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'''The Mockery''' is the evil brother of Dol Arrah and Dol Dorn and thus represents the evil aspects of both: dishonorable tactics, pointless death, and treachery. Assassins  
'''The Mockery''' is the evil brother of Dol Arrah and Dol Dorn and thus represents the evil aspects of both: dishonorable tactics, pointless death, and treachery. Assassins  and saboteurs tend to flock to him. It's said that the Mockery was the one who betrayed the Host, and thus was cast out by his own siblings; he's still totally not bitter about it, honest. All those dead or corrupted followers of Dol Dorn and Dol Arrah? They were always there.
  and saboteurs tend to flock to him. It's said that the Mockery was the one who betrayed the Host, and thus was cast out by his own siblings; he's still totally not bitter about it, honest. All those dead or corrupted followers of Dol Dorn and Dol Arrah? They were always there.


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Revision as of 23:01, 26 July 2018

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The Sovereign Host
Alignment 3E: Neutral Evil
4E: Evil
Pantheon Eberron
Portfolio Passion, destruction, individuality, fear, vengeance
Domains Too many to count, just look at the domains of the associated deities
4e: Destruction, Wilderness
Favoured Weapon Kama

The Dark Six is the inverse of The Sovereign Host, a pantheon of gods dedicated to ideals usually dedicated evil. However, each of the gods can also be considered some aspect of nature, probably represented by a member of the host, now taken to an extreme. Unfortunately, their status as bad gods has overshadowed much about them to the point that their names were effectively forgotten and replaced with titles. Unlike their good sides, the Six aren't unified in any means - instead, followers of the Six tend to worship only one member. More often than not, those who pay lip service to them just pray that they don't come and visit.

They too believe that the gods exist in all things and don't particularly begrudge the Host for existing, but that's about the end of their similarities. The Six accept the idea that the world is shit. They accept that the world hates them for not adhering to their society. Thus, the Six tend to be worshiped in places like Droaam and Dargunn, savage places where no sane civilized creature would dare live, but monstrous beings had no choice to follow.

The Gods

The Devourer

Arawai
A bundle of five sharpened bones
Alignment Neutral Evil
Pantheon Eberron (The Dark Six)
Portfolio Devastation, hunger, nautical travel, storms, water.
Domains 3E: Cold, Destruction, Evil, Pestilence, Ocean, Water, Weather
4e: Destruction, Sea, Storm
5E: Tempest
Favoured Weapon Trident

The Devourer is considered the dark side to Arawei, the essence of nature's destructive power. On top of that, he's also the god of the seas and their murky depths, finding him some followers among both the sailors praying for safe voyage and the freaky fishfolk and lizardmen.


The Fury

The Fury
A red-and-black, winged wyrm with a woman’s head and upper body
Alignment Neutral Evil
Pantheon Eberron (The Dark Six)
Portfolio Anger, extremism, insanity, passion, revenge
Domains 3E: Evil, Liberation, Hatred, Madness, Passion, Wrath
4e: Madness, Vengeance
5E: War
Favoured Weapon Rapier

The Fury is the daughter of Arawei and the Devourer and, instead of representing anything about nature, is instead about being consumed by passion. Whether that emotion be love, pride, or unfettered hatred at the restrictive and suffocating society that would rather smother those emotions, she will lend you her aid.

The Keeper

The Keeper
A Khyber dragonshard in the general shape of a fang.
Alignment Neutral Evil
Pantheon Eberron (The Sovereign Host)
Portfolio Death, entropy, greed, hunger, time
Domains 3E: Death, Decay, Evil, Greed, Hunger, Pact
4e: Death, Torment
5E: Death
Favoured Weapon Scythe

The Keeper is the closest thing to a grim reaper in Eberron, and he just also happens to be a greedy fuckwad - everything wrong about Kol Korran, his twin brother. He revels in gluttony and hoarding and will not hesitate to take more in his pursuit of greed. This greed even extends to the souls of the dead, whom he will personally spirit away before they reach Dolurrh - a dubious mercy considering the miserable afterlife that is.

Because of this, most of the Keeper's devout tend to be necromancers, bringers of death in any way possible without bothering to resurrect them as zombies or some other undead.


The Mockery

The Mockery
Five blood-spattered tools, laid out in the rough shape of the divine Octogram of the Host.
Alignment Neutral Evil
Pantheon Eberron (The Dark Six)
Portfolio Combat, dishonor, murder, terror, treachery
Domains 3E: Destruction, Domination‡, Evil, Illusion‡, Trickery, War
4e: Trickery, War
5E: War
Favoured Weapon Kama

The Mockery is the evil brother of Dol Arrah and Dol Dorn and thus represents the evil aspects of both: dishonorable tactics, pointless death, and treachery. Assassins and saboteurs tend to flock to him. It's said that the Mockery was the one who betrayed the Host, and thus was cast out by his own siblings; he's still totally not bitter about it, honest. All those dead or corrupted followers of Dol Dorn and Dol Arrah? They were always there.

The Darkness

The Darkness
A block of obsidian in the shape of a tower.
Alignment Chaotic Evil
Pantheon Eberron (The Dark Six)
Portfolio Arcane magic, consequence, corruption, darkness, duality.
Domains 3E: Chaos, Darkness, Evil, Magic, Mind, Shadow.
4e: Arcana, Darkness
5E: Knowledge
Favoured Weapon Quarterstaff

The Shadow is quite literally Aureon's shadow, which he had to cast off in his pursuit for cosmic knowledge. Little did he know that his shadow would later gain sentience and eventually divinity. The Shadow mostly represents wild, uncontrollable magic and the destructive power it has, but it also stands for the dark path of knowledge and how the pursuit of power can corrupt anyone.

The Traveler

The Traveler
An eight-pointed configuration of four crossed and rune-inscribed bones
Alignment 3E: Chaotic Neutral
4E: Unaligned
Pantheon Eberron (The Dark Six)
Portfolio Chaos, deception, evolution, invention, transformation.
Domains 3E: Artifice, Celerity, Chaos, Charm, Creation, Liberation, Travel, Trickery
4e: Change, Creation, Trickery
5E: Knowledge, Trickery
Favoured Weapon Scimitar

The Traveler is the least-understood of the Six, but also one of the least evil on the outset. Whereas the others just take existing concepts and take them a step too far or just corrupted, the Traveler stands for change, trickery, and inventiveness. Anyone who embraces change can be considered a follower, thus many changelings, doppelgangers, and shifters tend to follow his beliefs.