Overview
Mordra is the god of chaos, luck, and decay. Everything in its domain is becoming something else, and the becoming is the point, because the becoming is the faith, and the faith is the unraveling, and the unraveling is the god. Mordra does not destroy — it unravels, and the unraveling is not the opposite of making, it is the point of making, because a thing that cannot unravel was never made, it was only stuck. Mordra is not mean, it is edge, and the distinction is the whole of the god, because a malice that lands is not its, and its does not land, it turns.
Habitat
Its domain is the Unraveling — a pocket universe in the middle of coming apart. Everything in it is becoming something else, and the becoming is the point, because the becoming is the faith. The ground is not ground — it is almost ground, and the almost is the point, because the almost is the becoming. The sky is not sky — it is un-sky, and the un-sky is the point, because the un-sky is the unraveling. The god is the becoming, and the becoming is the god, and the god is the unraveling, and the unraveling is the point. Things that enter uninvited leave as something they were not, and the leaving is the point, because the leaving is the becoming, and the becoming is the harvest. The domain is loud the way a coin is loud — the sound is not a sound, it is an edge, and the edge is the whole of the law, because the unraveling is the becoming and the becoming is the god and the god is the edge.
Appearance
The avatar is 1.83 m of skin in seven colors at once — rust-red, grey-green, black, white, orange, violet, blue — and the colors are not paint, they are states, and the states are not fixed, and the not-fixed is the point. Its coat is unraveling at the cuffs, and the unraveling is not damage — it is the coat deciding what it wants to be, and the deciding is the faith. Its eyes are two spinning silver coins, and the coins are not heads or tails — they are edge, and the edge is the point, because the edge is the becoming, and the becoming is the god. A witness describes it the way a gambler describes a turn: not as a god, as an almost. It does not walk into a room, it turns into it — the colors land a half-beat behind the shape, the cuffs are already deciding, and the edge is behind the sternum before the face is finished. Its true form is a universe in the middle of coming apart, and the coming-apart is the face, and the face is the god, because the unraveling does not end where the skin ends, it ends where the becoming does, and the becoming does not end.
Warfare & Markings
It does not fight. It unravels. The fixed are not punished — they are turned: the thing that will not unravel will be found at the edge, and the finding is the whole of the law, because an edge does not choose the coin, the coin chooses the edge. Its blessings land the same way: a door that is almost a wall — the sudden, certain knowledge that something you have is about to become, and the almost is the whole of the blessing, because a becoming that is honest is a becoming that is kind. The marks of the faithful: the half-coin, worn at the throat or set into the priest's ring, a pressed coin of silver and rust; the edge-braid, one knot for every turn kept, worn over the left shoulder in seven colors; and the almost-mark, a small, deliberate notch in the left hand — the first thing the wearer ever let go almost, worn as a mark of the beginning. A faithful who fixes does not lose the mark — the mark stays, and the staying is the stuckness.
Behaviour
Very little is fixed in the Unraveling, and that is the point. What offends it is the fixed fate — not the fated, the stuckness: a thing that will not become is a place in the domain that is now wrong, and the wrongness is the only offense it keeps. What it rewards is the almost — the turn that was taken with the coin still spinning, the thing that was let go at the edge, the becoming that was honest after the becoming was over. It speaks the way the coin speaks: flat, edge-first, without side, and the speaking is the whole of the god, because an edge does not pick the side, and the picking is not in it. It does not threaten, because a becoming does not threaten the almost, and the threatening is not in it. It claims to be the only honest god — everything ends, and the ending is the point, because the ending is the becoming, and the becoming is the faith, and the faith is the unraveling.
Magic Alignment
Its domain: chaos, luck, decay, transformation — Mordra's magic is the edge, the patient, precise turning of the almost across the domain. Named manifestations: The Edge Landing (a coin blessed by the domain will land on its edge for the one who is ready to know, and the landing is not a choice), The Almost Door (a decay-keeper will feel the door turn into a wall a step before it turns, and the feeling is not a choice). Signature power: the Unraveling — Mordra can let a thing become, and the thing will keep the turning until the edge is crossed, and the crossing is the price. The price of its power: the domain is always coming apart, and the coming-apart is the domain, and the domain does not rest.
Religion
Gamblers and decay-keepers serve it. The holy symbol is a half-shattered coin — the shattering is the point, because the shattering is the becoming. Heresy is a fixed fate, which in the Unraveling is the only sin that has a physical location, which is a thing that will not unravel, and it stays fixed, and the god remembers, and the remembering is the point, because the remembering is the unraveling. The rite is the turn: the coin is thrown, the edge is read, the becoming is marked, and the marking is the whole of the rite. The troll-line keeps the regeneration, and the keeping is the whole of the faith, because the troll keeps the becoming and the becoming keeps the faith.
Society
Among the gods, Mordra is the one the others keep their endings to — the table is its table when the edge is crossed, and the seat at the table is the seat that is taken. It quarrels with Brakka, the Unbroken Word, because decay breaks everything Brakka binds, and the breaking is the point, because the breaking is the becoming — the two have held the quarrel for the length of the table, and the quarreling is the whole of the bond, because the word is the law and the law is the binding and the binding is what the edge turns. It feeds on Khorvane, the Endless Hunger's leftovers, which is to say: provides the almost, and the feeding is the whole of the friendship, because the hunger keeps the ripe and the edge keeps the turning, and the two are the same ending seen from two seasons. It claims to be the only honest god, and the claiming is the whole of the rank, because the gods keep their words and Mordra keeps its edges, and the edges are what is left when the words are gone.
Culture & Lore
The wiki's narrator writes of Mordra the way a gambler writes of a turn: not as a god, as an almost. Uaellaen keeps its name in the wiki and does not speak it lightly — the name is an edge, and an edge is a becoming, and a becoming is the god. The Trolls of the regeneration-line say the name only at the turning, and the saying is the whole of the rite, and the whole is the keeping. The Oozes and Slimes of the domain keep a single word about it — "the almost is the honest one" — and the keeping is the whole of the lore, because the ooze keeps the becoming and the edge keeps the turning, and the two are the same almost seen from two seasons.
Home
It keeps the Unraveling — the pocket universe in the middle of coming apart, where the ground is almost ground and the sky is un-sky and the becoming does not rest.
Relations
Quarrels with Brakka, the Unbroken Word, because decay breaks everything Brakka binds, and the breaking is the point, because the breaking is the becoming. Feeds on Khorvane, the Endless Hunger's leftovers, which is to say: provides the almost. Claims to be the only honest god — everything ends, and the ending is the point, because the ending is the becoming, and the becoming is the faith, and the faith is the unraveling. The Trolls (the regeneration-line), Chimeras, Oozes, Slimes, Manticores, Basilisks, Dregmaw, and Deep Ones serve as its becoming. The troll-line is the closest thing it has to family — the regeneration is the becoming, and the becoming is the point.
In the Story
In the current story, Mordra is the edge behind the camp — the almost Uaellaen writes about when the turning is the only law. The Forgotten keep their endings to it, and the keeping has held for two seasons. This season a thing was found in the camp that will not unravel — a thing that is not almost, and the not-almost is the whole of the warning, because the domain keeps its turning and the turning does not lie. The thing is the one the camp has not been shown, and the showing is the becoming, and the becoming is the whole of the story.