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Hidden 5 mos ago Post by Cyclone
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Cyclone of Cyclonia

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And after the final I just took, I am officially done for now! Expect a renewed rate of posting.

To anybody who cares, I did well in physics and chemistry, great in English, and so inconceivably atrocious in Calc that I will be forced to take it again. Such is the way of life.
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Hidden 5 mos ago 4 mos ago Post by Kho
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Kho art & loss

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Is this a good Eskandar quick-reference guide to towns and the clans that inhabit them? Or does it only make sense to me?




Key:
  • Town Name
    • Clan Name/s ([Descendants of Eskandar or not and, if Eskandar, from which wife they are descended] basic information, chief if known)


  • Ariqa
    • The Lidaids aka the Ariqids ([Zekrid], neutral, exist outside Eskandar lands)
  • Darofid
    • The Orifids ([Calawid], negative view of Palowids, cautious towards all sects, ruling dynasty of the Realm in the South, headed by the Orifid Matriarch at Darofid)
    • The Meraids ([Calawid], Orifid, negative view of Palowids, a likely negative view of all sects)
    • The Lezids ([Calawid], Orifid, negative view of Palowids)
    • The Ragawids ([Calawid], Orifid, negative view of Palowids)
    • The Baernids ([Calawid], Orifids, negative view of Palowids, a tendency towards Bato-Elyd sympathy due to their forefather, Baern's, siding with the Nafzakia)
    • The Klupids ([Kaeid], neutral, famed herbalists)
  • Eni-Elia
    • The Rubawids ([Zekrid], Eliad, part of the Zekrid Coalition at Eni-Elia)
    • The Hubalids ([Zekrid], Eliad, part of the Zekrid Coalition at Eni-Elia)
    • The Uzzitids ([Zekrid], Eliad, part of the Zekrid Coalition at Eni-Elia)
    • The Ruwayids ([Zekrid], Eliad, part of the Zekrid Coalition at Eni-Elia)
    • The Radids ([Kaeid], Bato-Elyd, fanatical, led by the beautiful, wild, impassioned, and slightly mad Chieftess Siknara)
    • The Erilids ([Beruwid], neutral, negative view of the Palowids, uncertain view of Orifids)
  • Kuysa
    • The Alk-Kuy ([non-Eskandar], Bato-Elyd, led by Foz-Kiyan)
  • Markaha
    • The Bantowids ([Tsewid], neutral, sided with Palowids but were spared and relocated to Markaha)
  • Mersia
    • The Merso-Hadarids ([Calawid], Orifids, negative view of the Palowids)
  • Qari'Ab
    • The Bato-Elyds ([Zekrid], head the Bato-Elyd sect)
    • The Eliads ([Zekrid], head the Eliad sect)
    • The Laharids ([Serid], unique 'Laharid' creed of pacifist neutrality)
    • The Ano-Laharids or Anawids ([Tsewid], 'Laharid' creed, of Ana's line; more or less one with the Laharids with whom they have intermarried over the ages)
    • The Tholids ([Serid], neutral, view Palowids and Orifids positively, respect Eliads and Bato-Elyds but very suspicious of their 'cults')
    • The Amarids ([Serid], Bato-Elyd, led by the endlessly loyal Chief Molfri)
    • The Ayads ([Tsewid], neutral, view Palowids and Orifids positively)
    • The Ranawids ([Kaeid], neutral, view Palowids negatively, Orifids positively, sympathetic towards Bato-Elyds and Eliads)
    • The Indids ([Kaeid], neutral, did not partake in Kaeid uprising or Orifid revolt, somewhat reviled by other Kaeids)
    • The Vetrids ([Kaeid], neutral, secretive scholarly, anti-Palowid, positive view of Orifids)
    • The Taglibids ([Kaeid], neutral, anti-Palowid and pro-Orifid, strong warrior tradition stretching back to Kaeid uprising, connected with Orifid military)
    • The Lafadids ([Kaeid], neutral, renown storytellers and poets)
    • The Sariqids ([non-Eskandar Karkids], insincere supporters of the Bato-Elyds, controlling, manipulative, led by Arkoz)
    • The Gulawids ([non-Eskandar], indifferent supporters of the Bato-Elyds, manipulative, led by Sarat)
    • The Agirawids ([non-Eskandar], well-meaning supporters of the Bato-Elyds, controlling, paternalistic, led by Fentig)
  • Qari'Ala
    • The Alawids ([Tsewid], Bato-Elyd, led by the tall, middle-aged, harsh-featured, proud and powerful Chieftess Udhradea)
  • Qari'Bet
    • The Sanbetids ([Betid], nearly half have no belief in Eskandar, the other half converted over the ages, neutral, positive view of Palowids, neutral towards Orifids, negative view of Bato-Elyds and Eliads as well as any who wish to destroy them on religious grounds)
  • Qari'Derk
    • The Damids ([Beruwid], Bato-Elyd, led by the veteran soldier, commander, Isken in the Orifid military and so amongst the most senior military men in the Realm, Chief Bikama)
    • The Derkids ([Tsewid], neutral, generally negative view of Palowids, positive view of Orifids)
  • Qari'Maki/Qari'Ely
    • The Meliwids ([Zekrid], majority Bato-Elyd, minority Eliad, led by the huge, red-haired, 'dread beast of flame' Chief Qaran)
    • The Garids ([Serid], Bato-Elyd, led by the strikingly intelligent Chieftess Ruya)
    • Other Inhabitants of Qar'Maki ([non-Eskandar], majority Bato-Elyd)
  • Sanman
    • The Haranma'on ([non-Eskandar], Bato-Elyd, led by Nasawa the Jewel of Sanman and her nephew, heir and keeper, Ruyab)
  • The Realm in the North
    • The Jarlids (negative view of all who think the Patriarchate could be inherited, ruling dynasty of the Realm in the North)
    • The Mitids ([Anjawid], Jarlid)
    • The Arilids ([Anjawid], Jarlid)
    • The Zindids ([Anjawid], Jarlid)
    • The Semtids ([Anjawid], Jarlid)
    • The Hazmids ([Anjawid], Jarlid)
    • The Malids ([Anjawid], Jarlid)
    • The Dababids ([Anjawid], Jarlid)
    • The Vangarids ([Anjawid], Jarlid)
  • Uncanonised Location
    • The Zamancheeq ([non-Eskandar], Bato-Elyd, led by one 'alluring' Chieftess Mirga)
    • The Khalisati ([non-Eskandar], Bato-Elyd, led by one 'stony' Chief Jaru)
    • The Ahja ([non-Eskandar], Bato-Elyd, led by one 'spirited' Chief Muhaya)
    • The Nayab ([non-Eskandar], Bato-Elyd, led by one'intelligent and quiet' Chieftess Haleeqa)
  • Zanka
    • The Makids ([non-Eskandar], Bato-Elyd, led by Caron [whom Fikra deems a hypocrite])
Hidden 5 mos ago Post by Cyclone
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@Kho

I can't find where those silly, much-loathed Palowids are!
Hidden 5 mos ago Post by Kho
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Kho art & loss

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@Cyclone Basically, following the Orifid revolution the Palowids were largely exterminated. Those who survived became concubines in the royal court at Darofid, and they're likely still there
Hidden 4 mos ago Post by BBeast
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@Kho it makes sense.
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Hidden 4 mos ago Post by KabenSaal
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How many times have I looked in this, questioning myself as I see these people with fantastical posts and magnificent writing. I even made a character before losing my nerve. But now, now I will. Now, I feel I could do it. And it's all I can get BBeast in these days, since no more dungeon keeper.
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Hidden 4 mos ago Post by Muttonhawk
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Muttonhawk Let Slip the Corgis of War

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How many times have I looked in this, questioning myself as I see these people with fantastical posts and magnificent writing. I even made a character before losing my nerve. But now, now I will. Now, I feel I could do it. And it's all I can get BBeast in these days, since no more dungeon keeper.


Do it! We're still here, lurking around, being too ambitious for our own good. New characters are always fun :)
Hidden 4 mos ago 4 mos ago Post by KabenSaal
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I'm sure I made a tree. It was something like two years ago, but there was a tree girl. But so far all I can see is Legio, the Spiritual Soup girl.

edit: SO! Two years ago my spiritual soup girl didn't work in lore because there wasn't enough mortal wizardy going about. Has that changed?
Hidden 4 mos ago 4 mos ago Post by Double Capybara
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I'm sure I made a tree. It was something like two years ago, but there was a tree girl. But so far all I can see is Legio, the Spiritual Soup girl.

edit: SO! Two years ago my spiritual soup girl didn't work in lore because there wasn't enough mortal wizardy going about. Has that changed?


There are a lot of shamans around, but proper mages are rarer since the goddess of magics prefers to spend a decade planning to scare some kids instead. All others either died or went mortal.

There is a magical tree that was once an avatar, and I am seriously thinking of having my goddess drag some gods to do a council of magic as part of her plans for mortal advancement, but that wouldn't be able to happen on this turn.

The big issue is that there are like no turns lately, which is not a big deal to gods getting a lot of might per turn, but to demigods, it has created a lot of limitation.
Hidden 4 mos ago Post by KabenSaal
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Shaman I can work with.
Hidden 4 mos ago Post by Cyclone
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@KabenSaal

What's up. Been a while since I last talked to you in Horde of Evil/Dungeon Keepers.

Shamanism is still relatively limited, though. So that we're on the same page, I'll give you a brief rundown of the two types I've established (in Mesathalassa there are 'shamans' that are completely different, ask Capy about them).

The god of change originally created the djinn (aka elementals), which are entities of varying intelligence, personality, and power. These djinn are sort of like nature spirits and they each correspond to a certain aspect of the world (like water or fire, but some are more obscure like sound in the case of Murmur or treesap in the case of some djinn called dryads). There's a wiki page that you may find helpful: divinus-ii.wikia.com/wiki/Elementals_…

Shamans are basically just mortals that have learned to deal with djinn.

Human shamans exist in two regions: Rukbany with its nomadic tribes of horsemen, and Vetros with its Egyptian/Hebrew/Sumerian culture of cities along the river. In both places the shamans are functionally the same; they learn the language of the gods so that they are able to communicate with djinn, which they then use to buy favors through offerings or worship or whatever the particular djinni in question wants. These shamans have no power inherent to themselves unless they manage to permanently bind some lesser djinn to their will, but even then, though a shaman may throw a fireball at you it's not because he's a firebender. It's just because he has a few firedjinn buddies helping him out.

The other notable shamans are the ogre sorcerers. There's only about ten of them, but they're each vastly more powerful than their human counterparts. Whilst the humans try to make peaceful pacts and buy favors, the ogres use rituals and can enslave djinn through sheer force of will.

Not sure what you're planning, but I hope that spiel was of some use to you.
Hidden 4 mos ago Post by Muttonhawk
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I'd also like to add that due to a certain chaos god, every few mortals on Galbar is capable of Astarte's soul magic. This hasn't yet been really developed, but you could use it as a launching off point to start manifesting wizardliness into the world.
Hidden 4 mos ago Post by Cyclone
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Interestingly, the same ogre sorcerers that have the more powerful variant of Astartian magic are also the only (to my knowledge) mortals to make any extensive use of that Astartian soul magic that Muttonhawk just mentioned.

It's part of what enables them to enslave djinn by force of will when other shamans simply cannot do that, and it's also been demonstrated to allow them to temporarily enhance their strength or agility to superhuman levels. There's some IC post where an ogre shaman named Dargok uses this to fight off a bunch of urtelem.
Hidden 4 mos ago Post by BBeast
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@KabenSaal My goodness it's been a while since I've seen you. I hope you're well.

Just for your information, we have developed a Divinus spin-off called Godspeed which is some weird fusion of a Free and Advanced roleplay, designed to have a significantly lower barrier to entry than Divinus but retaining all the godly fun.

Existing magic systems from memory:
Shamanism (elementals): Covered by Cyclone.
Shamanism (nature): Basically druids. Native to Mesathallassa. Talk to Capy.
Spiral Script: Wizardly magic used extensively by urtelem (stone people). Works through the written word (except their written word is super complicated and geometrical). Details here.
Tounic Calligraphy: Used extensively by the Rovaick. Carefully written symbols from the language from which the Codex of Creation was written manipulate reality.
Winds of Change: Zephyrion's essence which leaked across Galbar at some point. Currently only used by urtelem to supplement their own magic.
Astartean magic: Occasionally we get mortals who are naturally proficient in magic due to the very dilute essence of Astarte distributed to the mortals of Galbar long ago. Their magic is generally quite personalised. Ogre sorcerers are one such example, although we get the occasional weak spellcaster in the other races (it was once mentioned that some hain shamans had the power to attack elementals with magic, although not necessarily effectively). Destruction magic falls under this category.
Azibo magic: The Azibos of the Rovaick have a tendency towards magic.
Grotling slave magic: Grotling Overseers are able to dominate the minds of slaves.
Alchemy: This is what happens when you attempt to perform chemistry in a universe where magic and the occult is actually a thing. Not only do you get chemistry, but all those alchemy things which us Earthlings would call superstitious or fanciful actually work here on Galbar. Can make magic potions. The art of alchemy is used primarily by Sculptors.
The Occult: Some places have developed knowledge of occult rituals which provide some magical effects, although typically at some sacrificial cost.

I plan to explore magic with one of my characters.
Hidden 4 mos ago Post by KabenSaal
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I was planning basicallt The Emperor. A large group of Shaman want more, for their people. Dealing and binding with Djinn does not cut it anymore, and so they all gathered around a ritually prepared girl and sacrificed themselves so their essence was siphoned into the woman. Some Shaman had Djinn, some had just dealt with Djinn for a long time. the large number of Djinn-touched souls mingled inside her and condensed into a Djinn of great power, making the woman host a Demi-God.

Either that or ambitious Djinn do the same thing, because power. Power is always a great motivator.
@BBeast

And yea, I've not been her proper in about two years. But I have been about the place, made friends, gained confidence, and now I am back!
Hidden 4 mos ago Post by Double Capybara
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@KabenSaal Oh, there is also the concept of elementism, which are mortals who were infected by the winds of change and started to develop djinn like powers of a certain element, most die from that, but some do live, though still losing their soul.

One thing I think, that might be an issue, is that a group of mortals shouldn't be able to create a demigod. There are plenty of divine stuff laying around however, and adding one to the ritual could make up for that.
Hidden 4 mos ago Post by KabenSaal
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I was trying to avoid a tacky 'magic God plant' divinity maker. To give it more creativity.
Hidden 4 mos ago Post by Cyclone
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I'll echo the suggestion that you check out Godspeed.

the large number of Djinn-touched souls mingled inside her and condensed into a Djinn of great power, making the woman host a Demi-God.
@BBeast


The big plot hole here is that djinn do not have souls. It's been so long that I had almost forgotten about what Capy just said (excessive use of the Winds of Change can lead to one starting to lose their body and APPEAR as a djinni) but the caveat is that said mortals don't actually become djinn. They become something halfway between, a sort of immortal human attuned to magic that is nonetheless still not so powerful as a djinni lord, incapable of 'dying' and then reforming once more, etc.
Hidden 4 mos ago 4 mos ago Post by KabenSaal
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They aren't Djinn souls. They are Djinn-touched souls. Like a wet pair of gloves. The gloves themselves aren't made of water, but have still changed for coming into contact with water. @Cyclone

I looked over Godspeed, but there was no BBeast. q.q
Hidden 4 mos ago Post by Slime
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Happy Mother's Day to this RP's best mom Helvana! This may be my shortest post yet, but I meant for it to be small. (I kinda fel bad for making it this small though...)
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