[center][img]http://i.imgur.com/koFiWTp.png[/img][/center] In the beginning, there was nothing, void. Everything was composed of void, but deep within this limitless nothingness, there was one thing: a sentience. This unnamed thing in the vast, blank expanse spent many years alone. It sat and sat with nothing around it, but after millions of years, this sentience made a discovery. This world was not comprised of nothing, but rather the fabric of everything. Using itself as a catalyst, this sentience within the void pulled together this fabric of absolute everything into a ball of solid mass. This was the first time since the awakening of the sentience that it was happy. Gazing upon its creation, the sentience still felt so very alone. Catalyzing its body even more, to the point where the sentience was only half of what is was originally, it created ten beings much like itself. The sentience was happy once more, its offspring were happy. It wasn’t long before these ten beings wanted even more. They, like their creator, broke off pieces of themselves to create just as they were. Each of these ten added something unique to the ball. The first two created water that flowed around the ball, creating a wonderful sea. The next two had become jealous of this newfound creation, creating massive mountains underneath the water to erupt with magma and form landmasses that lay atop the water’s surface. This new world had become a blank canvas for the remaining beings. The following two created the trees and the grass bringing life to this world. Another two created the flowing rivers and peaceful ponds bringing with them a sense of tranquility. The last two wanted to allow the ten to gaze upon their beautiful creation. They then created stars in the void to light up the dark world. Everything flowed perfectly. Each of the creations balanced out another to the point where everything was in a constant, natural cycle. The first sentience looked upon its once original creation, all sprouting from the once empty fabric around him in awe. Its ten spawn soon grew tired of the constant cycle they had created, and in the dim light of the world, they could no longer find the joy it had once brought them. The original sentience, seeing the seeds of uninterest plant themselves just as they had grown inside of itself, tore itself in half to the world his spawn had created, creating new material for them to enjoy their beloved world once more. One half became a brilliant and radiant star, greater than all the others; the other half became a small world of its own that reflected the first half’s radiant light so the world was always given light. Following in their creator’s footsteps, each of the ten gave themselves to their world, creating new inhabitants. They titled these inhabitants Gods. They were to rule over the world the ten had created. [center][img]http://i.imgur.com/ifWc0pR.png[/img][/center] High above the lands there sits a place fit for the gods: Charybdis. Charybdis is located in the center of the world, high above a small island. Within Charybdis, each deity has a large hall dedicated to them to reside in and use as they please. Deities can freely move from Charybdis to the world. This island is forbidden to all mortals for if anyone reaches it, the nation of these mortals run the risk of finding their way into Charybdis. Should a mortal come to Charybdis, they gain demigod like powers. Here when not interacting with your peoples, you will reside. All gods are welcome minor or major. Diplomacy can be discussed or even battles can be fought. At the Start of the roleplay, all of the gods will come to Charybdis to name a King of Gods. The King will then name his four horsemen: The Ferrymen of Death, The Ruler of the Underworld, The God of Peace, and The God of War. Each of these advisors, like the King will gain special ability to help maintain order. These four deities will be the King’s main advisors. The rest of the deities will fall under the King’s law. The King can make laws though they have to be voted on by advisors and can be vetoed by the advisors and other deities. In the end, the King has the final say, but a unanimous vote of the advisors can remove the King and call a new election. Millennia and millennia have passed. Through the first centuries of the god’s control there was nothing but chaos and war. Gods struggled for power and many were killed, leaving nation’s crumbling to ruin. After a millenia of strife and chaos the gods finally settled down enough to elect a leader, one to unite them and to maintain peace. Here, in Charybdis no mortal has ever stepped foot, untouched by the taint of mortality it has stood empty for centuries. The island resides in the centre of the land, surrounded by whirlpools that even the best navy could get through. The mountain of the isle climbed into the heavens touching ready to hold its glorious creators once more. The gods all make way to the central table in the main hall. A massive piece which could sit hundreds, A massive throne at its far end, the sun laying its golden rays upon its back. The seat is reserved for the future king. It has been ages since anyone has last set foot into the Kingdom of Charybdis. In this roleplay, you take on the role of a God created by the ten. You will create your disciples and denizens, choose your domains, and inhabit the lands you’ve inherited from the ten. What your goal is within the realm you control is up to you. Lead your creations to glory in conquest, or be an advocate of peace, allowing your nation to flourish through other means. [hr] [h2]Nation Customization[/h2] [hider=Traits and Flaws] Time passes and changes are made. Technology advances, wear and tear on your cities, things are built and destroyed. These all are characteristics to your nation and play an important role in how your nation grows and comes across to others. Knowing how to keep a well balanced nation is how this works as there cannot be good without bad. Deciding on these factors is an important decision one must make, these defining traits is what makes you stand out amongst the others. All nations must pick two flaws to start. Once those two flaws are decided each nation is awarded ten points to spend on traits. Each trait costs one point unless otherwise specified. More traits can be bought at the cost of flaws. Each flaw gives you an additional point to spend. You may put all of your points in your military but your flaws may hurt your likability and economy. Also it is advised you do not pick flaws that are total opposites of your traits as this would conflict how smoothly your nation runs. There are a few ways you can obtain more than 10 points though. At the beginning you can choose to pick more than 2 flaws and for every added flaw after that, you pick you get 1 extra point. But do keep in mind you want to grow, so the more you add the less room for growth you have. The next way is going to be through Era Changes. What this means is that as time passes, you will gain points and flaws. The Era Changes will be noted and you will gain points and flaws determined by the previous actions your nation has taken but cannot exceed more than 2 points and 1 flaw gained during an Era Change. Those actions will have an effect on your traits, and as such you should deduct and add traits accordingly to the growth or any incidents that have occurred. But do not change too much at once, as it has to happen at a reasonable rate unless something detrimental happened. The Era Changes will grant you the ability to exchange traits and flaws also, but do this accordingly. A final way to obtain extra points without an Era Change is through good behaviour. This entails that you have been participating throughout the RP and you have been RPing very well. Participating means that you have been in an active position and your nation is not idle. This does not necessarily mean going out and picking fights, although that does count, but it is doing things such as helping out another nation when they are in a time of need and no one else is helping. Participation is encouraged and as such you will be rewarded. Gaining these points will be determined by the GM and Co-GM and they cannot be awarded such points unless those who are participating and the one not being awarded deem it to be fair. As such as gaining good points you can also be punished with flaws. Basically being the opposite by being mostly idle and a total lack of participation all around. Though we expect this to not be an issue and if it is, before any action is taken you will given a warning. A rule that the point system has is that you may NOT stockpile your points. Changing your nation dramatically is simply not realistic and defeats the whole purpose. As soon as an Era Change happens you MUST use your points. The good behaviour points are to be set as soon as you get them, but these will happen as time progresses and the effects will not be as immediate as they are during an Era Change. These points and flaws are meant to make your nation stand out! So do make sure you do what you want, while keeping it interesting. Happy spending your points. [hider=Kingdom Traits] [b]A Web Of Whispers:[/b] Your nation has been blessed with a genius of a spymaster. His contacts are numerous and his reach is vast. Your nation’s spies are much better at seeking out the secrets of other nations, bribery, extortion, and sabotage. This can often lead to a slippery reputation for your nation. [b]A Breaker of Webs:[/b] Spying in your nation is a dangerous and unpredictable game. Your agents have mastered the art of counterintelligence. Cracking the secrets of your nation takes great skill and time. [b]Honorable Emissaries (Can’t Be Taken With A Web Of Whispers):[/b] Throughout history your nations peoples are known for being charismatic and honorable. With some of the best and most trusted diplomats, sneakier affairs are more difficult when it comes to both your spies and the spies of your enemies. This is compensated by your ability to obtain information diplomatically, above the radar. [b]The People’s Idol:[/b] The royalty in your nation is widely renowned and loved by all its citizens. Attempts to sow seeds of dissent would be met with fierce resistance. Your citizens are more likely to do things for the sake of their deity. [b]Nobility and Royalty:[/b] Your nation has granted titles to those that are worthy. A few families have power bestowed upon them by you. Your nation’s nobles can sometimes assist in your time of need. [b]Wondrous Beauty:[/b] Adorned with beautiful fountains, churches, statues, and temples, your nation’s cities are a sight to behold. This could bring tourism into your lands. Taking this allows for a world wonder in your nation. [b]Refined Infrastructure:[/b] Roads, wells, watchtowers, and walls are all common sights in your nation. Safe and quick passage is much more common. Armies and merchants will cross your lands with ease. [b]Clean streets:[/b] Your city walkways are well kept and often patrolled by a well maintained guardforce to keep safety and cleanliness a top priority. Disease and crime are less likely in your nation’s cities. [b]Just Law:[/b] Your justice court is renowned for its' fairness, keeping all trials unbiased and every precautionary measure to ensure that the trial follows the laws without a single misstep. [b]Universities:[/b] Your people are well educated, schools have qualified teachers and the schools value teaching their students things that will help them later in life. These facilities are kept clean and well organized with a happy balance of extracurricular and classes. [/hider] [hider=Military Traits]Tacticians of War: Your nation is blessed with numerous high ranking officers and commanders hailing from great military institutes. Your strategists are brilliant and plan elaborate attacks and maneuvers in the heat of battle. Your nation understands many intricate cavalry and infantry formations. [b]Marathon:[/b] The communication among your nation far surpasses that of a normal nation. Messages will reach you much faster and your troops will have easier ways to communicate. [b]Pride of War:[/b] Songs are sung, crests and sigils are adorning the shields, tabards, flags, and even painted on faces. Nationalism is high throughout the whole country, all wars fought or to be fought are worn with much pride. [b]War Tithe:[/b] During wartimes and conflict, your nation taxes its populace. This allows you to more easily fuel growing armies and upkeep large ones. This can cause discontent if war continues on for too long. [b]Foraging:[/b] Your nation’s armies are trained in the ways of the hunter. They can live off the land, hunting game and gathering plants with ease. It will cost less to feed your troops when outside of your nation. [b]Centurion Troops:[/b] You don't miss up on an opportunity to recruit more people, even if they lack in a finger, eye, or limb. You recruit the elderly, the adolescents, middle aged. Regardless of any issues they may have you welcome them onto your force with open arms and are continually looking for new recruits. In times of no war you send people to towns and cities in search of more people to join the force. This does however add more mouths to feed and more people to pay, but can be worth it when needed cannon fodder. [b]Masters of Ambush:[/b] Your nation’s armies find better ways to attack than head on. Taking enemies by surprise in small squadrons is the specialty of your troops. A small squad of your soldiers, prepared with their traps and tricks make for a great surprise attack against a larger force. [b]Tempered Equipment:[/b] Your battle force has the finest, most expensive equipment. Be it from battle armor to the weapons your soldiers use, it is made from the best resources within your nation. Though if this is paired with the Big Armies trait, it means that only some soldiers will get this good equipment leaving the rest with lesser armor giving an imbalance of equipment. [b]Heavy Armor Specialization (Can’t Be Taken With Light Armor Specialization): [/b] Equipped with heavier armor than is normal, your nation’s troops are prone to withstanding more blows in battle, but suffer with reduced mobility around the battlefield and speed of marches. [b]Light Armor Specialization (Can’t Be Taken With Heavy Armor Specialization):[/b] Equipped with lighter armor than is normal, your nation’s troops have increased mobility around a battlefield and move quicker when marching, but suffer with reduced defense in combat. [i]Note that the Heavy and Light armor are simply preferences. You will still have heavy cavalry or heavy infantry if you take the Light armor. Just that they'd be less heavy than the ones with the 'Heavy armor' trait chosen.[/i] [b]Bullseye:[/b] Archers from your nation are extremely well trained and disciplined. Through teamwork and training, your nation has become far advanced in long ranged combat. When it comes to hitting the target, your archers are rarely surpassed. [b]Jousting Lords:[/b] Your horses are trained to be great combatants as well as the knights who ride them. Intensive training leads to your nation having the best horsemen and lancers around. [b]Disciplined Troops:[/b] The troops that you command are highly skilled and disciplined, taught the art of war and all of its' great and important aspects. These men are hardened warriors with training and are ready for combat. If you take this trait along with Centurion Troops, you will have some troops that are not as well trained as others, causing an in-balance within your forces. [b]Master Engineers:[/b] Your nation’s engineers have become extremely skills at crafting siege towers, siege ladders, tunnels, and other siege weaponry. Your army makes for a fierce force when attacking fortified locations. [b]Awe-Inspiring Fortifications:[/b] The castles within your nation have the most breathtaking views and are the pride of your country. Along with their mesmerizing beauty, the security that roams the halls are top of the line. Not only are these places stunning, they are placed in specific locations within your realm to keep your people safe all while foes sit and admire these structures. [b]Seaworthy (Costs 2 points):[/b] The seas is where you shine the most, your navy has the whole ocean memorized and can fend off any intruders with much ease. With only the best people on board, it has an extremely high efficiency rating. [b]Colossal Ships:[/b] The ship's within your nation from cargo to navy are monstrous in size. They can hold hundreds of men and crates for weapons and goods. Though your ships are huge, they take a long time to get across the seas, moving at slow speeds. [b]Swift Vessels:[/b] Size doesn’t matter to your nation when you have speed and dexterity on your side. These tiny ship’s move across the ocean with the speeds of the fastest fish, and though you cannot hold much cargo and me at a time you can make the trips in record time. These ships are also ideal for guerrilla warfare. [b]Unstoppable Force (Costs 2 points):[/b] The world trembles when you head to battle as you leave carnage in your wake. Once you get going, there is nothing to stop the wrath you are to bestow upon whomever invoked you, making your attacks leave a mark on the land. When your nation attacks, they are at a great advantage. [b]Immovable Object (Costs 2 points): [/b] Try as they might, no foe can trudge their way through your nations stubborn defense. You hold your ground with pride allowing no one across your borders who show any sign of ill intent. [b]Forced Marches:[/b] Your nation’s troops have gone through numerous intense marches in order to become soldiers. Marching to battle and across lands has become a common practice for them. Your troops can get where they are going faster than the average army. [/hider] [hider=Trade Traits] Agricultural Virtuoso: Your nation has been blessed with rich soil and fertile land. Your farming fields are massive and well tended. For your people, food is vast and boundless. Feasts and banquets are plentiful. [b]Filthy Rich (Costs 2 points; Requires one of the following traits: Rich Deposits, Far Away Lands, Vital Roads):[/b] Your nation flourishes, living in a mythical and extravagant golden age. Your nation’s coffers are brimming with coin. You can spend much more than other nations. [b]Rich Deposits:[/b] After many successful expeditions into your mountains, you've discovered numerous veins of rich ores and gems and continue to make profit from the streams located within your towns. [b]Vital Roads (Costs 2 points):[/b] Your nation holds control of vital trade routes that travel through your territory. Merchant guild masters pay tariffs and tolls to you. Coin circulates your nation like blood. Leaving you more well off than other nations. [b]Far Away Lands:[/b] Ships within your nation anchor upon your shores with numerous luxurious resources from other nations. Your ports are much larger, allowing for more imports and exports. This leads to more coin circulating your nation. [b]Industrial:[/b] Your workers are proficient in making the goods that leave your land, making them quickly and durable making them desirable to all who have had a taste of your wares. This increases the economy and overall job market making it overall beneficial. [b]Black Market:[/b] Very interesting wares can be purchased in your domain if the right person can be found. Often times, less than savory goods can be found in your nation if you have good coin. Of course, don’t think that your royals will not utilize this if you wish. [b]Merchant Families:[/b] Your families have been selling goods for as long as time, the way of trade coming like second nature. These families are placed high in the hierarchy and have a lot of power and are intertwined heavily in the business of foreign affairs. [b]Master Caravans:[/b] No normal trading caravans does your nation boast. Your nation has excellently guarded, armored, big, and extraordinarily quick caravans. Your merchants will definitely reach their destination faster than the average merchants, and some filthy brigands won't get in their way. Sometimes not even military squadrons will not stop them, but don’t count on it. [b]Tourist Attraction:[/b] From glittering waters to gorgeous buildings and mysterious caverns your land getting the attention of even the rich who have the finest jewels in their homes. Everyone who enters your land is enchanted by what you have to offer coming back many times over. [/hider] [hider=Flaws] [i]Do not take Flaws which are completely opposite of the traits you took. For an example, it's better not to take a flaw about bad ships when you chose many traits for good ships.[/i] [b]Flawed Leader I:[/b] For one reason or another, your authority over your nation has been questioned. Many of your citizens think you unfit as their guiding force. This doesn’t help with forming alliances and certainly tarnishes your popularity. [b]Flawed Leader II:[/b] After the chaotic millennia of war and strife between the gods, everything is at peace. You recall doing horrible things in the past during wartimes. This may cause other deities not to trust you. [b]Arguable Claims:[/b] Be it vassals, royals, or rebels, there is someone out there that believes they have considerable claims to the throne of your nation. Sowing seeds of disrepair this figure or group will attempt to stop your nation from gaining power and advancing unless snuffed out. (This figure or group will be RP’d by the Co-GM and I, and every so often they may cause problems in your nation.) Contending Vassals: Your nation’s vassals and surrounding nobles are in constant argument. They often fight amongst each other, burning each other’s estates and sowing chaos in the country with their disputes and skirmishes. It is not often you will get financial help or military support from your nobles. Sometimes the nobles can even be convinced to work against you. [b]King’s Debt:[/b] Through the reign of numerous royals, your nation has accrued a rather large debt to other nations and several rich merchant families. This hurts your nation’s prestige and may cause other nations to take back their gold by force. Better pay up. (You can choose to which nation or nations you owe money.) [b]Beggars and Brigands:[/b] Poor citizens of your nation need ways to survive. They have learned to satiate their hunger by taking to banditry. Your streets have criminal gangs and brigands running unchecked with much more power than that of other nations. [b]Mercenaries and Sellswords:[/b] Mercenary companies are vast in your nation. They often form the backbone of your army. This can cause some trouble as they are only loyal to the highest bidder. [b]Depleted Lands (Can Be Taken Multiple Times):[/b] Your nation has consumed its resources faster than they are replenished. One of the following is absent in your lands: Forests, Fertile Farmlands, Mineable Resources. This trait causes you to import the chosen resource if you wish to use it. [b]Iron Fist:[/b] Your nation better get a strong guard force. You will find yourself having to suppress revolts and protect your royals. Your nation is truly loathed and despised by its people. (The reason why is up to you.) [b]Mercantilist Tycoons:[/b] Merchant guilds and tycoons have gained great influence in your nation, causing them to hold a large force of power separated from the government itself. Getting on the bad side of your tycoons can spell trouble considering the power their coin holds. To a tycoon or a guild you are simply a liability. [b]Torpid Navy:[/b] With hulls broken, shredded sails, and unsteady masts, your ships are very weak and easily sunk. Naval battles will not often go your way. Your fleet is a truly a pitiful sight to behold. [b]Lame Cavalry:[/b] Your nation’s horses are lame, swaybacked, stubborn, and weedy. It is hard to control them, and because of this, your cavalry lacks training and are comparatively weak in battle. [b]Arrows In The Green:[/b] Archery is a foreign trade to your nation’s military. With bows and arrows, your troops are undisciplined, unskilled, and cowardly. Archers will be able to help less on the battlefield than the average ranger. [b]Serf Militia:[/b] The armies of your nation are far and few. In order to fill the gaps in your rank, your nation must place peasants and serfs amongst the ranks. Unskilled and weak, they are merely placeholders within your empty military. [b]Biased Law:[/b] Your justice system is extremely unfair. Judges are easily bribed, lawyers letting their personal views affecting how they perform and juries extremely influenced by insignificant happenings or evidence that was ruled unusable. [/hider] [/hider] [hider=Minor and Major Gods] A Deity's power all traces back to one variable: Their followers. The more followers a Deity has, the stronger their abilities are. The maximum amount of followers a Deity can have is 2,000,000, but not every nation will have such strength, and having more followers doesn't necessarily make you a stronger nation. A Deity who is dropped to 0 followers is 'killed' or removed from existence. [/hider] [hider=Direct and Indirect Gods] A Deity can choose whether they wish to directly or indirectly rule over their people. Each choice has its own merits. A direct Deity gains the ability to forge their people into heroes. Direct Deities begin with ten of their people possessing far above average capabilities. The Deity grants each of these heroes an artifact to grant them prowess in a certain area, or a small supernatural ability. Examples of artifacts could include a blade that can be telekinetically controlled by its wielder, or a pair of spectacles that allow their wearer to remember every word he ever reads. A heroes special ability (which he cannot have if he wields an artifact) should reflect a Deity's domains. For example, the God of Nature's hero could have the ability to speak with and control animals for short periods of time, or the God of Battle's hero could have the ability to be a master with every weapon he wields despite his training. An indirect deity gains the ability to bless his people with magical arts. Instead of blessing a select few, the indirect deity will give their nation the gift of knowledge, knowledge in learning magic. Mages, unlike heroes, do not have to be individually blessed by gods, but are instead blessed by the arcane energy that flows through the nation's descendants. While heroes are far and few, mages can be plentiful. It is not uncommon to spot a handful at every battle supporting their nation. A mage's spells, much like a hero's special ability, should center around their deity's domain. Examples could be a nature god blessing his mages with Druidic control over plant life and fauna or a god of the sea blessing his mages with the ability to manipulate water, breath underwater, and accomplish similar feats. [/hider] [hider=Domain Power] As you are creating your God, know that as such it is a deity with supernatural powers. While these are for the most part generic to each God, your specific ruler shall have unique powers to them and only them. These can be whatever you want them to be, within reason of course as powergaming is not tolerated, and you can set the tribulations that will come once the power is activated. These powers are to effect the overall world but you use them as you see fit. A few examples would be a God of flames could start fires spontaneously where he pleases occasionally, God of the sea could move his fleets with great speed every so often, and a God of fortune could bless a particular city with prosperity for a period of time. It is something only you can do to help or hurt however you wish to use this power. The strength of this power is often limited by your amount of followers. Though keeping in mind the balance of each God, your power must be approved by the GM and Co-GM. [/hider] [hider=Deity Sheet] [center] [h3]Deity Info:[/h3] [b]Name:[/b] [b]Domain(s):[/b] [i]Keep it to 2 or less.[/i] [b]Domain Ability:[/b] [b]Common Appearance:[/b] [b]Personality:[/b] [b]Direct or Indirect:[/b] [b]Description of Mage Powers/Hero Powers & Artifacts:[/b] [i]This section can be done overtime throughout the roleplay, so feel no pressure to write out all ten artifacts or every power at the start. You likely wont be using them for a bit.[/i] [b]Symbol:[/b] [b]Other Info:[/b] [hr] [h3]Nation Info:[/h3] [b]Nation Name:[/b] [b]Flag:[/b] [b]Location on Map:[/b] [b]Geographical Info:[/b] [b]Capital City:[/b] [b]Culture Description:[/b] [b]Military Description:[/b] [b]Government Description:[/b] [b]Population (Cap 2,000,000):[/b] [b]Traits:[/b] [b]Flaws:[/b] [b]Extra Info:[/b] [/center] [/hider] [hr] [center] [h2]The Current World[/h2] [img]http://i.imgur.com/DsYzQM1.jpg[/img] [/center] [hider=Current Living Gods] -Adiel, Goddess of Fortune -Archene, God of Shadows and Silence -Dahl Sinn, God of Balance -Elouviana, Goddess of Foresight and Foretelling -Nivea Cicero, God of Frost and Animals [/hider] [hr] [h2]Roleplay Rules:[/h2] 1. Follow all Guild rules during the roleplay. 2. My Co-GMs and I shall have the final say in disputes and shall remain fair and neutral in any OOC problem. 3. Please give notice if you must be absent for an extended period. If you are gone too long without notice, you may be removed from the roleplay. 4. If two people in conflict cannot decide the outcome of a particular battle or skirmish, my Co-GM's and I will go through numerous factors and decide the outcome. 5. No nation is perfect. Please roleplay your weaknesses just as much as you would your strengths. 6. Post your Deity Sheet in OOC before you post it to the Character Section.