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Book: The Gods of Dalaya

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The Gods of Dalaya is a book received during the Main Quest. It can also be purchased in the Erudin or Underhill Library. The following is not a set of spoilers for the Main Quest, but the actual text of The Gods of Dalaya in its entirety.

Introduction

Translated by Monrin Ital, scribe to the High Lord of Freeport, in the 719th year of the King.

Tarhyl, the Flame Lord

Greatest of the Fire Spirits, Tarhyl sits upon his burning throne deep within the warm earth, furthering the cause of his Elemental Power. He is said to prefer the appearance of a tall, pale man clad in black and red robes and wearing a crown of burning gemstones, when outside of his pure elemental form. As the deity of Fire, Tarhyl is commonly worshipped by those who seek to master the elements and channel destructive magic. He favors power and brute force over knowledge and finesse. He enjoys pain, cherishing in crushing a foe. His chosen weapon is a burning spear.

His home plane is Tower of Tarhyl

Shojar, the Cold One

Ruler among the Water Spirits, Shojar is the god of Ice and Cold, of slow, inevitable process and detailed schemes. While followers of Shojar tend to be adept at displaying brute force, he himself is an avid schemer, and constantly vies to increase the ranks of his servants. He watches the world from deep below, in the frozen caverns below the great wastes of the north. Shojar has never been known to take on any appearance but his pure elemental one - preferring, perhaps, to display his distance from all things mortal. He hordes knowledge and wisdom, finding a use for them in one of his many schemes. He has no weapon of particular choice.

His home plane is Plane of Frost

Sihala, the Lady of the Earth

Sihala is the greatest of the Earth Spirits, ruling them from her palace in the Plane of Earth. When not in her pure elemental form, she likes to take on the appearance of the race that are her primary worshippers, the elves. It is said that she aided the first life to spread over the planet, and that she watches over it to this day, striving to maintain the balance of the world. She prefers to think before acting and rarely makes rash decisions, but once she has she is close to impossible to sway. Her chosen weapon is a twined greatstaff.

Her home plane is Plane of Earth.

Shiritri, the Wind Queen

Queen of the Air Spirits, Shiritri's realm is a series of wondrous islands floating in the air, upheld by her magics. When not in her pure elemental form, she appears to be an attractive woman with flowing blonde hair and butterfly wings. She is the self-proclaimed goddess of freedom, impulse, and pleasure. She is almost whimsical of nature, preferring to act on impulses or feelings, and sees no greater virtue than for every individual to choose their own path in life. Shiritri's favored weapon is a wand.

Her home plane is Tasinath, Land of Bliss.

Tarhansar, the Deep One

Tarhansar is a water spirit that early shunned Shojar's preferences of the ices, choosing instead to descend into the dark depths of the world's oceans. Taking on the appearance of a strangely fish-like man when not in his elemental form, he is the guardian of the world's oceans, lakes, and rivers. Fishers often pray to Tarhansar for a bountiful harvest. His favored weapon is the trident.

His home plane is Caverns of the Deep One.

Enthann, the Sword

Enthann, a fire spirit, was an unsurpassed warrior in the early battles for the control of the young world. He defeated countless foes, coming to love the fury of battle. Unhappy with the peace that the Four negotiated, he left Tarhyl to walk his own path. When the mortal races began appearing in the world, he traveled to them to teach them the ways of battle, how to employ magic and sword against each other. He has always retained a large amount of worshippers among the mortals, mostly among those who live by the sword. When not in elemental form, he appears as a tall gaunt man clad in steel armor and wielding an eerily glowing sword, his weapon of choice.

His home plane is Plane of Valor

Marlow, the Dreamer

Marlow, an air spirit, took an early interest to the mortal races as they evolved and carved a world for themselves. She became fascinated with the state of brutish unconsciousness they referred to as "sleep", and began to study it closer, examining and exploring the dreams of the mortals. To better continue her studies, she created a realm of her own, a realm of bad drams and nightmares, to which she would pull the minds of sleeping mortals to use as toys and study objects. She has few worshippers, but is greatly feared; for not everyone wakes from the dreams she imparts them into. When not in elemental form, she appears to be a tall woman, with a smooth, featureless face above which sits two glowing eyes, clad in a flowing, almost transparent dress. She has no chosen weapon.

Her home plane is Plane of Nightmare.

Sivyana, the Mistress of Pain

Sivyana, a fire spirit, was created long after the Great War, when the mortals since some time back walked the world. Tarhyl created her to be a toy, a plaything, locking her away from her true elemental form and forcing her to take on a material husk. For centuries, she suffered the horrendous pain of an immortal at his hands, until finally the Flame Lord tired of his pet, expelling her from his realm, but leaving her locked in the material husk as a cruel jest. She wandered the world aimlessly, until one day she came upon a human warrior resting against a tree, his spear over his lap. The sight caused memories to flare into her, and an anger to rise. She struck against the mortal, rending his body with pain and tearing at his soul. He screamed... and she found release at last. Since then, she has created her own realm, a palace of torments, to which she steals away mortals, toying with them for an indefinite amount of time before finally ending their lives, all the while planning her revenge on Tarhyl. She appears as a tall, pale woman clad in black clothes, and with a steel mask covering her face. Her chosen weapon is a whip.

Her home plane is Towers of Agony.

Jayla, the Keeper of Lore

Jayla, an earth spirit, is a wandering collector of lore and wisdom, scrying the world for lost knowledge and ancient insight. She keeps no realm, but rank historians, scholars, and magic-users are among her worshippers. She is patient and methodical, and is beset of no particular code of morals - if a mortal has to die to save a piece of knowledge, so be it. When not in elemental form, she appears as an eerily beautiful woman clad in long robes. She keeps no preferred weapon, but always carries a collection of tomes hanging from her belt.

Her home plane is Plane of Lore.

Gradalsh, the Lord of Decay

Gradalsh, an earth spirit, took an interest in the mortal events at an early stage, especially their diseases, their pain, and their suffering. Almost childishly fascinated with death, he began to experiment with mortals, observing what would kill a mortal, what would merely cripple him, and how the helpless little thing reacted to the plagues he struck them with. He began to take great pride in his work, laboring endlessly to create new afflictions and unleashing them on the mortal world. He has few mortal followers, but those he has are fanatically devoted followers of Entropy, believing the end of existence to be its perfection. When not in elemental form, he takes on the appearance of a decaying, shriveled figure with pale limbs riding Ythla'Shk, the Great Plague Dragon. His preferred weapon is the scythe. His realm is a bleak waste of corruption, where unholy and decaying beings live.

His home plane is Plane of Entropy.

Althuna, the Healing Hand

Althuna, a water spirit, sprung to life shortly after the coming of the first mortals, born, as it is said, from a spring where two elven lovers joined in blissful affection. The truth is that Althuna, unlike most of the elemental spirits, feels a strong affection for mortals, preferring to see them as unruly children rather than slaves to be cowed, or mindless cattle. She strives to heal and aid, to protect the weak that cannot protect themselves, and eliminate pain, suffering, and disease from the world. She is the Lady of all Paladins, but is revered by many of the common people as well. While not in elemental form, she takes on the appearance of a stout human female clad in bright white clothing.

Her home plane is City of Mercy.