Additions:
Aarshiya's Island
Currently 4 squares big, with ancient forest+mushrooms/corrupted forest caused by cauldron; Imp King's cauldron/tower/thing located here, along with the imps.
Additions:
Physically, she is almost impossibly beautiful; her skin is pale and unblemished, and her ice-blue (almost white) hair flows nearly to her ankles. It always seems to be captured by a hint of a breeze, continuously parting and flowing as she walks. Her hands and arms are tattooed with symbolic representations of the panther, and her fingers are tipped with beaten-silver claws. Her eyes are pure white, with no hint of iris or pupil; she is blind, due to the bandage placed over her eyes at her conception, but she does not need to see to know.
Creations of Aarshiya
Ancient Forest with Mushrooms
Bats
Grymalkin: The Grymalkin are vaguely related to the panther in that they take the same basic body shape, but they are leaner and bear much more similarity to a large housecat. They stand 1 to 1.5 feet tall at the shoulder and are between 3 and 4 feet long from tail to tip, with long, sweeping whiskers and large eyes. The eyes range in color from brilliant green to nearly black with the most common being green, red, and yellow, and the Grymalkin themselves are most commonly black or dappled dark grey, the better to blend with the shadows (though, through a fluke, there will be some born pure white later).
Much like their creator, they are cunning, inquisitive creatures who seek ever to find the deepest meaning of things; they also take great delight in subterfuge and deception and, when arcane magic is created, will be able to gain control of the arcane powers and become prodigious magic-users. They will employ illusion to allow them to slip into any and all races unnoticed.
The Grymalkin do not communicate verbally, but instead use telepathy to speak; with the words come pictures or descriptions or sounds as they see fit to enhance the conversation. This was somewhat inspired by the Wyrmfather's use of pictures to describe dragons. Their average lifespan is between 80-100 years, and the Grymalkin are all connected by a mental link; what one does, the others know, and it gives them the unique ability to combine their power. They are not a prolific race, so they are a bit of a rarity. (classified as monsters)
Asakku: Asakku are nightmare creatures comprised mostly of shifting shadow, though they can have a physical, corporeal form. They stand at approximately six and a half to seven feet tall, and when they have bodies they are completely black, with long, thin, prehensile tails and overelongated arms and legs, and their eyes are smoldering red. They are very gangly, and walk with an odd, almost-disjointed gait.
As far as travel goes, the Asakku can freely use any shadow or pool of darkness to move from one location to another. They only go out in the night, and they avoid any sort of bright lights that may dispel their shadows and reveal their physical form; in that form, they are vulnerable. Their only purpose is to spread nightmares to the mortal races; primarily, at the moment, these will revolve around death and dying, with the goal of instilling a fear of both. Later, she may find a new nightmare to bring to the people, but for now that is her goal. (they are a race, and will have a society/civilization/whatnot later when their numbers grow)
Deletions:
Physically, she is almost impossibly beautiful; her skin is pale and unblemished, and her ice-blue (almost white) hair flows nearly to her ankles. It always seems to be captured by a hint of a breeze, continuously parting and flowing as she walks. Her hands and arms are tattooed with symbolic representations of the panther, and her fingers are tipped with beaten-silver claws. Her eyes are pure white, with no hint of iris or pupil; she is blind, but she does not need to see to know.
Name: Aarshiya (Shiya for short)
Alignment: Evil
Domain: Night
Portfolio: nocturnal creatures (specifically nocturnal predators, more specifically black panthers and owls), guile
Symbol: a silver outline of a paw on a black background
Description: Aarshiya is an insatiably curious god who is driven by a desire to push the boundaries of humanity too--and, if possible, past--their limits; she wants to see how far people would go to get what they want/need. She doesn't necessarily consider herself evil, but willingly admits that much of what she does has evil consequences.
Commands:
-Never allow yourself to become stationary; a stationary mind is the same as a dead one.
-Indulge in your desires, for they can grant you power.
-Decide for yourself whether you will be predator or prey.
Expanded Description:
Her domain is the Night. It seems fitting, for her, to rule over a time when everyone else is as lacking in sight as she is. Except for her hunters, that is; those nocturnal beasts so similar to her. Her favorites are the cats. Black panthers, especially; all tight muscle and coiled energy, tracking their prey ceaselessly, waiting for the opportune moment. To pounce, to strike, to single out the weak and take them down with one powerful sweep of claws, one fierce bite to the jugular.
They are in the same business, she and the hunters; both look for the perfect target, the right moment. The hunters do their prey a favor, weeding out the weak and old, strengthening the pack; her efforts are similarly humanitarian, or so she tells herself. She wishes to see how far people will go, what they will do; she offers them what they desire...for a price. Nothing so big, simply following her; she is continuously amazed by what people will do to gain what they most wish for.
Physically, she is almost impossibly beautiful; her skin is pale and unblemished, and her ice-blue (almost white) hair flows nearly to her ankles. It always seems to be captured by a hint of a breeze, continuously parting and flowing as she walks. Her hands and arms are tattooed with symbolic representations of the panther, and her fingers are tipped with beaten-silver claws. Her eyes are pure white, with no hint of iris or pupil; she is blind, but she does not need to see to know.
She takes delight in the learning of things, the finding of things, in figuring out new emotions and behaviors and people; she has an insatiable curiosity, and though she has a home she's not often found physically in it. Though she can, and does, walk among the others in her own form, she prefers to wear the disguise of one of the black hunters she keeps around her as companions; when she is in her own form, she is never without at least one of the beasts prowling by her side.
Her temple is not forbidding, though she supposes that's the "traditional" format for one who is "evil" (she doesn't really consider herself evil, but supposes she must be so, as she takes delight from the struggles of mortals and their competitions for more of what she can give); it is pure white marble, gleaming columns and stately towers. From the outside, it is light, welcoming; the only conspicuous detail is that there are no windows, none in the entire building. And though the marble is bright, white, inviting; once one steps inside, the chill of the stone is felt. The corridors are dimly lit, or not lit at all; she wishes for her supplicants, and her followers, to gain an appreciation of the darkness. It is not something to be feared; the darkness, in itself, is not a force for evil, nor a force for good.
It is what
hides in the dark that can harm you.