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Turn 1:
1 Major Act:Gain Ability (War God)
2 Major Acts: Create Sentient Race
The Revenants
Alternative Names/Titles given to the race: The War that never ends, *Spectre's, Dem Bones, Rattlers, The Silent Butchers.
Skeleton Figures that have defied death and walk amongst the living again. Their flesh, muscle, and organs have all fell off, with the few rare exceptions of bits and pieces sticking on (The occasional heart, hair, or intenstine). The main definitive trait (Beside them being made of bones) being the light blue energy that visibly courses through their bones like veins and forms dots where the eyes should be.
Personality
Most Revenants are the reanimated remains of humans (Or other dead things, humans are just the most numerous) and thus have just as many different personalities as mankind. However, the process of facing death in the eyes and being ripped away from it changes them in a universal way. For starters they grow a slight resentment towards the living, envying them for not being stuck in the juxtaposition they are in. How evident it is is based upon how strong of a will the Revenant has during life. And yet, they have an almost contradictory haughtiness secured by the fact that they are immortal and cannot feel the same pains and death as the mortal races can.
However you would rarely learn this from Revenants themselves as there hearts have hardened and closed up. They guard secrets well and are hard pressed to tell non Revenants anything about themselves. What few allies they do come to trust however are thought in the highest regard. *Still, each Revenants is different with their own interpretation of the effects and their own personalities like other mortal races.
Physical Description
Revenants are the reanimated bones of predominantly humans given free will, meaning they keep the same shape as their past lives. Their forms are cleaned upon rising, making their bones a bright white, they are also tightly connected together with a strange black energy in the place of tendons. Their teeth are sharp and curved like the god that created them and are able to grow replacement teeth despite lacking flesh or a metabolism.
The Gift of Undeath
The gift of Undeath has granted Revenants many traits and benefits. The most iconic trait being the light blue energy that visibly flows through their body, the left over energy that was used during their reanimation. The energy also pools up at the eye sockets, forming dots in the place of eyes. As a Revenant becomes older and more powerful, it accrues more of the blue energy pulsing through it's form, and thus causes the pupils to get bigger and more vivid. Eventually the pupils turn into miniature (Non burning, it's not real fire) fireball dots and expand from their until the whole eye socket is flowing with flames, but this is only possible in the oldest and most powerful of Revenants. Now, for the benefits of Undeath. The most obvious one being Immortality, Revenants never age, never need to eat, never need to breathe or sleep (Albeit some do it out of habit or just to latch on to their past lives), never need to eat, never need to dispose of excrements, and never experience natural wear and tear (Atleast on a small scale, hurricanes, sandstorms, and tsunamis can still wear down their bones. Rubbing up against a rock, walking through flowing water, and hard breezes less so). They can no longer feel natural pain or Irritations. Lastly their movement has been altered aswell, as it looks and sounds like they never truly walk, merely glide over an inch of the dirt, unheard.
Despite the benefits their are drawbacks to their new form. The most noticeable being a lack of smell and taste, as they can no longer enjoy food or many of the pleasures the world has to offer. Insanity as well is a constant threat to Revenants, as the infinite time they have can slowly errors at their minds and snap weaker willed ones (Unless they keep themselves pre occupied and annually take philosophical journeys to keep their psyches in check). Lastly, the idea of immortality often acts as an ego boost among the more sinister Revenants, and can cause them to become corrupted and evil more easily then they did in life.
Relations and Society
Revenants are spurned by most of humanity, as they see them as an affront to nature and connect them with a host of bad mojo. Revenants walking into more primitive tribes will find themselves blamed for and connected to a host of superstitions, bad luck, and horrible events. If they are not spurned away from one tribe they are normally attacked on sight by another due to their gruesome appearance and generally bad connection. The few civilizations where they are considered people are Contragh's nation and some of his siblings estates.*
This hatred has caused many spurned Revenants to become bitter and mistrusting of the living, often times sticking together in large groups called Sieges. This tight connection between them often leads to the Revenant saying "The only person you can trust, is a dead man." Often times acting for both loner Revenants (To whom a dead man is no one) and for the Siege Revenants (To whom other Revenants are "dead"). Among these Revenant clans their are 2 main titles. A "Carn" is the war leader and controller of the Siege, hir word is law and all Revenants must prepare for war the instant the Carn says so. The "Jongo" is a confusing job, acting as a mixture between Law man and town fool. Most Jongo's are insane, or at the very least ridiculously silly, and are prone to mood swings. They act as the headsmen, rooting out insubordinates and chopping their heads off, and will laugh and prance about all the while doing it before returning to their splendid ways. This unpredictability found in them acts as a way to instill fear and mystery behind the law, so as to ensure none break it.
Religion
Contragh is, of course the main god among the religion, with the other War based gods (Excluding Shirvan) acting as a Pantheon entitled "The Council". The other gods (Such as Fayruz and The Weaver) are instead treated as lesser gods or as mythical beings, enough to warrant a prayer and respect but not enough for worship and following. The two gods excluded from either of these is Jongo and Roselia, who are fused together in the Revenant religion as "The Mad Trickster" and is treated with a mixed response and disdain. Some view him as a necessary part of the balance of the disk, others as a chaotic menace only allowed to live due to his status as a god. Yet none would dare get on the bad side of either forms of the Mad Trickster.*
War
Revenants are not an openly violent race, preferring to settle down and build cities rather then sack others. But they will retaliate brutally at intrusions, often times declaring war on those who would try to eek into their territory. *Standard protocol for warfare is to starve the opponents out, stripping them of any and all supplies, with regular battle forces marshaled up and sent in as waves to hit them while their weak and continually grind them down. When facing opponents that are fellow Revenants or not as food dependent as humans the battle plan changes drastically. Instead of a long siege it changes to a full out blitzkrieg at the middle of night, often times accompanied with a special surprise attack of some kind, and several days of Revenant spies crippling the enemies defenses.*
Reproduction
As Revenants are not of the living they do not have a natural way of reproducing. Instead Revenants have two ways of artificial reproduction. The first way is for a Wraith to raise a Revenant from a dead corpse. The second way is for the creation and usage of a Soul Pool (Only one exists as of yet, and a way of making. Ore Soul Pools is not yet known). Soul Pools are, as the name says, large pools of energy and life (Not inherently the souls of the living, despite the name) consumed and twisted in one place. The ground is blanketed in a swirling mass of black mist, ankle high, and swirling towards the center like water down a drain. Light, translucent blue vapors rise out of the pool and dissipates as it reaches high into the sky. Soul Pool's are always located upon places of battles fought or carnage unfurled, and their very presence is easily marked. Trees and plants around them darken and seem almost stripped of life, animals are more aggressive or even violent, and the rate of albinos or mutations being born increases tremendously (More so then a normal human or animal being born). When a corpse is dragged into the inner part of the Soul Pool in the dead of night the corpse's soul is reinstated into it's body and is revived as a Revenant with free will. Their are however some requirements for a corpse to be revived as a Revenant. The corpse must have been a warrior or soldier of some kind, must have died fighting (This is not completely necessary, but Revenants born this way are weaker then they would be normally), and must have participated in a battle or war of some kind (A mere drunken brawl will not do as this is the most essential part). As of such all Revenants are warriors, fighters, or leaders of some kind. *This is a double edge sword, as friendly soldiers may be revived to fight another day, enemy soldiers may be dragged into the pools as well. Control of the pool (And pools in the future) is key in the strength and survival of Revenant Siege Clans.
2 Minor Acts: Create the City of Fex
Turn 2:
1 Major Act: Gain Ability: True Master (Axe)
1 Major Act: Create Exarch: Miranda, The Banshee Queen (Melee Expertise: Sword and Shield)
1 Major Act: Create Artifact (The Conqueror's Axe)
*
The Conquerer's Axe
This axe has seen far more executions and blood shed then any axe should ever see. This axe is the very same axe that executed Tulen-Kar upon his rise to insanity. It had tasted divine blood, the divine spark, the very soul of a god, and it thirsted for more from that day on. This same axe has carved and butchered it's way through Pikep, his savage barbarian chiefs, lesser beasts of chaos, and spilled the blood of countless rebellious tribes in a horrible two man rampage lead by Contragh. With each kill it grows stronger, it seeks more powerful blood and souls to dominate and consume. It is a horrid tool of destruction, stealing a bit of all those it kills and fueling itself on the how powerful the defeated foe was, making it a little bit stronger each fight. It is because of this that it constantly seeks to reach the same rush that it met upon murdering Tulen-Kar, as he was a shot of pure divine power injected into the axe. A part of Contragh's spark has been held within the Axe aswell, a twisted dark corner of himself that he would rather stow away in a dark bloody weapon then face it and try to overcome it. *The slaughter and power that comes with the slaughter has garnered the axe a aura of majesty, inspiring allies around it to fight as ruthlessly as they can, whilst demoralizing whatever stands at the business side of it.
4 Minor Acts: Level 6 Empoweremt: Create Wraiths
Wraiths
Wraiths are empowered Revenants, blessed with greater speed, strength, durability, and a myriad of divinely blessed abilities. They are the Vanguard of Contragh, the heralds of the doom his marching armies bring, and they are the guardian angels that watch over his provinces. They are his most blessed children, and they act on the behalf of the god himself.*
Physical Description
The divine power infused into the Wraiths has permanently mutates their bodies. Some of them retain the skeletal form of the Revenants, with bloody red fire and energy coursing through them. Most however grow grey, withered, skin pulled tightly over their bones. Their organs and body parts are reformed in their bodies, yet are embalmed and rotted, their eyes even have the strange ability to disappear and leave only the black empty sockets known amongst Revenants. Their forms, although seemingly fragile, are incredibly resistant to harm, and are able to survive losing limbs and even decapitation (But quickly die afterwards from the loss of a head unless attended to). They have unnatural speed, able to outmaneuver normal humans with ease. Covering their frail forms is a tattered grey and black robe, with a hood that conceals their face in darkness. Their feet are hidden away under the cloak, and are not even used as the Wraiths merely hover over the ground instead of walk. Piercing through the robes is the wraiths most striking and iconic feature: the large, black as midnight, angel wings that cast a foreboding shadow on all who face it. Lastly, skulls and trophies are tied to the Wraith via leather for all to see and sense dread upon their arrival.
Powers
Wraiths, as the vanguards of Contragh, have been granted mystical powers, as to inflict psychological damage upon the enemy and keep themselves safe. The first and most iconic power is their impressive aerial capabilities with their wings. They are also bound with strange black weapons formed of the same energy that creates Soul Pools, their weapons are as strong as metal and lighter then wood. They range from Claymores, duel swords, swords and shields, and even Scythes (among the more brutal Wraiths). Wraiths, alongside their weapons, are semi spectral beings meaning they may harm and interact with the world and may be hit back, albeit with a good chance of the weapon missing them (The only weapons guaranteed to hit Wraiths are ones that are magical, made of glass, or forged from iron. With the last one not even a sure guarantee, as the rare event has occurred of a iron war hammer phasing through a wraiths cheat). One of the final books granted by Contragh for Wraiths is an increase in the skill that they weld their weapons.*
Reproduction
As of yet, a way for Wraiths to create more Wraiths has not been made yet. Instead, Wraiths act as a way for reproduction among their fellow Revenants. For you see, the bound energy within them (and their weapons) act as miniature, focused, Soul Pools. If a Wraith kills someone who fit the requirements of a Revenant while using their bound weapon they may raise that person forth from the grave as a Revenant (No matter the time of day). Alternatively, Wraiths may hold back a bit of their power and keep it from the resurrection process (in the event that it is an enemy being revived) *and instead create a lesser Revenant, without a soul bound to it and with no free will. A "Wraithling". Essentially nothing more then bones being controlled by the will of the Wraith. They look like Revenants but without any of the magical side effects and no blue energy coursing through them. How many Wraithlings a Wraith can control varies on Power, with an average Wraith managing 10 while a very powerful Wraith may command up to 100.**
Acts left: 1 Ceremony