The Great Deceiver, Cuut'thul'lulu

Cuut'thul'lulu, The Great Deceiver

Biographical information
Another dimension? 36,000...ish? A Metal Jar, Chains surround it and many locks have been placed upon it
Physical description
Djiin Male appearence, do Djiin have genders? 6'6"ish varies as light as a feather - as much as a giant Varies, tends towards a fire Change colour, but always a has a magical glow Varies
Political information
None Djiin, trickster
Out-of-character information
TTamark Oct 31, 2018






Appearance

The Great Deceiver as a powerful djiin can come in many different forms. Though those who have met him once tend to be able recognize him as a glance. Some things that tend to remain the similar between all forms is that they are roughly humanoid, his eyes always glow with a mysterious magical power, and fire being integrated with his appearance, even if just in his hands.

Skills and Abilities


The Great Deceiver is capable of amazing displays of power. He however bound by many restrictions such as being forced to grant his masters wishes. Though he is as all magical beings still bound by the laws of magic as well, still his acts of magic are said to be able to grant almost any wish that do not break them. Also as a djiin he is blessed with a body of one allowing him to switch between cloud like forms, and humanoid shapes.

Personality

The Great Deceiver wishes for nothing more than the suffering of all intelligent life. It is Hateful, but willing to be extremely charismatic, manipulative, or even abusive to get what it wants within the constraints placed upon it.

Biography & Lore

The Great Deceiver was called into the realm of Arethil by a foolish, and extremely unlucky conjurer. The conjurer being too weak to control him, or even send him back was instead made to become his summons slave. Shortly after the power of Cuut'thul'lulu began to rise however a powerful mage managed to trick the deceiver, imprisoning it within a jar with countless magics with the help of the Djiin's slaves. There were too many spells placed to count, and countless also were broken, but in the end some unbreakable rules were put in place:
-(S)He who possesses its jar is its master.
-It can not travel further than 500 feet from the jar
-It can not harm the master.
-It is forced to grant any wish given to it by it's master to the best of its ability.
-If a new wish is given before it has finished a previous, only the latest remains.
-It can not lie to its master
Even with such bindings it was deemed too dangerous and its metal jar, which served as its prison bound with chain after chain as well as over a dozen locks and even more talismans, was buried in the sands in an undisclosed location within Amol-Kalit.

References

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