Asherath - networkingguru/incursion-roguelike GitHub Wiki
God of War, Scholarship, Time and History
Knowledge, Planning, Strength, Time, Trickery, War. The Long Sword. Weapons of Accuracy.
Asherath is a distant, callous diety, but many rulers claim to find wisdom in his words. His faith is ironically two-sided, for he is the divine protector and patron of both scholars and warriors. His actual clergy are not many in number, for his faith demands not only a strong will but strength of spirit. Still, all sages, generals, historians and knowledge seekers all propitiate him at one time or another. Civilizations rise and fall, he teaches; war is ultimately meaningless, and time rights all wrongs. Might does not make right, but a righteous cause demands might to serve it, for only war can truly change the world. A wise warrior is the supreme force because he understands history and has the force of arms to craft what comes ahead to his will. Only a being with the personal strength to shape the future though violence can be fulfilled; only one with the wisdom to discern where war can be used to truly meaningful effect is worthy of leading armies. Asherath advocates fighting to protect and provide for the worthy (those of strong spirit, even if they are physically weak), to increase personal power and to leave a mark on history. He also demands that his followers fight to defend all practical knowledge, and promote its accessability to the common man. To Asherath, the only knowledge that has real value is that which has utility; he has no patience for the abstract studies, prefering applicable wisdom and hard numbers.
Asherath's clergy are an unusual lot. While thugs, bullies and murderers may pay homage to him, those who he sees fit to grant his blessings are neither sadistic nor compassionate, but simply scarred, resolute and unfeeling. Asherath's ethos demands a certain callousness, a complete acceptance of the inherent brutality of life; his clergy tend to be bitter and more than a little nihilistic. They are among the strongest supporters of Empire, valuing the impact it has on history, but also show respect for and sometimes even aid resistance movements in distant provinces out of admiration for their fortitude. Their services consist of battlefield blessings and recitations of ancient military sagas; while not scholarly per se, they are also incredible historians of both general and military history. Priests of Asherath tend to be older on average than other priests; the bitter experience and resolute callousness of the elderly veteran suit him far more than youthful exuberance and idealism. Many orcs are turning away from Khasrach in order to worship the more studied, tactical Asherath -- especially those who see themselves as a grand general in their own eyes.
Asherath is the son of Abbadon and Erich. It is said he wrested the portfolio of time from Abbadon in a visceral, bloody duel at the edge of the Abyss; this fight also cost him his right eye. Asherath is said to have moved from the Outlands to the Grey Wastes and conquered a territory therein because he hated the moral indecision of the typical Outlander and favoured a harsher homeland. The other dieites often fear Asherath; he has a reputation for never losing, largely due to his proclivity for securing the outcome of any battle in his favour before he even enters it. Honour is something Asherites view as just delightful -- at least, as long as it is something the enemy possesses that allows them to be easily manipulated. This outlook has led the churches of Asherath and Erich into a centuries-old tradition of military conflict.
Asherath is True Neutral in alignment, but places no alignment restriction on his priests or followers. His holy symbol is an iron gauntlet clasping the planet of Therya, with an open book behind it, and his chosen weapon is the long sword. He offers his priests the Domains of Knowledge, Planning, Strength, Time, Trickery and War.
Worship: Asherath is a pragmatic god who has little use for sacrifices. Worshippers gain favour with him when they triumph over their betters in combat, and as they improve their own inherent abilities (in the manner at which humans specifically excel). He is a lenient god, but obvious stupidity draws anger from him (for example, the use of unidentified items that turn out to be cursed). Followers of Asherath are sworn never to destroy knowledge, and a follower of Asherath allowing books to be damaged also angers this god. Finally, his followers are sworn to end every single day more experienced than they were when they awoke, and idleness in this regard offends Asherath. Since he does not desire sacrifices, his anger can be difficult to ease, but it does fade as a character's skill in their chosen calling increases.
Blessings: Asherath does not normally intercede on behalf of his followers: he expects them to succeed on their own skill, and thus usually does not answer prayers for aid, nor will he resurrect the fallen. While he is easy for most competant adventurers to stay in favour with, he is much less willing to offer aid or intervention to his followers, given his distinctly Darwinist approach to life. However, for very loyal followers he has been known to smite enemies, heal wounds or purify the body; asking these favours of him costs a follower greatly, however. He is very distant from lay worshippers.
He does not grant supernatural powers as permanent blessings as the other gods do; however, his theology places followers on a relentless path of self- testing and disciplined improvement, that allows them to gain certain subtle mundane benefits as favour with him rises. This philosophy allows a follower to develop an insight toward causing damage, increased strength and intellect, skill at finding others' weaknesses and greater proficiency with the magical schools of Divination and Evocation.