As the excitable creation continued its dominance, celestial bodies began to emerge. Star systems and planets teeming with life came and went. Dense rocks of ice and fire swarmed in this microcosm of activity. More and more was made, and it began to expand out of control, going beyond the space that the void had once existed within. It was then that a second spark, smaller than its predecessor, exploded. From this spark stepped Amaron, the first being. And he said "Enough", and creation listened. Everything halted, frozen in its expansion, seemingly terrified of the power this great being held.
Amaron glanced at the creation all around him and organised it into a comprehensive order. To him, this made sense, and so universes were held apart, whilst the heavens and underworld became separate entities in themselves. Seeing that his work was done, he slowly disbanded, sending his energy every which way. Some of this energy populated distant world with its peoples, whilst other parts formed new worlds all together. But at the centre, this energy created something truly wonderful; a new pantheon of immortal beings.
Emerging into a new universe, these divine beings blinked at each other - confused and dazed. But each had a role, and a part of Amaron was embedded within each and every one of them. They knew what they must do, and that was guide the worlds below them to prosperity. Amongst them stepped forward a leader, an ambitious goddess named Snowelia, who spoke sense. A plan was formulated to guide one world at a time, directing these new citizens to a point where they could worship but no longer need the constant watching of these deities, before moving on to the next world.
At first their attempts were futile, descending into famine and warfare. But after a while their efforts began to pay off. Civilisations blossomed and conquered, whilst entire worlds flourished. The beings had realised that their power and health came from those that worshipped them, and thrived off the prayers, sacrifices and belief given to them by the peoples below them. As they move to a new solar system, and a new world, they just hope it can continue.
Hello, and welcome to The Battle of the Believers (or BotB as I shall refer to it), a new RP that follows the great tradition of deity / pantheon RPs that have existed on NS for quite some time. This RP will be a little different, however, as the God's power, influence, health and existence stems directly from those that worship them. The more believers / active worshippers they have, the more powerful they become. A complete loss of worshippers means a complete loss of existence for a particular deity. So remember, each and every decision you make will have lasting effects so be very careful and wise, but other than that - HAVE FUN!
1. You, the RPer, will be in charge of one particular God or Goddess. The decisions and actions your character makes will have a direct impact on your position of power, your health and your respect within the heavens. A completely ruthless tyrant will quickly lose believers, whilst a kind walkover will rapidly become a victim of being downgraded to the status of a sprite. You must balance your character to ensure they are revered, respected, feared and, above all, worshipped.
2. Me, the OP, will bring about *random* events in both the heavens and on the worlds. This will cause changes to those who worship you and effect your status directly. Some will be a simple disagreement that requires two Gods to intervene, whilst others will be devastating world events that requires all to act. Their frequency will be as random as they are, and so RPers must be prepared to react and RP to any and all situations. I will post updates every few dates as to how your actions have influenced your followers, but will happily elaborate and give reasons if someone feels there's isn't acceptable.
3. Your God/Goddess will have a sect on the world, and this is where your influence will be strongest. Because of this, you will also have control to RP as the people from this village/town/city. The world will be shaped and made around these locales, and so I shall grant creative freedom in the making of both the place and the peoples that inhabit your sects. However, please keep it somewhat reasonable and in line with the other communities. There is to be no time travelling robots in a world filled with classical/medieval civilisations.
4. The domain ruled by your deity is important, do not control things beyond your chosen realms. If you choose to be a God of Fire, you cannot control the night sky. Similar domains can be permitted, however the two players must agree on separations. If decisions cannot be reached fairly on whom should control which aspects of a specific realm, the OP will make final decisions (and this will be in favour of whomever made the first application). You have the power to influence the worlds and peoples with your chosen powers, do so very carefully.
5. Although the gods are immortal, they are not invincible. Weaknesses exist in everyone and everything, including the Gods. The more followers you have, the more power and strength you will have, with the same working in reverse. Mortals can cause serious damage to the divine beings, as well as gods causing damage to each other. However, celestial wars will have impacts on your believers, so be very careful.
6. As the RP advances, pantheons will begin to establish themselves. These are alliances between the Gods and Goddesses, and will allow for sects to worship multiple deities at once. These must establish themselves naturally and slowly, and often will incorporate gods who have similar or linked domains.
7. Once the RP begins, the IC threads will be ran episodically and exist as separate threads for each episode. This allows for a definite end point and allows us to plan for future episodes. All ideas for story arcs are welcomed and encouraged, after all the RP needs the players to direct it. Each episode will have an overarching story line, but individual plot lines will exist and can be carried over to different episodes.
- Code: Select all
God / Goddess' Name:
Appearance:
Chosen Domain (max 2):
Brief Bio:
Name of Sect's Location:
Description of Sect Location's Area:
Species of People's in Sect's Location (plus info if relevant):
Leader of Sect's Location:
RP Sample:
Snowelia, Goddess of Knowledge and Writing, Albertasby
Misneach, God of Wisdom and Heroism, Camelone
Elevar(ia), God(dess) of Healing and Illness/Disease, Vaquas
Hanehah, Goddess of Nature and Hunting, The Blazing Aura
Hazeru, Goddess of Life and Fire, Mewsland
Agankhôr, God of Death and the Underworld, Oberstrye
Wravion, God of Nobility and Power, Woodstovia
Nather, God of Justice and Truth, House of Judah
Swantana - A large township in the East of the world, it exists as a major port and a trade route link between the East and West hemispheres. It is a blossoming community, where the local populace of humans also make a living through farming livestock such as cows and sheep, as well as tending to the numerous citrus trees in the area. Luxury goods often find their biggest market here, before being transported through, and Swantana has become infamous around the world for its spice markets and its silk markets. Under the rule of Queen Aurelia, the city-state has rapidly advanced and resembles the Ancient Greek culture seen on other worlds. Due to placing an importance on learning, education and art, the area's art scene has flourished, and philosophy and literature find their centres in and around the city. There is no better place on the world for these aspects, being seen as a paradise for both academics and businessmen, and is the largest township in a significant distance.
The Verdruse Jungle - A relatively large swathe of Jungle towards the South of the world. At the very centre of the Jungle lies its largest clearing, and within this clearing lies the town of Verdruse, whilst not spectacular compared to any town or city outside of the Jungle, the town stands, and if tales can be believed has stood in one form or another since the first humans came to live in the Jungle. It is here that the Genasii are said to have first been born. Whilst Verdruse does not have a wall, or any real defences at all, it can be seen why such things are not needed, for the Jungle itself acts as a wall, any invading force would have to work their way through it whilst harried by any number of hunters and the animals that they live alongside. Verdruse exists as the centre of worship towards Hanehah and it is where the Druids who practice and preach in her name gather at least once a year to communicate, hopefully with the Goddess, and definitely with each other. Many Hunters from all over the world make a trip to Verdruse to worship Hanehah and ask her for bountiful kills and lasting luck. The buildings in Verdruse are either made from wood or stone, the stone having been gathered from nearby clearings-turned-quarries or mines that exist in the Jungle, although there is not enough stone for all to use. Those buildings that serve as more than homes, and those homes that are occupied all year round are made of stone, those that are not are made of wood. Verdruse is not the only settlement in the Verdruse Jungle but it is by far the biggest, many clearings exist within the Jungle and almost all of them hold a hut or two that belongs to the residents of the Jungle. Most of the hunters of the Verdruse Jungle prefer living in these smaller clearings most of the year and then traveling to the town to sell off any excess they have as well as buy other goods that they'll need.
Misrigh - A rich mountainous region in the west of the world where clans farm the fertile soil and care for livestock either in compounds of several different clans or a single clan. The people of Misrigh are a hardy and honorable bunch who dedicate themselves to the cultivation of the soul in accordance to the decrees of Misneach, passed to the clansmen from the monks of the monasteries that dominate the mountain region. Unified under the benevolent warrior king Cath Rasach the clans of Misrigh operate along tribal Irish succession law except the electors include Elders of the monasteries and the Venerables of the clans who decide the rightful ruler of the realm after a week of prayerful meditation and reflection on the truths of Misneach. A great importance is placed on fighting and inner reflection on the self and the world to obtain correct conduct, while they may not be the most refined bunch the people of Misrigh are a people with a song always in the heart and skip in their step and ready to lay their lives down for their brothers and sisters, or even a stranger is the situation calls for it.
The City of Oronor - A sprawling and economically powerful City-State of both slums and palaces, and an early example of representative government. It is divided into 4 districts (Aristocrat, Noblemen, Tradesmen, and Laymen districts) based on a caste system, and progresses further and further up the side of Mount Hyros. The city has strong reliable architecture and patronizes Elevar alongside a Craftsman god. The district closest to the ocean, the Laymen district, makes mercantile contact with the Xarthaians, and contains the majority of Half-Human Half-Zarthians, known as Zurs, who make up a significant part of the laymen population.
The Underwater Metropolis of Xarthau - A typical kingdom, currently ruled by Queen Octavia, and populated with 90% Xarthians, 10% Zurs.
Citadel of Myrávia - Known as the "place of life", it is an insular city-state in the Eastern World constructed as a complex network of buildings, some floating, others attached to the ground (some of which is also floating), and all interconnected. The Myrávian government exists as a moderately-advanced example of directly democratic government, and all the Arynnines (and inhabitants of other species) enjoy great social and economic equality and a high quality of life. Myrávia, though somewhat smaller than towns such as Oronor, Xarthau, or Swantana, remains an economic powerhouse, with its denizens highly devoted to Hazeru, who occasionally appears to her faithful.
Akallabêth - A city built into the walls of a chasm over a river. Fertile fields above, farmed by the people.
The Empire of Layothor - Of the grand Empire of Layothor little more than a husk remains. At it's ancient might the Empire spanned over much of the west but over the coming ages the Empire has retreated to little more than the city of Layothor and it's surrounding area. The Empire was the first of it's kind and with a single autocratic ruler, a noble class and a court full of schemers and shifting faction politics it was little wonder why Wravion managed to become the God of the Empire. It's decay was caused for that very reason, the endless bickering and internal politics inwardly crippled the Empire, with 35 Emperors coming and going within just one year. The deliberate sabotaging of military campaigns to make prominent figures look bad and lack of a strong leader led to the Empire's enemies slowly eating away at it. By now much of the city is in poverty, with famines and economic crises becoming near commonplace as the city's still wealthy nobles care little for the commoners. The city itself is still fairly wealthy as it's advantageous trading position and long history has led to a strong merchant class even now and a wealth of unique luxury products such as Layothor silk and wine which possess quality unseen in the rest of the world still rake in a fortune. For now Wravion is content to watch his playthings bicker and scheme, seeing it as priceless entertainment as his Empire crumbles to dust around him.
Sanni - The Sanni River, one of the world’s largest rivers in the world and the chief river of the Sanni Drainage Basin, has its mouth on the Bay of Sannindi. Around the river delta and the arms of the bay lies the city of Sannindi, capital of Sanni. Sanni itself is full of lush forests and farmlands. The majority of settlements lie on the banks of one of the many rivers in Sanni, and the majority of internal trade is carried on barges up and down the river network. The ports of Sannindi receive and send off merchant ships at all hours of the day. In the heart of Sannindi Bay lies Isle of Truth, a piece of land particularly holy and beholden to Nather and directly administered by the Archjusticar. The main temple dedicated to Nather lies on the island, including Nather’s Lighthouse, a large marble tower with a light at the top which can be seen in all corners of Sanni during the night. Barg Mountains, the source of many of Sanni’s rivers and metals form the eastern barrier to Sanni. Sanni is ruled by its King and his various noble vassals, though the city burghers and justicars of the Natherian religion also play a large role in the governance of the land.
Humans - Found in Swantana, Misrigh, Oronor, The Verdruse Jungle, Akallabêth, Layothor, Sanni
Arynnines - Various elemental phoenix-form creatures (who collectively refer to themselves as Arynnines) which are capable of taking human form. The Arynnines do have weak powers related to their element or combination of elements, though it's nothing near the level of the "fiery daemons" many like to call the Arynnines. - Found in Myrávia.
Xarthians - Ocean-Dwelling Squid-People. - Found in Xarthau.
Zurs - Half-Human Half-Xarthians. - Found in Oronor and Xarthau.
Genasii - They are said to have originally come from the union between man and nature. Genasii look relatively human with a few differences. First of all, all Genasii have brown skin that, besides on their face has a look and a texture more closely resembling that of tree bark than that of human skin, thanks to this Genasii can take slightly more punishment than a human can. Another difference is their hair, the Genasii have relatively short hair that never seems to grow further down than their chin, besides this their hair is always a mid to dark shade of green, something that along with their skin colour makes it easy for Genasii to hide in their home jungle and remain unseen to all but the most perceptive of outsiders. - Found in Misrigh
Episode 1: The Cradling of Civilisation