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The Spark of the Divine [OOC|Open]

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G-Tech Corporation
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The Spark of the Divine [OOC|Open]

Postby G-Tech Corporation » Sun Jan 01, 2017 5:25 pm

The Spark of the Divine

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IC

Once upon a time, many life-ages of men in the past, a single spark of light dwelt in the void alone. It was a content spark, happy to simply shine and illumine the vast darkness of the cosmos, at least for a time. For endless eons it was solitary, simply musing, thinking, but eventually it grew restless; what good was light if none were there to appreciate it? This spark desired companions, others to gaze upon the beauty of its form; to be cherished and adored.

And thus from its thoughts beings sprang, spirits of lesser brilliance and gorgeous array. And the spark was happy once more, for together the light and the spirits danced and communed, talking for long ages of the wonder of existence and the emptiness of the void. The more luminous of the spirits took on their own names, and their own forms, clothing themselves in shapes magnificent and strange; the spark was glad, for in their minds sprung thoughts it could never have conceived alone, thoughts of the surpassing ingenuity and grace.

At long last the spirits grew restless; the void was so formless, and they desired ought to occupy their time, something to mold. They grew tired of the spark's musings and esoteric discourses, impatient with its placid ways. The light saw their unhappiness and was down-hearted as well; for if its children could not be happy with it, how then could it be glad? Finally it happened upon a way to ease their disquiet.

Within the void it spun itself together, the spark changing and molding itself far beyond the glorious splendor of even the most magnificent of the spirits. Struck speechless by its brilliance the spirits could only watch as the spark became Mara, the Earth, a realm of immeasurable splendor and unknowable secrets. Forests beyond the ken of their minds grew from the rocky veins of the realm, oceans vast and tempestuous, and the spirits descended into the firmament to gaze upon the wonders of Mara.

Last of all the spark left its children a gift; beings walked upon the world, beasts, birds, fish, and finally man. In man the remnant of the spark burned brightest, and the more luminous of the spirits took it upon themselves to guide man, to help him on his course. Man walked in the lush gardens of Mara and was happy, for the radiant spirits walked with him, speaking with him, counseling him.

But in the hearts of the cleverest of the spirits a new thought awoke, a black thought; with the spark gone and these men existent upon Mara, they could gather power and beauty for themselves. Some lights thought to themselves that they could gain dominion over the others, be powerful, grow more like the spark had once been.

And that, gentle listener, is where our story begins.





Marvelous! Now that that backstory is out of the way, allow me to introduce this RP.

This RP is a Gods-style RP; divine power will abound, miracles will be performed, and followers will quail. You are the spirits mentioned in the opening text, outflows of the mind of the spark, and now you seek to guide man through his journey upon Mara and gain dominion and glory for yourself. You will become more than a spirit; you will be a god.

But this isn't a mere RP, oh no. To make this more interesting, I've added some RPG elements to your time upon Mara: think of this like a game, with a lot of writing involved.

Firstly, this RP will progress in periods called Turns. Herp-derp, yes, we have turns. You can RP as much as you want within a given turn, as your god, but actions will only be resolved every Turn.

Second, some of your actions will effect the world of Mara and your followers in certain ways; these actions will require resources, which are explained below.

Third, though your primary focus as an author will be the Divine you control, you do also to an extent take on the role of your human tribe. You must coordinate their activities, help them make sense of the world, and chose the path they follow on the road to civilization.

Without more to-do, have an application.

Code: Select all
[b][u]God Application[/u][/b]
[b]Name:[/b]
[b]Color:[/b] (this is what your earthly holdings will be marked with on the map)
[b]Position on Map[/b]:
[b]Aspects:[/b] (These are descriptors of what your god is like, and determine its powers. Consult the list below to choose three of them.)
[b]Personality:[/b]
[b]Appearance:[/b]


() denotes notes explaining the app; please delete them in your application

The World of Mara

Though now mostly formless and void, Mara is a blank canvas with a few blemishes already marring it. Trees from which your followers may hew wood for dwellings and edifices, fruit-bushes where they may forage to sustain the fires of their souls, water to temper those flames and prevent the consuming inferno from devouring them alive. Humans are as they have always been- fragile beings of many humors and needs to keep them from expiring. The world of Mara is not what could be called our world yet though; beyond Godshome, the first dwelling place of man and the divine, the world is formless and void. It has no ores, no creatures, no vistas or seas that we would call normal. All must be shaped by the gods and their servants in order to make a new place in which all may live.

Concepts Explained

To effect a physical change upon the surface of Mara, a Divine must draw two forms of strength from their followers. Worship and prayer are the most common ways to gain this strength, and the words of men who bear in their chests a part of the spark that made all things give power to those Divines which may gain their favor. It is a symbiotic relationship, that of man and Divine, for man can change his world only to a limited extent, while the Divine cannot cause larger changes without man's belief.

This is Faith. Naturally, each follower of a Divine may choose to pray to their deity for a turn (day), and so allow that deity to accumulate a point of Faith. Faith allows a Divine to exert an Aspect of their nature and thus cause a Miracle. Miracles can range from smiting down unbelievers, to making new life from the dust, to raising hills and forcing entire new regions to take shape. Faith is the currency of creation, the agent of change upon Mara. Every Divine by nature gains one Faith every turn/day, representing the small amount of inherent power they possess; as such, no Divine can ever truly be destroyed, for they can always change the world about them. They can, however, be reduced to near irrelevance through the loss of all their human followers.

Next in importance is the concept of Divinity, the matter of the Divine and thus their life-blood. Each Divine has certain Aspects they are composed of, what makes up their essence and thus the ways they interact with the tapestry of Mara. Exerting these Aspects in a Miracle is all well and good, but sometimes the needs of followers or the ambitions of the deity may require a Divine to become what they are not. This is the purpose of Divinity. By the worship of men, the strength of the Divine for change is also increased, their legitimacy as a god augmented and waxing. With conscious thought and effort this strength may be exerted to alter an Aspect a Divine possesses, exchanging it for another, creating a new form of miracle, or even increasing the ability of that Divine to hold more Aspects within itself.

There are also the mundane concerns, those relating to men and their ways. The foremost is Labor, the sweat and work of men which must be dedicated to the making of all things, time spent by fleeting candle-creatures to alter in their own small way the painting of the Spark. Any man may labor towards an end, but time consumes this labor greedily.

The secondary are Resources which are as multitudinous as the clouds of the sky in their shapes and forms. If a man carves a totem to mark the lands worked by his tribe, he must cut the graven images in to a waiting wooden lodging. If he seeks to keep the wind from biting on cold nights, fires must consume branch and trunk of forest giants. Many resources come to Mara of their own accord; grass grows, the trees spread their seeds, and water wells up from hidden depths. But others require the intervention of the Divine to give them form, to make them accessible to men. Gathering these Resources and shaping them in to ought which may prove useful is of vital importance to any tribe of men.

Finally, and perhaps most useful to the spark-bearers that struggle in mud and dust, is Innovation. Innovation is the ability to devise new methods of using Resources, to better worship the benevolent Divines, to mold and shape the many facets of the painting that is Mara. It is generated by all men in some ways, but in some men more easily than others. Innovation makes a sharp stick in to a spear, lets man plough furrows so his crops may grow, turn the trunks of mighty trees in to ships to ply as yet non-existent seas.

All these things a wise Divine must balance and acquire if it hopes to bring good lives to those who follow it, to make its own mark on the tapestry of existence. Without worshipers a Divine fades and is forgotten, and that is the ultimate mark of failure, to be washed from the minds of even those who once called upon the name of their god.

What then, Divine, will be your path, your legacy, your future?

Passive Aspects
Bloody-Handed: In combat, followers receive +1 to their offensive combat resolutions.
Stalwart: In combat, followers receive +2 to their defensive combat resolutions.
Self Evident: Gain two Divinity every day.
Beloved: Gain 20% more Faith from daily Prayer.
Maker: Miracles of Resource Creation take 20% less Faith.
Glorious: The chance of wanderers joining your followers is heightened by one.
Enlightening: Gain two Innovation Points every day.
Active Aspects
Empowerment: For 5 Faith, up to three of your Followers may produce double Labor today.
Regeneration: For 10 Faith, replenish one forest or fruit grove as if it had not been used that lies within ten paces of any of your tribe's Totems.
Grinding Dust: For 20 Faith, raise up a small hill.
Blood from Stone: For 30 Faith, create a wanderer anywhere in a region where you have followers.
Seeds of the Earth: For 30 Faith, create a small grove of trees with ten paces of any of your tribe's Totems.
Waymaker: For 40 Faith, place two Archways anywhere on the region map, or even in multiple regions. Your followers treat both Archways as Totems, and may travel between them.
Wellspring: For 40 Faith, delve a small divet in to the earth.
Life-Blood of Men: For 50 Faith, create a small stand of fruit bushes within fifteen paces of any of your tribe's Totems.
Bones of the Land: For 50 Faith, place a single Stone site more than five paces from any of your tribe's Totems. This Site has 10 Stone.


Aspects may be added to or changed with Divinity. The first change costs 5 Divinity, the with each additional alteration costing 10% more than the last. If your Divine wishes to adopt a new Aspect, they may do so for double the normal cost, and TG the OP their ideas for said Aspect.

Wonders
There are some powers the Divine wield that are not necessarily part of their own character, so much as exertions of their will. These abilities reshape the very fabric of the world to their will, changing threads in the tapestry the spark originally created. By changing the very nature of the planet their human followers walk upon, Divines can alter climates, reshape the bones of Mara, and even create new life to roam the wilds. All of these abilities drain significant amounts of the strength that a Divine may possess, but often permanently change the passages of the world and require little to no power to maintain, as they become intrinsic parts of the land.

Paths of the World: Spend a variable amount of Faith to create new regions on Mara, beyond the shadowy edges of Godshome. Regions with resources and landforms can be specified based on the Aspects of the creating Divine, and cost more Faith.
Delved Creation: For 60 Faith, create a medium-sized spring-fed lake. This lake is a fertile environment where life may flourish that is not at home in the prairies and landscapes of most of Mara.
Scorching Heat: For 60 Faith, a breath of wind as hot as a forge touches the land. At the bidding of the creating Divine, a portion of grassland is scorched to a blasted rocky and sandy wasteland. Life will have trouble finding a home here, but civilizations adapted to the climate may excel where others falter.


Totem: A humble marker of carved wood, this icon establishes the reach of your tribe. It must be placed within ten paces of a hut or another Totem, and allows your tribe to build and gather resources for an additional ten paces around it. Only your tribe may build or gather resources within three paces of your Totems. A Totem costs five Labor to erect.
Hut: This small building of earth and wood can house ten followers comfortably. Your tribe is limited in size by the number of dwellings you have available. A Hut costs ten Labor and two Wood to erect.
Storehouse: This little hovel of mud bricks can hold resources your tribe does not need immediately. Twenty Resources may be stored here of any type; Food stored in a Storehouse may be allowed for Growth, or not as the controller decides. A Storehouse costs eight Labor and one Mud Bricks.
Drying Ground: Simple artisans may labor here to shape bricks of wet earth and grass for menial edifices. Up to two Followers may labor here for a day, each producing a Mud Bricks. The Drying Ground must be built within five paces of a source of water and a source of grasses. The Drying Ground requires seven Labor to level out.
Brick Wall: This humble wall allows one defender from a dwelling within fifteen paces to receive +2 to their offensive and defensive resolutions, providing the wall is between them and attackers. Additionally, for pathing purposes, no follower from the tribe that did not build the wall may pass over the Brick Wall. A Brick Wall requires two Labor and one Mud Bricks to erect.
Workshop: Slightly more sophisticated, the Workshop allows for the creation of some simple tools, the Hoe, Club, and Spear. One follower may labor here at a time to produce the following:
-Hoe: 6 Labor. Necessary to work at an Irrigation Furrow.
-Club: 3 Labor, provides +1 to offensive resolutions in combat.
-Spear: 10 Labor, 1 Timber for 2. Each provides +1 to offensive resolutions in combat, and allows the wielder to strike first before regular combat resolution.
Workshops require 5 Stone and 4 Timber to construct, as well as 15 Labor.
Irrigation Furrows: A man scraping around in the dirt with a hoe can plant useful crops. Allows one follower to grow wheat or berries in the adjacent tiles. Must be constructed within five paces of a water source. Costs 10 Labor and one Timber.


Innovation may be used to create new buildings or items. If you wish to do so, TG proposed mechanics and costs to the OP. One Innovation per tribe per day unless otherwise noted. Innovation costs increase at the same rate as Aspect Adoption costs for all Divines, but may be adopted at base cost by first adopters.

Fruit Bushes: Some spawn next to each initial settlement. Each bush may be harvested for five Food, and regenerates one Fruit every week. By default one follower can harvest one bush in a day, regardless of the amount of fruit on it.
Deciduous Tree: These forest giants must be felled to create most buildings. They spread over time, and each may be felled for a unit of Timber for one Labor.
Wheat Patch: A source of nutrition, these long grasses take two Labor to process in to five units of Food when fully mature, and spread over time.
Stone Outcropping: A nodule of rock poking from under the deep soil of Mara, a rock outcropping contains ten units of Stone which may be harvested for three Labor each.


Population Growth: New members may be born to the tribe, if excess food is gathered by the workers who labor for a Divine. If double the food required for a day is in the possession of a tribe, there is a 90% chance that a new member may be gifted to the tribe by the forces of creation which still entwine the soil of Mara, an echo of the Spark. The chance of a new tribe member being given breath decreases commensurately with the degree of excess food; if a new tribe member is born, all excess food is consumed.

Warfare: In times of crisis, sometimes it is necessary to take resources from another tribe, or even attempt to destroy them in totality. These dark actions are, however, easy enough to take; any number of Followers may be designated to attack the holdings of another tribe within range from your holdings, and then either be declared to be raiding or assaulting that tribe. The amount of defenders is equal to the amount of enemy Followers working within five tiles of the attacked holding in the case of a raid, or equal to the amount of enemy Followers working within ten tiles in the case of an Assault. If the enemy Divine has yet to allocate actions for their workers for that day, they will see the attack coming and thus be able to allocate their Followers to defense. Followers On Guard gain +1 to their Attack Resolution, and +1 to their Defense Resolution, fighting on familiar terrain and prepared for combat.

When battle is joined, two separate rolls are made for each Follower engaged in combat- Attack, and Defense. Attack Rolls are always made, one for each attacker and defender. Attacker and Defender strike simultaneously, and by default wound an enemy on a 9+, and kill an enemy on a natural 10. If a wound of any kind is scored, the affected party then makes a Defense Roll, which downgrades the wound on an 8+. During Raids no lethal wounds may be dealt by the attacker, and the defender may choose not to inflict lethal wounds either if they wish. The total number of injuries and kills is tallied to determine the winner of the battle, with kills counting for triple compared to wounds. The force with the highest resolved Battle Score is victorious; if the attacker, they may move on to seize Resources (two per Follower) from the defeated tribe, or if an Assault attempt to destroy enemy buildings. A 10 is required for a building to be destroyed, resolved once per attacker. If the defender triumphs, they may choose to inflict one additional Wound on the defeated Attacker for every two Battle Score they triumphed by.

God Application
Name: Maerios
Color: Slate Gray
Position on Map: West of the most south-western Wheat Patch.
Aspects: Self Evident, Beloved, Regeneration
Personality: Maerios is a gregarious Divine, social and jovial, but beneath his jocularity hides a steel countenance as hard as the bones of Mara itself.
Appearance: He appears to mortals as a tall broad man, his thick red-brown beard flowing to his waist and his smith's apron set off by his hands, which are always full of both mead and good food.
Last edited by G-Tech Corporation on Mon Feb 06, 2017 9:23 am, edited 18 times in total.
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G-Tech Corporation
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Postby G-Tech Corporation » Sun Jan 01, 2017 5:27 pm

Current Regions

Godshome










Exploration: 4 Innovation | Allows the training of Explorers, which take a day to train, and may travel up to twenty tiles from an owned structure over the course of two days
Martial Fervor: 4 Innovation | Allows the training of Guardians, which take a day to rain, and receive a +1 Defense bonus
Brickbuilding: 8 Innovation | Allows the construction of a Mud-Brick Hovel, which costs 10 Labor, 3 Mud Bricks, and houses ten Followers.
Spirits of the Soil: 7 Innovation, 5 Faith | Spawns a clump of Spirit Grass. Spirit Grass takes six days to grow to maturity, and may be spread to new adjacent tiles when mature for 1 Faith. When mature it may be harvested for one unit of Haunting Reeds, which can be used to build Reed Flutes for 5 Labor. Reed Flutes when used for worship increase the Divinity gain of worship by one.
Food Storage: 7 Innovation | Allows the construction of the Cache [5 Labor, stores up to five food. 50% of the food in the Cache is saved upon Population Growth. Food in Cache rots one day slower]
Primitive Agrarianism: 10 Innovation | Allows the training of Agrarians. Agrarians gather one more food from food sources, and produce double labor towards harvesting and growing.
Last edited by G-Tech Corporation on Mon Feb 06, 2017 9:25 am, edited 23 times in total.
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Utceforp
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Postby Utceforp » Sun Jan 01, 2017 5:33 pm

Tag, gonna make some sort of sea or river deity.
Signatures are so 2014.

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G-Tech Corporation
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Postby G-Tech Corporation » Sun Jan 01, 2017 5:36 pm

Utceforp wrote:Tag, gonna make some sort of sea or river deity.


Smashing. I've built in the ability to adopt Aspects to allow the alteration of the world, so I look forward to seeing what folks do with that. I'll be modeling geography and climate patterns.
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The Burning Sun
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Postby The Burning Sun » Sun Jan 01, 2017 6:47 pm

So this is the (rebooted) topic you've posted in most, eh? It must have been pretty successful.
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I award you ten points for the nickname. Which will buy you...
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Zhaas123
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Ex-Nation

Postby Zhaas123 » Sun Jan 01, 2017 7:09 pm

God Application
Name: Fyaos
Color: Cardinal Red
Position on Map: four spaces to the right of the leftmost forest and down one
Aspects: Bloody-Handed, Self Evident, Empowerment
Personality: A harsh deity, Fayos demands strength from those who follow him. He in the end believes that all beings must live in constant conflict, be it with nature, themselfs, or other beings or they will stagnate.
Appearance: Fayaos appears to mortals as a decaying corpse, a rotten body with flesh falling off and bone and muscle visible in many places.
Sorry when i posted it they were gone.
Last edited by Zhaas123 on Sun Jan 01, 2017 8:13 pm, edited 2 times in total.

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G-Tech Corporation
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Postby G-Tech Corporation » Sun Jan 01, 2017 7:54 pm

Zhaas123 wrote:God Application
Name: Fyaos
Color: Cardinal Red (this is what your earthly holdings will be marked with on the map)
Position on Map: four spaces to the right of the leftmost forest and down one
Aspects: Bloody-Handed, Self Evident, Empowerment (These are descriptors of what your god is like, and determine its powers. Consult the list below to choose three of them.)
Personality: A harsh deity, Fayos demands strength from those who follow him. He in the end believes that all beings must live in constant conflict, be it with nature, themselfs, or other beings or they will stagnate.
Appearance: Fayaos appears to mortals as a decaying corpse, a rotten body with flesh falling off and bone and muscle visible in many places.


I think you messed up the bold tags lad, and forgot to delete the parentheses. I actually use those to gauge if folks read the OP.
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Yovskor
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Postby Yovskor » Sun Jan 01, 2017 8:15 pm

Are Miracles seperate from active aspects?

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G-Tech Corporation
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Postby G-Tech Corporation » Sun Jan 01, 2017 9:04 pm

Yovskor wrote:Are Miracles seperate from active aspects?


Nope; Aspects dictate what Miracles any Divine may conduct at a given time.
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Beutarch
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Ex-Nation

Postby Beutarch » Mon Jan 02, 2017 10:41 am

God Application
Name: Baelt
Color: Royal Purple
Position on Map: Two paces south of the rightmost forest
Aspects: Self Evident, Beloved and Empowerment
Personality: Baelt is rather generous Devine, choosing to solve problems via diplomatic means or even bribery. He treats his followers well, usually at the expense of those who oppose him. Baelt would gladly sell the very essence of another Devine in exchange for a hut for a needy follower.
Appearance: To mortals, Baelt appears as a fat old man, sometimes on a litter pulled by Satyrs.
Do you think you know me?

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Great Confederacy of Commonwealth States
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Democratic Socialists

Postby Great Confederacy of Commonwealth States » Mon Jan 02, 2017 11:33 am

God Application
Name: Protogeiros
Color: Black
Position on Map: Two paces south of the western forest.
Aspects: Bloody-handed, Stalwart, Waymaker
Personality: Protogeiros probably loved the Spark the most, or at least, felt the strongest about him. He enjoyed the conversations they had, and revelled at the wisdom contained by their Mother. When She sacrificed herself for the happiness of her Children, Protogeiros only wept, for he had lost his guiding light. As such, Protogeiros came to long for her return, hating the world that was created for her most petulant of children. Protogeiros has a burning hatred for the world, for humans, whom he sees as thieves and usurpers of his Mother’s light. His ultimate wish is to gain enough power to end the world he hates so much, to bring back the Spark to her former glory. Whatever means necessary.
Appearance: Protogeiros, despising the human form, chooses not to take that form. Instead, he appears as a blue, cold-burning flame in a golden bowl, which is extremely hot to the touch.
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New Roman Empire
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Ex-Nation

Postby New Roman Empire » Mon Jan 02, 2017 11:48 am

God Application
Name: Korinith
Color: Yellow
Position on Map: two paces north of the Western forest
Aspects: Stalwart, Glorious, Empowerment
Personality: Korinith prefers clever tactics, espionage and intelligence rather than a fight of strength. He cares very much for his tribes and prefers to walk among them. He sees the humans as a way to get away from the other divines. But if a war is to come then he will make his stand.
Appearance: he appears as one of them, his nose is the only thing visible from his hooded cloak. No one can see his face, his eyes have a slight sparkles to them.
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Los Mesa
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Ex-Nation

Postby Los Mesa » Mon Jan 02, 2017 12:10 pm

Tagus

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G-Tech Corporation
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Inoffensive Centrist Democracy

Postby G-Tech Corporation » Mon Jan 02, 2017 1:17 pm

Beutarch wrote:God Application
Name: Baelt
Color: Royal Purple
Position on Map: Two paces south of the rightmost forest
Aspects: Self Evident, Beloved and Empowerment
Personality: Baelt is rather generous Devine, choosing to solve problems via diplomatic means or even bribery. He treats his followers well, usually at the expense of those who oppose him. Baelt would gladly sell the very essence of another Devine in exchange for a hut for a needy follower.
Appearance: To mortals, Baelt appears as a fat old man, sometimes on a litter pulled by Satyrs.


That seems to be in order. I'm interested to see how you try to drain the essence of other Divines :P

Great Confederacy Of Commonwealth States wrote:God Application
Name: Protogeiros
Color: Black
Position on Map: Two paces south of the western forest.
Aspects: Bloody-handed, Stalwart, Waymaker
Personality: Protogeiros probably loved the Spark the most, or at least, felt the strongest about him. He enjoyed the conversations they had, and revelled at the wisdom contained by their Mother. When She sacrificed herself for the happiness of her Children, Protogeiros only wept, for he had lost his guiding light. As such, Protogeiros came to long for her return, hating the world that was created for her most petulant of children. Protogeiros has a burning hatred for the world, for humans, whom he sees as thieves and usurpers of his Mother’s light. His ultimate wish is to gain enough power to end the world he hates so much, to bring back the Spark to her former glory. Whatever means necessary.
Appearance: Protogeiros, despising the human form, chooses not to take that form. Instead, he appears as a blue, cold-burning flame in a golden bowl, which is extremely hot to the touch.


Good to have you James. A warrior god will be a grand addition.

New Roman Empire wrote:God Application
Name: Korinith
Color: Yellow
Position on Map: two paces north of the Western forest
Aspects: Stalwart, Glorious, Empowerment
Personality: Korinith prefers clever tactics, espionage and intelligence rather than a fight of strength. He cares very much for his tribes and prefers to walk among them. He sees the humans as a way to get away from the other divines. But if a war is to come then he will make his stand.
Appearance: he appears as one of them, his nose is the only thing visible from his hooded cloak. No one can see his face, his eyes have a slight sparkles to them.


An interesting juxtaposition with Protogeiros. Also accepted.

I'll try to get the map updated forthwith.
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The Knights of Azorea
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Ex-Nation

Postby The Knights of Azorea » Mon Jan 02, 2017 2:18 pm

God Application
Name: Caliston
Color: Navy Blue
Position on Map: 4 Paces North and four paces west of Baelt
Aspects: Beloved, Self Evident, Maker.
Personality: Caliston adored his maker, following as a son follows his father, learning at it's feet and observing it's every word. The young god would converse as often as he could with his creator, debating and discussing the ideas formed in the eons of darkness. Many would expect Caliston to have grown bitter with his creator's loss, but not so. The event did change him, from an eager student to a stern, disciplined scholar. In fact, Caliston relished the opportunity to put his spiraling thoughts and debating mind to use when Mara was born, entering the world in order to guide it with the knowledge of his creator, and to gather more from it in turn. He has taked residence as the steward of a tribe of men, guiding and teaching them. It is his delight to guide men to such a level as to debate with him, though such a thing is rare. His role suits him, a Steward, Teacher and Lawmaker.
Appearance: Caliston appears to have aged dramatically since the death of the creator, rare among his fellows in seeming to be almost old. A long white beard falls from an arcane, scholarly head, with deep, misty grey eyes and an aging athlete's figure. He wears simple robes, white and pristine, and wields in one hand a long wooden staff, while in the other wielding a stone tablet bearing the finer points of the spark's meditations.
Last edited by The Knights of Azorea on Mon Jan 02, 2017 3:26 pm, edited 1 time in total.

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Great Confederacy of Commonwealth States
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Postby Great Confederacy of Commonwealth States » Mon Jan 02, 2017 2:22 pm

The Knights of Azorea wrote:God Application
Name: Caliston
Color: Navy Blue
Position on Map: Just to check, are resources generated around where we choose to start, or is it just the ones on the map currently.
Aspects: Beloved, Self Evident, Maker.
Personality: Caliston adored his maker, following as a son follows his father, learning at it's feet and observing it's every word. The young god would converse as often as he could with his creator, debating and discussing the ideas formed in the eons of darkness. Many would expect Caliston to have grown bitter with his creator's loss, but not so. The event did change him, from an eager student to a stern, disciplined scholar. In fact, Caliston relished the opportunity to put his spiraling thoughts and debating mind to use when Mara was born, entering the world in order to guide it with the knowledge of his creator, and to gather more from it in turn. He has taked residence as the steward of a tribe of men, guiding and teaching them. It is his delight to guide men to such a level as to debate with him, though such a thing is rare. His role suits him, a Steward, Teacher and Lawmaker.
Appearance: Caliston appears to have aged dramatically since the death of the creator, rare among his fellows in seeming to be almost old. A long white beard falls from an arcane, scholarly head, with deep, misty grey eyes and an aging athlete's figure. He wears simple robes, white and pristine, and wields in one hand a long wooden staff, while in the other wielding a stone tablet bearing the finer points of the spark's meditations.

I think our gods might share an interesting relationship with one another. Say, have you seen or read Lord of the Rings?
The name's James. James Usari. Well, my name is not actually James Usari, so don't bother actually looking it up, but it'll do for now.
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The Knights of Azorea
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Postby The Knights of Azorea » Mon Jan 02, 2017 2:50 pm

I have not actually read the books or seen the movie, but I have read the entire illustrated dictionary/glossary and know a decently large amount about the world.

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Great Confederacy of Commonwealth States
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Postby Great Confederacy of Commonwealth States » Mon Jan 02, 2017 2:51 pm

The Knights of Azorea wrote:I have not actually read the books or seen the movie, but I have read the entire illustrated dictionary/glossary and know a decently large amount about the world.

Then the names 'Boromir' and 'Faramir' should ring a bell, should they not?
The name's James. James Usari. Well, my name is not actually James Usari, so don't bother actually looking it up, but it'll do for now.
Lack of a real name means compensation through a real face. My debt is settled
Part-time Kebab tycoon in Glasgow.

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The Knights of Azorea
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Postby The Knights of Azorea » Mon Jan 02, 2017 2:57 pm

Hmm. I can certainly see something interesting developing.

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Postby G-Tech Corporation » Mon Jan 02, 2017 3:05 pm

Az, the resources you see are the resources that will be on the map to start. Each tribe has berry bushes and a spring generated for them though.

Also, as a note, I've modified the exclusive gathering zone for territories down from five paces to three.
Quite the unofficial fellow. Former P2TM Mentor specializing in faction and nation RPs, as well as RPGs. Always happy to help.

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Yovskor
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Postby Yovskor » Mon Jan 02, 2017 3:25 pm

God Application
Name:Beo
Color: Cyan
Position on Map: one right from the southeasternmost wheat field
Aspects:Stalwart, Maker, Seeds of the earth
Personality: He is a calm god, with a philosophy of peace, stability and equality. He despises conflict and agression, but don't be fooled, he will gladly take up arms to keep the peace, or, at least his notion of it. In his dealings with mortals and gods alike, he never displays his anger, and always tries to be understanding.
Appearance:He takes the apperance of an overgrown rock golem, think the rock giant from Reus.
Last edited by Yovskor on Mon Jan 02, 2017 3:28 pm, edited 1 time in total.

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G-Tech Corporation
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Inoffensive Centrist Democracy

Postby G-Tech Corporation » Mon Jan 02, 2017 3:26 pm

Yovskor wrote:God Application
Name:Beo
Color: Cyan
Position on Map: Four left of the easternmost berry bush.
Aspects:Stalwart, Maker, Seeds of the earth
Personality: He is a calm god, with a philosophy of peace, stability and equality. He despises conflict and agression, but don't be fooled, he will gladly take up arms to keep the peace, or, at least his notion of it. In his dealings with mortals and gods alike, he never displays his anger, and always tries to be understanding.
Appearance:He takes the apperance of an overgrown rock golem, think the rock giant from Reus.


Fruit Bushes are generated around tribal settlements- you can choose a different location and get your own set of resources.
Quite the unofficial fellow. Former P2TM Mentor specializing in faction and nation RPs, as well as RPGs. Always happy to help.

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Yovskor
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Postby Yovskor » Mon Jan 02, 2017 3:28 pm

G-Tech Corporation wrote:
Yovskor wrote:God Application
Name:Beo
Color: Cyan
Position on Map: Four left of the easternmost berry bush.
Aspects:Stalwart, Maker, Seeds of the earth
Personality: He is a calm god, with a philosophy of peace, stability and equality. He despises conflict and agression, but don't be fooled, he will gladly take up arms to keep the peace, or, at least his notion of it. In his dealings with mortals and gods alike, he never displays his anger, and always tries to be understanding.
Appearance:He takes the apperance of an overgrown rock golem, think the rock giant from Reus.


Fruit Bushes are generated around tribal settlements- you can choose a different location and get your own set of resources.

Edited

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G-Tech Corporation
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Inoffensive Centrist Democracy

Postby G-Tech Corporation » Mon Jan 02, 2017 3:30 pm

Yovskor wrote:God Application
Name:Beo
Color: Cyan
Position on Map: one right from the southeasternmost wheat field
Aspects:Stalwart, Maker, Seeds of the earth
Personality: He is a calm god, with a philosophy of peace, stability and equality. He despises conflict and agression, but don't be fooled, he will gladly take up arms to keep the peace, or, at least his notion of it. In his dealings with mortals and gods alike, he never displays his anger, and always tries to be understanding.
Appearance:He takes the apperance of an overgrown rock golem, think the rock giant from Reus.


Marvelous, happy to have you.
Quite the unofficial fellow. Former P2TM Mentor specializing in faction and nation RPs, as well as RPGs. Always happy to help.

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Postby Danceria » Mon Jan 02, 2017 3:32 pm

Tag
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It is my sole purpose in life to offend you and get you to think about your convictions due to this
“You have enemies? Good. That means you've stood up for something, sometime in your life.” - Sir Winston Churchill, Prime Minister of Great Britain.
Obligatory Quotes below
“Love looks not with the eyes, but with the mind; and therefore is winged Cupid painted blind.” - William Shakespeare.

“Always do right. This will gratify some people and astonish the rest.” - Mark Twain

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