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Is'rad
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Greater Aspect:
Forest Spirit,
Aspect of: The Greater God - Mal'oi. |
| Symbol:
A single tree on a mountain at sunset/sunrise.
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Race:
Half-elven
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| Gemstone:
Emerald |
| Alignment:
True Neutral. |
| Worshipers:
Druids, Rangers, Farmers, Tribal peoples.
(click here for information on the church of
Is'rad)
Clerical Alignments:
any Neutral.
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| Portfolio:
Fauna, Forests, Nature and Storms.
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| Favored
Weapon:
Longbow
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| Dogma:
Defend Nature’s balance, with weapons if you must. Those who would thoughtlessly bring fire and axes into the forests are your enemies. Those who would live in peace with the world around them are your friends.
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| Description:
Covered in trail-worn leathers and dark green clothes, he is the guardian of the forests of
Kil’Dar. Like Nature itself, he is merciless in the defense of his realm, and is greatly feared amongst
orcs, dwarves, and any others who bring harm to the woodlands.
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Lore:
The wonders of magic and man was unrivaled and cities sprawled across the face of
Talan'ith. The only real challenge to the Empire came from regional politics and petty feuds for nearly a generation before the first unexplained storms hit.
At first, just small outlaying settlements would vanish. Sometimes a flood, earthquake, sandstorm, or even hurricanes that the mages did not predict and the clerics deemed somehow natural, yet controlled.
Over a period of years, the source of these disasters was identified as a group of heretics who worshiped an idea of protecting the natural world from the ravages of mortal civilization. This band of heretics was credited with the ruin of dozens of villages and several towns, some quite large, before the mystics of the Aztrian Empire organized an ambush that resulted in the death of a disappointing two-dozen people.
Mostly elves, with a number of humans and half-elves, these cultists had powers that were discovered to be divine even though they refused to accept Jar'Dior or
Fan'taween. The few captured alive were spared detailed tests and torments as the Empires resources were drawn to defend its western reaches from an invasion.
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Picture to come
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The cultists proclaimed the loss of Phalthabin to be a just punishment on the decadent Empire and used the distraction as a chance for the remaining 'naturalists' to continue their work in the east. They separated into small groups or operated individually to avoid a repeat of the loss they suffered to the Empire's Mystics.
The most famous of these naturalists came later. A half-even male named Is'rad who was hailed as both a menace and a savior. He was known to harass the remains of the Empire's cities with freak storms and yet, also help teach farmers how to improve their yield if they would adopt his teachings.
Is'rad is recorded as saving several small towns from what appeared to be a crazed necromancer that was leaving a swath of blighted land in his wake as he traveled south from the Eastern Mountains. Calling on the powers of Fire, Wind and Water Is'rad struck. The stunned necromancer countered by calling up hordes of undead from battles centuries old. Finally the druid called up his most feared and powerful gift: The ground shook and turned over on itself in an earthquake.
The necromancer, defeated, never rose, but the power of the blight he left still taints the land on which the battle took place; known now as the Singing Swamps.
Exactly when these Naturalists turned to Mal'oi or what event caused Mal'oi to chose Is'rad as his Aspect is unknown. What is known is that, in his day, Is'rad was recognized as one of the most powerful and most dedicated mortals of his age.
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