Mythopoeia: A combined Nation and Godgame RP (Now closed)

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The Old gods have vanished, how and why no one can truly say, perhaps a ragnarok came from them but left the mortals behind or perhaps they simply left this world for another. All that is known for certain is that they left the mortal nations untouched in their departure, who continued on in their absence. Whatever turmoil the departure of the gods caused they weathered it, out of necessity if nothing else, and continued in their affairs. However in the wake of the Old god?s disappearance New gods are now arising, young and inexperienced but powerful and possessing great potential. Whether they realize it or not their arrival heralds a New Age for gods and mortals alike, an Age of Myth.

Hello fellow escapists, this is a rather ambitious RP idea I had a little while ago the basic premise of which being a combination of a Godgame RP and a Nation RP where some of the players play Nations whereas others play gods. The gods will need to convince the nations to worship them to grow in strength as the game progresses, and the nations in turn have their own concerns, ways to develop and expand many of which the gods could greatly aid or hinder. This will be a player driven RP and story, I will act as GM mainly to keep order and ensure the rules are followed/working but other than that I will have minimal influence on what happens, at most I might throw in a natural disaster or something similar to shake things up once in a while though even that is fairly unlikely.

-No godmodding, controlling other peoples characters, and so on. Be respectful of other players, it?s just a game so try not get angry or frustrated at other players when/if things don?t go your way.

-Posts should be of decent length, this shouldn?t be hard seeing as you will have either an entire nation to post for, or a deity.

-Consistent posting, I expect people to post at least once a week, if you don?t post for a week an event will happen to explain your nation/god?s inactivity and if you go another week without posting then you will be removed from the game. If you have a nation something will happen to destroy it, and if you have a god then they will fade away. If you know you aren?t going to be able to post for some reason then let me know and you won?t have to worry about such things befalling you.

-Please try your best to keep player and character knowledge separate, this will likely be especially difficult for nation players as they will have a lot of characters but just do your best.

Rules for Deities (Big thanks to Terratina for helping me work these out)

Overview

The system gods will use for character generation and resolution is Prose Descriptive Qualities (PDQ).

Standardized Divine Qualities

One of the biggest problems about a game of this type is that people will often place their qualities into categories and then proceed to completely disregard them. There are also catch-all qualities that, when looked at by some players, would suggest that they pretty much may as well be used damn the consequences.

A Dominion(s) or Domain(s) [+X] - This is what composes your deity. This is their primary reason for being in existence, and is a broad category type of quality.

Domains / Dominions

This is your deity's realm of expertise. While all gods can use their relevant domains to modify this thing we call existence, they will find it more difficult to try and use their domain in a way which it wasn't intended. (Indeed they may find that their efforts may backfire completely.) The following is a listing of a few domain categories and domains. This by all means is not an all-inclusive list! Some domains may even overlap such as the domain of "nature" and someone with a domain of "natural magic". Feel free to mix and match or come up with concepts of your own.

FUNDAMENTAL FORCE: Life, Death, Creation, Destruction, Protection, Good, Evil, Light, Darkness, Order, Chaos, Law, Anarchy, Decay, Change

NATURE: Natural Phenomenon (Storms, Lightning, Volcanoes), Elemental (Earth, Fire, Wind, Water, etc.), Natural (i.e. Forests, Deserts, Mountain God, Oceans), Cosmic/Celestial (Sun, moon, stars), Disease, Toxicity, Pollution, Evolution,
Generic: All of Nature

MAGIC: Shamanistic, Nature, Blood, Ritualistic, Runic, Lore, Hexes, Curses, Arcane

EMOTIONAL CONSTANT: Love, Hate, Strength, Compassion/Mercy, Justice, Vengeance, Sorrow, Joy, Pride, Corruption, Redemption

CIVILIZATION: War, Diplomacy, Architecture, Artistry/Arts/Inspiration, Education/Learning, Kings, Royalty, Government, invention

SPIRITUAL and MENTAL: Oracle, Wisdom, Knowledge, Secrets, Dreams, Insanity, Madness, Deception, Revelation

FUNCTION: Murder/Assassination, Hunters/Stalking, Trickery/Con-artistry, Thieves, Blacksmithing, Craftwork, Merchants, Strife, Corruption, Redemption, Chance, Luck

More examples:

A good domain description:
Death: There is an end to all that is living and it is the god of death, this domain ensures the natural end to all things.

A bad domain description:
"The Cat Drops the Kettle in Hay": Being of the only living cats and last of the nine lives gives catgod the power over "The Cat Drops the Kettle in Hay" and "feet paws at the head of a sick man" (GM thoughts: wtf, is this death?)

This list comes to me from previous godgames, and contains various things that would simply be more trouble than they?re worth in a game.

Time - Too hard to keep up with and do well both for the GM and the Player. Also, it wouldn't do justice to the game or the player.

Inanimate Object-Style Domains - "I am a swordgod of godswords." - No one wants to worship a pet rock and it is just about as interesting.

Being Multiple Beings or Constant Shifting - "I am a sentient dining room set, I am through states of being twins, I am a series or group of things. I am a baby then a man and then an old man." - It gets confusing! Stop it!

Opposites, Balance, Equilibrium - They're never done well and the players who pick these NEVER accomplish anything other than being annoying to the other players.

Plain Mindless or Mindless Destroyers - Gods without minds are like the pet rock example above. Mindless destroyers or destroyer gods more often or not simply destroy have no character. If you do submit a destroyer god MAKE IT GOOD!

Atheism - Really? In a GODgame?

Pacifism - Just more trouble than it's worth.

If you have an idea that you?re worried falls too close to these feel free to voice your concerns either in a PM or in the forum and I?ll let you know if I?ll allow it or not.

Name: Your god's name and title(s).

Picture: Worth a thousand words.

Bio: How did your god emerge into the world? Try to give a sense of who they are as a character as well.

Domain: +2 [Whatever] then a brief description of it. How would you use this domain to perform an action? To attack another ranked PC/NPC? To defend against another ranked PC/NPC. Keep in mind that the domain bonus will not apply to actions not related to it. You will be able to acquire new domains, or strengthen an existing domain as you gain worshippers.

Drawback: -2 [Whatever] Be careful of your wording.

Core Value: Optional. The most important thing to your god. It can relate to your domain or your drawback, though it does not have to. This is mostly there to help with character generation and direction.

What you want out of the game: Basically your intended playstyle and what you expect/want out of the game.

On gaining certain levels of worship a god will advance in power, gaining either a new +2 domain or improving an existing domain?s modifier by +2. A god can reach up to +10 in total bonuses overall, but if they lose enough worshippers then they will lose the power gained from them. The threshold for how much worship is needed to advance in power will be set after all sheets have been accepted.

Gods are allowed one major action each round, with a round ending either when all players have taken their action(s) or when a week has passed since the start of the round. A round begins with a GM post giving the results of actions taken.

Effortless: no roll, not counted as actions
-Conjure up a small quantity of anything
-Talk to someone
-Take on a physical avatar, gods may only have one avatar at a time
-Listen to mortal prayers

Difficulty: 5 Cost: 1AP
-Place or remove a blessing/curse on a single mortal for the term of his/her life.
-Creating a -2 or worse magic item.
-Identify a magic item in your possession.
-Scry an area the size of a large room.

Difficulty: 7 Cost: 2AP
- Place or remove a blessing/curse on a small group of mortals (less than 50) for their entire lives.
-Creating or altering a one-off living creature smaller than an elephant.
-Changing the weather temporarily (eg make it rain, cause a hurricane, etc).
-Teach a technology or system of thought to mortals that will offer minor benefits
-Find a mortal who is capable of hiding from you.
-Break a weak enchantment.
-Scry an area the size of a village or neighborhood.

Difficulty: 9 Cost: 3AP
- Place or remove a blessing/curse on a large group of humans (several hundred) with permanent, ongoing effects.
-Creating or altering a one-off living creature bigger than a blue whale.
-Creating or altering a non-sentient species smaller than an elephant.
-Constructing a large building by divine hand.
-Teach a technology or system of thought to mortals that will offer moderate benefits
-Introduce a major change to the world's structure or its atmosphere without thought of the consequences (eg adding a new island or lowering sea levels, etc.)
-Break a moderate enchantment.
-Raise a small number of dead mortals (less than 50)
-Create a weak permanent enchantment (difficulty 7, immediate area of effect)
-Scry an area the size of a town or small city

Difficulty: 11 Cost: 4AP
-Creating or altering a sentient species roughly comparable to a human.
-Creating or altering a non-sentient species larger than an elephant.
-Causing major changes to the topography of a land.
-Teach a technology or system of thought to mortals that will offer significant benefits
-Grant transmittable immortality of a sort to a small group of humans (eg vampires; immortality with a major instant-kill weakness, basically)
-Grant genuine immortality and invulnerability to a single human. They will gain the quality Immortal +0 as long as their god still lives. This does not include superpowers (eg the ability to break out of a prison cell).
-Find a powerful entity which is capable of hiding from you.
-Create a moderate permanent enchantment (difficulty 9, immediate area of effect)
-Scry an area the side of a Large City or a town and surrounding countryside.

Difficulty: 13 Cost: 5AP
-Summon a volcano, rain of fire or other devastating land-focused event.
-Create a +0 magic item.
-Teach a technology or system of thought to mortals that will offer enormous benefits
-Break a strong enchantment.
-Scry an area of several cities/towns.

Note: all gods are aware of DC 15 and above actions

Difficulty: 15 Cost: 6AP
-Create a new rule, or disable one of the existing rules of the universe in a small area (eg gravity, existence of magic etc)
-Introduce a major change to the world's structure or its atmosphere without causing any lasting damage to the world (for example adding a new island)
-Scry a nation in its entirety.
-Create a +1 magic item

Difficulty: 17 Cost: 7AP
-Create a +2 magic item
-Create or alter a sentient species vastly superior to a human (GM and player to agree on any bonus/es, eg immunity to disease, invulnerable to certain types of weapons etc)
-Break an incredibly powerful enchantment.
-Create a strong enchantment (difficulty 13, immediate area of effect)

Difficulty: 19 Cost: 8AP
-Create an incredibly powerful enchantment (difficultly 17, immediate area of effect)
-Scry the entire realm

AP (Action Points)

Every god will start with 15 AP, and their AP will restore at the beginning of each new season, though this amount isn?t set in stone and may be adjusted to balance things as the RP goes on.

Avatar: The physical form you manifest as. You may only take actions when in avatar form.

Bless- A lasting positive action performed on a mortal or group of mortals.

Create Race(non sentient)- Whether it be large medium or small, please be pretty clear about it's form and habits. Carnivorous rabbits or beetles the size of a T-Rex for example.

Create Race(Sentient)- A mortal race roughly equivalent to humans in intelligence and ability. It should be noted that a created species cannot provide worship.

Curse- A lasting negative action performed on a mortal or group of mortals.

Enchant: A sustained magical effect over an area. Break DC will always be 2 less than the DC used to create it. Can just be present or have a focal point like a physical object.

Forge Magic Item(Ranked 1-2): Through increasingly considerable costs and effort you forge a magic item capable of wielding a fraction of the power of the gods. Please think carefully about these. -2 to +0 magic items are magic items (along the lines of something you might see in D&D) that have useful power for mortals but not for gods.

Scry- To use divine senses and powers to search over an area.
Note: Please ask 1-4 clear, concise questions you hope to have answered by the scry.

Should two gods wish to fight each other directly they will make opposing rolls and use the following rules to determine what happens to the loser. As with all conflict if the players involved want they can forgo rolling and simply discuss what would happen and agree on an outcome.

-As normal, the difference of the attack roll minus the defense roll equals the number of ranks lost.

-However, you cannot be destroyed outright by the outcome of a single skirmish. Instead, should a PC be dropped to 0 ranks they will lose all of the AP in their pool(basically out of play until the next age), the winner can choose to confer an additional drawback(to be discussed with opposing party and GM. Example: in D&D histories Corellon wounding Gruumsh's eye) if they wish.

-Attack/Defense for both sides will be resolved at the same time, so nobody has to jockey for attacking first.

Imprisonment: Should a god run afoul of many others, if the opposition should so choose they can imprison the target in a demiplane(DC19 action, the likely overwhelmed defender gets a free opposing roll or normal cost final action). This effectively ends a character's run and is kind of a big deal.

Rules for Nations (thanks to Emperor Zuma for helping me work these out)

Nation Name:

Capitol Name:

Territory description: (What the geography looks like, desert, plains, forest, ocean etc.)

Nation Perks: (Up to 2 perks)

Nation Flaws: (Must have the same number of these as perks)

Short History:
___________________________________________________________________________

Race Name: (This is optional, should you choose to have your nation be composed of a nonhuman race)

Race Description: (Include as much detail as possible on the race in your nation. Appearance,
biology, society, etc)

Race perks/flaws: (up to 2 positive perks, must have equivalent number of negative flaws. Remember humans are considered the baseline when creating a new race. These are mostly for the purposes of fluff, and more distinctly indicating how your race differs from humans, but its possible they might come up in a more substantial way as well.)
___________________________________________________________________________

Social Values (Social engineering of your kingdom. Go into detail about it.)

Government: (What type of government do you have?)

Economy: (What kind of economy do you have? Free market? Planned? Green?)

Religion: (What religious beliefs did your nation hold before the old gods vanished, and what do they hold now?)

Military: (What is the predominant method of military thinking of your nation?)

Ideology: (What are the significant cultural values of your nation? Wealth? Power? Asceticism?

Honor? Feel free to mention competing ideologies within your nation as well, if they exist)
___________________________________________________________________________

Major Characters: (For leaders, heroes or other viewpoint characters you might use. You can make new viewpoint characters as the game progresses, but you should have a few to start with)

Name:

Race:

Personality:

Short History:

Each round each nation can take three actions. A round ends when either every player has taken their actions or after a week has passed since the round started. A round begins with a GM post giving the results of actions taken.

Espionage
-Counter-espionage, uncover a foreign agent
-infiltrate another nation; put an agent into place (needed to perform the espionage actions below)
-Spy on another nation, learn or steal their secrets
-Sabotage their progress in another area
-Attempt an assassination

Military
-Launch an attack
-Lay siege to a city, or attempt to break a siege
-Reinforce or garrison a location (may cost wealth depending on how you're fortifying the location)
-scout an area (to gain an advantage on an attack, or to make it safer to settle)

Diplomacy
-Hire mercenaries (would cost wealth, and would help with military actions for a time)
-Send a diplomat (yes your diplomat could also be a spy, though you still need to spend an action for infiltrating as well as sending the diplomat)
-Trade with another nation (at least one side needs to have a diplomat in place for this or the lower action to take place)
-Form a formal treaty (could be anything from a long standing trade agreement to an alliance. You can have an alliance without this, this just serves to make it official.)

Development (some technologies will cost wealth to implement once they have been successfully researched)
-Research a new technology (you have to declare specifically what is being researched)
-Improve an existing technology (you have to declare specifically what is being researched)
-Establish a settlement/colony (this would require enough spare people to form the settlement, as well as cost wealth and food)

Culture (culture actions are free and do not cost an action, many of them are fluff actions you could use to show the flavor of your nation, with the exception of worshiping a god which is rather significant)
-Encourage or discourage the worship of a god
-Celebrate a holiday or festival
-Commission a work of culture (art, food, music, etc)
-Record something (a myth, history, etc)

There are four main resources nation players have to handle, each is very abstracted too keep the system simple and easy to manage. All these resources can be traded in different ways, and such trades are a diplomatic action players can agree on. The levels of starting resources will be assigned at the start of the game, and can be affected by your nations perks/flaws, though keep in mind the nations will start relatively small to begin with so they have plenty of room to grow over the course of the game.

Population: This represents how many people are in your nation, though the exact number will never be stated (a pop of 10 might mean around 10,000 people for instance but it?s not an exact count). Population determines how much worship your nation can offer, and affects other resources in different ways. It increases at the start of each spring by 20% (this percent can be increased by different things) provided you have enough food to allow expansion.

Wealth: This resource indicates not just the amount of money a nation has at its disposal but general resources. Wealth is needed to perform a variety of actions, and you gain more wealth from territory.

Food: This resource represents food production and the ability to feed your people, not simply a giant pile of food your nation holds. If your food is equal to your population come spring then your population expands, if it is less then your population does not expand and some of your people are going hungry which if not addressed may begin to lower your population and makes some actions more difficult in the meantime. If your food is greater than your population then your population will grow faster. Each spring your stock of food is set to a number determined by your territory. Finally food is required for certain actions.

Territory: This represents the area you control, as well as the value of that area (so a large area of desert might equate to a smaller area of more hospitable land), and is increased primarily through gaining settlements either through making them or through conquering an existing one. Territory controlled determines how much wealth you gain, and what your food sets itself to each spring. The maximum amount of territory you can control will be determined by your population.

When an action is taken that requires a roll the player taking it will roll a number of D6s, the default being 2d6. Any roll that is a 5 or 6 is counted as a success, though some actions may take multiple successes to succeed. Anything that makes the action easier, be it improved technology, a nation perk, an god action assisting, and so on can add extra dice to roll. Things that make an action more difficult would either add another success to the number needed, or reduce the number of die allowed (in the case of opposing rolls). In instances where players are rolling against each other the one with the most successes wins, the number of successes they have over the other player determining how much they succeed by. In the event of any opposed action the players can instead discuss and write out what happens without rolling if they want, though both have to agree to how it works out in such a case.

Warfare- Warfare is a particular example of opposing rolls, smaller battles like skirmishes will be a case of a single roll, but larger affairs may take multiple actions/rounds to be concluded. It should be noted that if a player attacks with their army the defending player does not need to spend an action to defend. While in general warfare will be handled somewhat on a case by case basis it should be noted that resources of all types can be gained through combat, in particular capturing a city will gain some of every resource (though if your nation decides not to take slaves they won't gain any population from it).

Technology- Developing/improving technology is a special case, as some developments might take multiple rolls to finish, but previous successes are counted towards the number needed. Advancing technology is one way to gain additional dice, but in the case of opposed rolls if both sides have equivalent tech neither gets an extra die for it.

Magic: Magic is the province of the gods alone, and as such there are no mages and while a race may have a magical aspect to them it can?t be very strong. Of course it is entirely possible that by the actions of one of the new gods a race might gain some magical power, the specifics of which would be determined by the action taken to grant them such. The magical workings of the old gods have all but faded, so any workings of theirs upon a race or location would be either gone or left extremely weak.

Technology: The starting level of technology is roughly that of the Ancient Greeks. Bronze is the metal of the day, medicine is not very advanced, ships, horses and roads all exist to facilitate transportation, and so on. If you need more information about a specific technology feel free to ask.

Every four rounds the season will change, for the purposes of this summer and spring are lumped into one season, and winter and fall are lumped together into another. Winter makes certain actions more difficult, in particular military efforts. While spring on the other hand comes with population growth among other changes, every season change Gods get their AP restored and nations gain wealth.

The amount of population a nation has determines how much worship it can create for a god, or multiple gods. If a nation decides to worship more than one god then the worship is divided evenly among the gods they worship. In addition multiple nations can worship the same god, though such a thing could eventually create conflicts of interest. The thresholds of how much worship is required to advance in power will be set once all players have been accepted.

Each player can be have a god or a nation but not both (if you want to submit a sheet for both that?s fine, but you?ll only be allowed to have one or the other in the game). Players will be accepted when their sheet has been approved by me, and nation players in particular are encouraged to put together shared backstory with other players once they have been accepted.

If you have any questions, comments, or concerns feel free to let me know. The rules for nations in particular are still untested so if you see any problems with them, or ways to improve them, feel free to point them out.

Also if anyone wants to offer to be co-GM that would be appreciated, you wouldn't be required to do anything unless for some reason I can't post for a week or something like that. In addition if anyone wants to volunteer to draw a map of the world once the nations are all accepted I would appreciate that as well, if not then I'll draw one myself.
 

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Accepted God Sheets:

<spoiler=Qartog, played by Mestizaje>Name: Qartoq, Final Faith

Picture:


Bio: Before the old Death vanished, it made sure that there would be something to take its place and uphold the law of nature that states that everything has an end. The last creature to die by its hand was given a small amount of its power, as a security measure to make sure death remained on the plane.

It was given to a thief, a nobody, just someone who happened to get killed at the right time, or wrong depending on your disposition. The thief was shown no mercy when the guards of the temple she broke into found her. She didn't have a chance to plead for mercy, and was thrown into an alley where she bled to death.

Instead of entering the realm of the dead like anyone else, or become reborn, she laid in the alley for a long time until she released her mind had taken a form of its own, seperate from her rotting carcass. It took even longer to come to terms with what had happened.

Domain: +2 [Death] A world needs death, as there would be no natural progression of events, wars could last forever and the living would never get their chance to rest. Qartoq makes sure all things comes to a natural end, or gives them a longer time alive if they can sacrifice enough. She can raise the undead to fight for her, or snuff out the life force of the creature, spirit or god that stands against, or threathens, her as she is death itself.

Drawback: -2 [Justice] Qartoq does not care about who deserves death and who does not according to mortals. She comes for whomever the bell tolls. She does not concern herself with laws or such nonsense either.

Core Value: Treasure. That everything meets an end, sooner or later, but she would be willing to bargain about it if someone could offer her something good in return.

What you want out of the game: I like godgames, and would like to have some fun.

Name: Jashiki, lord of water

Picture:

Bio: Born as a human he lived his whole life next to and in rivers. Fishing, moving on and just plain living in it. He was like that for a long time, living on the water and keeping several small lizards as pets. he lived alone for the most part and didn't communicate very often with other people, some of that is because where he lived but the larger part of that is he finds the majority of people grating and not worth being around. The times he did have people close enough to talk usually they were small bands of robbers or thieves running from the law, many of them dying soon after when they tried to attack him and take what little he had. His prefered way of fighting was with a fishing spear, which he would use to great effect. Some were people running from something, these were welcomes and fed. Allowed to stay and rest for a while he enjoyed the conversations he had with them. He was a very happy person, always willing to laugh with those who did stay with him but also getting serious if something became wrong.
One day there was a flood, unexpected because where he was it was in the middle of a drought. Being swept away by it because he had been underwater fishing when the flood thundered by he was rolled around inside it and bounced off rocks and other debris that had been washed down with the flood. He could feel several of the lizards he kept as pets clinging to his skin. Just before passing out something erupted inside him causing a shock wave to roll out from inside his body. The water in that section of the river disappeared and in the dead center stood Jashiki lord of water. His face and body changed into what is now seen and he can now feel and control water in all its varied forms..

Domain: +2 [Water] Water, steam, even ice. All of these are some kind of water and all of them can be controlled by Jashiki. Pulling it from the air and using it as water to strike like a whip, or freezing it and sending the flying through the air to stab into and sometimes through others.

Drawback: -2 [Chaos] Unable to work with things that are chaotic, because water is so ordered in how it works and moves. Things that are natural chaotic are hard for him to even understand.

Core Value:
he is adaptable, changing as he needs to. Like water changes depending on his environment he does also, to one group he may be a calm god who helps the ships get back safely. But to another he is a god that means death, going out in a boat the same as opening their veins.
Being adaptable to whatever comes at him and surviving past it, moving when needed and being harder than diamonds when he needs to be firm. This is what is most important, surviving whatever comes his way and getting through and past it.

What you want out of the game: I want a long running game with lots to happen and do.

Accepted Nation Sheets:

Race Name: Luug

Race Description: A hulking, gray, stone skinned, and hard-headed breed of beasts, the Luug are of the earth. Literally, the Luug are spawned from large pools of a primordial substance, practically beings of living stone. Apparently immune to the ravages of time, the Luug's rocky scabs grow over their body and eventually come to form a boulder upon the Luug's back. When the Luug has become this old, they start to catalog their own history on their own back, their life story engraved for all to see. Then, finally, when a Luug desires death, or has fallen in battle, they give themselves to the pool that spawned them. In giving themselves to the pool, they feed it, keeping it "alive" and able to spawn more Luug. New pools can be made with several Luug dying with each other and being in a place where their liquid remains can pool.

Their appearance is dependent on the Luug's surroundings during the first years of development, along with the location of the spawning pool. Once the Luug reaches adolescence, their skin is like that of the earth around them.

Born warriors, the Luug value strength, but they also see strength in places that others might not. In the runes the elders carve on their back, the Luug see wisdom, which hones strength in directing its fury. In the crawling of newborn Luug from the spawning pools, the Luug see perseverance, which keeps one strong in the darkest times. In honor, the Luug see the practical restrictions of stength, for the raging beast destroys its own home, as the Luug have seen firsthand.


Perks

1) Rock Hard: Made of earthen materials, the Luug are hard to kill. On top of that, every punch they throw hits with the strength of boulders. In a straight-out brawl, very few can beat a Luug.

2) Metal Sense: Spawned from the rock itself, the Luug have an innate sense of what lies within stone. This makes them effective miners, able to dig directly to the ore without the need for prospecting.

Flaws

1) Slow: The Luug, while strong, are also bulky and large. This leads to the natural conclusion that a Luug won't exactly be able to keep up with more flexible species.

2) Direct: The powerful Luug are beyond the subtleties that other races might pride themselves with. In all paths in life, a Luug will usually take the straightest one.

Nation Name: The Deep Tribes

Capitol Name: Highcrag

Territory description: The Deep Tribes' homeland are caves that burrow deep into a long mountain range. The peaks are so high that there is rarely a time where they are not capped with snow. The surrounding lands are rather verdant, with forests covering most of the foothills. However, there is a lack of any visible body of water wider than a stream.

Nation Perks:

1) Quaking Might: Strong warriors, and adept in the art of warfare (due to the Tribes' history), the Luug are quite capable on the battlefield.

2) The Riches of the Deep: Natural miners, the Luug can easily exploit the lands they live within. The Tribes are quite affluent when it comes to mineral wealth.

Nation Flaws:

1) Can't Fit in the Shadows: Being so huge, loud, and lacking a sense for the subtleties in life, the Luug do not have the build or sensibility for the dark world of espionage.

2) Without Reservations: The Luug lack the tact to maintain easy diplomatic relations with those who are not Luug. While some among them can learn how to communicate properly with other races, there will always be a sort of discomfort among those who have to deal with other nations.

Carved within the Great Stones deep within Highcrag, and on the backs of some of the oldest Luug, the Deep Tribes' history is one that allegedly began when the world was new. From pits of primordial mud, the Luug rose, and claimed the world as their own. Eventually, more crawled out of the pit, and the Luug's number swelled to a number large enough to cover the globe. However, when there was no more room to spread, the Luug fought one another. Tribe versus Tribe, from the obsidian-skinned Magma Tribe to the bleached Sands Tribe, the tanned Plains Tribe to the gray-skinned Cave Tribe, the Luug clashed, leaving their spawning pools to solidify or dry out.

Finally the race was no more than a handful of Tribes sharing a single cave system. However, before the Luug drove themselves to extinction, the Pale One emerged. No one knew from what Tribe he came; but with him came order. He showed the Luug in those caves that they were the last, and that while they fought the world had filled with other, younger, more ambitious races that strode upon the lands of their brethren and forefathers. Then, when he saw that the Luug understood that only together could they survive, he carved a deep pit into the stone, deep in one of the caves, and cast himself into it. Soon, as Pale One's remains liquefied, the Tribes sealed their pact by each sacrificing one of their own to the pact, helping the pool fill and spawn the last generation of Luug.

Social Values: Loyalty to your elders and your betters, at least those that can prove they are better. Elders are valued for the history that can be read off of their stones; and those that prove themselves stronger than you are undoubtedly better than you. However, if you carry yourself with enough strength to be a challenge, then you may claim their position as your own.

Government: The Deep Tribes are a confederation of large groups of Luug that each pledge loyalty to a chieftain, who is unrivaled in matters pertaining to operations within his/her own tribe. However, each chieftain in turn pledges loyalty to the Supreme, the Chieftain of Chieftains, who is the master of all affairs. Succession within each tribe is usually carried out through the current chieftain naming a successor before either devoting him/herself to the pools or going on campaign. Chieftains can also be challenged for their place at the head of the tribe, with a duel to the death being the standard method of challenge. However, succession for the Supreme is carried out through a tournament, where all who think themselves worthy of leading the tribes fight to the death. In the intervening time, the nation is led by a council convened by the tribal chieftains.

Economy: The Tribal economy is focused on a free market, but works through a sort of coined/bartering system. Because Luug can sense the materials in the ground, value of metals/coins is based on overall rarity, not just with already extracted materials, but also materials they can detect in the surrounding land. For example, a Luug might be willing to give more for a pound of gold in an area with no gold around than he/she may near a gold vein. They also focus more on need than want, so workable materials like iron may fetch a better return than gold.

Religion: When the Old Gods wandered, the Luug worshiped the great being of stone, Therax, believing him to be their creator. While they have no proof that the god ever claimed to be their creator, Therax nevertheless guided the Luug as they spread across the primordial world. While Therax may be gone, the Luug hold true to their faith, believing that that Pale One, who saved them from self-destruction, was really their god in a new form.

Military: The Deep Tribes' military is mostly made up of small bands of individual warriors that are led by a single leader that is stronger than those he/she follows. This model is kept even in large campaigns, but instead becomes a hierarchy that can be mapped up like a pyramid, with several bands a part of a larger horde that bands together with other horders to form a Tribal Army, led by the chieftain. In circumstances where the leader is slain, the warriors immediately fall under the next strongest, which they are acutely aware of due to many days of training and personal contests. In rare circumstances where two Luug match themselves in strength, the band splits under preference.

Ideology: Honor, to be upheld until survival demands it to be forsaken. Wisdom, to be used to guide the force of the Tribes. Power, for the Luug once spread across the globe, and shall do so again.

Name: Budraal, Supreme of the Deep Tribes

Race: Luug

Personality: Budraal is a fierce warrior, but the centuries of leadership have honed his wisdom. The former Luug that thought might makes right has been tempered to believe in just decisions, and holds a firm leash on the chieftains.

Short History: A Luug spawned from the pit in Highcrag, not long after the Pale One's sacrifice, Budraal became known as a champion of the Tribes when they expanded across the mountains. Beasts fell under one stroke of his club, or were torn asunder by his sharpened claws. When the Supreme of his time devoted himself to the pools, the tournament to name his successor was a formality. Only three other Luug faced Budraal in the ring, all of them with affairs already in order. By the end of the day, three more bodies were given to the pools, and Budraal was named Supreme.

During his long reign, he has seen that the Tribes can not be constrained by mere threat of force, or even harsh application of it. Rather, he sees the Tribes for what they are, and uses that knowledge to makes the Tribes' desire align with his own.

Name: Lew'Pan, Leader of the Glass Shifters

Race: Luug

Personality: Lew'Pan is a bungling sort of Luug. Not stupid, even clever at times, he ends up being the joke of many Luug jokes. However, while the Luug may not take him seriously, he more amicable nature makes him one of the few Luug that can play the game of espionage. To accomplish this, he plays off peoples' low expectation of him in order to pull off what some might call "heists".

Short History: A Luug runt, even Lew'Pan's emergence from the pools was met with laughter and ridicule. However, Lew'Pan knew that he had an edge where most Luug did not, he could move without being noticed, both literally and metaphorically. He has used this to prove himself of use to the Supreme, who, in his wisdom, knows that someone with an art to deceive is needed in a time where the Tribes must interact with the other nations of the world.

Given a merry band of fellow Luug misfits, Lew'Pan seeks to prove to all the Tribes that he can be their better in a way they could not even conceive.

Name: Jugaan, Chieftain of the Gold Tribe

Race: Luug

Personality: A leader who has had to prove her strength countless times, Jugaan is stoic in the face of challenges, form within or without. She speaks little, but with force when she does. However, there is also a flair for the lavish visible on her back, as the runes describing her history are made of solid gold.

Short History: Jugaan: ambition personified. From the moment she crawled out of a small spawning pool deep in a cavern filled with gold ore, this Luug had a want to be something. She toiled as a miner, to hone her strength and amass a private fortune, and then she started on her own personal warpath. She challenged everyone on the way up to her Tribe's chieftain, and in a duel to the death, she slew him.

However, even near the top, her position was not secure. Jugaan has been challenged countless times for her seat, but she's beaten back every attempt so far. Should Budraal ever leave his place as Supreme, there are many who believe Jugaan to be a contender.

Nation Name: Sammah Ajivha-Tahna (adj: Ajivan) (Translation: Sons of Grand Ajivha)

Capitol Name: Grand Ajivha (Ajivha-Tahna)

Territory description: A relatively flat kingdom; plains to the east, desert to the west. The centre of the kingdom is dominated by a single mountain, Ekaki, standing on its own. At its base rests Grand Ajivha. Only one major river, the Tatni, however its souce is Ekaki so water is no problem for Grand Ajivha. The land is very rich in mineral resources, however crops and pastures can be a problem due to the dryness of the land and the mountainous nature of Grand Ajivha?s surrounding region. Goats and horses are the most prevalent animals.

Nation Perks (I was hoping you would balance these once you?ve compare with everyone else?s):

-Hold!: The Ajivan?s are masters of defence, both in architecture and combat

-Job well done: The Ajivan?s pride themselves on hard work and the finished product. Ajivan wares are seen as the finest in the land. (Not sure how you?re doing trade but I figured this would have to be made a perk)

Nation Flaws:

-We got no dirt: Ajiva-Tahna has little to no space for farming or animals other than horses, naturally their food
supplies take a hit.

-Kevlam Nasta Ajivha-Tahna: New settlements are a strange concept to the Ajivans, one not entirely encouraged. All new settlements cost more.

Short History: Kevlam Nasta Ajivha-Tahna; There is only Grand Ajiva. That?s how the legend goes anyway. At the dawn of time there was nothing but a single house in an unending desert, in it lived Mamata, the first man. Mamata needed crops, and so the plain came to be. Mamata needed shade, and so rose the Ekaki. Mamata needed water, and so the Tatni began to flow. Mamata needed companionship, and so a wife came to be. ?Truly this land is great? spoke Mamata, ?It and no other shall be ours, and we shall call it Ajivha.?

Factual history is vague, mainly because there has been no reason to keep records. From that starting point Ajivha grew; over time its name became Grand Ajivha as it grew in symbolic importance. Around 1000 years ago, after first contact with another people, the Vazin of the time decided his people needed a communal name. The settled on Sammah Ajivha-Tahna, which was used unofficially before then anyway. Ajivan work ethic has no clear origin, at least not in their myth. Most assume it come from practical reasoning, survival was hard and so when you were given a job you did it.
___________________________________________________________________________
Race Name: Ajivam?s are a very tight group, even when other humans exist they see themselves as Sammah Ajivha-Tahna.

Race Description: Olive skinned humans. Think Turkish or eastern Greek.

Race perks/flaws: N/A
___________________________________________________________________________
Social Values: Ajivan society is simple: you are given a job, do it. This is the foundation of their entire system.
Ajivan society is basically a web of jobs; a merchant is given an unofficially job by his customers ?Give me something to buy?. The merchant then gives the blacksmith a job ?Make me something to sell?. The blacksmith will then pass smalls jobs down to his apprentice who then goes out to buy something from a store. In essence its similar to our concepts of capitalism, however everyone is subservient in Grand Ajivha, aside from the Vazin. What?s different is the Ajivan work ethic; every job is done with the fullest of effort, no matter how small. It?s clear how this applies to craftsmen, a tailor will make the best clothes he can, a blacksmith the best armour. However it even applies to merchants. Their job is to the customer, they?ll charge what to object is worth plus enough to make a living. Rules of supply and demand are still in effect; a rare object is worth more and so the merchant can charge more. The customer knows this and pays what he is asked, no side haggles as that would be detrimental to their jobs. Rejecting a job is seen as a complete and utter insult, however it is still a perfectly valid thing to do. If for whatever reason an Ajivan has some issue with the job they?re given they have the right to reject it, it will just severely sour their relationship with whoever gave it.

Government: Somehow this system ended up with a man on top, it?s not entirely clear how. The Vazin has absolute power; to reject a job given by him is to be put to death. Near the end of his life he appoints a new Vazin, this is given like any other job. The Vazin has a council, decided by public vote and each dealing with their own specific area of government. If, for whatever reason, a Vazin dies before he names a successor the council will pick to most suitable replacement. This means that the idiotic Vazins will only go about 4 days before being assassinated and replaced by someone who knows what they?re doing. It?s no surprise that many leave ruling to their council.

Capitol: Grand Ajivha is huge, home to around 90% of the entire population. The surrounding regions are home to some smaller towns and villages, exclusively those set up to work resources too far from the city. Even these outlying settlements see themselves as Grand Ajivha, very distant suburbs of the capitol. Despite its size Grand Ajivha is an orderly construction, gridded streets leading to the Vazins palace (known as the Asanda), which is situated with its back to the Ekaki. The entire city spreads out from this one point, the housing perfectly designed to give a clear view onto the nearest roads. A block of houses has a watch tower in the centre and then each house lowers in size from that point, allowing archers on every roof a firing arc. The streets themselves as set out to allow 5 mean abreast to easily block off all access with their shields, essentially created a deathzone where archers can pick off enemies at their leisure. For convenience the city is divided into districts, allowing the customer to fulfil their job as easily as possible.

Economy: As mentioned before the economy is pseudo-capitalist; there are common values given to all products and it?s up to the merchant if they feel theirs are worth more. If they?re not then they won?t sell. Many nations do not like trading with Ajivan?s simply because there is no room to haggle; however given the quality of their wares most swallow their pride and pay the asking price. Naturally, industry is the life blood of Sammah Ajivha-Tahna.

Religion: None. Beyond their creation myth Ajivan?s have remained without a state religion, Gods sort of ignored them. People are free to worship what they wish, ancestor worship is common and ome see divinity in their work. However there are no formal religious ceremonies, the closest being the yearly celebration of Jamadinam, the ?First Day?.

Though not technically a religion Grand Ajiva itself has huge significance to its people, to the point of reverence. Kevlam Nasta Ajivha-Tahna is a common phase, serving as everything from a greeting to funeral rights. Insulting the city is worse than murder; a famous story speaks of a diplomat who said the streets could have done with ?a bit more cleaning?, he was subsequently thrown off the city walls.

Military: Defence is everything. Ajivan?s see no need in conquering so their military exists to protect Grand Ajivha. They employ huge square shields (essentially a Roman Scutum but with spikes on the base) and spears placed into tight formations. Archery is given huge importance, each archer is also equipped with a shield so they can form cover by ramming them into the ground. There have been some cases of men forced into service by recruiters calling it a job, a law has since been passed granting the right to refuse with no consequence.

Ideology: Do your job. Serve the city. Kevlam Nasta Ajivha-Tahna.

Name: Vazin Prajja Tu Andha (addressed as Vazin Andha)

Race: Sammah Ajivha-Tahna

Personality: An old man, wise but heavily set in his ways. He lives and breathes Kevlam Nasta Ajivha-Tahna, a traditionalist through and through. Recent times have put him in conflict with himself, it is time for the Ajivans to set forth from their walls and yet he just can?t bring himself to take the plunge.

Short History: Given his title around 50 years agom, Vazin Andha has ruled longer than anyone expected. Andha has always had a place in politics, he was chief visor to the previous Vazin Upamrta and was the clear choice after he passed, bizarrely he was actually competent and the council had no reason to dispose of him. Since then he has ruled fair and intelligently, under his guidance Grand Ajiva has continued to prosper. Unfortunately times change and Andha need to leave tradition behind and move into the future.

Name: Grand Visor Sarpa Dhurta

Race: Sammah Ajivha-Tahna

Personality: A direct contrast to his Vazin, Dhurta looks only towards the future. He is by no means a bad man yet his progressive views have made him unpopular with the council. He sees a future beyond the mountain, beyond the walls. As visor he is the Vazin?s right hand man, however Andha is a stubborn old man, not easily swayed. Dhurta?s role is to suggest, not run the country from the shadows. Despite their differences the two have genuine affection for one another.

Short History: While serving in the military he was injured fighting some bandits a few miles into the desert, his left arm crippled he was unable to hold a shield and thus useless to the Ajivan forces. His right arm was still strong and able to wield a spear, making him perfect for the shield less guards of the Vazin?s palace, a primarily ceremonial role. Time spent guarding the Vazin eventually allowed his voice to be heard, seeing that he spoke wisdom Andha made him the Grand Visor.

Edit: It seems this one post can't hold all the accepted sheets, so the list will be continued further down the page. Green Shoes' sheet has also been moved down to it as it was getting cut off.
 

booksv2

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Aug 17, 2012
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Name: Jashiki, lord of water

Picture:

Bio: Born as a human he lived his whole life next to and in rivers. Fishing, moving on and just plain living in it. He was like that for a long time, living on the water and keeping several small lizards as pets. he lived alone for the most part and didn't communicate very often with other people, some of that is because where he lived but the larger part of that is he finds the majority of people grating and not worth being around. The times he did have people close enough to talk usually they were small bands of robbers or thieves running from the law, many of them dying soon after when they tried to attack him and take what little he had. His prefered way of fighting was with a fishing spear, which he would use to great effect. Some were people running from something, these were welcomes and fed. Allowed to stay and rest for a while he enjoyed the conversations he had with them. He was a very happy person, always willing to laugh with those who did stay with him but also getting serious if something became wrong.
One day there was a flood, unexpected because where he was it was in the middle of a drought. Being swept away by it because he had been underwater fishing when the flood thundered by he was rolled around inside it and bounced off rocks and other debris that had been washed down with the flood. He could feel several of the lizards he kept as pets clinging to his skin. Just before passing out something erupted inside him causing a shock wave to roll out from inside his body. The water in that section of the river disappeared and in the dead center stood Jashiki lord of water. His face and body changed into what is now seen and he can now feel and control water in all its varied forms..

Domain: +2 [Water] Water, steam, even ice. All of these are some kind of water and all of them can be controlled by Jashiki. Pulling it from the air and using it as water to strike like a whip, or freezing it and sending the flying through the air to stab into and sometimes through others.

Drawback: -2 [Chaos] Unable to work with things that are chaotic, because water is so ordered in how it works and moves. Things that are natural chaotic are hard for him to even understand.

Core Value:
he is adaptable, changing as he needs to. Like water changes depending on his environment he does also, to one group he may be a calm god who helps the ships get back safely. But to another he is a god that means death, going out in a boat the same as opening their veins.
Being adaptable to whatever comes at him and surviving past it, moving when needed and being harder than diamonds when he needs to be firm. This is what is most important, surviving whatever comes his way and getting through and past it.

What you want out of the game: I want a long running game with lots to happen and do.

Here we go, comments please.

EDITED
EDITED
 

IFS

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Mar 5, 2012
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booksv2 said:
The main problem I have is that the sheet doesn't really give any indication of his personality. If you put a bit more into the bio describing that it would be greatly improved.
 

EmperorZuma

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Jul 16, 2009
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Race Name: Luug

Race Description: A hulking, gray, stone skinned, and hard-headed breed of beasts, the Luug are of the earth. Literally, the Luug are spawned from large pools of a primordial substance, practically beings of living stone. Apparently immune to the ravages of time, the Luug's rocky scabs grow over their body and eventually come to form a boulder upon the Luug's back. When the Luug has become this old, they start to catalog their own history on their own back, their life story engraved for all to see. Then, finally, when a Luug desires death, or has fallen in battle, they give themselves to the pool that spawned them. In giving themselves to the pool, they feed it, keeping it "alive" and able to spawn more Luug. New pools can be made with several Luug dying with each other and being in a place where their liquid remains can pool.

Their appearance is dependent on the Luug's surroundings during the first years of development, along with the location of the spawning pool. Once the Luug reaches adolescence, their skin is like that of the earth around them.

Born warriors, the Luug value strength, but they also see strength in places that others might not. In the runes the elders carve on their back, the Luug see wisdom, which hones strength in directing its fury. In the crawling of newborn Luug from the spawning pools, the Luug see perseverance, which keeps one strong in the darkest times. In honor, the Luug see the practical restrictions of stength, for the raging beast destroys its own home, as the Luug have seen firsthand.


Perks

1) Rock Hard: Made of earthen materials, the Luug are hard to kill. On top of that, every punch they throw hits with the strength of boulders. In a straight-out brawl, very few can beat a Luug.

2) Metal Sense: Spawned from the rock itself, the Luug have an innate sense of what lies within stone. This makes them effective miners, able to dig directly to the ore without the need for prospecting.

Flaws

1) Slow: The Luug, while strong, are also bulky and large. This leads to the natural conclusion that a Luug won't exactly be able to keep up with more flexible species.

2) Direct: The powerful Luug are beyond the subtleties that other races might pride themselves with. In all paths in life, a Luug will usually take the straightest one.

Nation Name: The Deep Tribes

Capitol Name: Highcrag

Territory description: The Deep Tribes' homeland are caves that burrow deep into a long mountain range. The peaks are so high that there is rarely a time where they are not capped with snow. The surrounding lands are rather verdant, with forests covering most of the foothills. However, there is a lack of any visible body of water wider than a stream.

Nation Perks:

1) Quaking Might: Strong warriors, and adept in the art of warfare (due to the Tribes' history), the Luug are quite capable on the battlefield.

2) The Riches of the Deep: Natural miners, the Luug can easily exploit the lands they live within. The Tribes are quite affluent when it comes to mineral wealth.

Nation Flaws:

1) Can't Fit in the Shadows: Being so huge, loud, and lacking a sense for the subtleties in life, the Luug do not have the build or sensibility for the dark world of espionage.

2) Without Reservations: The Luug lack the tact to maintain easy diplomatic relations with those who are not Luug. While some among them can learn how to communicate properly with other races, there will always be a sort of discomfort among those who have to deal with other nations.

Carved within the Great Stones deep within Highcrag, and on the backs of some of the oldest Luug, the Deep Tribes' history is one that allegedly began when the world was new. From pits of primordial mud, the Luug rose, and claimed the world as their own. Eventually, more crawled out of the pit, and the Luug's number swelled to a number large enough to cover the globe. However, when there was no more room to spread, the Luug fought one another. Tribe versus Tribe, from the obsidian-skinned Magma Tribe to the bleached Sands Tribe, the tanned Plains Tribe to the gray-skinned Cave Tribe, the Luug clashed, leaving their spawning pools to solidify or dry out.

Finally the race was no more than a handful of Tribes sharing a single cave system. However, before the Luug drove themselves to extinction, the Pale One emerged. No one knew from what Tribe he came; but with him came order. He showed the Luug in those caves that they were the last, and that while they fought the world had filled with other, younger, more ambitious races that strode upon the lands of their brethren and forefathers. Then, when he saw that the Luug understood that only together could they survive, he carved a deep pit into the stone, deep in one of the caves, and cast himself into it. Soon, as Pale One's remains liquefied, the Tribes sealed their pact by each sacrificing one of their own to the pact, helping the pool fill and spawn the last generation of Luug.

Social Values: Loyalty to your elders and your betters, at least those that can prove they are better. Elders are valued for the history that can be read off of their stones; and those that prove themselves stronger than you are undoubtedly better than you. However, if you carry yourself with enough strength to be a challenge, then you may claim their position as your own.

Government: The Deep Tribes are a confederation of large groups of Luug that each pledge loyalty to a chieftain, who is unrivaled in matters pertaining to operations within his/her own tribe. However, each chieftain in turn pledges loyalty to the Supreme, the Chieftain of Chieftains, who is the master of all affairs. Succession within each tribe is usually carried out through the current chieftain naming a successor before either devoting him/herself to the pools or going on campaign. Chieftains can also be challenged for their place at the head of the tribe, with a duel to the death being the standard method of challenge. However, succession for the Supreme is carried out through a tournament, where all who think themselves worthy of leading the tribes fight to the death. In the intervening time, the nation is led by a council convened by the tribal chieftains.

Economy: The Tribal economy is focused on a free market, but works through a sort of coined/bartering system. Because Luug can sense the materials in the ground, value of metals/coins is based on overall rarity, not just with already extracted materials, but also materials they can detect in the surrounding land. For example, a Luug might be willing to give more for a pound of gold in an area with no gold around than he/she may near a gold vein. They also focus more on need than want, so workable materials like iron may fetch a better return than gold.

Religion: When the Old Gods wandered, the Luug worshiped the great being of stone, Therax, believing him to be their creator. While they have no proof that the god ever claimed to be their creator, Therax nevertheless guided the Luug as they spread across the primordial world. While Therax may be gone, the Luug hold true to their faith, believing that that Pale One, who saved them from self-destruction, was really their god in a new form.

Military: The Deep Tribes' military is mostly made up of small bands of individual warriors that are led by a single leader that is stronger than those he/she follows. This model is kept even in large campaigns, but instead becomes a hierarchy that can be mapped up like a pyramid, with several bands a part of a larger horde that bands together with other horders to form a Tribal Army, led by the chieftain. In circumstances where the leader is slain, the warriors immediately fall under the next strongest, which they are acutely aware of due to many days of training and personal contests. In rare circumstances where two Luug match themselves in strength, the band splits under preference.

Ideology: Honor, to be upheld until survival demands it to be forsaken. Wisdom, to be used to guide the force of the Tribes. Power, for the Luug once spread across the globe, and shall do so again.

Name: Budraal, Supreme of the Deep Tribes

Race: Luug

Personality: Budraal is a fierce warrior, but the centuries of leadership have honed his wisdom. The former Luug that thought might makes right has been tempered to believe in just decisions, and holds a firm leash on the chieftains.

Short History: A Luug spawned from the pit in Highcrag, not long after the Pale One's sacrifice, Budraal became known as a champion of the Tribes when they expanded across the mountains. Beasts fell under one stroke of his club, or were torn asunder by his sharpened claws. When the Supreme of his time devoted himself to the pools, the tournament to name his successor was a formality. Only three other Luug faced Budraal in the ring, all of them with affairs already in order. By the end of the day, three more bodies were given to the pools, and Budraal was named Supreme.

During his long reign, he has seen that the Tribes can not be constrained by mere threat of force, or even harsh application of it. Rather, he sees the Tribes for what they are, and uses that knowledge to makes the Tribes' desire align with his own.

Name: Lew'Pan, Leader of the Glass Shifters

Race: Luug

Personality: Lew'Pan is a bungling sort of Luug. Not stupid, even clever at times, he ends up being the joke of many Luug jokes. However, while the Luug may not take him seriously, he more amicable nature makes him one of the few Luug that can play the game of espionage. To accomplish this, he plays off peoples' low expectation of him in order to pull off what some might call "heists".

Short History: A Luug runt, even Lew'Pan's emergence from the pools was met with laughter and ridicule. However, Lew'Pan knew that he had an edge where most Luug did not, he could move without being noticed, both literally and metaphorically. He has used this to prove himself of use to the Supreme, who, in his wisdom, knows that someone with an art to deceive is needed in a time where the Tribes must interact with the other nations of the world.

Given a merry band of fellow Luug misfits, Lew'Pan seeks to prove to all the Tribes that he can be their better in a way they could not even conceive.

Name: Jugaan, Chieftain of the Gold Tribe

Race: Luug

Personality: A leader who has had to prove her strength countless times, Jugaan is stoic in the face of challenges, form within or without. She speaks little, but with force when she does. However, there is also a flair for the lavish visible on her back, as the runes describing her history are made of solid gold.

Short History: Jugaan: ambition personified. From the moment she crawled out of a small spawning pool deep in a cavern filled with gold ore, this Luug had a want to be something. She toiled as a miner, to hone her strength and amass a private fortune, and then she started on her own personal warpath. She challenged everyone on the way up to her Tribe's chieftain, and in a duel to the death, she slew him.

However, even near the top, her position was not secure. Jugaan has been challenged countless times for her seat, but she's beaten back every attempt so far. Should Budraal ever leave his place as Supreme, there are many who believe Jugaan to be a contender.
 

Mestizaje

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Jun 5, 2013
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Hey ^_^ I'm not new to RP or godgames, even if I've never done much of it on this forum before.

<spoiler=God>Name: Qartoq, Final Faith

Picture:


Bio: Before the old Death vanished, it made sure that there would be something to take its place and uphold the law of nature that states that everything has an end. The last creature to die by its hand was given a small amount of its power, as a security measure to make sure death remained on the plane.

It was given to a thief, a nobody, just someone who happened to get killed at the right time, or wrong depending on your disposition. The thief was shown no mercy when the guards of the temple she broke into found her. She didn't have a chance to plead for mercy, and was thrown into an alley where she bled to death.

Instead of entering the realm of the dead like anyone else, or become reborn, she laid in the alley for a long time until she released her mind had taken a form of its own, seperate from her rotting carcass. It took even longer to come to terms with what had happened.

Domain: +2 [Death] A world needs death, as there would be no natural progression of events, wars could last forever and the living would never get their chance to rest. Qartoq makes sure all things comes to a natural end, or gives them a longer time alive if they can sacrifice enough. She can raise the undead to fight for her, or snuff out the life force of the creature, spirit or god that stands against, or threathens, her as she is death itself.

Drawback: -2 [Justice] Qartoq does not care about who deserves death and who does not according to mortals. She comes for whomever the bell tolls. She does not concern herself with laws or such nonsense either.

Core Value: Treasure. That everything meets an end, sooner or later, but she would be willing to bargain about it if someone could offer her something good in return.

What you want out of the game: I like godgames, and would like to have some fun.
 

Terratina.

RIP Escapist RP Board
May 24, 2012
2,105
0
0
IFS said:
-Attention Grabbing Snip-
A remark, a question and a suggestion for you:

1.) That is the laziest thread name ever. :p
2.) Have the Old Gods just created everything and then pissed off? Or did they interact with their creations at all?
3.) May want to use a hex map generator thing for the map, like Hexographer [http://www.hexographer.com/], just to give us a good sense of scale and we all know that hex maps are superior in every way to other types of maps.

And yes, there will be a sheet of mine coming soon. Though I haven't really decided anything yet.
 

Gabanuka

New member
Oct 1, 2009
2,372
0
0
I have two essays due in next week. Instead I spent and hour on this.

Nation Name: Sammah Ajivha-Tahna (adj: Ajivan) (Translation: Sons of Grand Ajivha)

Capitol Name: Grand Ajivha (Ajivha-Tahna)

Territory description: A relatively flat kingdom; plains to the east, desert to the west. The centre of the kingdom is dominated by a single mountain, Ekaki, standing on its own. At its base rests Grand Ajivha. Only one major river, the Tatni, however its souce is Ekaki so water is no problem for Grand Ajivha. The land is very rich in mineral resources, however crops and pastures can be a problem due to the dryness of the land and the mountainous nature of Grand Ajivha?s surrounding region. Goats and horses are the most prevalent animals.

Nation Perks (I was hoping you would balance these once you?ve compare with everyone else?s):

-Hold!: The Ajivan?s are masters of defence, both in architecture and combat

-Job well done: The Ajivan?s pride themselves on hard work and the finished product. Ajivan wares are seen as the finest in the land. (Not sure how you?re doing trade but I figured this would have to be made a perk)

Nation Flaws:

-We got no dirt: Ajiva-Tahna has little to no space for farming or animals other than horses, naturally their food
supplies take a hit.

-Kevlam Nasta Ajivha-Tahna: New settlements are a strange concept to the Ajivans, one not entirely encouraged. All new settlements cost more.

Short History: Kevlam Nasta Ajivha-Tahna; There is only Grand Ajiva. That?s how the legend goes anyway. At the dawn of time there was nothing but a single house in an unending desert, in it lived Mamata, the first man. Mamata needed crops, and so the plain came to be. Mamata needed shade, and so rose the Ekaki. Mamata needed water, and so the Tatni began to flow. Mamata needed companionship, and so a wife came to be. ?Truly this land is great? spoke Mamata, ?It and no other shall be ours, and we shall call it Ajivha.?

Factual history is vague, mainly because there has been no reason to keep records. From that starting point Ajivha grew; over time its name became Grand Ajivha as it grew in symbolic importance. Around 1000 years ago, after first contact with another people, the Vazin of the time decided his people needed a communal name. The settled on Sammah Ajivha-Tahna, which was used unofficially before then anyway. Ajivan work ethic has no clear origin, at least not in their myth. Most assume it come from practical reasoning, survival was hard and so when you were given a job you did it.
___________________________________________________________________________
Race Name: Ajivam?s are a very tight group, even when other humans exist they see themselves as Sammah Ajivha-Tahna.

Race Description: Olive skinned humans. Think Turkish or eastern Greek.

Race perks/flaws: N/A
___________________________________________________________________________
Social Values: Ajivan society is simple: you are given a job, do it. This is the foundation of their entire system.
Ajivan society is basically a web of jobs; a merchant is given an unofficially job by his customers ?Give me something to buy?. The merchant then gives the blacksmith a job ?Make me something to sell?. The blacksmith will then pass smalls jobs down to his apprentice who then goes out to buy something from a store. In essence its similar to our concepts of capitalism, however everyone is subservient in Grand Ajivha, aside from the Vazin. What?s different is the Ajivan work ethic; every job is done with the fullest of effort, no matter how small. It?s clear how this applies to craftsmen, a tailor will make the best clothes he can, a blacksmith the best armour. However it even applies to merchants. Their job is to the customer, they?ll charge what to object is worth plus enough to make a living. Rules of supply and demand are still in effect; a rare object is worth more and so the merchant can charge more. The customer knows this and pays what he is asked, no side haggles as that would be detrimental to their jobs. Rejecting a job is seen as a complete and utter insult, however it is still a perfectly valid thing to do. If for whatever reason an Ajivan has some issue with the job they?re given they have the right to reject it, it will just severely sour their relationship with whoever gave it.

Government: Somehow this system ended up with a man on top, it?s not entirely clear how. The Vazin has absolute power; to reject a job given by him is to be put to death. Near the end of his life he appoints a new Vazin, this is given like any other job. The Vazin has a council, decided by public vote and each dealing with their own specific area of government. If, for whatever reason, a Vazin dies before he names a successor the council will pick to most suitable replacement. This means that the idiotic Vazins will only go about 4 days before being assassinated and replaced by someone who knows what they?re doing. It?s no surprise that many leave ruling to their council.

Capitol: Grand Ajivha is huge, home to around 90% of the entire population. The surrounding regions are home to some smaller towns and villages, exclusively those set up to work resources too far from the city. Even these outlying settlements see themselves as Grand Ajivha, very distant suburbs of the capitol. Despite its size Grand Ajivha is an orderly construction, gridded streets leading to the Vazins palace (known as the Asanda), which is situated with its back to the Ekaki. The entire city spreads out from this one point, the housing perfectly designed to give a clear view onto the nearest roads. A block of houses has a watch tower in the centre and then each house lowers in size from that point, allowing archers on every roof a firing arc. The streets themselves as set out to allow 5 mean abreast to easily block off all access with their shields, essentially created a deathzone where archers can pick off enemies at their leisure. For convenience the city is divided into districts, allowing the customer to fulfil their job as easily as possible.

Economy: As mentioned before the economy is pseudo-capitalist; there are common values given to all products and it?s up to the merchant if they feel theirs are worth more. If they?re not then they won?t sell. Many nations do not like trading with Ajivan?s simply because there is no room to haggle; however given the quality of their wares most swallow their pride and pay the asking price. Naturally, industry is the life blood of Sammah Ajivha-Tahna.

Religion: None. Beyond their creation myth Ajivan?s have remained without a state religion, Gods sort of ignored them. People are free to worship what they wish, ancestor worship is common and ome see divinity in their work. However there are no formal religious ceremonies, the closest being the yearly celebration of Jamadinam, the ?First Day?.

Though not technically a religion Grand Ajiva itself has huge significance to its people, to the point of reverence. Kevlam Nasta Ajivha-Tahna is a common phase, serving as everything from a greeting to funeral rights. Insulting the city is worse than murder; a famous story speaks of a diplomat who said the streets could have done with ?a bit more cleaning?, he was subsequently thrown off the city walls.

Military: Defence is everything. Ajivan?s see no need in conquering so their military exists to protect Grand Ajivha. They employ huge square shields (essentially a Roman Scutum but with spikes on the base) and spears placed into tight formations. Archery is given huge importance, each archer is also equipped with a shield so they can form cover by ramming them into the ground. There have been some cases of men forced into service by recruiters calling it a job, a law has since been passed granting the right to refuse with no consequence.

Ideology: Do your job. Serve the city. Kevlam Nasta Ajivha-Tahna.

Name: Vazin Prajja Tu Andha (addressed as Vazin Andha)

Race: Sammah Ajivha-Tahna

Personality: An old man, wise but heavily set in his ways. He lives and breathes Kevlam Nasta Ajivha-Tahna, a traditionalist through and through. Recent times have put him in conflict with himself, it is time for the Ajivans to set forth from their walls and yet he just can?t bring himself to take the plunge.

Short History: Given his title around 50 years agom, Vazin Andha has ruled longer than anyone expected. Andha has always had a place in politics, he was chief visor to the previous Vazin Upamrta and was the clear choice after he passed, bizarrely he was actually competent and the council had no reason to dispose of him. Since then he has ruled fair and intelligently, under his guidance Grand Ajiva has continued to prosper. Unfortunately times change and Andha need to leave tradition behind and move into the future.

Name: Grand Visor Sarpa Dhurta

Race: Sammah Ajivha-Tahna

Personality: A direct contrast to his Vazin, Dhurta looks only towards the future. He is by no means a bad man yet his progressive views have made him unpopular with the council. He sees a future beyond the mountain, beyond the walls. As visor he is the Vazin?s right hand man, however Andha is a stubborn old man, not easily swayed. Dhurta?s role is to suggest, not run the country from the shadows. Despite their differences the two have genuine affection for one another.

Short History: While serving in the military he was injured fighting some bandits a few miles into the desert, his left arm crippled he was unable to hold a shield and thus useless to the Ajivan forces. His right arm was still strong and able to wield a spear, making him perfect for the shield less guards of the Vazin?s palace, a primarily ceremonial role. Time spent guarding the Vazin eventually allowed his voice to be heard, seeing that he spoke wisdom Andha made him the Grand Visor.

If their's anything you're curious about I can add to the bio.
 

IFS

New member
Mar 5, 2012
1,776
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0
booksv2 said:
Much better, though I'd appreciate it if you could touch up the grammar in places. Normally I won't be bothering people about such mistakes but it makes your Bio somewhat hard to read. Once that's been cleaned up I'll add your sheet to the list of accepted sheets.

EmperorZuma said:
Looks good so far, though you won't be accepted until the sheet is finished.

Mestizaje said:
Looks good, welcome aboard!

Terratina. said:
A remark, a question and a suggestion for you:

1.) That is the laziest thread name ever. :p
2.) Have the Old Gods just created everything and then pissed off? Or did they interact with their creations at all?
3.) May want to use a hex map generator thing for the map, like Hexographer [http://www.hexographer.com/], just to give us a good sense of scale and we all know that hex maps are superior in every way to other types of maps.

And yes, there will be a sheet of mine coming soon. Though I haven't really decided anything yet.
The old gods did interact with the world, though to what extent is mostly up to the nation players to decide in their histories.

Thanks a for linking the hex mapper, should make putting a map together much easier.

Gabanuka said:
A few things, one you can only have at most 2 nation perks, second restricting yourself to one city for the whole game might cause a lot of problems for your nation. Finally if your race is a race of humans you don't need to worry about perks/flaws for them, as those are mostly just for fluff and a way to show the differences between your race and humans.

Rogue Trooper said:
Hey OP I?ve got a question, would it be ok to have more than one race within a nation?
I'd prefer to keep it to one new race per nation. Nations can contain more than one race of course, and likely will grow to contain other player races over the course of the game (due to immigration, conquest, slavery, or other factors) but I'd prefer that no player create more than one race for their nation.
 

Rogue Trooper

New member
Oct 25, 2012
179
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IFS said:
booksv2 said:
Much better, though I'd appreciate it if you could touch up the grammar in places. Normally I won't be bothering people about such mistakes but it makes your Bio somewhat hard to read. Once that's been cleaned up I'll add your sheet to the list of accepted sheets.

EmperorZuma said:
Looks good so far, though you won't be accepted until the sheet is finished.

Mestizaje said:
Looks good, welcome aboard!

Terratina. said:
A remark, a question and a suggestion for you:

1.) That is the laziest thread name ever. :p
2.) Have the Old Gods just created everything and then pissed off? Or did they interact with their creations at all?
3.) May want to use a hex map generator thing for the map, like Hexographer [http://www.hexographer.com/], just to give us a good sense of scale and we all know that hex maps are superior in every way to other types of maps.

And yes, there will be a sheet of mine coming soon. Though I haven't really decided anything yet.
The old gods did interact with the world, though to what extent is mostly up to the nation players to decide in their histories.

Thanks a for linking the hex mapper, should make putting a map together much easier.

Gabanuka said:
A few things, one you can only have at most 2 nation perks, second restricting yourself to one city for the whole game might cause a lot of problems for your nation. Finally if your race is a race of humans you don't need to worry about perks/flaws for them, as those are mostly just for fluff and a way to show the differences between your race and humans.

Rogue Trooper said:
Hey OP I?ve got a question, would it be ok to have more than one race within a nation?
I'd prefer to keep it to one new race per nation. Nations can contain more than one race of course, and likely will grow to contain other player races over the course of the game (due to immigration, conquest, slavery, or other factors) but I'd prefer that no player create more than one race for their nation.
No sweat OP, I'll see what else I can come up with.
 

booksv2

New member
Aug 17, 2012
632
0
0
So i cleaned it up, changed the wording around and fixed the mistakes.

Once again it is shown that creating a character when fighting sleep is a less than ideal condition for spelling and sentence format.

Please, comments, critiques, all those things.
 

Gabanuka

New member
Oct 1, 2009
2,372
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0
IFS said:
My mistake, I figured since the flaws said 'must have as many as perks' more flaws = more perks.

As for the city thing, my plan was for Grand Ajivha to become a massive city, hopefully the biggest in the world. I thought you might be against this unless I had fewer cities. I'll change the flaw, make it so they just don't like them. The concept of Grand Ajivha as everything is one I'd like to keep.


Nation Name: Sammah Ajivha-Tahna (adj: Ajivan) (Translation: Sons of Grand Ajivha)

Capitol Name: Grand Ajivha (Ajivha-Tahna)

Territory description: A relatively flat kingdom; plains to the east, desert to the west. The centre of the kingdom is dominated by a single mountain, Ekaki, standing on its own. At its base rests Grand Ajivha. Only one major river, the Tatni, however its souce is Ekaki so water is no problem for Grand Ajivha. The land is very rich in mineral resources, however crops and pastures can be a problem due to the dryness of the land and the mountainous nature of Grand Ajivha?s surrounding region. Goats and horses are the most prevalent animals.

Nation Perks (I was hoping you would balance these once you?ve compare with everyone else?s):

-Hold!: The Ajivan?s are masters of defence, both in architecture and combat

-Job well done: The Ajivan?s pride themselves on hard work and the finished product. Ajivan wares are seen as the finest in the land. (Not sure how you?re doing trade but I figured this would have to be made a perk)

Nation Flaws:

-We got no dirt: Ajiva-Tahna has little to no space for farming or animals other than horses, naturally their food
supplies take a hit.

-Kevlam Nasta Ajivha-Tahna: New settlements are a strange concept to the Ajivans, one not entirely encouraged. All new settlements cost more.

Short History: Kevlam Nasta Ajivha-Tahna; There is only Grand Ajiva. That?s how the legend goes anyway. At the dawn of time there was nothing but a single house in an unending desert, in it lived Mamata, the first man. Mamata needed crops, and so the plain came to be. Mamata needed shade, and so rose the Ekaki. Mamata needed water, and so the Tatni began to flow. Mamata needed companionship, and so a wife came to be. ?Truly this land is great? spoke Mamata, ?It and no other shall be ours, and we shall call it Ajivha.?

Factual history is vague, mainly because there has been no reason to keep records. From that starting point Ajivha grew; over time its name became Grand Ajivha as it grew in symbolic importance. Around 1000 years ago, after first contact with another people, the Vazin of the time decided his people needed a communal name. The settled on Sammah Ajivha-Tahna, which was used unofficially before then anyway. Ajivan work ethic has no clear origin, at least not in their myth. Most assume it come from practical reasoning, survival was hard and so when you were given a job you did it.
___________________________________________________________________________
Race Name: Ajivam?s are a very tight group, even when other humans exist they see themselves as Sammah Ajivha-Tahna.

Race Description: Olive skinned humans. Think Turkish or eastern Greek.

Race perks/flaws: N/A
___________________________________________________________________________
Social Values: Ajivan society is simple: you are given a job, do it. This is the foundation of their entire system.
Ajivan society is basically a web of jobs; a merchant is given an unofficially job by his customers ?Give me something to buy?. The merchant then gives the blacksmith a job ?Make me something to sell?. The blacksmith will then pass smalls jobs down to his apprentice who then goes out to buy something from a store. In essence its similar to our concepts of capitalism, however everyone is subservient in Grand Ajivha, aside from the Vazin. What?s different is the Ajivan work ethic; every job is done with the fullest of effort, no matter how small. It?s clear how this applies to craftsmen, a tailor will make the best clothes he can, a blacksmith the best armour. However it even applies to merchants. Their job is to the customer, they?ll charge what to object is worth plus enough to make a living. Rules of supply and demand are still in effect; a rare object is worth more and so the merchant can charge more. The customer knows this and pays what he is asked, no side haggles as that would be detrimental to their jobs. Rejecting a job is seen as a complete and utter insult, however it is still a perfectly valid thing to do. If for whatever reason an Ajivan has some issue with the job they?re given they have the right to reject it, it will just severely sour their relationship with whoever gave it.

Government: Somehow this system ended up with a man on top, it?s not entirely clear how. The Vazin has absolute power; to reject a job given by him is to be put to death. Near the end of his life he appoints a new Vazin, this is given like any other job. The Vazin has a council, decided by public vote and each dealing with their own specific area of government. If, for whatever reason, a Vazin dies before he names a successor the council will pick to most suitable replacement. This means that the idiotic Vazins will only go about 4 days before being assassinated and replaced by someone who knows what they?re doing. It?s no surprise that many leave ruling to their council.

Economy: As mentioned before the economy is pseudo-capitalist; there are common values given to all products and it?s up to the merchant if they feel theirs are worth more. If they?re not then they won?t sell. Many nations do not like trading with Ajivan?s simply because there is no room to haggle; however given the quality of their wares most swallow their pride and pay the asking price. Naturally, industry is the life blood of Sammah Ajivha-Tahna.

Religion: None. Beyond their creation myth Ajivan?s have remained without a state religion, Gods sort of ignored them. People are free to worship what they wish, ancestor worship is common and ome see divinity in their work. However there are no formal religious ceremonies, the closest being the yearly celebration of Jamadinam, the ?First Day?.

Though not technically a religion Grand Ajiva itself has huge significance to its people, to the point of reverence. Kevlam Nasta Ajivha-Tahna is a common phase, serving as everything from a greeting to funeral rights. Insulting the city is worse than murder; a famous story speaks of a diplomat who said the streets could have done with ?a bit more cleaning?, he was subsequently thrown off the city walls.

Military: Defence is everything. Ajivan?s see no need in conquering so their military exists to protect Grand Ajivha. They employ huge square shields (essentially a Roman Scutum but with spikes on the base) and spears placed into tight formations. Archery is given huge importance, each archer is also equipped with a shield so they can form cover by ramming them into the ground. There have been some cases of men forced into service by recruiters calling it a job, a law has since been passed granting the right to refuse with no consequence.

Ideology: Do your job. Serve the city. Kevlam Nasta Ajivha-Tahna.
 

JoJo

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Here's my nation sheet, let me know if anything needs changing. May be subject to minor edits, and I'd like to integrate some other player nations into the history pending approval.

Nation: Holy Auroran Empire, known colloquially as Aurora

Race: Human

Head of State: His Imperial Majesty Kaius III, by Grace of the Gods, Emperor of Aurora, King of Kings, Light of the World and Son of Heaven

Capital: Nova Verde

Territory Description: The Holy Auroran Empire exerts it's dominion over three large islands, a number of smaller isles and on a coastal strip that lies on the continent to the west of the Auroran Archipelago. See the map below for more details.

The nation's relatively small land area is compensated by the fact that most of the land in Aurora is very fertile and green, with tropical forests covering the parts which are not urban or farmed. The climate is warm, with regular rainy and dry seasons. Geologically, the region is somewhat unstable and there are several large volcanoes dotted across the Archipelago.


Nation Perks:

Aurora rules the waves: Aurorans are seafaring folk and are adept at all marine-based activities, peaceful or warlike.

Loyalty unto death: On the whole, Aurorans are deeply loyal to their nation and will willingly give their lives if ordered to.

Nation Flaws:

Zealotry: Your average Auroran will react angrily and even physically violent towards an individual expressing an idea considered heretical by the state.

Resource poor: Aurora has relatively few mineral resources and so depends on colonisation or trade to obtain these goods.




Appearance: Aurora is only inhabited by humans but within this race there are a variety of different ethnic groups. Ethnicity is not considered as important as class in determining an Auroran's status, but the majority of the nobility tend to be Novaren by heritage. The nine recognised ethnic groups of Aurora are:


[li]Novaren - 25% - The descendants of the freed slaves from Turok's fleet, Novarens are typical pale skinned with dark brown to black hair, their eyes can be brown, green or blue. Many display features seen in the native ethnicities of the Archipelago, due to intermarriage in the seven hundred years since their arrival.[/li]
[li]Tianese - 23% - Native to the island of Tian, these people are short and tan-coloured with almond-shaped eyes, typically black hair.[/li]
[li]Maian - 16% - Indigenous to Maia, these people resemble their cousins the Tianese but on average are taller and paler. This may be partly due to significant intermarriage with the Novarens. [/li]
[li]Samosan - 12% - From the island of Samosa, Samosans are medium to dark skinned, often with dark frizzy hair. They claim to be partially descended from the original inhabitants of the Archipelago, who were driven to extinction millennia ago with the exception of the Kashim Isles.[/li]
[li]Mainlander - 8% - A fairly new addition to Aurora, these people originate from the new colonies to the West of the Archipelago and range anywhere from pale to olive skinned, usually with dark hair and eyes.[/li]
[li]Peshenese - 7% - Native to Pesh, they resemble the people of Tian and are believed to be closely linked to them.[/li]
[li]Mixed Ethnicity - 5% - A minority of Aurorans are too mixed to be assigned to one ethnic group, Novaren and another ethnicity is the most common combination[/li]
[li]Kashimi - 3% - From the Kashim Isles, these people are the darkest skinned of all Aurorans and have almost exclusively the frizzy hair also found in many Samosans.[/li]
[li]Toro Islander - 1% - These rare people are found only on Toro and the surrounding islands, they resemble Maians and Tianese strongly but are far shorter, with few taller than an average human ten year old.[/li]

Regardless of ethnicity, most Aurorans dress in the same manner: in light coloured togas and tunics, and even less if the weather permits. Serfs often farm just wear loincloths in the summer months and swimming and public bathing are generally done nude. All male Aurorans are circumcised for aesthetic reasons.

History: The origins of the Auroran Empire stretch back over seven hundred years in the past, when a warlord from the West, Turok the Bloody, sailed his fleet through what in the future would become known as the Auroran Archipelago. What he did not foresee was that the slaves who made up the majority of his rowers were plotting a coup lead by a particularly wily slave named Matthias, and in the middle of a violent storm they made their move. Less than an hour later, Turok and his crew's corpses were being thrown over board and the freed slaves found themselves lost in the middle of the churning ocean, with no idea where they were or where to steer. Suddenly through the darkness Matthias spotted a bright star with a red gleam, he instructed his people to aim the ship towards the glowing light. They followed the star and to their surprise, the storm abated and on the horizon they saw an green and pleasant uninhibited island, which in time was named 'Verde'. The star was taken to be a sign from the gods that they were destined to survive and Matthias became the first 'Father' of the people, later posthumously recognised as the first Emperor.

The records for the first two hundred years of the new colony's life are patchy, there was little time for writing and the Aurorans were almost wiped out by famine and disease at-least twice. What is known is that around four hundred and fifty years ago they first colonised the island of Maia, the larger brother of Verde, planting crops in it's lush green Eastern meadows. Here they came into their first extended contact with the native Maians, who largely lived in a pre-agricultural society. The natives were quickly out competed by the settlers and within a couple of hundred years the vast majority had either converted to the Auroran religion and swore allegiance to their leader, who by now titled himself Emperor, or were driven to extinction.

In the present day, the entire Auroran Archipelago is under the control of the Empire, the islands of Tian, Samosa, Pesh, Toro and the Kashim Isles all either conquered or voluntarily submitted to become Auroran. With the newfound multi-ethnicity of their nation, the original Aurorans have come to call themselves 'Novaren' or 'new people', to differentiate themselves from the other ethnic groups who live on the islands. Within the last fifty years, the colonisation of the mainland to the west of the islands has begun in earnest and now much wealth is found in these new lands. Driven by a religious fervour, it is unlikely the expansion of the Holy Auroran Empire will cease any time soon.

Social Values: Aurora is intensely patriarchal, with inheritance rights exclusively passed down the male-line. Women cannot own property and are legally bound to obey their husband (or father if unmarried), unless doing so would break the law. The family and the state are the two pinnacles of Auroran society which all else depends upon. Children, especially sons, are particularly honoured and mistreatment of youth is considered among the most heinous of crimes. As is often repeated across the nation, the most honourable life an Auroran can live is 'to have many healthy sons and then die in service of the Emperor'.

Relationships are also male-oriented, a man can take as many wives as he can support but a woman may only have one husband. In reality, multiple wives are usually only found within the nobility. Women are expected to remain faithful to avoid falling pregnant with another man's child but there is no social expectation of monogamy for men. Sexual relationships between men, and even with boys, are common and often continue after one or both partners are married. The pleasures of homosexuality are endorsed in many traditional Auroran texts, but with the caveat that it is expected that the partners will eventually each marry a member of the opposite sex so as to carry on their family name.

Government: The Aurora Empire is an absolute monarchy, headed by the Emperor. The Emperor is chosen in a complex religious ceremony from all the male-line descendants of Aurora's original 'Father' Matthias and once chosen reigns for life. There is no principle of abdication. In theory the ceremony is to determine who the spirit of the Father has passed to, in practice the choice of individual is intensely political, depending on the most powerful nobles and families at the time. It is not uncommon for the position to be granted to a young child as a compromise between the most powerful competing factions. Once enthroned, the Emperor is believed to be the living incarnation of a god and in all matters his word is final.

There are currently eleven Princely Families who contain male-line descendants from the Father, though this number varies over time as some families produce no male children and others produce enough to split into two or more families. All potential heirs are entitled to be a Prince, the head of each recognised Princely Family is titled as High Prince. Below the princes there are a menagerie of noblemen, some the descendants of tribal chiefs who swore sovereignty to the Emperor in exchange for his protection, others commoners who were promoted for great deeds. These noblemen control the lives of the majority of the population, each ruling his own little fief with considerable autonomy.

Economy: The Auroran Empire has a largely feudal economy, with the majority of the population farming or fishing for a living. Metals and jewels are generally traded from other nations, in exchange for fine clothing, elaborate wood furniture and rare spices which only grow in Aurora. The Aurorans command a large fleet of trade ships which travel around the world, selling and bartering goods as they go. They are also known for taming whales and larger dolphins for riding short distances between islands. Economically, Aurora is strongly divided by class, the main four classes are as follows:

[li]Nobles - 1% - The top tier of society, the nobles hold the vast majority of wealth and power in Aurora. They range anywhere from princes who are almost monarchs in themselves, to poorer local barons who depend on taxing their serfs to maintain their house.[/li]

[li]Freemen - 19% - Freemen are untitled ordinary citizens, but unlike serfs they are free to travel anywhere they wish within Aurora. Many are merchants, others form the backbone of the feared Auroran army and navy. A successful freeman may be awarded a title of nobility, or more often, buy his way into the upper classes.[/li]

[li]Serfs - 68% - The bulk of society, serfs are tied to the land on which they work, and must ask their noble master's permission before leaving. They also must sacrifice a percentage of their produce, typically around 10%, to their master annually in exchange for him protecting them and maintaining rule of law.[/li]

[li]Slaves - 12% - The lowest rung of society, slaves are actually owned by their masters and are bound to obey their every command. They have very few rights under law. Slaves comes from a variety of sources, some captured prisoners of war, others convicted felons, many more simply born into the class. Some slaves, particularly those of royalty, actually lead a better life than many serfs but pay for it in another way: a good number are castrated to ensure their loyalty and those who aren't are often used for the sexual pleasure of their owners.[/li]

Religion: Religion in Aurora is surprisingly heterogeneous, with the Novaren's gods often sharing temples with the local deities of the native islanders. Popular gods include Vera the Fertile, Marcus the Warrior and Roe the Trickster. This comes with a caveat though, all Aurorans are expected to worship the Emperor as the incarnation of a living god and not making the appropriate annual sacrifices to him is considered grounds for banishment or execution, depending on the severity of the heresy.

Beliefs about the after-life are hazy but most Aurorans believe in reincarnation and ancestor worship. It is thought that good deeds and loyal service in this life will result in a better life in the next.


Military: Aurora maintains a fairly large military, a requirement for protecting it's outer colonies from attack and quashing any rebellion against the Emperor. Much of the military is naval-based, with both larger ships for transporting hundreds of foot soldiers at a time and smaller boats fitted with archers and sometimes catapults. There is also a significant land capacity however, including cavalry and siege weaponry. Typically, the Aurorans prefer quick surgical strikes and careful tactics as opposed to brute force in warfare.

Soldiers themselves come from all classes, with high command always comprising of the nobility and foot soldiers a mixture of hired mercenaries and conscripted serfs and slaves. Recruitment to the military is encouraged with the belief that if an Auroran dies in service of the Emperor, they will be greatly rewarded in the next life.

Ideology: The ideology that is taught to all Aurorans from a young age is that service to the family and the state is the most important duty in life. This is largely tied in with the religious teachings of the Empire, that Aurora is divinely blessed and destined to eventually conquer the entire world. Most Aurorans are fervently loyal to this ideal and dissenters often have to be taken into custody not only for punishment if they refuse to recant, but also to protect them from vigilante attacks by their own fellow Aurorans.

I'm working on some characters as we speak, a question though, how is the passage of time going to be covered in this RP? Will there be multiple ages, or jumps in time, or will a certain number of rounds equate to a year?

Also, I can cover the co-GM position if you need me to, I have experience running this sort of game.

Edit: Three characters from the Imperial Court to get us going:

Name: His Imperial Majesty Kaius III, by Grace of the Gods, Emperor of Aurora, King of Kings, Light of the World and Son of Heaven

Age: 18

Race: Human

Appearance: A stick thin youth with slick black hair, Kaius maintains a haughty air when performing his royal duties. When in public he is invariability dressed in heavy imperial robes, otherwise in private he wears lighter gold-laced togas and tunics.

Personality: Kaius is naturally quiet and studious, preferring to read about a subject deeply and think before making decisions. Even after five years he doesn't feel entirely sure in his position as Emperor and doesn't trust most of his court either, with the exception of his mother and younger brother. He can be prone to flying into rages when things don't go as he planned, however.

Short History: At the age of 13, Kaius suddenly found himself thrust onto the throne when previous Emperor Sirius II finally surrendered in a long battle against dementia. His own father having been slain in battle a year earlier, at first the youth was happy for his uncle, the son of Sirius High Prince Octavius, to continue his role as Prince Regent but as he approaches his late teens he gradually becomes tired of the elder statesmen and resolves to claw back power for himself.

Name: His Majesty High Prince Octavius, Prince Regent and Duke of Pesh

Age: 52

Race: Human

Appearance: Octavius is tall and despite his middle age, lean and muscular. He wears simple, unadorned clothing and customarily carries around a dagger everywhere he goes as a reminder of his time in the military.

Personality: A ruthless and ambitious man, Octavius has little time for pomp or ceremony and prefers to get straight to the point in any matter. To put it simply, he prefers the freedom of being the power behind the throne rather than the man constantly in public view. Privately, he has compared the position Emperor to being a slave in golden chains. He is calm and collected in a crisis, showing minimal emotions to allies and friends alike.

Short History: Eldest son of Emperor Sirius II, Octavius had already been the effective ruler of Aurora for over a decade before his father's death, and before that an accomplished general with a plethora of victories to his name. It was little surprise to any canny observers then that the next Emperor chosen was a fatherless minor who had few objections to Octavius continuing in his role as Prince Regent. As Kaius reaches adulthood however, it becomes clear he is losing patience with his uncle's grip on power and sooner or later someone must give...

Name: His Royal Highness Prince Maximus, Duke of Verde

Age: 7

Race: Human

Appearance: With bright blue eyes, messy black hair and an inquisitive expression, Maximus is a typical Novaren boy. When he isn't forced to dress ceremonially, he usually wears a white tunic with a wooden sword tucked into the belt in the same manner adult Aurorans wear their blades.

Personality: Mischievous and energetic, Maximus is often seen running around the palace corridors, much to the chagrin of the domestic slaves. He adores play-fighting and detests all females who aren't his mother. Particularly as his father died when he was still an infant, he is very attached to his older brother Kaius and sees him as a role model.

Short History: The younger brother of the Emperor, Maximus is more concerned with avoiding his private tutor and his elder brother's attempts to marry him off to a foreign Princess than court intrigue. As a power struggle germinates between his uncle and brother however, the boy finds himself caught in the middle of a rapidly spiralling drama that threatens the stability of the Empire itself.
 

IFS

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booksv2 said:
Looks better now, accepted.

Gabanuka said:
Thanks for fixing those issues. Since you're wondering the 'Job well done' perk will probably amount to greater starting wealth and increased wealth income. As with Zuma you won't be accepted until the sheet is finished (that is until you have a couple characters) but its looking good so far.

JoJo said:
Here's my nation sheet, let me know if anything needs changing. May be subject to minor edits, and I'd like to integrate some other player nations into the history pending approval.

I'm working on some characters as we speak, a question though, how is the passage of time going to be covered in this RP? Will there be multiple ages, or jumps in time, or will a certain number of rounds equate to a year?

Also, I can cover the co-GM position if you need me to, I have experience running this sort of game.
Looks great so far, though as with Gabanuka and Zuma I can't accept it until you have characters. As for the passage of time after a certain number of rounds (currently four) the season will change, with spring and summer lumped together as one season and winter and fall lumped together as another; since the seasons are lumped like that it means that every two seasons is roughly a year in game.

As for you being co-GM, sounds good to me, I've heard plenty of good stuff about how you ran Grand Mythos after the original GM left.
 

IFS

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EmperorZuma said:
IFS said:
Added drafts for some major characters, lemme know if there's something needing fixing.
I don't see any problems, will add you to the accepted nations list. Feel free to keep working on the characters though.
 

IFS

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Gabanuka said:
IFS said:
Characters are go. I wasn't certain how much info you wanted on them so I kept it very brief.
Looks good as well, I'll add you to the accepted nations list as well. As with Zuma feel free to keep working on the character list.
 

Doc Gnosis

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I'll be reserving this space for my Jennyskin nation; I'm going to be retooling the government and lore to fit this new setting.