Hey Game Fans, we’re taking a look at some world building ideas and concepts for the home setting i run. If you’ve checked out my other world building articles, this is the setting that focuses on Lakeport and the larger world around it. Today i’m going to take a look at one of the oldest gods for the setting, The Abyssal Wyrm. Before i get started on him, let me give you a little background for the gods of this world.
Broadly speaking, the gods divide themselves into a variety of groupings and factions, but the grouping i am concerned about today is the old gods and the new gods. The Old gods predate one of the most important conflicts of the setting, the Fey War. These are the gods that originally found this world and shaped it to their designs and interests. They shaped the great forests and mountains, and populated the world with creatures in their own image. The first Gods to walk the world were the gods of Giantkind, the Fey themselves, and the three Elder Wyrms. A few other gods would appear after this first establishment, most notably Ahrimaius, the God of Creation. These are the Gods of antiquity, and they made the world the way it was, for good or for ill.
The Fey War began as internal issue between a small fey enclave and their neighbors. It spiraled out of control to a level of violence and bloodshed that would haunt the old places of the world forever. At the darkest point of the war, when the Me’Ah’Chin hordes looked ready to take the fight to the Gods themselves, the eldest of the Fey Gods, Grandfather Oak, cast the most powerful magic anyone had ever seen. He summoned heroes and champions from across time and space to the Garden where Oak had planted his first seeds. He made them a simple offer. If they would turn back the tide of darkness and save the world, he would bestow upon the seeds of godhood, and make them the new gods of the world.
Heroes to the end, most of these people died during the war to liberate the world. Heroes from thousands of worlds and cultures fought, bled, and died in a distant land to save it from the most terrible monsters they had ever encountered. When the last battle had been fought, and the dead tallied, less than fifty of the thousands of heroes and champions were still standing. A few would succumb to lingering injuries sustained in the war, and their number would be diminished even further by a tragic incident.
The survivors returned to the Garden, and Grandfather Oak kept his word. Each hero or champion became the living embodiment of an idea or a race. One by one, the new Gods and Goddesses organized themselves, and set about the work of trying to heal the lingering damage the war had caused. Some places were never completely healed, and there are distant parts of the world that still think that ancient war rages….but that’s a story for another time.
The Abyssal Wyrm, The Lord of Dragonkind
When the Dragons came to Lakeport, they were a triad, one elder, two young. Haderack let the young Wyrms explore the world together with a single rule, Do not mate. The Abyssal Wyrm was an irascible creature, content to play tricks on the lesser beings it encountered. Many of its greatest pranks were played on its companion Wyrm, and he enjoyed irritating her at every opportunity. During one such prank, they were set on by a terrible creature that wounded both of them terribly. They found love in the aftermath of that attack, and they founded many bloodlines of Dragons in those happy times. Those times would not last.
When Haderack found their nest, his wrath was terrible. A terrible realization struck him, and he knew he had to save as many of the children as he could. Without time to communicate, he grabbed all that he could carry and flew them to dozens of safe places scattered across the world. With a brief second to catch his breath, he returned to the fight and fell on his elder with terrible fury and vengeance in his heart. Between the two young Wyrms, they managed to slay Haderack.
The Abyssal Wyrm spent most of the Fey War taking care of the Celestial Wyrm and helping her collect their scattered children. He also made two daring sorties against Me’Ah’Chin forces to rescue his children from their clutches. The gathered heroes and champions begged him to join the war full force, but he was unable to meet that need, his people needed him more. After the war, he spent a great deal of time and energy helping his children organize themselves and find their place in the world.
Relations with Others
The Abyssal Wyrm is the Dragon God most likely to show up at a meeting of the Court. He and Bannock have close ties given their shared stewardship of civilization. He has no enemies of his own, but he shares the dislike that the Celestial Wyrm has for her enemies.
Relations with Servants
Unlike the Celestial Wyrm, the Abyssal Wyrm has no divine servants of his own.
Relations with Mortals
The Lord of Dragonkind keeps a close watch over Dragons, kobolds and dragonborn. His clergy offer a great deal to such creatures and bring as many of them into their fold as they can. They also advise Dragon nobles and help to keep the rest of the society organized and productive.
“Forged in the Fires of War, Armored in the Furnace of Battle.” The Lord of Dragonkind embraces the strength of Dragons and never wants his children to remember that their first memories of the world were ones of violent struggle to survive.