Jeromawyr

 Jeromawyr 

The Ancient, The First Mage, The Magus Lord

 Symbol:  A skull with an arcane rune inscribed on the skull Portfolio: Arcane Magic, Warriors, Shamanism Worshipers: '''Mages, Shaman, Druids, Barbarians, Magus Cleric Alignments: LE, NE, CE, CN Domains:  Blood, Magic, Curse, Strength, Souls Favored Weapon: First Blade-Terbutje'''

 History/Relationships:  Jeromawyr is a deity left over from a time where humans were a more primitive race. Often shown as clad in animal skins, his ebon skin coated in white paint and tattoos, often wearing a leather robe with shrunken heads and similar trinkets hanging from it. His tale is one of striking first, of having contingencies for contingencies and ambitiously pushing for greater power. He is known for an overwhelming hatred of Borkl, who’s power is thought to exceed his own but without the sacrifice and eternal vigilance that Jeromawyr teaches.

 Dogma:  Strike before your enemy can reach you. Use all weapons at your disposal, blade or magic. Forbidden magics are simply ones that consume the weak. Do not hesitate to strike, never show mercy to a downed enemy as a living enemy is an enemy who can kill you. Survival is key and use all the forced in the universe to achieve that.

 Clergy and Temples:  An ambitious group with a ritualized power structure, the priests of Jeromawyr are often shaman or witches. Despite that the largest number of his faithful are merciless wizards and magus, though certainly a number of warriors pay service to the ancient deity who has managed to survive for so long. Many of his followers are known for their raw ambition and lust for power, as well as their brutality. Very often his followers are multitalented, wizards who are skilled with a knife, magus who know how to set traps, and similar cross-overs of skill to catch one’s opponent off guard. The temple of The First Blade is a training ground for primarily Magus (though wizards, rogues and other skill sets are taught) who learn the philosophies of Jeromawyr from the time they can walk and talk, learning skill with a steel terbutje, many of them becoming adventurers, seeking out ancient and forbidden magics.