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The Second Age of Gods (FanT RP, OOC, Open)

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Zarkenis Ultima
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Posts: 43665
Founded: Feb 22, 2011
Democratic Socialists

The Second Age of Gods (FanT RP, OOC, Open)

Postby Zarkenis Ultima » Tue Sep 20, 2016 11:55 am

The Second Age of Gods
By Tomia and Zarkenis Ultima

-New header image pending-

A long time ago, there was the Age of Gods, when our ancestors lived in perpetual reverence towards the Eight Tribes of the Gods of Earth, and the natural arts such as magic and divination were commonplace. Beasts born of God and Man alike roamed the land, and kings and heroes engaged in glorious combat for the favor of their deities. The greatest of them were the demigods, humans sired by the Gods themselves to serve them and their chosen people. These men, be they commoners, or kings, or heroes, were all lovingly nurtured by the Earth and allowed to thrive on its surface, and all was well. The Age of Gods, despite its strife and its tribulations, was an age where mankind prospered under the guidance of the Gods, living up to the grand ideals that they represented.

However, as with most things, the Age of Gods came to an end. There were two key events that led to this decline. The first was the advent of the Church, which led people towards the worship of a single entity, fostering not the boisterous ideals upheld by the Gods, but rather values of servitude and submission towards a transcendent being that was not a God of Earth. Thus, with the loyalty of their human subjects lost to this new cult, the Eight Tribes left and went into a deep slumber, leaving mankind to their devices.

The second event was the rise of the supernatural arts. Alchemy. Metallurgy. Engineering. These arts differed from the natural arts in that they utilized the resources of nature to create something that did not belong in nature, solely for the benefit of mankind. While the supernatural arts had existed for almost as long as man himself, they had not been exploited excessively and had generally co-existed with the natural arts. However, they suffered from a drastic rise in popularity among humans at some point during the Age of Gods, leading to an ever-diminishing dependence on the Gods, which resulted in the loss of the loyalty that humans once held towards their deities, further sealing the end of the Age of Gods. What’s more, the reckless spreading and advancement of these arts brought about what is known as the Age of Man.

During the Age of Man, with no Gods to guide them and with the false belief in the possibility of transcending their world ingrained into their heads by the monotheistic faiths, mankind entered a stage of accelerated progress. Man spread across the entire world, relentlessly extracting resources and destroying the landscape for their supposed benefit and to prove their dominance. They had forgotten the struggles of survival and had become so accustomed to their selfish idea of comfort that they were willing to do anything to uphold it. All the while, the Earth agonized, but it was paid no heed. The warning signs were all ignored or dismissed as inconsequential. Finally, the Earth grew tired and decided that it was time for the Age of Man to end.

The Earth’s wrath came swiftly and without allowing any reaction whatsoever, leaving mankind once more grimly aware of its impotence as it could do nothing but watch. The land burst open, spilling out the blood of the Earth, while the seas sought to swallow everything and the skies howled and poured their light upon mankind in anger. In the end, humanity’s imposing caves of steel were reduced to nothing, and all of their progress and comfort was stripped away in a heartbeat. Indeed, it was a miracle in itself that mankind managed to survive such a cataclysm in the first place, or so the humans considered it, though in reality, a few of them survived because they were given a second chance. The Earth spared them, and in order to prevent them from going down the wrong path again, the Earth awakened the Eight Tribes from their slumber, sending them to guide mankind once again.

This marks the start of the age we live in now, the Second Age of Gods. Though the land has changed much since the previous ages, due to the cataclysm brought about by the Earth, the returned Gods still lead the people they had once chosen, with each of the Eight Tribes ruling over a different part of the world. The beasts of old have surfaced once more, some in reaction to the return of magic and mystery, others as a tool of the Earth to keep mankind under control, and still some others being born into this age from the union of Gods or Men and other creatures, much like in the Age of Gods. Likewise, heroes have risen to face these beasts and explore the new world. Most importantly, the Gods have revived the practice of mating with humans, leading to the resurgence of demigods. As mankind was nearly extinct by the end of the cataclysm, and due to the divine blood mixing in with their own, most humans have some divinity inside of them, though not to the degree of a demigod, allowing them feats of might far greater than those accomplished by the people of the Age of Man. Pure humans are about as rare as half-bloods, that is, half-Gods and half-Humans.

After decades of war and infighting between the different groups controlled by the Eight Tribes, along with a strange increase in the number of beasts roaming the lands and a proliferation of splinter groups that seek to disrupt the subjects of the Eight Tribes or otherwise hinder the Gods, a neutral association was created: the White Tower. Founded by eight powerful Half-Bloods, each hailing from one of the different areas ruled by the Eight Tribes, the White Tower embraced the task of exterminating beasts and thwarting the agendas of separatist factions, all while often acting as a mercenary group aiding one or another of the Eight Tribes’ chosen ones in times of war. Due to these activities, the White Tower quickly prospered and became a group of great renown. Nowadays, the White Tower is comprised of many humans, pure-bloods, half-bloods, and even demibeasts who seek to serve the Gods and attain glory.

In a world reborn full of heroes and monsters, who will weave the threads of fate?




Hello! And welcome to this roleplay by yours truly. Second Age of the Gods is a high fantasy roleplay which takes place 300 years after a world-changing cataclysm and will focus on the White Tower’s members and their exploits, and we hope that you’ll have fun participating. Please take the time to read through everything in this post, it isn’t that much. Of important note is that, while this roleplay is heavily based off of mythology, not everything that you do needs to have a mythological background, so feel free to be a bit creative if you want. Without further ado, here are the rules:

Rules
1. The OP (Zarkenis Ultima) and Co-OP (Tomia) are the highest authorities of this thread.
2. Respect your fellow players (and any lurkers, too).
3. Godmodding is forbidden. If you need to do something to another player’s character, either work it out here or in private.
4. Make sure that your posts are understandable and are at least five lines in length.
5. Likewise, posts must be PG-13 and follow all of the site’s rules.
6. Delete every parenthesis in your apps. Seriously. Now you can’t claim I didn’t tell you to.
7. Try to stay active. If you disappear and other players are waiting on you, actions may be taken to progress those scenes.
8. Lastly, this is a roleplay. We’re here to have fun, so, have at it. :)


A chat owned by the OP can be found here.

The In-Character Thread can be found here.



As the introductory text says, the world of mankind went through a continent-shattering cataclysm that changed the face of the Earth as it was known during the Age of Man. What little remained merged together to create the world that we know now, which was quick to grow into a stable environment once again thanks to the will of Earth. Compared with the Age of Man, one could say that Earth in the Second Age of the Gods is in a far more primeval state, the mostly untouched wilderness displaying all of its beautiful and terrifying glory. Little of the old world was left after the cataclysm, though there are still remnants of it, with some of them being pieces of the world as it was since the First Age of the Gods.

Earth is constituted by a single continent, named Arret, and several surrounding islands. Arret contains most types of biomes that were present on Earth before, with adjustments made to sustain the existence of several types of monsters and supernatural creatures that proliferated after the cataclysm. Within Arret, each of the Eight Tribes rules over a certain territory, though frequent disputes often change the exact arrangement of these territories. The Eight Tribes are the Aztec Pantheon, the Iroquois Pantheon, the Norse Pantheon, the Chinese Pantheon, the Japanese Pantheon, the Hindu Pantheon, the Greek Pantheon and the Egyptian Pantheon. These are the tribes of Gods that were first created by the Earth to lead men; there are many other pantheons residing in the divine plane, but they live in the shadow of the Eight Tribes, being less powerful and influential, though they still interact with and are worshipped by the mortals. Despite the fact that each of the Eight Tribes controls a large territory, there are neutral territories as well, such as the one where the White Tower is located.

As Arret is quite an enormous landmass and comparatively little of it has been explored by the mortals, a particular method of transport was devised: by discovering and formalizing the unique magical pattern belonging to a certain location, it was possible for the magicians of various major settlements to connect two different points in space by creating two gateways at each location and imprinting the magical pattern of the other on each of them. Since its discovery, this practice spread like a wildfire, with most major cities now having a ‘nexus’ of gateways leading to several locations, though the availability of this travel option is often tied to diplomatic affairs and political interests.

Recently, the feudal kingdom of Gerask has gone to war with its longtime cultural rival, the island nation of Agulra, over the control of trade in the West Sea. The conflict, long and bloody, has lasted for decades already, and threatens to upset the balance of the western coasts of Arret.
The White Tower is one of the most well known organizations across the continent of Arret. Their roots go all the way to the latter half of the second century after the end of the cataclysm. With the constant warfare between the fledgling nations that pledged their service to the Eight Tribes, the re-emergence of monsters belonging to myth and legend, and the proliferation of gangs of bandits who plundered the land, eight powerful Half-Bloods, each descended from one of the Eight Tribes, put together their power and resources in order to create an organization that could exploit the chaos of the world and establish some order at the same time.

Over time this group of professional heroes came to attain great renown and stature, settling upon the ruins of a place once foolishly known as the Eternal City, which they decided to call Medi. Now, though the term ‘Hero’ had positive moral connotations during the Age of Man, to the followers of the Eight Tribes it merely referred to a skilled person, who went above and beyond the ordinary. Thus, members of the White Tower come in all flavors: good, evil, greedy, brave. Some are Holders, others Riders or Magicians. Some are Half-Bloods, and others bear the untainted blood of mankind. The White Tower in its current state has no static political agenda, it merely seeks the greatest talent from the world to do the jobs that no one else will do.

The White Tower operates much like a mercenary group. If they are not paid, they do not offer their services. However once paid, the group promises the completion of the job, and their word is quite good indeed. The group, while allowing their members a decent amount of free reign, is fairly structured. Prospective members must prove their worth by completing a feat of skill assigned by one of the Guild Masters and once that is accomplished they serve as the apprentice to a hero for a six month period. Heroes are required to take on any mission given to them by the Guild Masters, but are also allowed to take on missions personally offered to them if they so wish, though they are still required to take some form of payment. Ranks within the White Tower are represented by the color of the cloak given to each member, the colors being red, blue, purple, gold and white, with white being the highest ranking given to members. Starting from blue, heroes can take on apprentices, with the exact number depending on their rank and ranging from 2 to 8. Ranks also determine certain benefits such as more prestigious missions and access to better equipment and methods of transport. In addition, White Cloaks are required to offer advice and training to lower-ranked heroes.

While there is a great deal of variety in the missions that are taken on by the group, it typically deal with vicious monsters or bandit hordes, as well as kidnappings or searches for powerful lost artifacts. The group has a strict rule against assassinations however, and will not accept directly opposing the interests of any of the Eight Tribes. As their ability to function is intrinsically tied to their neutrality, they go to great lengths to maintain it.

The group mainly operates out of a large white tower in the center of Medi, a tower that the founders built with the assistance of the Gods and from which they took their name. The tower serves as the barracks for the White Cloaks and the eight Guild Masters, while the rest of the members sleep in the houses along the tower. A large structure nearby has also been maintained in working conditions and serves as both a training ground for members of the White Tower and as a place for feuds and wagers to be settled by them.

Most nations of Arret have come to appreciate or at the very least respect the White Tower for everything they have done for the world, as well as the great exploits they have accomplished. However, this is far from being always the case, and sometimes they may find difficulties in traveling to certain parts of the world due to this. For the most part, however, they are allowed free reign and some degree of freedom to act within most nations that have contact with them. Thus, to prove their allegiance, members of the White Tower are given a special crest that they are to display whenever they are on official business. These crests’ main colors are those that correspond to the members’ ranks within the White Tower.

Due to the War of the West Sea that is raging on the southwestern sector of Arret, many of the White Tower’s members are out on duty, accomplishing missions for either side of the conflict whenever their help is requested. With no end in sight for the war, the White Tower has begun actively recruiting new members to tend to the needs of the rest of the world.
HALF-BLOODS
The prodigal children of the Gods, endowed with great power. Half-Bloods, as their name indicates, are not merely people possessing divine blood, which describes the vast majority of mankind. Rather, they are children of the Gods of the Eight Tribes, born from the union between a mortal and a divinity. The sheer concentration of divine blood within them clouds and overpowers their connection with other sources of power, thus rendering them incapable of employing magic, wielding artifacts or dealing with guardian spirits, but in turn, they have the unique ability to manipulate the domains of their divine parents, granting them enormous power over an aspect of the world. However, though the power in their blood is huge, it is not infinite. Their divinity is not a constant as it is in their parents and so, a half-blood must take care, for if they use their power to the point of exhaustion, their divine blood will grow weaker and become temporarily subdued by their human blood, thus rendering them powerless for a period of time. Their divine nature also gives them a special presence that can be detected by anyone, thus rendering them unable to adopt stealth tactics and the like. Monsters are especially attuned to this presence, so half-bloods often become targets for monsters. They bleed a golden ichor instead of blood.

Class Options:
  • Godling



PURE-BLOODS
The primordial human, untouched by the gifts of the divine nor marred by the influence of the beastly. Pure-Bloods are the few members of mankind who have not yet received unto them the blood of the Gods of the Eight Tribes. This means, naturally, that they are far weaker than their human, half-blood and demibeast counterparts; however, in return, they are also unhindered by the limitations of those offshoots of the human race. These people, despite being frailer than the average human from their present age, remain just as versatile as their ancestors, and in general show greater inventiveness than the other races due to their greater limitations. Lacking divine blood, their connection with other sources of power is not severed or obfuscated, and they possess no affinity. This means that they have the potential to become very powerful magicians, adept at employing all of the elements at will; they will never outshine a human magician of even skill in using the element of their affinity, but they will be able to use all of the other elements better than a human ever could. Their lack of divine blood also means that they are more easily able to harness the power of magical artifacts, deal with guardian spirits or synergize better with beastlike companions. Their blood is red, like that of their forerunners.

Class Options:
  • Magician
  • Rider
  • Tamer
  • Holder
  • Shapeshifter
  • Summoner



HUMANS
The most widespread type of humanoid in existence during the Second Age of the Gods. These are people who, due to their heritage, have a certain amount of divine blood within them, granting them several abilities, among which are physical abilities on par with even those of half-bloods, and a resistance to certain elements which is dependent on the divinity whose blood flows within them. This elemental affinity can further manifest if the human in question becomes a magician, as humans are able to harness magic of a certain element with great expertise depending on their divine ancestry, albeit at the cost of becoming deficient in magic that harnesses the other elements. Due to their heightened physical abilities and metabolism, humans require a higher intake of food to sustain themselves during periods of intense physical activity, though they are also able to garner energy by harnessing the element of their affinity when possible. Though they are unable to directly manipulate aspects of the world, they are in turn capable of using magic and wielding powerful weapons that reject those of true semi-divinity. In addition, they are capable of harnessing their inner divinity as a sort of energy which can be used in martial arts for a variety of purposes. Their blood is a very bright shade of red that seems to glow faintly, owing to their divine heritage.

Class Options:
  • Magician
  • Rider
  • Tamer
  • Holder
  • Duelist



DEMIBEASTS
Born not from the union between man and God, but between man and monster. Given that monsters are often the offspring of the Gods, demibeasts are likely to possess some degree of divine blood in their bodies, but unlike with half-bloods and humans, this is irrelevant. Demibeasts are human beings who possess some of the physical traits and abilities of their monster parent. There can be an immense variety of demibeasts, and the exact traits and powers of each one of them depend solely on the nature of their parent; they are unable to derive power from their divinity or from outside sources, unlike humans and pure-bloods, so among other things, they cannot practice magic. However, they make up for this in sheer might, as their brute strength is often above that of humans and half-bloods due to their heritage. Their senses are usually prodigious as well, and they have the ability to sense those of divine or beastly nature as well, tipping them off to the presence of half-bloods, humans or other demibeasts. Most are highly resistant to magic, and their weaknesses depend on their monster parent, though as a general rule artifacts of divine origin are effective against them. The offspring of a demibeast with a human will always be another demibeast of equal power, as the blood of monsters is unusually strong. In the place of red blood, they have a black ichor running through their veins.

Class Options:
  • Destroyer
  • Ruler



OTHERS
During the First Age of the Gods, many races co-existed with mankind, but as they strayed away from the path set by the Eight Tribes and transitioned into the Age of Man, these non-human races ceased all contact with humans. As the Second Age of the Gods began, these races returned to Earth from their otherworldly abodes or were created anew by the Gods. They are quite varied and populate the Earth alongside humans, though not always peacefully.

Class Options: Varies.
NOTE: Human or pure-blood characters may have up to two classes.

GODLING
The only class that can be adopted by a Half-Blood. As their only possible source of power is the divine blood of their godly parent, they cannot harness any sort of power separate from it, though they can choose how to harness their parent's power. Really, this is just a placeholder. The people of Earth don't even use the word Godling, they just use Half-Blood most of the time.



MAGICIAN
Magic is one of the resources most used by the human race after the cataclysm, which makes it fortunate that it is practically unlimited, its uses depending solely on the aptitude of the one harnessing it. Magicians can utilize the natural mystic energy of the world in many different ways. Human magicians are limited solely by their affinity, which makes them better using one element and worse at using the rest, but pure-bloods have no such problems, able to call the power of all of the elements equally. In addition, there are certain neutral spells, mostly non-combat ones, that can be used with relative ease. Magicians cannot manipulate magical energy directly, instead requiring some sort of symbolic, verbal or somatic procedure to activate the desired effect.



RIDER
Riders are men and women who were chosen by or otherwise struck a deal with a divine beast, a special type of creature that is exceptionally powerful and has some degree of sentience, unlike regular monsters. Riders, as their title indicates, are able to ride into battle atop their divine companion, though they are also able to fight separately, coordinating perfectly. They are able to communicate with their divine beasts over long distances, and may enjoy some added benefits depending on the nature of the beast that chose them. Depending on the nature of their alliance, a divine beast might leave if it finds the rider is unworthy of further service.



TAMER
A tamer is a person who has the uncanny ability to commune with the beasts of the wild, able to pacify and control them in order to turn them into valuable allies. Though the process is not simple, and might be dangerous sometimes, there is no limit to the number of animals that a tamer might befriend (provided he can take care of them all). A particularly talented tamer might even be able to place a lesser type of monster under his or her control, though this will depend on the compatibility between his or her nature and the nature of the monster.



HOLDER
A bearer of divine relics and artifacts, gifted with the ability to harness their power. While such artifacts would usually be useless lumps of matter in the hands of others, or beautiful works of art at most, in the hands of a holder they can release their power and fulfill the purpose they were crafted for, achieving miracles. However, a holder must always take care not to become a simple hoarder, as various artifacts have been known to react negatively to the presence of others, owing to their discordant natures. A holder is typically armed with one or two relics which they are able to use to their fullest extent.



SHAPESHIFTER
A person who was contacted by a guardian spirit, a sentient force of nature born from the very spirit of Earth who seeks to bond with those receptive to Earth's power. Different in their nature from the Gods, they are thus incompatible with those who bear divine blood and seek pure-bloods to bond with them instead. A shapeshifter has the ability to morph into the shape of their guardian spirit, either partially or totally. Due to this, they are also able to use the spirit's powers to a certain extent, going as far as to change part of their surroundings to the spirit's native terrain, or harness their element in a more direct way than what magicians are capable of.



SUMMONER
Much like shapsehifters, summoners are humans contacted by a guardian spirit. However, unlike shapeshifters, summoners do not channel the spirit's power through their bodies, but rather use their power to bring the guardian spirit forth in order to aid them in battle. A guardian spirit is a very powerful entity, capable of performing impressive feats of magic and elemental manipulation, and even able to temporarily replace a battlefield with a landscape matching their native terrain, essentially shifting local reality. They are, however, very difficult to summon, and as they have wills of their own their wishes or strategies may not always align with those of the summoner. Since it is taxing to maintain a fully realized spirit, summoners may summon a lesser avatar of the spirit, less powerful and easier to maintain, but no less independent.



DUELIST
A human with divine blood running through his or her veins who has come to possess a deep understanding of his or her inner divinity and how it can be applied to combat. They are quite disciplined and resemble the martial artists of old. Clearly aware of the flow of both divine and magical energies in the human body, they have techniques that allow them to disrupt the energy of godlings and magicians, and their martial prowess and their harnessing of divine energy allow them to fight on even grounds against any type of enemy. Their most advanced techniques involve the temporary strengthening of their bodies through the artificial enhancement of their blood, or even the physical manifestation of divine energy in the form of an attack.



DESTROYER
One of the two possible paths a demibeast can take. A destroyer is a demibeast who has fully embraced the monster half of his or her nature. While they do not lose their sentience because of this, they may and often do become at least a little savage (in case they weren't before). The powers inherited from their monster parent become accentuated, as do their senses and their physical prowess. In addition, they gain the ability to fully change into the form of their monster parent at will, for a limited amount of time, though in return for this they lose all their ability to think rationally until the transformation ends.



RULER
The other path that a demibeast may take. Rulers are demibeasts who have clung to their remaining humanity and have cultivated their reason. Due to this and their nature as partial monsters, they have gained the ability to override the will of monsters nearby. Unlike tamers, they may not commune with mundane animals, and their command over other monsters is not born from mutual trust, but rather from a form of mind control that is by no means permanent and grows weaker depending on the distance between the ruler and the servants. A ruler may control a monster for as long as he or she wants to, if the monster is weaker, but if the monster is equal to them in strength or mightier, the ruler will have to exert a great effort to keep them under control. The same applies if a great number of monsters is being controlled.




Character Application
Code: Select all
[b][u]Name:[/u][/b]

[b][u]Alias:[/u][/b] (If any)

[b][u]Age:[/u][/b]

[b][u]Gender:[/u][/b]

[b][u]Race:[/u][/b] (If custom, please provide link unless the race application is in the same post. For half-bloods and demibeasts, post what God/monster they are descended from)

[b][u]Class:[/u][/b] (Humans and pure-bloods may have up to two. Humans, pure-bloods and demibeasts may put down “None” as their class choice in case they do not want to have any particular class’ abilities; if this is the case, they may still change to a class later)

[b][u]Rank:[/u][/b] (You may choose between red, blue and purple, with red being the lowest and purple being the third highest. If you wish your character to be on probation period with another established hero, put down ‘Apprentice’. You can also make a character who is meant to be a future member but is not a member currently; if this is the case, put down ‘None’)

[b][u]Appearance:[/u][/b] (Description or image. If image, post links only)

[b][u]Bio:[/u][/b]

[b][u]Abilities:[/u][/b] (Here’s one of the meatier parts of the application. Put down [i]everything[/i] that your character can do in this field. Their skill with certain weapons, their prowess at certain types of physical or intellectual activities. Whether or not they can cook a mean rabbit stew. For magicians, put down the set of spells they have available, as well as their casting mechanisms. For shapeshifters, describe what traits of their guardian spirit they can take on and what powers are granted by these. For duelists, tell me about their special moves or whatnot. For demibeasts in general, describe the powers that they gain through their monster parent’s blood. For godlings, put down the domains they are able to manipulate through their divine inheritance)

[b][u]Companions:[/u][/b] (This section of the application is for you to put down any pets or, more importantly, any tamed beasts, divine beasts or guardian spirits that accompany your character. Describe their appearance, their abilities,and also their behavior and personality, if applicable)

[b][u]Equipment:[/u][/b] (Describe any supplies, armor, weapons and other gear that your character carries. If your character is a Holder, describe the artifacts they posses, the abilities that they grant and the uses that they have)

[b][u]Likes:[/u][/b] (Doesn’t have to be long, just put down a few stuff that your character likes. This is so that you don’t have to fill out a ‘personality’ field that will likely become obsolete at some point in the roleplay anyway, assuming your character goes through significant character development)

[b][u]Dislikes:[/u][/b]  (Same as above)

[b][u]Theme Song:[/u][/b] (Optional)

[b][u]Additional information:[/u][/b] (For anything that you feel doesn’t fit elsewhere)


Race Application
Code: Select all
[b][u]Race Name:[/u][/b]

[b][u]Race Appearance:[/u][/b] (Description or image. If image, post links only)

[b][u]Race Description:[/u][/b] (Write the race’s innate abilities, strengths, weaknesses, habits, culture, etc)

[b][u]Race Lore:[/u][/b] (Describe the origins of your race and their current situation)

[b][u]Available Classes:[/u][/b] (You may either pick classes from those available to humans and pure-bloods, or make up your own, so long as they are balanced. There is no hard limit to the number of available classes for a race, but try not to exceed four. If no single class [or the race itself] is too overpowered, you may say that members of this race can have up to two classes)

[b][u]Additional information:[/u][/b] (For anything that you feel doesn’t fit elsewhere)


Faction Application
Code: Select all
[b][u]Faction Name:[/u][/b]

[b][u]Faction Location:[/u][/b] (Doesn’t need to be exact, just a cardinal direction will do, so that others can see where the faction lies in relation to everyone else)

[b][u]Faction Description:[/u][/b] (Your faction’s habits, traditions and peculiarities)

[b][u]Faction Lore:[/u][/b] (The history of your faction, from its conception to the present day; you don’t need to write everything, but do give us a general picture)

[b][u]Faction Races:[/u][/b] (Feel free to just write “All of them” if your people aren’t particularly racist)

[b][u]Additional information:[/u][/b] (For anything that you feel doesn’t fit elsewhere)
Last edited by Zarkenis Ultima on Thu Feb 16, 2017 8:44 am, edited 5 times in total.
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P2TM Community Discussion Thread

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Zarkenis Ultima
Post Czar
 
Posts: 43665
Founded: Feb 22, 2011
Democratic Socialists

Postby Zarkenis Ultima » Tue Sep 20, 2016 11:55 am

Character NameAliasesAgeGenderRaceClassRankAuthor
AzijaN/A25MaleDemibeastDestroyerBlueSoviet Farm
Byram HalistromKnight of Dusk19MaleHalf-BloodGodlingGoldTomia
Calvin PetersonHarbinger
Huntsman
30MalePure-BloodSummoner/RiderPurpleIndo-pasif archipelago
CelestiaThe Necromancer168FemaleHalf-BloodGodlingNoneEsternial
Colbin DillingerThe Jackrabbit23MalePure-BloodMagicianBlueTomia
Cualli EtxebarriaN/A22FemalePure-BloodShapeshifter/HolderApprenticeAdaintheRock
Findan DoharinBanshee of Brinewood112MaleElvishSpellslingerGoldTomia
Ixaya TiburonShark Prince
Obsidian Swordsman
Executioner
25MaleHumanRider/HolderPurpleZarkenis Ultima
KirisAnxelin
The Serpent
Angelic Snake
Feathered Maiden
115FemaleDemibeastDestroyerWhiteZarkenis Ultima
Lance HyklersenFrost
The Historian
25MaleHumanMagician/HolderBlueMortelatuzia
Mars UltorFirst Son of Richmond21MaleHumanMagician/HolderNoneTomia
RianrixSon of Andraste26MaleHalf-BloodGodlingNoneNewrey
Sylanna LightroseThe Champion
Freyr's Judgment
The Radiant One
213FemaleElvenkindSundancer/SorcererNoneZarkenis Ultima
Victor HalstivN/A16MalePure-BloodMagician/SummonerApprenticeTomia
Yaotl TiburonPrincess of the Night
Wild One
19FemaleHumanRider/DuelistRedTomia


Race NameAvailable ClassesAuthor
Ash GiantsDestroyer
Ruler
Holder
Bestial
Communist Xomaniax
ElvenkindRider
Tamer
Holder
Sorcerer
Spellslinger
Druid
Sundancer
Zarkenis Ultima
MerenDuelist
Hero
Holder
Ranger
Charmera
SceevrenDeathwhisker
Oracle
Warlord
Magician
Charmera
ThakasarRider
Duelist
Tamer
Despoiler
Charmera
VampiresHunted
Ruler
Magician
Holder
Nuridia


Faction NameLocationRacesAuthor
AztalaLow North/Far WestAnyZarkenis Ultima
BrethonNorthAnyNuridia
Hansa Trade FederationNorth EastAnyTomia
IkeneiNorth EastHumansNewrey
LundgardFar North/Far EastElves
Humans
Pure-Bloods
Demibeasts
Zarkenis Ultima
People of the HighlandSouthAnyTomia
Red Dragon PiratesFar EastAnyNuridia
Richmond RepublicNorth WestHalf-Bloods
Pure-Bloods
Humans
Tomia
Suchiru JunketsuFar NorthAnyCharmera
The Black OrderN/AHalf-Bloods
Humans
Demibeasts
Esternial
The TroupeN/AAnyCharmera
Unas KingdomFar WestAnyMavorpen
Wei EmpireFar EastPure-Bloods
Half-Bloods
Humans
Demibeasts
Nuridia
Last edited by Zarkenis Ultima on Mon Jan 30, 2017 10:28 pm, edited 14 times in total.
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The Republic of Atria
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Posts: 24509
Founded: Nov 12, 2013
Capitalist Paradise

Postby The Republic of Atria » Tue Sep 20, 2016 12:39 pm

Tag.

I like the Holder class. Will have app up this day.

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Ularn
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Posts: 6864
Founded: Oct 23, 2011
Ex-Nation

Postby Ularn » Tue Sep 20, 2016 1:27 pm

Ooh, ooh! An RP I can maybe use my clan of of hippy gypsy fire mages in!

Like I said in the TG Zark; I'll be on an NS hiatus for at least two months but once I'm back I'll maybe see about dusting this character off and fitting him into your setting: viewtopic.php?f=31&t=381564&p=29667868#p29667868

[EDIT]: Either that or I'll just play as Kyrissa again.
Last edited by Ularn on Tue Sep 20, 2016 1:32 pm, edited 1 time in total.
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Tomia
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Founded: Apr 13, 2013
New York Times Democracy

Postby Tomia » Tue Sep 20, 2016 2:17 pm

Maybe I'll join :P

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Saleon
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Posts: 8628
Founded: Mar 12, 2015
Ex-Nation

Postby Saleon » Tue Sep 20, 2016 2:32 pm

Image
It's not like I tagged you or anything!!!!! ~BAAAAAAAKAAAA!





I guess I am interested. :P
Good to see ya Zark.
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Nuridia
Postmaster-General
 
Posts: 13226
Founded: Dec 28, 2011
Ex-Nation

Postby Nuridia » Tue Sep 20, 2016 3:16 pm

My awesome friend Tomia sent me this! (thanks boo). Be prepared for a mini Quest for Camelot! Princess fighting for her throne, Mister Merlin and my main lady, the leader of a coven of mixed breed witches.
Uru, Queen of Diamonds.
The Diamond card suit represents fire, strength and power. Sister of the Queen of Hearts, Queen of Spades and the Queen of Clubs.

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Nuridia
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Founded: Dec 28, 2011
Ex-Nation

Postby Nuridia » Tue Sep 20, 2016 3:24 pm

One question, how long is each race's lifespan?
Uru, Queen of Diamonds.
The Diamond card suit represents fire, strength and power. Sister of the Queen of Hearts, Queen of Spades and the Queen of Clubs.

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Veleaz
Envoy
 
Posts: 243
Founded: Aug 08, 2016
Ex-Nation

Postby Veleaz » Tue Sep 20, 2016 3:31 pm

At the risk of sounding boring, but perhaps a 'Berserker' class could be available to humans from the Norse Gods territory?

Oh wait, Berserker's were meant to have some sort of connection to Odin
Last edited by Veleaz on Tue Sep 20, 2016 3:44 pm, edited 1 time in total.

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Saleon
Powerbroker
 
Posts: 8628
Founded: Mar 12, 2015
Ex-Nation

Postby Saleon » Tue Sep 20, 2016 3:43 pm

what do the eight tribes represent? Elements? What elements are there, we talking earth water wind fire, or is there others? What do the Gods of nature each represent? Tell me everything!!!!!!!!

*flails hands around like an inflatable tube man at a car dealership*
Sommelier and Sacrificer of Individuals to The Old Gods

Reader of The P2TM Times, a biweekly P2TM newspaper on the RPs and happenings of P2TM. Check it out!
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"Rood Dood," said Donner Blitzen
"You guys are the coolest Sadists on the internet," Said Blitzen
"A Low key super freak who gives you hickeys that can read into your soul?" -Legato Venari
"Sal, you get a gold star. Please make a note of that, it might maybe possibly eventually kind of matter in some way, shape, or form. Later." -Temp
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Nea Videssos
Minister
 
Posts: 2201
Founded: May 01, 2016
Iron Fist Consumerists

Postby Nea Videssos » Tue Sep 20, 2016 3:48 pm

Veleaz wrote:At the risk of sounding boring, but perhaps a 'Berserker' class could be available to humans from the Norse Gods territory?

Oh wait, Berserker's were meant to have some sort of connection to Odin


Berserkers are just Norse champions of kings or Jarls, who would fight for them as such (including in settling disputes by battle), and stuff like that. They wore bear-shirts, which is how they got their name.
The thing about people going mental in battle, and that being what berserkers did, is nonsense. :p
Granted, people in times of battle might get rather angry or mentally unhinged, but that's not by any means necessarily related to being a berserker.
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Veleaz
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Founded: Aug 08, 2016
Ex-Nation

Postby Veleaz » Tue Sep 20, 2016 3:50 pm

Nea Videssos wrote:
Veleaz wrote:At the risk of sounding boring, but perhaps a 'Berserker' class could be available to humans from the Norse Gods territory?

Oh wait, Berserker's were meant to have some sort of connection to Odin


Berserkers are just Norse champions of kings or Jarls, who would fight for them as such (including in settling disputes by battle), and stuff like that. They wore bear-shirts, which is how they got their name.
The thing about people going mental in battle, and that being what berserkers did, is nonsense. :p
Granted, people in times of battle might get rather angry or mentally unhinged, but that's not by any means necessarily related to being a berserker.

Yeah, but how cool sounding is the concept?

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Nuridia
Postmaster-General
 
Posts: 13226
Founded: Dec 28, 2011
Ex-Nation

Postby Nuridia » Tue Sep 20, 2016 3:54 pm

Yo Zark, is it cool if I play Arthurian Merlin (not TV Merlin), of course he'll be tweaked to make him RP friendly...pretty please?
Uru, Queen of Diamonds.
The Diamond card suit represents fire, strength and power. Sister of the Queen of Hearts, Queen of Spades and the Queen of Clubs.

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Charmera
Post Marshal
 
Posts: 18729
Founded: Jan 18, 2013
Ex-Nation

Postby Charmera » Tue Sep 20, 2016 8:40 pm

Tug,
Zarkenis Ultima wrote:And here, we see a wild Shittonicus Charactericus, coloquially known as Charmera, in its natural habitat. It seems to be displaying behavior expected from one of its kind, producing numerous characters and juggling them with its front paws.

Imperial--japan's Witchy Friend.

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Tomia
Post Marshal
 
Posts: 15710
Founded: Apr 13, 2013
New York Times Democracy

Postby Tomia » Tue Sep 20, 2016 8:42 pm

Charmera wrote:Tug,

Dunied

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Charmera
Post Marshal
 
Posts: 18729
Founded: Jan 18, 2013
Ex-Nation

Postby Charmera » Tue Sep 20, 2016 8:50 pm

Tomia wrote:
Charmera wrote:Tug,

Dunied

Oh.
Okay then...

*walks off into the distance dramatically as sad music plays*
Zarkenis Ultima wrote:And here, we see a wild Shittonicus Charactericus, coloquially known as Charmera, in its natural habitat. It seems to be displaying behavior expected from one of its kind, producing numerous characters and juggling them with its front paws.

Imperial--japan's Witchy Friend.

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Tomia
Post Marshal
 
Posts: 15710
Founded: Apr 13, 2013
New York Times Democracy

Postby Tomia » Tue Sep 20, 2016 8:53 pm

Charmera wrote:
Tomia wrote:Dunied

Oh.
Okay then...

*walks off into the distance dramatically as sad music plays*

CHARM!!! COME BACK :hug:

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Charmera
Post Marshal
 
Posts: 18729
Founded: Jan 18, 2013
Ex-Nation

Postby Charmera » Tue Sep 20, 2016 8:53 pm

Tomia wrote:
Charmera wrote:Oh.
Okay then...

*walks off into the distance dramatically as sad music plays*

CHARM!!! COME BACK :hug:

Dun worry Tomia. It was joke. :P
:hug:
Zarkenis Ultima wrote:And here, we see a wild Shittonicus Charactericus, coloquially known as Charmera, in its natural habitat. It seems to be displaying behavior expected from one of its kind, producing numerous characters and juggling them with its front paws.

Imperial--japan's Witchy Friend.

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Zarkenis Ultima
Post Czar
 
Posts: 43665
Founded: Feb 22, 2011
Democratic Socialists

Postby Zarkenis Ultima » Tue Sep 20, 2016 8:57 pm

Ularn wrote:Ooh, ooh! An RP I can maybe use my clan of of hippy gypsy fire mages in!

Like I said in the TG Zark; I'll be on an NS hiatus for at least two months but once I'm back I'll maybe see about dusting this character off and fitting him into your setting: http://forum.nationstates.net/viewtopic ... #p29667868

[EDIT]: Either that or I'll just play as Kyrissa again.


Actual medieval Kyrissa could be fun. :P

I actually thought of remaking the Alistar family in this setting but I'm not really convinced of it yet.

Nuridia wrote:My awesome friend Tomia sent me this! (thanks boo). Be prepared for a mini Quest for Camelot! Princess fighting for her throne, Mister Merlin and my main lady, the leader of a coven of mixed breed witches.
Nuridia wrote:One question, how long is each race's lifespan?
Nuridia wrote:Yo Zark, is it cool if I play Arthurian Merlin (not TV Merlin), of course he'll be tweaked to make him RP friendly...pretty please?


Camelot sounds nice. I'd prefer it if at least one of your characters was affiliated with the Guild though, or if you're going more for setting up a large questline for other players, that's fine. Don't mean to limit my players, but yeah.

Regarding each race's lifespan, well, pure-bloods live about as long as we do. Humans live a bit longer (think 100-120 I guess), and half-bloods live the longest as far as consistent lifespans go. Demibeasts have an inconsistent lifespan as a race, since it depends on the parent monster's lifespan: a demi-dragon might live hundreds of years (though obviously none will be older than ~250 since it's only been 300 years since the cataclysm), while other demibeasts might not live so long. I hope that answers that.

Regarding Merlin... I have my doubts. But Tom tells me that he offered you a compromise, and it's one I don't really mind, so with that in mind, go ahead.

Veleaz wrote:At the risk of sounding boring, but perhaps a 'Berserker' class could be available to humans from the Norse Gods territory?

Oh wait, Berserker's were meant to have some sort of connection to Odin


I'd rather not have to add a new class. However, here's a compromise: Berserkers were known for their bear skin pelts, correct? So if you wanted one, you could make a Holder whose divine artifact is a pelt that gives him berzerk skillz. :P

Saleon wrote:what do the eight tribes represent? Elements? What elements are there, we talking earth water wind fire, or is there others? What do the Gods of nature each represent? Tell me everything!!!!!!!!

*flails hands around like an inflatable tube man at a car dealership*


The Eight Tribes are named in the "The World" spoiler, and they're merely eight of the mythological pantheons that were revered in the past, except in this setting they are the most powerful among the Gods. As for elements, think standard fantasy elements. The basic four are there, of course, but you can also go with ice or thunder if you want, even light and darkness. If you want to use any other, tell me about it and we'll see.
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Nuridia
Postmaster-General
 
Posts: 13226
Founded: Dec 28, 2011
Ex-Nation

Postby Nuridia » Tue Sep 20, 2016 9:02 pm

Tom told me, and I liked the compromise. Thank you so much Zark.
Uru, Queen of Diamonds.
The Diamond card suit represents fire, strength and power. Sister of the Queen of Hearts, Queen of Spades and the Queen of Clubs.

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Zarkenis Ultima
Post Czar
 
Posts: 43665
Founded: Feb 22, 2011
Democratic Socialists

Postby Zarkenis Ultima » Tue Sep 20, 2016 9:06 pm

Nuridia wrote:Tom told me, and I liked the compromise. Thank you so much Zark.


Alright then, you're welcome, glad to have you onboard.
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Saleon
Powerbroker
 
Posts: 8628
Founded: Mar 12, 2015
Ex-Nation

Postby Saleon » Tue Sep 20, 2016 9:10 pm

Zarkenis Ultima wrote:
Saleon wrote:what do the eight tribes represent? Elements? What elements are there, we talking earth water wind fire, or is there others? What do the Gods of nature each represent? Tell me everything!!!!!!!!

*flails hands around like an inflatable tube man at a car dealership*


The Eight Tribes are named in the "The World" spoiler, and they're merely eight of the mythological pantheons that were revered in the past, except in this setting they are the most powerful among the Gods. As for elements, think standard fantasy elements. The basic four are there, of course, but you can also go with ice or thunder if you want, even light and darkness. If you want to use any other, tell me about it and we'll see.
no pagan pantheon? Darn. Seems I can't have a demi-human who's father is a Great Old One... :P
Last edited by Saleon on Tue Sep 20, 2016 9:11 pm, edited 1 time in total.
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Reader of The P2TM Times, a biweekly P2TM newspaper on the RPs and happenings of P2TM. Check it out!
✎ Member - ℘ædagog

"Rood Dood," said Donner Blitzen
"You guys are the coolest Sadists on the internet," Said Blitzen
"A Low key super freak who gives you hickeys that can read into your soul?" -Legato Venari
"Sal, you get a gold star. Please make a note of that, it might maybe possibly eventually kind of matter in some way, shape, or form. Later." -Temp
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The Empire of Pretantia
Post Czar
 
Posts: 39273
Founded: Oct 18, 2012
Ex-Nation

Postby The Empire of Pretantia » Tue Sep 20, 2016 9:11 pm

This looks neat.
ywn be as good as this video
Gacha
Trashing other people's waifus
Anti-NN
EA
Douche flutes
Zimbabwe
Putting the toilet paper roll the wrong way
Every single square inch of Asia
Lewding Earth-chan
Pollution
4Chan in all its glory and all its horror
Playing the little Switch controller handheld thing in public
Treading on me
Socialism, Communism, Anarchism, and all their cousins and sisters and brothers and wife's sons
Alternate Universe 40K
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Believing the Ottomans were the third Roman Empire
Parodies of the Gadsden flag
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Zarkenis Ultima
Post Czar
 
Posts: 43665
Founded: Feb 22, 2011
Democratic Socialists

Postby Zarkenis Ultima » Tue Sep 20, 2016 9:19 pm

Saleon wrote:
Zarkenis Ultima wrote:
The Eight Tribes are named in the "The World" spoiler, and they're merely eight of the mythological pantheons that were revered in the past, except in this setting they are the most powerful among the Gods. As for elements, think standard fantasy elements. The basic four are there, of course, but you can also go with ice or thunder if you want, even light and darkness. If you want to use any other, tell me about it and we'll see.
no pagan pantheon? Darn. Seems I can't have a demi-human who's father is a Great Old One... :P


Er, yeah, I'd prefer not to have that :P

If you really want to, though, you could claim that some God made a monster similar to Cthulhu to scare humans or something, and make your character a demibeast of that.

Obviously neither your character nor the monster will be nearly as powerful as an actual Great Old One, but that's all I can offer.
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Tomia
Post Marshal
 
Posts: 15710
Founded: Apr 13, 2013
New York Times Democracy

Postby Tomia » Tue Sep 20, 2016 9:25 pm

Faction Name: Richmond Republic

Faction Location: Northwest, south of the northern mountain ranges.

Faction Description: The faction is best defined by a mix of ancient American, and Modern Roman culture. Therefore their historical memory and identity can often be skewed and confusing. The national religion was recently made that of the Roman Pantheon. And while most citizens speak English, Latin is now being taught to children.

Faction Lore:
The Richmond Republic is a large collection of smaller states referred to as territories. The country was founded out of the remnants of an ancient land known as Appalachia. When the continents split and reformed themselves. The few people from this land known as managed to survive and reform society. They believed that law and order were necessary to keep society from falling apart. Even as magic and immortals appeared in front of their eyes, these survivors chose to instead cling to the old world that they understood. Stories of the ancient land of “Marerica” and its greatest became the cornerstone of this rebuilding society.

For decades, they clung stubbornly to these ideas. They rebuilt modern structures the best they could, renouncing the peoples around who quickly embraced the new order of life. As such the country was broken into several smaller interconnecting bodies of governance known as “states”. These states were then ruled by a collective representative government in the capital city of Richmond. Their military was based strictly on the structure of the once great United States military as was their culture and everyday life.

Despite thriving during this time, a cultural divide began to grow among the communities. Many of the youth drifted away from the old Christian American belief system and became enchanted with the the old Roman way of life, and the gods that created. This divide soon created tension, strife, and eventually violence.

An uprising was started in the year 114 NW, lead by a young man going by the name Caesar. He claimed to be a son of the god Mars, and sought to bring Richmond back to the old righteous ways of Rome. A brutal civil war thus broke out, The followers of Caesar on one side and those loyal to Richmond on the other. After nearly two years of fighter, Caesar proved victorious, with Richmond itself falling in July 116 NW. The new ruler uprooted all the old structures of the past. He established the Roman mythology as the official religion and built great statues in the gods names. Since then the country has become a mix of Roman and American culture, which has made an interesting and sometimes confusing historical narrative. The country now thrives as constitutional monarchy, with Caesar’s descendants still ruling.

Faction Races: Half Blood, Pure Bloods, Humans, Elves, Dwarves, no Demibeasts

Additional information:


Faction Name: People of the Highland

Faction Location: Located in a southern centralized valley, surrounded by a series of hills and thick forests.

Faction Description: The Highlanders have loose social rules or norms. They accept almost all forms of sexualities and religions. Though the vast majority of them are Gaelic and there are public ceremonies on holidays such as Samhain. They are fairly welcoming to outsiders, but most think them strange. They have a strong cultural love for music and archery which gives them a reputation for being deadly charmers as well as soldiers. The Highlanders have a high affinity and close relationship to their gods, therefore demigods are more common here than other areas. They are also welcoming to non human creatures such as faries and so they have a substantial non human population.

Faction Lore: Commonly referred to as highlanders. A tribal collection of communities that reside in the hills of the land of Hyrulia. The tribe’s founders were isolated hunters and farmers when the god’s revealed themselves and so were well prepared for the change. Therefore they embraced the new gods welcomingly… perhaps too welcomingly. They shaped their whole society based on the old Celtic religion, worshipping Morrígu as their chief deity. Many outsiders saw them as strange or fanatical, but they mostly kept themselves building a tight nit community that was organized in Duns. However despite their amicable nature, they are not someone you want to pick a fight with. They use guerrilla tactics when threatened, specializing in archery as well as using unique bolo like weapons.

Faction Races: “All of them”

Additional information:



Faction Name: Hansa Trade Federation

Faction Location: North East, based squarely around the Merkel River

Faction Description: The HTF is often the place to go for new weaponry, technology, art, exotic food, etc. However it is also known for the seedier side of trade. Prostitution, drug smuggling, and slavery are common in the poorer, less regulated cities of the Federation. The HTF is one of the most populous nations in the known world and it is so diverse it speaks almost every known language and has no real sense of a national identity.

Faction Lore: The Hansa are a culturally diverse and sophisticated society. They are based on a loose connection of city states connected along the Merkel River. The federation is run primarily by the Merchant Association, but they mostly only make regulations and rules about commerce, as the laws and foreign policies of the individual member states are left autonomous. This sometimes lead to corruption as some of the cities have become no more than pirate states, dens of iniquity. Others though have become cultural hubs, attempting to regain the art and knowledge that was lost at the end of the age of man. There is no dominant religion in the HTF, each city tends to have its own preference and majorities. The structure of the league can often lead to internal strife. It is not uncommon to see mercenary armies being hired by unhappy merchant families to settle old scores or rivalries. Because of this, small wars among the cities are common.

Faction Races: Any... At the right price...

Additional information:
Last edited by Tomia on Tue Sep 20, 2016 9:41 pm, edited 2 times in total.

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