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Post by Lord Harrab on May 4, 2014 0:34:42 GMT
In the beginning, there was nothing.
Then Gaia, Mother of All, created The world of Lorestir, forged the mountains and seas, hand crafted the trees and grasses and breathed life into its soil and rock. She saw the wonders she had created and was pleased. But there was something missing.
She walked the surface of this new world, saddened than none would be able to enjoy it once she was gone.
Then she created fish and beats and birlds of all kinds, and for a while she thought she had created beings able to marvel at the world she had created and was content.
But Birds and beasts do not wonder or think beyond their basest needs, and soon it became clear something else was needed, a creature of thought and emotion, one that ca look upon a mountain and be awed by its magnificence.
She created man, and after watching over them for countless years, pleased by her children's life and joy at existence, then left to continue her task, improved by the knowledge of creating creatures who can enjoy them with her.
With their creator gone, the minds of men soon forgot her, and when confronted by the darkness, fear, and wonder the world provided, created others to take her place and explain that which they did not understand.
Faith cannot move mountains, but it can create someone who can.
A God Created Man, Now Man had created Gods.
I present to you a nations game with a little twist, you are not rulers, you are Gods. Born from the minds of men, will you guide your followers to a bright future, or use them as tools to fuel your own power? in this game nations are but one weapon in your arsenal, gods care little for the definitions of the world provided by mortals, all you need is their Faith, one nation or many, prayer and belief fuels your actions and give you life and with enough you might be able to break free of your bonds to this world and become a true power in the universe. Players will take on the role of a new god, and must guide their people and defend the from the infulence of their rivals, for mortal minds are fickle and stupid, there is only room in their heart for one god, and how you keep yourself there is up to you, fear, loyalty, a mixture of both? ResourcesAs a God or Goddess, you must be mindful of what your followers have to give you if you are to become the one true god or simply retain your power, here ate what details you must keep track of: FaithKey to your existence and ability to manipulate the world via miracles, a high faith allows casting of powerful miracles, but having a high "pool" of faith can also make your followers more resistant to conversion. generated via shrines, temples and worship but decays over time. Followersthe number of mortals who swear allegiance to you, very important as Followers generate Faith and a God without followers is dead. To gain followers cast miracles, send out missionaries, slay mythical beats with your heroes and armies, conquer other nations and ensure your people are fed. Knowledgehow much accumulated information your followers have gathered, spent to provide technological advancement to your people, from irrigation to code of law to new weapons to wage war in your name or defend the faithful. Knowledge can be generated from Libraries and Collages, but can also be found in ruins or traded. GoldA mortal concern, but one that can limit their ability to please you, used to buy improvements and weapons, hire soldiers and even craft magnificent monuments to your glory. Gained via trade, tithes and plundering. MiraclesYour sole method of interacting with the Mortal world and powered by faith, what you do can be anything, but liited by the infulence of your followers of the lands they control, no sending a deadly plague upon your enemies on the other-side of the world, not unless you have a huge faith pool to draw upon. You will also have to occasionally manifest a miracle from time to time, lest your followers start to doubt your existence, but all miracles give a small return of faith when performed for your followers as they witness your divine might. Non believers will, depending on what you do may join you or fight you, depending on their own thoughts and Believers of another god may or may not be swayed by your power. Whenever you wish to manifest your divine will, PM me and we'll work out the faith cost and effects on a case by case baisis. Your Domain.All gods are known for being one thing, God of Justice, death, the Hunt, of Nature, and your gods will be not different, something happened to plant you in the minds of your followers and that aspect gives you power. When you create your god, you can chose a domain and it can be anything, War, Love, Exploration, whatever, but when that concept is in the minds of your people, you gain power. A god of War gains power while his followers fight in his name, a Nature God gains power while their lands are kept beautiful and un-ravaged, both have upsides and down sides, Wars kill followers and lack of development slows your "nation"'s progression. you must balance your domain and how you take advantage of it. Like Miracles, we can discuss what they mean exactly to players as we work on your character. You can also gain a new domain as your number of followers expands, as legends and folk tales from new converts take root in your being, a God of the Hunt may become a God of Justice too, prayed to by Guards as they hunt a murderer of thief. Players will be informed when they can take on a new aspect in addition to their old one, they can even chose to swap them.
and that's all I've got so far, Comments, Questions, Ideas or rough God Sheets are welcome. I'm always open to suggestions
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coolyo294
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Slayer of Demons
Posts: 1,169
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Post by coolyo294 on May 4, 2014 1:15:52 GMT
God of death
After all, mortality is a growth economy
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Post by AegisFate on May 4, 2014 1:20:34 GMT
Taking the dark, the ethereal of night as my domain.
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Post by Warork on May 4, 2014 2:18:52 GMT
There is a severe lack of goddesses here...I shall have to change that. I've been bouncing ideas of of Harrab for a while now after hearing this idea. Mine will be a goddess of the hunt and thus tied to nature. Tarya; Goddess of the Hunt
When the world was young, the first men began some of their first steps of growth by exploring forested woodlands covering Lorestir. Soon, however, men learned to fear the trees for they sheltered darkness and within that darkness, danger. Men spent their first years in fear of the creatures hiding in the darkness, awaiting for men to stumble into the traps that had been laid for them. Troubled were the woodsmen and those who lived in the wetlands, surrounded by forests with no means of escape. Some looked for some inner strength in order to combat their fear of the unknown and unseen, others cried out to the sky for a savior to descend from the blue vastness. It is said that Tarya, whose name means "Queen of forests" in her people's native tongue watched these men from afar before deciding on whether to intervene for she is a stalwart and steady spirit, slow to act rashly, and mostly silent. She saw the men who fought to better themselves in her woods, watched as they invented bows like her own to hunt the prey she was a Warden of. Instead of enraging her, it amused her and filled her with pride. The men needed no teacher to survive, but perhaps they would need one to help them thrive. She looked upon the sky watchers and saw how they revered the birds and the clouds and the sun that flew so high above the forest canopies and she felt great satisfaction that these men understood the meaning of respecting their surroundings. With these two things in mind it was then and only then that Tarya acted. Legends began to surface amongst the men of a cloaked wanderer in the woods, ethereal and mysterious. They told stories of how she saved travelers from attacks by wild wolves and taught them woodcraft; how to make strong bows and keen arrows. Some men said she rode on a great horse, others said it was no horse but the mightiest stag of the forest. In any case, these tales of the red haired wanderer eventually tied together to create a mythos that became Tarya's. Men said to be gifted with visions claimed to witness her slay giant spiders and horrid snake monsters in the woods. They claimed that she led a host of rider spirits with bawling hounds that ran at their horse's feet; that she blew a white horn in one hand and carried a great spear in the other and bore no saddle. Tarya quickly thereafter became the goddess of the forests, warden of the hunt, and the guider of the lost. Her closest followers now invoke her name on journeys they take, believing that currying her favor will entice her to send her falcon to guide them on the true path, therefore it is common for a hunter to leave a rabbit for the falcon at one of her shrines before going on his travels. Her shrines amongst mortals take the form of hunting lodges where woodsmen and women gather to tell tales of their hunts and unite in furthering of their goddess' will. Often the fattest kill of a hunt will be laid at the feet of a statue in her likeness as a sign of gratitude for her favor in a hunt. It is said amongst her followers that wolves are her messengers and if one is attacked by a wolf then it is a sign of Tarya's displeasure and penance ought be sought by the victim of the attack. Punishment in societies loyal to her range from being forced to submit a fee of ten fox pelts, or for more extreme crimes where the guilt is in doubt, a trial by faith is called for. The accused will be given a day's head start before a hunting party is allowed to give chase. If the accused is able to make it to the forest's edge before being ridden down then it is deemed that Tarya's blessing be on him and therefore he is allowed freedom. Other capital punishments where the crime is not in question includes being thrown into a pit of wild beasts, usually wolves. It is said that Tarya is slow to anger but when it is aroused in her the sight is terrifying to behold. It is said that where her thrown spear lands, lightning strikes the ground. Her horn and the hoof beats of her great horse or stag are the echoes of thunder. Lastly, it is said that when she is angered, she pulls back the hood of her emerald cloak to reveal hair and eyes that burn brighter than wildfires.
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Post by TheBrobotLol on May 4, 2014 2:41:25 GMT
God of corruption, because just how could I pass up the chance to play a really bad guy.
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coolyo294
Iconic
Slayer of Demons
Posts: 1,169
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Post by coolyo294 on May 4, 2014 3:49:59 GMT
Toth, Lord of Death
I am the end of all things. Gaze upon my works, ye mighty, and despair
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Post by Lord Harrab on May 4, 2014 4:56:13 GMT
Heroes, Prophets, Monsters and Messengers.Sometimes a Mortal can elevate themselves above their fellows, either through skill, luck or dogged determination, they can accomplish what others cannot and are of considerable value to both Gods and their Fellow Mortals. Called Heroes by the masses and believed blessed by the Gods, they can lead armies, hunt monsters or bring a nation great wealth, but to a god they hold even greater potential, for they can become a Prophet. The Gods create a Prophet by gifting a portion of their divine essence to a Faithful Hero, granting them great power. Prophets are to heroes what heroes are to the common folk, able to part the seas, sway the masses and fell great beast in a single strike. They are however still mortal and will fade, as mortals do, and vanish from the world, but in that time they can do great things for their god, provided they believe. Heroes are randomly born into the world, sometimes already faithful to a god, but most likely in untamed lands and forgotten villages where they can gain a reputation, Players will want to try and recruit Heroes to their banner as they can provide great bonuses depending on what class the Hero is, Warriors are fighters and monster hunters, Wisdoms are thinkers and Mages and Rouges are thieves and spies. All are far above the skills of their fellow mortals but that is only the beginning. A Faithful Hero can be transformed into a Prophet for a large sum of Faith, once upgraded they retain their abilities of their class, but can perform lesser Miracles themselves without having to drain your faith total and even if they do nothing provide a boost to faith generation by simply existing, their true power is impressing and converting others in the name of their god. Such power comes at a price, however, and Prophets seldom live long, killed by rivals, followers of another god or simply burn out from the power within, once made, a Prophet will die after a random number of game turns. Monsters
The world of Lorestir is not a safe one. Since Gaia's departure new beasts have been spawned from the residue power of the world's creation and the work of Mad Wizards, some live in the darkness underground, some lurk the seas and some the mountains, where there is space, monsters lurk. The wilderness of the world is home to more than just villages, and exploration beyond the "civilized lands" can yieldmore than old ruins and forests, Gaints, Hydra, Orcs and other beasts lurk in the corners of the world and prey upon any they can. To mortals they are a constant threat, to gods they are an opportunity, what better way to prove your power than to have your loyal followers slay such beasts and loot their horded treasures? or even better, bind them to your will.... Sometimes when exploring the world your scouts might find mythical beasts eager to feast upon mortal flesh, news of your followers or your miracles killing or capturing them will spread and thus your power will be undeniable, giving you a bonus towards Faith and Converting others for a turn, not to mention any treasure the monsters may have had tucked away in their lair. This is a double edged sword, however, and word of your forces slain by the beast will also spread, causing doubt in your followers and mocking from your rivals. Be certain they can be slain before attempting a rushed raid. MessengersMessengers are the will of their God, Formed from their essence and embody their Aspects. They bring the Word of their god to their mortal followers and can act in the physical world for short peroids. Their names and form depend on their god and they are utterly loyal to their master and seek what is in their Gods' best interest. They are not mindless however, and operate with some degree of autonomy. Messengers are Player designed spirits that can perform tasks for their controlling player is unable or unwilling to, the actual effects and cost are dependent on what exactly their controlling player has in mind, whichever its helping mortals in battle, imposing your will upon a clan-chief who's interpreted your commands wrong or simply impressing unbelievers or the faithful with displays of power. Sort of like Lesser Prophets that don't expire, but have less effect. A messenger is born for every ten thousand followers you have, but can be converted to faith is desired
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Post by Nepty on May 4, 2014 18:34:41 GMT
The Chains of the Divine: Book II: Volsungr
First, to understand Him is futile. One might as well mean to understand the howl of the wolves, the crash of the waves, or the cold bite of winter.
Second, to pray is to fight. To fight is to pray. To reave is to pray, Honor is prayer, loyalty is prayer, hatred is prayer, war is prayer.
Third, Do not judge the warrior for what he does in the heat of battle, but for what he does when alone in the dark.
Fourth, His domain is not only combat, but strategy, and the clever, tactical mind. Beloved are the warmasters.
Fifth, The strong are made rule, the weak, to serve.
Sixth, The strong may be weak tomorrow, and the weak strong.
Seventh, Face your fate with courage, and you shall enter Arena.
Eighth, Hail the ancestors, and honor the victorious dead.
Nine, Go forth with fire and sword, and make for yourself an empire
On Volsungr: A spirit of war, His domain is not only battle, but strategy and tactics. His is the realm of Arena, a land of adventure and warring forever. It is said that the dead, fallen in battle, or those who follow volsungr in life, are carried away on the wings of great black crows to His Realm of Aesir, where warriors fight, drink and fornicate forever. They slay each other in mortal combat each day, and rise again each evening to feast, and jest, all led by Volsungr where he and his ‘children’, the Prophets arisen, called the Einjar, who died in life but were great enough to be raised as godlings in the next world, hold court. Warriors may leave Aesir, into the wilds of the ethereal planes, hunting demons and fighting in battles the like of which few can contemplate, and if they are slain, their souls are borne back down to earth, so that they may begin the cycle of life and memory anew.
The realm of Aesir Aesir is a realm that is supposedly ringed by a great dragon that protects it, a land of forests, wilds and great open plains, upon which is a great longhall made from the hulls of longships. The tables are decks, and the seats are masts, littered with silver mail and worldly gold. Warriors, sheildmaidens, soldiers and generals all sit in camaraderie about these, drinking mead and wine from the horns and skulls of slain demons, eating the red meat of those animals sacrificed in Volsungr’s name, telling tales of battles fought, and ancient brotherhoods. The fields are littered with spears and helms, but no blood stains the ground, for each day, men fight, and die, but upon sunset, they awake again, put themselves back together and go to the feasting hall.
And when men tire of this life of plenty and comeraderie, they may choose to venture out alone into the demon-haunted wastes, to slay the evils that lurk there until they fall, whereupon their spirit is carried down to earth on the wings of a crow, and given life again, reborn, so that they may start again thus, when children are born, and a crow is seen nearby, they are often thought to have been a warrior in their past life, particularly in the nordlands. Crows are seen as messengers of Volsungr, telling him of battles that are, will and have taken place, and bringing the souls of the dead up to Aesir.
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Post by TheBrobotLol on May 4, 2014 18:47:00 GMT
Atab, Scion of Corruption' Silent shouter in the sky, The horned Eidolon, The fell Seed.''He walks between the midnight trees, in the forest deep. All alive and dead he sees, look on him now and weep.' - Local children's rhyme.I am rot, I am life. Ever since the world's very genesis, life has been born, life has grown, life has decayed, and life has died. All men will reach their prime, and are cursed to watch as they grow frail and infirm, looking back jealously on what once was. And ever since man has seen this cycle of decay and degradation, he has wished to escape it and has called up into the sky, desperate for something to hear their cries, a savior. It is said that Atab, meaning 'He who continues' in his people's native tongue, is always waiting and watching for the time to intervene, to work subtle wonders. He listens when a great warrior, just beginning to leave his prime, begs for just a few more years. He listens when a desperate mother prays for the life of her sickly son, a blink from death. However, just as everything decays and rots, so too do the ideals of man, and whereas once prayers to Atab would have naught but good intentions, now they are often more insidious in nature. There is more than one way to ask favor from the God of Decay, some ask for its prevention, for more years to stave off frailties, but others ask for its manifestation, for the hastened downfall of one's enemies, for their fortune to wither away, and for their crops or livestock to degenerate and fail. It was soon believed that praise to Atab could both protect yourself, and defeat others. By the prayer of the morally unjust , Atab was corrupted irrevocably, no longer a purely benevolent deity. The faith of the rot God is no church though, he has no organised temples, no official prayers, for it is not for the sane of mind, nor those without desperation to give praise to the deity of disease. The closest to a shrine that could be found, is the occasional carven wooden icon, often placed hanging from trees. As a sign of respect to their God, followers of Atab do not bury their dead, but instead leave them to rot within nearby woodland areas, so that their matter may be returned to the great cycle with haste. Indeed, it is seen as an insult to embalm or otherwise preserve the dead within the backwater communities loyal to Atab, and as a result is a fate reserved for executed criminals, outcasts of society, or heretics to the faith. Likewise, any attempt at breaking the cycle, immortality or undeath, is similarly viewed with hatred, as utmost heresy. Ever vigilent for opposition or unexcusable heresy, many of Atab's followers often train extensively in the art of warfare, often in how to excell in bloody melee, and are proficient and skilled in combat. One does not follow a deity as extreme as the God of Corruption without themselves becoming zealous. Punishment in his societies are viewed often as strange or even inhuman to outsiders, and varies from the minor, such as an offering of cattle or gold, to more serious, where offenders must submit to Exaltation, whereby they are lead into the woods and ritualistically executed, their remains simply burnt to ashes, a fate viewed as the ultimate disrespect, with inscriptions of praise carved into any surviving bones, which are then left in the woods, supposedly for Atab himself to collect. Legends tell that he is a silent and reclusive God, preferring to remain unseen, but when roused in anger, he is a truly heinous sight to witness. His eyes, twin points of baleful flame, are said to sear the flesh from those who offend. His talons, said to be far longer and keener than any mere blade, are sharp enough to cut through the very fabric of reality, let alone feeble mortal defenses. His very being is Anathema to life, it drains away like running ink in his very presence.
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Post by Nepty on May 4, 2014 19:35:12 GMT
Volsungr is said to walk the fields of battle in person as a lone shade followed by a flock of carrion birds and often mistaken for human, as he selects the honored slain. He is said to be tall and gaunt, and be armored from head to toe in mail and leather, with a mail coif covering his face, and his helm, Hloti, with it's crow-mark runes, his axe, Othir, the dragon-slayer, and his shield Skaala, Battle-ward.
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