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

Green Shoes

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Will finish after breakfast; let me know if there's anything wrong so far.

Appearance: The Yish'Tai are a pale-skinned, pan-eyed humanoid species that inhabit the densely shadowed Marshlands of Rok'lo Sha. The average height for males is 7 feet, for women it is 6'5. Their skin colour varies somewhat between white and translucent blue. With elongated ears and large, flat discs for eyes, they present a somewhat unnerving image. Their noses have all but sunken back into their face, and their lips are think and scaly. All Yish'Tai have keep their black hair cut reasonably short for practical purposes; some women enjoy tying it back with marsh-weed, while men often keep it in a wolf-tail.

Yish'Tai are tall and lean; they lack the potential for large musculature, due to both their diet and lifestyle. While their reflexes are certainly quick, they heavily rely upon surprise and speed when hunting; a trait that will surely overlap into combat.

In summer, the common dress is a woven sheet worn toga-style over the shoulder; made from any of the various plants nearby, these are often multi-coloured green and brown. When going to hunt, the men wear short, hide pants. During winter, they often don animal-hide cloaks and slippers, often decorated with various feathers and flowers. There is no difference in dress depending on important events; a meeting in summer has often seen half or more of the participants naked.

As they age, the Yish'Tai tattoo themselves with various swirls and patterns relative to their accomplishments. By the age of 30, most are covered in black patterns from the neck down. Common motifs include abstract representations of animals hunted, patterns that have been recreated in textiles, marsh plants, commemorative works (in the case of a death in the family) and personal taste.

Perks:

Nimble: A combination of their biologically lithe body and a culture that promotes feats of speed has given the Yish'Tai both quick feet and fast reflexes. While they are certainly among the swifter of the nations, this speed does not generate force that can be converted into strength, due to their disproportionately long bodies.

Flaws:

Weak: The Yish'Tai are physically unimposing, and hits from them in melee combat lack the strength that other races carry. They are also put out of the fight by wounds faster.

Nation Name: Rok'lo Sha

Capitol Name: Ayet

Territory description: Densely wooded marshland, that seems to go on forever. It is bordered on one side by cliffs that face down to the ocean; on all others, it spills out onto the continent. The ground is a mixture of stagnant pools, fast-flowing rivulets, moss, grass and tree-roots. The heavy shade provided by the tall, leafy trees has cast the marshlands below into perpetual twilight. Small gaps in the foliage above offer small pools of sunlight, and the ground below is often cultivated for flowers and ornamental plants, that otherwise die in the unforgiving marsh.

Within the marsh grow numerous edible foods; colored berries, beans, root spices and dense greens. However, the purposeful cultivation of marsh-weed has marked the lands with small squares of crops, usually about 3 or 4, measuring 30x30 meters each. The buildings of the Yish'Tai are always built at the ground level of a tree; using the trunk as support, they often radiate outwards as a circular building. The largest of these abodes can climb to three stories high, and can connect with others via wooden walkways or simple ropes. Apart from these strange buildings and farms, the landscape is as it was.

The marsh is hot in summer, and cold in winter. Though the cold is offset by the constant heat generated by perpetual compost, it can often bring frost to the ground and ice to some pools. Wind and sunlight are rarities beneath the trees, and rain brings with it a sludgy, slippery mess; an incredible danger for those not accustomed to the land.

Ayet itself is situated on the flatter part of the marsh, with many 2 and 3 story buildings climbing the trees within. The closest thing to roads in the capitol are flattened tracks of grass with stone borders. Above the roads are hundreds of their trademark gangways linking the buildings together; often frequented with youths playing hunter; leaping around and rocking the ropes.

In the center of the concentric village is the only stone architecture in the whole province; a ring of large, stone pillars dragged from the depths of the swamps, set up as a ring. It is here that the councils are held, and it is the true center of the whole marshland.


Nation Perks:

Natural Defenses: The Marshlands poses a confusing and dangerous threat to those who don't know their way through. In addition to the possibility of getting lost, drowning, poisoned, or simply going mad, the thick woods are ideal for the swift and trained natives, who take to trespassers like flies on a corpse.

Food Surplus: Nearly every member of the population has their own farm, which means food is rarely a problem, and they can happily live off their stores for quite a while, as well as providing them with perhaps the most valuable resource.

Nation Flaws:

Industry: There is an acute lack of industry in Rok'lo Sha. They have little to no wares to export, their buildings are made of simple wood, and they have no artistic works, save for their own bodies.

Armed Forces: There is no standing armed forces in Rok'lo Sha. In the event of war, the required number of citizens are simply enlisted and sent to fight. While this is perhaps workable on homeground, outside expeditions will prove difficult.

Short History: The Yish'Tai have inhabited the marsh for as long as their mixed oral and written history can trace back to. Their shift from nomadic hunter-gatherers to established farmers with a semi-complex society was slow and gradual; not marked with any sudden innovation or heroic icons. Indeed, their society seems to be a product of natural evolution, rather than purposeful invention.

The capitol was more formally recognized rather than established. It's ideal location, bordering on the more level, farmable areas of the marsh attracted the inhabitants from many of the smaller villages marked across the swamps. Upon the erection of the stone council ring, Ayet was formally recognized as the center of the province.

Their history is marked by little contact with the outside, and only small skirmishes with other nations over border disputes. Their poetic stories and verbal tales all focus on their migration and establishment of Ayet, as well as famed hunts and races.

Social Values: Citizens of Rok'lo Sha value self-sufficiency, independence and personal achievement. Education is supplied in Ayet only, by experiences elders in their relative disciplines. From age 6 to 14, children brought from the province are taught practical skills such as botany, hunting and textile production, regardless of gender. At 14 they are expected to join their family in self-sufficiency; farming, hunting, and general household tasks.

Apart from fierce autonomy, their other focus is honors won through any means. Men and women compete equally in the fields of hunting, racing, textile production, and the provincial game of Tramvah. Tramvah consists of a small team of select individuals from each village, that compete against eachother in a week long "hunt". Emphasis is placed stealth and speed, and team members are eliminated when forced into submission by an opposing team. This is held every 6 months; the winning team is paraded through Ayet, and showered with gifts.


Government: The government consists of 10 individuals from each village, who are selected at random each year. They vote democratically on all matters at the council ring at Ayet; while it is one vote per member, there is a tendency to side with those who hold more honors; famed hunters and runners often rule the government. A trio of accomplished citizens are selected annually to confer with any other provinces in diplomacy, regardless of their ability or tact.

Economy: As most households are self-sufficient, the economy is barter based, both within the province and with any trade with other nations. The people of Rok'lo Sha prize useful goods over decorative; food, tools and materials are far more desirable than gems, silks or riches.

Religion: The Yish'Tai worshipped the God of the Marsh during the old time; an unseen, unheard force that showed itself with blessings of good harvests and safe-returns, given the appropriate sacrifice. With the Old Ones gone, they have reverted to a plethora of minor nature spirits, each with it's own shrine and effigy set up amongst the marshland.

Military: Warfare, if unavoidable, is always preferred to be held in homeground. As there is no standing army, the combatants are often accomplished hunters and runners, though to pad out the numbers many are simply enlisted. Employing their natural speed, the marshes defensive position and attempted ambush, Rok'lo Sha is defended using guerilla tactics and terrifying treatment of any prisoners captured. Often released back out of the marsh, they are heavily tortured, and a grisly sight.

Ideology: Independence, self-sufficiency and personal honor.

Name: Shiva Ronema

Age: 32

Race: Yish'Tai

Appearance: Tall for a female and uncharacteristically muscular, Shiva keeps her head shaved; scraping that stone across her scalp is part of her morning ritual. She wears a hunters hide-shorts and a band of rawhide across her chest. She carries with her a set of footwraps, her bow and several arrows; in case anyone spots a particularly large jungle cat. Her features are sharp and pointy; the length of her ears accentuated by her lack of hair.

Personality: Wild and carefree, Shiva has little interest in the traditional farming life, and lives somewhat nomadically, travelling between the villages, leading small hunts and searching for the best food in the Marsh. During a hunt, however, she loses her jovial edge, and adopts a deadly serious demeanor until the creature has been displayed proudly in the village. She's a hunter, and she knows it.

With little vested interest outside of hunting and food, she can often seem somewhat distracted and disconnected when conversation turns from her forte. However, as she

Short History: Born in Aret to a family long established in the capitol, Shiva quickly showed herself as a prominent hunter. At 15 she began to win the odd race or two, though quickly established herself as a prominent hunter. At 17 she was winning near every hunt she participated in; her fiercely silent and brooding style earned her the title of Panther.

By 25 she was bestowed the honor of Elder, though often shirks her educational duties to travel and hunt; much to the chagrin of her companions. It came then as somewhat as a shock to be elected as one member of the trio in dealing with foreign affairs; however, given their isolated past, she figured it wouldn't be too much work...


Name: Alcrik Tonsay

Age: 63

Race: Yish'Tai

Appearance: Uncharacteristically long hair, flecked with streaks of grey frames his round, friendly face at all times. His beard is kept combed and clean; a source of much pride, as it reaches his chest. With wide, keen eyes and a broad grin, Alcrik looks the part of a happy grandfather. However, he wears a particularly high-quality toga, and has an air of intellect and impenetrable wisdom that often aggregates the more 'flash-fire' council members.

Personality: Relaxed and content, Alcrik is an Elder with knowledge of the many plants that inhabit the marshland. A blend of diligent, hardworking citizen, caring grandfather and serious statesmen, he is perhaps the closest Rok'lo Sha has to a wise diplomat. Somewhat concerned by the current isolation of his nation, he hopes to open a few trade routes that would allow them to advance, technologically speaking. However, he has kept these wishes to himself, waiting for the opportune moment.

History: Born in a small village adjacent to one of the faster-flowing rivers, Alcrik was not brought into the capitol to receive a formal education. Instead, he was raised on his fathers small plot of land, tending to the crops and often gathering various herbs and foodstuffs for his mother from the surrounding marshes. It was from these many trips that he sparked his interest in botany, and he made his first trip to Aret when he was 23, to look for an elder. After being turned down several times, he shrugged and simply sat in on the children's education, much to the joy and laughter of the students. The Elder, sensing an immovable force, resigned to teaching him, and apprenticed him for 10 years in return for Alcrik's help in tending his teachers farm.

Near the end of his apprenticeship, he was selected as a council member for his village. Showing a natural skill in government, he swayed many members of the council on several difficult matters, including clearing a previously sacred shrine in order to build several farms. During this time he was selected for various games of Tramvah; to this day he is shocked his name was allotted so many times. He was an average athlete; perhaps he could have been better, if he showed interest.

Recognized as an Elder in his 45th year, he has since taught in Aret, and often made his own trips to his hometown in order to promote education among the more rustic folk. This year, he has been selected as a member of the foreign affairs trio; a position he treats with the utmost dignity.



Name: Briln Halfden

Age: 31

Race: Yish'Tai

Appearance: With darker skin than most of his kin, Briln keeps his hair just shy of his neck. With narrow eyes and small eyes, he perhaps looks somewhat more human than the other Yish'Tai; genetic traits that run in his family. Often seen wearing his own clothing inventions; shirts with removable sleeves, pants that roll and button; he is easily picked out from a crowd.

Personality: Quiet and somewhat nervous, Briln often steals away from conversation as fast as he can, to return to his makeshift workshop, adjacent his family's house. Something of an inventor, his uniqueness has also been his curse; never participating in athletic events, he has been a source of discomfort and quiet confusion for both himself and his parents. However, with the few friends he has he is enjoyable if not quiet company, always interested in the peculiarities of their day-to-day lives.

History: Born in Aret to two famed hunters, Briln spent his youth avoiding school in favor of his own company. As soon as he could move his thumbs he was putting things together and taking them apart; showing a vested interest in design, engineering and architecture that was unheard of in the province. Completing his education with shaky participation, he has since lived in semi-seclusion in his workshop; building models for sturdy houses, tougher clothes, and blueprinting a possible irrigation system. His main difficult is a lack of materials and likeminded people to smooth out the kinks, as well as general public support.

As his name was allotted for the trio, his heart dropped. Time away from his workshop was time not well spent, and he hopes to defer most of his duties to the other two.
 

Mr.Ivebeenframed

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This looks awesome! Reminds of the one Wenseph did but sadly that didn't last too long. I got a few questions:

Would a migratory nation be out of the question? As in a nation that doesn't have a set territory but rather move from place to place like the Quarians from Mass Effect.


Would a "living" territory be okay? I was thinking of a city situated on a living thing's back that is large enough but can't really be controlled but can be killed. The creatures is passive and maintains a symbiotic relationship with the beings that live on its back.

 

IFS

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Green Shoes said:
Looks pretty good, though you might want to have more characters put together before the RP starts. I'll add you to the accepted nations list.

Mr.Ivebeenframed said:
This looks awesome! Reminds of the one Wenseph did but sadly that didn't last too long. I got a few questions:

Would a migratory nation be out of the question? As in a nation that doesn't have a set territory but rather move from place to place like the Quarians from Mass Effect.

Would a "living" territory be okay? I was thinking of a city situated on a living thing's back that is large enough but can't really be controlled but can be killed. The creatures is passive and maintains a symbiotic relationship with the beings that live on its back.

Thanks! Its at least partially inspired by that RP, so its not surprising it reminds you of it.

As for a migratory nation I don't think that would really work in this RP, as a big part of the nation stuff is settling new territory. You are free to have your nation/culture have roots in being a nomadic culture, but they do need to have settlements and territory. As for the living territory its possible you could make that work, though it would have to be relatively confined to an area so your cities aren't wandering all over the map, I'm not quite sure how growing food would work on the back of a giant turtle though.
 

Gabanuka

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IFS said:
Since its so important to my people I added a little section on Grand Ajivha itself. Hope this is ok and I'd appreciate if you added it to the official 'approved' sheet.
 

Lil_Rimmy

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This sounds like fun, here we go, the halfling nation of pirates. Not literally, but hey, we all gotta be inspired by something.

Nation Name:
Ray-das

Capitol Name:
No true capitol, current temporary capitol is Lot-vos. Cultural Capitol is Bar-shk, back in their home islands.

Territory description:
As before, the Ray-das never held a true home, as their old god created them on islands that would sink or rise with the waves, and the Ray-das made their way through this to other lands where they began to take and claim land from others. Their god was always rather direct in helping them, but more on that later. At the moment, they are living in a sea-side forest teeming with wildlife for hunting. The Ray-das are currently in the process of trying to decide whether to continue their nomadic, pirate-like lifestyle on the seas or to finally settle down.

Nation Perks:
Chop 'Em Down and Build 'Em Up!: The Ray-das have gotten very used to producing things made of wood, as they often have to bring down trees and quickly produce new ships and bows before setting sail once more. They can quickly produce most things made of wood, and also are pretty good with metals and stone, but they don't get as much experience with them. At least, not before, as they had no proper time to set up mines and such.
Living the Sea Life: Though they love forests, the Ray-das got very used to life aboard ships and as such they learnt how to build and train armies and such whilst at sea. The Ray-das always travelled in one massive fleet and as such brought many supplies. Archers would practice by taking at the latrine barge, a barge where-on the various waste of the fleet was taken and dumped. Soldiers would take their training to the decks and fight their, often using the environment to their advantage.

Nation Flaws:
Un-built and Un-developed: The Ray-das's current capitol is one that they have actually built, yet it is unfinished and undeveloped. The wall is up, but most of the infrastructure is still taking time to build and produce.
Angry Little Buggers: Whilst the Ray-das can make allies, they often don't, due to war being one of their main ways of re-stocking their fleet. Whilst they may know many people and even be semi-allies with a few, the Ray-das are always very slow about entering alliances. Gotta keep the jobs open, you know?

Short History:
The Ray-das started as an Old God's pet. They were throw onto islands which rose and sunk with the waves, and quickly learnt how to survive on both the sea and land, using their god-given ability to turn into animals to great effect. After the Ray-das had gotten themselves into an actual tribe, their God visited them directly and told them that he would help them if only they sail out and take land for their own.

They did as such and began to survive off of raiding and living in stolen cities and towns. Their God was always there to help them in times of great need, like when a wall HAD to collapse or when a siege engine had to be destroyed. However, when their god died, most of their abilities to turn into animals vanished. Many committed suicide or went crazy after this, but those who survived adjusted. Now, only every 1 in 200 Ray-das can turn into animals, but those who can are revered and treated like nobles.
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Race Name:
Ray-das

Race Description:
The Ray-das are short people, resembling humans the most, who are often very jolly and happy but take great pleasure in stealing everything you owe and watching you bleed whilst they do it. They used to be able to turn into animals, but while that is gone for most of them, they still retain traits for each of them. It's often said you could figure out a Ray-das's animal just by the way they acted.

Back when their god still existed, they would travel the world and take land as they saw fit, drinking and looting before leaving for a fresh city to live and survive in. The main reason they succeeded in this was due to their blood thirsty Old God, who often helped them along their path. However, when the Old God's died, they took the first perfect land they could, which happened to be the land of a weak new God who died in a duel with another, they began discussions on whether to settle down or not.

Their old home was a large archipelago of islands that would rise and sink with the waves, and only one stood above. That island holds the solid stone and metal home of the Ray-das, which is constantly stocked with fish and seafood, wood and supplies. The people their either fish, train all day and night to become an Elite or collect and turn all the materials on the surrounding islands into a variety of siege weapons, armour and weapons. This place is known as Bar-shk, and is where the retired Ray-das king/queen lives. A king or queen retires when they are too old to fight at the front-lines, and their general takes their place. If the general is not suitable, their children take their place. If they too are inadequate, then a trial by combat is held, alongside a trail by command. Whoever wins the trial by combat and survives the trail by command is crowned king or queen.

Race perks/flaws:
Through the Shields!: To compensate for their size, many of the Ray-das are amazing archers that specialize in piercing heavy armour or skin. They always take just the right shot to pierce and take down their target.
One with the Land: Before the Old God's died, all Ray-das could turn from humanoid to animal. They were often born into a certain type of animal, but through hard work they could train themselves to turn into a different animal. However, when the Old Gods died, almost all of the Ray-das lost this power. They still retain their connection to the wild life and animals of the land, taking them on as friends and companions when they could no longer join them in the forests.

Short: The Ray-das have always been a bit shorter than the normal human, and often receive both jokes and disadvantages for it. The jokes about their height are a lot worse now they can't turn into a bear when someone told them to pass them the chips from the top shelf.
Chaotic: The Ray-das always used to sail around, landing on new God's land, and looting and stealing their way to a new home. They would stay until the food ran out, then sail once more and leave, bringing the spoils with them. Such old habits die hard.
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Social Values:
The Ray-das value efficiency above all else. If someone is a fish, a cat, a dog, a farmer, a fighter, a man, a women or anything, if they are efficient and do their job they will be respected. This is because if a fighter fails and the Ray-das lose a siege, they might just end up with an entirely sunken fleet and thousands upon thousands of dead Ray-das.

Anyone can become anything in the Ray-das empire, just as long as you can show that you can do it. The only differing factor in the current Ray-das culture is those who can and those who can't turn into their animal.

Government:
The Ray-das have a form of a monarchy, wherein the king or queen retires when they are too old to fight at the front-lines, and their general takes their place. If the general is not suitable, their children take their place. If they too are inadequate, then a trial by combat is held, alongside a trail by command. Whoever wins the trial by combat and survives the trail by command is crowned king or queen.

Economy:
Everything is owned by the empire, and as such all gold, money and loot are stored on "store" ships, where all workers go to get their pay. People then often trade among themselves or the others they met in the land. Because of this, the Ray-das are pretty shrewd traders, trying to trade for more than they worked for and so on. However, the situation might change if the Ray-das decide to settle down.

Religion:
Before the Old Gods died, they believed in Trank-mosta, a god of animals and blood shed. They were never required to hold ceremonies or the like, because the God accepted the constant raids as tribute enough. When the God died, the Ray-das quickly took and settled in a land whilst new Gods begin to appear.

Military:
"Rain arrows and siege weapons on it's head. If it doesn't die, back up and keep doing that. Board a ship if you must. But if you do get into close combat, carry your hand crossbow and sword. Wait for the Ray's with hooks and spears to smash their armour, then fire into their eyes or chest. When they are stunned, strike like a wolf and take them down. If they haven't either hit the floor or gained a metal extension to their throat within the next few seconds, you need to back off and continue your assault as a formation. Spread out, surround and bring down. But first, just try to shoot it?"
- Sergeant Tigra-Sam, telling her men how to take down an enraged Luug.

Ideology:
Take a sword or axe, and take what they made for your own. 'Tis the way of the Ray-das, and shall forever be. If you cannot take it by force alone, get creative and make them pay for trying to hold out on you.

Honor?:
A test was made long ago in the Ray-das lands. If a prisoner or such was caught and was subjected to punishment, they would have to show off their preferred trade. Whether that be farming, fishing or fighting. If they were good enough or efficient enough, they were spared and were jailed/enslaved/fined. If they failed or were too slow, they were executed/killed/punished.

Also, if someone throws down their arms, a Ray-das is to take them in, if possible, for said test. If it is not possible, the Ray-das will allow them a last prayer or such before summary execution. The same extends to un-armed people, but only if they get down or do not run. Runners or people who do not submit are just butchered like the rest.
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Major Characters:

Name: Bear-Keal

Race: Ray-das

Personality: Wolf-Keal is a calm but calculating leader. As the current leader of the Elites, Keal wishes to make no mistakes. If he were to slip up and let his men and women die, he would regret it for a long time. As such, he is very careful and thoughtful, but often changes his mood to suit his need, like cheerful and happy to raise the morale, or raging to help inspire his soldiers into a charge.

Short History: Wolf-Keal is the latest leader of the Elite, a team of Ray-das who sail ships equipped with siege weapons, who land on beaches and take them 1 to 5. The Elite are mostly made up of Ray-das who can turn, but often a good enough non-turner will get in. After Keal helped take down an enemy ship that was wrecking havoc among the fleet by boarding it and sinking it from the inside, people began to rank him higher and higher until eventually he became the new leader of the Elites.


Name: Ber-Sam

Race: Ray-das

Personality: Ber-Sam is an angry person, who constantly spends most of her time either in battle of hyping everyone up for it. If she can be persuaded away from this for a little while, she may calm and take on a slightly happier tone, but often she is called back to fight

Short History: Ber-Sam is the Queen of the Ray-das, and is currently leading them in Lot-vos.


Name: Pathr-Grath

Race: Ray-das

Personality: Pathr-Grath is now a wise old Ray-das, who spends most of his time looking after and controlling the fortress of Bar-shk, as he is the retired old king.

Short History: Pathr-Grath is now a wise old Ray-das, who spends most of his time looking after and controlling the fortress of Bar-shk, as he is the retired old king.


I'd add more to the characters for now, but I need sleep, like, rather badly. Anyway, hope this is good, this RP sounds rather interesting.
 

JoJo

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IFS said:
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.
Awesome, I've edited in a few characters below my sheet and I've done a few minor edits to my sheet, most notably replacing my map with a better-looking version, it should be ready for submission unless you have any other concerns?
 

IFS

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Gabanuka said:
IFS said:
Since its so important to my people I added a little section on Grand Ajivha itself. Hope this is ok and I'd appreciate if you added it to the official 'approved' sheet.
Yeah its fine, I'll update the accepted sheet.

JoJo said:
Awesome, I've edited in a few characters below my sheet and I've done a few minor edits to my sheet, most notably replacing my map with a better-looking version, it should be ready for submission unless you have any other concerns?
Looks great, I'll add you to the list of accepted sheets.

Lil_Rimmy said:
The main concern I have with this sheet is that they still seem to be nomadic, which as I mention to Mr.Ivebeenframed above doesn't really work for this RP. If they aren't let me know, but with the whole 'sinking territory' thing it seems like they still are.

Also: The RP is near having enough Nation sheets, so only a few more will be accepted in that category.
 

IFS

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The Post for accepted sheets seems to have gotten too big to hold any more, so I will be posting the rest down here.

God sheets:

Name: Cyth?raul, The Whisper In the Dark; Tutelary of Treaties; Pactforger

Picture:

Bio: Cyth?raul was not the result of a mortal ascending to godhood, no, the being started life as a concept, as an idea. The voice of temptation in your head, whispering the way to the dark path of deception and despair; that little homunculus inside your mind, knower of your deepest darkest secrets, your greatest desires and fears; or does that little thing sit atop your shoulder, sending a sea of susurration through the direct line to your brain? In any case, the notion of such a creature spread like a plague. Via communication, all mortals in the land were infected with the idea. Finally, at the dawn of a new Age of Myth, the creature awakes. But will those mortals choose to listen to Cyth?raul or not?

Domain

Guidance [+2] - While mortals have short lives and small minds. Cyth?raul, however, thanks to the method of ascension, has been endowed with unlimited knowledge, or at least that is what is said. Regardless, the deity sees mortals as inferior creatures, rather like a stern teacher among a bunch of babies. And so, Cyth?raul has vowed to give them a helping hand! The power of Guidance is simple, it can be used to teach others various things such as how to do this or even guiding mortals to follow the being?s whim.

Drawback

Contractual Constraint [-2] - Of course, power comes at a price and Cyth?raul isn?t exactly running a charity here. Every interaction with a mortal is a chance to do business, and maybe get a little contract signed. Because of this little foible, the Pactforger honestly finds it hard to perform any charitable work, whether it is blessing a random mortal or making the sun shine, at least without due payment. Another little detail: the god cannot break contracts penned with its own hand.

Core Value: Promises. Policies. Power. Pre-eminence.

What you want out of the game: To take part in this little experiment.

Nation Sheets:

Appearance: The Yish'Tai are a pale-skinned, pan-eyed humanoid species that inhabit the densely shadowed Marshlands of Rok'lo Sha. The average height for males is 7 feet, for women it is 6'5. Their skin colour varies somewhat between white and translucent blue. With elongated ears and large, flat discs for eyes, they present a somewhat unnerving image. Their noses have all but sunken back into their face, and their lips are think and scaly. All Yish'Tai have keep their black hair cut reasonably short for practical purposes; some women enjoy tying it back with marsh-weed, while men often keep it in a wolf-tail.

Yish'Tai are tall and lean; they lack the potential for large musculature, due to both their diet and lifestyle. While their reflexes are certainly quick, they heavily rely upon surprise and speed when hunting; a trait that will surely overlap into combat.

In summer, the common dress is a woven sheet worn toga-style over the shoulder; made from any of the various plants nearby, these are often multi-coloured green and brown. When going to hunt, the men wear short, hide pants. During winter, they often don animal-hide cloaks and slippers, often decorated with various feathers and flowers. There is no difference in dress depending on important events; a meeting in summer has often seen half or more of the participants naked.

As they age, the Yish'Tai tattoo themselves with various swirls and patterns relative to their accomplishments. By the age of 30, most are covered in black patterns from the neck down. Common motifs include abstract representations of animals hunted, patterns that have been recreated in textiles, marsh plants, commemorative works (in the case of a death in the family) and personal taste.

Perks:

Nimble: A combination of their biologically lithe body and a culture that promotes feats of speed has given the Yish'Tai both quick feet and fast reflexes. While they are certainly among the swifter of the nations, this speed does not generate force that can be converted into strength, due to their disproportionately long bodies.

Flaws:

Weak: The Yish'Tai are physically unimposing, and hits from them in melee combat lack the strength that other races carry. They are also put out of the fight by wounds faster.

Nation Name: Rok'lo Sha

Capitol Name: Ayet

Territory description: Densely wooded marshland, that seems to go on forever. It is bordered on one side by cliffs that face down to the ocean; on all others, it spills out onto the continent. The ground is a mixture of stagnant pools, fast-flowing rivulets, moss, grass and tree-roots. The heavy shade provided by the tall, leafy trees has cast the marshlands below into perpetual twilight. Small gaps in the foliage above offer small pools of sunlight, and the ground below is often cultivated for flowers and ornamental plants, that otherwise die in the unforgiving marsh.

Within the marsh grow numerous edible foods; colored berries, beans, root spices and dense greens. However, the purposeful cultivation of marsh-weed has marked the lands with small squares of crops, usually about 3 or 4, measuring 30x30 meters each. The buildings of the Yish'Tai are always built at the ground level of a tree; using the trunk as support, they often radiate outwards as a circular building. The largest of these abodes can climb to three stories high, and can connect with others via wooden walkways or simple ropes. Apart from these strange buildings and farms, the landscape is as it was.

The marsh is hot in summer, and cold in winter. Though the cold is offset by the constant heat generated by perpetual compost, it can often bring frost to the ground and ice to some pools. Wind and sunlight are rarities beneath the trees, and rain brings with it a sludgy, slippery mess; an incredible danger for those not accustomed to the land.

Ayet itself is situated on the flatter part of the marsh, with many 2 and 3 story buildings climbing the trees within. The closest thing to roads in the capitol are flattened tracks of grass with stone borders. Above the roads are hundreds of their trademark gangways linking the buildings together; often frequented with youths playing hunter; leaping around and rocking the ropes.

In the center of the concentric village is the only stone architecture in the whole province; a ring of large, stone pillars dragged from the depths of the swamps, set up as a ring. It is here that the councils are held, and it is the true center of the whole marshland.


Nation Perks:

Natural Defenses: The Marshlands poses a confusing and dangerous threat to those who don't know their way through. In addition to the possibility of getting lost, drowning, poisoned, or simply going mad, the thick woods are ideal for the swift and trained natives, who take to trespassers like flies on a corpse.

Food Surplus: Nearly every member of the population has their own farm, which means food is rarely a problem, and they can happily live off their stores for quite a while, as well as providing them with perhaps the most valuable resource.

Nation Flaws:

Industry: There is an acute lack of industry in Rok'lo Sha. They have little to no wares to export, their buildings are made of simple wood, and they have no artistic works, save for their own bodies.

Armed Forces: There is no standing armed forces in Rok'lo Sha. In the event of war, the required number of citizens are simply enlisted and sent to fight. While this is perhaps workable on homeground, outside expeditions will prove difficult.

Short History: The Yish'Tai have inhabited the marsh for as long as their mixed oral and written history can trace back to. Their shift from nomadic hunter-gatherers to established farmers with a semi-complex society was slow and gradual; not marked with any sudden innovation or heroic icons. Indeed, their society seems to be a product of natural evolution, rather than purposeful invention.

The capitol was more formally recognized rather than established. It's ideal location, bordering on the more level, farmable areas of the marsh attracted the inhabitants from many of the smaller villages marked across the swamps. Upon the erection of the stone council ring, Ayet was formally recognized as the center of the province.

Their history is marked by little contact with the outside, and only small skirmishes with other nations over border disputes. Their poetic stories and verbal tales all focus on their migration and establishment of Ayet, as well as famed hunts and races.

Social Values: Citizens of Rok'lo Sha value self-sufficiency, independence and personal achievement. Education is supplied in Ayet only, by experiences elders in their relative disciplines. From age 6 to 14, children brought from the province are taught practical skills such as botany, hunting and textile production, regardless of gender. At 14 they are expected to join their family in self-sufficiency; farming, hunting, and general household tasks.

Apart from fierce autonomy, their other focus is honors won through any means. Men and women compete equally in the fields of hunting, racing, textile production, and the provincial game of Tramvah. Tramvah consists of a small team of select individuals from each village, that compete against eachother in a week long "hunt". Emphasis is placed stealth and speed, and team members are eliminated when forced into submission by an opposing team. This is held every 6 months; the winning team is paraded through Ayet, and showered with gifts.


Government: The government consists of 10 individuals from each village, who are selected at random each year. They vote democratically on all matters at the council ring at Ayet; while it is one vote per member, there is a tendency to side with those who hold more honors; famed hunters and runners often rule the government. A trio of accomplished citizens are selected annually to confer with any other provinces in diplomacy, regardless of their ability or tact.

Economy: As most households are self-sufficient, the economy is barter based, both within the province and with any trade with other nations. The people of Rok'lo Sha prize useful goods over decorative; food, tools and materials are far more desirable than gems, silks or riches.

Religion: The Yish'Tai worshipped the God of the Marsh during the old time; an unseen, unheard force that showed itself with blessings of good harvests and safe-returns, given the appropriate sacrifice. With the Old Ones gone, they have reverted to a plethora of minor nature spirits, each with it's own shrine and effigy set up amongst the marshland.

Military: Warfare, if unavoidable, is always preferred to be held in homeground. As there is no standing army, the combatants are often accomplished hunters and runners, though to pad out the numbers many are simply enlisted. Employing their natural speed, the marshes defensive position and attempted ambush, Rok'lo Sha is defended using guerilla tactics and terrifying treatment of any prisoners captured. Often released back out of the marsh, they are heavily tortured, and a grisly sight.

Ideology: Independence, self-sufficiency and personal honor.

Name: Shiva Ronema

Age: 32

Race: Yish'Tai

Appearance: Tall for a female and uncharacteristically muscular, Shiva keeps her head shaved; scraping that stone across her scalp is part of her morning ritual. She wears a hunters hide-shorts and a band of rawhide across her chest. She carries with her a set of footwraps, her bow and several arrows; in case anyone spots a particularly large jungle cat. Her features are sharp and pointy; the length of her ears accentuated by her lack of hair.

Personality: Wild and carefree, Shiva has little interest in the traditional farming life, and lives somewhat nomadically, travelling between the villages, leading small hunts and searching for the best food in the Marsh. During a hunt, however, she loses her jovial edge, and adopts a deadly serious demeanor until the creature has been displayed proudly in the village. She's a hunter, and she knows it.

With little vested interest outside of hunting and food, she can often seem somewhat distracted and disconnected when conversation turns from her forte. However, as she

Short History: Born in Aret to a family long established in the capitol, Shiva quickly showed herself as a prominent hunter. At 15 she began to win the odd race or two, though quickly established herself as a prominent hunter. At 17 she was winning near every hunt she participated in; her fiercely silent and brooding style earned her the title of Panther.

By 25 she was bestowed the honor of Elder, though often shirks her educational duties to travel and hunt; much to the chagrin of her companions. It came then as somewhat as a shock to be elected as one member of the trio in dealing with foreign affairs; however, given their isolated past, she figured it wouldn't be too much work...

Name: Alcrik Tonsay

Age: 63

Race: Yish'Tai

Appearance: Uncharacteristically long hair, flecked with streaks of grey frames his round, friendly face at all times. His beard is kept combed and clean; a source of much pride, as it reaches his chest. With wide, keen eyes and a broad grin, Alcrik looks the part of a happy grandfather. However, he wears a particularly high-quality toga, and has an air of intellect and impenetrable wisdom that often aggregates the more 'flash-fire' council members.

Personality: Relaxed and content, Alcrik is an Elder with knowledge of the many plants that inhabit the marshland. A blend of diligent, hardworking citizen, caring grandfather and serious statesmen, he is perhaps the closest Rok'lo Sha has to a wise diplomat. Somewhat concerned by the current isolation of his nation, he hopes to open a few trade routes that would allow them to advance, technologically speaking. However, he has kept these wishes to himself, waiting for the opportune moment.

History: Born in a small village adjacent to one of the faster-flowing rivers, Alcrik was not brought into the capitol to receive a formal education. Instead, he was raised on his fathers small plot of land, tending to the crops and often gathering various herbs and foodstuffs for his mother from the surrounding marshes. It was from these many trips that he sparked his interest in botany, and he made his first trip to Aret when he was 23, to look for an elder. After being turned down several times, he shrugged and simply sat in on the children's education, much to the joy and laughter of the students. The Elder, sensing an immovable force, resigned to teaching him, and apprenticed him for 10 years in return for Alcrik's help in tending his teachers farm.

Near the end of his apprenticeship, he was selected as a council member for his village. Showing a natural skill in government, he swayed many members of the council on several difficult matters, including clearing a previously sacred shrine in order to build several farms. During this time he was selected for various games of Tramvah; to this day he is shocked his name was allotted so many times. He was an average athlete; perhaps he could have been better, if he showed interest.

Recognized as an Elder in his 45th year, he has since taught in Aret, and often made his own trips to his hometown in order to promote education among the more rustic folk. This year, he has been selected as a member of the foreign affairs trio; a position he treats with the utmost dignity.

Name: Briln Halfden

Age: 31

Race: Yish'Tai

Appearance: With darker skin than most of his kin, Briln keeps his hair just shy of his neck. With narrow eyes and small eyes, he perhaps looks somewhat more human than the other Yish'Tai; genetic traits that run in his family. Often seen wearing his own clothing inventions; shirts with removable sleeves, pants that roll and button; he is easily picked out from a crowd.

Personality: Quiet and somewhat nervous, Briln often steals away from conversation as fast as he can, to return to his makeshift workshop, adjacent his family's house. Something of an inventor, his uniqueness has also been his curse; never participating in athletic events, he has been a source of discomfort and quiet confusion for both himself and his parents. However, with the few friends he has he is enjoyable if not quiet company, always interested in the peculiarities of their day-to-day lives.

History: Born in Aret to two famed hunters, Briln spent his youth avoiding school in favor of his own company. As soon as he could move his thumbs he was putting things together and taking them apart; showing a vested interest in design, engineering and architecture that was unheard of in the province. Completing his education with shaky participation, he has since lived in semi-seclusion in his workshop; building models for sturdy houses, tougher clothes, and blueprinting a possible irrigation system. His main difficult is a lack of materials and likeminded people to smooth out the kinks, as well as general public support.

As his name was allotted for the trio, his heart dropped. Time away from his workshop was time not well spent, and he hopes to defer most of his duties to the other two.

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.

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.

And this will be continued in yet another post.
 

Gabanuka

New member
Oct 1, 2009
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I'm surprised we have so few gods. I thought I would be weird going for a nation.
 

IFS

New member
Mar 5, 2012
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Gabanuka said:
I'm surprised we have so few gods. I thought I would be weird going for a nation.
Yeah I'm surprised as well, hopefully some more god sheets apply soon though.
 

Mr.Ivebeenframed

New member
Jan 6, 2011
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I decided to abandon the whole "living" territory thing. Hope you like this one though!

Nation Name: The Raptor States

Capitol Name: Silver Claw

Territory description: With the exception of Silver Claw, the Raptor States are perched on the lips of a valley. The valley parts gently revealing Silver Claw in the middle. In the center of valley is Silver Claw which is separated into three parts by a forking fresh-water river. From above, the Krakaris see a resemblance to a claw of which they named the city after. The city spills to either side of the valley with its cliff-faces even holding houses. The valley is lush enough to sustain the Krakaris and accessible to everybody by its roads that follow the rushing river. The valley is wide and gracious to the Krakaris, allowing them to fly with ease from either ends of the valley. The either ends of the large valley are occupied by the more affluent of the Krakaris with their manors and large houses at either end of the valley. To the Krakaris, the valley is known as the "Nidus Valley". The river that runs into the valley stretches all the way in to the ocean and is wide enough to accommodate barges.

Nation Perks:

Mercantile- The trading families of the Raptor families have their pockets in many clients across the known world. Krakaris merchants fly across everywhere and bring with them riches and influence that may come with being friends. The bird merchants are wherever the money is and if they can fly there then they can have business there.

Subversive-Krakari "subtlety" is well-known and they feel themselves almost born for subterfuge and espionage. Their natural night vision helps them peer into the darkness at their targets and their natural flight helps them track them down with ease. A Krakaris assassin needs no blade to do their killing. Years of acting underneath their treaty has made them used to acting covertly.



Nation Flaws:

Divided-Only a few families control the Raptor states but even those families have a difficult time cooperating with each other. Each family holds a grudge towards another that they are not willing to let go. Money and power may sway these families as easily as the wind would when they are in flight.

Indulgent-The Krakaris are infamous for their indulgent nature. The wealthy families are even more notorious for their endless stomach for all things they can get their hands on. They insist on throwing lavish parties and festivities even in times of war and a Krakaris' thirst is never quenched. It is a wonder that the rivers of the Silver Claw haven't dried up already.

Short History: Before the Raptor states, the Krakaris weren't truly all in one place. They all wandered from place to place trying to sate their hunger and following the gods. When they weren?t migrating, they were fighting each other for resources. Then they came upon the Nidus valley and the tribes joined in meeting to consider this place to be their home. The deliberation was long but the decision was clear. Silver Claw was founded where the tribes of the Krakaris met. The old claimed that the old gods themselves tore at the earth's flesh and dug them out a paradise to settle. All the major tribes swore to never take up arms against each other so that they may prosper.

Several hundreds of years later and the tribes remain but now as the Raptor families all heading their own state. The valley is separated into their own spheres of influences. The Krakaris may have sworn to never fight against each other on the battlefield but that didn't exclude the shadows. Assassinations and back stabbing spilled enough to blood that made an actual conflict seem less dangerous in comparison. All the blood was shed usually in the name of business. When the Krakaris started going around the realm to trade they brought back profit. Each of the families sought their own profit leading them to plot against one another. The criminal underground has never thrived so much more better when the Old Gods left. When they finally stopped answering their prayers, the Krakaris were at each other's throats more often than ever. It would take a miracle to unite the Krakaris or maybe enough gold.

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Race Name: The Krakaris(plural), Krakar(singular)

Appearance: Long, lean and lithe, the Krakaris are an avian race with feathers and all. Their feathers vary from one Krakar to the other much like hair or eye color in humans. But instead of humans, the Krakaris are covered in feathers. Their face carry large eyes used to spotting prey from afar and beaks from when they had to tear them apart. The Krakaris descend from birds of prey so their beaks are strong and hooked at the end. Their hearing is better than normal but not abnormally good.

Their necks turn from side to side like a regular human being but they have a natural hunch in their back whenever their attention isn't piqued. When they are detecting noise, searching, listening intently or trying to intimidate something they raise their necks and reveal their true height. When they spread their wings, their wingspan are almost double their height. An average male Krakar is usually between five and six feet tall with the females between four and five feet tall.

Their arms are deceptively long but are usually tucked at their sides with their small hands in the middle. Their arms are actually proportional to their bodies but muscle exists beneath their hands that hold the rest of their wing making it seem like they have their hands in the middle of their wings when at full length. Their hands are long, wiry digits with three fingers and a thumb with a perpetual cold feel to them despite the Krakaris being warm-blooded. They fold their arms and keep them at their sides making their wings tuck neatly next to their body. It acts as a natural cloak if need be and water usually slides right off their feathers.

The Krakaris have very strong legs that bend slightly backwards with talons at their feet. Their talons are sharp and deadly and help the Krakaris get a good grip of earth alongside helping them hang off of things. They have a very recognizable sound when they walk especially on flat stone or marble floors which is why rich merchants usually dread having Krakaris over in their lavish mansions. Their talons tear and grab instinctively and of recently the wealthy Krakaris dip their talons in bronze, silver or gold to show their wealth.

The Krakaris still lay eggs and are fiercely protective of their young. They guard their eggs with their life and when the eggs are hatched, they care for them deeply. Often the parents of a newborn egg will guard their offspring until the baby emerges from the egg. The initial period where the baby emerges from the egg are when the parents see the characteristics of their child. A child may burst out of an egg showing their strength or even crack the egg at certain places to weaken the structure to signify its intelligence. But newborn that do not emerge at all are cast down.

Perks:

Natural Flight- Their gift of flight is a wonder to see. The Krakaris fly at high speeds and for long periods of time enabling them to cover large distances of land. A Krakaris can cover a swathe of land in a day that a walking man might need a week to traverse and not even a strong Krakaris either. Simply gliding takes little to no effort for any Krakaris but they still have to be wary of the winds. A strong Krakaris is as helpless as an insect when caught in a sudden gale.

Night Vision- Darkness does not hinder their progress as the eyes of their ancestors are tuned for hunting not only in the day but in the night as well. Their large eyes allow them to see where there is no sun either at night or in dark caves. Because of this, they do not fear the darkness for they simply see right through it.

Flaws:

Fragile- A Krakaris' body is meant for flying rather than fighting. They may have strong legs to tear and kick at their enemy but their arms are too unwieldy to properly swing a sword. Not only that but all Krakaris are pampered from birth until they are allowed to fly and even then, their parents are very cautions. This sort of parenting have spoiled a large amount of Krakaris and makes them less hardy in difficult conditions. A popular phrase concerning the Krakaris is "A Krakar doesn't fear the darkness but he fears the rain more so than any man would."

Hastened metabolism- A Krakar must feed constantly and often. To fuel their body's ability to fly, the Krakaris must keep on eating which fuels their hunger for more despite already having enough as it is. If they do not eat then they slowly die and are unable to fly. This hunger has carried into politics as well.

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Social Values: Hard work is valued with the Krakaris but wit is even more so applauded. Each Krakaris seeks to further themselves in their lives and they dream of living on top of the valley where the rich families have lined the cliff face with lavish houses. To the Krakaris, they all emerge from the bottom of the valley where their forefathers signed a treaty and decided to stay. From there they see how far they are up valley as to their social status. Some Kraskari make it and others don't and they stay at the bottom of the valley floor.

For the richer families the tribe mentality still remains strong. Families don't marry with one another as they rather keep their own bloodlines pure.

The Kraskari are tied close to their families, calling back to their tribal origins. A patriarch or matriarch runs the entire family alongside any business they may well have. Once the patriarch or matriarch get to a certain age, they pass down that title to the children of the next generation. The successors are usually determined by age following ability the ability to lead if age isn?t an issue. The patriarch or matriarch inherits the wealth and business that the last generation made and one of their first duties is to evenly distribute the wealth among her generation. The tradition is usually honorable but instances where a sibling unlawfully becomes the head of their family are not unheard of.

Ever since the treaty that brought all the tribes of the Krakaris under one flag, the Krakaris honor it deeply. The tribal conflict that preceded their uniting brought forth many dead and none of them wanted that period again. So instead of civil wars, the Krakaris simply work beneath the treaty and relied on covert actions for their family to succeed..

Government: An oligarchy runs the Krakaris. The richest families have the most say in what the nation does since most of the nation works for them. The families provide protection and food for the regular Krakaris if they work for them and remain loyal to them which often leads to most choice in deciding which family to work for. An assembly is held by the elders of the powerful families to inform each other of what is going on and make decisions. Then those elders relay those orders to their sons and daughters who usually run their families when they grow too old to run it.

The main families of the Krakaris consist of:
The Aquilas(white feathers)- Most powerful of the families and their ancestor was the Krakar who united them all in the first place. They see themselves as the balance bringers and arbiters to the Krakaris. Their family members also are judges for the courts. The other families respect them for their lineage and modest amount of wealth. Their household army is the largest in order to protect all of the Raptor States and defend Silver Claw to the death. All families offer tribute to the Aquilas as a share of their profit.

The Strixs(Blue feathers)- A merchant family with an eye for the sciences. They are always looking for ancient artifacts to trade and sell. They welcome the patrons of the science with open arms. They are the most knowledgeable of the families and usually the best of the families to interact with since they are very open minded about a large number of subjects. They sponsor libraries and schools for the Krakaris.

The Kraai(Black feathers)- Another merchant family but with a taste for blood. They sell weapons and armor to all who seeks conflict. For a heavy price they sell the use of their own household guard. Their household army is the most experienced since the Corvus lend them to their clients very often. They also own the vast majority of furnaces and blacksmiths in the valley.

The Oscens(Red feathers)- The wealthiest of all the families. Most of the regular Krakaris are under their employ and with their large workforce, the Oscens own most of the farms and lands in the valley. The Oscens also own the docks and ferries that need to transport large amount of goods that regular Krakaris can't carry on themselves. The Oscens not only hire regular Krakaris but foreigners as well and offer them a place to stay in Silver Claw.

Economy: A mostly free market ruled by all the major families with the Aquilas watching over the markets to make sure that the deals are fair and proper. With the range that the Krakaris can travel, places they can travel is vast. The river on the Silver Claws also stretches far enough that the Krakaris use the river to transport heavier goods. Their wings really help bring products to and fro allowing them to really cash in on business ventures.

Religion: Before, the Krakaris believed in "The Great Wind" which was an ethereal being that controlled the wind and therefore controlled where they went when they used to be a migratory race. Followed by that was "Urdu" which was the talon that tore a hole in the sky which is identified as the sun. When they found the Nidus Valley, they thanked Urdu for tearing the earth to reveal an oasis for them to settle in. They thanked the Gods "Jhokar" for their vision and "Zae " for their wings who are represented as eyes and wings respectively. "Taerys" was their god of combat and war who is represented by a red talon.

Ever since the old Gods, the Krakaris have been looking for new Gods to honor with the Strix family searching diligently. The Strix see all knowledge as equal and whether it be religion or science, they consider it all quite useful to have although the main reason for the Strix seeking it is to make more money by possibly constructing temples or statues for profit. Believers of their old ways still exist but are their numbers dwindle as time goes on.

Military: The Krakaris prefer swift and deadly tactics. Their primary military doctrine is base around the "Wing and the Talon". The wing represents their swiftness and agile ability while the talon refers to their quick but deep strikes. The Krakaris soldiers are trained to hunt for officers and commanders to kill outright. They see the breakdown of discipline as their key to victory and often they will engage in frequent harassment tactics like targeting supply lines in the dead of night. Each family has a household army and guard that protects them at all times. They are trained and outfitted with the best equipment that money can buy. Often the family will send out units of their household army to assist a client or charge them extra for increased protection. In times of war, the most eligible of any household will lead their armies to do battle and it isn't unheard of for a family member to go off with the household guard to fight in battles far away from their home.

In terms of combat, the Krakaris sharpen their talons and tip them with pointed bronze. Then they cover their hands with gloves with elongated metal tips and sharpened to a point to stab at their enemy which resemble a second set of talons because of its length and sharpness. They fly at high speeds and slash at the enemy.

Their armies are partially professional with each Krakaris needing to own some land in order to enlist although some families dangle the prospect for more land to entice soldiers into their own household ranks. Once enlisted the Krakaris train diligently in a barracks until given to different household armies. By default, a soldier with no preference joins the household army of the Aquilas since it is they that watch over their entire lands.

Ideology: Wealth(Oscens), Power(Kraai), Compromise(Aquila) and Knowledge(Strix)

Name: Aerya Aquila

Race: Krakaris


Personality: Often sees herself as venerable because of her age and wise because of her family. The latter may be debatable but her seat among the assembly wasn't a wrong position to put her in. Aerya is among the oldest of the Aquila but also the most attentive. She has to be when she has to deal with the other three families and sometimes her own kin. She is direct and straightforward as she usually finds all the subterfuge more befit to a show.

Short History: Aerya was the eldest child of the new batch of Aquila children and with being the eldest there were expectations placed on Aerya that she sought to match the second she was born. Aerya educated herself and became a judge. She oversaw numerous trials but her most difficult trial was dealing with the bandit leader that killed her brother.

Using all her strength, she gave the bandit leader a fair trial. This earned both respect and controversy from some families especially from the Oscens who suffered directly from the bandits. Instead of sentencing the leader to death, she sentenced him a life of work. The leader was supposed to live such until he was found choked to death in his prison cell. Investigations yielded no suspects but she had a feeling that Yoren Oscen was behind the it since that family had used such clandestine agents before. But she doesn?t have sufficient proof to sentence such an influential family so she remains suspicious of their entire family. She also keeps a grudge against the Kraai for getting her brother killed.

Now she rests on the seats of the assembly where she converses with the other elders of each influential house.
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Name: Khyber Kraai

Race: Krakaris


Personality: Aggressive and ambitious, Khyber is either the worst Krakaris to bet against or the best one to make a profit from. He is headstrong and impulsive like his father of which he looks up to the most maybe even too much. He yearns to make his father proud of him no matter what. Because of this Khyber often goes with his household guard to fight and kill for his family's name.

Short History: Khyber burst from his shell and tore apart the shell showing his parents how strong he was. His mother and father were proud to have such a strong son. His father recognized his strength and tenacity but chastised his aggressiveness. His father saw it as foolish of him to be such a flush of emotion. His father claimed that true prowess came from control rather than rage. So Khyber trained and trained as much as he could.

When a dangerous bandit clan began to attack their trade convoys, Khyber jumped on for a chance at proving himself. His father allowed him to take a portion of their household guard to take care of the bandits but he also asked one of the Aquilas to advise Khyber. Aulen Aquila agreed and took a portion of his household guard to assist Khyber. Khyber proved to be an able commander and warrior as he successfully hunted down the bandits.

But when it was time to apprehend the bandit leader, Khyber rushed forward to meet him. To his dismay the bandit leader was a battle-hardened Krakar and a much better fighter than he had hoped. The Krakar landed a glancing blow on Khyber resulting in a grisly scar. Before the Krakar could continue it was Aulen who intercepted him. Sadly, Aulen perished to the bandit as well before the bandit was seized by several of Khyber?s guard. The bandits were all killed or imprisoned but the death of Aulen soured the relationship between the Kraai and the Aquila.

Now, Khyber?s scar has partially healed but the feathers haven?t grown back since and a horizontal line marks his face that draws contemptuous looks from his father. A look that he seeks to turn to pride.
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Name: Cawles Strix

Race: Krakaris


Personality: Curious of everything around her, Cawles goes with her sisters to learn about the knowledge that the world holds around her. When she isn't out and about, she is at home reading what she can or learning what is possible to be learnt. She is even more fascinated by the culture of other civilizations along with different religions. She already knows about the religions of yore and she seeks to know more about other people as well. Her curiosity often gets the better of her which can lead to hasty decisions. But her condition as the eldest sister, Cawles was taught to be as the matriarch of the next generation. Cawles is also easy to talk to and converse with because of the vast amount of subjects she is versed in.

Short History: Cawles poked curious holes from her shell giving her parents a hint of who their child really was. At first, her parents thought that her curious nature would make her shy but those fears were dismissed when Cawles went about the entire household guard and asked them questions. Cawles was easily sociable with a range of people and she was eager to learn all that she could.

This curiosity turned to adventure as she ventured out to learn about the world around her. Whether it be from reading history or venturing around the valley, her guards had a hard time keeping up with her.

Now she takes tutors in learning about diplomacy and being matriarch of her family as her time draws near since she is the eldest of her generation.
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Name: Yoren Oscen

Race: Krakaris


Personality: Yoren is careful and while deliberate with his work. Not only that but being the patriarch of the family, he has to be aware of what his children is doing at all times. He is cautious but not afraid to speak out against something he despises. Ever since the death of his wife, Yoren hasn't had the time to mourn her passing but rather keep himself and diligent with all matters of business. He sees work as an escape and the Oscen family has seen the busiest time in quite a while so he has no shortage of that.

Short History: Yoren wasn?t the first choice to become patriarch of his family. Originally it was his sister but she died mysteriously before she could even claim her title. The title was passed down to his cousin but he was imprisoned after an investigation proved that he was the culprit of his sister?s death. With no one else, Yoren was made the patriarch of the family. A role that he accepted apprehensively but the choice was well made as Yoren proved to be a good merchant. He watched over his family well and lead them in one of the more prosperous periods of the Oscen family.

But some attribute Yoren?s success to his frequent use of spies and confidants to get ahead of others in the market. All those who would speak out are all silenced or vanish. This has always been the case with Oscen family as they are the most generous patrons of these ?Krakaris tradesmen? who are far from their namesake suggest. But Yoren?s prolific use of these men have increased ever since his wife died when she was ambushed with her trade convoy by bandits. The bandits were hunted down and the leader apprehended. He was angered to learn the fate of the leader but after a few whispers, the leader was found choked in his cell.

Controversy has since met the Oscen family but to Yoren sees nothing of it. Now he watches closely over himself and his generation making sure that his family succeeds no matter what the cost.


This is what I got so far. I'll edit in some more when I get the chance to. As always I welcome any suggestion or criticism. Also if anyone has any offers to have a linked relationship or backstory feel free to ask!

EDITED-Finished characters, military section, finished nation perks, added a bit on social value, added on in religion, edited the families a little bit.
 

IFS

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Mr.Ivebeenframed said:
I decided to abandon the whole "living" territory thing. Hope you like this one though!

snip

This is what I got so far. I'll edit in some more when I get the chance to. As always I welcome any suggestion or criticism. Also if anyone has any offers to have a linked relationship or backstory feel free to ask!

I'll also have a god sheet up since I'm seeing a lack of those.
Aside from the bits that are unfinished it looks good so far, you do need to split your one giant perk into two though. Also keep in mind you can only have a nation or a god, if you want to make a god sheet by all means go ahead, just keep in mind you'll have to decide which one you want to play.
 

Lil_Rimmy

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IFS said:
Lil_Rimmy said:
The main concern I have with this sheet is that they still seem to be nomadic, which as I mention to Mr.Ivebeenframed above doesn't really work for this RP. If they aren't let me know, but with the whole 'sinking territory' thing it seems like they still are.

Also: The RP is near having enough Nation sheets, so only a few more will be accepted in that category.
No, they are no longer nomadic. The actual reason for them settling is the fact that the Old God's died, so without their helping hand from above they quickly stormed and took over some land that was created by a now dead New God. The whole "Stay or go back to being Nomadic" thing is mainly there so I can throw in some civil unrest.

And remember, even if my main city on the land falls, there's always the big ass fortress on an island that is pretty much their home. It's kind of like a Helm's Deep for them, in the sense of that's their final fallback.

EDIT:

Also, the sinking island is back on their homeland. Which they don't actually live at anymore, with the exception of the fortress detailed above. They are currently landed and building a city in a land that they have named Lot-vos, which is covered in trees and a few rolling plains, but not very advanced due to the early death of it's God.
 

Anti-American Eagle

HAPPENING IMMINENT
Legacy
May 2, 2011
3,772
8
13
Country
Canada
Gender
Male
Name: Gangari



Elderly in appearance but possessing the vigor of youth. He has long grey hair and a beard. His left eye is missing and has a smooth layer of skin covering where the socket should be, as if it never existed for him, however he does wear an eye patch to cover this aberrant piece of his body as it seems to disturb others. His right eye is a clear ocean blue with a slight glow to it. He wears grey and black hooded robes and usually carries a walking stick with a metal spike on one end.

Bio: He doesn't remember the beginning as most of his memories from the before time has faded from him, but he thinks he was there, a servant of the old gods, the creators. But they left and he faded. Over the course of perhaps a season or so however he reformed with a piece of their power (something he wouldn't feel until much later), how or why he returned is unknown to him. But afterwards, he lived amongst a tribe of humans, learning from their primitive but fresh minds and teaching them how to survive more effectively. He began molding them into a stable community and they began to worship him. He didn't understand for the first few days of this, but began to realize they were beginning to treat him as their kind had treated his masters, this made him uncomfortable at first but he began to understand their need for such figures.

One night he awoke to the sounds of battle, the people he came to call his children were being slaughtered, their works destroyed. He rose to fight but it was a lost cause. By morning his children were dead.

He spent the next decade in the wilderness, living and learning, meditating upon his memories.
At the end of said decade, in his meditations his divine spark finally activated.

It was time to begin again.

He isn't an ideal incarnate like some are, at the core he's human and fallible. He's a kind old man who wants to learn and understand and teach, he wishes to see the world develop culturally, spiritually, and technologically into a utopic state capable of wondrous things.

Domains:
+2 Wisdom: Understanding is paramount to the pursuit of true knowledge.

-2 Corruption: His ability to affect humans with his divine power in a negative controlling manner is stunted and ineffective due to his lack of will to do so.

Core Values: Culture, Wisdom, and Nature.

Plan: Influence society along civilized and desirable paths.
What I want: To be part of a long and interesting game.

Edit: Changed some things, added a picture, etc.
Edit 4: we discussed this
 

Terratina.

RIP Escapist RP Board
May 24, 2012
2,105
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Name: Cyth?raul, The Whisper In the Dark; Tutelary of Treaties; Pactforger

Picture:

Bio: Cyth?raul was not the result of a mortal ascending to godhood, no, the being started life as a concept, as an idea. The voice of temptation in your head, whispering the way to the dark path of deception and despair; that little homunculus inside your mind, knower of your deepest darkest secrets, your greatest desires and fears; or does that little thing sit atop your shoulder, sending a sea of susurration through the direct line to your brain? In any case, the notion of such a creature spread like a plague. Via communication, all mortals in the land were infected with the idea. Finally, at the dawn of a new Age of Myth, the creature awakes. But will those mortals choose to listen to Cyth?raul or not?

Domain

Guidance [+2] - While mortals have short lives and small minds. Cyth?raul, however, thanks to the method of ascension, has been endowed with unlimited knowledge, or at least that is what is said. Regardless, the deity sees mortals as inferior creatures, rather like a stern teacher among a bunch of babies. And so, Cyth?raul has vowed to give them a helping hand! The power of Guidance is simple, it can be used to teach others various things such as how to do this or even guiding mortals to follow the being?s whim.

Drawback

Contractual Constraint [-2] - Of course, power comes at a price and Cyth?raul isn?t exactly running a charity here. Every interaction with a mortal is a chance to do business, and maybe get a little contract signed. Because of this little foible, the Pactforger honestly finds it hard to perform any charitable work, whether it is blessing a random mortal or making the sun shine, at least without due payment. Another little detail: the god cannot break contracts penned with its own hand.

Core Value: Promises. Policies. Power. Pre-eminence.

What you want out of the game: To take part in this little experiment.
 

IFS

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Lil_Rimmy said:
Ok that helps, one other issue that I've noticed is I'm not really sure what to make of the connected perk, as it seems like its going for some sort of wealth or trading skills and then adds on tech development at the end. Clearing that up would help a lot.

Anti-American Eagle said:
There are a lot of problems with this sheet beyond the fact that it is unfinished, firstly you only get one +2 domain to start, listing +0 domains is pointless as they wouldn't do anything. Secondly I have no idea what your drawback is supposed to be, it doesn't give any indication of what he has difficulties with, the way its phrased makes it more a value of his than a drawback. Thirdly you can only manifest as one avatar at a time, as stated in the action's description, and being multiple beings is an off limits character concept.

Terratina. said:
Good sheet, I don't see any problems with it and will add it to the list of accepted ones.
 

Lil_Rimmy

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IFS said:
Lil_Rimmy said:
Ok that helps, one other issue that I've noticed is I'm not really sure what to make of the connected perk, as it seems like its going for some sort of wealth or trading skills and then adds on tech development at the end. Clearing that up would help a lot.
The general idea is that the Ray-das know where most of the Old Lands are, and know most of those who live there. If you want I could switch it to something different, but it was mainly so that I knew where the other races are or where they had lived. Which meant I could set up some trade with the other nations and trade technology and such.

If you wish, I could change it to something along the lines of production experts. Some kind of perk that means the Ray-das can produce ships and things made out of wood very quickly.
 

IFS

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Lil_Rimmy said:
IFS said:
Lil_Rimmy said:
Ok that helps, one other issue that I've noticed is I'm not really sure what to make of the connected perk, as it seems like its going for some sort of wealth or trading skills and then adds on tech development at the end. Clearing that up would help a lot.
The general idea is that the Ray-das know where most of the Old Lands are, and know most of those who live there. If you want I could switch it to something different, but it was mainly so that I knew where the other races are or where they had lived. Which meant I could set up some trade with the other nations and trade technology and such.

If you wish, I could change it to something along the lines of production experts. Some kind of perk that means the Ray-das can produce ships and things made out of wood very quickly.
Yeah I'd recommend changing it, as is people can already set up trade with other nations so connected isn't terribly useful.
 

Lil_Rimmy

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IFS said:
Lil_Rimmy said:
IFS said:
Lil_Rimmy said:
Ok that helps, one other issue that I've noticed is I'm not really sure what to make of the connected perk, as it seems like its going for some sort of wealth or trading skills and then adds on tech development at the end. Clearing that up would help a lot.
The general idea is that the Ray-das know where most of the Old Lands are, and know most of those who live there. If you want I could switch it to something different, but it was mainly so that I knew where the other races are or where they had lived. Which meant I could set up some trade with the other nations and trade technology and such.

If you wish, I could change it to something along the lines of production experts. Some kind of perk that means the Ray-das can produce ships and things made out of wood very quickly.
Yeah I'd recommend changing it, as is people can already set up trade with other nations so connected isn't terribly useful.
Changed!