Mythopoeia: A combined Nation and Godgame RP now recruiting

Aaronoftheages

Regular Member
Sep 8, 2012
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drmigit2 said:
Aaronoftheages said:
Name: Themeron the Relentless.



Bio: Themeron was born an untold amount of years ago, he Descends from a family of soldiers and warriors spanning a millennia, his father was a warrior, his Grandfather was a warrior, the cycle repeat itself once more. It was a more violent time, war was rampant as lords and their lord lings vied for control over the lands, there was plenty of fights, plenty of war, and he lived for war, He fough many battles long ago, and when those battles ended, he went in search of new follow, in search of a better thrill of the kill. He?s taken men to battles, Fought with sword, Bow, Spear and Axe. His ancestors, reaching a certain age relent and continue the family, but he was different, he simply couldn?t bring himself to stop. There was so much more that he wanted to do, he continued fighting, and he fought until his bloody and violent death, him vs a large group of heavily armed men, armor clad, brandishing spears, he attacked first but was brought down . This need for battle, it manifested into an entity, and he achieved ascension. This was merely out of his need for more, he can never be satisfied, he achieved ascension and become an avatar of war made manifest, a position he could see himself enjoying.
When the mortal?s come to battle, he revels in watching these wars, enjoying the display of bloodshed and the tactics brought into play, Mortals would pray to him for guidance for victory, if it means blood spilled in battle who is he to complain?
A common misconception is that he wants everything destroyed, but if everything where to be destroyed with no survivors, where would he receive his energy, he requires the constantly changing tides of war.
War is a game, and a fun game at that.

Domain: +2 War. He revels in it and during times of battle he is strengthened by the blood Spilt. And the indirect sacrifice that he benefits from it, as war is mortal nature.
Drawback: -2 Diplomacy, during these periods of time he becomes weakened. He cannot comprehend not fighting, he feels the battle lust within people but is denied access to it during these times. He Regresses, becomes sickly and starved in appearance.

Core Value: War, Death and Blood.

What you want out of the game: A direct Approach, Something that I?m able to get down and dirty with.
...Lysei might end up liking this guy. Or they could end up murdering one another, really could go either way. (They literally have the exact same drawback).

Peace is for losers.
 

Not G. Ivingname

New member
Nov 18, 2009
6,368
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Capitol Name: Holw Coven

Territory description: Wet, dark, and often deadly, few would wish to live in the swamp of Rehil. The nation is entirely within the Great bog. Villages are dotted through the land. Most of the houses lay on the water's edge. Rounded earth mounds, covered with plants they often have their entrances under water, with only a couple of chimneys providing air to those dwelling within.

There are only two major cities. To the west, close to the shore (it once WAS on the shore till the sea level suddenly receded), lays Holw Coven. The largest city, the capital appears to mostly be a larger village. At the center is the Holw, the meeting place of the Panant.

The other major city is Flimin Gate. Gate is the only place outsiders are ever allowed, and on strict timings and limitations on who can and cannot come and go in. Flimin's Gate has more design elements borrowed from the outside world, with two story buildings, some of which aren't round. There is even a basic wooden wall around the city.

The unforested marshlands have mostly been converted into "farm" land, for several fruit baring trees, mainly the native fruits, the Kuinichy (a sour berry, edible to the other races), the Bungoan (a blue orange like fruit, edible to the other races), and the Othalanga (a mango like fruit, poisonous to all species but the Ambyds. The keen eye will note that the tree lines and water ways are straighter in these "farmlands."

Nation Perks:

Defensive land: To most other species, the swamp is a hellish place. A dark confusing mess of forest, waterways, and trees, the muddy land will slow down any advancing army, and part of any army will die just marching through it. For the aquatic Ambyds, it is a natural hunting ground


Nation Flaws:

Stone age: The swamp air corrodes most metals and their isolation has prevented large scale technological growth. What technology they do have, their boat designs, houses, and even weapons, are designed to work best within the swamp itself.


Short History: Ambyds early history is as murky as the waters they live in. The Ambyds didn't adopt a written language until relatively recently, the only clue are long held oral traditions. Ambyds claim they were born in the swamp, led by the first Mother, Holw. Nations of the north believe the Ambyds came from across the sea, from some far off land called "Howlous." Nations to the South believe they were cursed men, forced to live in the godforsaken place.

In any case, Ambyds have been slow to advance in all recorded history. They essentially remained apart from the world, both in the age of Gods and after the fall. Some have tried to conquer the swamp, but the bog has swallowed entire armies, and the world decided to keep away. Slowly they have advanced. A century ago, a village on the Eastern edge of the swamp interpreted the order "to allow the world to come and speak to the Mother" very creatively, allowing these "ambassadors" to bring in materials of their own land. The family accepted the "gifts" and in return gave "gifts" of the swamps fruits in return. They quickly became very rich, growing in size and power, being a powerful influence in the Panant.

Even the first wave of new Gods went unnoticed. No gods came before them, nothing immediately changed. The rumors of new Gods were laughed at or ignored. However, the sea levels fell, throwing the Panant into chaos.
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Race Name: Ambyds

Race Description: An amphibious species, the Ambyds only vaguely resemble humans. They are a salamander like race. There tails are relatively short, about half as long as the rest of their body, but is heavy and wide to help with balance. They have large heads, with round eyes that stick out, and wide mouth. The ear is a circle on the side of the head.

Ambyds have two arms and two legs. Both are a little shorter than an average human. Their webbed hands have three fingers and a thumb, and Ambyds are just as comfortable walking around on all fours as they are standing straight up.

The females are up to eight feet long, not counting the tail, the males go up to seven, but due to their stance, only are able to stand five feet.

Eyes come in dark shades of green, brown, and rarely blue. Ambyds have several different colorization, those from the East have a brown back, greyish striped sides, and a white belly. Those from the west have a greener back and browner sides.

Ambyds lay eggs, normally only a pair per every birth. Ambyds are born with gills, but lose them within two years. Barring clothing worn for work or battle, the only clothing Ambyds normally wear is a sack on their back for items, and a cloth over their reproductive organs.

Outsiders have a hard time telling Ambyds apart from each other, although Ambyds often have the same trouble with the outsiders.

Race perks/flaws:

Perks

1. Aquatic Species: The Ambyds are at home in water. While they need air to breath, the Flossics are able to stay under water for 12 minutes without needing to surface for air, and are natural swimmers. Ambyds can easily run on four legs as they can on two, allowing helping them set up ambushes in marshes and the long grasses.

Flaws

1. Aquatic Species: As an amphibian, their bodies need to be kept moist. This makes colonization of areas without a nearby source of water, such as lakes and rivers, difficult. In deserts, Ambyds can dry and die in a matter of minutes. The long bodies of the Ambyds make horse back, or any other kind of riding, nearly impossible.
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Social Values: Family is the core of the Ambyds. The villages are almost always the same family, even the two cities are mostly seperated into communes of family members, connected together.

Females are actually the dominate gender in Rehil, not the males. They receive the most education, make up the entire military, and take up all leadership positions. When a female has reached maturity, she's expected to work. After some time, they go out to find another village to select a mate.

The female stays till she lays the eggs, and then goes back to her village/work. The males raise the young, and they are considered part of his family.

Government: The villages send one of their females to Holw's Coven, to be part of the Panant. The Panant is a collection of a selected member of each village, known as Sena (Holw's Coven and Flimir's Gate get multiple Sena). Sena elect and enact the will of the Mother.

The Mother is the ruler of Rehil, both of the government and of the religion. Her will, however, isn't entirely absolute. Villages enact the Mother's word based on what they feel is ultimately the best for their village, which has resulted in some "creative" interpretations over the years. A single Mother can only serve for five years, so unpopular decisions are normally reversed by the next Mother. The Panant can also take down the Mother from her position if they feel the Mother "has lost the blessing of the swamp", with force if need be.

If the Panant does not choose a new mother within a weeks of the last ones retirement/passing, the entire Panant will lose their positions, and the villages will be asked to send someone else instead.

Economy: A free, but very basic one. Ambyds have only have recently adopted a tax system that uses currency over the Bungos fruit (currently their money is measured in Cils, long strings, with tiny knots indicating the value, made with needles of a very rare plant). Villages tend to be fairly communal and share resources. Most trade within the nation is between villages, trying to sell food and craftswork goods too each other.

Flimir's Gate is the only place that currently allows outside trade (although smuggling goods elsewhere isn't unheard of), and it has sever restrictions on such trade. Yet, it has become the richest place in Rihil.

Religion: When the old gods reigned, they prayed to Flimir, the Goddess of the bog. To them, she was the swamp. In return for their worship, she grew fruit bearing trees and kept outsiders out. After she left, the Ambyds transitioned to just worshiping the land itself, believing the swamp was the Goddess. The head of the state religion is The Mother.

Military: The Ambyds military is based around ambush and defense. They currently only have an infantry force, no calvary or navy to speak of.

Without much metal work to speak of, Ambyds still use mostly wooden weapons with obsidian blades. Spears are the main weapon of the majority of the forces. The basic infantry man will carry five spears, four of which are smaller than the main one. These four are meant for throwing, with leverage provided by a spear thrower. Some carry a small shield on their non throwing arm. There are two kinds of heavy infantry. Cachipra wield heavy wood rods (four feed long, six inches wide) embedded with rounded stones. The Maciahits wield stone swords, with obsidian running along the sides as blades, and a wood, and hide shields. Armor is normally crocodile hides.

The majority of their fighting has taken place within the marshes themselves. Lie in wait under the water, wait till the enemy is in the perfect spot, attack when least expected. Ambyds do not seek honor to fight on the open field, they believe defending their home is the highest honor, and will do anything for that goal.

The rare offensive actions outside of the swamp (mostly against raiding bands who have set up camp too close to the marshes) still have defensive play, ambush, and deception as part of the major tactics. Fake retreats, and drawing the enemy to favorable ground are the Ambyds favored tactics. Siege tactics against fortified cities are alien to the reclusive Ambyds.
Ideology:

Isolationism: For generations, the Flaccid have lived in content in the swamp, paying not attention to what else happened in the world. The Flaccid are of the swamp, and the swamp is their world. Nothing can change that, nothing will change that. Outsiders are not be let in. Merchants

Exploration and integration: Yet, a new generation of thinkers has arrived. Whispers have managed to even reach through the water ways and trees. Gods have returned, the other nations are growing stronger.

Name: Howl's mother, Macihina Qil

Race: Ambyds

Age: 45

Personality: To most, Macihina is a kind individual. She is known for moderation, listening to all sides before making an act. This moderation was got her the position of the Mother, after the Panant got locked in a debate and couldn't decide on the hardline Isolationist Sihn or the vocal Expansionist Gwil.

This is a mask. In reality, Macihina sees were the world is going. Even an Ambyd can't ignore when the water levels fall and words of new gods reaches her ears. At her core, Macihina will lie, will play tricks on all around her She is also greedy, ready to accept promises of wealth from families of Flimir's Gate, if she could only find a way to make Rehil part of the world. If only an opertunity would present itself...

Only her family knows her real face. She does deeply care for her family, her village, and her people. She just is willing to be underhanded to get things done.

Short History: Macihina was born in a village not too far from Flimir's Gate. She was considered a bright girl, she went to Flimir to join the cities defense force. Macihina proved to be an underhanded tactician even by Amybid standards. She also grew a taste for money, trying to get as many Cils as she could get her hands on.

When she came home to recover from a mating, Macihina convinced her family she should be their representative in the Panant, that she could lead them all to a brighter, wealthier future. She served for two years, trying to find oppertunities to become a Mother, if not now, at some time in her life. An opportunity appeared much earlier than she anticipated.

The sea levels fell. This caused mayhem in the Panant. Arguments arose, traditionalists denied this was a sign of change, argued that this could be Flimir's awakening. They got locked in battle with reformist Sena from the East. When the old Mother died, each side was deadlocked for six days. Neither side could budge, neither side had a clear majority, each was pushing for a radical on their side. Macihina just had to step in the podium at the Panant on the seventh day, and show them her moderation, prove she would listen to both sides.
 

IFS

New member
Mar 5, 2012
1,776
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Apologies for keeping everyone waiting but I'm back from my trip now and will have feedback for you all up sometime tonight.
 

IFS

New member
Mar 5, 2012
1,776
0
0
booksv2 said:
Your short history needs work, as is its barely there at all. Other than that your perk and flaw combination is pretty much going to cancel itself out, since not mining will correlate to a wealth income penalty, wheras being better able to gather/use certain materials will likely equate to a wealth income bonus.

Rogue Trooper said:
Looks good, I don't see anything that should be changed.

Drummodino said:
Looks good as well, nothing needs to be changed.

Aaronoftheages said:
Also looks good.

Not G. Ivingname said:
So far it looks good, though obviously I can't accept an unfinished sheet so I'd suggest getting it done.

Alright, looks pretty good for the most part. Recruitment will be closing on the 17th at which point I will post who all is accepted so try to have any changes/additions finished by then.
 

booksv2

New member
Aug 17, 2012
632
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Nation Name:
Grat Shee

Capitol Name:
IronTooth

Territory description:
Heavily forested area with a mountain in or close by or plains up against a forested area. They use them to their best advantages and are more deadly and harder to find in them than elsewhere.

Nation Perks: (Up to 2 perks)
Nature Provides; They use wood, bone, leather and anything else found in nature to great effect. Using each in ways that maximize how effective they are.



Nation Flaws: (Must have the same number of these as perks)
Racism They believe that any other beings are less than they are. Even other races are seen as prey or armored prey till they show they are more than that. This means that in the first, or even many times after the first time they meet someone, they will not show them respect and talk to them and act like they are prey that could be killed and eaten at any time.


Short History:
Born in the deep forest by a god who watched over them for a while before leaving this realm. they started small and some died early before they got together and formed squads to survive easier. When they hunted out an area they would move to the next area and start again, never building permanent structures and using anything they could find. As time went on a clan structure formed, some stopped going out hunting to work on how to make other necessary things better. Soon they started using bows and spears on their hunts, while they grew into a larger and more effective group.

They first started using squads for hunting and fighting then changed that so that they started in squads and lived with and working with the same squad mates over their whole life's. As they roamed the forests and plains they became experts at creating short term hidden shelters and would use them to stay one night in that place while the hunters scouted ahead and made kills that they would either dress and smoke there or send back the most junior member to the camps to tell them how many and where there were before going back out to join their squad again. They would leave the temporary camps behind when they moved and sometimes if they made their way back soon enough they could use it again before moving on or needing to create new ones.

One of their shamans first came up with permanent shelters that could be hidden and used for years and so save the work of either hunters needing to rest or those in the clans who came behind to now have to spend quite a bit of time making new shelters. He and the best bow and spear makers got together and made a way to carve and fit wood together to make a bower that was easily hidden and fairly easily made. Soon the forests had these little shelters dotting all around and the plains had spots all over where little pockets of these easily made shelters were set up and hidden using dirt and brush.

After they perfected creating hidden shelters they started experimenting with the best places and ways to hide them. After many seasons of building on the ground and in some cases under it one of the younger Grat looked up and started climbing up some of the great trees to look out over the forest and places beyond. After he spend quite a few times in the tops of the trees him and his squad got together and went up to dig into the top of the tree with their claws and what cutting ways they had to fit branch's around and weave more supple and thin branches between those. They created a platform with a small opening close to the trunk they could stand and look out, but a quick summer storm made them scramble down and out. So they went up to cut more branch's and sticking them more than twice the height they stand above the platform they bent them down to make a domed shelter high up in the trees that was almost invisible to the eyes if you were not looking for it.

Learning from those youngsters and sending others up to learn how to recreate them they soon had hides in the trees and on the ground, all of which were close to invisible.


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Race Name:
Grat

Race Description:
Grat stand between 3 and 4 feet tall and have a 3 foot long tail behind that. Weighing 45-55 pounds a good portion of that is in their tail and stores food for when they have to go a while without eating. They are scaled from nose to the tips of their tail and the scales range from light yellow on their belly and chest to dapples greens and blacks on their back arms and tail. Their eyes are large and the pupils are vertically slitted. Under their slitted powerful noses they have a mouth full of sharp pointed teeth made for shredding and tearing flesh. The Grat arms are very muscles naturally and have short fins on the elbows for swimming, while they end in 5 fingered hands with pointed claws at the end. Their legs are doubly bent to help them in running and stalking their prey, bending normally at the knee their ankles are pushed back and bent the other way and their toes have slightly curved down claws. The males have a crest that runs from their head down their spine and down their tail also, while the females have none of these. To outsiders this is the only way to tell the females and males apart.

The gestation period is about 5 months and they give birth to 1-4 live young at the end of it. These young stay in the clan until they are old enough to take out and show refine their hunter instincts. They have an average life span of 30 years and it takes 5 or more depending on how rough the years are for the baby's to grow to adult hood.

In forests they build huts and hideaways at the tops of the trees and swing between the branches to get around with a few rope and wood walkways between some of the more used places. Climbing trees easily with their sharp claws and talons to get up and build the huts. In the plains they either dig out burrows into shallow hills or into the ground in the middle of the territory they have taken.


Race perks/flaws:
+Natural Hunters; They are natural hunters, their sense of smell as good as most dogs while they also have natural weapons and camouflage.
+Sub Audible Vocalization; They vocalize below the hearing of most creatures and talk back and forth that way.

-Coldblooded; They are cold blooded and will succumb to hibernation or death if they get cold enough.
-Carnivore; they can only eat meat, meaning that even in the middle of fertile ground if it is barren of animals they will have to raid or find a new place to hunt.

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Social Values: (Social engineering of your kingdom. Go into detail about it.)
Clan comes first, then the squad, then self. This is the thought that every member is taught and that they follow from the day they are born. This means that if they are good at something they do it to make those who can do other things able to do it without having to worry. Those behind the scenes taking care of weapons, armor,buildings,food and anything else are just as important as those out fighting and hunting and patrolling.


Government: (What type of government do you have?)
When they were nomadic they had one chieftain and he was in charge of all the hunters and warriors, while the shaman was in charge of making sure everything else ran smoothly in the tribe and gave advice to the chief. Now each village and city has their own chief and shaman, while the one at IronTooth is the Chief of Chiefs and will stands over judgment of the others of they have broken Grat law. The shamans work to keep those who provide weapons and houses and food and other things to the tribes on task and not fighting with each other, as well as making sure their chief does not do something to hurt the clan.

Economy: (What kind of economy do you have? Free market? Planned? Green?)
Everything is owned by the clan, collectively. The people who make something put them out and that "Pays" for the food they use and places they stay. Those that take something now owns the clan something back.

Everyone knows they own much more than they could ever pay back so they do their best to help others pay back as they can, bow and spear makers working with hunters to pay some dept, while the hunters bring in meat and leathers and other things for everyone to use.

Religion: (What religious beliefs did your nation hold before the old gods vanished, and what do they hold now?)
Before the gods vanished they worshiped a god of nature and hunting, who.s name was never recorded. As well as their ancestors and those who died with honor and well.

When the dogs vanished they slowly stopped worshiping or believing in gods. But kept their worship/honoring of the dead. But it changed to all who have died for the clan.

Military: (What is the predominant method of military thinking of your nation?)
Find the trail. Follow it till you see your prey, follow them some more to make sure its alone or they don't have outliers. Wait till they sleep or are still or you have a perfect shot. Work with your squad and make sure you kill them all. Go in strip them down. Then fade back and away and make sure you tell the chief.
-Told by the hunting teacher to a pack of new borns.

Ideology:
Honor, ability, and skill.
These are what is the center of their mentality and life.
For those who hunt and fight it is more the honor of the kill and their skills at surviving.
For those who work behind it is their ability to further the clan.

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Major Characters:

Name: Chief Sharo

Race: Grat

Personality:
Very serious and determined he takes his position of Chiefs of Chiefs seriously and the safety of his people is one of his top concerns. While he will break down and play with young Grat and can teach them nicely he is always expecting the best out of adults and will hold them to high standards.

Short History:
He was born as the largest new born in his birthing group and quickly grew to becoming a hunter. He had some trouble with the other more carefree young seeing hunting as something very serious and important work to helping the rest of the clan. The old chief when he was the leader of a squad of his own. Joining into the tests to becoming the new chief he soon passed and went threw the ceremony to becoming one. His first decision that they needed to move on into being larger than one clan, moving to a new place and spreading out more to take more territory.



Name: Shaman Kesar

Race: Grat

Personality:
Quiet and soft spoken he is just as important as the chief and knows it. Usually willing to let the chief go as he wants he always steps in and corrects him when he does something that could harm the clan, usually long term rather than short. Always looking forward into the future.

Short History:
He was birthed alone, something that is very rare and when done watched carefully. Growing up and going through craft and job like all other young Grat he was best at nudging others into doing better work faster. Taken as the apprentice of the shaman young and shown how the old shaman worked with the chief to make everything run he took over before the old shaman died.

If that flaw doesn't work i will create another.

Name: Kershon, Deaths keeper

Picture: Click here for picture [http://gde-fon.com/download/soul_skeleton_cloak_warrior_staff/331632/1920x1080]

Bio: He was created from a pile of bones laying together. In the middle of a field of death he slowly created himself a skeleton out of the fallen bones and wrapped himself in power that was laying under the surface of said bones. The wispy darkness around his own bones are created from the souls and spirits of those who died to make him.

Kershon watched other things die and their should stay on this earth, not knowing how to move on. Then he turned his empty eyes to those who brought death to others and found them to be interesting because they filled the world with the souls of those who have been slain.

He took it on himself to show these souls where to go and watch over those who caused them to be created.

Domain: +2 [Death] Those who die, those who create death, and all who pass deaths doors. He can feel and influence and guides those who die to their final resting place. While those who create death are under his domain and he watch's them as they do their business.

Drawback: -2 [Diplomacy] There is no bargaining with death. He does not bargain and any effort to is futile. Trying to bargain to work together, or about something, or anything to make a deal will be foreign and strange to him.

Core Value: Everything dies, eventually. A thought, an idea, everything in this world. He is here to make sure that when somethings time is at an end that it leaves and moves on to their final resting place without trying to fight the natural order.

What you want out of the game: I want a good game, long i hope.

A god sheet in case there is more nations than are needed and not enough gods.