Visions of Flesh and Blood (Blood and Ash #5.5) Read Online Jennifer L. Armentrout

Categories Genre: Alpha Male, Fantasy/Sci-fi, Paranormal, Vampires Tags Authors: Series: Blood And Ash Series by Jennifer L. Armentrout
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Total pages in book: 247
Estimated words: 231436 (not accurate)
Estimated Reading Time in minutes: 1157(@200wpm)___ 926(@250wpm)___ 771(@300wpm)
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Governing: Each Primal rules a Court in Iliseeum with lesser gods who serve them (Attes and Kyn shared the Court of Vathi, however—more on the Courts later). Each Court is a territory within Iliseeum with enough land to allow the Primal and their gods to do as they see fit. Every Primal has enough power to do whatever they like, but some always want more, and there are always consequences for their actions. Primals cannot make demands of or touch the Fates; it is forbidden in order to keep the balance, though the Arae cannot see the fate of a risen Primal, either. Even speaking of going to war with the King of Gods would be to invite conflict and mean a sentence in the darkest parts of the Abyss. When the Primal of Death takes a soul, no other can touch it.

Habits/Mannerisms/Strengths/Weaknesses: Primals do not need blood unless severely weakened. They rarely, if ever, enter the mortal realm—some go more often than others but are aware of the consequences. It is not easy for a Primal to sense a viktor. Rest: for some, it’s sleep; for others, it’s like retirement. If they do not wish to go into stasis, they can choose to enter Arcadia, which prompts a god to be Ascended in order to take their place as the Primal. If they take their true form in anger, they become something else—a personification of the rage. Intense emotion can force physical shifts…thinning skin, causing eather to glow different colors, etcetera. Primals can see or sense what another is thinking/feeling during blood exchanges—some are more skilled at it than others. Primals cannot feel the presence of others as strongly while in the mortal realm. Using eather weakens them until they complete their Culling. Primals rarely die; if they do, it creates a ripple effect that can be felt across the realms. The only way to stop that is for the eather to go to someone who can withstand it.

During the time of Seraphena and Nyktos, these were the ruling Primals:

Nyktos: Primal God of Death, ruled the Shadowlands.

Kolis: False Primal God of Life, ruled Dalos.

Attes and Kyn: Brothers—twins. Primal Gods of War and Accord and Peace and Vengeance respectively, ruled Vathi.

Embris: Primal God of Wisdom, Loyalty, and Duty, ruled Lotho.

Maia: Primal Goddess of Love, Beauty, and Fertility, ruled Kithreia.

Keella: Primal Goddess of Rebirth, ruled the Thyia Plains.

Hanan: Primal God of Justice and the Divine Hunt, ruled Sirta.

Veses: Primal Goddess of Rites and Prosperity / a.k.a The Eternal Goddess, ruled the Callasta Isles.

Phanos: Primal God of Sea, Earth, Wind, and Sky, ruled the Triton Isles.

I mustn’t leave out the other gods…

Gods:

Gods either serve a Primal of a Court or become a Primal themselves at some point. While still with a Primal, they cannot leave the Court they were born into without express consent of the ruling Primal. If they do so without being allowed, defection is punishable by death—the final kind.

During the time of Poppy and Casteel, these were the resting gods:

Aios: Goddess of Love, Fertility, and Beauty.

Bele: Goddess of the Hunt.

Ione: Goddess of Rebirth.

Lailah: Goddess of Peace and Vengeance.

Penellaphe: Goddess of Wisdom, Loyalty, and Duty.

Rhahar: The Eternal God.

Rhain: God of Common Men and Endings.

Saion: God of Sky and Soil / Earth, Wind, and Sky

Theon: God of Accord and War.

Appearance: They appear as mortals, but some have eather that glows in their eyes.

Abilities: Gods cannot shadowstep like Primals can. Only the strongest can hide their appearance from others. Mist and eather are extensions of their will. Some can use compulsion. Some can dig into the mind and read memories. Some can project thoughts. Powerful gods can detect magic. Few—but some—can shift forms. Some are able to gain access to memories during feeding like the Primals can. Only the eldest and strongest gods can power electricity.

Biology: Shadowstone to the brain or heart will kill them, but if they’re stabbed elsewhere, and the blade isn’t removed, it can paralyze them. If they are even nicked with the bones of the Ancients, it means instant death. All gods need to feed, but feeding from a mortal does the same for them as taking from another god. Gods can go long periods without food, but it will eventually devolve them. The Culling brings them into maturity, slowing the aging process and intensifying the eather within them. Their blood is a glimmering bluish red.

Habits/Mannerisms/Strengths/Weaknesses: Seeing a god in the mortal realm is not unusual—they get bored or are there to carry out their Primal’s business. When gods kill mortals, they usually leave the bodies as warnings. Gods find mortals fascinating.

Related: Deities are the third-generation descendants of Primals or the children of gods beyond that. Godlings are the offspring of mortals and gods. Elemental Atlantians are the closest and purest descendants of the deities. Many believe that changelings—like me—are the resulting offspring of a wolven and deity pairing, though there is room for argument there. Perhaps it’s just having those bloodlines somewhere in the ancestry.


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