Your Totem is the Pillar of the Sun. Scalding steam surrounds you, but you ignore the heat as the cloud begins to clear around the Pillar. Tall and proud it is, made of marble, but all is eclipsed by the sun you have bound at its peak.
Tamed by your will, you have bound the pale reflection of your favorite star, a lusty yellow that has graced your days as a young deity. It now dances at the tip, bringing forth a life giving radiance that warms you to the core. It will require essence to maintain, either from you, any mortals you find, or the beasts that you slay.
Looking around the crater formed that will become your home, you find it has a radius of roughly a mile in every direction, and the walls of ice rising a hundred meters around you. It would take a few hours work to bore tunnels and/or ramps, and soon perhaps they could fashion platforms to raise and lower goods and people into and out of the crater.
And speaking of mortals, you can see a group of them approaching your crater now, having seen it fall like a star from the heavens. They are quite aways yet, but you could go out and guide them in.
Of course you prepare for anything you might find out there and pull out your:
A- Hunter’s Run; The Sled of Endurance:
Crafted from the finest tree of Elysium, it was finely shaped to glide over the ice and snow of Frostbound. It grants unending endurance for those pulling the sled, allowing Hunts that stretch for hundred of miles, and enter the fight as energized as when you started. It can also shift in shape and size to carry back even the largest of beasts (It does have an eventual limit, and seems to grow to fit requirements). It could even carry your Totem if you ever need to move. You will have to pull it yourself for now, but you could eventually train beasts to do it for you.
B-Branch of the First Tree; The Staff of Life.
Taken from the last branch of the first tree placed in Elysium, this branch brings life even to the dead (though the soul still needs to be present.) Vitality rushes through whoever holds the staff, and plants bloom in the wake of it touching the ground. Paradises sprout wherever it is planted, as seeds and insects spill and crawl forth from the staff’s endless grooves and knots.
C- Titan’s Fall; The Bow of Blood:
Fashioned from the Tree of Life from Elysium, this bow brings only death. Each arrow that impacts flesh forms a bond between the hunter and hunted, allowing the Hunter to track the target wherever it might hide, drain the vitality from it, and alter its body chemistry. Stronger targets can resist it to some effect, but even removing the arrows is only a temporary reprieve, for a trace of the Fall will remain.
D- Something else?
Alright final part of Character Creation! This is also a choice of domain along with the Artifact, so take that into consideration as well. If you liked a domain choice earlier, now would be a good time to create an artifact to go with it! I do reserve the right to veto or amend suggestions, but these are pretty powerful artifacts so it shouldn’t be too hard to stay in the lines.
Also final Vote on Name and favored Appearance/Form.
Whoops! Well the vote tied right as I was finishing up writing this, but I'll take Madman's vote for Fire as close enough to the Sun to count as tiebreaker :p No worries, you will still be able to upgrade your totem, just not as easily as tossing it a god-beasts corpse! And also, I appreciate the participation!
Achellia kneels before you. She has adapted rather quickly to the new situation, quickly organizing her people to disassemble and pack what could be transported.
She was the Scout leader, respected for her many feats of daring, and for the meat and hides she provided. She caught your eye immediately, of course. You favored hunters, those who step into the cycle of the world and take what they need. Though her deeds are numerous, she possess a heart that is not driven by desire for glory or bloodlust, but one that seeks to protect and provide for her family.
You settle back on your haunches and incline your head. She will make an excellent leader, and a potential candidate for Empowerment as your prophet.
After several days their settlement is loaded onto the Hunter’s Run, and you begin the journey back to the Totem. You barely feel the weight of it all dragging behind you. The sled adjusts to protect your new followers from the wind, and you feel their marvel at the ice and snow whipping by as you run under the azure sky.
You make you way down a winding ramp to the bottom of the crater. Your followers survey their new home with wonder in their eyes. A few laugh and throw off their heaviest coats- the Pillar of the Sun provides enough heat in the crater that they can be comfortable outdoors. Achellies joins them, smile broad as she takes in the miraculous sight of the icy cold beaten back.
Your followers are another stable source of Essence, the Life Force of gods. As a god of Hunters, you are rather self-sufficient, being able to harvest Essence from the titans you slay. Your followers can gather resources, form your armies, and build buildings. However, you also take on the obligation to protect and care for them, as well.
It costs 1 Essence to power the Totem per turn.
Your Pops have 3 stances:
Normal: Aside from an hour or two prayers a day, this Pop is able to focus on working and aiding the settlement. Takes 10 Pops to produce 1 Essence a turn (1/10 Essence a turn per pop)
Devoted: This pop lives a monastic lifestyle, spending at least half their time in prayer and worship, and rest on the basics of survival. Produces 1 Food, and takes 2 Pops to produce 1 Essence a Turn (½ Essence a turn per Pop).
Fanatical This Pop lives and breathes worshipping you. Every waking moment is devoted to singing your praises. They produce nothing aside from 1 Essence a turn.
Halx: Tireless Solar Hunter
Essence: 5
Power:5/5
Pillar of the Sun
Essence cost per Turn:1
Resources: 10
Food:4
Troops:0
Pops: 1
Normal:
Devoted:
Fantical:
What stance do you put your first Pop? This can be changed later.
Of course you have much work to do as well. Frostbound is a harsh land, and you must choose to spend your time wisely to survive. You have 2 Actions per Turn currently. For your first action you…
A-Hunt a primeval Beast. These monsters will provide a good source of raw materials and Essence for you. Dangerous as well, but you are ready.
B-Recruit mortals. With the aid of the Pillar, it will be relatively easy for you to seach for potential followers. Rolls 2d6 for new followers.
C- Craft an Artifact. Using Essence and valuable materials, forge an artifact worthy of the gods.
D- Empower Mortals. You can directly bless a mortal or mortals with divine power. This can be a general empowerment, or one granting specific abilities. Aided with primeval blood.