Ye Are Gods (Sign-up and OOC)

Introduction
  • almostinsane

    Well-known member
    (co-GMs are welcome to inquire via PM or in-thread)

    Co-GMs: FriedCFour, LordSunhawk

    Introduction

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    In the world of Ashariel's infancy, the first beings to emerge are the gods. Powerful beings ruling over the essence of the land itself, over the land itself, over elements such as water, earth, fire, and the air above or even of the vices or virtues of the human heart, the gods emerged into an empty world one after another. Some rose from the depths of the sea, others from the deep places of the earth, and still others amidst young forests, plains, and mountains the formed around them at their "birth". There seemed to be no cause for their existence. One moment, Ashariel was an empty world of stone and sea and the next moment, the gods were there, the first form of life in this world. No one named them or held them as a mother would a child. There are few among mortals who can tell us what they thought or felt in the first moments of their life.

    Like any other being, no one god is exactly like another. Some can be benevolent or diabolical and, often, two or more gods embody opposing elements, ideologies, or natures. But, in the beginning, the gods were drawn together, united by their desire to fill the world with new things from their imagination. As the gods created the world, their work culminated into the creation of mortal races, weaker beings with a limited timespan, but with a special connection to the deities. Civilizations built around the worship and ideology and nature of each god flourished among within the world of Ashariel and it was within these mortal races that a new idea was born.

    War.

    The contradiction between the natures of each deity and the ideals of their followers culminated in the terrible God Wars where deities fought to see their followers dominate the land until, seeing that the very world could be destroyed, the gods were forced to call a ceasefire. It was agreed (with more reluctance than not among certain deities) that the gods could no longer live within the mortal world nor directly lead their followers on the path of conquest and dominance and so the gods withdrew to Tir Nail, the Otherworld, the realm of the gods.

    But that did not mean the gods were gone from the world.

    Who created the first Avatar is known to few, even among the gods themselves. It is of little consequence now. Each god has an Avatar, one among their followers who channels their god's power and speaks with their god's authority for, although powerful, they are unable to wield the full strength of their master. To try is to risk failure and death.

    And thus it is. Within Ashariel, the mortals develop their civilizations, technologies, and culture, spreading the belief in their god and inevitably waging war, the greatest of the mortals' inventions. Meanwhile, the gods watch and eye their rivals warily for old grudges last millennia.

    In this age of gods and avatars, magic and monsters, there are many stories to tell. What will be yours?


    Dramatis Personae

    The Shadow Dancer, God of music, dance, and dueling played by Lord Sunhawk

    Amenti, Queen of the Dead, Mistress of the Soul-Forge, Smokeless Lady of Flames, Suzerain of the Deep Earth Reimu Hakurei

    Earon God of the Sea played by almostinsane

    Intei, Lord of Shadows, Magic, and Knowledge played by S'task

    Artis, God of Trade, Contracts and Commerce played by FriedCFour

    Haddock, God of Sleep, Dreams, and Hallucinations played by GrailKnight

    Sahira, Goddess of the Moon, Fate, and Cycles; The Bringer of Respite; Providential Mistress played by Naga The Serpent

    Shahrivar, God of Sun, Truth, and Victory played by RandomNormie

    Khunji God of Sky, Advancement, and Invention reserved for ⚕⚕⚕

    Viv, God of Stars, Travel, and Foreigners reserved for Have You Seen My Son

    Azahiel, God of Authority, Celerity, and Exile; Accursed Firstborn played by DeTA

    Tauphys God of Nature, Redress, Flame (Life), Strength played by Yukitama

    Eudaimon, God of Philosophy, Virtue, and Liberty played by Hlaalu Agent

    Ti An, God of Justice, Law, and Retribution played by socsod

    Aiyami Goddess of Assassins, Obsession, and Temptation played by Khatun

    Lravitus, Fungi, Growth, Disease and Rot played by GravitysMomentum

    Amara Goddess of Family, Cities, Hearth, and Love Played by Blue

    Pestocali, God of Cooking, Restoration, Fertility played by ConvexAtaraxia

    Koy, God of Survival, Tenacity, and Hoarding played by Leepysheepy

    War, God of War

    Vaad God of Psychics, The Great Eye, The Maelstrom reserved for Shipmaster Shane

    Perzawlkhan Lord of Birds, Eagle of the Eclipse, Bearer of the Broken Flame played by Draco

    Character Sheet


    God

    God Name: What is the name of your god?
    Title: What are you a god of? Keep in mind you can't be something that is already chosen, so be original here.
    Gender:....
    Alignment: (Good, Evil, neutral, etc. and it is allowed to evolve as time passes).
    God Appearance:
    Personality:
    Opinion of mortals:
    How do you see mortals? Your own race? Others?
    God’s Domain: What is your God’s domain like? Words or pictures can be used.

    Avatar Name: What is the name of your immortal leader?
    Avatar Appearance:
    Personality:
    Magic Abilities:
    does your avatar have any? (Keep them moderate and humble, no superman here!)

    Hero(es): (One name and personality per hero; may be left blank initially as the roleplay develops)
    Rank/Reason:
    Personality:

    Terrain Preference:
    Where is it most likely to find your people?

    Name of Kingdom/Empire:
    Capital:
    Just name one.
    Major Cities: Give a few major cities in your lands.
    Society: (what is it like to live amongst your people? Are they friendly? Hostile? (Give at least 1 paragraph worth of description) you can use the titles below for guidance).
    [People]
    [Economy]
    [Politics]

    Other: What else do you want to tell us?
     
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    Rules
  • almostinsane

    Well-known member
    Rules
    As you’ve just read, your character will be both that of a God, mortals (leaders, generals, etc.), and if your imagination goes further, then it will get even wilder!
    There are a few things we will expect from those who’ll submit characters:

    .1) We expect literacy.
    …a) We like quality more than we like quantity. We expect that you can make, at least, a few characters who’ll be your protagonists and will be responsible for everything that goes on within your border.
    ……i) We will NOT expect you to write responses with every single one. That’ll be tedious and too time consuming. Write a response with the appropriate character(s).

    .2) We expect some originality.
    …a) Not everyone can make characters at the spot, but don’t come with fan-fic characters and canon-characters because you love manga or want sparkling vampires. I’ll be encouraged to never give you another chance to enter the RP.

    …b) Each nation/God will be unique in his/hers own way. Some will have endless soldiers who’re expendable, others have small elites, and a third God might have the most advanced technology ever.
    It’s all fine, but remember…You are not undefeatable. Even with the best weapon, you can’t stop elite soldiers from outflanking you.
    Even with elite soldiers, you can’t hope to stand a chance 1’500 VS 100’000

    .3) Limited Realism.
    …a) You can have an army of Pegasus riding knights, that’s cool, but don’t start thinking that you will have an endless supply of such. It’s okay to remain a little vague about how big your army is (number-wise), but if you lose, be prepared to write of how a devastating blow it was for your people, monarch, etc.
    ……i) So, in short, you’re allowed to break the borders of reality, but don’t think look at it as a loop-hole for God-moding and don't inflate your numbers/abilities as

    .4) While it is possible that romance will occur, if you want to write NSFW, there is an appropriate forum for that.

    .5) Maturity
    …a) Most of us here are adults (I hope so, at least), so I don’t think I need to teach you about respect and language in-game.

    I will be honest and say, “I cope badly with defeat, even in an RP”. It’s true, I admit, it but I always go down in style (one way or the other). So, when you write your large gory battles, be mature and Read & Evaluate what happens before you strike back. There will be a section below for those who aren’t clear for how to do that.

    .6) Minor God-Modding Allowed.
    …a) we all know what it is like to god-mod, and we all agree that such actions are frowned upon, however minor god-modding is where god-modding is limited and won’t be dealing killing blows or destroy whole armies in a single blow.

    .7) Respect the setting.
    …a) While it will be interesting to see how you might want to combine magic and technology together, we want to avoid too much steampunk weaponry. The latest you can develop black powder is very early, medieval hand-cannons

    …b) The word “Fuck” might have been invented in the middle ages, but don’t starting using excessively modern cursing. An example for how not to curse would be, “Hey! Fuckhead! Imma kick your ass so badly, your God won’t recognize you!”
    An example for good cursing would be, “You little pig-brained twat! I’ll see you hanged!”
    ……i) If in doubt, speak out.

    …b) It is allowed to the extend that, one player can kill a few dozen NPCs (ONLY!) providing that it is two larger armies that are clashing.
    Additionally, if two players agree, one player’s character may deal minor wounds, such as broken noses, bruises, cuts, etc.
    ……i) This is meant for the sole purpose of making the post more interesting, and getting to the chase quicker than waiting 6 hours for finding out whether or not your punch managed to his the enemy’s stomach.

    .8) For more questions/information, contact either the GM or one of the Co-GMs at the front page. If their information comes into conflict with another Co-GM (or the GM), kindle tell them who told you so, so it can be argued through between the Co-GMs (and/or GM)


    Read & Evaluate:


    It’s easy to fight small-scale battles, such as duels and 3 vs 3. However, what will you start doing the moment it is 50 vs 50? 4’680 vs 10’000? A siege with hundreds of thousands of soldiers?
    This is meant to be a guide as for how you could start a post in response to a grander battle, however in the end, you should stick to what you feel most comfortable with.

    To effectively handle such situations, I’ll explain something that I use when playing strategy RP games with my friends. It’s called, “Attack(ed), React, Respond.”
    Basically, you read the response of your opponent and your first paragraph/topic of your post is about when you were attacking/attacked. Describe the carnage, the screams, the destruction, anything that is relevant to the situation; you may even go as far as describing how soldiers are rushed off to the nearest healer or how a man is killed to ease his pains.

    Next topic is the response. How’s the soldiers’ morale? Are they angry? Will they fight back? Do they flee or make a last stand? I know that everyone wants strong, brave soldiers in their army, but what would YOU do in the same situation?
    I’d leg it if I saw armored horses charging my way, that’s for sure, but don’t apply yourself for the majority of your army.
    Also, this is where your leaders start to bark orders. “Turn the canons!” “Archers, fire!” etc. This is when you get to hit back, and force your soldiers to react as you want them to. In many cases React and Respond can be merges together in this part.

    Respond is when you describe how you think the effectiveness of your counter-attack is going to be. This is completely subjective, the enemy may completely tward your attempt, or it may be REALLY effective and turn the tide. This is where the Maturity Rule kicks in, if a group of peasants charges knights, the knights will first be baffled by the peasants’ bravery, but in the end, they’ll be massacred by the knights.



    Below is an example as for how a large scale battle can be fought:

    Round One

    Player A
    The lines of soldiers lined up. The cannons were in place, the knights were getting their lances by their squire and it was a matter of time before the battle would start. Canons, knights, even wizards had had been set aside for the general to use against the orcs, a rare thing for the Sultan to decree.
    Alas, the men of the Bazylonian Kingdom had tolerated the Orcish plague long enough, it was time to make a stand against the beasts and show them that the Sons of Bazylonian were not to be underestimated.

    “Here they come!” a Spotter called and pointed towards the hill. The orcs came as a swarm, their numbers seemed endless as they covered the hill and came running down the hill.
    Silently, the general gave a small prayer that the orcs had been lured this way so easily, for now the orcs would have to run down the hill and then up the hill the Bazylonian Army occupied.
    “Fire the cannons!” the general ordered as the orcs came to the foot of the hill. They would be too far to turn and run now, hopefully the orcs wouldn’t know that until it was too late.


    Player B
    “Forward I said!” the chieftain barked as an orc turned, trying to run away from the ungodly sound of the canons. The orcs took the hits by the canons, blood, dirt and limps shot into the air as the canon balls wreaked mayhem throughout the masses of the orcs.

    The chieftain hadn’t come this far to run with their tails behind their legs; their numbers gave them both strength and courage, and they wouldn’t be slowed down because of some fancy weapon that the humans had.
    The orcs closed the distance between the two, loosing momentum as they made their way up the hill, though their sheer eagerness to fight the humans was beyond being reckless. No matter how many times the canons fired at them, the orcs didn’t turn and run, their fear for their chieftain and their savage instincts told them to run forward, and that they did

    A wordless scream roared from the front orcs as they used their final reserves to charge the lines of orcs.




    Round Two

    Player A
    “Brace your-” the soldier didn’t manage to finish his warning before the orcs were pressing them. This close, the orcs proved to be more dangerous than ever, the fight intensified as orcs and humans exchanged blows.
    Each human had been specifically ordered to drag at least five orcs with him to his grave, an oath that many seemed to hold true to.
    Cries of pain and agony rang in the air as the two foes fought, neither willing to give up or yield as much as an inch of land, and neither able to break the immediate deadlock.

    “Hold the line!” the general barked as he had ordered the signal for the knights to ride around the fight and charge the orcs at the left flank, using the hill’s slope to gain momentum.
    The wizards had been ordered to prepare their magic and now they stepped forward, muttering the arcane words needed and summoned the energies needed.

    Out from the skies shot red lightening, as it struck the earth, it exploded. Flames burned corpses, shockwaves sending orcs flying through the air. The morale of the orcs could be seen to wave as they watched their own being destroyed so easily.
    The general stepped forward, sword in his hand as he bellowed a challenge for the orcs, “Come, you beasts! Come and taste my wrath!” he dared.


    Player B
    The chieftain had to roared loud to regain control of the orcs. Their animalistic fear getting the better of them, and it wasn’t becoming any better. The human knights smashed into their left side, their horses killing dozens of orcs and the riders killed even more.

    The chieftain made a desperate gamble. He ordered his personal bodyguards to carve his way towards the human leader; the two would duel for the victory of this battle, the winner would hold victory of the battle while the loser would surely be routed.

    His bodyguards made their through the human lines, using their heavy weight to force the humans back. The chieftain now stood in front of each other, both grinning, ready to make the final decision for whom would win this battle…




    Key Points


    Right, so although the above example is far from the best example of how long such a battle can be or how chaotic when you have such battles. However there are a few things I do want to point out:

    Round 1
    .1) There was a fairness between the two players, Player A never said that the cannon balls hit the orcs, so player B was kind enough to take the hits and move on.

    .2) Player B went ahead and closed the distance between the two armies, going ahead and stating that the orcs were hit more than once as they advanced.
    …i) in such a case, it would allow Player A to add more attacks as Player B advanced

    Round 2
    .3) Player A used minor god-modding with his wizards. Although he did hit the orcs and killed loads, he stuck to NPCs. Remember, this is allowed under the circumstances that there are many NPCs to take the place of the killed, it won’t be acceptable for battles were NPCs are scarce.
     
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    Realms of Gods and Men
  • almostinsane

    Well-known member
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    Tir Nail, the Otherworld is divided into various other realms, each one dedicated to a specific God. Each God, typically, forms his/hers realm according to what he/she represents, for example the God of Death might have a graveyard as his Realm as it represents the dead.

    The powers of the God is strongest within the borders of his/hers realm, leaving them nearly unchallenged within their domain. Many Gods uses this as a way to raid and annoy their enemies all the while they use their own domain as a safe-haven.

    Also, it is typical that each God maintains his/hers own army within the Realm of the God. It can range from endless ranks of former mortals to the much more skilled Immortal Servants that serves the every wish of their master.

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    Unlike Ashariel, the Realm of Gods is less clearly defined. Rubbing against each other in more directions that what a compass can tell; the laws of physics doesn’t apply unless the God makes them and some Gods have been known to turn their Realm into ever-changing mazes to confuse their enemies.

    The Avatar or a God is perhaps the only being that is allowed to freely enter the realm of his/hers God, this allows the God and Avatar to communicate face to face instead of telepathic communication. Some mortals stumble upon hidden entrances by coincidence, others on purpose, and most don’t return with the same sanity they had previously.

    In the Realm of Gods, there is a central hall called the Hall of the Gods. Every god has a throne here as well as anything they might want and it is here they take council.

    Shdw_Art01a.jpg


    Unlike the domain of their Immortal God, mortals don’t hold the power over the lands. Mortals often fight to gain more land. However, the land that the mortals do control is under the complete influence of their God.
    Few factions have the arcane powers to alter the shape of their lands, and those who do are well feared for such powers.

    Ashariel consists of many islands. Some small, some larger than imaginable, each island holds a vast variety of climates, from the icy tundra to scorching desserts to humid jungles.

    The land of mortals is hard to change, yet it isn’t unheard of nations cutting into mountains and building magnificent wonders.
    Mortals may never possess powers that will allow them match that of their divine Avatar or even their God, yet they can come close; summoning spirits and demons to help them boost their powers, enchanting weapons and making technological breakthroughs all participate in allowing the Realm of Men to be as unique as it is.

    The wars between nations always leaves the land scarred, most of these scars are healed with time yet others are marked so deeply that factions becomes arch enemies, making it nearly impossible to put two people from two opposing nations without the two trying to rip the other’s throat out.


    Map of Ashariel

    ashariel-15.png


    Blue: Avuvian Confederation- Earon, God of the Sea

    Yellow: Via Muros- Artis, God of Trade, Contracts and Commerce

    Teal- Boulanger Isles- Pestocali, God of Cooking, Restoration, Fertility

    Dark Blue: Ti An, God of Justice, Law, and Retribution

    Light Green: The Huntlands- Tauphys, God of Nature, Redress, Flame (Life)

    Dark Green: Koarellian Collective, God of Fungi, Growth, Disease and Rot

    Bright Red: Jihaka- Aiyami, Goddess of Assassins, Obsession, and Temptation

    Brown Red- The Beast Lords, War

    Orange (Left): Kingdom of Vi'vear- Viv, God of Stars, Travel, and Foreigners

    Brown: Nekhen- Amenti- Queen of the Dead, Mistress of the Soul-Forge, Smokeless Lady of Flames, Suzerain of the Deep Earth

    Pink: Kingdom of Sephirah- Goddess of Family, Cities, Hearth, and Love

    Blood Red: Scarra, God of Authority, Celerity, and Exile; Accursed Firstborn

    Purple: Aeigeioan League- Eudaimon God of Philosophy, Virtue, and Liberty

    Orange (Right): Shahrivar, God of Sun, Truth, and Victory

    Silver: Wadi al-Qamar- Sahira, Goddess of the Moon, Fate, and Cycles

    Sun Orange: Parliament of Birds -Perzawlkhan, Lord of Birds, Eagle of the Eclipse, Bearer of the Broken Flame
     
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    Gods, Avatars, and More
  • almostinsane

    Well-known member
    Gods, Avatars, Heroes/Champions, and Regulars:[/color]

    Gods:

    age_of_gods_Character.png


    One of your main character(s) will have to be a God as he’ll/she’ll be the one who will talk to the other Gods and send orders from his/hers realm, down to the avatar of the divine being.
    Your God has the ability to shape his lands as he/she pleases to a limited extent, effectively making the lands into the most comfortable area for his/hers worshipers. Some gods may bless their followers with rain and good weather. However, not all Gods have their own lands, some are within such a large range that it can be applied for more than one civilization; for example, the God of War technically doesn’t need to have a kingdom for he’s so broadly ranged that every being will be worshipping him, one way or the other.

    Very few times does the Gods leave Tir Nail to directly interfere with what mortals does, and rarely is it gone unpunished by their peers.

    Avatars:

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    They can be considered much like the messiah of their God. They are THE holiest men/women and their commands are regarded second to their own God. Such people are chosen by their God, for either obvious or secret purposes, and they are granted eternal life; effectively, an avatar can’t die of age or poison, yet they can be wounded and they bleed like any other creature and should they beheaded or stabbed in the heart, they die like another mortal.

    Avatars typically possesses some similar powers to their God, for example the avatar of the God of Magic is most likely going to be an Arch-Wizard Master, while the avatar of the Goddess of the Elves might possess Druidic powers.

    [THERE CAN ONLY BE ONE AVATAR PER GOD (Twin Gods won’t give you 2 avatars!)]

    Heroes/Champions:

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    Like the Avatars, Heroes are held of high regard within a civilization. Some are as highly ranked as the avatar, others may be held of noble rank and a few might just be common people, yet to discover their gift.

    Unlike Avatars, Heroes can die from age and poison, and while they are not as skilled as the Avatar may be, they certainly haven’t earned the title ‘Hero’ for nothing. These men and women have fought hard to be where they are now, each being a special man of his kingdom, whether it is magical, martial or simply pure cunning, they are some of the few who can truly represent their kingdom/empire, though that does not mean they do not have their own ambitions...

    [Unlike Avatars, there is no limit for the amount of heroes there can be, however you’ll also have to play them.]

    Regulars:

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    These are the regular folk of every kingdom/empire. Easier to be killed by an Avatar and Hero, however these are the people who make up the soldiers of every army, these are the unfortunate sods who discover magic and find themselves trained and harvested for the needs of their superiors. Without number, they vary from slaves, to servants to soldiers to noble men.
     
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    Character Sheet - Intei
  • S'task

    Renegade Philosopher
    Administrator
    Staff Member
    Founder
    God Name: Intei
    Title: Lord of Shadows, Magic, and Knowledge
    Gender: Male
    Alignment: Neutral
    God Appearance: A cloaked and hooded man of ephemeral shadows bearing a staff of smooth wood with a orb of polished black marble on the top. Those who peer beneath the shadows that conceal his face see a clean shaven, pale skinned human with eyes of silver and dark black hair.
    Personality: Despite appearances, Intei tends to be friendly and open to others, but has a temper against those who cross him or his code.
    Opinion of mortals: Mortals are defined by their questing for knowledge and willingness to seek out the hidden and unknown. Those who remain comfortable or merely parrot the knowledge and effort of others are contemptible, while those who seek and learn and pursue things under their own power are noble. That is not to say collaboration or building of new knowledge off the old is bad, but rather, limiting yourself to only that which is already found is.
    God’s Domain: The Shadowscape is a world parallel to the real and a reflection of it as if made from the very shadows they cast. Every part of the world is reflected there, and as such, Intei does not truly control all of the domain though it is yet his. It is easy to slip into from the dark corners of the world, and many mortals use it to travel or sneak, and many magics draw from the world in order to effect the real world.

    Avatar Name: The Wanderer
    Avatar Appearance: A human man, cloaked and hooded, who's eye gleam with a silver inner light so they are ever visible even from within the darkness of his hood. Under his cloak he wears a sword with a blade that seems made of a black metal that can shift and change form
    Personality: More noble than his benefactor, the Wanderer is said to go from place to place to find those who wish to learn and grow while also seeking to ensure that the strong do not oppress the weak and prevent them from having the chance to pursue their own knowledge.
    Magic Abilities: The Wanderer can immediately step between the Real and the Shadowscape and can easily see across the boundary of the two. A master of Skiamancy, a form of magic that involves the manipulation and control of shadows. Finally, bears the Black Tear, a magic sword made of solidified shadowstuff that can change shape and form at will to suit The Wanderer's current desires or needs and is able to cut through most mortal weapons or armor.

    Hero: Senka, Supreme Skiamancer
    Rank/Reason: Itinerant Archmage and Scholar, holder of degrees in numerous fields of science and magic, Senka has studied and taught in most every major school in the world. As such she has extensive knowledge of most mortal magics and other knowledge, and is often sought for her expertise in those fields, despite her apparent youth.
    Personality: Senka is quick witted and sharp tongued, though generally in good humor and jest. Surprisingly though, she attempts to be humble despite her expansive knowledge and magical power, though she has little tolerance for people who are willingly ignorant and sees anyone who seeks to preserve ignorance as at best a fool to be corrected, or at worst, an enemy to be destroyed.

    Hero: Lemantu, Archivist of the Shadow Archive
    Rank/Reason: Archivist Lemantu is an ancient myconid originally from Titanus within the Collective, where he focused on collecting as much knowledge as he could and preserving them within the grown tree archives of the Koarelian Collective. His quest to gather knowledge was so great that eventually he began to wander outside the collective to gather more knowledge to be brought back. Upon returning from one such adventure he found he did not have enough room to preserve the knowledge and was so distraught that he drew the attention of Intei, who quietly opened a path into the Shadow of Titanus within his Shadowscape for Lemantu to spread his archive into. Now, after an indeterminate length of time, the entire Shadow of Titanus within the Shadowscape is the largest and most complete library in the world, with innumerous books, scrolls, and Koarelian Tree Ring Archives spread throughout the shadow of the living city.

    He has been gifted with a perfect memory of his library to know where to find any knowledge within it, and all those years of gathering knowledge has given him a considerable breadth of magical knowledge, though he is only of middling raw power in that art. Further, like many of Intei's other heroes, he can easily step between the real world and the Shadowscape.

    Personality: Lemantu is a strange mix of utter methodical thought combined with irrepressible passion and thirst for knowledge. He lives to preserve knowledge and ensure its spread, and though he spends most of his time in the Shadow Archive, he frequently will leave it to pursue some knew discovery and ensure it's preservation.

    Relationship to Lravitus and his Champions: As the patron of his race and nation, Lemantu holds Lravitus in high regard and still offers prayers and thanks to him. He is frequently called on by Hormuz and the Lravitus' other champions as an adviser for his sheer breadth of knowledge, and treats them with all the respect they are due providing all the assistance he can.

    Terrain Preference: Anywhere where shadows are deep and knowledge may be pursued or found. This ranges from the streets and buildings of the great cities, to the crags of the mountains to the deepest depths of the forest and everywhere in between.

    Name of Kingdom/Empire: None (Gods of Knowledge and Magic tend to not strongly align with any single polity)

    Significant Locations:
    The Shadow Archive of Titanus
    The Shadow Archive of Titanus is within Intei's Shadowrealm in the area coterminous with the location of Titanus. Maintained by Lemantu, the Shadow Archive spans the entire Shadow of Titanus, making it the largest and most expansive archive and library, a city sized repository of almost all known knowledge that has been collected by Lemantu and his fellow Archivists. Connected to the Real to the Great Archive in Titanus, the Shadow Archive is one of the few connections where anyone can travel from the Real to Intei's Shadowrealm.
     
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    Character Sheet - Earon
  • almostinsane

    Well-known member
    God Name: Earon
    Title: God of the Sea
    Gender: Male
    Alignment: Neutral/Neutral Good

    God Appearance:
    350
    a48dd9b541f262dd2cd4693a3ac1a5014df66bbf_hq.jpg


    Depending on his mood, Earon may appear in different forms. At times, he is an old man, either a veritable giant rising from the sea or the size of a mortal man. At other times, he may appear younger and appear almost mortal or he may be a man half-formed from the waters around him, his shape varying as the ocean does. One thing never changes and that is his eyes which glow a bright blue.

    Personality: Earon is a proud individual, being among the very first gods to manifest themselves. As god of the sea, his mood varies. Ever is he quick to anger or calm himself. An individual less experienced with him may believe he is quick to strike, but that is not true. Like the sea, Earon is quick to manifest his emotions in the moment while hiding his secret thoughts behind proud words. Earon makes no secret in favoring all those who make their living upon the sea from merchants and fishermen to pirates, privateers, and treasure-hunters. As long as they respect the Sea and its Lord, Earon will favor them. Above all others, he favors the Avuvians, the people who have taken him as their patron god. In the days of war between the gods, he did not hesitate to flood and reshape the world when he intervened for their sake to the detriment of others. If that meant the extinction of other peoples and the weakening of other gods, so be it. Yet, when the Peace was proposed, he did not hesitate to give his assent as his followers' welfare too precedence even over his pride.

    Yet, despite Earon's favorable disposition to those who love the Sea, he does not make things easy on those who travel upon or above his domain, as storms, monsters, tides, etc. are a constant challenge.

    Earon is a great ally to have on your side or a terrible enemy to struggle against. It is unwise to brush him off as a fool or to discount the power of the sea.

    Opinion of mortals: "They set sail in the storm of life, knowing that only the depths await them! Such courage is only to be admired"
    Earon has a great deal of respect for mortal beings, creatures who are but ants before the gods and yet are not afraid to set out on their journey and carve a place for themselves. His fondest memory was the first time a mortal ever went out to sea on a boat. Despite his fragility, that mortal challenged the fickle power of the waves themselves. That first mortal, he assisted as he does certain mortals who appeal to his protection. That protection is not always extended, but still, Earon respects and loves the mortals who seek to tame the sea and he holds in high esteem slayers of sea monsters and survivors of storms.

    God’s Domain:
    nasmith53.jpg


    Upon entering Earon's domain, it seems to be a dismal place. At first, it appears to be an endless ocean with mist as far as the eye can see. When there isn't mist, great storms toss and churn the waters as though the waves themselves were eager to bring you down into their depths. This is purely the realm's defenses to keep out hostile gods or to redirect mortals that stumble upon it by accident. Further in, you find a calm ocean with crystal blue waters, vast coral reefs, and a chain of tropical islands with every kind of fruit and pleasant vegetation anyone can imagine. Upon the islands themselves live the deceased followers of Earon in great cities made of white stone and marble along with majestic boats and ships of all sizes. Just beneath the sea lie many a benign sea creature from great Sea Serpents to cheerful Mermaids. Here, at last, the sea is ever-calm.

    Avatar Name: Caspian
    Avatar Appearance:
    hector_regular___lotc_by_damascus5-d67kg5s.jpg

    Personality: Caspian is a solemn and kind soul, much kinder and calmer than his lord. He takes his duties as the Avatar very seriously and does not intend to let disaster catch him by surprise. He is a relatively peaceful person, but is stern when dealing with his enemies and does not hesitate to take their head. He will not be cruel to, say, a child that steals to survive, but he will behead a pirate in a heartbeat. He may care for his people more than Earon himself.

    Magic Abilities: Besides the swordsmanship skills he has had several lifetimes to practice, Sebastian is a skilled sorcerer, specializing in Sea Magic. He can control waves, conjure up winds, form whirlpools, and even call upon a storm to toss and churn the Sea like his lord. He is also capable of a few minor tricks like light fires or drying someone's clothes.

    Hero(es): Captain Aristo Grey
    Rank/Reason: Aristo is a skilled Sea Captain and entrepreneur. He knows how to inspire and rally his men and sail through even the most dangerous storms. He is, perhaps, one of the most skilled swordsman on the Seas and combines luck, audacity, and skill with his education at the Academy of Icharus.
    Personality: A charming Sea Captain, Captain Aristo Grey is a smooth talker, ladies' man, and professional treasure hunter. Some say he is foolhardy, others a genius, and still others, mad and perhaps he is all those things and more. Regardless, Aristo Grey walks a dangerous line in his line of work, sailing where many would dare not. Half-pirate, half-merchant, this captain is both dangerous and unpredictable.

    Hero(es): Alexius Medes
    Rank/Reason: An inventor of high repute; has studied both at the Academy of Icharus and among other inventors from around the world
    Personality: Boastful and arrogant, Alexius is the premiere inventor and technological expert within the Avuvian Confederation. His inventions mirror the wonders of magic itself. He is known to work with the fervor and be in contact with other inventors within the known world. Otherwise, he works within his own workshop in the Academy of Icharus.

    Hero(es): Admiral Leah Porter
    Rank/Reason: Admiral of the Avuvian Fleet, Leah Porter is a strategic and naval genius whose very name is known to cause pirates to shake with superstitious fear and anger.
    Personality: An outsider and member of an unknown feline-like race, Admiral Leah Porter is a fierce and intelligent young lady. She is the first to show you that she is not just a pretty face with a tongue as sharp as her blade. Fiercely loyal and courageous, Leah feels most at home in Jukta and has utter disdain for corruption and those who prey upon the weak. She seems to hide a dark secret from her past, however

    Hero(es): Helena Priam
    Rank/Reason: Governess of Gela
    Personality: Beautiful, seductive, charming, learned, cunning. These are all words associated with the Governess of Gela. Unlike other city-states, the proud city of Gela elects an executive authority independent of the Council and gives the office of Governor/Governess enormous power. For the last decade, Helena Priam has held office and managed the people and Council alike with clever ploys hidden beneath a sweet smile. Though she has captured the heart of hundreds of men, Helena remains unmarried and her own person. Proud and unyielding, she values the traditions of Gela and its notion of Avuvian dominance.


    Terrain Preference: Along the coasts of the Sea and upon islands.

    Name of Kingdom/Empire: Avuvian Confederation
    Capital: Atalantae- capital and a strategic naval hub. It grows rich in trade, but it is not the most famous trade hub, the greatest known trade hub belonging to the followers of the god of trade. It is still rich and strategically important in the sea trade.
    Major Cities:
    Icharus- medium-sized city; known for art, beauty, and technological progress; home of the Academy of Icharus; contains much farmland outside the city walls. The academy itself is known for its pursuit of science, but it lags behind in the study of magic for Avuvians focus on only a few areas of magic, principally healing, rune-crafting, and sea magic.

    Gela -home of the finest silks and entertainment; contains large theatres, amphitheaters for chariot and horse races, and a Coliseum. Any pleasure in the known world may be purchased here. Its wealth is dwarfed only by the capital and its people's pride knows no bounds.

    Jukta- home of much of the Avuvian navy; has many shipyards and situated near a large forest; southernmost city.

    Society:
    [Politics]
    The Avuvians are organized in, at the moment, four distinct city-states bound together in a firm league of friendship. Each city-state is ruled by a council, called an Eklesia, ranging from four to twelve members with three-year terms that is headed by the Head Councilor, who is elected from among the the Councilors themselves. In addition to its own Eklesia, however, Atalantae hosts the Avuvian Eklesia with four members, one from each city-state, that serve for four years. This is headed by the Avatar and/or a Head Councilor appointed by the Avatar. In addition, each city has its own court system for enforcing the law and trying criminals in their courts with a Central Court in Atalantae for matters that concern the people as a whole or when there is a conflict of interest within the local courts. The Central Court has 12 members that serve until death or resignation. If there is a tie in the Central Court, the Avatar casts the deciding vote. In addition to this and leading the Avuvian Council, the Avatar is in control of the military and naval forces, the Head of State and Chief Diplomat, and may pass a law of his own volition unless it is vetoed by three of the four Avuvian Council members or challenged by the Central Court.

    [People]
    To what can the Avuvian people as a whole be likened as? The Avuvians as a whole are a proud and noble people. At their best, they are humble but assertive traders, mariners, and warriors that strive for what is right and honorable. At their worst, they can be domineering and greedy with superiority complexes, looking down upon the rest of the world. All Avuvians revere the Sea and their patron deity, Earon. Thus, even the worst sort of Avuvian knows to pay the Sea God proper respect or lose his favor. Although the Avuvians can all be describes as thus, certain cities are famous for certain types of people.

    Atalantae- The capital of the Confederation, Atalantae is known as one the greatest trade hubs in the world. If you cannot find what you're looking for here, only the city of the followers' of the god of trade possess it. Here, you can find the greatest seamen, shipbuilders, and navigators. A crew of Avuvians is said to be worth their weight in gold. Atalantae's walls are made from thick white stone and it controls a choke point in one of the busiest sea lanes in the known world. It possesses the world's largest natural harbor and grows rich from trade and the tolls sea captains must pay to pass.

    Icharus- Famous for its Academy, Icharus is seen as a center of Avuvian learning, technological breakthroughs and new inventions. Icharus is known be home to engineers, philosophers, and scholars with a cheerful work ethic and natural curiosity about the world. Unlike more competitive environments, these engineers and scholars are not driven by fierce competition. On the contrary, academics are usually quite friendly to one another and can discuss levers and pulleys for hours with one another. The technologies produced here are among the best in the known world. The Academy does not just produce worldly scholars and engineers, however. The studies of Philosophy at the Academy of Icharus are quite popular and debates are well-known to echo through its halls. Magic is studied there as well and it is on the level of peer powers, but civilizations more focused on magic outpace them regarding less practical matters. Sea magic, healing, and crafting remain the most studied areas of magic for the ever-practical Avuvians.

    Gela- Where Icharus is renowned for the study of Avuvian knowledge, lore, and philosophy, Gela is one of the most extravagant of all Avuvian cities. There is nothing within the civilized world that cannot be brought at Gela. Its Coliseum can holdover two thirds of the entire city as well as foreign dignitaries, exotic wildlife, guards, criminals, and gladiators. Gela is the only Avuvian city to allow Trial by Combat. The people in Gela are known to be the most prideful of the Avuvians and consider Gela to be the center of the civilized world. Gela's laws can also be a bit more lax than other Avuvian cities' laws and it is regarded as a monument to hedonism.

    Jukta- Jukta is known as the producer of the finest ships in the known world.. A stately Avuvian city near a vast forest, the shipyards of Jukta are vast and produce many of the ships in the Avuvian navy. Juktans are known to value the rule of law highly and each person takes their person duty seriously. Corruption is the lowest here of all the Avuvian city-states and one would be a fool to try to breach its defenses which consist of high walls and a well-defended harbor. A year's service in the army or navy is mandatory for every male citizen once he reaches adulthood. Juktans get along the least with their Gelan countrymen and their representative on the Avuvian Council is known to take the opposite side of the Gelan Councilor.

    [Economy]

    The Avuvian Confederation has among one of the strongest economies in the known world. Its cities and colonies placed upon strategic locations, the Confederation thrives on trade. Most trade routes by sea are used by Avuvians and the ones vital to their homeland are protected by their navy. Their markets are some of the most varied in the known world. The Avuvians are known to export art such as sculptures, paintings, and tapestries, as well as marble, stone, finished goods like weapons, hand-cranked or steam-powered machines, furniture, and, of course, the best boats and ships in existence. Some of their best products are maps and atlases of the Sea and the lands accessible through it, with some islands only known to the Avuvians themselves appearing upon them. If a captain is to sail into dangerous or unfamiliar waters, then his or her best bet would be to use an Avuvian map.

    Gold and silver often changes hands in the busy markets in the Avuvian Confederation and are readily accepted. However, the solid-gold Avuvian Drachma is valued most as the people of the Confderation look upon less pure currencies with suspicion.

    [History]

    [Military]

    -Navy
    The greatest asset of the Avuvians' military is, of course, its naval forces. Regarded as the most well-constructed fleet as well as the largest and most disciplined, the Avuvian fleet cannot be challenged lightly. Among all the navies in the known world, it alone possesses Avuvian Fire, a substance capable of creating fire that burns even when submerged in water. In liquid form, it is sprayed from a tubular projectors, both large and small, and ignited to create weapons of unquenchable fire. In its powder form, it can be placed in clay projectiles and shot at enemy ships, creating a small explosion on impact. In addition to this, the navy often hosts a contingent of sea mages, masters in controlling the winds and waves of the environment around them. The navy itself consists of three classes of ships fulfilling different roles: the Sea Dragons, the Whales, and the Dolphins.

    The Sea Dragon- A large capital ship, this ship brings the most firepower to battle out of all the other designs. It boasts a large marine force for boarding action, ballistae, and projectors to rain fire upon their enemies. They are symbols of might and pride for the Confederation and have never been sunk by an enemy force.

    The Whale: Large transports built for speed. They contain living quarters for the land forces of the Confederation. Lightly armed with ballistae and heavily armored, these ships typically form a convoy protected by more armed ships.

    Dolphin: Smaller than the Sea Dragon and the Whale, this class of ships is armed with projectors of Avuvian fire and marines armed with steel and grenades filled with Avuvian powder, this class of ship is meant to run down fleeing opponents or swarm larger ships. Can double as smaller, faster transports.

    -Army
    A legion of the Avuvian Confederation is a thing of beauty in both its efficiency and its deadliness. The equipment is standardized with runes being used to strengthen and improve the weapons and armor of these soldiers, particularly the heavy infantry of the Confederation. Because of the times of peace, the legions of the Confederation are smaller than in previous years, but with the universal acceptance of conscription, new legions can be quickly trained.

    Legionaries- Considered the backbone of the Confederation, legionaries wear heavy armor consisting of plate and chainmail armor produced by the best smiths and runemakers of the Confederation. Armed with three javelins, a short sword, a dagger, and large rectangular shield, these highly disciplined soldiers are trained to fight in formation whether they fight at sea or land upon enemy shores.

    Archers- Armed with longbows and wearing leather armor, Avuvian archers support the main force of the Avuvian legions by raining arrows down upon the enemy.

    Equites- Horsemen drawn from among the upper classes of Avuvian society, these cavalrymen serve to guard the flanks of the legion, engage with enemy cavalry, and flank enemy forces themselves. Wearing plate armor and utilizing long spears and curved swords, they serve as the deadly hammer to the legionaries' anvil.

    Engineers- Avuvian engineers are known to create some of the deadliest siege weapons in the known world. They create and maintain catapults, ballistae, and other siege weapons. In addition to this, they train the legions to set up defensive camps consisting of of palisade walls.

    Mages: Mages who accompany the legion most often play healing and supportive roles such as weapon and armor enchantment or supporting the legion with fireballs and the like from a distance should the need arise.

    Auxillaries- Hired mercenaries in service of the Avuvian Legions, auxiliaries fill the roles that may be otherwise lacking. Often, they will consist of additional archers and horsemen, light and heavy, to serve as scouts and back up to the Equites.

    Other:
     
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    Character Sheet - The Shadowed Dancer
  • LordSunhawk

    Das BOOT (literally)
    Owner
    Administrator
    Staff Member
    Founder
    Character Sheet


    God

    God Name: The Shadowed Dancer
    Title: Music, Dance, Revelry, and Dueling
    Gender:.... Variable, has been encountered both in male and female forms
    Alignment: Neutral with a hint of good, but is quite chaotic
    God Appearance: A masked figure, clad in elaborate and sometimes outlandish outfits, sometimes male, sometimes female. Usually has a sword and oftentimes a musical instrument suitable for dance

    swe13_12111_coverfigure_jasonrainville.png



    Personality: Flighty and mischievous, moods swirl about as often as the weather shifts yet always is ready with a laugh. Never is still for long.
    Opinion of mortals: Is fascinated by mortals, especially their music and art forms
    God’s Domain: Highly variable, but always elaborate. Some days it resembles nothing so much as the most awesome fencing salle d'armes in the universe, other times a dance hall fit for royalty, other times a massive carnival ground. At times different visitors encounter different surroundings.

    Avatar Name: The Dancer
    Avatar Appearance:
    jrjTQMo.jpg


    Personality: Eternally cheerful and full of laughter, the Dancer has never given her name to any who have asked, merely winking and asking what they thought her name was before swirling away. But nobody has ever managed to imitate her for long. Mainly, it must be said, because no matter how determined a mortal can get nobody has ever managed to out drink or out dance her. If engaged in battle she fights in a flamboyant, acrobatic style that more closely resembles a dance than anything else, with her usually engaging in commentary on her opponents skills (or lack thereof), ways they could improve, comments about their personal hygiene, and inquiries about the weather. She rarely kills an opponent, most often leaving them looking completely ridiculous and flitting away once more with a laugh and a wink.


    Magic Abilities: Is quite capable of amazing acrobatic feats that appear to outright require bullshit levels of magic to pull off, and can do them without spilling a tankard of mead if she so desires. Moreover she quite often is accompanied by her own personal soundtrack, ghostly instruments that produce whatever music she desires at the moment.

    Hero(es): (One name and personality per hero; may be left blank initially as the roleplay develops)
    Rank/Reason:
    Personality:

    Terrain Preference:
    Literally anywhere, even in places where you'd last expect them.
    Name of Kingdom/Empire:Capital: None in particular, the followers of the Shadowed Dancer call no one land home as they are either nomadic caravans of entertainers or reside in the shadows of other civilizations. The people most commonly associated with the Shadowed Dancer are short, slender, with delicately pointed ears. Incredibly cheerful by nature, they treat life as an endless party, and each dance an opportunity to duel without bloodshed, and each duel an opportunity for a deadly dance.

    dabab050f563da6537842042928b0390.jpg

    05bae0801bfc006a6ef8f782cc2f8e9a.jpg

    Other: The Shadowed Dancer was the last god to be formed and the last to leave the mortal realm, with some disputing whether or not the Dancer is actually the Shadowed Dancer slumming in the mortal plane. Not even the other gods have ever gotten a name out of the Shadowed Dancer, the general response is usually "What do you think my name is?" followed by a laugh, a flick of a cloak, and a cheerful "No, but thanks for playing!" which usually infuriates most of the more serious minded gods.

    Whenever the gods meet, the rest always hope that the Shadowed Dancer stayed home, because otherwise the meeting will quickly devolve into a constant need to deal with 'Are we done yet?' and 'Can we adjourn? I'm bored.' accompanied by dirgeful music. Worse for some of the more long-winded and bombastic gods, their grand speeches oftentimes will find themselves accompanied by 'appropriate music'... and whoever told the Shadowed Dancer about Laugh Tracks has earned the eternal enmity of all of the gods, no matter where they fall on the good/evil divide.

    On the other hand, it's nearly impossible for most of the gods to *stay* angry with the Shadowed Dancer for more than a moment, because inevitably for all the times that they are frustrated or annoyed by the Shadowed Dancer's antics, something awesome will happen that even the gods appreciate. Be it a truly epic backing track of faint chanting making said gods latest pronouncement sound even more impressive than usual, or more commonly seeing somebody they dislike having to deal with the Shadowed Dancer's antics.
     
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    Character Sheet - Artis
  • FriedCFour

    PunishedCFour
    Founder
    God Name: Artis, The Invisible Hand
    Title: God of trade, contracts, and commerce.
    Gender: Male
    Alignment: Lawful Good
    God Appearance:
    god_of_wealth_by_mirana_dc9ffxo-fullview.jpg
    Personality: Artis is an extremely hands-off god. To this point he does little to nothing even in his own domain himself, having the souls of those who pledged eternal servitude to him till his gardens, curate his lawns and work in his tower. His invisible hand, however, guides the markets and economy of the world. He has few quarrels with gods, excepting the god of thieves, and some rivalry with the god of the seas, whose mastery of the ocean leaves him with many maritime tradesmen seeing Earon hearing their prayers over himself.

    During the war of the gods he sought peace from the start, and when that was not possible switched sides many times depending on who was doing better and who pledged him what. When the gods began to want for peace, Artis penned the ceasefire agreement that ended the wars and established that the mortal realm would no longer see their direct participation. Since then Artis has sought to work with the gods and make deals whenever possible, but he is overall largely inactive, working largely through his underlings.

    Artis has a strong love for mortals and their ambitions, though his strongest love is reserved for those who seek to pull themselves up by their sandal straps without help from the gods. He spends much of his time merely observing their comings and goings, their interactions, the ebb and flow of their economies and activity.

    God’s Domain: Mara Lagos
    Mara Lagos is an island of the calmest, warm waters, teeming with tropical fish and surrounded by soft, sandy beaches. The island itself is a sprawling green lawn, tilled, maintained and served by those who have traded their souls to Artis in life for gains on earth. Every game, sport, and leisure is present here in some form or another for the residents to partake in. Towards the center is a massive garden featuring expensive and exotic plants from around the globe, and around that garden sits a massive golden tower. The path to Mara Lagos is bought, whether by gold or other means. In Mara Lagos, the richest, most successful, and daring merchants and traders who made names for themselves in the mortal realm are offered a spot in Mara Lagos. With them, they bring servants they have in life to serve them in the afterlife. With spots on the tower reserved by the wealth accumulated in life, the greater the wealth the higher the floor, the more lavish the accommodations and privileges. As it houses the wealthiest of those who ever lived, a landlord who controlled an entire village may only make it to the bottom floors of the residence. From there it continues to increases by wealth earned in life, until the floor just below the penthouse suite.

    Mere wealth cannot buy you a place here. This level is reserved for the self-made men, those not born into wealth but who made it nonetheless. Beggars who saved coin to erect a small stand in the same spot they used to ask for alms and from there expanded into a multi-shop front, mercenaries who began as a boy picking up a hoe and fashioning it into a spear and becoming a mercenary captain, a poor fisherman using his rowboat to ferry goods and dying as the captain of a fleet of trade ships. Only those who have traversed the road from nothing to everything can ascend to this floor.

    The penthouse suite itself is the lounge of Artis. Lavish to the extreme, fully stocked shelves of the finest liquors produced by man, the greatest works of art ever produced and sold lining the walls, servants, and attendants surrounding and catering to his whims. The floor holds guest rooms and accommodations for any god who wishes to have a vacation, barring the god of thieves. From here Artis controls his empire, for even among the gods he is a man of business, directing his followers to assist other gods in need of support and help, for a price of course.

    Not all of Mara Lagos is a place of luxury, however. In the bowels of the golden tower below the floors are basement levels, a twisted mirror of the splendor of the top. Here the men who were followers of Artis who egregiously broke contracts, stole, and thieved go, along with those who made deals with the god and with supreme arrogance thought they could cheat an immortal being out of their agreement. Here line desk after desk, men eternally chained and forced for all eternity to transcribe and make hand copies of contracts, trade deals, records of sale, and economic data of the mortal and immortal realms. There hell is slavery to recording the bureaucratic information of all of existence and for all of eternity.

    Avatar Name: Dealos
    Avatar Appearance: a stout, somewhat portly man who has a tan, with the appearance of a man in his sixties and long flowing blonde hair. He wears a golden laurel, a fine quality toga, and sandals.
    Personality: Bold, pompous, and somewhat brash, Dealos could be almost described as narcissistic. He is incredibly sure of himself and self-praising of his own abilities. He always must assume a dominant posture and role in social situations, to be the one in charge. At the same time is humorous, willing to inject levity when the time requires, and mockery to his enemies and opponents.

    Magic Abilities: Dealos has the ability to appear to those who seek to make bargains with him through ritual. Through this, he is capable of providing much of what people desire, however it is often in exchange for their soul to fuel the need for workers of Mara Lagos. In addition, he is capable of sensing peoples desires, motivations, possible actions and reactions. He knows what people want and what they will do to get it, and just how far they will go to get it. He is a master manipulator, knowing exactly what to say to the right persons ear to get them to do his bidding.

    He is highly averse to fighting, and never would. He is not any stronger than a mortal man. He is also in possession of the golden quill, the very implement used by Artis himself to write the ceasefire agreement that ended the war of the gods. It holds the power to ensure that any contract or agreement written and signed by it is magically bound to its terms of fulfillment and consequences of its failures.

    Hero: Kaan Familias
    Rank/Reason: Heir to the Familias fortune
    Personality: Kaan is a young man, most eligible bachelor in all Nova Yoro, and in the line of succession as heir to the family fortune. However, Kaan is far more interested in his sports league, shopping and following the latest trends of the culture and fashion of high society. He is prone to fits of melancholy and detests work, requiring prodding from the family to do so. He is still often sent on trade and negotiation missions where he does have quite the knack for dealing in transactions, but would much rather be trying on the latest clothing of the greatest tailors in Nova Yoro than working.

    Hero:
    Rank/Reason:
    Personality:

    Terrain Preference:
    People who worship Artis are often businessmen and merchants throughout the world. They are largely located in urban centers of commerce and trade, though it is not uncommon for a shrine to Artis to be found at rest stops along trade routes or on the estate of large landholder in the countryside.

    City State: Nova Yoro
    Capital: Via Murus
    Society: Nova Yoro is a sprawling metropolis covering the vast majority of the islands that make up its dominion. It has no formal government, no standing military, and no taxes. Instead, it is all run by merchants and businesses within the city and a complex system of patrons and contracts. At the head of this system sits the Pater Familias, the original founding family of Nova Yoro who reside in the Via Murus district. This family holds a monopoly on the courts and monetary system of Nova Yoro along with some holdings and investments spread across much of the known world and is by and far the single richest family in the city, most likely the entire mortal realm.

    In Nova Yoro the motto is property is sacred. Smugglers globally are tolerated, even praised in Nova Yoro. The demand of the people must be met by a supplier and any sales are seen as between the parties involved and no one else, that if a law bans a trade good or import or puts tariffs on goods that is simply a restriction on human nature and Artis invisible hand. However, thieves, pirates, and bandits are seen as the lowest of the low. In the courts of the Pater Familias, punishments exacted are always monetary. If found guilty of theft, the thief is required to repay the exact monetary cost of the stolen object multiplied by two, and cover all cost of the court as well as an additional 2% charge as profit for the family. Should this strip the charged individual of everything and there still be a remaining debt, this is translated into a contract of indentured servitude until such time as the value of labor produced fulfilled the required debt. The exception is murder, whereby depriving a man of his most infinitely valued possession, recompense is paid by servitude until death, as no amount of labor can repay a wrongly taken life.

    The military of Nova Yoro is entirely private, made up of some of the highest quality mercenaries to be found. As these are each privately and independently owned bands, more than once soldiers residing in the same city have met each other on the same battlefield.

    Nova Yoro has both poverty and wealth in spades, though the systems of patronage and indentured servitude tend to keep even the poor from extreme destitution and starvation. Its currency is not in gold or any precious metal but rather in simple iron and copper, minted and stamped with the family crest of the Pater Familias, a rattlesnake coiled around an outstretched hand. Its value is not present in its metal but rather in the guarantee of the family and its use and can be found used in many parts of the world though it is by no means universal.

    Other: Artis relationship to his followers is a unique one. He demands no worship, no prayer, no sacrifice to himself, and in return does not interfere in their own matters. Artis believes mortals should not be chained like a slave to a god, hoping that the god may seek to step down and solve their problems for them. He believes firmly a mortal is at their best on their own, fixing their own problems and seeking to be self-reliant. Even Artis own Avatar has his own whims, ambitions, personality and free will not bound to Artis own. He is more a business partner than an extension of Artis will.

    What Artis instead grants to followers is his philosophy of free will, determination, hard work and individualism. Mortals are left free to choose to believe in it or to reject, he makes no effort to guide or to force people to follow in his path, merely presents them the option and allows them to take it should they believe it so. He asks for no priests, no temples. The markets are his temple and his priests the merchants who make them. Artis promise is freedom in life and, if earned, luxury in the afterlife. He has unyielding admiration and love of mortals and their nature as independent beings, as he was simply created with his massive power and did nothing to earn it, whereas they strive and work for their own power.

    To be edited.
     
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    Character Sheet - Azahiel
  • DeTA

    Dizzy
    Founder
    Comrade
    God Name: Azahiel
    Title: God of Authority, Celerity, and Exile; Accursed Firstborn
    Gender: Male
    Alignment: Chaotic Evil
    God Appearance:
    2DOL3ir.jpg

    Personality:
    There was once an empty land, untouched and desolate. Then he arrived, first amongst those divine beings later known as gods, and saw that it was good. He who arrived soon came across more like him, and he rejoiced in this, for his loneliness was banished. Soon, it became clear to him that all things must follow in the order of their conception, for the firstborn always inherits the father's wealth.

    Thus, he declared himself king over the others and their creations.

    Yet, divinity does not enjoy being shackled to the whims of others, and it became clear later that some wills proved harder to break than steel, thus war broke out amongst the gods. Azahiel attempted to conquer, but in his taking of authority, he had grown great animosity against him. And even amongst the gods, one could not face against the will of the masses alone.

    Bitter and broken, he cursed and lashed about violently. Vowing to take his rightful place amongst the heavenly host as he gathered his broken self and left.

    Though one may be tempted to pity him, do not open your heart to his plight. For what remains of what could have been a compassionate king is but a shadow of despair and tyranny. All that remains is bitterness.

    Thus, he is not only the god of rulers torn from their thrones but also of snakes, for once they were dragons before they had lost their majestic forms.
    Opinion of mortals: All things follow in the order of their creation. It is only right that the mortals come to worship the gods, for they are but following in the wakes left by their superiors.

    Before his fall to tyranny, inspired by the creations of others, Azahiel himself participated in the creation of a mortal race. Rulers of the mortal realms, as symbols of authority the dragons came into being. But a king is nothing without their subjects. Under the dragons, the lizardfolk were placed. To exalt and to revere as benevolent rulers.

    Yet that was broken with the fall of their creator. Half still maintained their status as benevolent sage kings, while the other became tyrants. These blessed creatures no longer had the grace of their creator, and as such, have since then slowly declined from their glory days.
    God’s Domain: There is no adequate way to describe the morose realm of Azahiel. It is a land of broken dreams and the shadows of homes long lost. A twisted wasteland derelict of life, with bolts of anger inhabiting the somber skies.

    On some occasion, if an individual were able to survive this hate-filled land, they might make out the form of the Accursed Firstborn himself, racing against the lightning. It is said that only during this time, that Azahiel leaves his thunderous rage behind. Engrossed in only the sheer joy one might experience from racing against the wind.

    Avatar Name: Rankulos
    UeNtEDv.png
    Personality: A cruel reflection of his patron deity. Once a beloved prince of a kingdom who's name has been long lost, he had lost the succession crisis and was exiled. Azahiel took notice and delighted in what he saw, and deliberately broke down everything that had once made up such a noble soul. Now all that remains is a soulless automaton, who fulfills the wishes of a cruel god.
    Magic Abilities: An accomplished hieromancer, who wields with him the twisted laws of the realms of Scarra. He carries an aura of tyranny, which chokes those without adequate amounts of will within his presence. With him, he carries a twisted mace wrought from the darksteel forges, doused in the blood and shades of his enemies. Some call his mace Heavenscourge, for even darker rumors preside of the true nature of Azahiels avatar.

    It is said that each day that passes with Rankulos sat upon the Damned Throne strips away whatever vestige of humanity that remains within his accursed body. Some say that the little humanity left within him still rebels against his god's dark ambitions and that the noble prince battles Azahiel himself in the celestial planes. Whatever the truth is, the fact is that Rankulos sits still upon the Throne of Damnation, waiting patiently for a signal, or perhaps for his soul's oblivion.

    Hero(es): (One name and personality per hero; may be left blank initially as the roleplay develops)
    Rank/Reason:
    Personality:


    PKmweEU.jpg

    Rank/Reason: 04th Demon Lord, Millenium Shield
    Personality: Distant and cold, Nachtun is a member of the unofficial High Lords of Scarra. Consisting of six Demon Lords, even amongst the great Court of Vipers they are known as the most ruthless and capable Lords above all others. Many envy them, but only the intelligent know to keep out of their sight. To gain the attention of one is to gain the attention of demise for those less fortunate.

    Though their position is not officially recognized by the Court of Vipers, as if to show his approval of these beings, Azahiel himself has blessed them with abilities beyond that of a typical member. Often with great magics pertaining to the operation of the city of Kerrick itself.

    For Nactun, he wields the authority over the Infernal Null Barriers. While lesser then the ones erected by Rankulos during the Scarlet Reclamation, they are still effective things, turning away armaments of lesser quality with ease.

    While he is often unapproachable, those who find themselves amongst his circle of acquaintances will see a side to him that is often in conflict with his public persona. A kind, but harsh, man who cares for his subordinates. He does what is within his grasp to do what he feels is right, which takes the form of retribution rather than justice.

    Terrain Preference: The plains and mountains.

    Name of Kingdom/Empire: Scarra
    Capital: Kerrick
    Major Cities: Kerrick
    Society: To live in Scarra is to live a life of hardship. Only the capital city of Kerrick has any sense of order, and even there it is a twisted realm with laws that exist almost solely to mock the concept of justice. Here it is a realm ruled entirely by strength. Whether it be by arms, or by the mind it mattered not. Either you rose to the top or sank to the bottom, to be used as nothing but a stepping stone for those with more ability. Nothing else mattered, be it race or otherwise. All are equal under the hateful eye of their God-King.

    A cruel meritocracy ruled by 72 Lords, who defer to the great broken avatar of the cruel tyrant god that demanded the loyalty of the nation. Those hallowed individuals who own a seat upon the council of the 72 are rarely the same. It is a chamber of snakes, where alliances are formed as easily as one can breathe, and betrayals occur as naturally as the winds. Yet, it is not unheard of for certain individuals to hold onto their seats of power, and those who are able to hold onto their positions past a decade are often unable to be shaken from their thrones.

    Underneath these individuals are legions of vipers, each armed with daggers, eager to usurp their master's position. Never has one been Lord for more than a decade, often betrayed by 'trusted' subordinates.

    For those who fall, it is a great shame. For those who succeed in their ambitions to replace their superiors, it is both a great challenge and sign of promise. For each Lord contains within them a shard of their dark god's power, and from their legions of followers, they draw even more strength. To lose such a thing is the same as never having attained it in the first place, thus those who lose their positions are cast out as imposters.

    For those who carry merits, a life free from hardship. For the incapable, a harsh punishment meted throughout the entirety of their lives. That is the order enforced upon this accursed land. All must bend the knee to another, and this chain of servitude all leads only to Azahiel, who delights in seeing his subjects bow before him.

    All within the borders of Scarra belong to him and him alone.

    From each according to their ability, to each according to their ambition. There exists no currency backed by physical tender here. Only shadowy exchanges and blackmail. Peasants who toil away on their fields sequester away grains that should be given to the nation, and it is expected of them to do so. To trust in this land is to willingly hand over your life to another. And those who do not value their lives often part with it quickly.

    Other: What else do you want to tell us?
     
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    Character Sheet - Shahrivar
  • 927xbWXRluE.jpg

    Empyreo, Affixer of Truth, March of Endless Victories
    Shahrivar

    Gender: Male
    Alignment: Lawful Good

    Biographical & Personality: Perhaps it would not be wrong to assume that the individual he is today would be completely different to the one he was at first.

    He was the shining empyrean, giving life and warmth, yet bringing death through scorching flames and heat in equal measure, moving only in accordance to his whims in a state between dream and reality. He travelled the vast skies on his lonesome, paid attention to nothing and nobody, and trapped himself in the cage of his own brilliance. Or perhaps it would be more accurate to say that anything beyond that brilliance failed to even register.

    Absoluteness formed only by myself, perfection through isolation, truth held only within my heart. There is nothing else, there needs not be anything else, for that is already infallible peace.

    And yet, even in such a state, he commanded his light and his flames, and mortals feared and venerated him in equal measure, offering prayer and sacrifice, prostrating themselves and begging for salvation for their families and peoples or asking for the damnation of their enemies and their lands. And so it was that there came a point when such prayers reached his ears, like the buzzing from a fly, but they continued to increase and increase, until one day it grew too much to bear.

    And Shahrivar freed himself from his cage and opened his eyes to things beyond himself. He became something less than what he was that day, for broadening one’s horizons and expanding one’s world is the same as limiting oneself. He also became something more, because he understood then that he could grow beyond himself.

    And so it was that he looked down upon the world and its people, defining and confirming them, and in doing so he expanded his own truth. He assimilated the adoration he was given and decided to return the favor, by helping mortals reach the revelations he had. His light and his fire would show the way.

    But that was still not enough. By the act of opening his eyes, he had expanded his understanding and confirmed others, but within that understanding also laid the notion that his light was not meant only to nurture. After all, had the prayers not been both for salvation and destruction?

    So it was that when the war began, he found the last piece of his puzzle. Just as the warm sun gave life to the land, so it was its nature and capabilities to scorch until nothing but ashes remained. And so, his world expanded once again.

    But he did not scorch thoughtlessly, for he had forgone that part of himself when he opened his eyes. To take that back would be to return to what he once was.

    No, instead, his light was wielded for glorious purpose. To protect those lives that had sworn themselves to something greater, to impose his truth upon others, to refine himself — but petty or noble, it was purpose. And so, he did not strike thoughtlessly, but instead wielded his truth and understanding to weave strategies, used his flames to deal blows that would advance that purpose and refined his spirit to weather the brutality he was faced with and not lose himself to his enjoyment.

    Mindless slaughter was meaningless, and meaningless things had no place under his gaze.

    And despite that, when the war ended, he laid down his weapons just as easily as he had picked them up, feeling fulfilled in a way he had not been for a long time.

    Perhaps most oddly, he does not wear a frown or carry any grudges from those days — rather, now that he has finally attained a completion of sorts, his disposition is rather welcoming, if proud. In times of battle, he sets a goal for himself and moves with absolute certainty to accomplish it, and in times of peace he sets his weapons aside without complaint.

    Due to his position, he never lies intentionally or by omission, although he can choose not to speak. That being said, perhaps due to the particulars of who he was and what he still is. . .

    Well, sometimes he has the bad habit of forgetting things outside of himself like having their opinions heard and considered, or that they are even there. Rarely. He is working on it.

    Domain: A realm endlessly bathed by the brilliance of a warm spring noon, where the rays of his light reach everywhere and there are no clouds to obscure an everlasting blue sky. At the center, atop a great tower that dominates every other structure and positioned directly below the solar disk, lies his own dwelling.

    Opinion on Mortals: He enjoys worship and adoration, and he rewards courage and cleverness in battle, or upright action even to the detriment of one’s position, but catching his personal attention is a difficult thing indeed.

    After all, they are so small. Inconsequential, one might say — a speck of dust in the vastness of the cosmos, a glimmer in the roads of infinity that vanishes as quickly as it comes.

    But sometimes come those that are fulgent beyond what their limited lives should allow for, and in those times, his gaze is inexorably drawn downward with interest.

    e1d2be78950a67d9b378ea169aee5b5ff3c30de9_hq.jpg

    Phoebos

    An upright man that follows his path of virtue, with a loyalty of steel toward what his lord represents, even if they might disagree on certain matters. His words are sincere no matter the circumstances, and he earnestly performs his duties while avoiding gloominess. Though he rages at evils and injustices, he does not harbor hatred for evil people, expressing only pity without malice.

    His natural outlook is that of an airhead, proud without being boastful, bringing a refreshing attitude and a sunny smile wherever he is needed.

    Generally speaking, Phoebos only requires the martial prowess that has been refined over ages to make do and dispatch most. As the avatar of the god of war, his mind and combat instincts can be considered top-notch, and he displays familiarity with every type of armament. However, much like his lord, for the most part he forgoes pomp and flourish. There is no grace to his swordwork or elegance to his strokes — instead, he makes up for that with clockwork precision, machine-like efficiency and overwhelming power.

    Perhaps one could say that his fighting style is analogous to how he approaches most everything in life.

    He carries with him a sword, gifted by his lord upon ascension, that is said to have been forged from one of the Sun’s own rays.

    Magic: Oddly enough, he would seem to be hopeless in this area at a glance. He sometimes coats his sword in flames, and he can tell when people are lying or telling the truth — but for those that have not fought him in earnest, that would be about the only thing they can say regarding his arcane capabilities. To begin with, it isn’t as if he needs much more than his sword and his skill with it, but one should expect that the avatar of someone like Shahrevar would boast of a greater skillset within his favored area. By all accounts, that skill is also something he built up for himself, even if his patron allowed it to come easier to him.

    However, he does have one “ace in the hole” as it were. To put it simply: his strength waxes and wanes in tune with the sunlight. At the hours of night, he boasts only of great skill and experience, but during the hours where the sun hangs in the sky — and especially at noon when it reaches its peak — it can be said that his power is at its greatest.

    Still WIP, but I wanted to post what I have at the moment.
     
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    Private Actions/Plans and Co-GMs
  • almostinsane

    Well-known member
    Announcement: It has been brought to my attention that some gods and characters may wish to conduct private meetings by PM. This is allowable with the corollary that I be added as the GM. This is to prevent bullshit in the In-Character thread when roleplayers will react to plans their characters wouldn't know. Conversely, this will also prevent bullshit where players will say, "But ah-cually" and bullshit plans they did not actually make.

    Now, knowing my own bias, I am making the announcement that I am looking for two co-GMs to make sure I don't do bullshit with information my characters do not know. To that end, one of those GMs jobs will be to act in my stead inside the PMs that may affect my characters.
     
    Character Sheet: Aiyami
  • khatun

    Well-known member
    Because this intrigues me and I like writing yanderes not-so-good characters. The core idea being a former love goddess that was spurned by a lover and went more than a little overboard in response, possibly being censured by the rest of the gods in response or whatnot, resulting in their no longer having the title/powers associated with being such, and acquiring a newer, darker portfolio instead (Going to go with assassins, obsession, and vengeance, I think? Maybe just obsession and vengeance, not sure.) Writing up a sheet now and will edit it into this post when its done!

    Edited Saturday: Apologies for anything that seems off-rhythm/weird grammatically, its been a long while since I've written to be quite honest.

    Sheet in spoiler, lemme know if anything should be touched up on! (Honestly still derping about with the personality section right now, not sure how 'yan' she should be, if you get my meaning.) Also surprised I managed to keep 'dark' down to three five uses during writing the thing. Any suggestions for corrections or things I should adjust to better fit the theme I'm trying to go with are welcome!

    Third Edit: Every time I try and do the select-text-and-bold trick it bolds everything after the word in the entire post. REEEEE. Still WIP DX

    Edit The Fourth: Got a hero down, switched some stuff about, gonna work on one last hero, an assassin I think and then it should be done-ish? Edit 5: REEE LOST MY PROGRESS. All the major points are hit though and both heroes are more or less done x.x

    God Name: Aiyami
    Title: God of Assassins, Thieves, Obsession, and Temptation; The Scorned One
    Gender: Female
    Alignment: Neutral-Evil
    God Appearance:
    55368483_p66.jpg

    Image artist is Pas from Pixiv


    Once, when Aiyami held a different name, she was a shining beacon of purity, beauty, and love, with hair like the sunset and warm skin, a halo of light composed of her love that wrapped around her like ribbons from behind her back.

    Her fall from grace was not kind to her appearance, as the corruption within soon forced changes on the form without. Once long tresses of shining gold and red hung across her shoulders were replaced by an inky black, and skin like warm cream turned pale white. Even her face wasn't left unchanged, her inner violence turning a warm smile into a feral grin filled with knives, her ears taking on more bestial shapes, all to match her inner savagery.

    The most noticeable change of all, however, occurred to the ribbons of light that once garbed her form. Not quite darkness, not quite blood, no longer do they frame her face and body, instead streaming forth from her spine like monstrous tails, if tails could have hungry, gnashing mouths, or gleaming, hateful eyes.

    She still retains a fraction of her beauty from before, but it has been visibly tarnished by her obsession and hate.

    Personality:

    The very picture of a scorned, vindictive lover, Aiyami's once boundless love has been replaced with a selfishness founded upon insecurity, demanding love and worship where once it came to her unbidden. Worse still, she clutches onto her grudges like a miser his purse, refusing to let go of any slight, actual or perceived, without first plotting some bloody misfortune upon the perpetrator.

    She is especially dangerous to those she claims to love. A selfish, violent creature, should some unfortunate god or mortal hook her attentions she will pursue them without regard for their wishes, desires, or well-being, her own delusions often preventing her from seeing the truth, causing her to even pursue those who are otherwise unavailable. Should the current target of her affections actually reciprocate, they will have the dubious benefit of her violent nature being turned outward, away from gaining their attention and affection and instead towards the removal of rivals and competing suitors, in a misguided attempt to solidify the 'relationship'.

    Her deepest hate, however, she reserves for Artis and his worshipers. During the war of the gods, Aiyami, before she was known as such, did not care for the bloodshed, and sought peace amongst her followers and with the other gods. It was then that she met the god of trade, and they, sharing the ideals of peace, fell in love during their efforts to end the war. She combined her efforts with his and, eventually, she sought his hand in marriage.

    However, the relationship became strained, as Artis, while a dutiful husband, held a stronger love for mortals than other gods, and the former love goddess allowed jealousy to enter into her heart. It culminated shortly after the war's end in an argument. Some might whisper that, in her anger, she fought Artis, resulting in her aspect of Love being ripped from her, others suggest she willingly tore out her own heart and cast it from her person, denying both Love and Artis in equal measure for what she perceived as his choice of the mortals over her. Aiyami herself, however, does not truly remember how the relationship ended, only that it did, and that she was hurt, and thus encourages her worshipers to oppose Artis's own at every turn, all to further her vendetta with the god of commerce.

    Overprotective of her charges, smothering in her love, vindictive, jealous, and spiteful, she is a broken creature filled with envy and hate, yet still desires to be truly loved once more.

    Opinion of mortals:

    "I do love them so, and all I ask in return is that they love me. Forever."

    Aiyami has a deep fondness (most would say too deep) for those humans who worship her, but welcomes all with open arms if their devotion is both true and unwavering.

    She holds a special place in her twisted heart, however, for the remnants of those she had a hand in creating. Vibrant, spiritual creatures that could walk the realms of man, beast, and spirit, delighting in love, nature, and tricking the wicked, now brought low with their mother, their great spiritual powers of transformation and magic severed as Aiyami's hate twisted them into darker, more savage shapes. These beings have now been changed, walking as men, but with the claws and visages of savage beasts. Though some of her children might have escaped her touch unmarred, perhaps seeking the aid of other gods, the beast-kin that remained loyal to Aiyami are a reflection of her hunger and violence.

    For the other mortal races, she could at best be described as apathetic, especially towards the children of other gods, and her patience wears thin with any who don't seek her love, but she concerns herself more with those among her followers and children who have rejected her love, and thus earned her undying and eternal wrath.

    God’s Domain:

    Aiyami's gardens were once among the most beautiful realms of the gods, a paradise of flowering plants, succulent fruit, and tranquil waterways. After her fall, however, her inner darkness twisted her realm as well as her appearance. The outer rings of her realm are twisting, ever-changing mazes of thorns, each plant seeking the blood of those who trespass. Should one's devotion (or stubbornness) lead one past the wall she has built around her realm, they will come across a tepid swamp filled with grudges, regrets, and those she has rejected from her tower, constantly climbing on top of each other and pushing themselves further into the mire either in their attempts to escape or to regain entrance to Aiyami's abode.

    The tower itself, once stretching high enough to view the entire domain, has outwardly crumbled and fallen into disrepair, but still looms ominously over the landscape as spirits and creatures loyal to the Scorned One stalk its grounds, occasionally removing a soul who has displeased her or seizing one of the strugglers from the swamp, dragging them inside whether they desire it or not.

    Aiyami herself lives inside the tower's tallest surviving floor, surrounding herself in decadence in a vain attempt to ignore the plight of those she has wronged, the opulent halls decorated to resemble a noblewoman's court, complete with courtiers, servants, and all the luxuries therein. Should a mortal have caught her eye and been brought to her domain, she will never willingly allow them to leave her side, drowning them in gifts and affection, until such time as they displease her, and she ejects them from her presence and tower, leaving some worse than before, now that they have tasted that which she offers.

    Avatar Name: Miyako of the Twin Tails
    Avatar Appearance:
    dance_with_the_spirits_by_kate_fox-da4km5y.jpg

    Image artist is Kate-Fox from DA


    Perhaps one of the few of Aiyami's personal children to retain a form similar to that she enjoyed before her goddess' fall, Miyako is a foul and cruel creature that wraps herself in false beauty to lure her chosen prey to their doom, be it a foreign noble or a passing sage. Her 'true' form, as close as it could be called such, holds a human face and body, barring those savage traits that the corruption of her goddess have forced upon her, in the form of constantly twitching triangular ears, bestial limbs ending in vicious claws, and a pair of surprisingly sinuous (yet fluffy) tails, all covered in inky black fur matched by her hair and eyes.

    Personality:

    As spiteful and vindictive as her goddess, Miyako hides a seething envy and hatred behind a mask of courtly beauty and politeness, perpetuating horror in the name of 'love', be it love for her goddess, or for whatever hapless fool she has used to seduce her way into a position of power. Nonetheless, though she despises the enemies of her home, she too seeks love for her own sake, and can find herself drawn into 'hunting' a prospective spouse to the detriment of her objectives.

    Magic Abilities:

    Perhaps the best magic Miyako has managed to retain since the fall of her goddess would be her ability to shapeshift and cast illusions, allowing her to disguise her monstrous nature from enemy and follower alike. All other talents from before Aiyami's fall have been twisted, and made lesser. No more can she seal foes away with preparation and runes written in blood, though she retains the ability to dole out curses, whether those designed to sabotage one's luck, or one's body.

    Aside from these she has no real magical abilities of note, with her skills as a courtesan and at politicking being entirely earned by her life of deception.

    Hero: Souta

    no pictures yet, sorry

    Rank/Reason: Assassin-Priest of Jihak
    Personality:


    Souta, viewed from the outside, is a rising star within the Temple of Aiyami, being the only member of a team of assassin-priests to survive on the quest to secure the recipe to Avuvian Fire. That he was partially successful and brought back a partial bit of the recipe only added to his reputation. Within the jockeying of assassinations, espionage, and betrayal that is the Temple, his position was envied.

    Much to his detriment, given that it wasn't any of his doing that he survived, much less managed to secure the partial recipe, he was only the assassin unlucky enough to have been close to his mentor when he fell, and revealing that it was not his own skill that ensured his survival would be a death-sentence as sure as diving into the sea with weighted boots. Souta puts up a facade of confidence and stoicism in order to hide his panicky nature, and still hasn't gotten over the clumsiness of his youth, leading to him botching or bumbling more missions than most, especially when put under pressure. Unsure of himself and relying on mediocre skills as an assassin backed by a reputation he didn't truly earn, he's now in far too deep to escape the life he was forced into.

    (Thanks almostinsane for giving me permission to yoink part of the recipe for the not-greek fire stuff :3)

    Hero: Kaito

    49037764_p0daken.png


    Art by Daken on pixiv

    Rank/Reason: Ascendant Pirate-Lord
    Personality:


    Kaito was one of many orphans skittering about Niwati's streets, making his living through pick-pocketing and general thievery, until one day his hand dipped into the wrong coin-purse. Dragged away from the streets to serve on the ship of the man he tried to steal from, his new life was cruel, but fulfilling, as he tasted power and wealth for the first time, if only by proxy of being on the same crew as a successful pirate-captain. It awoke in him a thirst for power and a great ambition as his ship sailed past Jihak, and his eyes saw the ruinous glory of the capital.

    His ambitions were not slaked when he rose to first mate, nor when he assisted his former captain into 'retirement', not even when he blackmailed, browbeat, and slaughtered his way into forming his very own pirate clan, with a handful of ships sworn to him. His sights are set on the title of 'Pirate King', and he's never satisfied, always constantly pushing himself and his crews harder as he seeks to gain enough renown and wealth to assemble a grand fleet.

    He is ambitious, cunning, and ruthless, brooking no dissent among those who follow him on the waves. More than a few have met their ends by his hand or have had 'tragic accidents' at sea while attempting to usurp his position. The only time he allows himself happiness are when his ships return to port and he goes over his ledgers, though rumors state that at least one orphanage within the city of Niwati holds his patronage.

    Terrain Preference: Forests and mountains.

    Name of Kingdom/Empire: Jihaka
    Capital: Jihak
    Major Cities: Jihak, Niwati
    Society:


    Jihaka is a small realm, a few small scattered cities and lordships all paying fealty to the central city and namesake of the nation, Jihak, itself sprawling outward from the temple of Aiyami like a tumor, buildings and streets spiraling outward from the temple, the organization and layout of which determined by whoever was the ruler at the time of its building. This can lead to quite a chaotic mess of conflicting styles and directions, as the true rulers of Jihaka, the assassin-priests of the temple, are quick to remove any problematic nobles who they have cause to believe have offended their patron goddess, either through suspicion or divine providence (though this sometimes could be as simple as the current Emperor having accidentally offended the Avatar or High Priestess.)

    The noblemen and wealthy merchants who call Jihaka their home are constantly attempting to curry favor with the temple, to prove their love to the goddess, willing to utterly destroy their rivals for the chance to earn the title of Emperor, and thus a place at their goddess' side in the afterlife, resulting in the temple of Aiyami receiving more contracts for jobs inside the city than out of it.

    The jockeying for position within the temple itself is no less fierce, the assassin-priests vying for the favor of the chosen Avatar whenever she deigns to return to Jihaka from whatever neighboring country she chose to disgrace with her presence.

    Those without the power or wealth to join the elite of the ruling city live fairly normal lives, feuding with neighbors, farming, and preparing for the coming of the taxman or local bandits (though the differences between the two often depends entirely upon which lord you pay fealty to and whether or not your land still belongs to him.) Though some head to the coastal city of Niwati, instead choosing a life on the sea instead of the drudgery of living on land.

    Unfortunately for Jihaka's neighbors, Niwati is an even worse den of thieves and liars than Jihak, making the most of its living via 'exporting' pirates, bandits, and other cut-throats to the rest of the continent, with ships and caravans laden with ill-gotten loot from those who survive the trip coming back home funneling their stolen wealth into the pirate port or to fuel whatever misbegotten ventures they have in mind for the capital.

    Those rare moments of stability, however, are when Jihaka is most dangerous to outsiders. Whether it be a pirate-king of Niwati, the Avatar herself, or a surprisingly long-lived Emperor, Jihaka when united becomes most active in raiding and banditry, seeking both resources and slaves in order to build a grandiose tower dedicated to their goddess (as well as to fill their own coffers and keep the luxuries coming.)

    This can especially cause problems due to Jihaka's penchant for stealing ideas and technology during large-scale raids as much as wealth and people, as their new fire arrows can attest, being a product of a partially stolen recipe of the vaunted Avuvian Fire. That the partial recipe is nowhere near as effective or stable, and can result in more than a few archers losing their fingers is considered an acceptable sacrifice for even acquiring part of the secret.

    The races most found within the borders of this land tend to be humans, or the fallen beast-kin children of Aiyami, and as a whole while personable, they are a conniving, backstabbing bunch who seek to use others for their own gain. This is exemplified by perhaps their most well-known trade and profession: the assassin-priests of Aiyami.

    Trained from birth in the arts of subterfuge and politics, these courtesans wield their minds and bodies as weapons against whoever they are contracted against, acting as spies in foreign courts, whispering treasonous thoughts into the ears of their lovers, and, if need be or hired to, slipping knives between ribs to remove political enemies. There is no job too 'low' or dishonorable for these courtly killers, all that matters is that you can pay, so they can fuel ever more elaborate constructions or fuel their own rise to power back in the homeland.

    Other: What else do you want to tell us?

    tl;dr: "Khatun did you make a spurned former love goddess who accidentally monsters/monstergirls when she fell?" Yes. Yes I did. I'm not sorry.
     
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    Character Sheet: Lravitus
  • Grav

    A confused leftist
    God Name: Lravitus
    Titles: The Overgrown Scourge, Rot Father, Eternal Plague, Lord of Decay and the Stewer of Disease
    Spheres: Fungi, Growth, Disease and Rot
    Gender: Male
    Alignment: Neutral
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    God Appearance: Lravitus has the appearance of a decrepit slender old man. He wears a simple short robe composed of grey rags with a variety of mushrooms attached to him. He carries around three pots attached to ropes that connect to his belt and has a large pipe to smoke from. He has long thin mushrooms growing from his chin that is his beard. Most of his body looks like it is made of stone with the left side of his face petrified in an eternal face of anger. Lravitus also has only one eye that is a green emerald orb. He walks around with a swirling stick infused with his power to rot.

    Bio: One of the eldest of the gods, but in the beginning he was young and immature. But feeling the burden of trillions of lifeforms depending on him, he decided that he should grow. Thus he became a god of growth and rot.

    And that was Lravitus' job, to deal with death and clean up the remnants of life. Lravitus was reviled for his duty of taking care of the left behind bodies, but he didn't care because it was his job. For every body must decompose and join his hallowed halls, lest infection plague the world forever.

    Time continued on. Lravitus played around with his powers creating mushfolk as a result. He created one, Hormuz, but from that one it produced millions of spores that retreated into the mountains. They built their cities and became the Koarelian Collective. This was before the creation and era of man. Then conflict came to the gods.

    When Azahiel claimed that he was leader of the gods for being firstborn, Lravitus refused to acknowledge this. Gods were supposed to be free not chained to a single leader. This made him gain Azahiel’s ire but Lravitus continued anyways. The other gods joined as well either against Azahiel or him. In the end after many wars and battles Azahiel was exiled.

    Personality: Deadpan and boring, Lravitus is a droning old timer. He is a patient individual always biding his time, but if push comes to shove he becomes a fuming volcano. However this is all a façade as he is a joyful individual loving his work. With his friends he is a staunch ally and follows his ideals.

    To find joy in life and that was his day. Although he is fun, Lravitus also hates things.

    He hates the undead as his job is to decompose the bodies for the cycle to continue, yet these bodies go on living without decay. That is why the Collective wages wars against these undead to put them into their final rest.

    Opinion of mortals: Sees them as projects of other gods. Content to mess with them and see what happens. However he does like his own creations best, the Mushfolk, for they remind of him of the eternity of his silent caves.

    God’s Domain: A labyrinth of cave networks intertwining and ever changing. It is a dank and moist place, perfect for the ever-growing concoctions of Lravitus. Some walls change, doors disappear to appear somewhere else. For whoever is a foe of Lravitus is sure to be trapped within the maze. Beasts stalk the halls as well, those of fungal and plant. Stalactites and stalagmites are in the caves and filled to the brim with fungus it is Lravitus’ haven.
    Avatar Name: Hormuz
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    Avatar Appearance: A ten foot tall mushman with a rotund body with arms and legs. It has a purple mushroom cap and hardened layers of mushrooms act as a chest plate. Long stalks of mushrooms cover him and he has no face. Carrying around a knobby staff. He has an entourage of small Mushfolk that follow him around serving his every need.
    Personality: Dry and no nonsense. Being immortal and dealing with the idiocies of the world since time eternal, he is the Collective’s ideal leader. An inspiration to the rest he always sets an example. He is strict with his orders and is efficient in every action he takes. His people are always his priority, considering their needs before his own. Beloved by all, with millions of myconids willing to lay their lives for him.
    Magic Abilities: Fungal Frenzy, when activated makes him release hundreds of spores that grow into Mushfolk rapidly. This was the ability that populated the Collective and let them establish their nation. This ability is a lesser version of Lravitus'.

    Hero(es): Petravi
    Rank/Reason: Lieutenant, he fought in every battle that he was alive for, rising through the ranks with his military genius. He was praised by the Collective's army. But not only was he given the position of Lieutenant for being in every war it was because of his tactics. And those tactics let the Collective keep winning.
    Personality: Militaristic and confident, wherever he is the troops have a high morale. Believing they can win every battle with him at their side.

    Hero(es): Teratru
    Rank/Reason: First Shock Trooper, he is a hero for being the first Titan in the Collective. Standing at thirty feet, he served in the wars of Ashariel when the gods warred.
    Personality: A quiet and slow individual. He thinks very fast though but his words can’t catch up to it. But he holds an immense amount of power for being the first titanic Mush-man.
    Terrain Preference: Mountains and caves, essentially the subterranean. Their own creation was the fungal forests.

    Name of Kingdom/Empire: Koarelian Collective
    Capital: Titanus - An overgrowing mass of a city, the only one in all of the Collective that is above ground. This is the only place where other nations can trade with the Collective. Only here can the Collective's fungal recipes can be found. With fungal spires and overgrown foliage it looks like its own biosphere.

    The Hold helped build Titanus with their architectural skills. It is a magnificent wonder to behold.

    Followers of different gods have their temples here and specific industries they have. Like how the Intei mushfolk have a library/temple dedicated to him, called the Grand Archives of Titanus. Here they chronicle the history of the Collective with records being as old as them.

    Major Cities:
    Koncapitri - the second largest city in the Collective that houses the Grand Arboretum, it is deep underground but through the power of reflective surfaces, plants are able to be grown here. This is where they record the botanical and fungal life of Ashariel. It is a biological wonder and a thing that should be studied intensely.

    Shenova - the powerhouse of the Collective. The most defended city in the Collective, this is where all the cultures and colonies are, the future of the mush race. No one except the Mushfolk are allowed access In here.

    Society:
    Politics:
    The Collective's government is composed of ten circles, or major Mushfolk clans. They each have a representative in the Council that advises the leader. It is a lifelong position that only the wisest of Mushfolk can be eligible to join. The Council must be appeased by the leader or they would be unhappy,

    People:

    Mushfolk: They are a kind and hospitable people. They will host peaceful visitors. Also are a hardy people that usually live in their underground cities.
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    Koralites: A small population of coral beings. They slowly grow and are fully aquatic. Hosting a lot of tropical fish they form villages called Reefs. They stay near the west coast of the Collective and are really durable. They can form blades or shields with their limbs.

    Pebbles: Small rocks with stubby arms and legs, they reach a height of a foot. There are a lot of them that wander on the mountains. Creating tiny villages for their tiny selves. They don't have a military since they're not much of a threat but are skilled stone carvers.

    Vegepygmies: Mold men that hunt in the fungal forests, they ride their thorny mounts living simple lives at the base of trees. Hostile to enemies of the Collective.
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    Wood Woads: Those few humans that dedicate their lives to serving Lravitus are given the chance to protect his lands. They transform into small warriors made of rotting wood forever protecting the wilds of the Collective.
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    Shambling Mounds: Scavengers in the swamps of the Collective. Whatever gets stuck in the swamp is their meal, however food is rare so they have learned to use their energy wisely. They are creatures of vines and fungus.
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    Blights: Men made of twigs or bramble binded together by mycelium, they are also a part of the Collective. Living in the fungal forests with the Vegepygmies they work together in their towns. They are rude though and mean to visitors that they aren't used to.
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    Ents: Massive lumbering walking trees., they sleep among the trees and awaken when the forests are in danger. They are much more powerful but are less of them. When a Wood Woad protects its area long enough and has gained enough power will transform into an Ent.
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    Economy: They don't really have one and only understand the concept of trading. Food and accessories are useless to them, as they only really like plants, fungi, and corpses.

    A few Mushfolk found a pursuit of cleaning the sewers of Via Muros. They clean the sewage and pay for corpses by producing mushrooms that the merchants can produce a business by. The Collective can only travel here through a tunnel that leads to the city. They travel every week bringing goods from the Collective.

    Religion: They worship all the gods but have their own take on some. There are also varying sizes of followers with Lravitus having the most as the patron.

    Intei's followers are humans and some Mushfolk that run the largest and grandest library in the world, the Grand Archives of Titanus. Here they chronicle all the knowledge inside trees that contain it, and the humans begin to show fungal traits after living in the Collective for so long.

    Perzawlkhan's followers are cassowary and blue jay monks that established a monastery and temple. They came when a master crow taught a crow who wanted to learn his arts. Migrated to the Collective and wanting to fit in colored themselves blue. That crowd descendants became the blue jays. Other avians came and here they train to become great martial artists. Also because of their main diet being mushrooms. The cassowaries train in the physical arts of the monks while the blue jays focus on casting. Some Mushfolk also worship here praising Perzawlkhan as the bringer of the Long Night.

    Vaad's followers are only a few Mushfolk that maintain a simple temple for him. They train their arts of the mind by themselves with no citizens of the Hold visiting.

    History: Lravitus created them though Hormuz, and thus the first ten circles were born. They were one of the earliest nations, being made before the creation of man. They hid away in the tunnels and caverns beneath their mountains. When the age of man came they started to befriend nations. Then the Mushfolk were pulled into wars and they adapted to the times.

    Military: Mushfolk feel no pain, so they don't have a reason to wear any armor. Thus their military mainly just consists of normal myconids.

    - Infantry: Most Mushfolk are put and serve here, as their fists are bludgeons themselves and their poisonous spores can do damage on their own. However with their nonending numbers they can easily swarm a city.

    - Shock Troops: These Mushfolk are those of 20 feet, titans in their own right that can take on an army on their own. The Collective only rarely has these giants, only numbering five.

    - Cavalry: Those Mushfolk with an affinity for beasts find themselves taming enlarged insects. Most mounts are ants or termites, with some few riding armored beetles. There is even a platoon of flying insects of hornets, wasps and bees. But those who have mastered the art ride great worms to battle, carving tunnels through mountains in days with their mouth. If ever a worm enters battle, a nation knows they have angered the Collective greatly.

    - Spore Elites: Mushfolk that have achieved the highest level in their spores are sent here. They can unleash waves of spores, with each Mushfolk here having a specialization. Sleeping or paralytic spores are common, but those that have possession spores or death spores are highly guarded and treasured.

    Other: A vast variety of appearances since no Mushfolk is the same.

    They act as the world's organic waste disposal.
     
    Last edited:
    Character Sheet: Amara
  • Blue

    Member
    Because this intrigues me and I like writing yanderes not-so-good characters. The core idea being a former love goddess that was spurned by a lover and went more than a little overboard in response, possibly being censured by the rest of the gods in response or whatnot, resulting in their no longer having the title/powers associated with being such, and acquiring a newer, darker portfolio instead (Going to go with assassins, obsession, and vengeance, I think? Maybe just obsession and vengeance, not sure.) Writing up a sheet now and will edit it into this post when its done!
    Well this makes me feel kind of awkward since I was trying to write up a love goddess of my own, and had a sheet half-done. I don't want to impose on the lore of your backstory, so is it alright for me to take Love as one of my domains? What it seems like is that your kind of Goddess was a sort of courtly / pure love types, so I think I could start off as one of the "impure" types, a sort of Aphrodite Ourania / Pandemos split?

    If you're okay with this, I think I can work it into my backstory as well, due to my Goddess being heavily based on the idea of stepping into other's people shoes after the sundering.


    (if image cannot be seen, look here)

    Amara

    Pandemos, Heart of the People, Tender to the Last Hearth

    Gender: Female
    Alignment: Neutral Good
    Biography:
    When one thinks of those of those who hold sway of love, fickle, troublesome divinites come to mind. Those who carelessly forge bonds in first made into iron and shatter relationships carefully crafted over the years in but moments. Frolicking freely throughout the world, taking what they wish without fear, for who would willingly dare to challenge love, lest they be humiliated, or worse, captured?

    Amara was such a goddess since birth, whose tendencies were only increasingly enabled when she ensnared any man she wished, free from consequences with her golden net. And yet, nothing truly remains stagnant, and the world yet moves. Even foolish goddesses of love may change, given a sufficient crucible to transmute.

    Initially, she cared not for the realms of men when the War of Gods. It was simply just an escalation of the usual… differences of opinions, after all. And yet, things were not enjoyable as they used to be. Her old favorite places were transformed into citadels or razed to the ground. Old friends had drastically changed, become bitter and darker. And… she was a god of family, too. So many were rent apart, and those who she held dear rarely returned to the Halls. She was not stirred to direct action quite yet, as she felt that she would be of little use on the battlefield. But she did do her own pieces of guidance more often, to try to do something.

    When the lifeblood of a god was spilt the first time, she was there, trying to catch up with the Keeper of the Hearth, as she had been doing more recently. Caught up in the ground zero of the dolorous strike and the ensuing chaos, she was greatly wounded, and was never truly allowed to recover until the sundering was brought to an end. She speaks little of what occurred, but even if the conflict swiftly ended after the First Godsdeath, the time between was a time of horrors, as the cascading effects on the mortal realm caused many to be fraught with fear, and those taken with fear did unwise actions. She had fled for her life, but now she chose to directly take action, unwilling to stay aside, to her deep sorrow. Although she had potent tools at her disposal, to bring those to use in martial context was no small thing.

    After the war, empty domains had opened up, with none willing to take their place. Here, a heavenly goddess turned dark with obsession. A king, forced into exile. And worst of all, the first and last dead god. Yet, it was necessary for someone to step up, lest catastrophe occur. The universe does abhor a vacuum so, after all. And so, a foolish goddess far out of her depth stepped into the shoes of the mighty, for someone had to be the first.

    For much was owed, and it was the least she could do. And ‘lo, a simple goddess of Earthly Love and Family took on the mantles of not only Heavenly Love, something that she was passingly familiar with, but those belonging to Civilization as well. Of Cities, those gathering grounds of many people and all that they were, and more importantly, the Hearth, the centerpiece of home and family, the safeguard against the dangers of the outside world. The ardent bonfires of youth and recklessness settled into a warm flame where all could be safe around, a journey oddly reminiscent of mortal lives.

    She helped mend the scars of the realm as part of her newfound responsibilities, to the surprise of those who knew her. But after some time, shock turned to neutrality, neutrality turned to acceptance, and acceptance turned to welcome. Few know not her name and deeds now, although she would greatly prefer less attention.

    Personality: Internally, Amara still retains much of her original personality and whims of an impulsive, whimsical maiden, but tempered over time and reined in tightly through a strong sense of guilt-reinforced duty. Externally, she presents the facade a kind, caring woman, the kind of person children and adults alike go to with their troubles and joys. A mask she crafted out of necessity in completing her duties, yet it is an imperfect one. Portions of her true personality leak out, or seem forced, leaving her somewhat stiff and impersonable or even flustered when stressed.

    She ill-likes her early antics being discussed, as a matter of course.

    Opinions on Mortals: However she may have treated them beforehand, she has a duty to them now. Where they gather, she protects. When they pray for protection from the dark, she listens. A heavy weight of duty lay on her shoulders now to protect mortals, and while she thinks many of them troublesome, unless they begin aggression against the innocent or become monsters beyond redemption, so long as they have a Hearth, honor their Families, and respect the Love between them and others, she considers them under her aegis.

    After all, no matter how ugly, dumb, ill-mannered, and ungrateful a little sibling or child may be, its the older child and parents’ duty to protect them. Love is patient, love is kind, and so on and so forth. That’s just how things should be, and there’s little else to be said about it.

    God’s Domain: When she was wild and whimsical, she desired the most beautiful and exciting things, items and places that none other could have. An utterly gorgeous city with every convenience a goddess could want, with beautiful creatures and plants to observe with pleasure. It was similar to her, in a way. A peerless beauty, but empty inside. It was a place to look at, but never to live within, and Amara liked it that way.

    That city still remains, but it is different. There is beauty in the artistry and carefully crafted demesnes, but it is now warm in the city. It is a place where any could live so long as they live as if it is a home, and respect the lives of others in the “city.” Food and every other resource s plentiful here, for the removal of reasons to shatter peace does so much more than directly acting, anyways. Many creatures do make themselves home within this plane, as it is welcoming and actively assists in daily life.

    In the place of honor, where the god must reside, there is a glorious palace, unmatched by any other in the metropolis. But further within, beyond the public visitation rooms or the courtyards where others may lounge about, there is a simple home. It is a place of rest, of simplicity, in great contrast with the rest of the city. None but Amara’s most trusted and honored in her heart set foot here, for it is her most private retreat. A small pot bubbles above the crackling, cheerful flames within the fireplace. Freshly made beds await those who require slumber. Small, precious trinkets lightly decorate the home, leaving those who enter a small bit happier in reminiscence of happier, simpler days.

    Mortal Race: Of her own people, they, one and all, could originally be summed up as a “vanity project.” Initially called Cherubim, they were winged humanoids who could sense emotions, and with some effort influence them. Legends dating millenia back speak of mischievous winged children making the most unlikely of romances occuring. Made to be as aesthetically pleasing and… capable as possible, they flitted about through Creation at great speed with wings of peerless beauty, “blessing” other kingdoms with their presence. As many things did, though, things changed with the onset of the Great War.

    The careless actions of their goddess and themselves had earned themselves no small amounts of grief, and those who were sufficiently angered pounced on the opportunity open war had created. Unused to war, and spread out across the realm, many were picked off, one by one. More than half of the original number of seraphs had lost their lives in the war, in parallel to their goddess. But, the Avatar of Amara rallied their disparate people, and they rose. Hardened by the conflicts and the attempts upon their lives, they grew increasingly adept in skill of arms, as their engineered physiology let them take to the craft like ducks to water.

    Today, they are known as “Seraphim.” A pale shadow of themselves in numbers, they more than make up for it in how bright their souls burn. Long-lived, but by no means immortal, many have let their arms rest unless a crisis arises. Although most reside in the cities of their warforged kingdom, serving as governors and guardians when necessary, many are scattered around the world. Those who choose these lives tend to devote themselves to their goddess more fully, choosing to express their worship in action. As a matter of course, a choice few become heroes, rescuing those prevented from reaching their homes again, or eliminating threats to life and limb. However, surprisingly enough, many more take up service jobs. The swiftest take up the duties of delivery angels, their wings letting them carry mail and such across usually impassable obstacles like deep rifts or soaring mountains. Others decide to bring the hearth to those who have it not, which inadvertently created the largest system of hostels and inns on the continents. Many small towns have grown around such nodes of civilization, under the aegis of their guardian angels. It is common knowledge in Ashariel that if you absolutely want a message sent, drop it off in an inn run by a Seraphim with some gold and a story, and they’ll have it sent on the next delivery round.

    Kingdom of Sephirah

    Capital:
    Keter, the Crown of the World. It was the first city built by the Seraphim, constructed in the hostile fire-mountains of the Northern Expanse. While they could travel through the air as swift as the wind and as ably as any bird, they needed a place to rest, a stronghold so none could threaten their safety. And so, they flew to a place where few would dare to go alone, and made their home at the tallest volcano in the range, now named the Last Hearth.

    As they carved their demesnes into the sides of the mountains, attempting to imitate what glimpses they had of the Domain of the Goddess, they gazed at the valleys around the mountains and saw that they were fertile, lush with life due to the enriched soil from the volcanic ash and the earth warmed by the molten rock flowing under. And an epiphany struck them, that the volcano could not only be used as a deterrent against enemies, but turned to benefit them even further.

    Through much trial and error, and many close calls, they harnessed the power of the volcano for themselves. Making use of the already present honeycomb of lava tunnels, they built blocks and pumps, allowing them to selectively allow or prevent the flow of molten rock, releasing the pressure on the volcano to keep it dormant and allowing them the use of the lava in their forges, and to heat places otherwise frigid in the alpine North.

    In the final days of the War, when Amara had recovered somewhat, the true “crown” of Keter was granted to it. The goddess gathered the broken shards of the land where her predecessor had died, and reconstructed it into four pieces. She could not leave such a thing in the Wastes, such would be a poor memorial for the one whose duties she now shouldered. And so, she saw the new city that her children had built, and decided to gift them the land in honor of their work and sacrifice.

    One night, four floating islands suddenly appeared in the air surrounding the City, perfectly positioned. The Seraphim had no doubts that they were holy to their goddess, and thus secured them to the mountains with chains and a bridge to each. Each would host a temple to the Goddess, in each of her aspects--Love, Family, Cities, and the Hearth, respectively.

    And so, the Crown of the Seraphim was made.

    Other Cities: WIP


    Society: Sephirans are an odd sort, in all honesty. They are a wary folk, to be sure, for the memories of the War run deep, and although the cities are secure, those without are cautious, especially with the Huntlands so near.


    And yet, they are welcoming. Keeping to the tenets of the Goddess, so long as the Peace of the Home remains respected, all are welcome, be they Seraphim, humans, the godcrafted of other races, or in rare cases even monsters. There are none without places to stay, and rare are those who go to sleep with empty stomachs. That’s not to say that such things are given out for free: denizens of the nation are expected to help out those who afforded them such kindness when they’ve gotten back onto their feet. Just as in a home that feeds you, clothes you, and shelters you, you’re expected to do some chores, after all. Accommodations are of course made for folk of different needs, and it’s generally not a binding force, but self-suffiency is a valued trait when living in the mountains of the far North.


    Internally speaking, there’s not a lot of normal necessities you cannot obtain by a sufficient amount of labor. However, there’s quite a bit of trading about for greater luxuries, or stocking up on items. Currency is valued quite highly, for a coin represents a day’s work, in multiples or divisions. Trade is had with the rest of the world, thanks to the inherent benefits of a robust system of rest stops throughout the continent and winged delivery workers making contact with other nations. Quite a bit of metalwork is exported, thanks to the volcanoes with molten rock allowing for many a forge to be fired with molten rock. Artisans also are well-present in Sephirah, for long lives in a place that is almost always secure come with a need to fill the time, and while others may have found fulfilment in duties in the military or the delivery service, others found their joys in making things not for fighting but for decoration or utility.


    The Kingdom ruled by a council, each member, called a “Primarch,” assigned to certain regions of the kingdom and chosen to represent the interests of such. Furthermore, certain responsibilities are delegated to a select few, such as agriculture, manufacturing, and so on and so forth. They are kept in line by a “Supreme Primarch,” chosen among them not only for their power and skill, but also their ability to keep the nation together, with the Avatar as an advisor. While nominally a neutral nation, the Kingdom has a long history of intervention in the face of crises. Few wish on others the fate that fell upon them, when none helped them as the world was falling apart around them, and after all, the Hearth must be defended from the howling darkness.


    Avatar:

    Image References

    Sterenna

    Supernal Huntress, Heartpiercer, Soulgazer

    It is said that love is blind.

    This cannot be further from the truth. Love sees, love pursues, love, ultimately, finds. Love is patient, and cannot be hidden from, cannot be fled from. When thought about, within this world of gods and magic and yet ultimately people, love is inevitable.

    None embody this truth better than Sterenna, the Avatar of the Goddess of Love.
    In ages past, back when the Seraphim were known as Cherubim, they would amuse themselves by flying about, briefly changing the emotions of others for their own amusement, oft for humiliating yet harmless pranks. Other times, they would defuse dangerous situations by finding and excising negative emotions. The most common delivery mechanism for this would be the bow, shooting magical arrows coated in the desired emotion.

    Sterenna was but a child in the ages of angels at this time, but had shown great talent in the gift of her race, of sensing emotions She enjoyed the beauty of how the world felt, people, certainly, but even plants and animals and the mountains and rivers themselves. Of how individuals and their bonds tied to each other and painted iridescent murals of emotions, painting a picture that only she could see. By the time of the War of Gods, she could feel the impressions of almost anything alive for quite the distance.

    This is what saved her, when the old enemies of her people began to come for them. While she was well-versed with negative emotions, she had never quite felt murderous intent directed at her, and the shock of it caused her to fly as far as she could to her family.

    Unfortunately, they were under attack, and Sterenna had to take her first life in combat then and there. Realizing that the attempted murders of her family were unlikely to be isolated incidents in conjunction with her own trials, she swiftly began trying to gather her people, and any others with them. The task was titanic, with how spread out her people were and how opportunistic the attackers were. And, despite the swiftness of her wings and the range of her abilities, more often than not she couldn’t make it in time to save her fellow Cherubs.

    Despairing over her failures, she begged for help from the goddess that had crafted them. At first, there was no answer. Nothing but silence from the goddess who used to flounce around the mortal world with them. But even as Sterenna flew about, ever searching, she never stopped trying, either. Stretching her abilities to her utter limits, something happened. It wouldn’t have been noticeable if she hadn’t strained herself, but there was a nudge, a hint to go in a different direction than she was flying. And then, a whisper.

    “Go there.”

    With few other leads, she decided she had nothing else to lose in trying.

    And there, she found a child, nestled in what seemed to be the remains of a fireplace. Concealed by branches and ash, likely in an attempt to protect him from whatever had ruined the domicile. Standing there, in the ruins of a home with a quiet child in her arms, Sterenna… felt empowered. Something more than her had directed her here, and she felt better, now, in a way hard to describe in words. She delivered the child to the steadily gathering of her people, and felt another push, of divine guidance. And as she followed these directions, these pieces of advice, as she found and rescued her people with more success she had than ever, she could see that finally, finally, her prayers had been answered.

    One day, as she dropped off another refugee, the world stopped. A woman, beautiful beyond measure stepped into existence, and bowed her head. Ever so slightly, of course, but her head was bowed nevertheless. And then, she said:

    “I, Amara, thank you for doing what I should have done, what I have failed to do for so long. Your task has but one more step--take my people--no, our people, to a place of safety. Forge a place where you can rest safely, a place all of them can call home. I… have learned the value of a home in recent times, and this time, I will not fail.”

    And then, the woman was gone, leaving nothing but a golden, blazing trail in Sterenna’s vision.

    The rest is, as they say, quite literally history.

    Sterenna would not see Amara for quite some time, long enough to have another dozen adventures, but, one day, she came face to face with her goddess once more. On the day Keter gained four floating chunks of rock surrounding the Last Hearth, the world stopped once more. Things had dramatically changed since their last meeting. Sterenna had grown into her own, and while not ruler of the newborn kingdom, was a valued advisor and hero of her people and many others. Amara, in turn, was tempered. Although maimed and scarred, she now carried a weight around her she had lacked beforehand. And in her hands, she carried a red cloth. Unfolding it, she wrapped the mantle around Sterenna’s shoulders, and spoke.

    “I have wondered long and hard on what to reward you with. What could I give you, that you had not found for yourself, have not built for yourself, have not achieved for yourself. You have fame, you have strength, you have companionship, and so much more. And what have I done?

    And so, it struck me. You are what I should have been. And although we cannot trade places, and I certainly hope that you should never be in the position that I am, I can empower you to go forth in my stead. I can feel that this is no burden for you, for why else would you travel Ashariel, for being a hero rings within your very soul. And so, I name you my Avatar, for when I fail, you shall be there. For so long as embers can warm a home, for so long as the red string of fate ties the hearts of people, for so long as there are places that anyone can feel safe in… you shall live, you shall rise, you can declare that you are.

    Once more, I thank you. I… must attend to my duties now, but my realm shall henceforth be open to you and anyone you wish to accompany you.”


    And so it was, and so it shall be forevermore. Today, Sterenna flies around the continent, enjoying the fruits of her labor. But she never falters in her self-appointed duty, and it is not an uncommon sight to see a wild monster, about to lay waste to a village, suddenly slump over due to a well-placed arrow. But times are good now, and it has been some time since the last time her people was required to move in force. So she rests, now, enjoying the colors of the world that she so adored since her childhood.

    Personality: Sterenna is a cheerful, easygoing woman, with a penchant for cracking bad jokes when it’s least expected. If you weren’t paying attention to her, she’s the kind of person that would slip from your perception until she interjects.

    To be completely honest, she’s a little socially awkward, somewhat isolated due to her status. But, her empathy allows for her to step past these boundaries well enough for her to be able to naturally facilitate a conversation. She’s the kind of person that can “make friends with anyone.”

    In times of crisis, however, she is intensely focused and excruciatingly exact. She allows for no mistakes, because she has learned far too well what they can cost. She tends to work alone, as befitting of her abilities, but if asked for she can slot into a team adequately.

    Magical Abilities:

    Transcendent Empathy: Her already masterfully honed empathy has been blessed to go even further beyond the limits of mortalkind. She can sense emotions of practically anything alive for quite the distance, and can break such senses down into incredibly fine detail. Her skill with her race’s sixth sense has been overlaid with her normal senses, allowing for her a degree of extrasensory perception in relation to all the senses, instead of the normal levels of a single high level skill, such as empathetic clairvoyance or clairaudience.

    Bow-And-Arrow Creation: While skilled in emotional manipulation as the rest of her race, and the associated elementalism of such, where she truly shines is the formation of the bow and its ammunition. Drawing in strength from within and without, she channels them with her emotions to create truly remarkable weapons. So long as her Will holds, her bow will hold strong and fast, and her arrows fly true. If filled with righteous fury, her the tips of her arrows burn in white-hot flame, such that they appear akin to the glittering stars at night as they rain down upon her foes, each needing but one arrow to end their misbegotten lives. And yet, if filled with joy and love, her arrows can raise the morale of her allies, and be swift carriers of healing and restoration.

    Heroes: WIP


    If it's alright with you, I could work it out as post-war I stepped into your shoes of pure love as well, which made me more willing to make the big leap into unfamiliar and immense domains of the Hearth/Home and so on. I'm sorry for the trouble, it's just that I was excited over using this character and having to scrap and make another one from scratch would probably kill my motivation.

    As I'm on this topic, @almostinsane I'd like to reserve Family, Cities, and the Hearth domain, and Love if Khatun's okay with it.
     
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    Character Sheet: Eudaimon
  • Hlaalu Agent

    Nerevar going to let you down
    Founder
    This is what I have so far, might have to switch some stuff around like the name and the like. But I think I ended up with a good start. @FriedCFour Did I just make a character that would be the Trade god's bro by accident?

    And the spoiler thing broke for some reason, and can't fix it through editing.

    God Name: Eudaimon, The Citizen's God.
    Title: The God of Philosophy, Virtue and Liberty.
    Gender: Male
    Alignment: Neutral Good
    God Appearance:
    Personality:
    Known, by the sobriquet the Citizen's God due to his sphere's touching many facets of the life of a citizen( in fact without his spheres there arguably would be no citizens), Eudaimon is the God of Philosophy, Virtue and Liberty. On this topic it must be further those who are good citizens are among those most favoured by him, for they use all his gifts towards their end. Also among those many groups more favoured by him are the philosophers themselves, travelling teachers, citizen soldiers, wise statesmen, and enlightened monarchs. Though, his favour is open to all, as is his beneficence, for he wishes that all might benefit from his providence and use it to become the best in everything they can possibly be.

    Though this is not to say that he provides any active guidance. He does not, it is for the person to walk down the path of betterment themselves, as is any other path he might indirectly or only somewhat directly aid them down. It is their end, and their end alone. What he wishes to do is help mortals down their own path, so that they might reap it themselves. For the most part, he only wishes to fix their gaze to the correct path for them, to let them see the light of The Good so that it may allow them to see the truth. Though, he is willing to share more, and share he does through priests, philosophers, and others, but only to aid in the above endeavour. Though, it is known he does love to discuss issues with others allowing him and his co-conversationalist to both gain something vital from the exchange, and is said to take various guises to talk to people from all walks of life and in one legend was said to have appeared to his own champion, without being recognized to discuss an obscure metaphysical matter.

    Overall, Eudaimon is a wise, good natured, and generally temperate god. As fits his sphere, he is virtuous as is godly possible, though like beings he has his failings which he openly acknowledges. Further, he is generally stoic, keeping tight control of his emotions, and only letting them out at the proper time and in the proper measure, a trait which he allows himself a moderate share of pride in. And finally, he is a being that will think before acting, and consider everything thoroughly, which means he will not generally act immediately, but sometimes he does and does so explosively, but it is only because he has judged it prudent to do so. Due to his nature, he loves discussion and debate and generally sharing knowledge, but due to his policy on mortal development, he stays somewhat aloof from them, acting like a sort of teacher figure, or perhaps even someone or something to aspire to.

    As the God of Philosophy, he is also more in touch and has more apprehension of the higher truths. The eternal truths that under-gird everything, and even the Logos, the rational order of it all. And he tries to like mortal philosophers to accord himself to such things as much as possible.

    Opinion of mortals: He generally thinks of mortals as gods writ small, beings with both the capacity for good and ill, and with the potential for at least some measure of greatness. Just like with the other gods, and any sort of being, he wishes these beings to attain what they are capable of (perhaps even going beyond) and achieve their end, and he wishes to aid them in a manner that allows himself to do so.

    Though he is the god of virtue, and thus excellence, he is a forgiving god when it comes to worshippers. As long as they honestly try to adhere to his teachings, and work to atone for any transgressions he does not mind. Though, unless you are truly willing to commit, you will not gain much favour with him, though you might get some. Further, he does reward free thinking among his followers, for if he did not he would go against his own nature.
    God’s Domain: What is your God’s domain like? Words or pictures can be used.

    Avatar Name: What is the name of your immortal leader?
    Avatar Appearance:
    Personality:
    Magic Abilities:
    does your avatar have any? (Keep them moderate and humble, no superman here!)

    Hero(es): (One name and personality per hero; may be left blank initially as the roleplay develops)
    Rank/Reason:
    Personality:

    Terrain Preference:
    Where is it most likely to find your people?

    Name of Kingdom/Empire:
    Capital:
    Just name one.
    Major Cities: Give a few major cities in your lands.
    Society: (what is it like to live amongst your people? Are they friendly? Hostile? (Give at least 1 paragraph worth of description) you can use the titles below for guidance).
    [People]
    [Economy]
    [Politics]
     
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    Character Sheet: Amenti
  • Reimu Hakurei

    Fantasy Heaven
    Goddess-of-Death.jpg
    God Name: Amenti

    Title: Queen of the Dead, Mistress of the Soul-Forge, Smokeless Lady of Flames, Suzerain of the Deep Earth

    Purview: Death, Forge, Ash

    Gender: Female

    Alignment: Lawful Evil(Neutral Good)

    Watching, waiting. The image of Death comes for all. They have fallen into a mud that no sorrow or grieving can save them from. She is the cold of a house unwarmed, the chill of a campfire gone out long ago, the pain of a work left unfinished.

    To understand the agonies they have gone through is probably impossible for any being, mortal or no.

    Once beloved by the Gods, and now only an expression of their folly. Yes, she is the fallen bird with broken wings. To them, she is perhaps only a being to be looked upon in guilt. Yes, she was the only God to fall to their foolishness- the mistakes of the War finally catching up to them.

    Yet, she does not despise them.

    When things grow dark, she will edge ever closer and closer.

    One day, she will embrace them all once again.

    On that day, she’ll neatly place the chairs on the tables, turn off the lights, and lock the door on her way out.

    So let it be written. So let it be done.

    She was once the God of Fire; the motive force which consumes all in its path.

    She was once the God of Forging; that which creates and bends and defines will into the world.

    But most importantly, she was once the God of the Homely Hearth; that which protects and warms and makes home.

    Even Aemnti is not sure of when they came to be- but when the Void became the young and hopeful ‘World’, they Created. Born among the first Gods and yet not fully conscious until later, they helped form the world out of its earliest infancy. The nature of their existence compelled them to assist in the Worlds definition alongside their brethren.

    In time, Amenti would be roused from her deep slumber. The first true meeting of the Gods shook All Under Heaven, even the deep trench she dreamed within. And so, they were born prematurely- burned, aged, lame, and gnarled. The Crone-God of the Forge was born. The Goddess of Flame came to them so that she may tend to the Hearth they would gather around for warmth.

    Yet, their reaction was brutal.

    To those who were perfect beings, something ugly and flawed like her had no place. An imperfect and incomplete God was inherently wrong. Even if that wasn’t the case, they needed nothing useless like a Hearth; they were strong, independent. She was ugly and useless, so Amenti was cast back into the depths that had spawned her almost immediately. She only took their mocking laughs and jeers with her as the world once again became infinite darkness.

    This time, the Godling did not sleep. In the dark depths of her old home, she found her purpose as the Forge God. The extremes of her ugliness and lameness were only matched by Amenti’s intellect and ingenuity, even by the standards of Gods.

    If this body of hers was a useless thing to them, she would create a perfect one adored by every God. To her, the answer became that simple. So she did. With fire and steel she set to her task, shaping the Giants and Dwarves to assist her.

    Working within the Depths, she constructed a beautiful and perfect body. Using methods secret to all save one other, she inhabited her flawless creation. The ugly-thing that was once her body was left behind, but not left unused.

    To endear the Gods to her, she crafted the World Pillars that hold aloft Sky from Earth. In the North and South she used her former arms; and in the West and East she used her legs. The Forge-God formed the sacred and mountainous axis mundi from her own torso. It is said that she rewarded the Giants and Dwarves by placing them within her former body parts; the Dwarves within, the Giants without.

    Returning to their gathering, she was beloved for her gifts and dazzling form, the manifestation of beauty itself.

    Amenti loved all in return.

    To extol the Glory of the Gods and earn the praise of those she loved, Amenti forged various godly constructs. Though it helped define their strengths, it also intensified the conflicts that came with war. Destruction began to form on the day of her return, when Azahiel was enamoured by her freshly forged form. Desiring the Firstborns approval, she obliged his request to create a dazzling kingly crown no less perfect than her own body.

    When he reappeared among his brethren with it firmly planted upon his head, it changed everything.

    Still, few could say they loved Creation and all in it more than her. Amenti always tended to the Hearth within the Hall of Gods, waiting for the day everyone could share its warmth again. Offering sanctuary to any God and whatever wise words that may have helped, she participated in the war to a limited degree- usually to assist the weakest side and limit any collateral damage.

    In truth, most of her efforts on the physical plane during that time were focused toward furthering Creation and repairing any significant damage to it. She was one of the few Gods that could serve as a neutral mediator, and attempted to work with Artis to end the conflict several times- to no avail.

    In her own Domain, she prepared and toiled alongside her many servants creating wonders beyond counting. Practically anything could be found within their Workshop- entire cities, automatons, weapons, expansive gardens, cultivated mountains and many more wonders. It was the Armoury of the Gods where she endlessly worked for the safety of all.

    Should the Gods ever face the question of threats beyond Creation, they would have their answers.

    Near the end of the War, she found the meaning of Death at the hands of the War God. Amenti had been killed by one of her own weapons- the apeiron dagger, Km. It was a Godslayer designed for the one and only purpose of bloody murder, though until that moment it was not complete. A Godslaying weapon that hadn’t killed a God wasn’t proper.

    An intent to kill was required, and the Forge God had to believe they were going to die- without either it would have been a truly impossible death. Those who know the exact circumstances of her death are unclear save few, though the Lord of War claimed it an accident.

    Certainly, the deaths results were far more clear. In but a single yet dolorous stroke the Forge God’s existence was smitten. This was the Sundering. Her constructed body was shattered, spreading the magical materials used in its construction across the entirety of Creation. She herself was cast down to the darkest depths where no God had dare tread, save perhaps Intei.

    With her body so shattered the surrounding area were utterly and completely broken. Those Soured lands would forever become the Wastes, a region that is still considered the epitome of all the wars follies. Her original Avatar, the Dwarven All-Father, was himself utterly destroyed in the apocalyptic destruction.

    In a cascading series of events resulting from a God's death, the war formally ended under a treaty pinned by Artis.

    Death was no end for her. Perhaps it was a surprise, but the entropy mawing at the roots of this world was not entirely inhospitable. Not if you had been touched by entropy itself. Nor if you had the mind and will to define it.

    A being as large and fundamental as a God is not something that should die. The very mechanisms of reality were not built to accommodate that sort of notion in the first place. Immortal and eternal things cannot end. And yet, even eternity dies at the jaws of Oblivion.

    Her own death had been an image reflected upon herself, and she became a ‘Symbol of Death’ its equal, perhaps greater. An entity that had died, and yet the embers of her previous life were carried along, turned to ash though they may have been.

    They were nothing more than a formless will, lacking body or heart. And yet, handless, she climbed from the deepest abyss.

    She climbed up from the hateful entropy of Oblivion, where even darkness is a concept that dies.

    She climbed further still, leaving the Abyss which strips all physical form.

    Finally, she climbed to the lowest point of the Otherworld.

    Here, where all was Shade and the holes of the world were stored. All things that end fall to this place, and living things are certainly no exception. The nature of Shades are ‘holes’, the remaining cavity left behind in the world by something that has ceased to exist. It's a concept not unlike that of a negative image.

    In a word, it was a world of trash- an absolute territory of ‘nil’. Because of their eternal nature, this was a place the Gods had never bothered to look upon. Within this plane of entropy, she went to work.

    They forged a new order and system, turning the trash of all creation into glorious wonders. The Queen of the Dead forged a new, more suitable form for herself.

    Here, all Dead-things arrived. The souls of all those not strongly aligned to a God, and the Shades of all else. It was the eternally expanding kingdom of the Underworld, now called Amenti. While the Gods settled their petty differences and made some sort of peace, she built.

    Her previous avatar had well and truly been exterminated. Even if she had nearly been reduced to Nothing, then what hope did a mere mortal have? With all her skill as a Forge-Master and her authority as the Queen of Death, she sought to repair what was broken. But some things cannot be repaired, and only a hollow thing taking on the appearance of her former Avatar appeared. This was the birth of the Undead, and it is said her failure stands at attention next to her even today.

    The world changed deeply with her death, discounting even the Sundering itself. Cracks appeared on the World's Pillars. The Dwarves became far more insular. The thriving civilizations of the Giants declined and degenerated. The Restless Dead began to walk in the darkest devastation's of the World. And yet, she did not reveal herself to her forever lost brethren. Instead, she slept a dreamless sleep to recover from her own End and the burdens of forging a Domain all her own.

    Lady Death would awaken many years later, recovered and strong. Amenti would find herself looking upon a world embroiled with the First Era’s crisis, the Great Conquerors bid for the World- and their invention of Necromancy to achieve it.

    The pleasing form of that Harlot-Empress would become her new Avatar.

    The living mortals of the world are her deepest remaining sense of pain. The Death Goddess loved them, once, and still does in a fashion. Though, the ultimate truth of the matter is- she is a patient sovereign.

    In some form or another, all will come to her realm eventually. Even so, she may only receive just a Shade if a Soul is properly claimed by a God.

    The idea that other Gods would have their own exclusive afterlives is something the Forger of Death despises utterly. She periodically raids those who have their own afterlives, though she will cease such raids if a reasonable tithe is paid instead. Such spirit-tithes are, afterall, just reparations for their foolish actions that led to her death.

    So she says to the macabre Dancing Court.

    Put simply, the Queen of the Dead is worshiped everywhere- though rarely mentioned in anything but a grim tone. Mortuary and Death Cults aren't just important, they’re practically a requirement. She is usually beseeched in burial rites to ensure the easy passing of the Dead to her realm(Or anothers, if claimed by some other God)- and so that the deceased will not partake in morbid dance with the Restless Dead.

    Fear, reverence, and uneasy respect. Those are what define her worship from the masses of the world across cultures and species. Her name may change, but the image of death itself does not. Rarely, however, is she properly and directly worshiped by most common folk. Only by Necromancers and the sentient Dead is she directly worshiped, invoked, and praised- as is only natural, for she is their patron.

    Rarely though, a craftsman, smith, or any great artisan may beseech her for their work. Usually these are on critical or highly important works, sometimes those they have the most attachment too. In the rarest cases, great creatives may sacrifice their lives in the completion of their work. Such genius’ are lovingly welcomed in her embrace, given a place of special honor in the Dancing Court.

    Immortals
    Out of courtesy and love for her former brethren, she does not harass Avatars. Immortals though they may be, they are the agents of Eternity. It would be rude and problematic for her to obsess over their destruction.

    And yet, any other mortals who achieve some form of unnatural longevity or immortality are a direct insult to her. Amenti will spend eternity if need be to see them resting within her Domain. The former Oblivion Guard, the elite among the Reapers, are usually dispatched to handle such problematic cases. Should enough issues arise, she will begin to directly intervene- working alongside the Harlot-Empress.

    Dwarves
    Her estranged, lost children. Most dug deep within the Earth, taking their wondrous contraptions and Temple-Forges with them. Some stay on the surface and in the mountains, though in far fewer numbers than before. Though Amenti pays humans the most heed of any now, the Dwarves still worship the memory of the Dwarven All-Father. They do not directly worship the Lady Death, as is proper. Instead, they worship their great Ancestors and Heroes- who they will one day join with in her halls.

    Undead
    The Restless Dead are an indirect byproduct of her existence. All Undead stem from the echoes of that horrible day when a God was slain. Intelligent or not, they are all her dark children in some form. She does not pay the unsentient Dead much heed, however.

    Ghouls
    A race created after her death- Forged of the living. Monstrous corpse eaters who dispose of the Dead by feasting upon them.. They were produced by humans who committed that very sacrilege, and have almost canine like features. Ghouls exist to help along the disposal of corpses throughout the wilds, and especially in urban areas. Large population centers of them can be found in the sewers or graveyards of practically any city.

    They also exist to ensure Death Cults are properly maintained and honored regardless of location. Between them and the Restless Dead, corpses must be taken care of properly.

    Her previous domain was the Armory of the Gods. Quintessentially it was an industrialized temple that endlessly produced wondrous items and weapons. Amenti was obsessed with threats beyond the bounds of this World, and desired to properly arm all the Gods and their servants against such enemies.

    Upon her death it collapsed utterly, most of its contents spilling into the Underworld. And yet, the central arsenal where most of the weapons were stored remains. This is a fact unknown to all Gods save only the most informed, but such knowledge means little. It is a place strictly sealed away from all, save herself- and perhaps the Dream and Shadow walkers. Even so, among those only Amenti could walk in such a secure place in total safety.

    And she has no desire to open up old wounds.

    Her new domain is still a Forge of sorts. A crucible of spirits and shades; the great Forge of Souls. Massive foundries and endless industries constantly expand and develop its borders. The Shades of all broken things fall here, and are repurposed by the Necrotects who direct its countless workshops and factories.


    Spires of onyx dot the skyline as Shades and Souls are forged into suitable constructions. Enclaves of Little Underworlds can be found here and there, for those Spirits who have served their terms of Conscription. Great pyramids and monuments devoted to the Arte and their Goddess line the landscape. It is a macabre world dancing upon the strings of its Queen.


    The Underworld itself is a hostile place. This is a plane of pure entropy, and even Gods cannot enter it lightly- let alone persist within. It is a place fundamentally close to Oblivion itself, where Eternity goes to die. Only the Lord of Shadows may walk here with some spring in his step, but the Laws still apply. In this domain, there is only one eternal and immutable sovereign- the Queen of the Dead.


    However, it is not possible for her to leave the Underworld. Though they may rarely leave to visit Oblivion(whatever threats below giving her grave injury each time), properly leaving the Underworld is impossible for her. The stability of Creation demands it, and there are the rules she herself Forged. Leaving is forbidden except only under the strictest of archaic conditions, and never casually.


    Entering the Land of the Dead is one thing, but leaving it is another entirely. Even a God- Especially the Lord of the Dead, must abide by that.

    ------

    Avatar Name: Qades, Hero-Queen, Liche Priestess, First Necromancer, Harlot-Empress of Nekhen
    HxRnFGb.png

    The one who flowers dreams.

    She was once nothing more than the fifth princess in one of Nekhen’s city-states, leaving no prospect for real power.

    After a prophecy given by Zia ul Qamar, Qades set off to gather a foretold force to oppose Azahiel’s designs. Though they had no ability beyond her mind and words she carried a great magical potential within.

    After many adventures, she would go on to become the powerless hero who brought together the Neternautans- together stopping the Demon King and his First Scarlet Reclamation.

    Despite being the weakest member, she desired peace and a better future for everyone.

    Even with such limitations, overwhelming charisma and almost supernatural force of will helped her lead the diverse group. Her leadership qualities and tactical acumen were decisive for the groups success.

    After the Demon King’s defeat, they leveraged the weight of their success to usurp her incompetent siblings. Within a few years Nekhen was fully unified and more secure than it had ever been.

    With some early consolidations and sweeping reforms to the nation, invasions into other lands began. In those early days, the heavenly council was still slowly removing themselves from the World as a whole. By the time some Gods who cared noticed, the entire continent was coming close to being unified under a single banner.

    It was then that certain Gods unleashed plague, pestilence, and various forms of divine retribution to stymie this. The Great Conquerors armies were crushed, her cities devastated, and countless lay dead.

    During a decisive battle against a coalition force pushing into the Nekhen Heartlands, her ‘final’ defeat came. It had been the first loss in their life, and the end of her rule- or so it would’ve been. So it should’ve been.

    It was when her Honorguard literally refused to die that everything changed. With their incorporeal spirits passing through the lines of the enemy- harvesting souls like a farmer does wheat- the battle was completely decided.

    This victory delayed the enemy for quite some time, Leaving Qades to retreat deep within her own realm to contemplate the latest change of events. Through their own research and experimentation, she invented the process of ‘Necromancy’ and reversed the fortunes of war.

    Fighting defensively and with this new power at her beck and call, the enemy was forced into utter stalemate- and then harsh defeats. The region between the Inner Sea and Heartlands was utterly devastated, becoming a no mans land devoid of civilized life and even most vegetation.

    Once more she began to expand her influence and the necromantic kingdom began to threaten the greater world. Those Gods who opposed her had their temples destroyed mercilessly. Their priests were either put to the blade or converted to the necromantic Artes.

    No mercy was shown in response to the divine vengeance that had been so unfairly brought against her. Any obstacle would be removed, God or not.

    For this, she earned the epitaph of ‘Harlot-Empress’.

    On the eve of the wars final ending the God of Death returned; claiming her as Avatar for this mortal plane. A mixture of guilt toward the Dead God and desire for peace allowed the conflict to be settled there and then. The conflict ended practically overnight, deflated by simply giving their former enemy a job.

    Though the lands of Nekhan were a shadow of their former strength, the Heartlands were still intact.

    And so was their immortal sovereign.

    The charisma and willpower of the Harlot-Empress has surpassed the limits of what one would consider magic. She tamed Death itself through sheer force of will, and exerted that willpower on the world to tame it. Despite not being a warrior, she invented Necromancy and became the First Liche. This feat alone was enough for her to be counted among the absolute strongest Archwizards of the world. Beyond Necromancy itself, she also has general mastery over the various Black Artes. Qades is especially talented in ritual-type Magicks.

    One reality hasn’t changed; she cannot fight alone.

    The Harlot-Empress’ capabilities as a fighter have never increased over the long years. However when fighting Qades, you are not fighting merely just an enemy soldier.

    Instead, you are facing a general leading their army.

    Though these conscripts may take the form of equipment or tools, she is never fighting alone. The Liche Priestess wields soul shaped equipment, integrating the conscripted souls and shades of all Dead things. To face her is to fight an army in the form of a single warrior. It is a terrifying prospect.

    The shade of a legendary castle wall may well be forged into her armor; her keen blade tempered by the soul of an ancient sword saint. The quality of her items and weapons varies greatly on who constructed them and of what. The greatest among those incorporate blackened shades and the impossible resources of the Dreamlands in their construction. The very best are said to come from Lady Death herself.

    It’s no exaggeration to call Qades the best equipped Avatar on the mortal plane, a walking fortress prepared for practically any enemy.

    Nation will be added in further posts. Edits may come as I feel it necessary.
     
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    Character Sheet: Khunji
  • ⚕⚕⚕

    Three-character minimum.
    Very much a WIP, but here's my sheet thus far. Visiting my little brother at USAFA right now so I probably won't be adding very much to this until after the long weekend.

    A little more progress, still getting there.


    Enough to work with, but still needs fleshing out.

    God Name: Khunji
    Title: Pioneer of the Sky, Spark of Invention, Advancer of Civilization
    Gender: Agender
    Alignment: Neutral Good
    God Appearance:
    TBD
    Personality: When mortals gaze at the sky, at the birds soaring gracefully through the air, unbound by the shackles of gravity . . . at that time, a desire is born in their hearts: to extricate themselves from the embrace of their Earth mother, to partake of that freedom themselves; and, with that goal in mind, they begin to change the world around them until such time that the tools to realize their dreams can be manufactured. Khunji represents that freedom, that desire, that drive, and that realization.

    To seek progress for the sake of progress is the core of Khunji's being. The concept of an "end" — that there will eventually be an insurmountable wall, a hard ceiling preventing future advancement — is something that Khunji refuses to acknowledge. For this trailblazer among the heavens, there is only an infinity before the treading feet. Khunji's secondary role as the one who guides civilizations, who inspires the great shakers of the status quo, is the means to achieving that unattainable goal. The foundation of an enterprise that advances without end or interruption is, after all, a stable and elevated base. Thus, Khunji seeks to raise the status of the masses as well. Inspiring the common people to look at the problems around them and try to look for solutions, seeking improvements in all fields of technology such as medicine, infrastructure, transport, communications, energy, education, armaments, agriculture, and political systems. It is through following Khunji's ideals that the common dream of mortals everywhere — to improve their lot in life, and make a lasting contribution to civilization — is realized.

    WIP

    Opinions:
    Mortals — their mortality is something that sets them apart from the immortal races. The limitless possibilities of the world around them aren't so limitless in the face of their ingenuity and — more importantly — their unpredictability. Even after many thousands of years, they still manage to find new ways to impress me.

    Divines — when we are made, we are set in stone. Our fundamental nature cannot change, unless accompanied by an equally-fundamental change in our identity. While this constancy has its own charms and advantages, I cannot deny that I occasionally envy the mortals, who reinvent themselves with each passing day.

    War — it inspires us to new heights. Many of the greatest advancements in history were made in times of mortal crisis. However, it must be remembered that a war too terrible would wipe out all that has been gained. Thus, armed conflicts must be carefully regulated in order to produce the greatest inspiratory zeal with the least amount of instability.

    WIP

    God’s Domain: The Sea of Clouds is a realm of infinite sky, with no ground below. Even those without the ability to fly can find themselves experiencing the joys of skydiving. Spread throughout this cerulean expanse are Khunji's Ivory Towers, museums where the most ingenious advancements of the mortals are displayed. To be enshrined within an Ivory Tower is the greatest honor for those who respect Khunji's ideals.


    Avatar Name: Salah Rah Lalahara
    Avatar Appearance: TBD
    Personality: A woman who was once a great teacher of young minds, who made great advancement in the field of educational theory. Long ago, she was chosen by Khunji to be their Avatar not solely for her ingenuity as an individual, but also for her ability to cultivate others and draw out their own latent potential. As the director of the Foundation, she is the top-level administrator for the school systems and research institutes.
    Magic Abilities: Many of the Foundation's councillors have often commented that Salah's most powerful ability is to have a 300-hour work week. It's a jest, of course, since she can't manipulate time, but it's certainly true that her multitasking abilities are the stuff of legends. The power of Khunji that she primarily manifests is to accurately forecast the march of civilization — to analyze and predict how society, and its needs and desires, will change based on its current state and in response to stressors and other instigators of change. Her other powers include the ability to freely traverse the sky under her own power, riding the winds across the continents; as well as to manipulate the winds and weather — usually to assist in someone's research, or help a group in need, and, rarely, to defend the Foundation.

    Hero: Baelur Cerzen Felbet
    Rank/Reason: Director of the General Fundamentals department of the Cloudtop Universities of Engineering, a collection of schools built atop a chain of Khunji's floating islands. The role of General Fundamentals is to ensure that every student entering the universities has a solid foundation in mathematics, the natural sciences, and the scientific method; as well as a basic understanding of non-traditional topics such as literature, legal theory, and politics; and to provide advising to assist students in discovering new interests and talents. After two to four years in General Fundamentals, students will select a focused area of study and enter a new department.
    Personality: a jaded, bitter young man who tells all his underlings that he despises his job and would quit in an instant if only all the other faculty who could replace him weren't such utter dunderheads. Yet, in the eighty-six years that have passed since he was appointed Director, the department has reached new heights, producing the most successful young graduates that the Cloudtop Universities have seen in centuries.

    Heroine: Kysra Lynn Westlan
    Rank/Reason: Grand Admiral of the Sky Cavalry, the official defensive arm of Khunji's floating islands. Her flagship, the Cloud Shepherd, is a small floating island that has been excavated and fitted with engines, hangars, armaments, and quarters.
    Personality: WIP

    Hero: Aphraeus Bastlus Westlan, "Bluecloak"
    Rank/Reason: a "Sky Pirate", formerly an admiral of the Sky Cavalry until ideological differences within the Foundation came to a head, and a schism hundreds of years in the making finally formed. The Westlan family was itself split in two by this divide, and Aphraeus and his fleet defected to the splinter faction.
    Personality: an adventure-seeker of the highest caliber. His flagship, the Sunhawk, bears numerous scars from his expeditions to strange and dangerous regions.
    WIP

    Regular: Renri Reizi
    Description: a student at the Scola Naturalia, Division of Zoological Studies.

    Regular: Ëphanine Prairis
    Description: a student at the Scola Naturalia, Division of Zoological Studies.

    Regular: Almroy Marsellen
    Description: a mastery candidate at the Scola Naturalia, Division of Zoological Studies.


    Terrain Preference: Khunji claims no lands or nations as their own, and has many schools, students, and graduates scattered throughout the world, but the greatest concentrations of their devotees can be found in the floating sky-cities (the "Skylands") that house the Foundation’s universities. It's a mystery whether Khunji raised these islands from the land and sea into the sky, or if Khunji lowered them from the heavens to be closer to mortals; all that's known is they float by grace of the floatstones, which concentrate Khunji's divine power.

    Name of Faction: the Foundation for Progress
    Capital: Laputa — the second-largest of Khunji's floating islands, and the least accessible due to its great altitude in the heavens. It houses the central administrative offices of the Foundation, the Sky Temple, and the Foundation's own private laboratories and factories.
    Major Cities:
    Skygard — the Sky Cavalry's home, never more than a couple of days' flight from Laputa. Shipyards, factories, and laboratories are all hidden within the tall mountains ringing the island. A smaller island, Metciel, attached to its larger cousin by chains and bridges, hosts the international École Militaire — where the finest young minds gather to learn military history, strategy, tactics, and logistics.
    Tenran — largest of the floating islands (by diameter), and home to the Institute of Agriculture & Land Management. It is responsible for one-third to one-half of the Khunjite isles' food production, using hydroponics and aeroponics to increase productivity far beyond what would be expected from its relatively-limited surface area.
    Fors Iscora — home island of the Kestler University of Finance & Economic Studies, "temporarily" parked above Nova Yoro for many centuries. Though the administrative buildings are still on Iscora, the majority of the domiciles, academic buildings, and affiliated institutes are down in Nova Yoro.
    Valstra — a small floating island that serves as a mobile base for the "Sky Pirates" and their supporters.
    Tower of Uhr —
    WIP

    Society:
    [People] The Khunjites know no divisions by race or nationality, but humanoids comprise the vast majority of their population. All are welcome to join the universities or live on the Skylands, provided that one can contribute to their school or society in a meaningful way. Yet a disproportionate amount of research grants are held by members of one particular race the Ingeni, the original denizens of the Skylands, extremely long-lived and obsessive bipeds whose bird-like bones contain a high concentration of floatstone crystals. Crafted by Khunji's own hands, they were favored until they brought their teachings to the other races and made them equal. Now, the only advantages that the Ingeni claim over others are their wisdom born of age and their freedom from gravity.

    [Economy] The primary exports of Khunji's "culture" (i.e. the network of cities/universities drifting through the sky) are essentially students, educators, advisers, and satellite campuses, with the goal of forming an international network of bright-minded people and fostering an environment conducive towards exchange of ideas and mutual collaboration advancing the interests of all parties involved (matters of national security excepted), as well as to help promote the development of topics and subjects that are a more niche interest or have little perceived economic/military value and thus might be underfunded in their own nations. Besides learning and training, the Skylands also export various technologies suitable for mass-production, using the profits to fund their own research.

    [Politics] The Foundation is neutral in most conflicts, speaking out only when their ideals are directly endangered or crimes too heinous to ignore are performed. Each of the Skylands is jointly governed by an academic, military, or religious council and a civil council, both of them ultimately answering to the Foundation.

    WIP

    Creatures:
    Skyverns — winged reptilians, with a typical wingspan of 12 to 20 feet. They nest on the cliffs of the floating islands and spend their days gliding through the sky, held aloft by magic and thermals. Omnivorous, they feed mainly on the Skyland flora, insects, and small mammals.
    Hindenbelugas — warm-blooded, massive beasts suspended in the sky by enormous gas bladders. Photosynthetic and capable of communicating with both musical calls and by refracting the sunlight into iridescent patterns along their bladders.

    WIP

    Other: WIP
     
    Last edited:
    Character Sheet: Ti An
  • socsod

    Member
    Better something than nothing right?

    God Name: Ti An
    Title: God of Justice, Law, and Retribution
    Gender: Female
    Alignment: Lawful Law
    God Appearance:
    Unohana.Retsu.full.1346697.jpg
    Bio: A relatively young god, formed shortly before the great war, Ti An was quickly dragged into the ensuing conflict and found herself forced to witness again and again the formerly established boundaries and statutes crumble as the war of the gods escalated and progressed. She led a spirited campaign against the instigator of the war, coming to blows with them more than once over the course of the struggle, often coming off worse than her opponent for each clash. With the conclusion of the war, she found herself finally able to rest and work for the ceasefire to be upheld. Ti An holds a great deal of respect for her fellow God Artis due to his role in the end of the war as well as his due diligence to upholding the contracts that are formed, as she holds the laws formed of man as a contract between all fellow men. Ti An is more free with giving out divine revelations and a more direct hand in the shaping of a better land through discussions about how the law should progress.

    Personality: A deathly quiet sort, rarely speaking beyond what is necessary, and never raising their voice. While her words are few, they are as a result never flippant and contain much weight behind them. Action over words is in her mind the essence of truth, to prove yourself through one’s deeds rather than words as light as air.
    In her mind there is no tolerance for those who betray the faith and trust of others, and those who attempt to violate the law for their own gain earn her harshest ire. Above all, the Law must serve all, and before all, the law must be fair. Only through justice and a perfect Law can there be a better world, and in upholding that law through the examples of the punishments of those who break it can they be kept and not allowed to rot.
    One who upholds the laws of their own land, even if they are not the laws of her own land, are respected. However, those who live with no laws and in total anarchy will receive no mercy from her.

    Opinion of mortals: Mankind holds potential for great evil and great good. However, if left to their own devices, men will inevitably find the position of their hearts pointing to evil. Thus, the law is needed to temper man and keep him on the straight and narrow, and to prevent their destructive indulgences from sweeping the land once more.

    God’s Domain: Austere white halls with the laws of numerous civilizations written on the walls stretch down a seemingly endless hallway, adorned in a velvet carpet that stretches the length completely. At the end of the hall lies Ti An’s throne, whereupon she sits and presides to cast judgment.

    Avatar Name: Tu Ye-Jun
    Avatar Appearance:
    3190027-naruto_ch285_p14.png
    Personality: A secretive fellow who rarely lets anything beyond what he intends to reveal be shown. A remarkably old Avatar, formed during the height of the war of the gods, the wounds he suffered he keeps as symbols of that era. He shares much of Ti An’s beliefs and mannerisms from that time, and unlike his god has not seen the end of the war as a reason to relax but rather kept his eye on the horizon, anticipating a future war.
    The primary supporter of the sometimes draconian policies instituted by Ti An for the purpose of reigning in lawbreakers, and founder of many himself. The foundations of law are of the utmost importance, and if the law cannot be maintained, then something has gone awry. In order to root out the seeds of corruption from the darkest depths and the ones who bear no respect for the law, Ye-Jun has decided he shall dig deeper than even they dare. However, in the end, all of what he does must obey the law. All of what he is, must be the law. There is no pardon otherwise for his actions.

    Magic Abilities: As the head of the punitive force and one of the remnants of the horrible war, Ye-Jun, much like his god, has a warlike aspect to himself. He holds effective capabilities in both open war as well as more clandestine operations, both as a frontline piece and a strategist overlooking the board as a whole. The ability to discern the truth from lies, and to extract a complete and thoroughly truthful testimony, along with a host of other mental magics are a particular talent Tu Ye-Jun holds. He holds a minor proficiency in wind magic of offensive and utility nature.

    Hero(es): Shinaza En
    Rank/Reason: Head Diplomat
    Personality: Highest authority on all foreign matters and by far the one best-versed in the global situation and other countries. He gained a varied perspective and deeper understanding of other lands due to a journey through any country that opened its borders to him was what lifted him to his current rank. Due to his understanding of other lands, he is one of the more 'balanced' officials within the court of law in Charam.

    Terrain Preference: Any location with a society that contains laws for the common good, especially laws that are upheld. Coastal areas are their least favorite area to settle in, with the majority of the people preferring to live farther inland.

    Name of Kingdom/Empire: Charam
    Capital: Tor’Uln
    Major Cities: Anfeng, Tor’Uln, Seidor
    Society: The people of Charam are generally rigid and militaristic through both nature and training. All citizens are trained in the basics of self-defense and suppression from an early age, and before that, have a thorough understanding and respect for the law hammered into them. The arts are not the most supported endeavor and often becomes restricted first before anything else.

    Charam can be best described as "The Land of Stability" due to the implement of Law utilized by the Avatar of Ti An. Things such as the land, which by Law has been placed under the command that there will be four years of plentiful harvest, and one of small harvest, continue to work as intended under the law. Similarly, the currency of Charam is kept under extremely tight control and kept stable through similar power, allowing it to have a stabilizing influence on surrounding economies due to the extreme reliability of the legal tender of Charam.

    The greatest “export” from Charam would undoubtedly be its priests. They serve what would nominally be considered the function of a diplomat, and also as the highest body of law in a dispute. For many, the presence of a priest of Ti An is crucial- a ship’s body may not mutiny unless the captain’s actions warrant such a punishment, someone ascending to a position of power can have their claim bolstered by the support of a priest, and so on and so forth. Due to this nature of such high claims in many lands that hold themselves to law, priests of Ti An can be found on nearly every corner of the continent.

    Second to the priests would be the Peacekeeping forces, an organization under the direct command of the Avatar of Ti An, who are responsible for ensuring conflicts do not escalate beyond a certain scale, and that if possible such conflicts do not begin if at all possible. A force of Peacekeepers on the move is thusly often welcomed into places of unease and tension, to serve as either arbitrators and judges, and unwelcome in places of general peace and prosperity due to the implications of their appearance.

    Finally, the body of Law within the heart of the capital, Tor’Uln, works to study and research things alongside the Khunjites, to be able to grasp a clearer understanding of the world and be able to apply far more clear laws due to it. As such, in order for the law to not fall behind with the advances of an era, a branch of science takes up the central building- commonly named “The Grand Court”. Within the Grand Court frequent numerous officials and those of the faith that could serve as judge, jury, and executioner on their own to a case of any scale, from a civil dispute to a war between empires.

    Other:
     
    Last edited:
    Character Sheet: Viv
  • Have You Seen My Son

    Well-known member
    Yo, GM boss man! After many hours of work and talking to other players about the contents of this, i am happy to present my app! :D

    I hope it is ok and isn't some piece of crap. (T__T)

    God Name: Viv

    Title: “Goddess/God of the Stars, Travel, and Foreigners”, “The Starry One”, “Patroness of Travelers and Navigators”

    Gender: Female

    Alignment: Neutral/Neutral Evil/Neutral Good

    God Appearance:

    JQ2phQE.jpg

    Personality: A seemingly aloof or distant sort of deity, one whose boundless curiosity and whimsical nature can at times see her looking about or examining places and people and the like on a whim. Her visage and the most general way she presents herself comes off as gentle, relaxed, and even upbeat for the most part. Yet all of this soft and seemingly naive appearance strongly belies the rest of her nature and person. She is highly intelligent and knowledgeable, subtle and stealthy, and even able to even be rather capricious and dark in her whims and actions when and where she sees fit (if she sees fit). In a sense, she is much like the stars themselves, a soft guiding light for many, and a dark and ultimately unknown force lurking about from far away for others.

    In the end, being in her presence or talking to her gives one an unshakable feeling that is ultimately “alien” and makes her very hard to read...even harder to try to predict at times. She never much speaks openly of any “true” motives at all, though at the same time she might also not be hiding anything when speaking to others. It is...it really is hard to tell when it comes to Viv.

    Biography:

    -Origins-

    The mystery that is the deity over the stars themselves can be traced back to drops of the sun’s own radiance, cast off like sweet drops of gold into the heavens. These became stuck within the firmament of the heavens, and were afterwards cooled off by the light and radiance of the moon whenever it would pass by. Eventually from this process was born the stars themselves.

    One could say there is a certain beauty in the stars from the very beginning, with them shimmering like shining great gemstones from so far away. They could be called beautiful and soft, like the most lovely silk in all of creation. Their light too is the most gentle, far more so than the sun or the moon’s own radiance or splendor respectively. Many even now continue to admire them, study them, and gaze upon them in wonder each night.

    Yet, there has always been another side to them. A darker side. Indeed, while the stars have always been so familiar since the dawning of all mortal kind...they are very much alien to the world. They, innumerable celestial bodies locked into the heavens, will eternally remain enigmatic and distant foreigners that none within the world could ever truly grasp or touch. They are shrouded in darkness and the void, watching on with unknown intent and nature that is concealed from all.
    In the end, one could call the starry heavens themselves a paradox of sorts. Bright yet dark, familiar yet foreign.
    So too would be the very nature of the goddess that was born from them: Viv.

    A divine and undying child abandoned in the heavens, a young child born of the essence of the world’s two main celestial bodies (the sun and the moon) without their knowledge. Indeed, even the gods would struggle to grasp her strange and foreign nature, despite her presence among their ranks.

    -Viv and The Gods-

    From the start, Viv was always an aloof and distant sort, wandering and flitting about the world, and the other gods’ domains, to sate her curiosity whenever it arose. Among her many adventures in the far past, Viv often hung around the (former) Forge God, intently observing their labors and craft...all to at times compliment it aloud or silently admire before quietly disappearing once more. This has remained true even after that god’s death, as Viv still visits them in the Underworld below. The realm of the dream god too has always kept Viv enraptured and visiting quite often at that, merely to explore and dance and play within the twisting nether of ghoulish nightmares and vivid fantasy. At times she has even wandered about in the Sun God’s bright and glorious domain, curious and inquisitive about the “brighter” of her two parents.

    She too would visit or observe the other gods at her leisure, though some might or might not have liked her for this. Some might have played with her, or received gifts such as a shiny meteorite. In particular it seemed Azahiel did not seem to like her around, and has always yelled at her quite a bit every time she merely shows up around him. In that particular case, Viv always seems to disappear before she pushes the deity “too far” and into actual action.

    -Viv and The Mortals-

    As the mortal races were made, and their gods warred, Viv made herself over time a patron to those who traveled and journeyed about, guiding them by her holy North Star and the innumerable others cemented in the heavenly firmament. She assisted the immigrant and the outcast as they sought to find refuge somewhere in the world, took in those who became foreigners in their own lands due to war or famine or the like, became a soft and motherly hand for the exile who sought redemption or a saving grace. Those who sought her sincerely and intently always knew how to find her: By just following the stars. Shrines to her became scattered about by those who traveled and worshipped her, with many having been around so anciently that a few have been forgotten and left to the passage of time.

    The God Wars themselves too fed into Viv’s own influence and design, since she wasn’t interested or invested enough to get involved in them herself. Viv’s mortal lands instead became safe havens for many who sought to escape the hell they were in, home to such a staggering variety of peoples and scattered groups that some of them have become unknown beyond her lands. She blessed and protected her people, being at times a shining and rather gentle mother...and at other times being a dark and very sinister force. Tales of her dealings with travelers and others are plentiful, and paint a picture of Viv’s nature and her history to an extent. Yet even when she and the other gods had to leave the land physically, those who worshipped her knew she would always be there for them...even if from afar.

    Opinion of Mortals (and other related details regarding mortals):

    Mortals are a curiosity, to very roughly and simply sum it up in Viv’s mind.

    -They are both good and bad, wandering and some staying, and their interactions are most interesting to view at times. Sometimes it is tempting to do evil or good to them on a whim, to see how they will react and go about things...sometimes that shifting reaction or growth in the face of danger is endearingly amusing. Those that worship her genuinely among the sentient mortals are very sweet in her mind, children who she loves to care for yet allows to make their own choices and decisions. After all, even the shepherd cannot be too overbearing, lest they chase off their flock.

    -All those that worship her return to her domain after they die, ultimately to find peace and eternal rest with her. Many of these might serve her as ethereal warriors, sent to do her will if she desires it. Of course those who worship her yet cross her or get on her bad side get no such compassion, and they instead get violently and painfully transformed into hideous, alien, warped creatures beyond sanity and reason that serve her will...one example of these would be the non-sentient and beastly Gh’akk.

    -Other gods’ people are to her just that: People. Other mortals just like her own or any others, just as curious and fun and the like to look upon. Those among these who them who call out her name as they die, in such a case, might be shown compassion and brought to her domain after death to find peace. At least, unless they get themselves lumped into the same bag of people as proper worshippers who get on Viv’s bad side. This all being noted, however, she won’t seek to infringe on the domain of the other gods and try to “steal souls” from them. That would just be rude.

    -Further, as the goddess of travel she is often invoked by mortals to help guide the souls of the dead to the Underworld or other divine domains they are to end up in. So Viv does actually, in part, help with this matter in part.

    -Viv also takes a special place among the gods when it comes to the granting of “immortality” to mortals or other creatures by making them into constellations after their death. If the gods overall/generally agree to granting a mortal being/creature this honor, Viv is the only one who can transform said mortal or creature into a constellation in the skies to make them “immortal” in this manner so they may look down from the heavens upon the world.
    Likewise if a mortal/creature given immortality in the stars has it revoked by the gods, Viv is handed the task of removing the constellation/individual creature from the stars altogether.

    God’s Domain:
    “And I, infinitesimal being,
    drunk with the great starry
    void
    likeness, image of
    mystery,
    I felt myself a pure part of the abyss,
    I wheeled with the stars,
    my heart broke loose on the wind.”

    -Pablo Neruda

    Link For Pic Representing Viv’s Domain - https://i.imgur.com/aLJTFN1.jpg

    Godly Tools:

    -Ecxe’lus: An object which at base takes the form of a caduceus-style staff, albeit the three serpents wound around the shaft of this one look alien and monstrous in this case. In its active form, this divine tool looks seemingly like a lump of some alien liquid metal that behaves as if it is alive. It is filled with Viv’s power and is bound to her being as well as a non-vital but literal extension of herself, so even if it is destroyed Viv can reform it once more as naturally and easily as a mortal breathes in air. She can summon it to her just as easily as well.

    The metal itself can be formed into any shape or form at Viv’s will, able to stretch out over even long distances by stretching itself thin. Its durability is high, and by altering the surface tension and density of it the metal can be used for various battle and non-battle purposes with great versatility.

    -Cels’inar: An unbracing blade forged from the heart of a dying star that Viv collected, an alien material, which is wickedly sharp on both sides of the blade. It was also built with a “hook” on the end, used for catching more stars out of the innumerable amounts of them in the heavens for Viv’s usage with a mere exertion of her will or authority. This functions can of course be used for shaping/making constellations, creating beautiful meteor showers, or...well...literally throwing actual stars at others as orbs of super-destructive celestial force/power.

    The blade is also able to tear open portals to different places with a mere swing of its blade as well, a thing very fitting of Viv’s nature as the goddess of travel.

    Finally, the blade can literally cut anything its blade touches, cleaving through the strongest metal as easily as if it was cutting into the empty air.

    Pic used for blade: https://i.imgur.com/tv37nez.jpg (not, the name on the pic isn’t this blade’s name)

    ---

    Avatar Name: Sel’enca Ma’ra

    Avatar Appearance:
    https://i.pinimg.com/474x/5d/b9/08/5db908efa47846ad672ab64a7193892f.jpg

    and

    https://s1.narvii.com/image/iaoccr6lio5elpwzq22tu6b2x3qpqc4z_hq.jpg

    (she also tends to wear a big and dark hooded traveling cloak,
    just to cover herself up normally to combat the weather whilst traveling and
    such)

    Personality: A very beautiful and proud human woman who seems to be in her
    early twenties, who seems to utterly disregard and not care about her own
    ludicrously ‘alien’ fashion sense. She is a usually rather open, upbeat, and
    jovial sort who can be found partying, relaxing, and doing her goddess’ will
    each in respectably good measure. Despite her position, she can be quite the
    flirt with anyone she finds attractive, and beyond that she is the sort who
    might be called “totally and utterly shameless” with how she carries herself. Usually
    of the positive sort in her mood, she much like her goddess likes the joys of
    wandering and curiosity about the world, and it is almost like the two of them
    are cut from the same cloth in that respect. However, she can be very
    capricious and hard to predict at times herself.

    Yet all of this behavior of hers belies the rest of her
    nature and self underneath. Sel’enca is very keen of mind and intelligent, is
    as quick as a whip, and wields what could be called a literally “unbreakable”
    force of will. Even if beaten down, she’ll face things head-on with a smile
    despite it all. When she puts her mind to something, she will get it done and
    do nothing short of her best to do so. Her will is that of her goddess’, and
    her goddess’ will is that of her own, and it can’t be said the two haven’t ever
    ‘not’ gotten along no matter the circumstances. She even gladly practices
    combat once a year with one of Viv’s champions, a fellow immortal named Kens
    Shi’ro, who uses the same celestial unarmed fighting style that she herself
    specializes in.

    Magic Abilities: Sel’enca is physically empowered exponentially more the farther from home she gets, her body being strengthened as a result to utterly inhuman levels of strength and physical capability/durability the farther away she is in turn. If brought to another plane by some means, her might would go through the roof in a heartbeat. Though even at home, she is naturally very strong as a person, and is extremely skilled in both armed and unarmed combat after centuries of training and wars and practice and sparring.

    She also has the power to literally never get lost, and can easily discern and know what direction she needs to take to get to virtually any location or place she wants to go. In fact, she can precisely predict the movement path something will travel when it is in motion, this sense being so keen some think she is clairvoyant. Of course she really isn’t clairvoyant at all, just very perceptive when it comes to the paths and way things “travel” when in motion.

    Finally, she can call upon the power of the stars to form weapon for her to wield, ones made of literal star power, using her will. These can be dissipated back into the heavens at will once more when she is done using them as well. They aren’t super OP weapons by any means, as Sel’enca is only mortal herself, but they are very useful and disposable. So she at least doesn’t have to carry regular weapons with her personally, which is one little advantage she has if nothing else.

    -------

    Hero(es): Kens Shi’ro

    Rank/Reason: Immortal Champion; A bare-handed fighter who once indulged in much
    evil, and whose Viv-worshiping parents prayed that he be watched over by Viv
    in times long past. The goddess felt interest and yet also pity for the child
    as she watched over them, even though they had left her lands and been
    traveling about looking only for the thrill of battle. He cared, nor breathed,
    for anything else in the world. Yet eventually, Kens’ past caught up with him
    and left him on the precipice of death.

    In this time as he lied dying on the ground, the crimes and
    actions of his life came to mind, and guilt overwhelmed Kens. Seeking
    redemption and to “have another chance at life”, he called quietly aloud the
    name of the goddess who his parents had worshiped. Viv.

    As this was back during the days of the gods walking the
    world themselves, Viv herself actually came to him in this instance. She took
    him home and nursed him back to health, taught him a celestial super-strong unarmed
    fighting style, and about the nature of good and evil. He too learned of her
    nature, and much more that he had ever learned before. A deal was also struck
    by Viv with the Death God, to make Kens immortal.

    In the end the man became enlightened to many things, and
    decided to seek out his own path at the behest of Viv. His own path. A personal
    path far better than he’d ever been on before, guided by the divine power
    granted to him. He needed no weapons but his body, the entire whole of which
    had been reformed and transformed into a mighty weapon by Viv and her teachings.

    He would become a tool that would now serve the good, the
    oppressed, the weak, and the suffering. He would goo about traveling the world,
    and has been ever since, smiting all evil into the dust from whence it came. Armies
    would fall before him, the other gods would tussle, and yet despite this Kens would
    continue onward. He has become legend itself, known among the people of the
    world in hushed whispers as the “Fist of the North Star”.

    ...The funny thing is, no one even recognizes what he looks
    like after all of this time. The memory of it has never been passed down very
    well, and the god wars made this even more of a thing due to the destruction
    and devastation. So even though his name strikes fear into so many villains, and
    brings hope to hopeless, he himself can walk around like normal among the crowd
    without recognition or issue.

    Personality: A very sober, stoic, and action-oriented sort of person who will speak only when he feels the need to personally, making his imposing and muscled figure that much more intimidating to others. He is one who seeks to shrug off evil and punch it in its stupid face, yet can potentially be kind and even emotive on occasion when helping those in need in matters not regarding fighting. One would be hard-pressed to goad him into mistakes, as his raw level of self-discipline and dedication has been honed for centuries to help keep himself in check.

    -------

    Hero(es): (One name and personality per hero; may be
    left blank initially as the roleplay develops)

    Rank/Reason:

    Personality:

    -------

    Hero(es): (One name and personality per hero; may be
    left blank initially as the roleplay develops)

    Rank/Reason:

    Personality:

    ---

    Nation Location: The Sub-Continent of Vara’ia (the orange landmass on the far
    west extreme of the map)

    Name of Kingdom/Empire: The Kingdom of Vi’vear

    Capital: Pol’ari (named after Polaris, the North Star, which is holy and
    sacred to Viv)

    Major Cities: Mer’ce, Rami’us, Nare’tar, Ro’lus, and Ari’nis

    Society:

    [Terrain and Local Style/Tech/Architecture Such]

    -The mortal land of Viv, known as the continent of Vara’ia
    to her people and the “New World” to the other nations, is filled with vast wilds,
    dense tropical forests, great deserts, and other terrains hidden deep within
    the depths of the sub-continent they are all located on. Only Viv knows the
    full extent of her lands in full, as do her people, though to all beyond their
    lands these are foreign places that boggle the mind and common sense.

    Here one can find a vast variety of plant and animal life
    not seen anywhere else, from great ferns whose spores can paralyze a fully
    grown man and gigantic trees in certain places that make Redwoods look small,
    to great dinosaurs that still walk the earth and strange monsters and large
    insects and the like which inhabit the various areas of their own accord. One
    should not venture into the wilds unless with locals, who know how to easily
    navigate the land with a sense of relaxed ease...and respectable caution.

    Great and super dense mists/fog shroud the forests and coastline
    of Vara’ia, with reefs far out from the coast that make approach dangerous for
    those not in the know who sail there upon the waters. These waters locals
    navigate with great and small ships styled after the catamaran in a sense (), made
    for easily navigating the eternally fertile waters off their misty/foggy coast and
    performing many tasks from trading to fishing to war on a common basis.

    Others not at sea dig with metal and obsidian tools into the
    ground to make great farms amidst the jungles, some might create floating farms
    that are anchored to the lakeshore by rope but themselves lie upon the waters
    thereof, or others create underground farms that grow many types of edible
    fungus deep under the desert sands in moist caves or under the moist dirt of
    the wilds. The people build many great Aztec/Mayan-styled/inspired buildings
    and walls composed of stone and metal and strange “concrete”, all of which are utterly
    alien buildings to others that stretch up towards the starry heavens and are
    built very solidly for various purposes. Grand temples or even humble shrines
    within this land are built similarly, usually with murals and materials such as
    gold and jewels decorating them in grand splendor.

    The people of the continent of Vara’ia can be considered
    generally well-educated as a whole, or at least thriving and with a very high
    population for their day and age. Their foreign nature does tend to make some
    in foreign lands prejudiced and think they are a “dumb” and “backwards” people.
    Though this, well, isn’t really the case at all. They are merely different,
    from different peoples and different cultures.

    [General Races/General Culture]

    -While other kingdoms and gods might focus on a single
    specific race, one which they created or otherwise, Viv’s people come from many
    a background. Human, dwarf, elf, giant, octopus-head people, dinosaur-like humanoids
    (called “Dinomen”), and many more found and not found on the other continents. One could call it
    the most diverse land of the living, perhaps in all the world. Travelers and
    visitors are generally always welcome here, foreigners and outcasts will find a
    far less hostile reception than in some other lands, and those who navigate the
    stars or seas can easily find port among Viv’s people to trade and explore and
    do dealings with them. Yet despite this, proper order is indeed still kept by
    laws and regulations and the like.

    One distinct race living within Viv’s mortal lands among
    these (just to note) are the winged Harpies, whose existence disappeared in
    areas outside of her lands so anciently that their original creator is unknown prior
    to them taken up by Viv herself. These Harpies are human in shape with four
    toed bird-like feet with claws, and having two sets of arms - with the stronger
    upper ones having very much flight-capable wings attached to them - and the
    lower pair of arms having actual hands and such for grasping/using things and
    the like. It is important to note that this race has long since devoted
    themselves to service and worship of their goddess as well, and are among her
    most devoted.

    -The people ride about in ships of varying sizes that float
    in the air, using passed-down magical techniques and mortal ingenuity/technique
    to make it possible. These are the main mode of ferrying people and goods and
    the like as the most common form of public transportation in Viv’s lands, with
    ships that sail upon the seas being important as well along the vast coastline.
    One might find several colleges in the biggest cities, dedicated to different
    forms of magic and the arts or other higher crafts such as her peoples’ form of
    airships, this as Viv’s curiosity drives her people to indulge in their own in
    an educated manner as well.

    Animals of burden and military use from Viv’s land are also
    present and rather...unique, to put it simply. Mainly because the land mounts and
    all of them are actual dinosaurs of varying kinds, no horses at all being
    present, thus leading to different types of cavalry being a thing within the land’s
    military.

    -It is of note to say Viv’s people worship her above all
    other deities in their lands, with her at their head always, and indeed her
    influence reigns supreme in her lands. Though admittedly, worship of the other
    gods is allowed secondarily, with the Dream God having some major temples in
    the land (including one where Viv very long ago placed a meteorite as a gift
    for him) and more focus than in other lands as a point to note, but influence from
    the others gods has to pass through Viv and be allowed first on her terms if it
    is to be performed within her lands.

    Unless you are Azahiel, in which case you are just a cranky jobber
    who doesn’t get permission. Ever. And indeed, beyond this, if anyone were to
    try to harm her people and take over her lands or the like Viv will without
    doubt respond in defense of her people somehow and in some way if they call
    upon her for aid.

    -Within Viv’s lands there are also many festivals and such to be had around the
    course of the year as well. Some for harvests, some celebrating the goddess for
    some past feat or act, some perhaps to generally celebrate multiple gods at
    once, and even festivals for things like continued local prosperity or the
    founding of one of the larger cities. With the very mixed nature of Viv’s
    lands, it does seems to make sense that such a variety of things would exist. There
    are one or two meteor showers, and even a comet or two that passes by every 100
    or 250 years respectively, that are holy to her and dedicated to her.

    -The dead receive proper burials in the tradition of Viv, buried in the ground usually in some form of stone coffin engraved on the inside of its lid with a summary of or tales of their life and its events. On the outside of the coffin lid is engraved the stars, so that Viv may help guide their spirit onward to the proper afterlife or Underworld or such. At least, among those who live in the mortal lands of Viv.

    When traveling or in foreign places, an engraved stone with the stars on it and the name of the deceased is used as a "semi-proper" burial manner. Proper worshippers of Viv generally learn this practice, and might potentially be called upon in foreign lands to bury a dead stranger or foreigner to those places (or another worshiper) when none else can help or be called upon to bury them. Of course followers of Viv will not infringe upon local burial customs, respecting them as is proper, though some might find their services useful depending on the people and place and the like.

    [Special Servitor Race]

    One of the monstrous servitors that the “Starry One” has
    created, both to serve her and help/act as part of her people when they call on
    her for dire aid, is called by one name: The Gh’akk. Their forms are like great
    pterodactyl -like serpents donning two pairs of leathery wings, with a fleshy bulb covered in
    armor and long stinging spikes on the end tip of their long bodies...which
    Itself opens up into 6 flaps and acts as a great secondary mouth lined with razor sharp
    teeth. Each Gh’akk possess 1-2 pairs of arms, and each arm ended with four twisted and
    deadly sharp clawed fingers (one acting like a thumb) at the ends of them that
    can rend flesh and even the metal armors of mortals with a frightening ease.
    Their heads look like three monstrously-long and fleshy maws with a total of three
    sets of bestial and alien eyes...all merged together into one horrid Cerberus
    of a head, each able to open up independently or together to extreme lengths as
    their flesh can zips on the sides of their mouths to accommodate as much
    mouth/mouths opening room as they need.

    Each mouth of theirs too has many rows of deadly, predatory
    teeth, and their saliva is a neurotoxin that paralyzes prey rapidly and deal
    agonizing pain...whilst it transforms into a neurotoxic gas that can be exhaled
    instead when their saliva is exposed to direct sunlight. And in final, the
    hides and appearances of these creatures are hideous, gruesome, and horrid to
    look upon in any sort of light, like someone took skeletal bones and a very
    tough and leathery hide and stretched it about on its body frame.

    To see one of these is to become only one of two things:
    Ally...or Prey. Preferably the former, as the latter is a sure way to die a
    gruesome and swift death to the mighty strength of these abominations.

    Viv herself can send them down to the mortal plane, though
    frankly priests and priestesses and clerics of her can also summon them or
    others among the monstrosities contained in her realm (since they have her
    permission to do so).

    [Economy]

    -The Kingdom, due to Viv’s influence and specialties, is a
    massive hub of trade in its own right. Seafarers, land caravans, Kingdom
    airships, and the like can be found commonly going to the many markets in the
    various townships and major cities. One can find exotic goods and spices and unknown
    products and meats and fruits and minerals and metals and the like grown and
    traded and more. This includes even rare materials, or ancient artifacts from
    long lost times being present for sale (or in a tempting display) in some
    manner or another. Many merchants from the Kingdom also travel about on long
    trading missions out to the other continents, to go about to others to piddle
    their wares and make trades in foreign places.

    Though while trade and merchants are the main economic
    powerhouse in the Kingdom, this has given rise to all other industries (mines
    and farms and hunting and the like) even just on a local level. At least,
    within reason and stability and such. It is such that the land is making plenty
    of foods and other goods available, in case the Kingdom’s trade were to be cut
    off somehow from all other places. Albeit such a thing as losing all their
    trade would still hurt the economy of the Kingdom, but they’d be able to at
    least survive on their own and flourish well enough if nothing else.

    -There are also special “pleasure houses” within Viv’s
    lands, a curiosity in their own right that arose to cater to travelers and also
    became local staples, though they are not as sexual as their names suggest.
    They are places meant to leisure about in little to no clothing in a
    magically-controlled environment, eating light and refreshing foods and
    drinking of similarly-natured drinks and chatting with others. A
    foreigner/traveler coming to such a place might find themselves asked to talk
    of their travels, no matter how small or great, by locals who frequent these
    houses as well as a form of social activity.

    Many of these pleasure houses feature various forms of
    entertainment too, such as dancers of a similar clothing level as patrons,
    musicians, street performers, and even maybe some mages putting on a magical
    show for them. Prices in these places are usually very affordable as well, due
    to their commonality and being so culturally ingrained into Viv’s lands. Though
    admittedly, in the fewer “higher end” pleasure houses (more expensive to get
    into) there might be special staff who can be paid to give patrons “pleasurable
    company” while there. These would be much higher-grade than the average tavern
    wench in other places, though, and are most definitely paid well for their
    “services”.

    [Military]

    Airships and ships on sea, dinosaurs serving as varied types
    of melee and ranged (and even flying) cavalry, sailors and land infantry of
    varied sorts, along with certain implementations of Gh’akk and magic. That is
    basically a summary of the Kingdom’s military in a very simplified and rough nutshell.

    In terms of specifics, the Kingdom in part specializes in
    raiding parties/troops who are great at hit-and-run tactics and are usually great
    at stealthily moving about in swift air/sea ships. Harpies are especially
    useful on airships when used for raiding parties against enemy lands. Groups of
    raiding parties can be used deep in enemy territory to act as “self-sufficient”
    and roving military forces that merely need only keep in communication by some
    means (carrier birds or subtle agents or magic or the like) to facilitate
    coordination.

    The Kingdom also uses “proper” armies for battle usually,
    grouped up in very/highly flexible and well-equipped sub-units of troops, each
    about 500 strong, which have very stable and reliable chains of command. They
    also vary in armaments from long spears, to swords, to great axes, to archers (great
    longbows in their case made from some of the immense trees of their land), to scattered
    “cheap” skirmishers and light infantry wielding a variety of ranged weapons such
    as slings and shorter hunting bows and metal/obsidian-tipped spears and even weighted
    wooden spears with metal tips and more. There are also a range of melee/ranged
    cavalry types, from flying bow-firing or long-spear charging pterodactyl
    riders, to great stegodon that charge into enemy lines with immense mass, to
    great t-rexes and swift velociraptor riders who blitz enemy forces with more
    teeth than they can handle, and more.

    Formation-wise, cavalry tend to keep to the outside of the
    army during battle or when traveling, for screening purposes, whilst archers
    and other skirmishers tend to remain near the front for similar purposes during
    travel or battle. The usual battle approach is to use cavalry and skirmishers
    to harass the enemy, use light infantry to pin down enemies or intercept enemy
    troops, and then the heavy infantry pins down and chops through the enemy
    troops in the end. Basic variants of this can be utilized as needed, such as
    heavy infantry taking up flanks to act as a defensive barrier for skirmishers
    firing from behind them or stonewall heavy cavalry troops by also using spears,
    or even the use of heavy cavalry to smash front lines and flee as skirmishers
    and archers cover their retreat as light infantry comes in from the sides and
    the heavy infantry holds the backlines.

    Mages will usually be incorporated into proper armies,
    usually on the backlines with strange trebuchet-like siege equipment (maybe
    acting as it in groups at times) and helping move troops/supplies and
    commanders about. They too act as lines of communication, using magic to create
    mental networks for commanders and sub-commanders in a given army for rapid
    communication. Overall it is a very support-focused role that mages fill for
    the Kingdom’s armies, though elite battle cores of mages who get into the fray
    can also be found at times.

    Heavy Infantry, Archers, and Heavy/Ranged Cavalry are all
    professional, full-time troops that are recruited, kept, and trained year-round
    within the Kingdom. They receive the best quality armor, weapons, training,
    and gear that can be afforded. Many nobles and commoners have been among their
    ranks, where skill and merit hold supreme....though admittedly the nobility
    still are the majority of professional commanders due to their wealth being
    used to train and educate them better than a commoner would be able to. Light
    Infantry, all other Skirmishers, and Light Cavalry of all kinds on the other
    hand are always pulled from local levies that are rounded up, drilled, and
    trained by the professionals and commanders to send into battle during times of
    war. Experienced levies within the right age range, aka ones who are veterans
    of multiple conflicts, are usually targeted for recruitment as well where and
    when it is possible...on occasion with financial incentive if the situation is
    dire and experienced troops are desperately needed.

    Varied mercenaries can also be found as a supplement to the
    Kingdom’s armies at times, with the best quality and most loyal mercenary
    groups usually getting paid best. Local mercenaries from within the Kingdom’s
    own population can also be found or hired out, usually having served as levies
    in conflicts from the past and put their training and experience from then to
    good use.

    [Politics]

    The Kingdom is, as a kingdom, ruled by a proper royal family
    at its head: The Vir’afa. This family has ruled over the Kingdom for centuries,
    with Viv’s own immortal avatar being one of their most ancient original
    ancestors. Beneath the royal family is a Council of sorts composed of regionally
    chosen people and nobles of great experience and wisdom that help manage the
    day to day matters of law as well, and also helps control the various governors
    and the like under royal supervision. Indeed, one could call the Council more
    of a “parliament” of sorts due to its composition of commoners and nobility,
    but it is kept in line by the Royal Family who still has full and total military
    control. Likewise, the Royal Family can pass edicts down on the nation as
    desired or needed, though the Senate can negate these to avoid anyone just
    passing edicts that could harm the nation or mess matters up very badly. So
    there is a balance of powers that exists here, in a sense, and this process has
    been hewn out with experience and time to become a very ancient and stable
    system at least.

    However, it is of note that Viv through her avatar does
    wield an unsaid absolute power when it comes to the Kingdom and its political
    structures. She is known for allowing her mortals to ‘do their thing’ and
    decide on their various local and national matters, though at times Viv has had
    her avatar step in about certain matters or otherwise to assist the political
    processes. If the mortal government ever collapsed or broke into pieces, it
    goes without saying that Viv’s avatar would quickly be able to seize power and
    assert governance over the nation with the peoples’ full support if she ever
    felt it ‘necessary’ to do so.

    Other:

    -Viv’s Theme Song:
     
    Last edited:
    Character Sheet: Tauphys
  • Yukitama

    Well-known member
    It's still a work in progress but let me post up the draft of my god so everyone has a better idea of his role and what I'll be bringing to the setting.

    75f188ef564ef9a7c5385beb164c5bc0.jpg


    God Name: Tauphys

    Title: Nature, Redress, Fire, Strength.

    Gender: Male

    Alignment: True Neutral

    Personality:

    A bit peculiar compared to the other gods. Where many gods can find themselves connecting with mortals. Whether holding the same feelings, or serving as idols that bring forth ripples in the cosmos with their emotions and the grand scale in which they hold drive and desire. Tauphys is more of an alien god, a stranger who values rules of a different sort compared to those he is amidst.

    The proper order of things, the struggle between lifeforms. The villages and cities of mortal races is just as much a ecosystem as the free wildlands of forests, plains and mountains. Misconceieved to be one who weighs the natural state of things over civilization. It is rather that he takes its side to, in his eyes, present a fair struggle and opposition. To claim the lands and become its master is meant to be a great struggle over the destiny of the land. Whether it be in the struggle between animals and plants attempting to reach the apex. Or that of mortals attempting to paint over the canvas of the world, to transform and consume it to transform it into their vision.

    The power of mortals, the patronage that other gods give mortals. Naturally even he offers his aid and hears the prayers of them at times. Who then will uplift the wilds and turn nature against mortalkind to wage battle and war? The power of mortals was also that they could bring their whole system to bare for the purpose of battle and conquest.

    It is because of that then that he creates beings that represent the land.

    Opinion of mortals:

    Mortals like any other beings are lifeforms. Extensions of nature, and yet divorced. There is certainly a separation. Or perhaps it should be said that they are more of a divergent path. More active in the graces and attentions of the gods, walking down a path away from their origins and evolving not physically but culturally and spiritually. The journey that mortals take is something so unlike the world that supports them.

    It is his role then to make sure that they do not overwhelm the system of life in their pursuit of greatness and expansion


    History: Once life both struggled and thrived under the gaze of sun, basked in the endless day. Growing endlessly, devouring both light and itself. But such a thing could not continue endlessly, could not continue forever.

    The world burned, wildlife and beast alike immolating, overwhelmed by what they fed on. Pure life came together, ravaging each other and coalescing into one whole. Born of gluttonous life and formed by their sparks. The light that could for a moment rival the sun did not fade but rather turned into a new god. From that was born Tauphys in a violent birth. If life could not handle the sun then he would become a bastion of strength that could.

    Different from the others. A more primal, perhaps even feral god. Keeping to himself, he accepted the pace of others and in turn simply did as he saw fit tending to the world he was born from. Yet despite his distance he nonetheless reached his hand out to the other gods. For were they not part of the world themselves? Various beings were created to tie them to the world, beings that represented both the in-between of the wild beasts and mortals. But to serve as a shadow to civilization, an opposing force to punish and keep in check the mortals. Yet ultimately.

    In the war of Heaven Tauphys supported Azahiel, adhering to the set hierarchy and claim. Yet of course when the war was done simply returned to his work without further protest or word.

    God’s Domain: WIP



    Db3INgpV4AAO7d5.jpg:large


    Avatar Name: Hydraenus The Infinite Reincarnator

    Personality: The core of X is desire, a burning need, both instinct and dream. To become the strongest, to exhibit his strength and leave no rival before him. Yet paradoxically it is in testing his might that he feels the greatest joy. It is in losing that he feels the most bitter hate. For a challenge is something to overcome, an obstacle that leaves one stronger.

    In a sense he is a being that is intoxicated with becoming greater and stronger. To become the apex of all life is his goal, but it is each step that is taken that brings him joy.

    So he’ll climb again and again. No matter how many times he is pushed back to the beginning. From the smallest scrap of life to the greatest calamity.

    There is little he hates more than those who have defeated him. Yet that hatred takes the form of obsession rather than curses. Those who have slain him are not images of defeat, but rather take the form of a carrot on a stick. An image of what he must overcome, an obstacle to strive towards and overcome.

    But if a fated rematch cannot be fulfilled then his rage lashing out looking for a replacement and substitute will be cruel indeed. Many of his past rampages have started as petty mere temper tantrums at his perceived slight of being unfairly denied his rightful struggle and victory.

    In a sense he could be likened to an extreme one of a kind MMO-level grinder addict.

    Biography: Once there was a pitiful weak creature that witnessed the power of the gods. Weaker than anything else in the lands, a creature that lacked natural talents to even compete with a unclad mortal. Yet faced with such disparity and strength it found itself struck with unbearable admiration, with burning envy, and a need.

    This creature was noticed and chosen. A perfect avatar to embody the crawl and growth of nature. From a lifeform that crawled at the bottom to one that stood at the apex. But most of all a drive and obsession that could keep it enduring, for eons and eons. Something that could withstand the immortality of an avatar, something that could keep itself without waning even as cycle after cycle brought it to continuous retraces. To stay determined after falling from the greatest heights, to rejoice in the climb out of the lowest moments.

    For Tauphys sought a being that could challenge the world, and unite the wilds and nature against civilization. A mirror, a shadow, a test.

    The being that became Hydraenus was a perfect fit. Although it took centuries of constant “death” and struggle to attain the power to stand against heroes and unite both beastmen and lay his claim on the lands. Eventually he grew to the scourge he was meant to be. Rejoicing in clashing with the mortal races, challenging those who face him as beast and warrior.

    He fell even at his height. He climbed again. Sweeping the lands as a calamity and being struck down again and again. Sometimes he failed to ascend to his position as the scourge and being laid low as he tried to gain strength… but another assault would always be inevitable.

    For it was a cycle of nature, it was another fated incident to mark eras.

    The Wild Scourge. That which was nature’s declaration of war upon civilization, revealed by the shifting of wild beings and the shine of the bloodied moon.

    It was for this purpose that Hydraenus was made. But it was for his own self, to reach towards his dream of becoming the strongest that he fulfilled his duty endlessly.


    Growth of War: Mutation, or rather experience and will shaping the body. Hydraenus adapts with his experience, growing as he fights, not just in power but in form as he continues to evolve towards his picture of “supremacy.” While his image of overpowering strength and power is what he follows with zeal, aspects may end up emphasized, different abilities exhibited each time he rises.


    This wild growth is certainly an ability and blessing that embodies the explosive growth that formed his patron.


    Renewal of Strife: Stricken down and down again in his rampages and his waging of war upon the world to try and attain strength. Hydraenus nonetheless reappears despite seemingly, and most certainly having been slain and bested.


    The rather infamous true nature of his ability to seemingly return again and again as an inevitable force of nature is that of a reincarnation. Or perhaps one should say it is a renewal. Like all things in nature even he holds his periods of weakening and growing. When slain he returns, small and weak like in his original form. But each “life” he holds is more experience, his potential slowly growing, his battles fertilizing his future and leaving him with greater strength to aspire towards.


    Yet to regain what was lost is the work of years. If not for his drive then it would surely be considered a waste of effort. But he must reach where he once was, he must exceed it, and he must find his death and overcome it.
    Name of Kingdom/Empire: The Huntlands

    Capital: N/A Rather than a cohesive singular government the Wildlands are a collection of small settlements that are constantly at conflict. With each other and with the land itself as they fight to carve their ownership onto nature itself.

    Major Cities:

    Society: A collection more defined as borders against each other. The mountain forests and wild plains of the Huntlands is a place where man and beast fight and struggle for dominance. Great monsters, tied to the land and embodying it. The total sum of the ecosystem and connected to the pulse of life running through the planet. Defend their territories from invaders and clash with would be huntsmen, lords and heroes. Yet for those who prove themselves mighty, conquering these beasts they gain not just a fruitful land but the loyalty of the beasts themselves.

    Whether one looks to the native animals or those who crown themselves kings and lords of small fiefs that they carve out. The one simple truth of the Huntlands is that only the strong may reign.

    The people of the Huntlands tie themselves to powerful lords. Granted the right to the lands by martial power, each ruler is without a doubt a great warrior that can not only defeat the great Guardian Beasts of the Huntlands, but also fend off and even dominate other lords.

    The Fiefs of the Huntlands are in conflict with each other as much as the lands. Men of great power fight alongside beast, and all find themselves entrapped in constant turmoil.

    To claim more, to prove oneself strong. Should one man find himself worthy of claiming the entire huntslands surely he would have to be counted as among the greatest paragons and warriors of mankind.
     
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