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PostPosted: Thu Dec 14, 2017 11:20 pm
by Chineke
Skappola wrote:
Chineke wrote:
His secondary domain would likely be battle, and be focused on Honorable Combat. So it could be a good balance... Hmmm.... Unfortunately those were the two I was most torn between :p

General "war" got taken by the OP, so Fear/Courage could give you more room to work with than battle, which is starting to encroach on his domain.


Which would make the Honor deity a secondary deity under the War deity when it comes to battle. Which could make him a sort of adviser, or just a deity who happens to be under the war deity.

PostPosted: Thu Dec 14, 2017 11:22 pm
by Lunas Legion
Hmm. To go for my usual haunt of space/time or something else?

PostPosted: Fri Dec 15, 2017 3:53 am
by Korhal IVV
Name: Dwarfs(Khazari)
Appearance: Image
Description: Stoic and noble, the Dwarves of the cold north were once one of the most powerful nations of the mortal realm. Unparalleled users of magitech, the Khazari ruled from their isolated mountain citadels in that icy realm. Their lands were protected by powerful magical forcefields and legions of uncountable golems and other battle constructs. Above them reigned the great High King of the United Dwarven Citadels, Kelenor Embermeld. At his side were the 11 other High Lords of the Citadels - High Keeper Mael Stellion, Neptukos the Tidehunter, Magatha the Archmage, Archdruid Herstostrasz , Zermeon the Windmeister, Thorgas Fireheart, Shas'ir the Farsighted, Gotrek Crownbreaker, Aziris Dragonslayer, and Frosnir the Icemaster. These were the undisputed rulers of the dwarf race for many centuries during their golden age, as well as in their decline.

With their great power now lost, the dwarves have begun to remake their forges to create new weapons of war. Siege weapons utilizing a terrifying catalyst known as gunpowder as well as flying machines known as gyrocopters have made their first appearance in dwarven hands. The dwarves are also peerless in melee combat, with their ranged troops, such as blunderbuss riflemen, being able to fight in melee just as well as any other. Now, as their cities awaken one by one, legions of dwarves march from their mountain strongholds bearing their new forged weapons with only purpose - vengeance. Though their numbers are few, their sheer will and technology are with what they make up with.
Creator: Aza'gorod

#Raceapp - Tracking Purposes

Name: High Elves (Eldras)
Appearance: Image
Description: The ancient, fair High Elves of Quel'drassil once ruled a mighty empire, centered in their capital city of Fuaran Rionnag. Under the Dawnseeker Dynasty, the High Elves mastered magic in its every form, but they mastered most of all Starsoul Sorcery, the power granted to them by the Star Father, Celestios. Hundreds of Stellarion lived amongst them, and 13 million High Elves populated the great nation that was Quel'drassil, but then, disaster struck. Content in their laurels, the High Elves came under attack from an army of pure chaos and fear. Their armies buckled under the assault as nearly eleven million elves were slaughtered, all for their divine Star Well, which was from where the High Elves drew their power from. A planar gateway between the Star Father's fortress and the mortal realm, it was corrupted by chaos, forcing High Elf Loremasters and Stellarion Star Lords to destroy it in both sides of the gate. The Elves fled to an island in the sea, recreating their kingdom from scratch. The great Celestial Dragon, Salendos, guided them through the Schism as their newfound nation, Tor Elasor, was relatively unscathed, except that they have lost a great deal of their power. Only the Stellarion who stayed behind as well as the Dragon are the only magic users left in Tor Elasor. The elves, however, have become warriors and sailors of renown. The grand armadas of Tor Elasor now ready to cross the seas to exact punishment on those that have wronged them.
Creator: Celestios

#Raceapp - Tracking Purposes

PostPosted: Fri Dec 15, 2017 4:33 am
by Auropa
gonna go ahead and reserve the fire domain if its alright. Thinking it could be interesting for him to be a sort of paladin, paragon deity

PostPosted: Fri Dec 15, 2017 5:44 am
by Bentus
Name: Seona, Goddess of the Sky and Wealth
Appearance: Linky
Domain: Air/Sky (Not the sun, moon, celestial bodies etc)
Secondary Domain: Trade, Wealth
Alignment: Chaotic Good

Description: Selfish and narcissistic, Seona is the Patron Deity of Travellers, Merchants and anyone hoping to make a quick coin. She is worshipped within nearly every mortal kingdom to at least some extent, the trade routes and sea lanes of the world serving to spread her faith far and wide. Everyone from noble lords, bandits and aspiring traders seek her favour in their quests, for wealth is the path to victory, fulfilment and happiness.

Compared to many of her fellow deities, Seona is fond of the mortals and the short-lived rat races of their lives. Their trials and triumphs provide an endless parade of amusement, and she enjoys meddling in their affairs. She finds the Gods to be far too single-minded in contrast – stoic and unchanging in their outlooks even after millennia of the same routine. Their unceasing bickering and petty squabbles are a constant headache in the back of her mind, especially when their trivialities boil over into her own affairs. Wars in particular serve as irritating nuisances. While small skirmishes and the manoeuvres of competing states have their use and place, all-out-wars of destruction and slaughter are messy affairs that bring about nothing but trouble. As they escalate, trade routes get severed as states seal their borders, reducing Seona’s own influence over the mortal kingdoms – much to her chagrin. As such, she far prefers far more subtle and refined methods of interference. A well-placed dagger or whisper can bring down troublesome kingdoms far more easily than an army ever could, and Seona’s followers maintain a prominent network of spies and informants to carry out her will – or that of the highest bidder.

Plane:
Seona’s plane is an endless sky, filled with clouds and floating islands – each an example of a pristine environment. On some, piles of gold, coins and precious stones lie unguarded in the open – mere trinkets compared to the far greater symbols of wealth in the seat of the Goddess’ power. In the centre of the plane lies Seona’s palace: a gigantic and ornate structure that borders on the ostentatious. Gold and marble ordain the structure, with precious stones and sculptures decorating its walls. Fountains and waterfalls surround it, while meticulously maintained gardens greet any welcomed visitor to Seona’s domain. Within the palace itself, lie treasures beyond imagination, the countless offerings that have been gifted to Seona in exchange for her favour or blessing. Occasionally a foolhardy (or dim-witted) mortal will seek to steal from the Goddess’ trove – with only a scant few ever being heard from again.

RP Example: Linky

#Godapp - tracking purposes.

PostPosted: Fri Dec 15, 2017 6:19 am
by Indo-pasif archipelago
Name: They are known by many names, but the names all means the same thing: They-Who-Bring-Light-In-The-Dark
Appearance: Some claims that their true form is of a great spark of light. Other says that their true visage is that of an endless and infinite library of knowledge. A different tribe will say that they are a wise old man. The truth is, what they look like is what one expect them to be, for they are the True manifestation of Knowledge and Freedom
Domain: Knowledge
Secondary Domain: Freedom, and by thus choice
Alignment: True Neutral
Description: Whereas some deities wish to enslaved or lead mortals, They-Who-Bring-Light-In-The-Dark, or The Lightbringer, see a potential within them. Not just the potential to use them as a tool, but the potential that will rise them as equal with the gods. So they gave the mortals the knowledge of the world, piece by piece. They are aware that even without the deities, mortals would still be able to thrive, although it would take a longer period of time. One day, they might even reach the stars that is unreachable, or even unknown by the gods. Of course, the creative aspect of mortals is also followed by their destructive aspect, and it would be unwise to give the knowledge of the gods freely. Of this, the Lightbringers aware.

With Knowledge, come choices that is formerly unknown. Choices that was hidden from the mortal, either simply because of their inexperience or deliberately hidden from them by the other deities. The Lightbringer give to them these choices so they might choose the one that will lead them to Transcendence. Shall they choose the wrong choice, Lightbringer will not stop, for Knowledge is a power that will destroy those unfitting to wield it, so the mortals may learn of their hubris.
Plane:
The dominion of They-Who-Bring-Light-In-The-Dark lays not in the sky, but deep within ones mind. Any of those that can find Enlightenment may seek their great palace within their mind, the appearance of which is free for them to choose. The only constant mark will be that it was a bright and warm place, within which the sum of the whole knowledge of humanity, dwarves, elves, and many more is stored.
RP Example: This may suffice

#Godapp - tracking purposes.

PostPosted: Fri Dec 15, 2017 7:28 am
by Auropa
Name: Ragnor

Appearance: As the symbol of fire Ragnor likes to almost appear larger than life among the mortals. His most common appearance and iteration is as a iron clad soldier.
Mortal Form
Image

Godly form
Image


Domain: Fire
Secondary Domain: Power and Hope
Alignment: Lawful Good

Description: Ragnor believes in mortals. Born from the embers of fire, he understands the feelings of both weakness and power along with the desire of growth and freedom. From this, he feels a link between himself and the living as they seek the same thing as his element would. As a result, he formed his core beliefs and actions around protecting the world of mortals, defending their right to choose, live and grow, only stepping in to protect them when all is threatened. With time he became an icon of protection and when the Order of Flame came into existence he gave it his blessing openly. To him, almost all life, regardless of race and alignment, deserves freedom and a chance to thrive.

As an individual, Ragnor is energetic and powerful in his attitude. Respecting many of his deities and their roles but has proved to be fiercely protective of the mortal realm in its entirety.

Plane: Ragnor’s plane in the cosmos is relatively small when compared to others. Instead of an endless landscape of his element, he chose to cater his land to the mortals who follow him. Creating a perpetually calm grassland dotted with small settlements before a single grand castle. There his followers are given a choice, have their souls pass on either to the cycle or the realm of any other deity that would have them, or stay in his realm and serve as one of his knights.

RP Example: viewtopic.php?f=31&t=407153

#Godapp - tracking purposes.


---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------


Name: The Order of the Flame

Aims/Objectives: The Order of the Flame serves to protect life and its freedoms.

Description: The Order of the Flame could be best described as a force of paladins dedicated to safeguarding all they can. The religious group primarily follows the teachings of Ragnor and as a result, have been able to spread to almost all corners of any open empire. In general the ideals of the group is to protect and serve the elements of life.

The reason behind their unchecked expansion is because of Ragnor’s teachings. The Order does not believe in taking power from empires and often works with them to protect their land from certain threats and aid in the training of their soldiers. Where they go, they construct temples like small forts and welcome all within, regardless of race. Seen amongst their ranks have been anything from cast out elves, dwarves, ogres and even some of chaos’ own creations that hold their freedom and don’t desire oblivion. From joining, the initiates are usually trained to become paladins of fire. They are taught to fight with honour and strength in the protection of the innocent. When the initiates finally complete their training they are given the right to don their white armour and serve in the order.

Unlike some other religious groups, the Order does not work to purge other beliefs. Instead they encourage faith in any power (so long as their hosting nation does not stand against them, or the faith requires the destruction of others) many members of the order even follow the teachings of other deities while serving under Ragnor. Combined with how the main work done by the Order is ensuring peace and protection by upholding local laws and protecting the defenceless however they can. The Order is usually accepted into most cultures and nations, as a result, paladins can often be seen all over, offering shelter to the weak, patrolling the streets of cities and in times of war, occupying safe zones for those fleeing destruction.

Despite everything, there are certain rules that the order must follow. Among codes of honour and chivalry, is a permanent air of neutrality. In times of war if they choose to serve in their army then they first must renounce their service to the Order. And at the same time, the paladins of the order are not permitted to fight invaders unless in self-defence. Instead they can only offer shelter to civilians within their temples or in their safe areas where they have the right to refuse entry to aggressors unless they relinquish their weapons and swear to temporary truce. While this has caused trouble in the past, the sheer size of the Order has allowed the majority of these concerns to be solved by informing sides in advance.

Generally, most empires that accept the Order, respect their neutrality and are more thankful of their free services rather than irritated by their presence.
However, as a flaw of its size, many sections of the Order are highly vulnerable. Corruption and weakness often spread unnoticed to the core members and Ragnor himself. In the end, while the Order accepts all, its members are still mortal and vulnerable.

The white armour of the Order (redesigned to fit different races)
Image



#Facapp - Tracking Purposes

PostPosted: Fri Dec 15, 2017 7:35 am
by Wysten
Bentus wrote:Name: Seona, Goddess of the Sky and Wealth
Appearance: Linky
Domain: Air/Sky (Not the sun, moon, celestial bodies etc)
Secondary Domain: Trade, Wealth
Alignment: Chaotic Good

Description: Selfish and narcissistic, Seona is the Patron Deity of Travellers, Merchants and anyone hoping to make a quick coin. She is worshipped within nearly every mortal kingdom to at least some extent, the trade routes and sea lanes of the world serving to spread her faith far and wide. Everyone from noble lords, bandits and aspiring traders seek her favour in their quests, for wealth is the path to victory, fulfilment and happiness.

Compared to many of her fellow deities, Seona is fond of the mortals and the short-lived rat races of their lives. Their trials and triumphs provide an endless parade of amusement, and she enjoys meddling in their affairs. She finds the Gods to be far too single-minded in contrast – stoic and unchanging in their outlooks even after millennia of the same routine. Their unceasing bickering and petty squabbles are a constant headache in the back of her mind, especially when their trivialities boil over into her own affairs. Wars in particular serve as irritating nuisances. While small skirmishes and the manoeuvres of competing states have their use and place, all-out-wars of destruction and slaughter are messy affairs that bring about nothing but trouble. As they escalate, trade routes get severed as states seal their borders, reducing Seona’s own influence over the mortal kingdoms – much to her chagrin. As such, she far prefers far more subtle and refined methods of interference. A well-placed dagger or whisper can bring down troublesome kingdoms far more easily than an army ever could, and Seona’s followers maintain a prominent network of spies and informants to carry out her will – or that of the highest bidder.

Plane:
Seona’s plane is an endless sky, filled with clouds and floating islands – each an example of a pristine environment. On some, piles of gold, coins and precious stones lie unguarded in the open – mere trinkets compared to the far greater symbols of wealth in the seat of the Goddess’ power. In the centre of the plane lies Seona’s palace: a gigantic and ornate structure that borders on the ostentatious. Gold and marble ordain the structure, with precious stones and sculptures decorating its walls. Fountains and waterfalls surround it, while meticulously maintained gardens greet any welcomed visitor to Seona’s domain. Within the palace itself, lie treasures beyond imagination, the countless offerings that have been gifted to Seona in exchange for her favour or blessing. Occasionally a foolhardy (or dim-witted) mortal will seek to steal from the Goddess’ trove – with only a scant few ever being heard from again.

RP Example: Linky

#Godapp - tracking purposes.

Accepted.

PostPosted: Fri Dec 15, 2017 7:35 am
by Wysten
Auropa wrote:Name: Ragnor

Appearance: As the symbol of fire Ragnor likes to almost appear larger than life among the mortals. His most common appearance and iteration is as a iron clad soldier.
Mortal Form

Godly form


Domain: Fire
Secondary Domain: Power and Hope
Alignment: Lawful Good

Description: Ragnor believes in mortals. Born from the embers of fire, he understands the feelings of both weakness and power along with the desire of growth and freedom. From this, he feels a link between himself and the living as they seek the same thing as his element would. As a result, he formed his core beliefs and actions around protecting the world of mortals, defending their right to choose, live and grow, only stepping in to protect them when all is threatened. With time he became an icon of protection and when the Order of Flame came into existence he gave it his blessing openly. To him, almost all life, regardless of race and alignment, deserves freedom and a chance to thrive.

As an individual, Ragnor is energetic and powerful in his attitude. Respecting many of his deities and their roles but has proved to be fiercely protective of the mortal realm in its entirety.

Plane: Ragnor’s plane in the cosmos is relatively small when compared to others. Instead of an endless landscape of his element, he chose to cater his land to the mortals who follow him. Creating a perpetually calm grassland dotted with small settlements before a single grand castle. There his followers are given a choice, have their souls pass on either to the cycle or the realm of any other deity that would have them, or stay in his realm and serve as one of his knights.

RP Example: viewtopic.php?f=31&t=407153

#Godapp - tracking purposes.


---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------


Name: The Order of the Flame

Aims/Objectives: The Order of the Flame serves to protect life and its freedoms.

Description: The Order of the Flame could be best described as a force of paladins dedicated to safeguarding all they can. The religious group primarily follows the teachings of Ragnor and as a result, have been able to spread to almost all corners of any open empire. In general the ideals of the group is to protect and serve the elements of life.

The reason behind their unchecked expansion is because of Ragnor’s teachings. The Order does not believe in taking power from empires and often works with them to protect their land from certain threats and aid in the training of their soldiers. Where they go, they construct temples like small forts and welcome all within, regardless of race. Seen amongst their ranks have been anything from cast out elves, dwarves, ogres and even some of chaos’ own creations that hold their freedom and don’t desire oblivion. From joining, the initiates are usually trained to become paladins of fire. They are taught to fight with honour and strength in the protection of the innocent. When the initiates finally complete their training they are given the right to don their white armour and serve in the order.

Unlike some other religious groups, the Order does not work to purge other beliefs. Instead they encourage faith in any power (so long as their hosting nation does not stand against them, or the faith requires the destruction of others) many members of the order even follow the teachings of other deities while serving under Ragnor. Combined with how the main work done by the Order is ensuring peace and protection by upholding local laws and protecting the defenceless however they can. The Order is usually accepted into most cultures and nations, as a result, paladins can often be seen all over, offering shelter to the weak, patrolling the streets of cities and in times of war, occupying safe zones for those fleeing destruction.

Despite everything, there are certain rules that the order must follow. Among codes of honour and chivalry, is a permanent air of neutrality. In times of war if they choose to serve in their army then they first must renounce their service to the Order. And at the same time, the paladins of the order are not permitted to fight invaders unless in self-defence. Instead they can only offer shelter to civilians within their temples or in their safe areas where they have the right to refuse entry to aggressors unless they relinquish their weapons and swear to temporary truce. While this has caused trouble in the past, the sheer size of the Order has allowed the majority of these concerns to be solved by informing sides in advance.

Generally, most empires that accept the Order, respect their neutrality and are more thankful of their free services rather than irritated by their presence.
However, as a flaw of its size, many sections of the Order are highly vulnerable. Corruption and weakness often spread unnoticed to the core members and Ragnor himself. In the end, while the Order accepts all, its members are still mortal and vulnerable.

The white armour of the Order (redesigned to fit different races)



#Facapp - Tracking Purposes

Accepted

PostPosted: Fri Dec 15, 2017 7:37 am
by Wysten
Korhal IVV wrote:Name: Dwarfs(Khazari)
Appearance: (Image)
Description: Stoic and noble, the Dwarves of the cold north were once one of the most powerful nations of the mortal realm. Unparalleled users of magitech, the Khazari ruled from their isolated mountain citadels in that icy realm. Their lands were protected by powerful magical forcefields and legions of uncountable golems and other battle constructs. Above them reigned the great High King of the United Dwarven Citadels, Kelenor Embermeld. At his side were the 11 other High Lords of the Citadels - High Keeper Mael Stellion, Neptukos the Tidehunter, Magatha the Archmage, Archdruid Herstostrasz , Zermeon the Windmeister, Thorgas Fireheart, Shas'ir the Farsighted, Gotrek Crownbreaker, Aziris Dragonslayer, and Frosnir the Icemaster. These were the undisputed rulers of the dwarf race for many centuries during their golden age, as well as in their decline.

With their great power now lost, the dwarves have begun to remake their forges to create new weapons of war. Siege weapons utilizing a terrifying catalyst known as gunpowder as well as flying machines known as gyrocopters have made their first appearance in dwarven hands. The dwarves are also peerless in melee combat, with their ranged troops, such as blunderbuss riflemen, being able to fight in melee just as well as any other. Now, as their cities awaken one by one, legions of dwarves march from their mountain strongholds bearing their new forged weapons with only purpose - vengeance. Though their numbers are few, their sheer will and technology are with what they make up with.
Creator: Aza'gorod

#Raceapp - Tracking Purposes

Name: High Elves (Eldras)
Appearance: (Image)
Description: The ancient, fair High Elves of Quel'drassil once ruled a mighty empire, centered in their capital city of Fuaran Rionnag. Under the Dawnseeker Dynasty, the High Elves mastered magic in its every form, but they mastered most of all Starsoul Sorcery, the power granted to them by the Star Father, Celestios. Hundreds of Stellarion lived amongst them, and 13 million High Elves populated the great nation that was Quel'drassil, but then, disaster struck. Content in their laurels, the High Elves came under attack from an army of pure chaos and fear. Their armies buckled under the assault as nearly eleven million elves were slaughtered, all for their divine Star Well, which was from where the High Elves drew their power from. A planar gateway between the Star Father's fortress and the mortal realm, it was corrupted by chaos, forcing High Elf Loremasters and Stellarion Star Lords to destroy it in both sides of the gate. The Elves fled to an island in the sea, recreating their kingdom from scratch. The great Celestial Dragon, Salendos, guided them through the Schism as their newfound nation, Tor Elasor, was relatively unscathed, except that they have lost a great deal of their power. Only the Stellarion who stayed behind as well as the Dragon are the only magic users left in Tor Elasor. The elves, however, have become warriors and sailors of renown. The grand armadas of Tor Elasor now ready to cross the seas to exact punishment on those that have wronged them.
Creator: Celestios

#Raceapp - Tracking Purposes

Accepted

PostPosted: Fri Dec 15, 2017 8:01 am
by Wysten
Alright if you check the OP you will see that all the accepted gods on a list.

PostPosted: Fri Dec 15, 2017 8:08 am
by Indo-pasif archipelago
May I know why I am not accepted?
Indo-pasif archipelago wrote:Name: They are known by many names, but the names all means the same thing: They-Who-Bring-Light-In-The-Dark
Appearance: Some claims that their true form is of a great spark of light. Other says that their true visage is that of an endless and infinite library of knowledge. A different tribe will say that they are a wise old man. The truth is, what they look like is what one expect them to be, for they are the True manifestation of Knowledge and Freedom
Domain: Knowledge
Secondary Domain: Freedom, and by thus choice
Alignment: True Neutral
Description: Whereas some deities wish to enslaved or lead mortals, They-Who-Bring-Light-In-The-Dark, or The Lightbringer, see a potential within them. Not just the potential to use them as a tool, but the potential that will rise them as equal with the gods. So they gave the mortals the knowledge of the world, piece by piece. They are aware that even without the deities, mortals would still be able to thrive, although it would take a longer period of time. One day, they might even reach the stars that is unreachable, or even unknown by the gods. Of course, the creative aspect of mortals is also followed by their destructive aspect, and it would be unwise to give the knowledge of the gods freely. Of this, the Lightbringers aware.

With Knowledge, come choices that is formerly unknown. Choices that was hidden from the mortal, either simply because of their inexperience or deliberately hidden from them by the other deities. The Lightbringer give to them these choices so they might choose the one that will lead them to Transcendence. Shall they choose the wrong choice, Lightbringer will not stop, for Knowledge is a power that will destroy those unfitting to wield it, so the mortals may learn of their hubris.
Plane:
The dominion of They-Who-Bring-Light-In-The-Dark lays not in the sky, but deep within ones mind. Any of those that can find Enlightenment may seek their great palace within their mind, the appearance of which is free for them to choose. The only constant mark will be that it was a bright and warm place, within which the sum of the whole knowledge of humanity, dwarves, elves, and many more is stored.
RP Example: This may suffice

#Godapp - tracking purposes.

PostPosted: Fri Dec 15, 2017 8:09 am
by The Assorted Saharan Outposts
Wysten wrote:Alright if you check the OP you will see that all the accepted gods on a list.

Uh..you missed mine.

PostPosted: Fri Dec 15, 2017 8:10 am
by Higher Japan
I think it would be more fitting to classify mine as a demon.

PostPosted: Fri Dec 15, 2017 8:14 am
by Skappola
Wysten wrote:Alright if you check the OP you will see that all the accepted gods on a list.

You missed mine

PostPosted: Fri Dec 15, 2017 8:21 am
by Wysten
Skappola wrote:
Wysten wrote:Alright if you check the OP you will see that all the accepted gods on a list.

You missed mine

I got yours and the Rose god and the map is up.

PostPosted: Fri Dec 15, 2017 8:40 am
by The Safeguard
I'm the god of hatred and malice, not magic.

PostPosted: Fri Dec 15, 2017 9:07 am
by Wysten
The Safeguard wrote:I'm the god of hatred and malice, not magic.

I thought I put that

PostPosted: Fri Dec 15, 2017 10:17 am
by Bentus
So what's the level of technology in the world to begin with, approximately? I get that there'll be some variation between factions and races, not to mention that magic always mixes things up, but overall are things in a Roman-esque period, or more medieval or renaissance?

PostPosted: Fri Dec 15, 2017 10:23 am
by Wysten
Bentus wrote:So what's the level of technology in the world to begin with, approximately? I get that there'll be some variation between factions and races, not to mention that magic always mixes things up, but overall are things in a Roman-esque period, or more medieval or renaissance?

High Medieval period though mages are few and far between because magic is highly volatile.

PostPosted: Fri Dec 15, 2017 10:30 am
by Wysten
Indo-pasif archipelago wrote:May I know why I am not accepted?
Indo-pasif archipelago wrote:Name: They are known by many names, but the names all means the same thing: They-Who-Bring-Light-In-The-Dark
Appearance: Some claims that their true form is of a great spark of light. Other says that their true visage is that of an endless and infinite library of knowledge. A different tribe will say that they are a wise old man. The truth is, what they look like is what one expect them to be, for they are the True manifestation of Knowledge and Freedom
Domain: Knowledge
Secondary Domain: Freedom, and by thus choice
Alignment: True Neutral
Description: Whereas some deities wish to enslaved or lead mortals, They-Who-Bring-Light-In-The-Dark, or The Lightbringer, see a potential within them. Not just the potential to use them as a tool, but the potential that will rise them as equal with the gods. So they gave the mortals the knowledge of the world, piece by piece. They are aware that even without the deities, mortals would still be able to thrive, although it would take a longer period of time. One day, they might even reach the stars that is unreachable, or even unknown by the gods. Of course, the creative aspect of mortals is also followed by their destructive aspect, and it would be unwise to give the knowledge of the gods freely. Of this, the Lightbringers aware.

With Knowledge, come choices that is formerly unknown. Choices that was hidden from the mortal, either simply because of their inexperience or deliberately hidden from them by the other deities. The Lightbringer give to them these choices so they might choose the one that will lead them to Transcendence. Shall they choose the wrong choice, Lightbringer will not stop, for Knowledge is a power that will destroy those unfitting to wield it, so the mortals may learn of their hubris.
Plane:
The dominion of They-Who-Bring-Light-In-The-Dark lays not in the sky, but deep within ones mind. Any of those that can find Enlightenment may seek their great palace within their mind, the appearance of which is free for them to choose. The only constant mark will be that it was a bright and warm place, within which the sum of the whole knowledge of humanity, dwarves, elves, and many more is stored.
RP Example: This may suffice

#Godapp - tracking purposes.

Accepted

PostPosted: Fri Dec 15, 2017 4:05 pm
by The Safeguard
Wysten wrote:
Bentus wrote:So what's the level of technology in the world to begin with, approximately? I get that there'll be some variation between factions and races, not to mention that magic always mixes things up, but overall are things in a Roman-esque period, or more medieval or renaissance?

High Medieval period though mages are few and far between because magic is highly volatile.

Just so we're on the same page, you mean approximately the 11th - 13th centuries, right?

PostPosted: Fri Dec 15, 2017 4:07 pm
by Wysten
The Safeguard wrote:
Wysten wrote:High Medieval period though mages are few and far between because magic is highly volatile.

Just so we're on the same page, you mean approximately the 11th - 13th centuries, right?

Yep I am thinking the rise of the age of the Knight so maybe mid 11th.

PostPosted: Fri Dec 15, 2017 6:33 pm
by The Safeguard
Wysten wrote:
The Safeguard wrote:Just so we're on the same page, you mean approximately the 11th - 13th centuries, right?

Yep I am thinking the rise of the age of the Knight so maybe mid 11th.

Well, just so everyone knows, the best armor around would be mail. The best "plate" armor you would get would be either a coat of plates or something along the lines of Lorica Segmentata. Additionally, stuff like great helms (the stereotypical crusader helmet) also did not exist at this time.

PostPosted: Fri Dec 15, 2017 9:10 pm
by Skappola
The Safeguard wrote:
Wysten wrote:Yep I am thinking the rise of the age of the Knight so maybe mid 11th.

Well, just so everyone knows, the best armor around would be mail. The best "plate" armor you would get would be either a coat of plates or something along the lines of Lorica Segmentata. Additionally, stuff like great helms (the stereotypical crusader helmet) also did not exist at this time.

Though, there would be leeway for people like demigods and divine creations, I assume.