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

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Accepted god sheets continued (again):

Name:Lysei


Bio: Few answer the calls of the just. Those who have been wronged by evil and who seek retribution. Those who followed wisdom said to simply lie in wait, that those who committed evil acts would receive their due punishment in time. Lysei however, does not wait. He acts. Originally a god of benevolence and mirth, Lysei accepted a challenge to go into the darkest corners of the globe and to try and bring them joy. It was there that he witnessed a small six year old girl being raped and murdered on the street for seemingly no reason other than that she had witnessed a crime. Lysei called out for them to stop, but nobody would listen to him. In a rage, Lysei discovered his true purpose. Powers that once were used to create fireworks and spectacular lights would now be brought into a greater purpose. Wiping the scum off of the planet, one way or the other.

Lysei has a deep connection with each mortal who falls under his followers. He seeks justice for all, but rarely trusts the judicial system, calling it corrupt and politicized. Lysei prefers that he and his followers take it into their own hands. If one is unjust, they must be stricken down. Lysei puts a high value on most life however, and is not a fan of wars without cause. Lysei will only aid those he feels are acting justly, so a war for resources would likely not fall into his favor when diplomacy exists.

Domain: +2 Fire: Fire to purge, fire to clean, fire to rid the world of every evil part in the hearts of men and beast alike. Flames to wipe away the sins of those who would follow sin and to rip even their memory clean off Lysei's slate.

Drawback: -2 Diplomacy: Diplomacy is only delaying the inevitable climax of war that Lysei demands. As such, he is terrible at it and often simply blows people off.

Core Value: Eye for a life justice. If a mortal proves himself to be scum, he can expect nothing but death at Lysei's hands.

What you want out of the game: Lysei is going to try and wipe out all evil, and nothing will get in his way if he has anything to say about it.

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.

Name: Lacae, Lady of the Spoken Word, Daughter of the Old Gods, Goddess of Diplomacy

Picture:
Not the steel bikini and all the metal stuff, though, she wears a long, white dress underneath. Her symbols are the bell and the scroll, though.

Bio: Lacae is an ancestor of the old gods, born and raised among them. Which of the old gods it was and why she was left behind, is still a mystery, but she has the aura of an old god and the ambition of an young one.

As a newly appeared goddess, Lacae is quite willing to help most nations when there's an opportunity, granted, of course, that they show her the respect she demands. She prefers shows of respect through impressive actions, literature and stories. One aspect of her that's rather different is that while she herself clearly is a goddess, she does not like accepting gods of other origins than the old ones as gods, treasuring her heritage and being fairly appreciative of respect shown for the old gods, as they should not be forgotten.

Domain: [+2 Diplomacy] Lacae's domain is that of a diplomat and a merchant, aiding both trading and negotiation, as well as communication both within and outside a nation.

Drawback: [-2 Pride] Lacae is a prideful goddess, and thus, she won't do anything that is below her. While trickery and deception is all part of the wars and deals, she's very hesitant to aid in defeating a much weaker foe, or to be used for the mere convenience of individuals. She's also easily offended, and thus, may be fairly unwilling to aid someone who has wronged her.

Core Value: Speech-craft, cunning and respect, Lacae aids those who treat her like a goddess should be treated, and those who impress her with their arguments and ability to negotiate. Despite being a goddess of diplomacy, peace is not one of her values.

What you want out of the game: To manipulate the events of this made up world, and bring mankind to it's own destruction through deception and lies. :p (More seriously, I want to have fun, and to see how a goddess of a diplomacy can be of use.)

Accepted nations continued (again):

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.

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.

For those wondering I will accept at most 2 more nation sheets. The number of gods sheets accepted is also very close to the limit now.
 

DarkRawen

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Name: Lacae, Lady of the Spoken Word, Daughter of the Old Gods, Goddess of Diplomacy

Picture:
Not the steel bikini and all the metal stuff, though, she wears a long, white dress underneath. Her symbols are the bell and the scroll, though.

Bio: Lacae is an ancestor of the old gods, born and raised among them. Which of the old gods it was and why she was left behind, is still a mystery, but she has the aura of an old god and the ambition of an young one.

As a newly appeared goddess, Lacae is quite willing to help most nations when there's an opportunity, granted, of course, that they show her the respect she demands. She prefers shows of respect through impressive actions, literature and stories. One aspect of her that's rather different is that while she herself clearly is a goddess, she does not like accepting gods of other origins than the old ones as gods, treasuring her heritage and being fairly appreciative of respect shown for the old gods, as they should not be forgotten.

Domain: [+2 Diplomacy] Lacae's domain is that of a diplomat and a merchant, aiding both trading and negotiation, as well as communication both within and outside a nation.

Drawback: [-2 Pride] Lacae is a prideful goddess, and thus, she won't do anything that is below her. While trickery and deception is all part of the wars and deals, she's very hesitant to aid in defeating a much weaker foe, or to be used for the mere convenience of individuals. She's also easily offended, and thus, may be fairly unwilling to aid someone who has wronged her.

Core Value: Speech-craft, cunning and respect, Lacae aids those who treat her like a goddess should be treated, and those who impress her with their arguments and ability to negotiate. Despite being a goddess of diplomacy, peace is not one of her values.

What you want out of the game: To manipulate the events of this made up world, and bring mankind to it's own destruction through deception and lies. :p (More seriously, I want to have fun, and to see how a goddess of a diplomacy can be of use.)

Here's a god-sheet, I know it's short, blah blah, feedback is appreciated.
 

Mr.Ivebeenframed

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IFS said:
I was going to put a God sheet up because of the lack of God sheets but now that I see some, I'm not going to anymore.

I'll have the rest of edits done tomorrow. I had a ton of edits done but my computer crashed sending them into the internet nebula and never to be found again. Sorry for the delay.
 

IFS

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Anti-American Eagle said:
It looks better but there are still some issues. The New gods are just emerging into the world at the start of the RP, so yours can't have had worshipers, shaped a community, or any of that already.
 

drmigit2

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Name:Lysei

Picture:


Bio: Few answer the calls of the just. Those who have been wronged by evil and who seek retribution. Those who followed wisdom said to simply lie in wait, that those who committed evil acts would receive their due punishment in time. Lysei however, does not wait. He acts. Originally a god of benevolence and mirth, Lysei accepted a challenge to go into the darkest corners of the globe and to try and bring them joy. It was there that he witnessed a small six year old girl being raped and murdered on the street for seemingly no reason other than that she had witnessed a crime. Lysei called out for them to stop, but nobody would listen to him. In a rage, Lysei discovered his true purpose. Powers that once were used to create fireworks and spectacular lights would now be brought into a greater purpose. Wiping the scum off of the planet, one way or the other.

Lysei has a deep connection with each mortal who falls under his followers. He seeks justice for all, but rarely trusts the judicial system, calling it corrupt and politicized. Lysei prefers that he and his followers take it into their own hands. If one is unjust, they must be stricken down. Lysei puts a high value on most life however, and is not a fan of wars without cause. Lysei will only aid those he feels are acting justly, so a war for resources would likely not fall into his favor when diplomacy exists.

Domain: +2 Fire: Not just fire in the corporeal sense, but fire in one's heart. Lysei is a god of Vengeance and uses his power to inspire courage and bravery in those who would face adversity.

Drawback:-2 Order: Lysei is really really good at destabilizing and destroying things, but creating order isn't his strong suit at all. If Lysei wants to try and make a system, impose government, or try to establish a hierarchy, he will likely fail. This does not apply to raising armies or other acts with a goal of destruction.

Core Value: Eye for a life justice. If a mortal proves himself to be scum, he can expect nothing but death at Lysei's hands.

What you want out of the game: Lysei is going to try and unite the world under a banner of self governance and self-reliance. He distrusts any established government and is unlikely to support one unless it proved itself to him.
 

IFS

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drmigit2 said:
Your gods are just now emerging into the world, he can't have originally been a god of benevolence and mirth as he's just now emerging as a god to begin with.

Anti-American Eagle said:
I'll add you to the list of accepted sheets later.

Mr.Ivebeenframed said:
I'll read through it tomorrow, though skimming it I didn't see any problems. As for a start date it'll probably be sometime next week at the earliest, though recruiting will be closing fairly soon.
 

drmigit2

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IFS said:
drmigit2 said:
Your gods are just now emerging into the world, he can't have originally been a god of benevolence and mirth as he's just now emerging as a god to begin with.

Anti-American Eagle said:
I'll add you to the list of accepted sheets later.

Mr.Ivebeenframed said:
I'll read through it tomorrow, though skimming it I didn't see any problems. As for a start date it'll probably be sometime next week at the earliest, though recruiting will be closing fairly soon.
This is basically what will happen by the end of my first post. If you want, I can just delete that part and write him up as a god of mirth, then have that happen. I mean, same basic result. The character I am pitching will be a god of vengeance by the end of my first post. He will make zero actions as a god of mirth.
 

IFS

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drmigit2 said:
That might fix part of that problem, though I suspect some of the nation players might object to you having such a thing occur in their nation by their people. The sheet has other problems though. For one the domain description you give doesn't exactly fit the domain itself, particularly considering that inspire is no longer an available action. Secondly your goal in the game seems like it won't fit the game itself. Gods aren't allowed to take over nations for obvious reasons, and need nation(s) to worship them to gain power so rejecting established governments isn't going to work very well. Finally it would be nice if you could put your image in a spoiler, as it would help clean up the sheet.

Mr.Ivebeenframed said:
Looks good, I'll add you to the accepted nations list soon.
 

drmigit2

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Dec 25, 2008
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Name:Lysei


Bio: Few answer the calls of the just. Those who have been wronged by evil and who seek retribution. Those who followed wisdom said to simply lie in wait, that those who committed evil acts would receive their due punishment in time. Lysei however, does not wait. He acts. Originally a god of benevolence and mirth, Lysei accepted a challenge to go into the darkest corners of the globe and to try and bring them joy. It was there that he witnessed a small six year old girl being raped and murdered on the street for seemingly no reason other than that she had witnessed a crime. Lysei called out for them to stop, but nobody would listen to him. In a rage, Lysei discovered his true purpose. Powers that once were used to create fireworks and spectacular lights would now be brought into a greater purpose. Wiping the scum off of the planet, one way or the other.

Lysei has a deep connection with each mortal who falls under his followers. He seeks justice for all, but rarely trusts the judicial system, calling it corrupt and politicized. Lysei prefers that he and his followers take it into their own hands. If one is unjust, they must be stricken down. Lysei puts a high value on most life however, and is not a fan of wars without cause. Lysei will only aid those he feels are acting justly, so a war for resources would likely not fall into his favor.

Domain: +2 Fire: Fire to purge, fire to clean, fire to rid the world of every evil part in the hearts of men and beast alike. Flames to wipe away the sins of those who would follow sin and to rip even their memory clean off Lysei's slate.

Drawback: -2 Diplomacy: Diplomacy is only delaying the inevitable climax of war that Lysei demands. As such, he is terrible at it and often simply blows people off.

Core Value: Eye for a life justice. If a mortal proves himself to be scum, he can expect nothing but death at Lysei's hands.

What you want out of the game: Lysei is going to try and wipe out all evil, and nothing will get in his way if he has anything to say about it.

Fixed most of the complaints. The bio is a rough outline of what his first post will be. Feel free to ignore it if you would like to. I simplified and polarized his goals to make his basic character more clear. As for the whole which nation bit, there are advantages and disadvantages to having Lysei originate in your nation. That said, I can't imagine that any of the nations will be free of crime, so they should all be open to having a terrible misdeed.
 

JoJo

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drmigit2 said:
Fixed most of the complaints. The bio is a rough outline of what his first post will be. Feel free to ignore it if you would like to. I simplified and polarized his goals to make his basic character more clear. As for the whole which nation bit, there are advantages and disadvantages to having Lysei originate in your nation. That said, I can't imagine that any of the nations will be free of crime, so they should all be open to having a terrible misdeed.
If it helps, I'd be fine with Aurora being the scene of the murder, as you say no nation is crime free and mine certainly isn't. You could even make the girl a slave if you want to double down on the injustice factor.
 

IFS

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drmigit2 said:
Alright, it looks fine now, will add you to the list of accepted gods.

And on that note I feel like we have enough players for both gods and nations now, and I'd rather not go over a dozen players, so recruiting in now closed. Feel free to discuss with other players or in the case of nation players work out a collaborative history. The RP itself will start sometime next week, and will have both a group here on the escapist and a skype group to chat in which I will set up when I have more time.
 

Gabanuka

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On that note: What are you guys doing about language?

I've made it pretty clear Ajivans have their own. Should we work on the RPG law of 'Common' as a universal language which is inexplicably English?
 

JoJo

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Gabanuka said:
On that note: What are you guys doing about language?

I've made it pretty clear Ajivans have their own. Should we work on the universal RPG law of 'Common' as a universal language which is inexplicably English?
I'd vote for that: all nations having their own language(s) and also a common worldwide language, all written in English for us of course. Minus ten points for realism but it'll make inter-race interactions infinitely more natural than having to work through translators.

Lil_Rimmy said:
Hey, so I see your Ray-das are pirates, Aurora was originally founded by slaves who mutinied successfully against seafaring warlords / pirate-type people. Would you be up for making those pirates part of the Ray-das? They did lose, but it was over 700 years ago so it's not like that affects your guys now :p
 

Gabanuka

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Are we allowed to do politcal shiz now? Cus I have a few ideas.

JoJo said:
Mr.Ivebeenframed said:
I feel as the three tradey nations we should work out some links here. Both me and Aurora are dependent on food imports, something it seems like The Raptor States have a lot which would explain their wealth fromtrade. The fact that Auroua had to build itself up from scratch could link them to Sammah Ajivha-Tahna, since we'd be the best place to get tools and materials to do that. Also the quality of what we make seems like something the Raptors would be into.

I could see the three of us having some kind of join trade federation; Sammah Ajivha-Tahna making things, using Auroran ships to trade over the seas. Raptor merchants dotted around profiting where they can.



To everyone else: I'm pretty sure I've got the biggest city and the oldest civilisation, if anyone wants to do stuff with that they're welcome.
 

JoJo

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Gabanuka said:
I feel as the three tradey nations we should work out some links here. Both me and Aurora are dependent on food imports, something it seems like The Raptor States have a lot which would explain their wealth fromtrade. The fact that Auroua had to build itself up from scratch could link them to Sammah Ajivha-Tahna, since we'd be the best place to get tools and materials to do that. Also the quality of what we make seems like something the Raptors would be into.

I could see the three of us having some kind of join trade federation; Sammah Ajivha-Tahna making things, using Auroran ships to trade over the seas. Raptor merchants dotted around profiting where they can.



To everyone else: I'm pretty sure I've got the biggest city and the oldest civilisation, if anyone wants to do stuff with that they're welcome.
I would definitely be up for that, a small correction though, Aurora is actually fairly abundant in food and wouldn't need imports for that, it's mineral resources which are scarce in Aurora, most importantly raw metals.
 

booksv2

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IFS said:
Can you post who is accepted all in one page? You don't have to post like the sheets, just the names of the people and the name of their sheet. That way you can fit all of them on one page, and we can better see who is accepted.