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Fleyshur

Being one of the youngest Gods, and also being slightly younger and initially weaker than Garthrana, gave Fleyshur a driving ambition to improve his standing. He quickly grew bored of trying to impress Sundonak, the whining of Molwanh, the waffle of Baldor, or the self-importance of Garthrana, etc. and so decided to change his position. Legends speak of Fleyshur's reckless attitude and chaotic violent nature was often a hindrance to the plans of the Kharne Gods in the Divine Wars, but other times it was the key to their victory. However Fleyshur's delight in violence, including the needless death of the Kharne Gods' minions eventually resulted in him being ostracized from the Kharne Gods for a brief while.

Fleyshur's ostracizing gave him a chance to interact with Kharne more, and for several centuries he watched and tinkered in the world affairs. Fleyshur was accepted back and things continued almost the same, except Fleyshur was less psychotic, although probably just to appease the other Gods.

After a time of what was probably feigned cooperation, Fleyshur unleashed a carefully constructed campaign to control the world. For a thousand years Fleyshur's minions held dominance in Kharne, but in the God Realms Fleyshur's power only slightly increased so the balance of power among the Gods hardly changed. It is believed by some that Fleyshur thought things became too easy, and it seemed that the other Gods were ignoring Kharne and only Garthrana really challenged him in any way. With her minion's constant defeat and the many hundreds of years in power Fleyshur actually began to get bored with his power in Kharne, especially since it seemed to be having little effect on the balance of power amongst the Gods.

The eventual defeat of Fleyshur's minions mostly by Garthrana's minions, and the rebalancing of the powers of the Gods, has rekindled his passion for devastation and power.

He covers the following spheres of reality: -

  • Pain
  • Action (Confrontational, Competition (Impatient))
  • Violence (Devastation, Massacres)
  • Fire (Heat)
  • Change (Chaos (Not as in total chaos, or as in Randomness/Luck, but somewhere in-between))
  • Ambition
  • Power
  • Freedom
  • Anger
  • Passion


PRIESTS OF FLEYSHUR

Fleyshur generally does not have sects. It is more a case of temporary allegiances, although temporary can include a few hundred years.

The Powermongers: This sect keeps rearing its ugly head, and during the Fleyshur rampages it dominated the chronicles of much of that period of history. This sect follows the aspect of Fleyshur that is best summed up as: -

Only the powerful, the worthy, should rule.

Servitude to someone worthy of it is okay, but servitude to someone who is not is a sin. The best person to lead is, of course, any minion of Fleyshur, and that the Priest should strive to be that leader.

Static societies do not evolve. No society is perfect, so change is needed to keep the society healthy and to promote different good social qualities.

Bureaucracy, whilst it has its place is not something to hide behind. More often than not a bureaucratic system is inefficient and has stagnated, thus it needs shaking up.

One only needs to look at nature to see that it is the natural order of things for the strong to cull the weak and that evolution requires change.

Whilst they are often involved in plans to usurp power in a settlement, the Priests also tend to be powerful highly motivated members of a community. They nearly always require a good reason to back down from something, so weak leadership doesn't last long. Most importantly for most non-Fleyshur followers is that the Powermongers can often keep the other types of Fleyshur Priests in line.

The Priests of this sect are the 'cultured' minions of Fleyshur, emphasizing the qualities of Change, Freedom, Power and Action.

Chaos Lords: This rumoured elite sect does not lead in the open and is probably the only reason why it has never been out of operation, if it exists. They could just be a rumour, but many believe that the greatest victory Fleyshur has managed is for the majority of people to believe that Fleyshur's minions are stupid thugs; this idea is believed to be what allowed the Fleyshur rampage across Kharne to gain such momentum. It is speculated that the members of this sect are simply after one thing - Power, and that it's members are very dangerous as they often have lots of it.

The Priests of this sect are quite secretive and dangerous minions of Fleyshur, emphasizing the qualities of Power, Ambition and Violence.

Destructors: The last sect is not really a sect, as Priests with this inclination rarely work with each for more than a few years. They make very unstable allies, often turning on each other. The Fleyshur rampage was probably started by a group of these Fleyshur Priests that were able to tolerate each other for a surprising amount of time. It is also fairly certain that the ultimate collapse of Fleyshur's dominance over Kharne was a direct result of their inability to co-operate without a strong foe to unite them.

The Priests of this sect are the most dangerous minions of Fleyshur, emphasizing the qualities of Change (more like Chaos though), Action, Anger, Pain and Violence.

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