Qael'Naath

Qael'Naath is the god of magic and lord over Mana. he is one of the Primordial Gods who has walked the surface of Galbar at its inception. Qael’Naath is at it's basest a curious creature. With mana being a nearly limitless substance, he desires to know what his brothers and sisters, Galbar and other creatures would do with it. However, surrounding this curiosity is an exceptionally cold, analytical mind. Qael’Naath cares not for petty ideas like justice, greed, glory, vengeance, honor, wrath or love. Creativity and curiosity are the sole things that matter to him. He does not even care for death or life. And he especially does not care for such boring concepts like good or bad, moral or immoral. Because of this, he will not care if entire civilizations are wiped out by cataclysms. The only thing that he cares for is discovering new ways of how mana and magic interact and is used by the whole world. Mortals will thus find him a generally cold and perhaps even a dangerous god.

One might then assume that he would care little for sibling rivalry. Nothing is less true. Conflict will always fuel progress. When gods chose to fight, Qael’Naath will likely offer up the gift of mana to both of them. Amongst mortal civilizations, he might do the same. Though oftentimes he will be far more careful and selective than with his blessings. Favoring those who have proven to be more worthy.

There is, however, one thing that is anathema to Qael’Naath: abyssal chaos. Entropy of the highest order. Laws of nature, physics and of magic must be respected. He will applaud circumvention, as this in itself is proof of creativity. Yet to simply break them in the most basic sense of the word is an unforgivable sin to Qael’Naath.

## Forms

Qael’Naath’s base form is that of a humanoid creature with bright blue skin. He has three pairs of pink, glowing eyes. Hidden under a large hood. Small tentacles fall from his chin like a beard, from which only the tips are visible from under the hood. He’s never seen in this form without a gnarled, wooden staff. At the top, the wood has been carved open to house a circular lens.

His domain form is that of a very large sphinx creature. With golden fur on its lion body. His humanoid face has an intricate, braided beard and a total of three eyes. With the central one sitting vertically on its forehead. From his back, a set of wings sprout, with feathers whose colors change constantly. As he flies, the aurora of ever-shifting mana follows him along. Along his spine runs a line of crystalline protrusions.

## Divinity

### Domain

#### Magic

Unlike the supernatural, magic has its place within the natural order of all things. It is not hidden just beyond perception. Nor is it a nagging impossibility. It is part of the greater whole and exists whether or not there is a sentience to see it. To be certain of this natural balance in the world, magic has been given its own set of rules as well by creation itself. Though the logic, reasoning, and pattern of these laws will rarely be understood by mortal life forms. Despite it being a natural part of the world, magic is no mundane subject.

### Portfolio

#### Mana

Mana is a substance much like carbon, oxygen or iron. Unlike those, however, it is a boundless source of possibilities. The substance is the ultimate catalyst, allowing a sentient creature to transform states of matter and even substances. It also the ultimate manipulator, allowing one to change their surroundings with the aid of it. However, its power pales in the face of divinity. Where gods can raise islands at a thought, to do so with mana would require substantial amounts and a staggering understanding of both the deeper laws of magic and the natural laws that might facilitate such a sudden change in the world. For mana might be magic but it still adheres to certain principles, akin to how the world is ruled by the laws of physics.

#### Spells

As mortal-kind began to use magic, they shaped mana to create spells. The spells themselves are also stored within the mana. Should a mortal know the right words for a spell created from across the world, the spell would also work. The storing of spells within the streams of mana gives the once free and formless mass shape, structure and more order. The spells themselves are nothing more than instructions that can be replicated by anyone capable of performing magic, which then would give a predictable outcome. In the midst of this sits Qael’Naath. Observer of the spells, he can help design, shape, strengthen but also destroy spells out of existence. His blessing would grant those the ability to shape spells faster, make them stronger and more refined. His curses can be cruel though. As master of all spells, he could forbid people from using them completely if he so desired. Cutting them off from one of the few powers that is generally seen as unchained from divine will.

Magic is not infinite in its power, however. Certain spells, even cast by a group of the most talented mortals upon Galbar, cannot dare challenge the power of a god. However, as the God of Spells, Qael’Naath could lend his divine power to such great spells. Yet you would have to convince the god of magic to do so first. And Qael is known not to be prone to answer mortals their wishes directly.

#### Alchemy

Magical chemistry, concerned less so with the transmutation of matter and more so with the magical process of combination and creation. Alchemy is focused on the combination of the magical and divine essence, creating tools (like lenses, crystals, etc) but also usable products (alchemical wine, inextinguishable oil, etc). In essence, Alchemy strives to create the Magnus Opera, peak achievements of combining divinity and magic (elixir of immortality, creation of panaceas, the development of an alkahest).

Qael's initial ability would be to create "bridges" between the divine and the magical. Like crystals to capture sunlight or moonlight, which then could be utilized in alchemy. Later on he could bless tools to be more effective (or have additional effects), as well as creating magical catalysts and resources to aid in alchemy. Finally, he MUST aid in the creation of a Magnus Opus.

## Realm

Qael'Naath reigns over the magical realm of The Well. A place of untold magical power. Yet it is cursed with near perfection. A place that is exactly as Qael'Naath's immortal will wands it. Hence he finds the place rather dull and prefers to spend his time here in slumber while he observes Galbar through the Winds of Magic.

## Avatar

The winds of magic are Qael'Naath's representative on Galbar. It has no will of its own but instead is the direct tool of Qael'Naath to alter the world. Should that be required. Qael'Naath prefers to use this miasmic creation to observe the world and offer tentative guidance should a mortal be found wanting and worthy.

## Creations

### Phenomena

* Magician Puzzleknots
* Familiar Focus

### Mortals

* Itztli
* Eloxochitli

### Artifacts

* Orb
* Rune-Carver's Chisel
* White Owl Statuette

### Holy Sites

* The Library
* Obelisk of Acadia

### Heroes

* Auriëlle
* Soleira
* Iltralla
* Conduit

### Holy Order

* Servants
* Emissaries
* Mystics
* Cult of the Destroyer