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Onhiel


Deity of Calamity

Indirect, or Direct: Onheil maintains a direct relation to his followers, most see him as their god king.

Appearance: Onhiel appears to his followers as a middle aged man, in his early forties. His once brown hair nearly grey, his eyes are golden, like wheat fields on a sunny day. He has an average build of a man who spent his entire life on the road. His face carries laugh lines and crows feet. Often he wears an old traveling cloak, with trousers and old leather boots patched repeatedly.

To other gods he's a well built man, his hair mostly brown with a streak of grey running down the side. He adorns a simple tunic covered by a silver chest plate, trousers covered by silver greaves, and silver vambraces. His feet covered by plated boots. His once worn cloak, white.

Personality: As the god of Calamity, he's always the calm before the storm. Though when set off he's as swift as lightning and as destructive as a hurricane.

Ebir


Population: 195,900

Denizens: A hardy people who live near the mountains They use the horse as their symbol, and are adept riders, and better horse back archers. They are ruthless to outsiders and construed as blood thirsty savages. They adorn clothing made from the animals they hunt. They tend to migrate south for winters and north for the summers. In the south lays the only permanent settlement a fortress city that lay nearly in ruin.



Government: A council of elders often makes decisions when Onheil isn't present. Though when he is they head his every word.

Military is made up of the men of the Ebir. They often wear the bones of the fallen warriors, to spread fear through out the enemy ranks. They work in two groups, the Lancers and Archers. The military is incredibly fluid while on horse back, and can often move as a near single entity.

Lancers are equipped with twelve foot lances, leather armor, and helms made from the bones of their enemies. They carry short swords and knives as well. Their horses have the bones of their enemy as well included into their armor. Sometimes they use the skulls of stags or other animals to make mock helms for the horses.

The archers wield re-curved long bows, and are incredible shots from horse back as well as foot. They have short swords and knives as well. They wear padded armor as well as leather vambraces. They frequently incorporate enemies skulls, rib cages arms, legs, and back bones into the armor on their horses. As is tradition.

The culture of the Ebir is to survive the harsh winters, the terrible summer storms. But to also celebrate life because all beings are important. They believe that each animal killed, or enemy slain brings them closer to their God King Onhiel. They have large festivals in the fall, and spring. The fall for the coming of winter to show their loyalty to Onhiel, and the spring to thank him for their survival.

They often sacrifice the blood of stags, and their enemies to Onhiel as well as pray to him often for guidance.

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Opposition 𝕋𝕖𝕔𝕙𝕟𝕠𝕝𝕠𝕘𝕚𝕔𝕒𝕝 𝕊𝕚𝕟𝕘𝕦𝕝𝕒𝕣𝕚𝕥𝕪

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Adiel, The Goddess of Fortune and the Desert


Indirect or Direct:
Adiel directly rules her population as their leader.

Appearance:
Adiel almost always takes the form of a rather young and beautiful girl. She is always dressed in some of Mandisa's fine silk dresses. Adiel has been known to prefer wearing bright and vibrant colors to show herself off. Her skin color is that of a Mandisan, slightly tanned from the desert sun. In spirit of her avarice and self indulgence, her hair and eyes are a light blue

Personality:
Adiel fancies herself the center of the world. This is most likely because of her high status among her people. She is quite generous to those she is close to, but she can also be very greedy at times, which is seen in her constant production of massive monuments. Adiel can be quite childish at times since she has had a life of pampering ever since her creation of the Holy Nation of Mandisa. She has been known among the other gods to be a charmer, always using flattery to her advantage.

The Holy Nation Of Mandisa


Population:
284,420

Denizen description:
The Denizens of Mandisa are accustomed to their habitat. The warmth of their deserts is welcoming, allowing most of them to move about the heat without being inhibited, but should Mandisan forces be moved into a colder environment, they would struggle greatly. Mandisans are very liberal people living luxurious lives in their cities. They rely mainly on agriculture of their rivers and flood plains due to the fact that animals are held highly in Mandisan culture. Trade is also quite popular around Mandisa, making them a great nation to trade with due to their prosperity.

Lands:
Mandisan lands are a mixture of wind stricken deserts and luscious savannas. The Mandisans survive primarily off of the agriculture that surrounds their rivers, but their northern lands are stricken with poverty and rely on trade with the southern oases.



Flag:


War Flag:


Government description:
The government of Mandisa is almost entirely lead by Adiel. She acts as a cultural leader who makes the nation's decisions with the assistance of a council of proxies. She guides the nation in military, religious, and economic decisions. Mandisa is very religious, causing its citizens to focus primarily on worship.

Military:
The Royal Mandisan Guard focus on quality over quantity with only a very small portion of their population serving as Adiel's elite few. The non-major cities are run primarily by low ranking Royal Guards who command small militias, but major Mandisan cities are filled with guards ready to mobilize. It is even said that the Royal Guard have an entire group dedicated to remaining undercover and rooting out plots among Mandisan streets. Due to the small numbers of the Mandisan Royal Guard, they are able to maintain a great military training program, but this leaves their militia rather weak.

Mandisan Royal Guards are well known for their ornate bronze armors and especially for their leather masks, seemingly made to keep the sand out of their faces during battle. The Royal Guards are trained to wield a few different weapons, from Glaive and shield, to the simple sword or dagger. All Mandisan ranged military power comes from either primitive slings or strong siege weaponry.

Culture:
Mandisans would be considered very liberal while still being very cultural and religious. Luxury is something for everyone in Mandisa and the Mandisans thank Adiel for that through great rituals, sacrifice, and service. Adiel is their main deity of worship, but she also has taught her people about the worship of the desert. She holds her lands in high regard as if it is an extension of her godhood, and it is held with reverence as such. The animals of the desert are also held with great reverence, like the desert itself. This is speculated to be because of how much Adiel cares about the lands she has created.

The Mandisans have many traditions practiced in worship of Adiel. As their leader is the Goddess of Fortune, the Mandisans find themselves to be great monument builders, making their cities full of wondrous buildings and structures. The most notable is the palace in which Adiel lives when she is not in Illyus. This ornate structure is used for important banquets as well as political meetings and offices.

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Bigher, God of the Earth and Strength, King of the Giants


Indirect or Direct
He indirectly influences his people granting them power over the earth itself and the ability to create golems.

Appearance
Bigher often takes the form of a mountain, one the reaches into the clouds themselves. The peak covered in snow representing his beard, which is pure white. In certain situations however, especially in the presence of other gods, he appears in his true form, a massive giant so large that he stands above the clouds in tough leather armor, a long white beard that reaches to his belt buckle, carrying an Axe named “Sigmire”.

Personality
Bigher cares only for the strongest of individuals or those who wish to get stronger. Often times he finds himself fighting others, especially gods whom he sees as a worthy challenge. So obsessed with these challenges he often times will go out of his way to handicap himself just to make them more enjoyable.


Stio Clal “The Stone City”


Total Population
465,000

Human Population
160,000

Giant Population
55,000

Golem Population
250,000

Denizen description
Giants
Giants stand anywhere from 10-15ft and have immense strength in comparison to the average human (the average giant can lift around 1,000 to 2,000 lbs.) and with skin as thick as leather armor. They have limited magical ability, able to create earth golems and manipulate the earth to create boulders and various other objects. Most giants can live to up to 800 years, but only have around 2-3 children during their lifetime. With their immense size however giants are not very agile and in combat take immense beatings being easy to hit targets.

Humans
Making up the majority of the population of Stio Clal are humans who have the ability to manipulate the earth into various forms and shapes, but other than that have no special strengths or weaknesses.

Golems
Golems are strong hardy human-like beasts made of the earth itself and stand around 8ft tall, but are as strong as giants. They however have no sense of intelligence, and if they stray too far (about 20ft) from the overseer (the person who controls them) or when their overseer is killed they are rendered immovable. They are incapable of being used as weapons of war, so they are just used in heavily labor tasks.

Lands


Flag


Government description
The Stone City is an absolute monarchy ruled by the strongest warrior, chosen strictly based off their strength in combat alone. If the current monarch were to die a competition would be held for any and all to enter, whether they are from Stio Clal does not matter. The only other way to dethrone the monarch is to challenge them to a fight to the death. The strongest emerging as the new king.

Though there are no regulations forcing them, often times kings will hold tournaments immediately after inauguration. These are often to decide new advisors, generals, or various other positions within government to help run the stone city.

Military
While the Golems work the field, the humans and giants are trained for war. Experts on the mountainous terrain the surrounds the city the men of Stio Clal are experts on defensive warfare. The human side of the force consists of nearly 70,000 warriors often carrying large body length shields, and two blades, a short sword and a small dagger. They carry heavy metal armor, making the effective in defensive situations. About 20,000 of those human warriors man the wall with throwing javelins as bows and arrows are seen as a weak man’s weapon.

The remaining army consists of around 20,000 giants, considered the strongest part of the Stio Clal army. These warriors carry anywhere between two handed great swords and small wooden shields and hand axes. Due to resource limitations they wear crude leather armor instead of steel like the majority of Stio Clals army. Thanks to the cultural values of strong leaders in Stio Clal most generals are often times Giants.

Culture
Stio Clal is truly a bastion to the idea of “survival of the fittest”, a land where your wealth and family matter little in comparison to personal strength and combat prowess. Though merchants and family ties can get you luxuries and homes, political influence and respect only comes from strength. The people of Stio Clal find that because of these laws and regulations the giants rule the land. There have only been two human kings in Stio Clal out of the thirty-eight that have been king.

Though humans hold little influence in the government of Stio Clal they still enjoy many luxuries due to golem workers, especially women, children, and the elderly. Since most men are trained to be warriors, many women are tasked as overseers and help build the grand walls of the city, repair broken down buildings, cultivate fields, and mine resources. This leads to a sense of respect for the women in Stio Clal that other cultures often times would see a lack of.

At the age of thirteen humans begin their training as warriors for Stio Clal, often times suffering through dangerous situations like combat with wolves and other beasts, sometimes even other men. When they turn sixteen they are enlisted into Stio Clals army until the age of thirty where they are free to live their lives as they wish, even if it means remaining in the army.

Giants from the age of fifty onwards begin training to become warriors of Stio Clal, but begin a much longer process of training, often taking the next thirty years of their life. Once eighty years old they are to serve until six hundred. Unlike humans, Giants who are men are expected to be warriors, often times giants seen doing anything else, but fight are shunned.

Other
Stio Clal is an extremely mountainous region surrounded by eight walls. Each wall leading further out of the territory and encompassing more land.
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Name of God:
Aftrone

Deity of:
Goddess of Judgement and equality

Indirect or Direct:
Direct

Appearance:


Personality:
Aftrone is very well reserved a majority of the time, seeing everyone as equal but dealing with punishment is what she loves to do. She shows no mercy to those who have done wrongs to another. The goddess believes punishments should be fair to the crime that had been committed.

Nation:
Atticun
Population:
60,000
Denizen description:
20,000 in the Capitol of Atticun while 40,000 are spread through farmland and smaller insignificant villages. A very orderly nation where everyone treats another equally, in fear of judgement. Society is based heavily upon Bushido with a strict enforcement of laws.
Lands:
Atticun
Flag:
A scale inside a white circle with a red border

Government description:
Republic, with six members
Military:
10,000 men and women, armed with iron shields, a short sword, and longbows. They have mainly light, leather armor with a metal breast plate to protect them from shots to their chest. The Calvary, which is armed with 2,000 men, is equipped with lances and heavy armored (full metal armor) units, they also have long swords.

Culture:
Bushido is pretty much Japanese Bushido, however it is a lot more strict. They also wish to to survive the long winters that is brought to them. They find most life equal and do not resort to sacrifices. The punishments tend to revolve around what the crime is. Murder is typically dealt with by lashings for twelve hours, whereas murdering a child is dealt with by Gladitorial combat. Insults and theft are not as punishing, typically by public humiliation or they are made to work in the military.
Other:
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Prothos

The Many Armed, The One who Was First, He of the Waves, The Watcher Beneath

Domain:Oceans, Tides and Currents, Winds, Sea life, Traders and Merchants


Indirect Ruler

Prothos influences his people indirectly. Some Lemurians even doubt his existence-much to the chagrin of his clerics and merchant rulers. Prothos will walk among his people offering insight and advice as well as creating favorable conditions for the trader fleets of Lemuria and her allies.

Appearance

Prothos is sometimes humanoid, sometimes cephalopodic. When in Lemuria he often appears as an old, weather-beaten man, with tanned and wrinkled skin from decades spent in the sun. His greying hair is salt-crusted and streaked with white. He has a short, sporadic beard on a angular but friendly face. His eyes smile like the rising sun on the ocean. He carries a gaff .(a sort of fishing spear/hook) , a hat of reeds and (however many oceans there end up being) fishing hooks. His clothes are simple and in tatters, tied with rope around the waist. His sandles are dark sun-baked leather.


In friendly foreign nations, Prothos appears as a wealthy merchant. Wise, with long white moustaches and a great head-dress of gold silk adorned with rubies. His tunic and vest are adorned in complicated patterns, geometric shapes of many shades of green, blue and red. He carries a scimitar and a bag of precious gems and a bag of gold. His boots are leather, stitched with images of seahorses and starfish. He has (however many oceans there end up being) servants who follow him.


In the lands of enemies, Prothos appears as a demon of the deep. A cephalapodic demon of enormous size, ready to snatch enemy ships and drag them to his domain below.

Personality

Prothos is many-natured, like the sea. He prefers a calm, even demeanor. He is often seen walking the beaches of his land, Lemuria carrying a days fresh catch of fish, crabs, clams and oysters, which he shares with his subjects. But he is also a strong statesmen, an able ambassador who is not afraid to protect his people on the negotiating table. His darkest side is reserved for those that would wage war on Lemurians.


WIP

Lemuria

Population:

389,000

The people of Lemuria are a sea-farring race of merchants and travellors. They are tough sailors and good fighters. They fish and collect shellfish from the shoreline. They harvest pearls from oysters and train the hawks that dot the coastline to hunt and carry messages. They are ruled by Prothos of course, but a council of the wealthiest merchants and traders. They confer with the priesthood of Prothos, but ultimately decide the civic rules and laws. The priesthood rules on civil disputes and pass judgement in accordance with Prothos' will and law. The council and the priesthood are very rarely at odds with each other.

The society in general is open and liberal. Lemurians love to sing and dance, tell stories and create art, especially art reflecting the majesty of Porthos' domain, the ocean. Lemurians are tolerant of other religions and peoples and work to create trading partners so all will prosper.


Lands



Military

The army is relatively small, as any sea-faring nations would be. The navy is very powerful with the most advanced ships and experienced captains and sailors. In the event of a war, Lemuria would open its coffers to hire mercenaries to bolster the ranks of its land forces if need be.
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Name of God:
Yngvi, Yngwaz, Ing, Wotan (multiple forms exist, most of them means "ancestor"), All-Father (honorary title by the dwarves)
Deity of:
Craftsmanship, Dwarves
Indirect or Direct:
Direct down to the personal level, you can literally just talk him on the streets
Appearance: A venerable dwarf with a walking cane, relatively simple clothes but an aura which commands respect
Personality:
(I was never good writing these, you can guess from my IC posts soon)

Nation:
Seven Mountain Cities of Yngvar, City States of Yngvar, Yngvar (Protected by Yngvi), Syvbergen (Seven Mountains), Steel Island
Population:
~ 63,000 (only rough estimate because women and children are frequently hidden from sight)
Racial Features:
Dwarves are short (at average 4 feet tall) but robust humanoids known to be great workers and craftsmen. Their proportional strength is twice that of humans (but evens up in a brawl due to size difference) and their bodies are denser and overall tougher. Dwarves prefer to live in caves and have decent senses underground. At average a dwarf shows aging after 100 years and can live up to 200 years. Their drawbacks are their short stature which also make them slower runners (though they can jump well) and their dense bodies sink almost like a rock in water thus swimming takes far more effort for a dwarf. Dwarves are also completely incapable of casting spells albeit they're born with the gift that depending on their skill they can imbue their creations with some magic qualities. The higher the quality of the craft, the greater magic power it could have.

Lands:
The island of Yngvar possessing 7 large mountains Stahlberg, Starkberg, Schwerberg, Kurzberg, Rauchenberg, Grünberg, Blauberg which are also the location of the seven clans.

Flag:
Each clan has its own banner which constantly evolves and becomes more decorated. Though they also have an over thousands of years old flag design representing their island as a whole:

Government:
Yngvar is ruled by seven clans centered around a mountain each. These mountain city states are completely autonomous and at best can be only considered to be in alliance with each other, though some likes to call it a mere non-aggression pact. All seven clan leaders are tied by blood oath to not turn their arms against each other. They occasionally hold the Eight Chairs Council, where the 7 Dwarven Lords and their god Yngvi sit at the round table and discuss matters that involve the entire island. Thanks to this several laws that apply to all dwarves were made in the past but aside from these the Clans are still free to do whatever they want.

Culture:
While gods created humans of clay, Yngvi created the dwarves out of sculptures of rock and metal. With their creator-god openly walking among them and occasionally retelling the tale during the boring winters all dwarves know this and it's reflected within their culture. Dwarves live close to the mountains and prefer to stay within the caves excavated by themselves. They live for their work and community. Dwarves can survive over a hundred years yet they rarely dedicate their lifespan for anything but one profession they chose early on. Dwarves are famous miners, metalworkers and craftsmen. They usually prefer function above decoration but when they dedicate themselves to art their creations are precise and beautiful. Dwarves are highly traditional and they respect their forbearers above all else. Due to their god and creator walking among them dwarves find no need for religious structures and if they require anything they call Yngvi directly. If anything their taverns are the dwarven temple as Yngvi always visits one at random to get his daily dose of liquor. Speaking of which beverages are immensely popular among dwarves and they have a different effect on them compared to humans. Dwarves do get drunk but alcohol also aids their metabolism and practically every dwarven medicine doubles as high-proof beverage.

Military:
Dwarves believe in individual powers and that no self-respective male should be unable to defend himself. All male dwarves above a certain age know how to fight and wearing armor and weapons, often even their weapons. For this reason other nations often dub the dwarves as Steelskins because they nearly always coat themselves in metal armors. In times of need citizens band together to defend their home. In addition to that there are dwarves who dedicated themselves to military service, either as watchmen and police force known as the Shieldbearers or to become full-blown mercenary. The latter often become travelers going from country-to-country until they return and settle down in their Clan as combat instructors and military leaders.

Dwarves are also known for their tough fortifications and mechanical knowledge to build stagecrafts like no one else. Traveling dwarves often recruited to work on another nation's siegeworks and they never do a halfassed job. They can make catapults, ballistas, trebuchets and other mechanisms at demand. But when they have their homeland's abundant resources and expertise their siegecrafts are even higher quality and often involves Bolter technology.

Other:

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