Current
I'm now a professional physicist. Isn't that awesome?
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6 yrs ago
Exams are done! I'm free!
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6 yrs ago
"Life is complex - it has real and imaginary parts."
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Science doesn't rest
7 yrs ago
Reason Reified, Lord Logiker, Sciencomancer Superbus
Bio
I am a Roleplayer with an interest in science fiction and fantasy, with a preference for Casual. I have been roleplaying for several years, and have even taken a stab at running a few RPs.
Outside the Guild, I am an Australian science student, gamer, musician and roleplayer (that's right, IRL too).
Divinus: The God Roleplay, Mk III We are new-born gods, summoned into an empty World by the powerful and enigmatic Architect. Our purpose is to create and fill the world of Galbar and the godly Spheres surrounding it, although with such a diverse pantheon there is all manner of disagreement over what to fill the world with. I co-GM this roleplay. I also play as Ashalla, the Goddess of the Ocean.
Divinus: The Deity Roleplay Mk2 We are new-born gods, summoned into an empty World to create a Universe where the last one was destroyed. Some wish to build it up, others wish to tear it down, and there is great conflict over what kind of Universe to create and what to put in it. I play as Teknall, the God of Crafting. He's a nice guy. I was also promoted to co-GM about half way through.
Under the command of a Dungeon Keeper, a horde of powerful beasts, monsters, warriors and demons sweep out to pillage the world beyond and battle against powerful foes. But a horde of the vilest beings in the land is far from cooperative... I played Torrens Igneus, a cunning fire demon and veteran servant of Dungeon Keepers throughout the ages.
In this iteration, the Keepers arrive on a new world, in the land of Cyprus. This land is small and rich with resources, ripe for conquest. Yet it is ruled by a powerful and strangely unified nation of humans, with a King who has more power than he should... I GM'd this one. I controlled King Reginaldus, the sorcerer king with the power to read and manipulate people's minds while they slept. I've played in numerous past iterations before, although not all were on the Guild.
Sanctuary In a land where magical crystals power modern technologies, a terrible Cataclysm strikes the capital city. Spirits good and bad are unleashed upon the populace, and the military seal the entire city away behind an impenetrable wall. The spirits fuse with many people, granting them powers but also driving many to evil and violence. The players must try and survive in this post apocalyptic cityscape, and maybe even find a way to escape. I played as Zachary Mason, a kind-hearted, prodigious engineer, who is possessed by Kaa'is. He gains powers to control metal and read machines, but Kaa'is also drives him to become physiologically addicted to murder, an addiction he tries to suppress.
BattleCorp: Combatant Creator Tabletop section. The gist is that you get to invent your own special moves when you level up, tailored to your hero. I played David Pierce, a serious and dark gunslinger.
I am interested in the Storms Portfolio. The elemental space is rather crowded in Mk 3, though, so I'll have to see what other Portfolios are good as I go.
@Lmpkio, Hello and welcome to Divinus. We have not started this particular roleplay yet, so you can start as a full god.
The taken Portfolios, for people with character sheets, are: Desolation (Lord Zee) Stone (Commodore) Recording (Slime) Light (Crispy Octopus) Passage (Double Capybara) Markets (Antarctic Termite) Insects (Leotamer) Rivers (AdorableSaucer) Darkness (Vec) Family (Scarifar) Words (Lauder) Rain (Frettzo) Ocean (BBeast) Puzzles (Strange Rodent) Cold (jetipster) War (Oraculum)
Details on their Spheres can be found in their respective character sheets which have all been posted onto this thread, but generally they are what you might expect for the Portfolios.
We also have a few people yet to complete their character sheets, but have expressed interest in particular Portfolios anyway. The characters associated with these Portfolios range from almost-complete to just-a-vague-idea-at-the-moment. Virtue (Aristo) (His Sphere is the Sun) Technology (WrongEndoftheRainbow) Sleep/Dreams (Goldeagle1221) Law (LokiLeo789) Blood (Muttonhawk) Death (Cyclone) Nature (Darkspleen) (considering starting with Plants instead) Wind (DracoLunaris) Possibilities (Scarescrow)
The weather niche is rather crowded, with three gods already directly related to the weather (Rain, Cold, Wind), although something like Deserts is currently unoccupied. If you want to do something with nature, talk with Darkspleen and possibly Leotamer to see if there is space for you. 'Dragons' probably wouldn't make a good Portfolio, as it is far too narrow to be useful for anything except a single species which doesn't even exist yet, but having a dragon-themed god could work. Maybe you could take Reptiles and work from there?
We have a Discord server which should be linked in the opening post. A lot of discussions on building characters (plus other banter) occurs on that server, so it is highly recommended that you join it if you are considering joining this RP. The people there can help you pick a Portfolio. If you have any problems connecting, let us know and we will try to help.
For a detailed description of the rules, a Google Doc is linked in the opening post which contains the current draft of the roleplay's opening post. You will need to read it to complete your character sheet. If you are not able to read it, the actual thread for this RP with the rules should be posted in about a day and you can read it then.
For your benefit and the benefit of anyone else not reading the Google Doc, here is the CS template:
Name: ((To know your god, name your god.)) Their Sphere: ((Give it a name, a brief summary of what it’ll be like, what goes on inside this Sphere, and how it affects Galbar. You needn’t be too detailed in your sheet as most of this stuff relating to your Sphere’s impact can be fleshed out IC.)) Location of Sphere: ((Upper/Celestial or Lower/Chthonic? What other Spheres does it touch most closely? We strongly encourage collaboration with other players when they make their Spheres.)) Portfolio: ((The name of your first portfolio, as well as a paragraph or so description of the powers conveyed by said portfolio)) Persona: ((General moral alignment, ambitions, personality traits, etc.)) Appearance/Form: ((Every god can eventually take multiple forms, but at the start they will have only one, barring some sort of portfolio that offers a compelling explanation as to why they might have inherent powers to take other shapes. Your god’s first form could be a humanoid, a colossal dragon, or even something as wild as a cloud of pure fire. Just choose carefully, and note that certain shapes will be rather...inconvenient at times.)) Musical Theme: ((What’s their jam? Optional.)) ((Lastly, remember to read the OP thoroughly!))
The Abyss is the source of the elemental entropic forces which drive change upon the landscape of Galbar. It is a dark and cavernous place, too deep for sunlight to penetrate. Most of the Abyss is filled with sea-water as dark as the depths of the ocean. In stark contrast to the cold, dark water above, the lower part of the Abyss is made of molten rock. A thin layer of igneous stone separates the water and magma, this layer constantly being broken by shifting currents and reformed as the magma is cooled by the water. The heat of this layer drives turbulent currents within the water of the Abyss, which in turn drives the ocean currents and storms of Galbar. The magma also provides the main source of illumination in the Abyss, meaning it is not totally dark, although darkness still characterises much of the Abyss.
In some places, the magma is not content to sit at the bottom of the Abyss, but instead strives to rise through the water to Galbar above. If successful, these spots of rising magma create volcanoes upon the surface of Galbar. However, these rising pillars of magma are unstable things, prone to shifting, collapsing and rising again. This leaves an intricate pattern of igneous rock columns which can be found throughout the Abyss.
Volcanic gases rise up from some of the cracks in the bottom of the Abyss. This injects heat and minerals into the water, and these columns of bubbling gases continue to rise all the way to Galbar, where they emerge from volcanic vents both terrestrial and marine.
As a Sphere of water, lava and stone, air is scarce in the Abyss, and what pockets of 'air' are present is mostly unbreathable volcanic gas. Furthermore, the great depth of the Abyss means that the water is under immense pressure. This makes the Abyss a hostile place for surface-dwellers. However, the Abyss can support properly adapted life, with potential ecosystems leaching energy from the volcanic vents. It may one day become the resting place of great sea monsters, or the home Sphere of elemental spirits of water and lava.
Location of Sphere: The Abyss is a Cthonic Sphere. It is deep beneath Galbar, closer to the Core than the Middle Sphere. It is theoretically reachable via natural connections from Galbar, through the deepest parts of the ocean or in the bowels of volcanoes, but such natural connections are unreliable and dangerous to traverse.
The Abyss neighbours Ehomakwoi, the Sphere of Stone, where these two elemental Spheres complement each other.
The Abyss's influence bubbles up through the Purlieu in a similar manner to how it influences Galbar, although accessing the Abyss from Purlieu is just as difficult as accessing it from Galbar.
Most of the Abyss's magma is channelled through Muspellsheim to fuel its great volcanoes.
Some of the Abyss's magma seeps into the Pit of Trials.
Portfolio: Ocean
An ocean is a vast expanse of water, typically salty, on the scale of continents or even planets. Oceans are large reservoirs of not just water but the entropic forces of wind and heat. Oceans shape the continents with their eroding waves and control the climate with their storms, currents and temperature. Oceans are places where a vast diversity of life can thrive, both along the coast and in the depths, and this life can support mighty civilisations. Oceans are variable, sometimes calm and peaceful, sometimes tempestuous and dangerous. While oceans can be a great boon to those who can use them, the ocean is too mighty to be harnessed and controlled by mortal hands so only those who respect the ocean can benefit from it for long.
As Goddess of the Ocean, Ashalla commands the ocean in all its primal might. Waves, storms, currents and even to an extent tides are within her dominion, so these things obey her will and reflect her mood. She is a strong swimmer, able to move through the seas at an incredible pace, and she is stronger when in the ocean, able to leverage the ocean's vastness to her advantage. She also has an affinity with all ocean life, allowing her to communicate with, command and even create sea life with ease.
Persona: Ashalla is the physical embodiment of the ocean, and her personality reflects this. At times she is calm, approachable, even hospitable. Yet her temper is short, especially towards those who fail to give her the respect she believes she is due or those who exploit what is hers. Her wrath is a terrifying thing, remorselessly destroying anyone and anything unfortunate enough to be caught in her rage.
Ashalla regards mortals as weak and transient, but not with indifference. As ephemeral as mortals may be, collectively they can leave an impact upon her domain, so she pays attention to them. She is willing to offer mortals hospitality and care, provided they respect her domain and provide the appropriate fealty and offerings to her. She is particularly fascinated by beautiful works of art from singing to architecture. Those who instead scorn her may find the ocean to be an unwelcoming and dangerous place.
At her worst, Ashalla can be scornful, domineering, unforgiving, hot-tempered and violent. At her best, Ashalla can be protective, caring, generous and artistic.
Appearance/Form: Ashalla's preferred forms are vast and elemental. Her first form is one of water, towering and colossal like the largest waves during the fiercest storms. While she may often adopt a shape which is vaguely humanoid (or whatever shape mortals or fellow gods are) for familiarity, her body is amorphous so it can twist into virtually any shape water can adopt. Details in her shape are often highlighted by foam, sand, algae or seaweed. Underwater this form is virtually invisible unless Ashalla chooses to be visible. While this form wields incredible strength and speed while in water, on dry land this form is significantly weaker.
Meanwhile, in Mk 2, who knew that resurrecting gods could be so difficult? One hundred thousand characters and a side plot later and we're still not done. But we're close. Stay hyped.
Re: Avatars. I think Avatars should stay mostly the same. Avatars are not simply relics; they are extra bodies for your god. With the introduction of Abilities constraining the forms your god can personally take, Avatars will be even more important. We could tie Avatars even more closely with the Abilities somehow, such as by giving Avatars access to the Abilities system.
Re: Spheres. Okay, this one's a biggie. I may have gotten a little carried away.
Point 1, Topology of the Universe
tldr: Distinctions between Upper/Lower/Middle etc are only meaningful if the allowed direct connections between Spheres are restricted.
My personal preference is option D : There is no formal 'Upper' and 'Lower', with us instead characterising the Spheres purely by their connections and providing no cosmological constraints to how they have to be connected. Then the whole categorisation problem goes away because there are no arbitrary categories.
I'm getting the impression that most people are rather keen on keeping these categories, but the idea of connectivity being the primary feature relating the Spheres is still pivotal. If we can define how the Spheres are (or can be) connected, that is, if we define the topology of our universe, we can work from there.
First, I should define what I mean by a connection. A connection is any physical link between two Spheres. It could be a portal you could travel through. It could be being able to see a feature of one Sphere from another. It could be the border between two Spheres (which is especially relevant if you insist on the Spheres existing in three-dimensional space only). If there is no connection, the two Spheres have no direct interactions and cannot be seen or travelled between directly.
Consider the sample cosmology below, in which we have Galbar in the middle, the Core and Barrier below and above, and three (nominally) Upper and Lower Spheres. (I have drawn them as planes for simplicity. Wrap them around in your head if you want to get back to Spheres, but we're working in higher-dimensional space so drawing them as Spheres will get problematic once I start connecting them.) Note that nothing can get to the other side of the Barrier and Core without first passing through them. At the moment, none of the Spheres are connected. The topology is such that I can rearrange Galbar and the other Spheres freely, making the categorisation of Upper and Lower arbitrary. (There are other possible arrangements which I shall explore later.)
Now consider the next example. If we want a strict hierarchy of Spheres, we will have a connectivity where each Sphere links to the adjacent Spheres. Note, however, that one could equally define 'adjacent' as what Spheres a Sphere is linked to, rather than by arbitrary positioning in some kind of hierarchy. If we wanted to cement the distinction between Upper and Lower, we could have U3 (the uppermost Sphere) connect the the Barrier and L3 (the lowermost Sphere) connect to the Core, otherwise from a cosmological perspective there is nothing really stopping us from flipping the Upper and Lower Spheres around. We might decide that such a linkage occurs by default, or we could make it such that each link needs to be created. It appears people have been leaning towards the latter.
However, if people are to create their own connections, they would most likely want to connect directly to Galbar where all the action is happening. This will give an initial connectivity like the one below.
However, in such a linkage scheme there is no hierarchy or strict distinction between Upper and Lower. An equivalent way of expressing the above linkage is in the scheme below, where there are no distinct layers. If some layers started connecting to the Barrier and some the Core, then the Upper and Lower distinction could be used on them, but why would anyone want to make a portal there?
Under natural play, if we don't constrain which Spheres can connect to what, we'll get something which looks like a bunch of organic connections without strict order, as below. This is fine. There will likely remain a thematic upper/lower distinction, primarily on where the connections are placed on Galbar, but it won't be strict. Middle Spheres are just as plausible as Upper and Lower.
But how does this tie in to the options? Well, the different options have different topologies for the Spheres. The examples I have presented above fit in with my option D with no strict Upper/Lower categorisations.
If we want an ultra-strict hierarchy, like the Greek celestial spheres model, then each Sphere would be represented not as a mobile blob in my abstractions but as complete layers similar to the Core and Barrier, as illustrated below. It is not possible to connect to another Sphere without passing through the intervening Spheres. This option has the downside of there being no flexibility in the nature of the connections.
I have not seen people advocate for this option specifically. One strongly advocated similar option is Option B, having a strict demarcation between Upper and Lower. This can be achieved by making Galbar the border and having it such that Upper Spheres can link to Galbar and each other, and Lower Sphere can link to Galbar and each other, but Upper and Lower Spheres cannot directly link. I illustrate this set-up below. If you drop this restriction, then there is no distinction between Upper and Lower except for in name, and a distinction only in name is a meaningless distinction.
But what about option A, where we allow Middle Spheres? There are two possible topologies which allow this. One, illustrated below, is for the Upper, Lower and Middle Spheres to be separate categories, with connections allowed within the categories and with Galbar but not with the other categories. The Upper Spheres can also connect to the Barrier and the Lower Spheres can also connect to the Core.
However, this isolates the Middle Spheres in a manner one might consider strange for a cosmology meant to be built upon a concentric sphere model. An alternative is to have the Upper and Lower Spheres separated by the Middle Spheres, of which Galbar is the most important. This cannot be represented with a two-dimensional topology, but I make a representation below anyway. The Upper Spheres can connect to the Barrier and the Middle Spheres (including Galbar). The Lower Spheres can connect to the Core and the Middle Spheres. The Middle Spheres can connect to Galbar, the Upper Spheres and the Lower Spheres. This gives us good behaviour for the connectivity of the Middle Spheres, but it makes Galbar less special by making it essentially a glorified Middle Sphere. Due to enhanced connectivity, people might favour Middle Spheres to other Spheres.
Option C instead considers subdividing the Upper/Lower categories into those which are close and distant from Galbar. In this topology model, these extra layers can be modelled by having the inner Spheres as a barrier between Galbar and the outer Spheres. So the Upper Outer Spheres can connect to the Barrier and the Upper Inner Spheres, the Upper Inner Spheres can connect to the Upper Outer Spheres and Galbar, Galbar can connect to the Upper Inner Spheres and the Lower Inner Spheres, the Lower Inner Spheres can connect to Galbar and the Lower Outer Spheres, and the Lower Outer Spheres can connect to the Lower Inner Spheres and the Core. This is more simply seen below.
So, that's a lot to take in, so let me summarise below. I have 6 options: Unrestricted Connections; Strict Hierarchy; Upper/Lower; Separated Middle; Galbaric Middle; Upper/Lower Inner/Outer.
My preference is for either Unrestricted Connections or Upper/Lower. Strict Hierarchy is too restrictive and has the complication of everyone having to decide their position relative to everyone else and is broken if any new Spheres are created. Separate Middle and Galbaric Middle feel rather odd in their implementation of Middle Spheres, although maybe some will like it. Upper/Lower Inner/Outer feels like too much added complexity; if a god wants an Inner Sphere, they can connect to Galbar; if they want an Outer Sphere, they can opt not to connect directly to Galbar. It's up to them.
I'll repeat that categorising the Spheres a priori as we are currently trying to do is only meaningful if there is a physical difference between them. The main physical difference we can control without dictating the resultant pantheon and physics too much is controlling the connectivity between Spheres.
Point 2, Connectivity and Access
The portals connecting the Spheres are very important, as they define travel between the Spheres. But the portals are also created by players. Therefore, subject to the constraints we put above, the nature of the connections should be up pretty much entirely to the player creating the connection. The Portal need not be a discrete location.
Consider the hypothetical god of dirt, who wants the Sphere of Dirt to be accessible by digging in the dirt. The Sphere of Dirt is not automatically accessible from Galbar. It influences the dirt to make it fertile and whatnot and it creates dirt on Galbar, but it is not physically accessible unless the god of dirt creates a Portal. In this case, the Portal is a region of dirt, and the condition of access is digging into it. We might rule that having 'all dirt' is too broad to be a Portal, but you could make it a specific region of dirt, perhaps under certain sacred hills. If we insist on Portals out of Galbar being difficult to traverse, then we might attach extra conditions, or make it necessary to dig really deep.
Now consider a hypothetical god of sky, who wants the Sphere of Sky to border Galbar along the whole sky, so anyone who flies up high enough enters the Sphere of Sky. They could put their Portal as the whole sky. If we want to impose a 'difficulty' condition, then there can be storms and wind which makes flight difficult.
The god of the wilderness might like the have forests connect to his Sphere. As previously suggested, the Portals might be very difficult to find reliable, but it is quite possible to just stumble across them without noticing. Perhaps the exact location of the cross-over between Galbar and the Sphere varies, although is in random locations deep in wild forests. The god of the wilderness could control where the Portals appear (possibly as an Ability) because he is attuned to his Sphere and the Portal's location is rather nebulous.
These points indicate that a Portal need not be a discrete location, but is instead any connection between two Spheres of any form.
Another customisable feature should be the ease of access and strength of connection. A god may or may not want a strong connection between Galbar, so should be free to choose. A god might also like an easy or difficult connection. The benefit of an easy connection is that allies can readily access your Sphere and any facilities within. The benefit of a difficult connection is security against monsters, mortals and enemy deities. If you want to reinforce difficult travel, you could specify that a Portal between Galbar and another Sphere must be difficult to traverse, if not by design, then by the pressure of the Sphere's influence flooding downwards. How the traverse is difficult is up to the player. Although I'd argue that we need not be too stringent here.
Also customisable is how it connects. The connection would have to be extra-dimensional (read: magical), otherwise the Spheres aren't special planes of existence but just regions on a planet. That said, if a god wants, they could have what essentially amounts to a physical border with another Sphere, but that would be chosen when the Portal is created.
Now, I've been writing this post all day and I'm out of comments on these matters for now. I've laid bare my thought processes. Let me know what you think.
My main issue with a literal concentric Sphere model is that it establishes a tiered hierarchy. The person with an inner Sphere (next to Galbar) will have easy access to Galbar and will experience a lot of interaction, while the person with an outer Sphere (far from Galbar) will be relatively isolated, with very few mortals being able to reach their Sphere while also making it difficult for divine beings (including themselves) to travel between Galbar and their Sphere. Rather than encouraging interaction and involvement, we instead isolate half of the players to the far corners of the universe. And then we also have to somehow determine which player gets what Sphere, since they aren't all equal. It's a cool cosmology, but might work poorly for a game.
I'll hold off from deeper and more specific comments until you have had a chance to properly expound your ideas.
As a side note, I'll raise the possibility of Galbar being flat rather than spherical. In an Earth-like Universe, with planets orbiting stars and the vastness of space, spherical worlds make sense because of Newtonian physics. However, for a highly geocentric cosmology as we are planning, a flat world makes as much sense as a spherical one. Granted, we'll probably have to rename 'Spheres' as 'Planes' and they would be stacked rather than concentric, and there won't be a horizon any longer, but it's an option. (To be clear, I'm not saying we should have a flat world; I'm currently neutral on the matter; but I'm indicating that we can have a flat world if we want.)
I am a Roleplayer with an interest in science fiction and fantasy, with a preference for Casual. I have been roleplaying for several years, and have even taken a stab at running a few RPs.
Outside the Guild, I am an Australian science student, gamer, musician and roleplayer (that's right, IRL too).
[hider=Current Roleplays]
[url=https://www.roleplayerguild.com/topics/176075/ooc]Divinus: The God Roleplay, Mk III[/url]
We are new-born gods, summoned into an empty World by the powerful and enigmatic Architect. Our purpose is to create and fill the world of Galbar and the godly Spheres surrounding it, although with such a diverse pantheon there is all manner of disagreement over what to fill the world with.
I co-GM this roleplay. I also play as Ashalla, the Goddess of the Ocean.
[url=http://www.roleplayerguild.com/topics/91565/ooc]Divinus: The Deity Roleplay Mk2[/url]
We are new-born gods, summoned into an empty World to create a Universe where the last one was destroyed. Some wish to build it up, others wish to tear it down, and there is great conflict over what kind of Universe to create and what to put in it.
I play as Teknall, the God of Crafting. He's a nice guy. I was also promoted to co-GM about half way through.
[/hider]
[hider=Past (Guild) Roleplays]
[url=http://www.roleplayerguild.com/topics/81987/ooc]The Horde of Evil[/url]
[img]http://i109.photobucket.com/albums/n60/demetriknighthawk/L327062392.jpg[/img]
Under the command of a Dungeon Keeper, a horde of powerful beasts, monsters, warriors and demons sweep out to pillage the world beyond and battle against powerful foes. But a horde of the vilest beings in the land is far from cooperative...
I played Torrens Igneus, a cunning fire demon and veteran servant of Dungeon Keepers throughout the ages.
[url=http://www.roleplayerguild.com/topics/72584/ooc]Dungeon Keepers[/url]
[img]http://i.imgur.com/7KST9N5.jpg[/img]
In this iteration, the Keepers arrive on a new world, in the land of Cyprus. This land is small and rich with resources, ripe for conquest. Yet it is ruled by a powerful and strangely unified nation of humans, with a King who has more power than he should...
I GM'd this one. I controlled King Reginaldus, the sorcerer king with the power to read and manipulate people's minds while they slept.
I've played in numerous past iterations before, although not all were on the Guild.
[url=http://www.roleplayerguild.com/topics/2293/ooc]Sanctuary[/url]
In a land where magical crystals power modern technologies, a terrible Cataclysm strikes the capital city. Spirits good and bad are unleashed upon the populace, and the military seal the entire city away behind an impenetrable wall. The spirits fuse with many people, granting them powers but also driving many to evil and violence. The players must try and survive in this post apocalyptic cityscape, and maybe even find a way to escape.
I played as Zachary Mason, a kind-hearted, prodigious engineer, who is possessed by Kaa'is. He gains powers to control metal and read machines, but Kaa'is also drives him to become physiologically addicted to murder, an addiction he tries to suppress.
[url=http://www.roleplayerguild.com/topics/81458/ooc]BattleCorp: Combatant Creator[/url]
Tabletop section. The gist is that you get to invent your own special moves when you level up, tailored to your hero.
I played David Pierce, a serious and dark gunslinger.
[/hider]
<div style="white-space:pre-wrap;">I am a Roleplayer with an interest in science fiction and fantasy, with a preference for Casual. I have been roleplaying for several years, and have even taken a stab at running a few RPs.<br><br>Outside the Guild, I am an Australian science student, gamer, musician and roleplayer (that's right, IRL too).<br><br><div class="hider-panel"><div class="hider-heading"><button type="button" class="btn btn-default btn-xs hider-button" data-name="Current Roleplays">Current Roleplays [+]</button></div><div class="hider-body" style="display: none"><a href="https://www.roleplayerguild.com/topics/176075/ooc">Divinus: The God Roleplay, Mk III</a><br>We are new-born gods, summoned into an empty World by the powerful and enigmatic Architect. Our purpose is to create and fill the world of Galbar and the godly Spheres surrounding it, although with such a diverse pantheon there is all manner of disagreement over what to fill the world with.<br>I co-GM this roleplay. I also play as Ashalla, the Goddess of the Ocean.<br><br><a href="http://www.roleplayerguild.com/topics/91565/ooc">Divinus: The Deity Roleplay Mk2</a><br>We are new-born gods, summoned into an empty World to create a Universe where the last one was destroyed. Some wish to build it up, others wish to tear it down, and there is great conflict over what kind of Universe to create and what to put in it.<br>I play as Teknall, the God of Crafting. He's a nice guy. I was also promoted to co-GM about half way through.</div></div><br><div class="hider-panel"><div class="hider-heading"><button type="button" class="btn btn-default btn-xs hider-button" data-name="Past (Guild) Roleplays">Past (Guild) Roleplays [+]</button></div><div class="hider-body" style="display: none"><a href="http://www.roleplayerguild.com/topics/81987/ooc">The Horde of Evil</a><br><img src="http://i109.photobucket.com/albums/n60/demetriknighthawk/L327062392.jpg" /><br>Under the command of a Dungeon Keeper, a horde of powerful beasts, monsters, warriors and demons sweep out to pillage the world beyond and battle against powerful foes. But a horde of the vilest beings in the land is far from cooperative...<br>I played Torrens Igneus, a cunning fire demon and veteran servant of Dungeon Keepers throughout the ages.<br><br><a href="http://www.roleplayerguild.com/topics/72584/ooc">Dungeon Keepers</a><br><img src="http://i.imgur.com/7KST9N5.jpg" /><br>In this iteration, the Keepers arrive on a new world, in the land of Cyprus. This land is small and rich with resources, ripe for conquest. Yet it is ruled by a powerful and strangely unified nation of humans, with a King who has more power than he should...<br>I GM'd this one. I controlled King Reginaldus, the sorcerer king with the power to read and manipulate people's minds while they slept.<br>I've played in numerous past iterations before, although not all were on the Guild.<br><br><a href="http://www.roleplayerguild.com/topics/2293/ooc">Sanctuary</a><br>In a land where magical crystals power modern technologies, a terrible Cataclysm strikes the capital city. Spirits good and bad are unleashed upon the populace, and the military seal the entire city away behind an impenetrable wall. The spirits fuse with many people, granting them powers but also driving many to evil and violence. The players must try and survive in this post apocalyptic cityscape, and maybe even find a way to escape.<br>I played as Zachary Mason, a kind-hearted, prodigious engineer, who is possessed by Kaa'is. He gains powers to control metal and read machines, but Kaa'is also drives him to become physiologically addicted to murder, an addiction he tries to suppress.<br><br><a href="http://www.roleplayerguild.com/topics/81458/ooc">BattleCorp: Combatant Creator</a><br>Tabletop section. The gist is that you get to invent your own special moves when you level up, tailored to your hero.<br>I played David Pierce, a serious and dark gunslinger.</div></div></div>