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NDNESVI(Reboot): Myths, Legends, and Gods

Discussion in 'Never Ending Stories' started by Ninja Dude, Jun 1, 2016.

  1. Ninja Dude

    Ninja Dude Sorry, I wasn't listening...

    Joined:
    May 11, 2008
    Messages:
    3,583
    Gender:
    Male
    Location:
    Wisconsin

    Greetings! Welcome to NDNESVI, an NES that aims to put players into a fantasy setting of their own design. Players will take up the mantles of gods, goddesses, horrors, heroes, rulers, monsters, and perhaps more. This NES will progress in distinct stages:

    Stage 1: Players in this stage are required to assume the title of God (or the equivalent of such). The world is fresh; a sea of nothingness easy to bend to your will. Both the terrain of the world, as well as a massive chunk of its lore will be determined during this portion of the NES. Think of it as creating the background for the more "detailed" stages of the NES. It is also important to note that updates in this portion will cover large periods of time, so extremely complex schemes and time-sensitive plots are probably best left for later. Approximate length of this stage is 5 updates. After that will we transition to...

    Stage 2: People may play as Gods, legendary heroes, creatures, adventurers, or rulers. Lots of scheming, epic battles, and probably anything else you'd want. Story telling will be a huge factor in this. Updates will cover one year. While there is no set amount of updates we'll be shooting for, there will be times where I'll ask the players if they'd like to do a a more general. sweeping update in order to advance time faster, or to bring us into the third and final stage.

    Stage 3: Players can no longer play as Gods, although almost everything else is still on the table that was available in Stage 2. While conceptualized as the stage that focuses more on the actions of rulers and individuals, we will just have to see how the previous stages shake out before planning this stage out completely. Don't want to get ahead of ourselves!

    Rules


    Different stages and player-types necessitate different rules depending on the player.
    Spoiler Stage I is Complete :

    Stage I Rules

    Spoiler :
    God Name/Player Name
    Efforts Points: Major/Minor
    Description:

    Names - Self explanatory.

    Effort Points
    - A God has two different points to spend, Major and Minor. Major points can be spent on massive alterations in the landscape, the creation of some impressive creature/race/construct, or some other act that has a significant "Wow" factor to it. Minor points are spent on things like miracles (extremely unusual weather, transmutation, the animation of something previously nonliving), the altering of a race (taking humans, making some into Dwarves), or bestowing magical powers on someone or something.

    Points can be obtained by extending your influence, earning large numbers of followers, being interesting :)p), and writing good stories. Stories also give me a better idea of what exactly you are doing with your points. With many abstract and fantastical concepts being thrown about, you will most likely get more mileage out of your points if you describe or show in great detail what you plan on doing with them.

    Description - I will describe your God, and perhaps update the description with recent events and interactions if I deem it necessary.

    At this point, ours is a world rich with backstory, rivalries, legends, and war. I encourage newcomers to read some stories, or at least check out the updates and some of the information on this front page about the various races and types of magic that exist in this world. As this is a NES, there is an emphasis on world-building and collaborative storytelling, and so I think it's only fair to showcase stories written by players on the front page.


    Stage II Rules
    Keep in mind that players in Stage II can occupy two roles at once, but never on the same same "tier". For instance, I could play as a god and as a state somewhere on the opposite side of the world. I could play as a group of bankers, as well as an individual adventurer, and so on and so forth.

    God
    Rules and Stats

    Name/Player Name
    Annual Actions:
    Description:

    Given that we are slowing down the pace of the NES considerably and moving towards yearly updates, we cannot have Gods using the traditional system any more (Or else we would run into people raising up continents even other year). Instead, a new point system will be introduced to allow much more subtle but consistent action on the part of the Gods, while still enjoying the wow-factor of being an all-powerful deity at times :p

    Points are divided into Weak/Medium/Strong. A weak point is on par with producing a decently talented mage, blessing a mortal with unusual strength, or increasing fertility in a small area. Weak points are basically minor miracles or events that could potentially be attributed to dumb luck or mistaken for the works of a different deity. Medium points will be undeniable proof of divine intervention. Examples would be smiting a particular mortal with a bolt of lightning, creating a magical item, or appearing as a vision to a holy man. Medium points will be what drives forward many plans and plots, although they still pale in comparison to old Minor Actions. Strong points are almost equivalent to the Minor Actions of Stage I, allowing Gods to birth new races, vastly change the climate of a limited area, or created a massively powerful magic item.

    In a given year, the average God can expect about 3 Weak Points, 1 Medium Point, and 0 Strong Points. Accomplishing extraordinary goals, suddenly amassing tons of followers, or otherwise gaining power from elsewhere could potentially result in gaining a Strong Point.

    Spoiler God Example :

    Borgek/Ninja Dude
    Annual Actions: 3/1/0
    Description: Wikia Link


    Country Rules and Stats

    Name/Player Name:
    Government:
    Leader/Governing Body:
    Factions:
    -Faction Descriptions
    Annual Income:
    Annual Expenses:
    Military:
    Military Description:
    Cultural Description:
    Description

    Name: Self explanatory. This will be the name of a given country, accompanied by the player in control of it.

    Government: What type of government controls this government. Given the wide variety of races, the prevalence of magic, and the utter chaos in this world, types of government can vary quite a bit.

    Leader/Governing Body: Who is in charge of this country?

    Factions: Rarely will everyone in a country be on the same page. Factions represent large and/or influential groups within a country who may or may not be happy with the direction things are going. Factions can lend their support and offer to fund a war they deem as just, or actively conspire to bring destruction to a decaying empire. Each faction will be given a short description to give you insight into their power, level of cooperation, and values.

    Annual Income: Another rather self explanatory stat. As of right now, there aren't many commonly used currencies, so we're just going to go with an arbitrary number to represent wealth. This income is how much money the government or administration of a country bring in; a relatively prosperous country with low taxes might be considered rich, but its income will reflect the fact that it has not really tapped into that wealth for spending purposes. Income can be banked, although vast stores of wealth lend themselves to being the target of adventurers, beasts, and corrupt government officials alike.

    Annual Expenses:This is a total count of expenses that must be paid every year to ensure things run smoothly. This includes troop maintenance, "other military costs," and domestic spending.

    Troop Costs
    are as follows:
    Costs or troops unique to a nation will have the costs listed in their military stats. For instance, most Va****e countries receive a discount on their mages, due to relatively high number of mages they possess. Likewise, nations with giants can recruit them for higher prices.

    Other military costs
    include things like fort maintenance, supplying troops on campaign, and producing arms and armor if your nation utilizes non-standard weaponry.

    Domestic Spending is a little bit more flexible, but in general you can expect to pay around 500 per city to ensure it functions smoothly, although giving certain cities or regions autonomy may mean decreases in cost. Infrastructure varies in price depending on terrain, population, and the size of a country. Supporting massive constructions, public works, and other such projects are included in domestic spending.

    Military: The military in this stage will be based off of End of Empires, with the bulk of many armies consisting of Infantry, Cavalry, Levies, and the occasional Siege Train. However, given the fantastical nature of this NES, there will also be units like dragons, magi, and other such forces on the battlefield that warrant separate stats. These troops will have their upkeep listed separate from other troop types. In order to hire new troops, simply say so in orders and pay their upkeep for that year. However, the quality and makeup of certain troop types isn't uniform across all nations. States ruled by giants may have infantry that is mostly made up of giants, while levies and cavalry comprise of humans and half giants. For fine details like this we move onto...

    Military Description: This is a more qualitative stat than the hard numbers of the Military stat. Situations like the one mentioned above would be mentioned here. What type of magi are popular in this state? How skilled are the infantry in this country? Are the levies comprised entirely on the undead?

    Cultural Description: This will be a mishmash of the cultures, religions, and races found in this country. It is likely that not all of the mortals in a country have the same religion, or that they are even of the same race. This helps give a quick snapshot of the demographics of a country.

    Description: Link to appropriate wiki page.

    Figured I'd use Vasheroth as an example, although some numbers and costs might not be finalized. I took some liberties with numbers here; this isn't necessarily canon and Jeho can point out any mistake I made if he wants to :p

    Spoiler Country Example :
    Vasheroth/NPC
    Government: Draconic Theocracy
    Dagoth'ahn, High Priest of Vash
    -Court of Dragons: Fanatically devoted to Vasheroth, interested in constantly developing the splendor of Vash'eth. Concerned with outside influences and growing prevalence of blood magic. Comprises of all "official" dragons in Vasheroth.
    -College of Magi: Human magi expected to maintain to academic and bureaucratic institutions in Vasheroth. Terrified of their superiors, but growing larger and larger with each new department.
    -Slave Owners: Magi that own considerable numbers of slaves. Responsible for the bulk of manual labor in Vasheroth and for executing orders from the College. In favor of expanding borders aggressively. Seeks additional freedom from oversight.
    Annual Income: 450,000
    Annual Expenses: 385,000
    Military: 6,000 Infantry, 45 Dragonlords, 400 Magi (Upkeep 1,200 + 135,000 + 200,000 = 335,000)
    Military Description: Extremely large force of magi supported by the largest force of dragons in Creation. Devastating use of magic on the battlefield. Usually unchallenged air superiority. Infantry and levies tend to be of poor quality, while cavalry is almost non existent.
    Cultural Breakdown: Society dominated by Vash-worshiping dragonlords and human magi. Worship of Vash verges on Monotheism in higher echelons of society, although Achandasha is occasionally revered for her wisdom. Large underclass of human slaves worship a myriad of gods and spirits in secret, with certain deities banned by the authorities.
    Description: Imagine there is a wikia link here.


    Group Rules and Stats:

    Stage II will allow players to assume control of a group smaller than a country, should they so choose. This could be a guild, a cult, or a band of mercenaries! Players are welcome to be creative with this and to discuss with me any questions they might have about a potential Group they wish to play as. A solid rule of thumb: if it doesn't control enough land to be visible on the map but has more influence than a party of adventurers, then it probably qualifies as a Group. For individual characters and parties of adventurers, see rules for Individuals.

    Name/Player Name
    Leader or Governing Body
    Holdings
    Membership
    Annual Income
    Annual Expenses
    Military (if applicable)
    Military Description (if applicable)
    Group Description

    These stats are largely identical to those of a country, with the exception of Holdings and Membership. Other than these two different stats, read everything like it would apply to a country.

    Holdings: Lands, buildings, and estates under the control of this group. A guild may have facilities in several cities, while a group of mercenaries might control a single fort on the frontier. Some groups might not even have holdings!

    Membership: Describes what kind and how many people are within the group at the moment. Keep in mind that this is all relative; a group of cultists might consider dozens of members to be an all-time high, while a prestigious mercenary company might need several thousand troops and camp followers to consider themselves up to snuff.

    For this example, I will take the Order of the Adamant, since they are a decently well known group:

    Spoiler Group Example :
    Order of the Adamant/NPC
    Leader: General Shine McSparklesword
    Holdings: Several forts and temples spread throughout the Adamantine Empire, which also serve as popular recruiting centers. Smaller outposts and contacts spread throughout Creation, growing more frequent again near the Celestial Citadel.
    Membership: A hardened core group of paladins blessed by Nyubar and Statute, followed by swelling ranks of would-be warriors and eager recruits. Morale is at an all time high.
    Annual Income: 15,000
    Annual Expenses: 6,000
    Military: 2,000 Infantry, 300 Paladins (Upkeep 400 + 3,000 = 3,400)
    Military Description: Paladins are exceptionally powerful, but are spread thin throughout the Creation. Small forces of infantry lead by a handful of paladins are used for larger operations.
    Group Description: Imagine there is another wikia link here


    Individual Rules and Stats

    Name/Player Name
    Age
    Possessions
    Followers
    Description

    Name: The name of a character

    Age: The age of your character. Certain beings might find this stat rather inconsequential if they are immortal or very long lived.

    Possessions: A character's possessions will be listed here, obviously. This include their wealth, any land or holdings they possess, horses, exotic pets, ect. It must be of significance though to be listed here. A character's wealth will also be included in this stat.

    Followers: If a character is a member of a small party, has a family, or even just a dedicated partner, they will most likely be indicated under this stat.

    Spoiler Individual Example :
    Adventurer McDude/NPC
    Age: 27
    Possessions: Kneebiter (enchanted dagger), pony, leather armor, Chromarch-in-a-jar, 5 gold
    Followers: 2 Giants hired as dumb muscle
    Description: McDude was a lowly peasant until he happened upon a drunken giant picking his teeth with an enchanted dagger. McDude stole the dagger and discovered its unusual qualities, allowing McDude to find work as a professional thief and enforcer for various underground groups. Now McDude is trying to go legit as an adventurer.


    It should be noted at you can be almost anything as an Individual; I will permit beings of any race or social status, so long as you show a genuine interest in staying in character. Yes, this includes playing as magical beasts, mundane peasants, and traveling magi. If playing as a non-sentient being, don't expect to have many possessions or followers. However, you will still be updated on...whatever you're doing.
     
    Last edited: Jun 21, 2017
  2. Ninja Dude

    Ninja Dude Sorry, I wasn't listening...

    Joined:
    May 11, 2008
    Messages:
    3,583
    Gender:
    Male
    Location:
    Wisconsin
    Statistics
    Spoiler God Stats :
    Nyubar, God of Life and Death/thomas.berubeg
    2/1/0
    Description

    Rüla-Sorna, God of Fear and Madness/inthesomeday
    2/1/0
    Description

    Kross, God of Cold/erez87
    2/1/0
    Description

    Achandasha, Goddess of Night and Heavenly Knowledge/NPC
    2/1/0
    Description

    Tai, The First Sun/Terrance888
    2/1/0
    Description

    Rios, God of Random Chance/Double A
    2/1/0
    Description

    Vash, God of Fate/Jehoshua
    2/1/0
    Description

    Nitäl, the Blood God/Dreadnaught
    2/1/0
    Description

    Harika, the Goddess of Sea and Storms/KaiserElectric
    2/1/0
    Description

    Fuku, God of Curses
    /jackelgull
    2/1/0
    Description

    Yagna, Goddess of Nature and Fertility
    /Oruc
    2/1/0
    Description

    Statute, God of Balance/Thlayli
    2/1/0
    Description

    ____/Iggy
    2/1/0
    Description

    Dancer/Decamper
    2/1/0
    Description

    Xanthar the Mender/Amesjay
    2/1/0
    Description


    Spoiler Country Stats :

    Amaranthine Republic/NPC
    Government: Republic
    Leader/Governing Body: Amaranthine Senate
    Spoiler Amaranthine Factions :

    • Zadrites - Senate members rallied around the Demigoddess of War Zadre. Currently pushing for more military spending and campaigning on the mainland.
    • Litites - Senate members rallied around the Demigoddess of Trade and Commerce, Lit. Rivaled in influence only by Zadre's faction. Currently pushing for development of the Republic's core roads and cities before turning towards ambitions on the mainland.
    • Yptychites - Extremely difficult to pronounce group of senators that have shown support for the Demigod of Technology, Yptych. Oftentimes it plays the role of tie-breaker in the senate, gaining favors and funding for institutions of learning by negotiating with more powerful factions.

    Annual Income: 70,000
    Annual Expenses: 57,500 (27,500 troop maintenance + 10,000 other military costs + 20,000 Domestic spending)
    Military: 75,000 Infantry, 5000 Cavalry, 150 Ships
    Military Description: Excellent infantry equipped with crystalline arms and armor. Adequate cavalry mostly recruited from the colonies. Navy is above average, using sheer numbers to secure the Bay of Lapis.
    Cultural Description: Amaranthine culture dominates the region and radiates from the Republic's colonies. Statute is the most commonly worshiped god, followed by Tai, Nyubar, and to a lesser extent Fuku.
    Description

    Artaraka/NPC
    Government: Magocracy
    Leader/Governing Body: Local leaders largely left to their own devices
    Spoiler Artarakan Factions :

    • Kiarous magi - Mages and researchers that have outposts and ongoing experiments on the continent of Kiarous. They are increasingly involved in the governance of actual cities as well, giving them significantly more responsibilities and resources than the other groups.
    • Scattered outposts - Outposts and mages not located in Kiarous. Want to be left to their own devices and will bitterly resist attempts at centralization of Artaraka.
    • Kiarous cities - The cities of Tzovash, Surag'eth, and Ho'el and the lands around them are mostly inhabited by laypersons uninterested with the fantastical exploits of the ruling mages. Currently complacent and mostly concerned with rumblings to the east.

    Annual Income: 16,000
    Annual Expenses: 14,000 (10,000 troop maintenance + 4,000 Domestic spending)
    Military: 200 Magi (40 upkeep for each), 5,000 Infantry, 20 Ships
    Military Description: Volunteer force of magi adept at using portals to travel from place to place. Poor quality infantry that mostly serve to defend the territories in Kiarous. Above average navy.
    Cultural Description: Artaraka culture has diverged slightly from mainstream Va****e culture, viewing themselves as the chosen people of Vash. Some influences from the Choral Quorum can be seen in the Kiarous cities.
    Description

    Choral Quorum/NPC
    Government: Chromarch-driven Democracy
    Leader/Governing Body: The Choral Quorum
    Spoiler Quorum Factions :

    • Defensive hardliners - Loud voices in the Quorum that believe that their country can only remain if they remain vigilant and reinforce border fortifications with Onoqu and the northern steppes. Supported in the northern and eastern portions of the country.
    • Celestial Citadel - The Celestial Citadel holds considerable sway in the Quorum, housing the Dream Star and the local chapter of the Order of the Adamant. The Order is calling for war with Onoqu or Araidawen so that the Quorum isn't overwhelmed when the two nefarious powers undoubtedly begin working together.
    • Diplomats/Pacifists - Some within the Choral Quorum believe that the Quorum's future lies in dialogue with Onoqu to secure a lasting peace. They also favor reaching out to Artaraka to discern their plans for the region.

    Annual Income: 21,000
    Annual Expenses: 15,600 (10,600 troop maintenance + 1,500 other military costs + 3,500 domestic spending)
    Military: 15,000 Infantry, 5,000 Cavalry, 50 magi (50 upkeep each), 5 ships
    Military Description: Above average infantry that comprise mostly of peasant levies, with some chromakin and chromatai elite fighters. Adequate cavalry equipped with weaponry from the Celestial Citadel. Poor naval tradition, just like its neighbors.
    Cultural Description: Quorum practices and culture emphasize celestial rituals large and small, and these practices have spread far beyond the Quorum's borders. Slight Amaranthine influences present due to the Order of the Adamant's presence.
    Description

    Confederacy of Aravae/NPC
    Government: Tribal Confederacy
    Leader/Governing Body:
    Spoiler Aravae Factions :

    • Southern tribes - Favor continued interaction with the Alari and expansion at the expense of neighboring Slaagi tribes who have failed to adapt to the changing times.
    • Northern tribes - Recently brought into the confederacy through conquest by the southern tribes. Their strength has been sapped by these defeats, but a few members of these tribes are still vocal about the "heresy" being committed by the southern tribes.
    • Alari Contacts - Eeking out a living as middle-men and interpreters, they favor continued trade with the outside world, and are fearful that the southern tribes will jeopardize their lucrative position.

    Annual Income: 8,000
    Annual Expenses: 3,500 (3,000 troop maintenance + 500 domestic costs)
    Military: 15,000 Infantry
    Military Description: Excellent light infantry that fight well in the jungles and savannas. Perform significantly worse in other settings, and struggle against ranged enemies.
    Cultural Description: Aravae Slaagi are considerably more tolerant of the Alari than other groups. Slight Alari influences, although Aravae superstitions and practices have likewise spread to some Alari traders.
    Description

    Devouring Mists/NPC
    Government: Despotic Monarchy
    Leader/Governing Body: Prince Ydrin
    Spoiler Devouring Mist Factions :

    • Mo'reth - Yrdin's capital constantly hungers for more slaves, and believes their dark realm's survival relies on the subservience of lesser races.
    • Light Avashai - Avashai from Arthendal that believe Prince Yrdin should reign in his raiders and attempt to make some sort of lasting peace with those around them. Woefully in the minority.

    Annual Income: 8,000
    Annual Expenses: 7,000 (6,500 troop maintenance + 500 domestic spending)
    Military: 5,000 Cavalry, 60 magi (25 upkeep for each)
    Military Description: Exceptional cavalry forces that can navigate the Devouring Mists with relative ease. Magi are of excellent quality, focusing their talents on causing just as much terror as actual damage.
    Cultural Description: Ruling class is entirely Dark Avashai, while humans and Alari make up the enslaved population.
    Description

    Empire of Arakis/NPC
    Government: Draconic Monarchy
    Leader/Governing Body: Venathar al’vash en Arakis
    Spoiler Araki Factions :

    • Arakis Dragonlords - Focused on the steady expansion of the empire, but do not wish to be brought onto the frontlines unless absolutely necessary.
    • Araki merchants - Mostly focused in the cities of Arakis, Eidolon, and Van Hasharoth. Favor minimal disruptions of commerce, although they do desire clear paths to northern markets.

    Annual Income: 35,000
    Annual Expenses: 22,500 (13,000 troop maintenance + 3,000 other military costs + 6,500 domestic spending
    Military: 25,000 Infantry, 3,000 Cavalry, 20 Ships, 100 magi (40 upkeep each) 10 dragons (nonrecruitable)
    Military Description: Above average infantry equipped with bronze and iron weaponry. Mages are also above average, demonstrating an aptitude for fire magic. Dragons rain hellish fire from above and possess considerable magical skills. However, they expect considerable compensation for their time and will demand more if their lives were truly jeopardized.
    Cultural Description: Araki culture is similar to that of other Va****e realms, although there is perhaps more emphasis placed on material wealth and success. This culture spreads with Araki caravans, although the veneration of Vash will always rub some communities the wrong way.
    Description

    Holoptic Didarium/Lord_Iggy
    Government: Institution of Higher Learning!
    Leader/Governing Body: The Overseer
    Spoiler Didarium Factions :

    • Anti-Amaranthine Faction - Currently the only divisive issue affecting the Didarium's campus is the issue of whether to align itself with the Amaranthine Republic, which has reached out to the Didarium and offered to fund its relocation. Opponents of this move cite the Didarium's unique location and a history of being supported by local powers.
    • Pro-Amaranthine Faction - On the opposite end is a small minority of educators and people from surrounding communities that believe relocating to the Amaranthine Republic or even simply becoming a client-state would offer untold resources and protection for the Didarium.

    Annual Income: 10,000
    Annual Expenses: (4,000 troop maintenance + 5,000 domestic spending)
    Military: 100 magi (40 upkeep each)
    Military Description: Extremely talented mages accompanied by their finest students (or unlucky apprentices). More adept at repelling invaders and discouraging violence than open warfare, although the might of the Didarium has never truly been tested in this way
    Cultural Description: Humans from neighboring kingdoms and city-states have traveled to the Holoptic Didarium and made it their home. Students and faculty come from all different creeds, while the local rural populations tend to favor Kross and Nyubar.
    Description

    Kingdom of Arthendal/NPC
    Government: Despotic Monarchy
    Leader/Governing Body: Prince Elduan Arathendalon
    Spoiler Arthendal Factions :

    • Court of Faelin Daraeth - Wishes to increase Arthendal's prestige and gain recognition from the "wayward races."

    Annual Income: 5,000
    Annual Expenses: 3,250 (1,750 troop maintenance + 500 other military costs + 1,000 domestic spending)
    Military: 5,000 Infantry, 30 magi (25 upkeep each)
    Military Description: Excellent Light Avashai troops from Tar Vash'eth focused on the defense of the realm. Magi similarly have a defensive flavor to their spells.
    Cultural Description: Light Avashai culture is dominant, focusing on enlightenment, beauty, and the wonders of magic. This has attracted some human followers to the strange land, although most are wary of getting too close to the Devouring Mists.
    Description

    Kingdom of Giantfell/NPC
    Government: Feudal Monarchy
    Leader/Governing Body: House Giantsbane (gimme a monarch name pls)
    Spoiler Giantfell Factions :

    • House Giantsbane - Wish to maintain the status quo of incremental expansion at the expense of neighboring giant chiefdoms. Includes most of the nobility
    • House Throneknelt - Supports peace and would rather have the kingdom focus on protecting its giant subjects from vigilantes and crazed mobs.
    • Anti-giant mobs - Giants have been a traditional enemy of Giantfell, and the peasantry take out their frustrations on giants during hard times. Has almost no support among the nobility, but also cannot be ignored.

    Annual Income: 8,000
    Annual Expenses: 4,750 ( 2250 Troop maintenance + 2,000 other military costs + 500 domestic costs)
    Military: 5,000 Infantry, 250 Giant Infantry (5 upkeep each)
    Military Description: Adequate peasant levies supported by above average nobility sporting heavier armor. Excellent giant infantry wield clubs and massive spears.
    Cultural Description: Ruling class worships a variety of deities, of which Kross is the chief among them. Lower classes and the giants worship Kross almost exclusively. Lower classes rabidly anti-giant.
    Description

    Kingdom of Onoqu/Dreadnought

    Government: Feudal Monarchy
    Leader/Governing Body: King Sier
    Spoiler Onoqu Factions :

    • Onoqu nobility - Includes not only nobility, but higher ranking religious authorities, as they tend to be one in the same. Favor retaliatory action against Lady Araidawen for her raids. Also interested in showing off their power alongside King Sier, who remains secretive.
    • Cultists - Lower ranking religious authorities or even self-taught blood mages. Extremely popular among the superstitious peasantry, but viewed as rabble-rousers by the upper class. They delight in anything that might please Nital.

    Annual Income: 23,000
    Annual Expenses: 16,750 (7,750 Troop maintenance + 6,000 other military costs + 3,000 domestic spending)
    Military: 10,000 Infantry, 15 Ships, 100 magi (50 upkeep each), 88 Nital Demons (nonrecruitable)
    Military Description: Abysmal peasant levies supported by exceptional noble troops and their magi counterparts. World-renowned demon troops cause all but the most hardened opponents to route in mere moments.
    Cultural Description: Onoqu has largely insulated itself from the outside world, and its own culture is seen abhorrent outside of its borders. Blood magic and the boons associated with it are considered a part of everyday life.
    Description

    Kingdom of Veloth'an/NPC
    Government: Draconic Monarchy
    Leader/Governing Body:
    Spoiler Veloth'an Factions :

    • Silent Spire Dragonlords - Dragonlords that reside in the Silent Spires. Responsible for all manner of sabre rattling against Vasharam and call for war at the drop of a hat.
    • Northern reclaimers - Small number of dragonlords and many human mages that believe more riches could be found in former Morovash territory if it were properly reclaimed. Also supports expeditions to find artifacts long lost in the dense jungles and mountain fortresses of bygone days.
    • Tar Vash'eth Avashai - Avashai have begun to arrive in Veloth'an from the otherworldly city of Tar Vash'eth. They are dismissive of the rivalry with Vasharam and believe the two competitors should find a swift resolution to their conflicts and unite. Aside from supporting unification they want to further Tar Vash'eth's influence over Veloth'an and have established schools of magic in the kingdom.

    Annual Income: 27,000
    Annual Expenses: 25,000 (12,500 troop maintenance + 3,000 other military costs + 5,000 domestic spending)
    Military: 20,000 Infantry, 10 Ships, 200 magi (40 upkeep each), and 20 dragons (nonrecruitable)
    Military Description: Poor quality peasant levies that mostly serve as meat shields for the excellent Veloth'an magi. Dragons rain hellish fire from above and possess considerable magical skills. However, they expect considerable compensation for their time and will demand more if their lives were truly jeopardized.
    Cultural Description: A typical Va****e realm with dragons and Avashai at the top, human mages around the upper-middle, and mundane humans at the bottom. Small Araki influences in the eastern parts of the country.
    Description

    Luavris/NPC
    Government: Despotic Monarchy
    Leader/Governing Body:
    Spoiler Luavris Factions :

    • City of Luavris - The local rulers in Luavris support more and more human and Alari lands coming under the control of the city.
    • Alari Traditionalists - Alari from northern territories that believe the co-mingling of mankind and Alari have severed the Alari's connection with nature. Bitterly resist attempts at centralization, but will assist to defend against common threats.
    • Mages of Luavris - Tiny number of Va****e mages that whose services have come in high demand in recent years. Favor establishment of shrines for Vash and a proper building for mages to study in.

    Annual Income: 10,000
    Annual Expenses: 3,000 (2,000 troop maintenance + 500 other military expenses + 500 domestic spending)
    Military: 10,000 Infantry
    Military Description: Adequate peasant levies, with a few above average light infantry coming from northern jungles if they can be persuaded to join the fight.
    Cultural Description: Equally dominant Alari and Human cultures that embrace aspects of Yagna, Fuku, and Dancer to create a culture that embraces both the order of civilization, and the freedom of nature. Tiny minority of Va****e mages reside in the city.
    Description

    Magocracy of Vasharam/NPC
    Government: Draconic Magocracy
    Leader/Governing Body: Court of Dragons
    Spoiler Vasharam Factions :

    • Silent Spire Dragonlords- Much like their counterparts in Veloth'an, there are dragonlords in Vasharam that want nothing more than to launch into a war to see who will truly inherit Vash'eth's legacy.
    • Vel - The city of Vel houses many descendants from the old kingdom of Dagoth'eth, and as such retains a certain distinct character. Wants more autonomy and greater resources dedicated to northward expansion.
    • Tar Vash'eth Avashai - Avashai have begun to arrive in Vasharam from the otherworldly city of Tar Vash'eth. They are dismissive of the rivalry with Veloth'an and believe the two competitors should find a swift resolution to their conflicts and unite. Aside from supporting unification they want to further Tar Vash'eth's influence over Vasharam and have established schools of magic in the kingdom.

    Annual Income: 25,000
    Annual Expenses: 20,000 (12,500 troop maintenance + 2,000 other military costs + 5,500 domestic costs)
    Military: 20,000 Infantry, 10 Ships, 200 magi (40 upkeep each), 30 dragons (nonrecruitable)
    Military Description: Subpar peasant levies that mostly serve as meat shields for Vasharam's large mage corps. Dragons rain hellish fire from above and possess considerable magical skills. However, they expect considerable compensation for their time and will demand more if their lives were truly jeopardized.
    Cultural Description: Overwhelmingly Va****e, with some veneration of dragonlords and elder dragons as lesser deities and messengers of Vash. Vel retains some old Dagoth'eth traditions. Humans are easily the most common race, with Avashai appearing in larger cities.
    Description

    Munodaimo/NPC
    Government: Tribal Confederacy
    Leader/Governing Body:
    Spoiler Munodaimo Factions :

    • Common Cause - Most of the tribe supports the notion that Arakis threatens all of the Hogwash tribes, and that it is their common cause to push the invaders out.
    • Opportunists - Munodaimo initially attacked Takanara while its back was turned fighting against Arakis.These leaders say, why not just finished the job? While generally seen as dishonorable, there are those who consider the rivalry with Takanara more important than the struggle with Arakis.

    Annual Income: 5,000
    Annual Expenses: 3750 (3,500 troop maintenance + 250 domestic spending)
    Military: 5,000 Infantry, 25 War Boars (100 upkeep each)
    Military Description: Above average light infantry well suited to fighting on the savannas and jungles of the south. World-renowned War Boars fight alongside the Hogwash tribes and inflict horrific losses on unprepared enemies.
    Cultural Description: Hogwash culture is dominant, and almost all of the population is human. Small groups of Alari and Slaagi pass through Munodaimo lands.
    Description

    Plains of Araidawen/NPC
    Government: Despotic Monarchy
    Leader/Governing Body: Lady Daegwin Araidawen
    Spoiler Araidawen Factions :

    • The Black Spire/Tor Moraith - Araidawen's court believes that the only way to buoy the realm's finances is to strike out against the lesser races in earnest and deliver them to Tar Vash'eth.

    Annual Income: 7,000
    Annual Expenses: 6,250 (5,250 troop maintenance + 500 other military costs +500 domestic cost)
    Military: 4,000 Cavalry, 50 magi (25 each)
    Military Description: Dark Avashai cavalry that display extraordinary discipline and skill. Magi are adept at inspiring dread into the hearts of their opponents.
    Cultural Description: Dark Avahsai culture is dominant, with more moderate Avashai occasionally visiting from Tar Vash'eth.
    Description

    Priesthood of Harika/NPC
    Government: Theocracy
    Leader/Governing Body: Priesthood of Harika
    Spoiler Harika's Priesthood Factions :

    • Palace Priests - Lower ranking clergy that serve as "foot soldiers" of the Priesthood and serve it fanatically. However, they always expect favors to be returned and their devotion rewarded.
    • Palace Guards - The Palace Guards are a hold-over from Arash's short tenure as Harika's voice in Creation. The guards have not submitted entirely to the authority of the Priesthood, but they have not contested in either. The Palace Guards simply want a swift return to normalcy.

    Annual Income: 10,000
    Annual Expenses: 4,500 (1,000 troop maintenance + 500 other military costs + 3,000 domestic spending)
    Military: 5,000 Infantry
    Military Description: Highly trained palace guards make up the bulk of the Priesthood's forces. Troops are purely defensive and are sworn their lives to the protection of Harika and her palace.
    Cultural Description: Extremely devout population of Typhans that worship Harika alone. Typhans rarely receive outside influences, and so other religions are hardly recognized or tolerated.
    Description

    Republic of Exiles/jackelgull

    Government: Republic
    Leader/Governing Body:
    Spoiler Republic of Exiles Factions :

    • Mercantile Faction - Wish to continue the lucrative outside trade with Creation, arguing that the Republic can always export extra food and then focus on governing themselves.
    • Self Sufficiency Supporters - Exiles that believe the Republic should establish small colonies in Creation so that it is not subject to the whims of outside merchants. Currently a vocal minority.

    Annual Income: 6,000
    Annual Expenses: 2,000 (1,000 troop maintenance + 1,000 domestic spending)
    Military: 5,000 Infantry, 1 Tower Guardian (nonrecruitable)
    Military Description: Peasant levies that are utterly untested and only have access to weaponry brought into the Republic by newcomers. Exiled forces largely rely on the Tower Guardian to deter invaders
    Cultural Description: Significant Amaranthine influences, as that's where most of the Exiles have come from.
    Description

    Republic of Hell/Seon
    Government: Parliamentary Republic
    Leader/Governing Body: Impostor Parliamentarian
    Spoiler Hellion Factions :

    • Impostor Church - The Impostor Church helps serve as both the governing body of the Republic of Hell, and as its primary connection to the outside world. As such it commands significant respect within Hell, although ultimately its focus is on evangelizing in Creation.

    Annual Income: 500
    Annual Expenses: 500 (500 Domestic spending)
    Military: None
    Military Description: In the event of hostile encounters, the citizenry of Hell will be called forward to nobly defend their paradise. The Impostor Church will also provide defense for Hell.
    Cultural Description: Hell is dominated by the Impostor Church and is almost completely insulated from Creation, allowing its culture to develop down a strange path divergent from everything else in Creation.
    Description

     
    Last edited: Jun 25, 2017
  3. Ninja Dude

    Ninja Dude Sorry, I wasn't listening...

    Joined:
    May 11, 2008
    Messages:
    3,583
    Gender:
    Male
    Location:
    Wisconsin
    Spoiler Country Stats Continued :

    Takanara/NPC
    Government: Tribal Confederacy
    Leader/Governing Body: Takanara Clan
    Spoiler Takamara Factions :
    Common Cause - Yologanda and Munodaimo have sent their warriors to assist Takanara in a moment of solidarity among the Hogwash tribes. This has encouraged (or shamed) most Takanara members into vocally supporting the war.

    Annual Income: 3,000
    Annual Expenses: 3,000 (3,000 troop maintenance)
    Military: 15,000 Infantry
    Military Description: Troops are warriors and hunters well-suited to skirmishing in savannas and fighting in jungles. Traditional cavalry is nonexistent, but massive war boars fight alongside Hogwash fighters as well as any other beast of war.
    Cultural Description: Hogwash culture is dominant, and almost all of the population is human. Small groups of Alari and Slaagi pass through Munodaimo lands. Depending on their purpose they are either forced to pay for passage, or they are attacked. Dancer is the chief deity among the Hogwash people, and it is Dancer that they honor on the Night of the Hunt.
    Description

    Tar Vash'eth/Jehoshua
    Government: Draconic Magocracy
    Leader/Governing Body: Vash/Elder Dragons
    Spoiler Tar Vash'eth Factions :

    • Dark Avashai - Avashai within the city of Tar Vash'eth that push for further support of Prince Ydrin and Lady Araidawen. They want to establish greater connections with Creation for various reasons, but especially for the slave trade. They enjoy some support but find the general populace of Tar Vash'eth apathetic.
    • Light Avashai - Avashai that believe Tar Vash'eth should open up to Creation and take a more active role in enlightening and "elevating" other mortals. These Avashai wish to establish more realms similar to the Kingdom of Arthendal. They also decry the cruel methods of Prince Ydrin and Lady Araidawen.

    Annual Income: 34,000
    Annual Expenses: 28,500 (16,500 troop maintenance + 5,000 other military costs + 8,000 domestic costs)
    Military: 20,000 Infantry, 500 magi (25 upkeep each), 20 dragons (nonrecruitable), 8 elder dragons (nonrecruitable)
    Military Description: Avashai infantry are extremely well disciplined, but have more experience fighting against the horrors of Multor more than mundane enemies. Tar Vash'eth boasts an incredibly large corps of mages, whose skills are second to none. Dragons are fanatically devoted to Vash and will obey without question, but a portion of them are almost always busy repelling the horrors that ceaselessly try to force their way into the city.
    Cultural Description: Tar Vash'eth is a city-state nestled in the bosom of a strange structure, plunged in the depths of Multor. Here Avashai and the occasional human dwell under Vash's direct rule. As such, Vash is the foremost deity among almost all inhabitants, aside from the slaves that shuffle though its streets.
    Description

    Varakash Bastions/NPC
    Government: Stratocratic Confederacy
    Leader/Governing Body:
    Spoiler Varakash Factions :

    • The Bastions - The custodians and garrisons of the bastions themselves hold considerable influence over the land, commanding the loyalty of their troops and the respect of peasants who depend on them for protection. The garrisons approve of any improvements made to the bastions, but are reluctant to support the inclusion of more peasants or land under their watch.
    • Typhan allies - There are local Typhan rulers that are called in to assist against enemies of the bastions. These allies are technically honoring old oaths and alliances, but the bastions are expected to give them gifts and honors to ensure their continued support.
    • Order of the Adamant - Small numbers of the Adamant have been known to assist the Varakash Bastions from time to time. In exchange they expect to be given the right to recruit potential members from the ranks of the garrisons. Some garrison commanders begrudge this practice, but the Order could be a valuable ally in times to come.
    • Peasantry - Those living in the shadow of the bastions are loosely affiliated with them, and some even consider themselves entirely separate from the bastions. While most communities support the bastions with food and labor, some state that they are no obligation to do so. These naysayers tend to change their tune during times of war or crisis.

    Annual Income: 9,000
    Annual Expenses: 6,500 (3,000 troop maintenance +3,000 other military costs + 1000 domestic costs)
    Military: 10,000 Infantry, 20 Ships
    Military Description: Excellent fortifications and garrisons trained in their defense. Soldiers are incredibly disciplined, although they are out of their element on open ground. Typhan auxiliaries assist when fighting near water. Varakash ships are expertly handled on the open sea.
    Cultural Description: Varakash humans place a massive emphasis on Harika as a protector and patron of the bastions. Some influences from the Choral Quorum do seep in, and Tai and Achadrasha are seen as secondary deities to Harika.
    Description

    Yagna's Chosen/NPC
    Government: Theocracy
    Leader/Governing Body: Yagna's Chosen
    Spoiler Chosen Factions :

    • Wellspring Priests - The Wellspring Priests administer the rituals of renewal that Yagna's Wellspring has become known for. With this sacred duty comes massive influence, which they use to encourage the constant expansion of temples and defenses around the Wellspring.
    • Chosen Missionaries - While the Wellspring Priests measure their success in how much they can glorify the temples around the Wellspring, the missionaries of Yagna's Chosen believe the true mission of the Chosen is to reach out and welcome more mortals to Yagna's embrace.

    Annual Income: 11,000
    Annual Expenses: 4,000 (1,000 troop maintenance + 3,000 domestic spending)
    Military: 5,000 Infantry
    Military Description: Hastily gathered mobs that are more often used for forcible collection of sacrifices than for the defense of the Wellspring.
    Cultural Description: Mostly humans, but some Alari. Entirely devoted to Yagna. Aside from missionaries, Yagna's Chosen will react violently to those who refuse the "blessings" of their goddess.
    Description

    Yologanda/NPC
    Government: Tribal Confederacy
    Leader/Governing Body: Yologanda Tribe
    Spoiler Yologanda Factions :

    • Common Cause - A slight majority of the leaders in Yologanda believe that the threat of Arakis is too grave to be ignored, and that support should be offered to their Hogwash brethren downstream.
    • Opportunists - Similar to how Munodaimo attacked Takanara, some in Yologanda believe Yologanda should simply conquer the lands of Munodaimo while their warriors are away fighting. This faction was initially stronger, but the advance of Arakis further and further northward has made this a less popualr option.

    Annual Income: 7,000
    Annual Expenses: 6650 (6,400 troop maintenance + 250 domestic spending)
    Military: 7,000 Infantry, 50 War Boars (100 upkeep each)
    Military Description: Troops are warriors and hunters well-suited to skirmishing in savannas and fighting in jungles. Traditional cavalry is nonexistent, but massive war boars fight alongside Hogwash fighters as well as any other beast of war.
    Cultural Description: Hogwash culture is dominant, and almost all of the population is human. Small groups of Alari and Slaagi pass through Munodaimo lands. Depending on their purpose they are either forced to pay for passage, or they are attacked. Dancer is the chief deity among the Hogwash people, and it is Dancer that they honor on the Night of the Hunt.
    Description

    Spoiler Group Stats :

    Order of the Adamant/NPC
    Leadership:
    Holdings: Several forts and temples spread throughout the Adamantine Republic, which also serve as popular recruiting centers. Smaller outposts and contacts spread throughout Creation, growing more frequent again near the Celestial Citadel.
    Membership: A hardened core group of paladins blessed by Nyubar and Statute, followed by swelling ranks of would-be warriors and eager recruits.
    Annual Income: 15,000
    Annual Expenses: 6,000
    Military: 2,000 Infantry, 300 Paladins (Upkeep 400 + 3,000 = 3,400)
    Military Description: Paladins are exceptionally powerful, but are spread thin throughout the Creation. Small forces of infantry lead by a handful of paladins are used for larger operations.
    Group Description

    Impostor Church/Seon
    Leadership: N/A
    Holdings: Scattered hideouts in every known city in Creation
    Membership: Mostly converts made in Creation, although a few Impostors are natives of Hell that have decided to evangelize in the outer world. They are focused on liberating mankind from the tyranny of gods and helping them realize they are better off free from the meddling of gods.
    Annual Income: 3,000
    Annual Expenses: 500
    Military: N/A
    Military Description: N/A
    Group Description

    Order of Many Minds/NPC

    Leadership: Lea
    Holdings: Woods of Many Minds, as well as hideouts throughout Kiorous
    Membership: "Higher up" members are Whisps - those that have had their minds shattered by Rula. In addition to these members there are lower ranking associates; usually petty criminals and madmen.
    Annual Income: 700
    Annual Expenses: 0
    Military: N/A
    Military Description: Network of criminals and lackeys that take orders from cloaked figures when payment is offered. Whisps can also be called to serve.
    Group description



    Spoiler Individual Stats :

    Carasch, the Horned King/Shadowbound
    Age: 38
    Possessions: 3,000 "income" worth of goods and loot
    Followers: The Wild Hunt
    Description:
    Carasch is an Alari demigod, formed from the deliberate reincarnation of several Alari shaman into a single body. He is a head taller than a man and has a pair of antlers springing from the crown of his head.

    Kama the Lost/KaiserElectric
    Age: 16
    Possessions: Yari (spear), pair of Kunai, Orichalum pendant, leather chestpiece, 5 Orichalum (Typhan equivalent of gold currency)
    Followers: None
    Description: A nomad of the seas, Kama was the daughter of simple peasants before her parents were taken from her by corrupt warlords. Now she wanders the kingdoms and khanates, lost and hoping to find her purpose.


    Many races occupy Creation, as well as other planes of existence that are connected to it. Humanity is easily the most common and familiar to outside observers, yet even the basic human of Creation is far more powerful than the average human on our own Earth. I encourage you to refer to these links when you run across beings you are unfamiliar with.

    This is a world of gods, and so it is unsurprising that magic permeates throughout it. Aside from divine powers that provide gods with nearly limitless abilities, mortals have access to their own schools of magic and techniques. Different types of magic have different sources, side-effects, and risks. Aside from the schools of magic listed, many mortals practice a generic type of magic you might think of when you imagine a stereotypical wizard. Self-taught mortals or those blessed by Vash have their magical abilities manifest in this way.

    Artifacts are magical items or ones of significant importance within Creation. There are no doubt countless artifacts throughout Creation at this point, but these are those that have been relevant to the affairs of gods and heroes at this point in time. Each page should also reveal the location of an artifact, if that is public knowledge.

    Spoiler Political Map :

    Spoiler City Map :

    Spoiler Good ol Climate Map :

    Spoiler Populations :


     
    Last edited: Jun 21, 2017
  4. Ninja Dude

    Ninja Dude Sorry, I wasn't listening...

    Joined:
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    Male
    Location:
    Wisconsin
  5. Ninja Dude

    Ninja Dude Sorry, I wasn't listening...

    Joined:
    May 11, 2008
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    Male
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    Wisconsin
    Update 6 Finished!
    Orders and applications are tentatively due July 14th
     
    Last edited: Jun 27, 2017
  6. thomas.berubeg

    thomas.berubeg Wandering the World

    Joined:
    Aug 21, 2006
    Messages:
    8,885
    Location:
    Ft. Lauderdale
    Nyubar: God of Life and Death.

    Nyubar takes on many forms. Always human, most often male, Nyubar the deathly and Nyubar the shining appears in the shape most needed by the individual. Nyubar ensures the safe passage of souls both into the world and out of it. He greets each being born and comforts every dead. Yet, despite this, Nyubar serves as warden and gatekeeper. What exists on the other side of that gate is not for him.

    Major Action: the Gift of Life
    Nyubar ensures that all life has a chance to prosper. He gives humans, and all who come from humans the Will, resolve, courage, and, most importantly, hope, with which to eke out a living even in the harshest of conditions.

    Minor action 1: Nyubar will find the tallest mountain, and at its summit, nyubar will carve his citadel.. within it's stepped walls will be a fertile Vale, and rich lands with trees and plants not seen outside (golden apples, lotuses, singing flowers)

    Minor Action 2: Nyubar will take the wisest, the bravest, the best of all people, and bring them to his citadel to see as it's caretakers.
     
  7. inthesomeday

    inthesomeday Immortan

    Joined:
    Dec 12, 2015
    Messages:
    2,521
    Rüla/inthesomeday

    Description: Rüla rose from the sea as doubt, a shapeless shadow melting its way into the corners of the world and the twitches of the alive and dead alike. Rüla manifests as any number of shapes, sometimes biological and sometimes geometric, sometimes natural.

    In control of fear, doubt, madness, Rüla's creations will be those creatures that crawl in the dark and under cover of forest canopies. Slithering and crawling critters belong in the breath of Rüla.

    Major action: Bite into the greatest peaks of the world, and sink fingers curled like claws into the deepest chasms, flowing into them the shadow of a screaming darkness, and fill the minds of the creatures wandering the ground with the fear in the back of all thought.

    Minor action: The Many Minds of Rüla have just as many voices; however, Rüla is singular in action, and it may serve a beneficial roll to simplify into a singular physical form in a dark place for council with mortals and immortals who wish to serve the passions of Rüla. Work towards a centralization of Rüla's form as well as creating a place to live, probably a forest with evil trees.

    Minor action: The creatures born from Rüla first are those that fill the nightmares of the conscious, and only three were able to escape the grasping maws of the Tendrils of the Many Minds: Spiders, who were stretched from stones in the dark, snakes, which were born of the dripping spirals of blackest blood, and the first Raven, whose offspring would serve Rüla well as mouths from which to spread fear across the world.
     
  8. erez87

    erez87 Lord of Random

    Joined:
    May 16, 2002
    Messages:
    13,441
    Location:
    Lod, Israel
    First there was nothing, and then it was cold.

    In the center of all rose a pillar of true cold. Not ice but the pure idea of what cold is. The pillar stood there, it's cold slowly spreading to the world around it, freezing anything that was too near.

    The pillar grew as more around it became a cold wasteland, it grew further and larger than anything before it. Larger than the largest beast, bigger than the biggest mountain. Then, when it reached the top of the world, it cracked. The crack took days to move through the entire pillar, but when it reached its top the pillar shattered.

    I came out of it. Me. Inside the pillar I drew the energy of all that was around and formed myself. Of all the creatures that lived I took the form of a humanoid. An enormous humanoid made of water that froze by the coldest of temperatures. But the power of the pillar ceased when it shattered and I became the cold. Blue deep eyes of mine looked into the distance. I watched my body stretch, my legs, my hands, my head moved about. And then came the time that I took my first step.

    It didn’t matter what direction I took, for all was south of me. I was the North. The cold frozen north. As my leg came up above the forming ground under me winds begun to blow from where the pillar once was and where I was moments ago. The winds blew strongly outwards in all directions, and anything around became frozen for all eternity. As my steps continued The wind grew stronger and covered more lands.

    As I walked the great tundra created around me formed my truest of homes. Where cold rules supreme over all else, where life can barely etch an existence beyond my will. I looked around into the endless frozen wasteland and felt a joy. It was a strange warmth within, within that human call a heart. It was a strange feeling, nearly painful, but I wished for more of it. More frozen lands, more of what I may call home.

    I continued my walk and saw the humans, they were dying from my never ending cold. Some looked up as I walked passed them, screaming in voices I could barely hear. I continued my stride, as joy filled me more and more and cold filled the world.

    I reached a point where my winds turned weak. I crossed large swaths of land, and my cold weakened. Warmth covered my body, but left my inside, joy was no longer within me. I looked back into what I have created, the vast endless frozen lands of what I called north. The humans on the edges of my cold frozen lands did not die as quickly as the others. I looked at them moving about, hunting the animals that I allowed in my tundra. I was surprised to learn I enjoyed watching them, moving about, building their tents, hunting game, fishing fish, birthing more humans.

    The humans far beneath me saw me as well. Some ran away screaming whenever I came near, but others moved closer, and screamed those screams I heard before. This time I lowered myself to the human nearby, and took it with my palm, putting it near my ear.

    The human was simplistic. He asked that I allow them to live within my frozen lands. He asked for the ability to survive the extreme cold far to the north of here, closer to where I was born. I thought for a moment, took to human closer to my mouth and blew a great cold wind at him.

    As the cold entered his veins his size begun to grow and expand. What was once a tiny human now grew ten times larger, perhaps more. Bigger than many of the beasts of this world, the human was now a giant. Instead of its old warm red blood, it turned blue and frozen. Instead of warmth it now seeked the cold. The giant, now half of my size looked at me, thanked me, and asked that I do the same to his family.

    As the tiny humans came near I blew upon them all my greatest breath yet, and a new family of giants I created. They thanked me and returned to their old doings of hunting and fishing, of birthing and playing about.

    Pleased with my creation I begun to walk back to where I was born, to see if my home is ready.

    Cold North - god of the north, god of cold and frozen lands, creator of giants, the largest of all, that who came from the pillar. Called Kross in giant culture.

    Major action: Out of the pillar came a great cold that creates a massive northern frozen land that covers as much as allowed. This land is home for strange creatures, both biological and ice beings born of the cold. The biological creatures tend to be either very small or very very large. This cold land is my home as I walk around it, and it is innately cold, it creates the cold, and only a great power could stop it from being frozen.

    Minor action: Take a human family and breath it into giant humans, ten times the size of a normal human. These giant family will behave as if they were normal humans, but they will have blue cold blood of unknown probably magically cold material, and will seek the cold. They will also seek strength as it becomes the key to their culture in the frozen lands, as only the strongest survive.

    Minor action: Out of my cold land a never ending wind will blow outwards in an attempt to freeze the entire world. It could be stopped by massive physical barriers or by an opposing hot front. The wind will have periodic times where it gets stronger and weaker, creating a very cold season every hundred years all over the world, only to be followed by a sudden hot summer as the winds instantly go back to being their regular strength for another hundred years. This wind is a form of magical energy that can be tapped into by non-godly beings with the ability to use magic if ever one comes to exist...
     
  9. SouthernKing

    SouthernKing crickety cricket

    Joined:
    Dec 29, 2010
    Messages:
    6,871
    Location:
    Deva Loka
    Achandasha, Goddess of Night and Heavenly Knowledge is immaterial. She has no form; she is the night itself. There can only be day in her sleep; because all things must sleep, even night. She has little care for mortal affairs, so long as mortal affairs do not touch the universe.

    Major Action: Achandasha, wishing to give the resting world a spectacular backdrop, creates a spectacular, multicoloured display in the heavens - orders of magnitude more brilliant than our own. A great world, like our own, but in all the colours of the rainbow, dominates the heavens, surrounded by five smaller worlds; the keen-eyed can discern that one appears to be a vast ocean, one appears to be an ice world, one appears to be molten, one appears to be a desert, and the last appears to be a lush garden. Behind this are the stars themselves. All this rotates like clockwork.

    Minor Action: Achandasha creates a divine crystal-like object containing all the secrets of the universe - the workings of the heavens amongst them - and buries it under an island. Touching it allows one to commune with Achandasha herself.

    Minor Action: Around this crystal, Achandasha bestows its inhabitants with all the world's knowledge and the task of protecting it and enlightening those whom they deem worthy. A nocturnal community forms on the island.
     
  10. Double A

    Double A WAAAH

    Joined:
    Aug 22, 2009
    Messages:
    14,106
    Location:
    NC
    Rios, the Random Number God/AA

    Description: RNG is actually a polyhedral shape with infinite sides but usually takes the form of whatever it damn well feels like, because that's how it rolls.

    Major: Portals linked to one another exist pretty much anywhere and everywhere. Each one has a key: an object, a tune, a thought, jogging, a mood, etc. Some even lead to other planets, but none are permanent. Rios lives in a hub of portals which constantly changes location, time, and state of matter.

    Minor: Five human families far from each other are blessed by Rios. The firstborn of each generation is destined for great success and/or great failure. Their lines will never go extinct.

    Minor^2: Every god needs a favored race, so now penguins can shoot laser beams (ie: a concentrated beam of light on a distinct wavelength) from their eyes. This will simultaneously make hunting and defense easier while also teach them the joys of cooked meat. They can also fly.
     
  11. Ninja Dude

    Ninja Dude Sorry, I wasn't listening...

    Joined:
    May 11, 2008
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    3,583
    Gender:
    Male
    Location:
    Wisconsin
    Aside from that last point, I believe everything can work here. Creativity is appreciated, but so is trying to create an immersive environment :p Welcome aboard!

    Everyone else: Applications look good! I'm shooting for around 10 players before I begin work on the update, although having more than 10 is perfectly fine!
     
  12. Double A

    Double A WAAAH

    Joined:
    Aug 22, 2009
    Messages:
    14,106
    Location:
    NC
    do I need to invent penguins first or what
     
  13. Novice_Writer54

    Novice_Writer54 Chieftain

    Joined:
    Apr 2, 2016
    Messages:
    67
    Definitely in. Just give me a sec to decide what to do.

    As I'm mentioned I'm quite new to writing, so advice would be appreciated.

    (EDIT: Highlighting that as a novice writer, advice would be appreciated making my plots work.)

    Patron, God of Ambition

    Description: Patron is not distinct from humanity- it is humanity, and cannot survive without it. An abstraction of the human respect for epic heroes, Patron cares for one thing, and only one thing- the creation of Epic Stories. To Patron, moral value consists of playing a role in a sufficiently epic Story and either achieving heroic feats, particularly martial or strategic, or dying in the attempt. It consists in unshakable loyalty to men or ideals, which would not die even if the Universe itself faded. It does not consist in human life, freedom of choice, or anything else.

    Patron will take a human, implant in them ambitions beyond their reach, and have their crash and burn spectacularly trying to achieve them. And it will think it is doing them a favor.

    Major Action: Patron will create the principle of "Chi", applying to all races capable of long term ambitions and not in any way dependent on favor from Patron or any other God.

    The stronger a person's ambitions, or in truly extraordinary cases the stronger their loyalty to an ideal or person, the more "Chi" they posses. An individual with Chi is the equal of hundreds of men in battle, and excels just as dazzlingly in speed, strength, stamina, and any martial skill they care to learn. They also gain an immunity to powers used against themselves to a certain extent, whether magic, blood magic, or any other.

    Self-doubt or divided loyalties cripples good Chi. Any circumstances that increase motivation (even minor things, such as feeling insulted by an enemy leader) increase the amount of Chi power to a non-trivial degree as long as it exists in the first place. Having a code of honor that is honestly believed in and followed no matter how great the disadvantage increases Chi the more restrictive it is, but only if it is founded in an honest belief in the rightness of the code and if the holder of the code has never broken it.

    The bare minimum amount of emotional motivation necessary to have Chi at all is equivalent to the level of a man whose entire family was murdered in front of their eyes out for revenge). But such a man is the equal of hundreds with only the ordinary motivation of conscripted peasants.

    Minor Action: The foundation of a group known as the Cult. The Cult are sentients protected and provided for by Patron, who see their role as manipulating the world to encourage the creation of great heroes strong in Chi no matter what they have to do to create it. Cult membership is secret, and the group are very well trained in espionage so they are better able to accomplish their goal.

    "Cult" membership is voluntary, but off limits to those who have awakened "Chi" power (people who the Cult are supposed to treat with great respect, even reverence, despite the fact the Cult are often ruining their lives). The member goes through a ritual in which they sell their life to Patron and swear to keep Patron's secrets, in exchange for the Cult training them and Patron providing for them and their families (if secretly). The penalty for breaking this pact is death.

    Minor Action: The creation of the "Yinshung" transformation. Any sentient could do it, but the stronger a person's emotions the easier it is. The threshold to make it even possible in the first place is comparable to, for a human, a man who has found their entire family murdered and wants revenge. Instinctively, at that level of emotion the sentient can tap into their Chi and form it around only their single desire.

    The Yinshung is totally consumed by one thing and one thing alone. Literally nothing else matters- not laws, not any other emotion, not sentient life in general. However, the Yinshung's Ki increases drastically, including their capacity to be immune to the powers of others without being affected themselves.

    Yinshung are capable of romantic love and sexual reproduction in theory, but are not bound to it.

    Certain emotions make becoming a Yinshung easier. Usually a Yinshung will be consumed either by love or loyalty to an individual, a great hatred or desire for revenge, or loyalty to some moral ideal that inspires them. Less common are jealousy making them want to overcome or surpass somebody they see as better than them no matter what the cost to the universe or in human life, a desire to fulfill an oath or promise no matter what, or bringing prestige to their "in-group" (family, tribe, etc) in such a way as to compensate for it having been shamed in the eyes of the world. Whatever their motive, innocent lives, moral principles outside their personal code of honor, compassion, and even the existence of the Universe itself is irrelevant except insofar as it affects their goal.

    ---------------
     
  14. NinjaCow64

    NinjaCow64 The Continuation of the Dream Supporter

    Joined:
    Apr 4, 2010
    Messages:
    7,554
    Oh, I do love a good god game. Do you have a rough idea of when the first update will begin? I have exams right now, probably not a good idea to make a signup when exams are on.
     
  15. Terrance888

    Terrance888 Discord Reigns

    Joined:
    Jul 22, 2007
    Messages:
    13,601
    Location:
    Homework Workshop
    He was. He always was.

    From before he could remember he walked through the nothingness that was everything. That is, until nothing became something, and he almost walked into it.

    The oceans hissed at the ears he did not know he had. The sea’s stench stung the nose he did not know he had. The steam billowed against the skin he did not know he had.

    And yet there’s more.

    His face opened, and the salty spray splashed upon the tongue he did not know he had. And he shouted, his voice echoing from the mouth he did not know he had. And the endless seas responded.

    His face opened. Twice this time. And a great sea greeted the eyes his did not know he had. And from within, poured forth a great power he did not know he had.

    For what is an existence absence of knowing? Is this what it is like to be born, blinking into existence from nothingness? It wasn’t until then that he realized he was glowing with light and power.

    Unchained.

    For ignorance can breed the greatest terror.

    Entire oceans of water boiled away from his first glance, from the unadulterated power flowing from his eyes. His eyes widened, and the sea wailed and the steam billowed, until the very water parted from his sight. He glanced upward, and his burning eyes cleaved the day from the night. And then… and then... he closed them.

    For knowledge can breed the greatest horror.

    Once, everything was nothing, and nothing was everything. Now, some of everything became something from nothing, but he almost made everything from something to nothing. And it was all his fault.

    He reaches out tenderly, but the sea hisses and retreats once more from his touch.

    He retreats back sadly, unseeing, until only the edge of this… something laid within his senses.

    And he begun to pace.

    He could feel at the edge of his senses, as something became… something else. Something more. Life. Night… Cold.

    And he felt his heat and light flicker as Cold, Cold spread, silencing the life, silencing the sea, wrapping all in stillness.

    And he felt his heart that he did not know he have jump. He takes a single step towards the World of Something…

    And the Cold retreats.

    The Life flickers and withers.

    The Night remains forever out of reach.

    He will be alone, it seems. With great power comes great lonliness.

    He paces again, a single tear he did not know he had falling towards the World.

    And his light shines through it, and the first Rainbow graced the world. It shone brilliantly as the tear turned into steam, into clouds. It shone brightly as it fell, wrapping into itself, into falling cloud. And then, as it stopped and flew in a graceful arc from the ground.

    It realizes…

    It is alive.



    Tai

    Tai is not just the God of the Sun, but is literally The First Sun. There may be more Suns in the future, but Tai is the first.

    Tai is very powerful, but he is also very afraid of his power. The great power within him shines through his brilliant eyes as radiant and deadly light. It emerges from his mouth as the oppressive Tai wind. It emerges from his skin as the First Sun.

    Tai is lonely. He has finally realized there is something, but he can never touch it, never see it, without destroying it. And he loves it too much to destroy it, turn it back into nothing. He paces around the world to stay close to it without stopping in one spot too much, but also because he is used to walking since… an eternity ago.

    Tai’s power is not limitless. Here, at the birth of the world it is immense and seems endless, but how much can he give without receiving anything?

    He can give his love. He can give his light.

    And he can last as long as necessary for something to become everything.



    Depiction: A sun with closed eyes, a single tear emerging from one of them. Sometimes shown as a brilliant figure, back faced towards the fourth wall, on a constant walk.

    Symbols: The Rainbow, The First Sun


    Major Action: Approaches the world too closely and wreaks great havoc, then retreats too far and saw the advancing frost, before finding a middle ground marking the heavens with his chosen footsteps. His mere presence is light of fantastical magnitude.

    His mere glance boils away the center of the great sea and forms vast continents of dry land.

    A gigantic rift reaches from a massive crater of eternal liquid rock all the way to the horizon, where he first carves day from night.

    Other than the rift and the molten rock, the rest of the land is virgin and develops naturally.


    Minor Action 1: The first chromarchs form. The chromarchs are angel-like or archon-like beings, sentient rainbows trapped within clouds of steam, given life from his light.

    Every rainbow results in a birth of a chromarch, at least in these bright, halcyon days.

    Chromarchs are curious but shy.

    Minor Action 2: I think I’ll just spend this to make sure my other two actions work out :p
     
  16. Angst

    Angst Rambling and inconsistent

    Joined:
    Mar 3, 2007
    Messages:
    12,919
    Location:
    A Silver Mt. Zion
    AA, I'm sure you are able to participate amusingly without being counterproductively silly :)

    @NinjaDude looks good, tentatively reserving a god of love, expecting to write it out later.
     
  17. Double A

    Double A WAAAH

    Joined:
    Aug 22, 2009
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    14,106
    Location:
    NC
    I'm sure too, but this is more fun.
     
    SouthernKing likes this.
  18. Novice_Writer54

    Novice_Writer54 Chieftain

    Joined:
    Apr 2, 2016
    Messages:
    67
    Question- Anyone interested in starting up some kind of joint story plot? I have some ideas for how Patron's actions can impact the world, but in my view joint stories are always more fun.

    I have some ideas of my own, but I'm up to try somebody else's as well.
     
  19. Ninja Dude

    Ninja Dude Sorry, I wasn't listening...

    Joined:
    May 11, 2008
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    Wisconsin
    I will most likely start working on the update once we hit around 8-10 players. After that, it might take me two or three days to make the update. Join whenever it is convenient for you!

    Thanks! I look forward to seeing what you have in store.
     
  20. NinjaCow64

    NinjaCow64 The Continuation of the Dream Supporter

    Joined:
    Apr 4, 2010
    Messages:
    7,554
    In that case I might not be able to join in for the first round but I will try my hardest to. Good luck with this game regardless. :)
     

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