The Main Hub for All Owasiwa Lore

Category: Behemoths

The great beings worshipped by the nomads

Luodo, the Skull-Jack

Behemoths (Main)

What is a Behemoth?
A behemoth is a powerful, massive being that is representative of a particular species of living creature, and serves as a pseudo-deity for them. Behemoths are not traditional, living beings, for they lack a soul of their own. They are rather, an accumulation of Spiritual Energies from their species that has been guided by the species’ collective consciousness to form a physical representation. This physical representation is always a near likeness to the species the Behemoth represents.

Behemoths have all of the typical physical, mental, and unique traits and abilities of the species they represent. Additionally, they have many traits or abilities far beyond those they represent.

Abilities of All Behemoths
Speciose Omnipotence – The Behemoth knows all information that all of its represented species, spawned races, and Envoys knows.
Spiritual Permanence – The Behemoth exists simultaneously and wholly in both the Living Realm and the Spirit Realm.
Spiritual Siphon – The Behemoth passively taxes all of its represented species, spawned races, and Envoys of Spiritual Energy. It only takes a very small percentage of the Spiritual Energy its representatives absorb from the world, not taking any from the souls.
Boon Bestowment – The Behemoth is able to grant a Boon on a follower. This boon is both a piece of power and a constant, more powerful connection with the Behemoth. This Boon grants the follower many abilities that are shaped by the Behemoth’s species as well as the life of the follower. This Boon draws its Spiritual Energy directly from the Behemoth to power its abilities.

Role of the Behemoth
The Behemoth serves many roles, though its primary responsibility is to preserve the balance of its representative species. Behemoths only exist when its species exists, and if they die out, the Behemoth dies too. Behemoths can, and will, be replaced, but if a species is extinct, it is gone. Behemoths work typically as guides and mentors of the entire species to keep them from both dying out entirely, as well as becoming so overpopulated that they then die out too.
Behemoths rarely take a direct action to protect their species and followers, typically only in the event of the most dangerous and deadly of circumstances. For while Behemoths are among the biggest, and strongest of beings in Owasiwa, they are not exclusive out there. There are Corrupted beings, unique monsters, and of course, people with all their destructive ways that may threaten their kind. The most well known intervention by Behemoths was when they partnered with Iyo of The Three to defeat the Lost One.
The Behemoths also serve to teach the balance of nature and various intricacies they themselves have learned from their representatives and their followers. They will speak directly with their Envoys to teach these lessons, who are then to pass them on.
Finally, Behemoths serve as a large, glowing beacon within the Spiritual Realm. If any soul has ever had an incarnation that was under that Behemoth’s purview, they are always able to find that Behemoth again so as to reincarnate through Conception or Spawning among their various followers.
Behemoths do not directly fight with one another. In some cases when there are large disputes between species, the Behemoths may provide guidance to their followers, but will not involve themselves. It is not unheard of for both Behemoths for competing species to be off to the side, seemingly communicating with one another, while their followers fight.

Envoys (Main)

What is an Envoy?
An Envoy is a chosen representative of a Behemoth, one who has been given a Boon. A Boon is a piece of the Behemoth’s power, one that forms a permanent connection with the great being. Behemoths are particular about giving out these powers, as they function as pieces of the whole being. If a Behemoth were to give out too many Boons, they themselves would become too weak to defend their dependents and risk becoming destroyed. There is no limit to the number of Boons from differing Behemoths a being may have. Iyo of the Three, carried the powers of all the Behemoths in the fight against the Lost One. It should be noted that the mixing of Boons and Magic is what is believed to have led to the corruption of the Lost One, and has been seen sporadically in others since. However, it has been unreliably seen and recorded and it is not clear specifically what causes corruption.

Envoys do not come with expectations or responsibilities from a Behemoth. Rather, they are chosen for a wide variety of reasons, but almost always it is because the Behemoth saw something in the individual that might lead to maintaining the balance of the Behemoth’s dependents, as that is the purpose of all Behemoths’ existence.

Envoys come with a wide variety of abilities. Some of these are universal in all Envoys, and some are unique to each individual Envoy.

Universal Abilities
These abilities are granted to all Envoys the moment they are given their Boon.

Behemoth Access – The Envoy has a permanently open connection with their Behemoth. This does not seem to be able to be severed or shut off, by either Envoy or Behemoth. This connection allows for ease of communication, but potentially more significantly, it grants the Envoy access to the Behemoth’s vast ocean of Spiritual Energy. This Spiritual Energy is what powers all of the Envoys other abilities, unless otherwise stated.

Spiritual Crossing – The Envoy has gained access to the Spirit Realm. This allows the Envoy to cross to and from the Spirit Realm with the ease of breathing. The specific method or ritual for crossing may vary from Envoy to Envoy, but it tends to be simplistic for them. The Envoy can bring others into the Spirit Realm, but this functions differently than if they bring themselves alone. To bring others, the Envoy must spend a moderate amount of Spiritual Energy in order to rip open the fabric between the Living Realm and the Spirit Realm. The more energy spent, the larger a tear the Envoy can open. However, these tears are two way doors, so while they can use it to bring the living in, it can also allow spirits and ghosts to escape.

Spiritual Awakening – The Envoy is also able to detect spirits and ghosts who have crossed over into the Living Realm. This ability functions as an extension of the normal senses the Envoy maintains, and is thus limited by their range. But an Envoy can almost always detect spirits and ghosts, even if they try to hide within a living being.

Additionally, the Envoy is able to detect the dependents of the Behemoth in this same range. This means the representative species, spawned races, or other Envoys of the same Behemoth. This can extend to similar species, but at a diminished effect.

Spiritual Tongue – The Envoy gains the ability to always communicate directly with a ghost or spirit. This is not the learning of a language, but instead functions more like a direct psychic link, bypassing the need for language.
Additionally, the Envoy is able to always physically communicate in the language of the representative species of their Behemoth. This allows the Envoy to speak both verbally, through body language, or any other necessary means with the representative species. This does not automatically grant the Language of the species, just the ability to physically communicate in it.

Unique Abilities
Envoys can earn and unlock personalized abilities as they progress their Boon. The Boon will progress and function like a Skill, and should be represented in the Character Sheet as “Boon (Behemoth Name)” along with its current skill level and competency. Ex. Boon (Jafki): 76/100 Expert

Each competency tier of a boon grants a new number of abilities. These abilities should be considered as stand alone abilities and do not get need to be designed at differing power levels in the progression. Rather, all the abilities should be complete, and balanced as such, from the onset. So the abilities earned at Novice should be just as “functional and powerful” as the abilities earned at Master. It should be noted that you are not required to fill out all of your abilities at the onset or at level up and can develop them through your writing.

Competency Advancement of Abilities
Novice (1-25) +2 Abilities = 2 Total
Competent (26-50)+3 Abilities = 5 Total
Adept (51-75) +5 Abilities = 10 Total
Expert (76-99) +8 Abilities = 18 Total
Master (100) +15 Abilities = 33 Total

List of Approved Boon Abilities

Verktuth Village (Main)

Verktuth Village is a mobile village centered around the Behemoth, Jafki, the Cobra. Some of the village is built upon the back of Jafki, and the rest moves when the Jafki moves. While Jafki is moving, the population stays mobile, sleeping in their saddles and the like until the Behemoth comes to a stop, usually near to a nest of cobras or other serpents. Typically when Jafki stops, its for around a two months, before moving on again. The village is small, the population sitting around 500 people.

Geography, Layout, Architecture
The only fixed layout of Verktuth Village are the pavilions established upon Jafki’s back. These homes are reserved for the Envoys, who all serve as part of the Council. All others live in pavilions and tents that they build when Jafki stops to rest. These are built within Jafki’s spectral range, which is roughly a kilometer in all directions. This range can be seen by those able to see spirits and ghosts, for serpent spirits and ancestor ghosts are constantly swirling around the great Behemoth. The tents and pavilions are built entirely of snake skin leather and bones.

Governance and Laws
Verktuth Village is governed by the Council, which is exclusive to Envoys of Jafki. They practice a theological government, with Jafki deemed as the supreme authority. The primary purpose of the followers of Jafki is to ensure that a balance is achieved of the dependents of Jafki, which are defined as cobras, other serpents to a lesser degree, races that have been Spawn around Jafki, and the Envoys themselves. The Council discusses issues amongst themselves and creates their laws.

1. None may be harmed within the village, as defined by Jafki’s spectral range. This includes outsiders, visitors, spirits, ghosts, and all manner of creatures. Punishment is death or banishment, as chosen by the victim. If the victim is unable to choose, then death is chosen.
2. Those with magic are forbidden from entering the village unless personally accompanied by an Envoy of Jafki at all times. One warning will be given, with death being given after that. If an Envoy abandons a charge they are accompanying within the village, the Envoy will be put to death as well.
3. All Envoys of Jafki are automatically placed onto the Council and will come to a council meeting when summoned. Envoys serve on the council for life.
4. One can only become a Verktuthian by either 1) Being a dependent of Jafki 2) Becoming an Envoy of Jafki 3) Marrying a Verktuthian through the Verktuthian customs.
5. All disputes within the village must be settled with an Envoy present as mediator. Their word is law in each individual situation.
6. Harming any Envoy or bringing harm or destruction to any snake nest, regardless of proximity to Verktuth Village, without permission granted by another Envoy, marks one for death as a poacher.

Verktuthians worship Jafki, and to a lesser extent, all Behemoths in the pantheon. They worship the natural elements of the world, and know that Envoys of all types are holy people. They know exactly what it means to die, and most will choose to either be reborn among Jafki’s dependents or to serve Jafki as a spirit.

Marriage in Verktuth Village is a celebratory affair. Polygamy is not simply accepted, but expected. There are no qualms about gender, sex, or racial pairings. Married couples that wish to have children are blessed, but couples are not pressured into it either.

A marriage ritual is conducted only at a nest. Envoys conduct and prepare the wedding, calling down ancestors of those being married, if they are available as ghosts. Typically the marriage is a collection of memories and tales told by those who know those getting married, often speaking about what they saw between the two. Following the wedding, there is a week long feast and celebration, which each night ends in an orgy, with the married couple being the center piece.

Technology, Magicraft, and Magic

Compared to the Oasis and the Outlying Territories, Verktuth Village is primitive. They largely use tools made from bone, clothes made from hide. The majority of their art and tools come from the creatures they kill. They waste nothing.

Magicraft does not exist in terms of production in Verktuth Village. Such items are usually distrusted and typically gotten rid of as quickly as possible, though they are not forbidden by law.

Magic is widely distrusted. Mages and use of magic are only allowed with the permission and accompaniment of an Envoy. There has never been an Envoy of Jafki in all of history that also took magic.

The majority of food is meat that has been hunted by the Verktuthians. They do not farm for meat, ever. They do eat some fruits and vegetables, but only that which is conveniently found while hunting or those that grow upon the back of Jafki. Most food is eaten raw and fresh.

Children in Verktuth are raised by all members of the village. Before they are old enough to hunt, they are taught the stories and cultural practices of their people. When they are old enough to hunt, typically at the start of maturity, they set out on their own.

All education practices are performed verbally in Verktuth Village. There is no formal style of education, simply elders passing stories and lessons down as they feel they are needed.

Herbalism is widely practiced by the Verktuthians for treating most things. If a major injury or disease is sustained, an Envoy will be petitioned to take people on a Venturing in order to better heal them.

Finances and Economy
Verktuthians only practice in bartering. While they are self-sustaining, many of them like to import arts, handcrafts, weapons, and tools they don’t typically have access to. Major exports include Verktuthian Silver, a dye made from the fallen scales of Jafki; Snake moss, a plant that grows on Jafki; snake skin and leather; hand made bonecrafts.

Military and Defense
The majority of Verktuthians are both hunters and part of the local military. They all have serpentine mounts of some sort, are trained in hunting and ambush tactics. So long as quarry is outside of Jafki’s spectral range, and not in any other disputed territory, the quarry is fair game, be they a person or animal.

Envoys and the spirits are the primary defenses around Jafki itself. Very few people or creatures are bold, or powerful, enough to attempt to attack the Behemoth, but those that do must go through an army of spirits and ghosts, as well as the Envoys that command them.

The Lost One

This Behemoth is now deceased.

Jafki, the Cobra (Main)

Jafki was the first of all of the reptilian Behemoths to come into existence, thousands of years before the defeat of the Lost One. They are one of the oldest Behemoths, and as such, among the wisest and most experienced. Jafki has grown large enough that their followers think them capable of climbing over the impassible mountains. Jafki has an entire ecosystem upon their back, a mobile oasis, water provided by the Behemoth itself. This smaller oasis is called Verktuth Village, and houses some of Jafki’s followers, as well as a vastly diverse amount of serpents.

Territory/Nomadic Range
Jafki is perpetually mobile, moving within range of the largest populations and nests of cobras throughout the region. Jafki’s route is never patterned or repetitive, and when asked by their Envoy’s, Jafki only says they move to where they will be needed. Because of this, Jafki claims no specific territory themselves, but does have one of the largest ranges.

Known Powers
Jafki is known to aid in the Spawning of serpentine races and species by their mere presence, particularly those with an affinity toward cobras.
Jafki is able to produce water through their body to sustain the ecosystem it carries.
Jafki leaves no trail in the desert, nor do any of their followers while within sensory range of Jafki.
Jafki’s venom is able to affect any being, regardless of biology.

1. All typical Cobras and Cobra subspecies.

-Spawned Races

Dahlia of Verktuth Village

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