once they have either been cleansed of their past memories, or lingering regrets, she passes them through a process and sends them back into newly created bodies and vessels in the mortal realm. She commands light and the various Guardian creatures in her sanctuary.
As a summoned avatar:
-Nananli will primarily boost the ispherian and their party's health, along with healing any affliction. She will attack tainted creatures with beams of light from the heavens. Should an ispherian wielding Bansno summon him, she will withdraw out of principle, so he's not hurt in her presence.
-She can only be summoned once every 24 hours, but she will stay with the ispherian until dismissed or defeated in combat . If her avatar is defeated in battle, she will withdraw and be unavailable for 48 hours.
-Nananli is considered one of the two most powerful summons, and thus rarely makes pacts with more than one ispherian.
Personal:
Nananli tries very much to come off as a patient and benevolent Ispher. However, she does grow frustrated because she knows that Bansno is not as bad as people say he is. The two are friendly, and she often lends him her ear when he's having bad days.
Around an ispherian, Nananli is very likely to act dignified since it's what people expect of her.
Examples of Offerings:
Only requires tears, and honesty. She doesn't need trinkets.
How to get to her sanctuary and plinth:
You need the aid of Irithma to reach Nananli's sanctuary. It's located over the Plains of Zain, and only appear on very sunny days. It looks like a very wide group of clouds.
Once you get there, the clouds can be stepped on. The area will be filled with various creatures, most of them deadly if engaged. But you don't need to engage any of them. You can bow if they cross your path, but most of them will not notice you. The plinth is inside a little cloud gazebo, and Nananli is likely very nearby.
Irithma
Freedom
Wind
Element: Air.
Classification: Demigod.
Race: Toimendos.
Gender: Man.
Dominion: The winds.
Powers:
Governs all the directions that the wind can take, along with having the final say in what the weather will be like.
As summoned avatar:
-As a summoned avatar, Irithma will primarily boost the ispherian and party's dexterity. He will attack any target his current summoner orders him to. His attacks can be blades made from wind, or he might lift and drop targets with small whirlwinds.
-Irithma can be summoned multiple times per day, and will eagerly follow their ispherian around, as it might garner attention and thus, praise from the locals. He will only withdraw on command, or when his avatar is defeated in battle. However, it is possible to re-summon him a mere hour after defeat.
-He has no principles about what other Ispher he might meet on the battlefield, and will not withdraw when facing any of the other isphers.
-Irithma loves people, and like the other isphers, is able to split his attention to multiple people at once. It is not uncommon to see several ispherians with Irithma avatars following them around.
Personal:
Irithma is pretty goofy. He likes playing harmless pranks on others, even his own ispherian. He has also been known to not take pact-making seriously, sometimes forming pacts with small children who were only pretending to make pacts, thousands of miles away from his sanctuary. Since he is generally beloved, spreading himself thin with lots of avatars is not an issue for him.
That's not to say he doesn't have a serious side to him. He can open up, or lend an ear to those who feel cooped up or unjustly imprisoned.
Examples of Offerings:
Fresh fish, or berries, or a whistled melody.
How to get to his sanctuary and plinth:
First, you have to travel to Forenlier, an island in the Meleksopok territory. On the east side of this island, you'll be able to spot a strange whirlwind. Walking closer, you see it's a staircase, but only the steps. They're made of small clouds. In order to get up, you'll have to focus on your feet, and climb one step at the time.
Should you lose your focus, you'll fall through the steps. Don't worry about falling to your death, Irithma is nearby and will slow your descent.
When you get up, you'll see two clouds, that don't seem to move around. One has the plinth on it, and the other is where Irithma will appear. The cloud with the plinth is perfectly safe to stand on, without focusing on your feet.
Classification: Demigod.
Race: Toimendos.
Gender: Man.
Dominion: The winds.
Powers:
Governs all the directions that the wind can take, along with having the final say in what the weather will be like.
As summoned avatar:
-As a summoned avatar, Irithma will primarily boost the ispherian and party's dexterity. He will attack any target his current summoner orders him to. His attacks can be blades made from wind, or he might lift and drop targets with small whirlwinds.
-Irithma can be summoned multiple times per day, and will eagerly follow their ispherian around, as it might garner attention and thus, praise from the locals. He will only withdraw on command, or when his avatar is defeated in battle. However, it is possible to re-summon him a mere hour after defeat.
-He has no principles about what other Ispher he might meet on the battlefield, and will not withdraw when facing any of the other isphers.
-Irithma loves people, and like the other isphers, is able to split his attention to multiple people at once. It is not uncommon to see several ispherians with Irithma avatars following them around.
Personal:
Irithma is pretty goofy. He likes playing harmless pranks on others, even his own ispherian. He has also been known to not take pact-making seriously, sometimes forming pacts with small children who were only pretending to make pacts, thousands of miles away from his sanctuary. Since he is generally beloved, spreading himself thin with lots of avatars is not an issue for him.
That's not to say he doesn't have a serious side to him. He can open up, or lend an ear to those who feel cooped up or unjustly imprisoned.
Examples of Offerings:
Fresh fish, or berries, or a whistled melody.
How to get to his sanctuary and plinth:
First, you have to travel to Forenlier, an island in the Meleksopok territory. On the east side of this island, you'll be able to spot a strange whirlwind. Walking closer, you see it's a staircase, but only the steps. They're made of small clouds. In order to get up, you'll have to focus on your feet, and climb one step at the time.
Should you lose your focus, you'll fall through the steps. Don't worry about falling to your death, Irithma is nearby and will slow your descent.
When you get up, you'll see two clouds, that don't seem to move around. One has the plinth on it, and the other is where Irithma will appear. The cloud with the plinth is perfectly safe to stand on, without focusing on your feet.
Menos
Flora, Fauna
Earth
Element: Earth.
Classification: Demigod.
Race: Maremis.
Gender: Man.
Dominion: The vibrant earth and flora of the world.
Powers:
Unsurprisingly, Menos is the patron Ispher of many Maremis, due to his control over flora and the earth. He can grow forth a full summer's worth of food within a day, but at the same time, he can take it away if disrespected. Menos aids farmers and it's said that he will wander the countryside, in the form of a simple man with a hoe on his back and a sercoa trailing behind him.
As summoned avatar:
-Menos grants a mind boost to the ispherian and their party. He attacks with curling vines around beasts, or shifting the earth below their feet to throw them off balance. He also grows forth food for the ispherian and their party on longer journeys.
-Menos is a gentle spirit and welcomes all to his temple located in the plains of Gjarli. It's a very busy temple, though the inner sanctum where pacts may be placed, are guarded and only ispherians are allowed inside. He accepts numerous pacts and can be seen very often as an avatar.
Personal:
Menos is a gentle giant, and a friend to anyone in need. If not in his sanctuary, he's either sunbathing in a forest clearing, or playing with baby animals.
Examples of Offerings:
Seeds, grains, or a feather.
How to get to his sanctuary and plinth:
Menos has one of the easier sanctuaries to go and visit. He likes being close to people. What you do, is go to Gjarli temple. Tell the guards in the back of the great room used for worship, that you are an ispherian seeking a pact. The guards might ask you to prove this by displaying a talisman or something else to show you are indeed devoted to Menos. He's easily accessible, and they don't want jokers! They'll let you through the door that they're guarding.
Once you get in, you're there. The plinth is in the back of the room. Hope you're not allergic to any animals. There's a lot of them here. You're also cautioned not to take any fruit or berries while in the sanctuary. It's all especially grown by Menos for use in medicine and special rituals.
Touching the plinth will lock your hand to it, and you get to watch as Menos just walks up to you, giving you a smile and a wave.
Classification: Demigod.
Race: Maremis.
Gender: Man.
Dominion: The vibrant earth and flora of the world.
Powers:
Unsurprisingly, Menos is the patron Ispher of many Maremis, due to his control over flora and the earth. He can grow forth a full summer's worth of food within a day, but at the same time, he can take it away if disrespected. Menos aids farmers and it's said that he will wander the countryside, in the form of a simple man with a hoe on his back and a sercoa trailing behind him.
As summoned avatar:
-Menos grants a mind boost to the ispherian and their party. He attacks with curling vines around beasts, or shifting the earth below their feet to throw them off balance. He also grows forth food for the ispherian and their party on longer journeys.
-Menos is a gentle spirit and welcomes all to his temple located in the plains of Gjarli. It's a very busy temple, though the inner sanctum where pacts may be placed, are guarded and only ispherians are allowed inside. He accepts numerous pacts and can be seen very often as an avatar.
Personal:
Menos is a gentle giant, and a friend to anyone in need. If not in his sanctuary, he's either sunbathing in a forest clearing, or playing with baby animals.
Examples of Offerings:
Seeds, grains, or a feather.
How to get to his sanctuary and plinth:
Menos has one of the easier sanctuaries to go and visit. He likes being close to people. What you do, is go to Gjarli temple. Tell the guards in the back of the great room used for worship, that you are an ispherian seeking a pact. The guards might ask you to prove this by displaying a talisman or something else to show you are indeed devoted to Menos. He's easily accessible, and they don't want jokers! They'll let you through the door that they're guarding.
Once you get in, you're there. The plinth is in the back of the room. Hope you're not allergic to any animals. There's a lot of them here. You're also cautioned not to take any fruit or berries while in the sanctuary. It's all especially grown by Menos for use in medicine and special rituals.
Touching the plinth will lock your hand to it, and you get to watch as Menos just walks up to you, giving you a smile and a wave.
Ciga Leh
Time, Space, Knowledge
Electricity
Element: Thunder
Classification: Demigod.
Race: Konac.
Gender: Aoe. Aoe/Aos/Aom/Aomself (key: He/His/Him/Himself)
Dominion: Time, space, and knowledge of what has passed.
Powers:
While not a hugely popular and strong Ispher, Ciga Leh at aos height ranked among one of the strongest Isphers. Aos power to travel through time and space, and even sending people through time, or to other worlds, makes aom a frightening Ispher to behold. Aoe also holds and catalogs the memories and events of the past.
As summoned avatar:
-Ciga Leh will boost the ispherian and their party with heightened intelligence bonus. As a fighter, aoe will attack with blasts of lightning, or simply stop time for short periods of time, allowing for unique openings for the party to strike.
-Ciga Leh is very proud, and thus, aoe can only be summoned four times per day. Aoe will dismiss aomself if aoe is offended, accidentally or not. Ciga Leh will also dismiss if aos avatar is defeated in combat.
-Aoe is also very selective when it comes to making pacts, due to some bad encounters before. And will therefore only create pacts with three ispherians. The pacts with these will have to be broken in order for Ciga Leh to form a new pact.
Personal:
In the old world, Ciga Leh was very much respected. So much that aoe got a very big head from it. Coming to Shareen, the Ispher fell into obscurity as survival was prioritized over academic pursuits in the early years.
Then, the Ispher was tricked into a pact that almost ended terrible for all parties, and after this, aoe became reclusive, and easily hurt. Ciga is not one for sentimentality, so getting close to aoe will take time, but once you win aos affection, aoe'll never leave your side.
Examples of Offerings:
Wine, gems, trinkets, a secret, a dream.
How to get to their sanctuary and plinth:
If you ask someone how, they will most likely tell you to re-think your choices.
Ciga Leh's sanctuary is atop an impossibly tall and narrow pillar, located deep in konac territory, near Kie Dom. The pillar is made from crushed ice and stone. There are stairs at the lower part, but you very soon have to make use of climbing gear.
The only path is to climb up the pillar. You'll also need some form of oxygen tank. The pillar itself also shifts and moves, making things harder.
Once you get to the top, don't catch your breath. This area is constantly afflicted with thunder clouds, though luckily the pillar repels the lightning strikes.
Placing your hand on the plinth will lock it to it. You have to take your glove off.
Regardless of whether or not Ciga Leh accepts your pact, you will be teleported back to your bedroom, all safe and sound.
Classification: Demigod.
Race: Konac.
Gender: Aoe. Aoe/Aos/Aom/Aomself (key: He/His/Him/Himself)
Dominion: Time, space, and knowledge of what has passed.
Powers:
While not a hugely popular and strong Ispher, Ciga Leh at aos height ranked among one of the strongest Isphers. Aos power to travel through time and space, and even sending people through time, or to other worlds, makes aom a frightening Ispher to behold. Aoe also holds and catalogs the memories and events of the past.
As summoned avatar:
-Ciga Leh will boost the ispherian and their party with heightened intelligence bonus. As a fighter, aoe will attack with blasts of lightning, or simply stop time for short periods of time, allowing for unique openings for the party to strike.
-Ciga Leh is very proud, and thus, aoe can only be summoned four times per day. Aoe will dismiss aomself if aoe is offended, accidentally or not. Ciga Leh will also dismiss if aos avatar is defeated in combat.
-Aoe is also very selective when it comes to making pacts, due to some bad encounters before. And will therefore only create pacts with three ispherians. The pacts with these will have to be broken in order for Ciga Leh to form a new pact.
Personal:
In the old world, Ciga Leh was very much respected. So much that aoe got a very big head from it. Coming to Shareen, the Ispher fell into obscurity as survival was prioritized over academic pursuits in the early years.
Then, the Ispher was tricked into a pact that almost ended terrible for all parties, and after this, aoe became reclusive, and easily hurt. Ciga is not one for sentimentality, so getting close to aoe will take time, but once you win aos affection, aoe'll never leave your side.
Examples of Offerings:
Wine, gems, trinkets, a secret, a dream.
How to get to their sanctuary and plinth:
If you ask someone how, they will most likely tell you to re-think your choices.
Ciga Leh's sanctuary is atop an impossibly tall and narrow pillar, located deep in konac territory, near Kie Dom. The pillar is made from crushed ice and stone. There are stairs at the lower part, but you very soon have to make use of climbing gear.
The only path is to climb up the pillar. You'll also need some form of oxygen tank. The pillar itself also shifts and moves, making things harder.
Once you get to the top, don't catch your breath. This area is constantly afflicted with thunder clouds, though luckily the pillar repels the lightning strikes.
Placing your hand on the plinth will lock it to it. You have to take your glove off.
Regardless of whether or not Ciga Leh accepts your pact, you will be teleported back to your bedroom, all safe and sound.
Cohl
The Oceans, the life therein
Water
Element: Water.
Classification: Demigod.
Race: Toimendos.
Gender: Woman.
Dominion: The wast oceans.
Powers:
Maintaining the ocean currents, leading marine life to their place of origin and keeping the oceans brimming with life-giving energies.
As summoned avatar:
- Cohl will enhance the ispherian and their party's charisma stat. She will attack with any target her ispherian deems to attack. Her attacks are blades of ice, coloumns of water, steam, and if necessary she will drown the target in their own body's water.
-Cohl may be summoned several times per day, and will serenely follow their ispherian to their goal. She will only withdraw should her avatar be defeated in battle. Like with many of the other Ispher, she may then be re-summoned a mere hour afterwards.
-She will become silent and wary should Ciga Leh enter the same area as her. They're not on the best of terms. She will not dismiss unless he begins to talk to her.
-Cohl is not restrictive when it comes to making pacts. She as all the Isphers, may split their attention among many, so it's not impossible for two Ispherian to both have Cohl avatars following them around at the same time.
Personal:
Cohl has a chill nature and enjoys giving hugs and being helpful. Yes, she will offer water to any that ask for it. If possible, she will swim around in fountains, or blow bubbles if standing idle for long enough. Cohl loves to sit and talk for hours with their ispherian. She equally loves performing in town squares or performing minor miracles for the masses.
Examples of Offerings:
Seashells, or dried fish.
How to get to their sanctuary and plinth:
Cohl's sanctuary is located in the eastern ocean, on the island clusters of Lihi Oldir. It's pretty easy to get there by ship. You can either travel from Timo in the north, or Seleoi from the south.
The sanctuary itself is a broken temple. The temple is broken because Cohl carried it with them from the old world. Ah, it didn't really survive the landing all that well. The plinth is right inside. Watch out for broken glass.
Cohl will appear fairly easily and welcome you with a smile.
Classification: Demigod.
Race: Toimendos.
Gender: Woman.
Dominion: The wast oceans.
Powers:
Maintaining the ocean currents, leading marine life to their place of origin and keeping the oceans brimming with life-giving energies.
As summoned avatar:
- Cohl will enhance the ispherian and their party's charisma stat. She will attack with any target her ispherian deems to attack. Her attacks are blades of ice, coloumns of water, steam, and if necessary she will drown the target in their own body's water.
-Cohl may be summoned several times per day, and will serenely follow their ispherian to their goal. She will only withdraw should her avatar be defeated in battle. Like with many of the other Ispher, she may then be re-summoned a mere hour afterwards.
-She will become silent and wary should Ciga Leh enter the same area as her. They're not on the best of terms. She will not dismiss unless he begins to talk to her.
-Cohl is not restrictive when it comes to making pacts. She as all the Isphers, may split their attention among many, so it's not impossible for two Ispherian to both have Cohl avatars following them around at the same time.
Personal:
Cohl has a chill nature and enjoys giving hugs and being helpful. Yes, she will offer water to any that ask for it. If possible, she will swim around in fountains, or blow bubbles if standing idle for long enough. Cohl loves to sit and talk for hours with their ispherian. She equally loves performing in town squares or performing minor miracles for the masses.
Examples of Offerings:
Seashells, or dried fish.
How to get to their sanctuary and plinth:
Cohl's sanctuary is located in the eastern ocean, on the island clusters of Lihi Oldir. It's pretty easy to get there by ship. You can either travel from Timo in the north, or Seleoi from the south.
The sanctuary itself is a broken temple. The temple is broken because Cohl carried it with them from the old world. Ah, it didn't really survive the landing all that well. The plinth is right inside. Watch out for broken glass.
Cohl will appear fairly easily and welcome you with a smile.
Lumenos
Family Love, Trust
Fire
Element: Fire.
Classification: Demigods.
Race: Maremis.
Gender: Woman.
Dominion: Family and the sphere of love that protects it.
Powers:
Lumenos is another highly popular Ispher, along with her daughter Lumenosi which is an addition and part of why she became who she is.
Lumenos will directly answer pleas of help from those under the attack from family members, regardless of gender and status within the family. When she arrives, she will literally scold the attacker, and whisk away the one being attacked, to be later delivered to others who will protect them.
Her daughter, while holding no direct elemental power as her mother, does appear to be the deity of those young and lost in ways of life. She appears to those in need of council and often summons her mother if it's regarding family matters.
As summoned avatar:
-Only Lumenos will appear as an avatar. Lumenosi never ever appears alongside her mother on any battlefield. While she may visit the ispherian, it is never as an avatar. Lumenos boosts the ispherian and the party's strength stats. She attacks punches, assisted by various fire spells.
-Lumenos is a popular avatar, but hard to reach due to her temple being in the midst of a group of active volcanoes. But there is no limit to how many may arrange pacts with her.
Personal:
Lumenos has a motherly feel to her. She will fiercely protect her ispherian to the end. If the ispherian gets hurt, she'll fuss over them after the battle. She likes to interact with people. If she spots any lost kids, she sort of just... b-lines for them so she can help re-unite them with their family.
Examples of Offerings:
fire lilies, hugs (hug a family member while you pray, sounds cheesy), berries or small things a child might find and bring their parent.
How to get to their sanctuary and plinth:
In the northern part of the Meleksopok territory, near Nananska, there's some active volcanoes. Make your way up the one that is smoking. You'll find an area that is safe from fumes, where a hot spring is located in the middle of a large bed of flowers. The plinth is close by. Touch it, without stepping on any of the flowers, and Lumenos will appear.
You can on occasion wander there and spot Lumenosi, sitting among the flowers. Act respectfully, and you might have a nice talk with her.
Classification: Demigods.
Race: Maremis.
Gender: Woman.
Dominion: Family and the sphere of love that protects it.
Powers:
Lumenos is another highly popular Ispher, along with her daughter Lumenosi which is an addition and part of why she became who she is.
Lumenos will directly answer pleas of help from those under the attack from family members, regardless of gender and status within the family. When she arrives, she will literally scold the attacker, and whisk away the one being attacked, to be later delivered to others who will protect them.
Her daughter, while holding no direct elemental power as her mother, does appear to be the deity of those young and lost in ways of life. She appears to those in need of council and often summons her mother if it's regarding family matters.
As summoned avatar:
-Only Lumenos will appear as an avatar. Lumenosi never ever appears alongside her mother on any battlefield. While she may visit the ispherian, it is never as an avatar. Lumenos boosts the ispherian and the party's strength stats. She attacks punches, assisted by various fire spells.
-Lumenos is a popular avatar, but hard to reach due to her temple being in the midst of a group of active volcanoes. But there is no limit to how many may arrange pacts with her.
Personal:
Lumenos has a motherly feel to her. She will fiercely protect her ispherian to the end. If the ispherian gets hurt, she'll fuss over them after the battle. She likes to interact with people. If she spots any lost kids, she sort of just... b-lines for them so she can help re-unite them with their family.
Examples of Offerings:
fire lilies, hugs (hug a family member while you pray, sounds cheesy), berries or small things a child might find and bring their parent.
How to get to their sanctuary and plinth:
In the northern part of the Meleksopok territory, near Nananska, there's some active volcanoes. Make your way up the one that is smoking. You'll find an area that is safe from fumes, where a hot spring is located in the middle of a large bed of flowers. The plinth is close by. Touch it, without stepping on any of the flowers, and Lumenos will appear.
You can on occasion wander there and spot Lumenosi, sitting among the flowers. Act respectfully, and you might have a nice talk with her.
Kecher
Luck, Minerals
Rock
Element: Rock.
Classification: Demigod.
Race: Konac.
Gender: Woman.
Dominion: Minerals in the earth, the mountains, and luck.
Powers:
Kecher is a hugely popular Ispher, given that she is believed to grant luck to those who offer her, her favourite treat, the cocoa-bean, or just plain chocolate. She also governs the tectonic plates inthe crust, and make sure nothing wobbles that should not wobble. Though she will cause earthquakes if unsatisfied. This is however so rare, that earthquakes seems the stuff of legend. Local earthquakes caused by ispherians fighting animals tainted by corrupted aether is another story though.
As summoned avatar:
-Kecher will boost the defense of the party and the ispherian. She will also grant them with a dash of luck if she's feeling generous. She will attack with large chucks of rocks, opening the ground under beasts, or by petrifying some of their limbs.
-Kecher is a highly regarded and popular Ispher, and it shows in just how many ispherians carry pacts with her. Though she seems intimidating, it's commonly known that she is protective and kind to those who regard her as their patron Ispher.
Personal:
Kecher is surprisingly cheerful, and very chatty. Kids often surrender some chocolate to her avatar when they see her. And she repays them with gems shaped into common animals. These gems are perceived as lucky heirlooms.
Examples of Offerings:
Chocolate, or whatever sweets are at hand, or fools gold.
How to get to their sanctuary and plinth:
In order to go to Kecher's temple, you need to travel to the Hiine territory. Near Onedaira, there is a mountain, where there is a cave entrance. This is Kecher's Cave. There's a road that leads here, and many people go here to pay tribute in person. For some sweet luck! You need to pass the guards and the initial entrance. In the inner room, the true sanctuary lies. Same deal as with Menos, just prove you're there for a pact and nothing else.
Once inside, it's easy walking to the plinth, and Kecher will appear sitting on the blue cushions at the end of the room.
Classification: Demigod.
Race: Konac.
Gender: Woman.
Dominion: Minerals in the earth, the mountains, and luck.
Powers:
Kecher is a hugely popular Ispher, given that she is believed to grant luck to those who offer her, her favourite treat, the cocoa-bean, or just plain chocolate. She also governs the tectonic plates inthe crust, and make sure nothing wobbles that should not wobble. Though she will cause earthquakes if unsatisfied. This is however so rare, that earthquakes seems the stuff of legend. Local earthquakes caused by ispherians fighting animals tainted by corrupted aether is another story though.
As summoned avatar:
-Kecher will boost the defense of the party and the ispherian. She will also grant them with a dash of luck if she's feeling generous. She will attack with large chucks of rocks, opening the ground under beasts, or by petrifying some of their limbs.
-Kecher is a highly regarded and popular Ispher, and it shows in just how many ispherians carry pacts with her. Though she seems intimidating, it's commonly known that she is protective and kind to those who regard her as their patron Ispher.
Personal:
Kecher is surprisingly cheerful, and very chatty. Kids often surrender some chocolate to her avatar when they see her. And she repays them with gems shaped into common animals. These gems are perceived as lucky heirlooms.
Examples of Offerings:
Chocolate, or whatever sweets are at hand, or fools gold.
How to get to their sanctuary and plinth:
In order to go to Kecher's temple, you need to travel to the Hiine territory. Near Onedaira, there is a mountain, where there is a cave entrance. This is Kecher's Cave. There's a road that leads here, and many people go here to pay tribute in person. For some sweet luck! You need to pass the guards and the initial entrance. In the inner room, the true sanctuary lies. Same deal as with Menos, just prove you're there for a pact and nothing else.
Once inside, it's easy walking to the plinth, and Kecher will appear sitting on the blue cushions at the end of the room.
Bansno
Protector of Souls
Darkness
Element: Darkness
Classification: Demigod.
Race: Likan
Gender: Man.
Dominion: Protector of the soul.
Powers: Bansno, for all the undeserving scorn he receives, carries out the task of protecting newly departed souls, on their journey to Nananli's cloud temple. He secretly receives part of the other ispher's worship, so that he can remain strong enough to attack any lingering spirits wishing to feast on the fragile souls.
As summoned avatar:
-Bansno boosts the ispherian and their party's magical abilities. The downside is that he might cause plant life in the immediate vicinity to wilt and decay, do to his need for sustenance.
-He attacks oppoments with magic that rots, poisons, and decomposes. Very handy against tainted creatures, who are already afflicted with a sort of rot status effect.
-Bansno can only be summoned once every 24 hours. If he meets defeat in battle, or encounters an ispherian wielding Nananli and summons her, he will withdraw and remain unavailable for 48 hours.
-He is considered the other strongest ispher, and his is one of the hardest temples to reach, despite it just being underground. However he will stubbornly defend his ispherian, whom he's become closely connected to. Because of this, he'll only take one pact at the time.
Personal:
Bansno is very withdrawn, and doesn't speak easily. Even with people he is comfortable, he's very quiet. He does not want to appear in public, he does not want to interact with people other than their ispherian. He does respect his ispherian, because that's the only way to have him accept a pact. But Bansno does not want to interact a lot, he would prefer to be summoned, slay the monster, and then dismiss himself. If Bansno appears inn public, it's bad news for the ispherian. Both of them will either be chased out of town, or the townsfolk will flee the town to avoid them.
Examples of Offerings:
Same as Nananli, he'd be happy for anything, but is hesitant to answer any prayer since people have set him up in the past and tried to assault him (which was dumb, he later escorted their souls to Nananli).
How to get to their sanctuary and plinth:
If Nananli's sanctuary was difficult. If Ciga Leh's plinth was considered hard to reach... Bansno might have outdone them. In his wish to not have anyone make pacts with him, he's placed a false plinth on the floor of his sanctuary.
Bansno's lair and temple is believed to be under the plains between Thrin and Faseere. Because of this, the area is designated as a no-travel zone for those unprepared. While this is where he has hidden his pedestal, Bansno doesn't spend a lot of time in the winding tunnels which make up what essentially is his temple. The entrances to the lair are hidden in mounds of earth which are just illusions. A sanctuary that is underground, the tunnels leading there infested with corrupted crystal fiends. The true plinth is hidden somewhere in the darkness. And it's almost impossible to touch it, though once you do, your hand is stuck. Bansno's voice will ring out in the dark cavern, but not appear unless he actually accepts your pact...
Classification: Demigod.
Race: Likan
Gender: Man.
Dominion: Protector of the soul.
Powers: Bansno, for all the undeserving scorn he receives, carries out the task of protecting newly departed souls, on their journey to Nananli's cloud temple. He secretly receives part of the other ispher's worship, so that he can remain strong enough to attack any lingering spirits wishing to feast on the fragile souls.
As summoned avatar:
-Bansno boosts the ispherian and their party's magical abilities. The downside is that he might cause plant life in the immediate vicinity to wilt and decay, do to his need for sustenance.
-He attacks oppoments with magic that rots, poisons, and decomposes. Very handy against tainted creatures, who are already afflicted with a sort of rot status effect.
-Bansno can only be summoned once every 24 hours. If he meets defeat in battle, or encounters an ispherian wielding Nananli and summons her, he will withdraw and remain unavailable for 48 hours.
-He is considered the other strongest ispher, and his is one of the hardest temples to reach, despite it just being underground. However he will stubbornly defend his ispherian, whom he's become closely connected to. Because of this, he'll only take one pact at the time.
Personal:
Bansno is very withdrawn, and doesn't speak easily. Even with people he is comfortable, he's very quiet. He does not want to appear in public, he does not want to interact with people other than their ispherian. He does respect his ispherian, because that's the only way to have him accept a pact. But Bansno does not want to interact a lot, he would prefer to be summoned, slay the monster, and then dismiss himself. If Bansno appears inn public, it's bad news for the ispherian. Both of them will either be chased out of town, or the townsfolk will flee the town to avoid them.
Examples of Offerings:
Same as Nananli, he'd be happy for anything, but is hesitant to answer any prayer since people have set him up in the past and tried to assault him (which was dumb, he later escorted their souls to Nananli).
How to get to their sanctuary and plinth:
If Nananli's sanctuary was difficult. If Ciga Leh's plinth was considered hard to reach... Bansno might have outdone them. In his wish to not have anyone make pacts with him, he's placed a false plinth on the floor of his sanctuary.
Bansno's lair and temple is believed to be under the plains between Thrin and Faseere. Because of this, the area is designated as a no-travel zone for those unprepared. While this is where he has hidden his pedestal, Bansno doesn't spend a lot of time in the winding tunnels which make up what essentially is his temple. The entrances to the lair are hidden in mounds of earth which are just illusions. A sanctuary that is underground, the tunnels leading there infested with corrupted crystal fiends. The true plinth is hidden somewhere in the darkness. And it's almost impossible to touch it, though once you do, your hand is stuck. Bansno's voice will ring out in the dark cavern, but not appear unless he actually accepts your pact...