Ahru était assis dans la solitude, croisé au sommet d'une pile de caisses probablement remplies des fruits du travail de son peuple. Ci-dessous, elle regardait ses sujets danser, ses sujets qui ne savaient pas qu'ils étaient ses sujets, se vantant des délices de leur abondante moisson. Ahru a assuré qu'ils auraient des raisons de célébrer. Dans son esprit, ils célébraient la mort de son Père, même s'ils n'étaient pas les plus sages des événements célestes. Son cloque de nuit était drapé sur elle, rendant imperceptible pour tous. D'habitude elle était là à danser parmi eux, ils n'étaient pas plus sages que leur patron Dieu était à leurs côtés, mais malgré elle elle n'avait pas d'appétit pour leur fête. Une voix sonnait à côté d'elle, "Mère, je sais que tu es ici."
Le renard pouvait la sentir, elle le savait. Il s'était faufilé sur elle sans le savoir pendant qu'elle était prise dans les travers de sa propre pensée, prenant un siège à côté du Dieu du Détachement. Elle serait tout aussi heureuse de l'ignorer jusqu'à ce qu'il parte, mais elle savait qu'il ne cesserait pas de la piéger. Elle n'a pas voulu éviter la conversation qu'elle avait redoutée.
"Reynard, qu'est-ce que tu veux?" Le Dieu a demandé, irritation se faufilant dans sa voix.
Le renard soupirait. "Pourquoi êtes-vous là? Tu ne devrais pas fêter ça avec eux? Après tout, vous avez eu tout le mal à organiser leur fête. Ne devriez-vous pas être heureux? Je sais que la mort de Grand-père est une cause de fête pour vous. » Reynard a parlé de sa pièce, et Ahru espérait que c'était tout ce qu'il avait à dire. Ahru soupirait en retour. "Vous avez raison, la mort du vieil homme est une occasion joyeuse... mais elle représente aussi... comment dire cela... une occasion perdue. Es-tu heureuse? Je t'ai demandé de ne pas me déranger, donc j'espère que tu as plus de raisons d'être ici que de me surveiller. »
Le renard se contentait de se râler; il commençait à la râper et il le savait. "Il y a autre chose, maman. Várlil... tu sais que tu ne peux pas le laisser ramper pour toujours. Il faut l'arrêter." Ahru secoua la tête en réponse : « Je ne vois pas comment les préoccupations des mortels sont les miennes. Laissez Várlil la Vile faire ce qu'il veut, ce n'est pas mon travail d'arrêter tout humain rampant." Le renard était prompt à revenir, la colère commençant à s'élever dans sa voix, "Mère, tu ne peux pas prétendre pour toujours. C'est votre fils, comme moi. C'est un demigod et c'est notre responsabilité de l'arrêter. Les gens de Jarenhold reconnaissent qu'il n'est pas un humain ordinaire, ils trouveront cause à blâmer leur déesse pour sa création assez tôt. De plus, vous devez vous pardonner pour Ort-" Ahru l'a coupé.
"Ne me dites pas ce nom, Kitsune. Si vous voulez arrêter Várlil, alors partez, je vous fais attention à faire ce que vous voulez. Cette conversation est beaucoup trop sérieuse pour le Dieu du Malice, alors je vous dis d'adieu. » La colère d'Ahru était claire. Le Dieu du Malice n'était pas souvent en colère, et ce n'était pas une vue agréable quand elle était.
Reynard a froncé. "Très bien. Je crains de ne pas pouvoir le faire au mieux par moi-même et demander votre aide, mais il est clair que je ne vais pas l'obtenir... il y a encore une chose, cependant. » La patience de la déesse était mince. "Parle vite, alors." Le renard cria : « Je suis sûr que vous serez bientôt appelés au Ciel pour siéger au Concile des Dieux. Vous n'avez pas de suite à venir avec vous, pas de serviteurs ou de sujets qui suivraient, permettez-moi de vous accompagner, mère. Les autres Dieux apportent sûrement des disciples, il me plairait beaucoup si vous permettez que je vienne."
La Déesse regarda le renard. Elle a retiré une partie de son manteau, ne laissant que son visage visible. Ses yeux ont brûlé de colère. C'est ce que tu devais me dire? Allez-vous-en. Tout de suite." Le renard a hurlé. Il suivrait toujours les ordres de sa mère malgré lui. Reynard s'est permis de tomber au sol, s'enfuyant rapidement dans la foule.
Quel spectacle inadapté pour un Dieu comme moi. Un tel sérieux n'est pas comme moi. Elle savait dans son cœur que c'était à cause de sa propre culpabilité qu'elle s'était permise de manifester une telle colère; elle préférait prétendre qu'elle n'avait pas d'enfants du tout.
L'appel aux Cieux est venu peu de temps après. Elle était impatiente de voir le vieil homme mort, au moins. Désireux encore plus pour la chance de danser sur sa pierre tombale, mais qui attendrait que ses frères et sœurs soient hors de vue afin de ne pas attirer leur fureur. Tout d'un coup, comme elle avait été à Alarah, elle était partie, apparaissant dans les cieux avec un grand épanouissement, une suite de papillons bleus brillants apparaissant à côté d'elle, s'éloignant dans le néant. Elle aimait faire une entrée.
Elle a regardé de l'autre côté de la pièce. Certains de ses frères et sœurs étaient déjà arrivés. Elle a appelé chacun d'eux à son tour "Ferrum! L'Aessie! Ilyona! C'est bon de te voir. Et... Oskana aussi, hein... quelle... "Le plaisir?" Sa voix adoucit clairement en voyant Oskana, mais s'éclaircit bientôt : « Naqqash! Nephew, quel plaisir de vous voir à notre conseil." Elle se promène vers le garçon, rencontrant facilement ses yeux. Beaucoup d'entre eux se moquaient de son apparence grotesque, mais elle ne l'a pas fait. Elle lui a demandé de s'abaisser à son niveau pour qu'elle puisse murmurer : « Je suis sûr que tu feras un grand Dieu, neveu. » Les paroles d'encouragement étaient assez basses pour que les autres ne puissent pas entendre. Elle avait un point mou non caractéristique pour le Dieu nouvellement créé. Elle a ensuite roulé autour pour faire face au cercueil en diamant qui se trouvait au centre de la pièce. "Et comment pourrais-je oublier de dire bonjour à l'invité d'honneur?" Elle s'est dit, assez bas pour que les autres ne l'entendent que comme un murmure. Elle s'est promène dans le cercueil. Pour penser, il est vraiment mort. Quel jour fortuit aujourd'hui. Elle pensait à elle-même. Elle devait supprimer son sourire ; elle avait fait un bon travail pour garder son irritation envers son père un secret des autres et elle ne le révélerait pas maintenant, de peur qu'ils ne se retournent sur elle.
Elle se retourna pour faire face à son trône, qui était beaucoup plus petit que les autres dans la pièce, fait pour correspondre à sa forme mortelle. Il s'agissait d'une chaise en bois sculptée de façon complexe, présentant un savoir-faire artisanal, mais simple par rapport à d'autres.
Gender: More often than not Ahru manifests as a female, although the benefits of shape changing for a legendary prankster such as herself are clear. Almost all traditional depictions reflect her preferred female form, however.
Appearance:



Ahru is an oddity among her fellow Gods. Despite most of them preferring their imposing immortal form Ahru instead appears as a mere mortal woman at almost all times. After all, it's easier to trick mortals when you look like them. Moreover as a mortal her Godly peers take her less seriously, which she quite honestly prefers. In her mortal form she stands far below other Gods, a mere 5'6". She is a lithe women, possessing a slender and quick frame. The girl is pale with a face alight with freckles. She is beautiful, as most Gods are, which proves to be an asset in her pranks. It's easier for her to manipulate someone attracted to her, after all. Ahru maintains an air of jolliness and informality, a guise that has long become effortless for her. She has a predisposition to mindlessly space out, playing with her hair or swinging her legs to and fro as she sits, giving the impression that she is carefree even in the most dire situations. She hasn't felt the need to call upon her godly form for some time and as such few Gods but those she favors greatly can claim to have seen it in person.
Personality: Ahru is undoubtedly the most carefree of the Gods. She cares not for their politics unless, of course, she has the opportunity to make things more 'interesting'. She is a being in constant search of a new distraction. She is fickle, rash, and most of all mischievous. She is known as the Trickster of the Gods for good reason. While her peers may be interested in establishing order in the world she is the source of chaos. She revels in disrupting the plans of her fellow Gods and inflicting her whims on the mortal world. One should not be mistaken, she is not 'evil' as one would traditionally define it, but is merely interested in creating situations that in turn interest her. Perhaps the most dangerous aspect of dealing with her is the fact that she is quick to change her mind, constantly acting on her first impulse. Of course she derives entertainment from far more baser activities as well- dancing, singing, anything that might sate her desire for a good time. Most of all she enjoys playing simple pranks on the Gods themselves- while creating chaos in the world may be fun the thought of Aesis sitting on a whoopie cushion greatly appeals to her as well. Despite her comical personality Ahru is deceptively shrewd and intelligent, traits that make her a natural deceiver. Her licentious attitude causes many to underestimate her, a mistake that has caused the downfall of many. If one can put up with Ahru's antics they may find a valuable albeit annoying friend, but many of her fellow immortals find her insufferable.
Major Domain: Ahru is the God of Mischief, holding dominion over tricks, pranks, and more sinister acts of deception.
Minor Domains: Fortune, Secrets
Avatar:



The Jabberwock stands at nearly 150 feet, smaller than most Godly avatars but making up for the disparity in agility and ferocity. The Jabberwock is a fearsome creature, imperceptibly fast with strength to boot. Despite its vicious appearance and aptitude for combat The Jabberwock reflects the disposition of Ahru: It has not interest in fighting. It will not attack unless it or Ahru is attacked. Instead it is content with playing games with mere mortals and, occasionally, the Gods if they are so interested. The Jabberwock is a master of all games, approaching humans with a promise: Those that can beat it in any game will receive whatever their heart desires, but those that lose will be cursed to die in a painful and premature fashion.
Stance: Ahru, of course, has absolutely no interest in ruling the Gods. That would be, by her estimation, incredibly boring. She does not strongly support anyone, preferring to keep her allegiance for whoever proves to be most interesting.
Loyalty During the Rebellion: Who needs to pick a side? Ahru is on every side and no side. She had no allegiance, instead going from one side to another to ensure things stayed as interesting as possible.
Center of Power: Most Gods objects of power are something that's important to them or something that represents their power. Ahru's center of power is a mouse. A live mouse. Her more serious siblings have admonished her for pestering the King of Gods to give her such an obviously terrible Center of Power. Her response? She did it because it was fun. Having a living Center of Power was just so much more interesting! Luckily her mouse, whom she has named Puck, has grown fond of her and is reluctant to make an escape attempt. Puck will try to find its way back to her if lost as well/ To be quite frank Ahru likes the mouse as well, and considers making her Center of Power her pet one of her better decisions.
Relations:


Aesis: Living on an island Ahru shares a border with Aesis, God of the Seas. Ahru revels in pranking the serious God, who gets some measure of amusement from her antics. She also knows that if she isn't on his good side he'd cause trouble for Jarenhold, which probably wouldn't be good for her.
Donavall: The former God of Family was good friend of Ahru's. Kovar, God of War, gave Ahru the ultimatum to kill Donavall or be destroyed. Ahru choose the former but regrets her actions and hates Kovar for making her murder her friend.
Di'Myria: The Goddess of Time and Ahru are like-minded, both out for their own amusement. They get along well and are close friends.
Ferrum: The God of the Forge is amused by Ahru's pranks, but Ahru constantly tries to go a little too far with him. She makes a game of trying to arouse his well hidden anger.
Ki'ivara: Ahru enjoys the company of the Goddess of Lust, one of the few Gods that like her antics. Ahru can appreciate someone who knows what they want, in addition to her other 'assets' as the personification of lust.
Lacetris: Ahru totally abuses the God of Darkness' good nature. She ropes him into her schemes constantly causing him to neglect his own duties.
Naqqash: Naqqash is the son of Prephistes, God of Greed. Ahru was good friends with Prephistes before his premature death, and her affection for him has inspired her to protect his son. She makes sure he's getting along well with the whole 'becoming a God' thing while in the process of playing one of her practical jokes on him.
Sekh: Sekh might not consider the God of Mischief a friend, but she considers him one. He is one of her favorite targets because she knows that he hates when she makes fun of him.
Xsar and Janin: Ahru forms a triumvirate of sorts with the God's of Alcohol and Madness. The share similar interests and are drink together often.


Killgarh: Ahru enjoys inflicting her mischief upon the God of Dragons, but he does not enjoy her japes. Additionally he is a close ally of Oskana and Ahru considers him a little too honorable.
Kovar: To put it lightly Ahru is glad that War is dead. Although she at first appreciated his rebellion since it made things a little bit more interesting she resents the Rebel's leader for making her kill Donavall, the God of Family. He's dead now so she doesn't worry about him too much, however...
Oskana: The Goddess of Storm represents order in the Sphere of the Gods- a natural enemy for the God of Mischief. She also killed Ahru's friend Greed during War's rebellion. Ahru greatly resents Oskana. Oskana in turn dislikes Ahru because of her actions during the war.
Zadia: Ahru harbors a deep hate for Zadia. The newly made God stuck her spear through Ahru's firstborn daughter Orthia during War's Rebellion, an act that Ahru will surely never forgive her for.

Powers: Ahru is a highly capable archer, said to never miss her mark. Being a trickster she is naturally very agile and hard to get a hold of. She has little skill in a melee to speak of, preferring to keep her distance and stay out of direct combat. Her greatest skill is that of guile, the ability to sneak and steal. Even without her Skeleton Key it is said that she can pick any non-magical lock. Ahru has the ability to peer into the mind of mortals and discover their darkest secrets; this ability does not work when used upon immortals. Despite her prowess in combat it is rare to see her in a battle; fighting simply does not match her definition of fun. Ahru's power lies truly in her ability to trick and deceive even the Gods. To this end while she is in mortal form she can change her shape at will, although is unable to exceed the size of her typical form.
Godly Equipment:
Sunstrike- Legend hold's that Ahru's bow, Sunstrike, has the power to pierce even the Sun, hence its name. She has yet to test this particular feature for fear of how she may alter existence as she knows it... and the wrath of Ilyona. However it is certain that an arrow shot from Sunstrike is very hard to stop, able to pierce shields, armor, and just about everything in the mortal world. Each arrow shot from the bow is rendered nigh unstoppable. Despite the great urge to wreak havoc with the weapon Ahru does demonstrate an uncharacteristic restraint with it, for fear that her peers will take it from her if she gets too eager. The bow is crafted from the light of the Moon itself, the limbs of the weapon having an ethereal quality, seemingly made of moonlight but nigh unbreakable. The string is taken from a lock of Ahru's own hair- not that of her mortal form, but of her godly form. It is a weapon greatly treasured by the trickster. It is a God's Bane weapon, although she has yet to try to claim an immortal life with it.
The Dagger That Does Not Cut- One of the most curious weapons in the God's arsenal is her dagger. As the name implies the dagger is incredibly dull and is unable to cut even the softest of cheese. Despite this it is completely unbreakable no matter how much force is applied to it. The dagger has another curious property: All who touch its blade are destined to misfortune. Their plans will fail, their loved ones will come to shun them, they will lose their wealth, and for the rest of their life, however long that may be, they will be shrouded by misfortune. She has yet to see how the dagger will affect a God, but it is not a God's Bane weapon, so it is unknown how much of the dagger's properties will work upon an immortal. Ahru suspects that while it is not able to kill a God it will give them a burst of bad fortune.
Skeleton Key- Ahru's greatest tool, a key that can open any lock. Its head has the design of a skull, but the rest of the key is ever changing to match the lock it will fit into. Only Ahru knows the secret to creating a lock that will not yield to the key, but she of course refuses to share this knowledge.
Cloak of Night- When one looks upon the cloak it seems to be night itself- the black canvas seemingly as dark as the night's sky filled with glowing points of light that look like stars. It is a beautifully crafted garment made from the wool of a winged black ram; a strange creature borne into the mortal world by Rieth himself. The cloak has the unusual ability of turning all who wear it completely invisible, undoubtedly a useful tool in the trickster's arsenal.
Ahru's Slippers- The unfortunate result of Ahru's own attempts at making a tool worthy of her pranks. These ill fitting slippers are ugly; a craftsman Ahru is not. There are made of the leather taken from a centaur and blessed with her own power. They are an ugly shade of brown and the shoe is improperly glued together, threatening constantly to come apart but never committing to self-destruction. They are uncomfortable on Ahru's feet but she finds herself wearing them often, perhaps because she feels some semblance of pride in their design, or, more likely, because of their extra-ordinary properties. Those who wear produce no sound from their feet. That is to say the sound of footsteps or that of falling are imperceptible to all but the wearer.
Demi Gods:


Várlil is Ahru's first born son, spawn of one of the few able to beat the Jabberwock in a game. Várlil is a murderer, raper, and committer of many more vile deeds in the mortal world- he is like his mother in the fact that he commits acts of chaos for his mere amusement, although he is far more evil. He encompasses the darker side of her mischief. Quite frankly Ahru would prefer to ignore him, never having need to call upon him, embarrassed by his crassness and violent tendencies. He has the supernatural strength that Ahru possesses alongside all gods and her great skill with the bow.



Reynard appears less a fox and more some creature of magic. Ahru is the father, not the mother, of Reynard. The result of one of her whims, an 'experiment' with her shape changing abilities, Ahru is content with pretending Reynard does not exist. If Várlil represents the dark of Ahru's domain then the fox represents the lighter side of the sphere of mischief. He is a playful prankster and well loved in the mortal world, more whimsy than malice. Much like his sibling Ahru does not call upon her spawn often, but Reynard is eager for the chance to appease his parent. Reynard has the agility of Ahru and the ability to turn into shadow at his whim.



Orthia was Ahru's first child, and the only one she had ever cared for. The stories go that Orthia's father was a man of Jarenhold that the Goddess of Mischief met not long after she was created. As a newly born God she was eager to explore her lands, and her whims led her into one of her subject's beds. Orthia was the result of their union, and Ahru was eager to dote on the newly made demigod. Orthia was a capable warrior and possessed the better qualities of her younger siblings- Reynard's agility and charisma and Várlil's skill with the bow and great strength. Most importantly she possessed Ahru's sense of humor and her lively spirit. When Ahru entered War's Rebellion her daughter was not far behind, following her as she ping ponged between the two sides. She was ultimately struck down by War's daughter Zadia in battle, an act that Ahru will never forgive the newly made God for. Ahru arrived at the battle too late, routing Zadia's army but losing her daughter. Ahru never forgave herself, withdrawing form her two sons soon after, leaving them to their own devices.

Name of your Land: Jarenhold (Pronounced Yar-en-hold)
Lands: Jarenhold is an island entrenched in an eternal autumn, a surprisingly beautiful land considering the character of its ruler. It is covered in autumnal forests alight with the colors of fall,: red, orange, and brown hues of leaves that are nigh constantly falling. Despite this the trees are never bare, seemingly growing leaves as fast as they lose them. Besides the woods of Jarenhold one can find rolling fields that are canvased by flowers. Jarenhold is a temperate island, never overly hot or cold but maintaining a pleasant sunny atmosphere. Near the coast the forest and fields give way to beaches covered in white sand. The flora and fauna of Jarenhold are not peculiar- they are what you would expect from the mortal realm, overall an idyllic land that does not match its ruler.
People: The people of Jarenhold are simple, ordinary humans. They are predispositioned to a pale white complexion and red hair, matching their God's chosen form.
Culture: Men of Jarenhold are simple and hardworking- the land is known for the farms that dot its fields, storied as the source of the finest ale and produce in the mortal world. As the fields turn into the coast farming towns become smattering of fishing villages. Although they are a people that value labor their God ensured that they know how to have a good time. The towns of Jarenhold are alight with parties after the workday that will last well into the evening. Perhaps one of the greatest oddities in Jarenhold is the fact that Ahru can be found regularly joining in her people's revelry and, of course, playing tricks on them. For them she is less a God and more a whimsical spirit- in fact many in her land would not recognize her as the God of Mischief, more accustomed to worshiping depictions of her unfavored immortal form. Jarenhold is a simple land of simple people, although one must ask, why does a God such as Ahru hold dominion over such a seemingly unfitting land? The answer is simple: It's more fun for her to inflict her brand of mischief on ordinary mortals. For her the land of Jarenhold is less her domain and more a playground for her to find her jollies.
Technology: The land of Jarenhold is best described as Medieval Era, although there is little technology to speak of besides that which may be applied to farming. That is to say that one might find water wheels and advanced farming techniques but innovations involving warfare and weaponcraft are much less commonplace, as Jarenhold's people are a peaceful breed.
Capital: Jarenhold's capital, Alarah, is perhaps only distinguished from the other villages in that it is slightly larger and more centrally located. The architecture of Alarah, much like the rest of Jarenhold, is simple and wooden, the most formidable building in the village being a longhall dedicated to worship of their God.
Beings: Jarenhold has a small population of Kitsune. They are ordinary foxes save for the capability to speak and an intellect matching a human. Their ideals fall more in line with that of Ahru's. They revel in inflicting her mischief upon the people of Jarenhold, and are disliked by their Human neighbors. The exception to this is Reynard, who is respected as Ahru's own offspring, a Half-Breed who possess the ability to walk on two legs as a Human would. He has become well liked by the people of Alarah, his particular brand of whimsy and fun injecting life into the town.