Hidden 8 yrs ago 8 yrs ago Post by Opposition
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Opposition 𝕋𝕖𝕔𝕙𝕟𝕠𝕝𝕠𝕘𝕚𝕔𝕒𝕝 𝕊𝕚𝕟𝕘𝕦𝕝𝕒𝕣𝕚𝕥𝕪

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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.



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.




Nation Customization













The Current World





Roleplay Rules:


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.
Hidden 8 yrs ago Post by Inkdrop
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Inkdrop

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Can I still join or is it too crowded?
Hidden 8 yrs ago Post by Opposition
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Opposition 𝕋𝕖𝕔𝕙𝕟𝕠𝕝𝕠𝕘𝕚𝕔𝕒𝕝 𝕊𝕚𝕟𝕘𝕦𝕝𝕒𝕣𝕚𝕥𝕪

Member Seen 9 mos ago

@Inkdrop
We still have plenty of space. Feel free to join.
Hidden 8 yrs ago Post by Gaebrael
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Gaebrael

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Still interested. NS soon.
Hidden 8 yrs ago Post by Gaebrael
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So, looking at the flaws, I am still deciding. These are bound to change as I review and flesh out my nation, or as the selection increases:

Mercenaries and Sellswords: 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.

I will either take:

Torpid Navy: 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.

Or

Lame Cavalry: 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.

Which would essentially translate to No Cavalry or No Fleet, in my case, since it would be odd to have just one section of the military for some odd reason existent and just really bad versus having like one or two squads or one capital ship that are modern and worth the same value.

The one other flaw I was going to take was:

Serf Slave Militia: The armies of your nation are far and few. In order to fill the gaps in your rank, your nation must place peasants debtors and serfs slaves among the ranks. Unskilled and weak, they are merely placeholders within your empty military.

Now, the clarification with this one is that the way I was planning this, the nation's capital and lush provinces would have all of those fancy military traits I got, and then the desert army or oarsmen (depending on where I place my nation) would be mostly slaves. So really, the traits would apply to two very different armies.

For traits (11 Points, 10 og. plus one from planned extra flaw):

Honorable Emissaries (Can’t Be Taken With A Web Of Whispers): 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.

Tempered Equipment: 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.

Disciplined Troops: 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.

Unstoppable Force (Costs 2 points): 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.

Master Engineers: 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.

Awe-Inspiring Fortifications: 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.

Filthy Rich (Costs 2 points; Requires one of the following traits: Rich Deposits, Far Away Lands, Vital Roads): 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

Vital Roads (Costs 2 points): 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.

More will be developed later. For now, I am just curious if the traits work. Danke!
Hidden 8 yrs ago 8 yrs ago Post by Opposition
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Opposition 𝕋𝕖𝕔𝕙𝕟𝕠𝕝𝕠𝕘𝕚𝕔𝕒𝕝 𝕊𝕚𝕟𝕘𝕦𝕝𝕒𝕣𝕚𝕥𝕪

Member Seen 9 mos ago

Which would essentially translate to No Cavalry or No Fleet, in my case, since it would be odd to have just one section of the military for some odd reason existent and just really bad versus having like one or two squads or one capital ship that are modern and worth the same value.


That is entirely up to you. If you take those flaws, then yes. You can choose to have no fleet or Cavalry.

The one other flaw I was going to take was:
Serf Slave Militia: The armies of your nation are far and few. In order to fill the gaps in your rank, your nation must place peasants debtors and serfs slaves among the ranks. Unskilled and weak, they are merely placeholders within your empty military.
Now, the clarification with this one is that the way I was planning this, the nation's capital and lush provinces would have all of those fancy military traits I got, and then the desert army or oarsmen (depending on where I place my nation) would be mostly slaves. So really, the traits would apply to two very different armies.


Taking this flaw with more powerful military traits would essentially cut your military in half. You get the boons to your actual military, but a large portion of your forces would still be untrained slaves. The flaw weakens your army as a whole, but the other boons you took could help balance it out. So as a whole your army would be weaker as a flaw, but certain portions could be strong, yes.

I hope this helps answer your questions. Feel free to clarify if I messed something up.

Hidden 8 yrs ago 8 yrs ago Post by Gaebrael
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<Snipped quote by Gaebrael>

That is entirely up to you. If you take those flaws, then yes. You can choose to have no fleet or Cavalry.

<Snipped quote by Gaebrael>

Taking this flaw with more powerful military traits would essentially cut your military in half. You get the boons to your actual military, but a large portion of your forces would still be untrained slaves. The flaw weakens your army as a whole, but the other boons you took could help balance it out. So as a whole your army would be weaker as a flaw, but certain portions could be strong, yes.

I hope this helps answer your questions. Feel free to clarify if I messed something up.


Thank you. I just wanted to clarify that the armies would be distinguished almost entirely by what region they were fighting in. So I would have my unstoppable force in the north rued by Lord Alpha, and a desert slave band ruled by Lord Beta. This would mean that a battle between Lord Alpha and the Gamma Horde would not at all be affected by the Slave Army trait.

Also, apologies for making this less clear than intended, but what I was asking about with the land/fleet flaws was weather it could be construed as minuscule cavalry/navy rather than was necessarily inferior on a per-ship basis. For example, by Battleship could fare well against a Royal Navy Battleship, maybe even beat it, but I only have one battleship. Does that make sense? It just seems like it wouldn't fit my particular idea to have an average sized ancient fleet, being the engineering trait I took and my vision in general.

P. S.: I will make my claim last since my claim depends on everybody else's claim, but the idea is that my nation is essentially a highly profitable toll booth squeezed between two major trading nations, with either the approximate width of a DMZ or a disputed claim over a large tract of desert between them. Kind of like the silk road, except if a band of sellswords often hired to guard the caravans decided to become a nation, claimed a tract of land, built a wall, made everybody who wanted to get through pay tolls, developed a code of honor and weird religion, and sold all debtors into slavery and a few other tricks. The main point is to border and have extensive interactions with two nations, preferably with some coordination between them.
Hidden 8 yrs ago Post by KabenSaal
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Totally interested in this RP. Do you still have spaces?
Hidden 8 yrs ago Post by Xeron
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@KabenSaal Feel free to post your CS! As of right now we have space!
Hidden 8 yrs ago Post by KabenSaal
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You overestimate me if you think I have a CS ready. I'll kick one up, eventually, just wanted to know if it was free.
Hidden 8 yrs ago Post by KremeSupreme
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Working on a character sheet right now, but I got a quick question. Are we allowing nonhuman races, as long as they don't mechanically interfere?
Hidden 8 yrs ago Post by Opposition
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Opposition 𝕋𝕖𝕔𝕙𝕟𝕠𝕝𝕠𝕘𝕚𝕔𝕒𝕝 𝕊𝕚𝕟𝕘𝕦𝕝𝕒𝕣𝕚𝕥𝕪

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@wxps350
I have no problem with non-human races as long as they aren't too far-fetched and, yes, they must not mechanically interfere.
Hidden 8 yrs ago 8 yrs ago Post by KabenSaal
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Deity Info:

Name: Elouviana

Domain(s): Foresight, Foretelling

Domain Ability: The primary domain of Elouviana is easy to understand, since it does exactly what it says. Grants Elouviana and to a much less extent her follows, the ability to see what is coming. Her followers can reach around a day, with intense meditation. Generally, they can see a few minutes into the mists of the future, which is helpful, considering the chosen profession of the Foresight Mages.

The Second Domain, much rarer and much stranger than Foresight, is the Foretelling. It can only be used on inanimate objects, but the rare mage that manages to manifest this power, can alter the future of a certain object, by foretelling it's story. Due to the scarcity of Foretelling mages, they are almost exclusively housed in the capital city of Amypras, Where they foretell the great farms will be bountiful, and the walls will remain strong against Man and Nature alike.

Common Appearance: Elouviana prefers a small, pettie form, with a hooded cloak drapped over her eyes, as if the cloth would prevent the visions from bombarding her at every moment. She wears a soft purple dress, and keeps most ofher hair hidden in the hood, but a few purple flecks could be seen to anyone who wasn't looking on casually.

Personality: Elouviana's persona is a very strangee one, due to her Domain. She treats most conversation as mere irritations, and can some times reply to a person before they have asked a question. This makes her a difficult god to interact with, but one can have a positive relationship with her if they have friendly intentions. Just don't expect to talk much, because she has already seen the whole conversation play out in front of her. Much to the chargrin of mischivious gods, she is nearly impossible to prank, surprise, or catch unaware, due to the domain, but this could simply be seen as a challenge, to some.

Direct or Indirect: Indirect

Description of Mage Powers/Hero Powers & Artifacts: Foresight Mages can see into the future. Usually, it does not factor in a great deal, but in war time, it becomes very valuble, strategically. Most Foresight Mages chose to become Archers, matched only by the greatest of shots in the kingdom, since they do not need to aim, simply see where the shot needs to go, and let loose. When invaded by a forigen enemy, a Foresight Mage will retire to his tent, to meditate deeply and call upon his powers in greater strength, so as to see what the day has in store. This grants a near-unparraleled edge in outmanvouering the enemy, and planning ambushes.

Symbol: Elouviana's symbol is, fittingly, an eye. The lid is shut, but the iris is still seen through the lid.

Other Info: A decent portion of the Great Farms have crops of Sweetcorn, since it is considered the sacred food of Elouviana. Mostly because she enjoys it so much.

Nation Info:

Nation Name: The People of Amypras

Flag: The few flags that remain consist of a man, with two feminine humanoids to his left and right. Nobody really knows why, anymore, but they just are.

Location on Map:


Geographical Info: Massive streches of land, dotted with forests, thousands of acres across, it is the perfect embodiment of untamed wilderness. An army could march for a week in one direction, and see nothing but the land - depending on the speed at which the army marches - as The People of Amypras have not colonized far from their great capital. There are ruins of anicent castles and fortresses dotted around the land, some modest, and others with the shadow of greatness.

As large as the land is, there is not many plains, mostly rugged, roughlands that are hell to cross for most. Combine with the total lack of any sort of road system, this can cause many logistical problems with trying to into the country itself, instead of lingering on the edges. There are a few mountians near the coast, but their height and nature makes scaling them a dangerous idea for anyone uninitiated in the ways of them.

An interesting and unique feature of the land, is the abundance of trees, growing all manner of fruits, inside and out of the forests. There is no place in the entire country you can stand, and not be in sight of a collection of trees, bearing colouful and delicious fruits. Even the most incompetent of Captains could bolster their rations with the fresh fruit that is bonre from these trees.

Capital City: Ampyras: The Capital, does not belong where it is, these days. There was a time when it's massive, slanted walls, thicker than the trunk of a dozen oak trees, would be a beacon of greatness. Dwarfing the rest of the castles, and looking upon it's empire like a stone-wrought God. Dominated in the center of the massive city is The Palace, home to a hundred thousand people. And when the sun rises behind it, the shadow is cast across half the city, with the other half only safe because the sun was not shining in the right direction. It's ancient roads cover so much distance, a great house, rivaling The Palace could be made with the flagstones. One part of the city is dedicated to Great Farms, with fields that strech unto the horizon. The sheer opulance and magnificence of the capital would cause the greatest of craftsmen to feel inadequate, and make the mightest of kings believe there walls mere palisades in comparison.

However, it does not truely belong to The People of Ampyras. It belonged to another, long ago. The rest of the constructs they made dot the countryside, but Ampyras was to grand to be brought low by Time, and so stood until The People arrived, and took it for themselves. They do their best to maintain the interior of the city, with the houses, and smaller buildings not being as robust as The Palace, or the great walls. The result is a very mismatched citidel, like the rags of a pauper studded with rubies and diamonds. Some of The People feel as if living within the Capital is something they are not worthy to do, and so branch out and create small hamlets that grow, over time. However, nobody has colonized beyond the shadow of The Walls - however, considering the size of them, that is still quite a distance.

Culture Description: Once nomadic, The People do not quite have the same hierarchy as most other kingdoms. They have their Head Man and his family, who live in a cabin made of logs cut down by his own axe, and the axes of his sons - The Palace used to house all of the people until it filled up, and they had to expand into the city proper - but beyond that, there is not much difference from man to man. They are close-knit, and always ready to help a neighbour. Universally, slightly wary of the Mages, but only wary in the way a man is wary of a sword-wielding man. Scattered interactions with the rest of the kingdoms has given rise to the concept of Money, and some of The People use this to trade with the People Outside, as if to differenciate between those who live in the Capital, and those who chose to live outside of it. But inside The Capital, a barter system is still very much in place, with disputes settled by the Elders, older people from any and all families, looked to for their wisdom.

While they now have carpenters, and Merchants, and Farmers, every one of The People is still a Hunter in their heart. And as such, they all practice with the bow and knife, for the time when they need to hunt those who would try to do them wrong. The closely knit community, where practically everyone knows everyone, means that most criminals, and bandits come from outside the country, and this leads to a very harsh dealing with any sort of crime. Getting into Amypras itself is a chore for any outsider, so it is mainly the outlying villages that are harrowed. However, even these people are hard targets, since you can never tell when you might get an arrow in the leg, and then dragged off to the nearest tree to be hung. Or worse, fed fruit from the many, many trees that dot the area.

Diplomatically, they are pretty niave, and somehow trusting, and yet skeptical of all people outside. Giving them the hospitaility that is demanded by ettiqute, but not really opening up to strangers until they have proven themselves.

Military Description: The Military, if it can be called that, is something of an enigma. Every citizen has workable skill with the bow and knife, so they could defend themselves if attacked, but the only real military they have, are the Rangers, and the Reavers. They have not yet learned husbandary to tame horses for cavalry - not that the landscape would allow a sizeable cavalry force to gain any sort of prominance - and full-bladed swords, and suits of armour are considered wasteful. Armour slows a man down, makes him a slave to the hot sun, and is nearly impossible to remove if one needs to water the trees, or fertalize the grass. As such, The Rangers wear suits of boiled leather, and this is considered to be the equivilant of other nation's Heavy Plate.

The Rangers are The People who are gifted with the use of the Bow, and given extra, specialized training, based mostly around moving across the great plains with great speed, and firing the bow with great precision. The result is an Archery Force that has great manovuerability, crossing the densest of under brushes with only minor impedment, and hunting down their quarry with impecable accuracy. They are usually used as highly skilled hunters, but when invaded, The Rangers are a harrassment force, out in the open, killing the enemy, and then fleeing the reply.

The Reavers, however, are something different. The core of the members are made from the Foresight Mages, and are used as the police force of The People. Some Rangers may join the ranks, but as the Amypras saying goes - 'Out of a thousand men, there are Ten Rangers, Out of a Hundred Rangers, there is One Reaver - this is not easy. While The Rangers are the glorious heroes, with the greatest smiles, and looked upon in the brightest of lights, The Reavers are the men in the shadows. They hunt down criminals, and bandits, dealing with them with brutal efficency. In War-time, they are the things that go bump in the night. Impeccable accuracy, and foresight allowing them to run flat out and avoid any obsticle in their way, they can break into a camp at the dead of night, cause a hundred different maladies to strike, and then vanish back into the curtain of darkness. Children claim that A Reaver can strike down a man from six hundred yards away, in a monsoon. While this is exagerated, it is not by much.

Government Description: The Government is small, consisting of the Head Man, his family, and a few of the smarter Elders, some of which could consist of former Head Men. The number of Elders has grown of late, given the increasing size of The People, but the Head Man still has the control over the whole flock, having shown he is the greatest of them. Anyone can challenge the Head Man for his seat, but must first pass three tests. The Test of Speaking, sees a person try to convince a pre-set woman to hand over a coin. The person must be charming, and friendly to recieve this coin. The Test of Knowledge will present the Man with several different conundrums, and he must solve them in the most benefical way possible. The Test of Might is the final test, and will pitch the current Head Man against the contender in a hand-to-hand fight, until one surrenders or is knocked unconscious. The Tests are overseen by The Elders, and it is the single event in the entire culture that is kept from the Head Man. People that excell in the first two tests, but lose the third, can be invited into the Head Man's extended family, so he can use his intelligence for the benifit of The People. Some of The People take the test simply to show off their intelligence, without really wanting to win.

Population (Cap 2,000,000): 800,000 (700,000 in the Capital, 100,000 spread through the hamlets and villages)

Traits:
The People’s Idol: 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.
Wondrous Beauty: 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. (World Wonder, Ampyras)
Clean streets: 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.
Marathon: 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.
Foraging: 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.
Masters of Ambush: 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.
Immovable Object (Costs 2 points): 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.
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.
Bullseye: 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.
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.
Tempered Equipment: 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.
Awe-Inspiring Fortifications: 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.
Forced Marches: 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.

Flaws: Arguable Claims: 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.) (Was thinking maybe, decendents of the people who once lived in Ampyras)
Depleted Lands (Can Be Taken Multiple Times): Your nation has consumed its resources faster than they are replenished. One of the following is absent in your lands: Mineable Resources. This trait causes you to import the chosen resource if you wish to use it. (Dangerous mountians, and lack of ground-deposits)
No Navy: This nation hasn't got anything more than a few fishing boats to call a Navy, and so can not partake in any battles of the Sea.
No Cavalry: Between the lack of Husbandary, and the poor geography for horses, there is no cavalry force to speak of. Most people prefer their feet to horses hooves, and use them for farming, rather than war.

Extra Info: Wonderious beauty, and Awe-Inspiring Fortifications, apply only to Ampyras. Since it's the only true castle in the country.
Hidden 8 yrs ago Post by Xeron
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Hidden 8 yrs ago Post by KremeSupreme
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KremeSupreme im here

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Gnagrul

(NAH-GRULL)


Domain(s)
Storms and the Desert

Domain Ability:
Gnagrul has the ability to call a storm, and roil the earth. When he call's a storm, he spends an extended amount of time preparing it, before sending it off. Spending three to four days to prepare a storm will make a decent thunderstorm. Spending a whole week will make a severe thunderstorm. Spending two weeks can create a deadly gust of wind, and lightning that he can focus better to hit certain objects. If he spends a whole month preparing a storm, he can create a disaster that can annihilate an entire landscape. The drawback is that when he prepares a storm, he must concentrate and exert his own power.

To roil the earth, he expends a great deal of his strength to manipulate a single tectonic plate. He can shove it, pull it, push two of them together, or even tear one in two, creating a whole new plate. Like creating storms, it takes a greater deal of his strength. After pushing a plate, he is completely exhausted, and will be unable to act until he regenerates strength.

Common Appearance: A Saytr with glowing eyes, red hair, a large beard, long white fangs, and the tail of a scorpion. Engraved in his left upper body are forks of white lightning. When he becomes angered, the lightning begins to shoot out from his body.

He wears black iron shoulder pads, and carries a single butcher sword.

Personality: Like the Desert, he is rugged and harsh. Like the Storm, he is quick to anger, and when he is, he lay's waste to all the world around him.

Direct or Indirect: Direct

Description of Mage Powers/Hero Powers & Artifacts:
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.

Symbol: A cloud with three large bumps in it. From which, a bolt of lightning is striking a triangle, meant to represent the earth, of which a crack with two forks is developing in



Hamaara


Flag: An dot in the middle of an oval, meant to represent an eye. From the top of the oval, three lines go upward, with one line in the middle, and both lines on either side of it slightly shorter. Underneath the oval, a line goes horizontally, touching the bottom of the eyelid.

Location on Map: The desert on that one fragmented continent to the west of the mainland, the part that is just barely touching it.

Geographical Info: Long ago, Hamaara was a proud and prosperous nation, until it was invaded from the east. The island then cracked off the mainland, as was Gnagrul's doing.

Capital City: Ruk, a city built into a massive volcanic mountain. The actual city itself is built at least two hundred miles from the top of the volcano. There are two layers to Ruk, the lowland and the mountainside. The lowland is a younger part of the city, coming to be as the population of the city expanded. It is made of districts of stone houses and tents, surrounded by a large stone wall. This is the poorer layer of Ruk, as it is mostly composed of refugee's to Gnagrul's constant rage. The mountainside is the older part of Ruk, made of hundreds of carved out caves, all surrounding the mountain. The mountainside is in a spiral formation, so any attackers that make it past the lowland will have to scale in the mountainside's built in path, meeting more and more resistance as they climb. The ruler of Ruk, and all of Hamaara, is Ajul.

Long ago, however, a child on the mountain was found by royal scouts, adjacent to a geyser. He was raised by Ajul himself, and was named Loard. As time grew, Loard demonstrated a knack for stormcalling, and has grown more powerful and aggressive as time passed. Loard has continuously challenged his father for the throne, though has been defeated each time. Now, Loard is more powerful than ever, and his father Ajul is wise to take caution.

Culture Description:
Hamaara has a strong worship for Gnagrul, out of fear of his wrath. Many have been stripped of their home villages for so much as dishonoring the vengeful god, resulting in mass destruction and death. For this reason, many either live in Ruk, or as Nomads. Much of Hamaara's desert is composed of Saytr's, though a few other Beast races exist, such as Naga and Gnolls. There's also a small population of Humans, though they serve as a slave caste, with no rights.

Military Description:

Government Description:
Hamaara is ruled by one leader, the Sultan. The Sultan has direct rulership over Ruk, though other territories within Hamaara are ruled by smaller chieftans. To maintain power in Hamaara, a Sultan must constantly intimidate his subordinates. For instance, if Razorlash falls begins building an army larger than other territories, the Sultan would most likely take Ruk's army to Razorlash falls, and thin down the size of Razorlash's army, by either crushing it or forcing some of it's soldiers to join his. The next Sultan is typically determined by bloodline, though there are many rules should a Sultan die without an heir, or with multiple ones:
1. Only a Satyr may become Sultan
2. Only one born in Ruk may become Sultan
3. If a Sultan dies, and has fathered more than one child, the eldest is to be favored
4. If a Sultan Dies, and has fathered more than one child, female's are unfavored
5. If a Sultan Dies, has fathered more than one child, and a child not favored to claim the throne challenges the expected heir, they have every right.

Population (Cap 2,000,000): 1,560,350

Traits:
Foraging
Centurion Troops
Pride of War

Flaws:
Arguable Claims- Ajul's throne is challenged by his own son, Loard. Though the tension between the two has drawn a single drop of blood, either of the two may lash at the other at any moment.
Flawed Leader II- Within Ruk, much of the populace are taking sides. Some believe Ajul to be a proper Sultan, while many believe Loard is the future for Hamaara.
Depleted Lands 2 (Forest and Fertile Farmlands)
Biased Law- Satyr's are the favored race in Hamaara. Behind them are Gnolls and Naga's, who are treated somewhat unfairly. At the shortest end of the stick are humans, who are not protected by law, and commonly serve as slaves.
Hidden 8 yrs ago 8 yrs ago Post by Ursane
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Ursane The Spirit Bear.

Member Seen 8 yrs ago

Name: Dahl Sinn

Domain(s): Balance.

Domain Ability: Dahl is tapped into the unseen fabric that gently guides reality on its path, the Zhu Zeal. Zhu is the manifestation of Time, symbolized by the power of Light. Zeal is the manifestation of Space, sympolized by the power of Sound. Though he is a deity, the extent of his connection to the Zhu Zeal is limited; he has strong control over the powers of Light and Sound, a power that he shares wholeheartedly with his followers, but the powers of Time and Space are much more difficult to obtain. He has very limited control over them, though he is often gifted by visions on either or both axis, from anywhere in the land and in any time frame. Only the strongest of mages in his kingdom can touch the powers of Space or Time, though if one was to become a devout Oracle, they could experience visions, and even train to control them to create Prophecies by intense meditation.

Common Appearance: A pale monk with close cropped jet black hair, wearing a half black, half white set of robes. His eyes are almost always close, though if you are in his presence, you feel as if his circular amulet, cut perfectly in half in a by a single lightning bolt line, half black and half white, is watching you.

Personality: He is an incredibly kind man, often bound by intense honor. However, he knows when he has to display an iron fist, and when deceit is necessary for the good of the people. Life is about achieving perfect balance.

Direct or Indirect: Indirect.

Description of Mage Powers:
The plentiful magi of this kingdom practice mastery of the Zhu Zeal. They wear the symbol of the Zhu Zeal, the circle of black and white separated by a single bolt, and use it as a focus for their magic. Some practice a weaker version, and can use both Light and Sound magic to a lesser extent than others. Other Elite few find a life partner and study the Zhu while their partner studies the Zeal. This close, tandom connection allows them much stronger control over Light or Sound, while also granting the strongest of them minor Space and Time influence. Others still study to master the visions of the Zhu Zeal, becoming devout Oracles.

Symbol: The of the Zhu Zeal, the circle of black and white, separated by a single bolt.

Other Info: Dahl Sinn, though he is an indirect deity, moves about his people, consulting with them about their problems and working to make their nation quite the utopia.

Nation Info: The nation's land consists of one gargantuan mountain, carved into a monastery the likes of which have never been seen before. Inhabitants live high above the clouds, and some far beneath the surface.

Nation Name: Zahel, which translates to Balance.

Flag: Scarlet, with the Zhu Zeal symbol emblazoned in the center.

Geographical Location: The largest island in the northeast. Only it's a huge mountain. Whoops.


Geographical Info: The whole land is just one gargantuan mountain. Carved into one incredible fortress.

Capital City: Zahel Court.

Culture Description: Honor, the balance of Knowledge and Power, strength of will, unwavering nationalism.

Military Description: Strong navy, ground troops are almost entirely mage based military and cavalry.

Government Description: Heavy trade, greatly into ores and mining rescources.

Population (Cap 2,000,000): 1,000,000. Interestingly enough, the moment anyone is born, someone dies.

Traits:
Honorable Emissaries (Can’t Be Taken With A Web Of Whispers): 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.

 The People’s Idol: 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.

 Universities: 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.

 Black Market: 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.

 Industrial: 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.

 Awe-Inspiring Fortifications: 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.

 Unstoppable Force (Costs 2 points): 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.

 Immovable Object (Costs 2 points):  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.

Flaws:
Arrows In The Green: 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.

With a military so centered around their deity's magic, projectile ranged weaponry is obsolete.. or so they think.

 Depleted Lands: Your nation has consumed its resources faster than they are replenished. Forests are absent in your lands. This causes you to import wood if you wish to use it.

It's literally a mountain.
Hidden 8 yrs ago Post by darkwolf687
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darkwolf687

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Oooh, tentatively interested. I have a couple of ideas, I just need to see if I can make a character that will work for this.
Hidden 8 yrs ago Post by Xeron
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coGM
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Xeron Your Local Edge Lord.

Member Seen 6 yrs ago

@KabenSaal Yours is good to go. So you can go ahead and put it in the Characters tab.

@Ursane Your domain ability is a little confusing, if you could clarify what it is you have control of, that'd be sweet! Once that is cleared up, you should be able to post in the Char tab also.
Hidden 8 yrs ago Post by Ursane
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Ursane The Spirit Bear.

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Essentially, he weilds strong Light and Sound magic, can exert himself to the brink to have a limited bit of control over time or space for a period of time, and experiences visions of things fairly often, though he doesn't inherently know where or when the events he sees are taking place.
Hidden 8 yrs ago 8 yrs ago Post by Darked13
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Darked13 Just Archene / Really Just Archene

Member Seen 3 yrs ago

Deity Info:

Name: Archene

Domain(s): Shadows and Silence

Domain Ability: Both of his domains ability are usually seen in the form of large area curses, taking the light and sound away from area of varying sizes. While usually usuable on large, the abilities can also be used on individuals themselves.

Common Appearance: A tall and thin male seemed to be covered by a murky cloak of shadows. His hood usually doesn't cover his head, allowing others to see his rather plain pale face and silver eyes. With a color rather similar to his eyes, his silverish hair is curly and short.

Personality: He is quiet and calm. While he rarely goes out of his way to speak with others, he rarely minds when others break silence to speak with him, even for the most trivial matters. Many gods, however, know that his rare bouts of anger bring very disproportional retribution, leading to some gods uneasiness to go to him. Who would

Direct or Indirect: Indirect

Description of Mage Powers/Hero Powers & Artifacts:
Shadow Veil - One of the most elementary shadow spells. It allows mages to coat themselves with shadows. The spell's main use is to protect the mage's identity, but it is known that it also gives the mage a small resistence against heat and general physical attacks.
Shadow-weaving - Mages are capable of imbuing their magic upon object reinforcing them. This usually takes form as a coat of shadows over the weapon or armor. While the main effect of this is an increase in durability, it also increases sharpness of weapons slightly. The modern version of the magic has the downside that the improvement is based on the equipment it is used on, and the time required to enchant a single article. The ancient version, however tiring and time consuming, can make high quality weapons and other objects of variable malleability without any catalysts (only certain magic words and a winter solstice).
Silent Steps - Despite the name of the power, the ability takes away the ability of the target(s) to make sounds for as long as the mage sustains the spell. Average mages can silence a handful of people at the same time, the more powerful one a dozen.
Shadow Portal - One of the more advanced shadow spells. With the help of a number of catalysts two groups of mages are able to sustain a portal connecting two locations. It is a considerably energy consuming one, usually leaving all involved mages drained for a number of days for sustaining the portal for a few minutes, and nothing can be said about those who fail to completely cross the portal once it closes.

Symbol: a triangle interlaced with a circle

Other Info: In the more chaotic times of the past, Archene was known to be far more whimsical with the use of his power bringing darkness and silence to forests and cities. There was even a particular occasion when he silenced and brought darkness to the beloved forest of a Nature God who had neutral relations with him. The event caused the god's demise a few years later as the forest was labeled as cursed and belief onto them sharply fell. Though since then, he has refrained from doing that it has given him a considerably bad reputation (among the gods who would considering doing something like that bad).

Nation Info:

Nation Name: Kingdom of Acruan

Flag: A white flag with a black circle interlaced with a triangle.

Location on Map: imgur.com/pRTpZ02

Geographical Info: A large peninsula with great plains dotted with forests and separated from the rest of the continent by water and a valley.

In between the various cities and even some average size villages, there are patrolled roads usually by some nearby noble house. In between cities, it isn't uncommon to see small forts or at least watchtowers. It is also far from uncommon to see such fortifications in the center of the smaller cities as Acruani forts usually lead to the creation of a city, eventually.

Capital City: Vix'tavas - It is a massive city on top of the inner mountains overwatching the valley at the northeastern side of Acruan. The roads outside the city paved with stone as are the streets within it. In the center of the city, there is a number of large with walls made of a dark semi-precious ston; the Palace, the Dark Library, and the Great University of Acruan are among them. Each of the buildings only possibly being shadowed by the next one.

The fountains and houses around the city have different deggree of beauty to them, while a simpler black stone seems to be used, the number of adornment and details on the building quickly goes down as one leaves the richer areas of the capital.

Culture Description: The Acruani people have 3 social classes, Nobles, Scholars and Peasants. Nobles, being either descendants of a long line of warriors or merchants, are respected for being the ones that ensure that Acruan can run effectively, that scholars can research and study, and that peasants can have food and safety. They are the heart of the nation. Scholars are responsible for research of all kinds and ensuring that Acruan has a bright future. They are mages, judges, lawyers, architects, philosophers, priests and librarians. (Among many others things.) Scholars are the mind of the nation. The peasants are responsible for ensuring that the nation has the manpower to be ran. They are the ones who plow the fields, the guards who patrol the cities and about everyone else as well.

It is common for people to mutually respect each other, and moving up or down the social lader isn't rare. Anyone may become a scholar of a kind of another, specially skilled peasants may find themselves married to some lower noble. Nobles themselves have their own standards as to 'the minimum required' to be a noble. Any noble house has their own 'relic' usually some ancient magic book that the family's mages can learn from or some expertly crafted shadow sword. Lacking those takes the nobility of the house away effectively, as such, the right over such objects is usually the reason of disputes between families (noble or otherwise).

They have their superstitions and oddities, such as it being dishonorable to kill a foe from far away (backstabbing is alright interestingly enough), fish being one of the lowest possible foods to eat and remaining silent for the last night of they year. They are quite accepting of other people's way.

Military Description: The Military is lead by the Warlord which is chosen by the leaders of the higher warrior noble houses. Bellow him, each of the noble families has the own armies. The armies themselves are usually divided in smaller divisions of 50 to 150 soldiers managed by a commander.

While little can be said about the nation's nearly non-existent navy or they lack of any cavalry for war. The infantry receives considerable training in the arts of war and are taught how to keep their equipment. While the varied divisions of the army, usually have a shadow mage to both proper maintain the enchantments given to their weapons as well as to support them in combat.

It could easily be said that a number of the divisions is specialized at underhanded tactics everything from assassination of enemy officers to traps and more creative uses of the arts of war..

Government Description: Acruan is ruled in name by the Royal House Acruan, which is merely the house that currently has some ancient sword said to have been made by a powerful mage. All said that said, it is just a very resilient nameless sword.

The power to rule the nation, however, lies in the hands of the varied noble houses of Acruan making a council which passes laws and decides the future of the nation. Scholars are allowed to speak to the council.

Population (Cap 2,000,000): 1,432,576

Traits:
Just Law: 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.
Refined Infrastructure: 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.
Wondrous Beauty: 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.
A Breaker of Webs: 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.
Universities: 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.
Immovable Object (Costs 2 points): 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.
Masters of Ambush: 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.
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.
Disciplined Troops: 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.
Tempered Equipment: 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.
Merchant Families: 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.

Flaws:
Arrows In The Green: 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.
Lame Cavalry: 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.
Torpid Navy: 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.
Flawed Leader II: 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.

Extra Info: The Royal Relic and the relics of the noble houses are simply magically made weapons that were made with shadow-weaving. The methods to make a good weapon of such kind is mostly lost save for a number of books scattered through varied libraries in Acruan.

In regards to culture, Acruani consider meats to be a 'higher' food while fishes a 'lower' food due to bias towards gods related each of them.

The Acruani have a Great Wonder, in the valley between the Acruani capital and the national borders, it is a giant sundial that can be easily seen by both mountain sides.

Considering the distance in between the capital and the border, there is also a number of fortresses along the frontier, and it is known that besides the routes set by the Acruani there are traps, many traps.
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