|
Post by Chiernarosa on Mar 15, 2018 1:26:06 GMT -5
WIP App
Nation Name: The Republic of Kyras Nation type (Kingdom, Republic, etc): Confederal stratocracy Population (Please remember this is a medieval RP): 3,505,500 Brief description of nation (less than 25 words): Descended from the ancient Tekkan Empire, Kyras is a fragmented remnant of the old Empire, devoted to spreading Rigma's word to the rest of Calveria. Government style: The Republic is officially a stratocracy under the command of the Falanx war council, but is de facto deeply divided between military power, tribal lineage, and status of nobility. The national government is comprised of the Falanx as the executive body, the bicameral Council of Union (divided into the House of Sovereigns and the Senate) as the legislature, and a unique mix of elective judges forming the Judicial Council, the Valdības un Savienības Pilnvaras (Warrant of Government and Union) legal document, and priests from the Temple of War and Temple of Nature as interpreters joined as the judiciary. Below the national level, however, subdivisional governments do not exist: rather, the country is divided into fiefdoms ruled by nobles, smaller stratocracies under the command of warlords, or tribal villages and towns governed either by elective or hereditary chiefs, councils, or direct democratic vote. While conflicts between subdivisions are common, they are watched strictly by the Falanx and Council of Union, the Valdības un Savienības Pilnvaras effectively forming the rules of war. Ruler/Ruling body (if applicable): Valdības un Savienības PilnvarasThe Falanx (selection process is by both martial strength, or the number of soldiers under command, and/or purchasing a seat on the council by bidding) The Concilium Unionis ReipublicaeThe Judicial Council Nation Age: Unknown, though Temple of Nature librarians estimate the Tekkan Empire to have been founded close to 9,000 years prior, with the Temple of War estimating its fall during the Great War starting around 75 B.R.A. (Before Rigma's Ascension), or close to 900 years prior to the founding of Kyras 4,500 years prior to the modern Republic. Majority race (human, your own custom race): Humans Info on any custom races (race name, description, useful info)[Optional]: The secondary race of Kyras are simply known as the Scorched Ones: unlike most of Calveria's races, the Scorched Ones are human beings who had survived being set aflame by repeated fire magic usage and have turned into bestial creatures afflicted with various mental issues. Considered little more than beasts of war, it is not hard to see why: an average Scorched One is more than 6 ft tall, hairless, coated in burn scars and charred skin, and tend to grow horns. Certain male and female Scorched Ones, meanwhile, can be seen as having "lucked out," only growing small horns and covered in small scars: these Scorched Ones disassociate themselves from their brethren and work with the Temple of Nature as field medics. In terms of physical strength, the Scorched Ones are seen as lanky, yet far stronger than the average human, along with heightened resistance to fire, higher pain resistance, and lower nerve connections, allowing them to fight longer than humans in combat. Despite this, Scorched Ones tend to suffer from insanity, lesser forms of schizophrenia, and psychotic rage which can manifest at any point or on the battlefield, while their higher pain resistance also means they will refuse to surrender even if they have suffered extensive wounds, and have an overall shorter lifespan than regular humans. Above: male Lesser Scorched One Capital City (name and link to a factbook detailing its layout and some details about it): Varan www.nationstates.net/nation=chernarus_state/detail=factbook/id=990050Military specialisation (melee, ranged, siege, mounted, magic, etc): Melee, siege, and ranged Military Factbook: WIP, details listed here: www.nationstates.net/nation=chernarus_state/detail=factbook/id=990050Patron God: Majority worship of Rigma, with minority worship of Myratnis, divided into state religions of the Temple of War and the Temple of Nature, their main temples located on Varan. Unique technology/ability: Harbingers of the Death Currents - In relation to their fire manipulation abilities and creation of the Western Sea by overuse of their powers, mages can summon large manmade Valnaran, or Great Death Currents, large sandstorms additionally carrying glass shards and electrical currents, to the battlefield in an effort to turn the tide of battle. To summon a Valnare is a costly affair, requiring both the immediate sacrifice of any human or Scorched One available and the slower physical sacrifice of the mages' bodies, each determinant by the strength of the Valnare and additional characteristics such as manmade steering or increased speed. When the Valnare is created from the bodies of the sacrifices, it brings an unprecedented and uncontrollable storm at first, lashing at both the enemies and the Kyran armies: while the sacrifice of five humans only summons a moderate gust of wind, an entire foot regiment can bring a powerful Valnare similar to its natural formations in the Western Sea, but for the mages, the longer the Valnare rages on the battlefield, the quicker their bodies turn to sand themselves, their deaths signalling the end of the storm - to take control of it increases the speed of their deaths, and causes secondary strain on additional magi within the field of range. Any other information:
Brief history - Most of the original history of Kyras had been based on ancestral tomes such as the Alfadhirhaiti (Names of the Allfathers), the Historia Antiquae Kyrus Communitatum (History of the Ancient Kyran Communities), and the Metsän Luvuissa (Chapters of the Forests), which purportedly stated that the lands of Kyras came to being from the defectors of an ancient pantheon, which later formed a pantheon of seven gods (the brothers Kreigsadar and Toden, Kreigsadar's sons Vatardan and Asfardan, Asfardan's son Reinrasag, Vatardan's son Wasadar, and Reinrasag's son Wolkenmard). These gods formed the forests of eastern Kyras, the humans themselves created from the earth and trees, who lived in small bands. After a period of time, several of these bands moved west into the deserts and grasslands, while the remaining forest-dwellers formed into tribes: two tribes, however, came to blows due to a theological conflict, the Wolkenmard-aligned Dæuðar Vélfa (Dead Wolves) and the Uvejr af de Røde Haver (Storm of the Red Hawks). These tribes led a 3-year total war, damaging the forests and committing violent acts of depravity against each other and the villages/tribes unaligned in the conflict, only to be violently censured and exiled to the deserts of the west, losing their identity and becoming raiders later on. The response, however, destroyed the forests and led to the forest tribes joining their brethren west, excluding one tribe that volunteered to protect the new forests. After centuries of surviving on the plains, the combined tribes moved to the vast fertile lands at the center, which allowed for them to eventually progress into the Tekkan civilization. Joined with the descendants of the forest guardians, the new civilization formed the Tekkan Empire through conquest and annexation, excluding the western deserts near the Magna Tabes, where the descendants of the Dead Wolves and Red Hawks had either devolved into the Desert Raiders or the Arvesh (Butcher) tribe, both of whom proved to be ferocious in combat even for the trained forces of the Empire. A Golden Age of reason and knowledge was soon born, literacy rates and extensive volumes of knowledge providing a new culture. Yet, the Tekkan were unaware of the conflict developing in the pantheon: the gods began to argue against one another, Kreigsadar and Toden the most apparent. Eventually, the pantheon collapsed into civil war - this came to the Tekkan as a series of natural calamities, which soon led to dwindling resources and desperate prayers, eventually turning into the Great War between various forces aligned with the god of their choosing. The violence soon attracted another being: Rigma, the god of blood and fire, seeing the warring Tekkan people as potential followers. Summoning his strength, Rigma killed each of the gods, culminating in the 5-year battle between Rigma and Kreigsadar: here, it was purported that the Kreigsfalden Sea was born from the central fields, while the island of Varan came from the winds. Eventually, Rigma proved to be the victor, ruling over a fractured country of warring nations. Leading those who had begun to worship him, Rigma led a series of campaigns that either decimated those who refused to convert or brought new tribes into the fold of his gaze. Before he could claim the last descendants of the forest guardians, Myratnis came to them, teaching them her healing powers and connection to water, which proved to be Rigma's weakness. In agreement with one another, the gods left the former Tekkan to coalesce into a single nation, which evolved into the Republic of Kyras, while several followers helped form the Temple of War and the Temple of Nature as their heralds. In contrast to the mythological history, the "secular" recorded history of Kyras purports that the conflict between the Dead Wolves and Red Hawks was actually the result of two smaller civilizations that took hold in the forest, having separately developed from the nomadic dwellers of western Kyras. These civilizations eventually collapsed as a mix of both high casualty rates and growing opposition to their campaigns soon led to the development of a new civilization, the sea-faring Tekkan Kingdom located on Varan Island in the Kreigsfalden Sea, which led a campaign alongside allied civilizations against the warring communities, exiling the survivors to the west. Following the exile of these survivors, the Tekkan Empire began to expand around the edges of the Kreigsfalden, moving inland and making contact with the western nomadic tribes at war with the Raiders and the warlike Arvesh tribe, which absorbed the survivors rather than being formed by them: while the nomads refused entry into the Empire, they agreed to send small numbers of their men to serve as scouts for the Imperial forces, which led to the annexation of eastern Kyras. Years of overextension and growing corruption in the Imperial court, however, fueled growing rebellions against the Empire, culminating in the Great War as a struggle for power between various noble houses and commanding generals, devolving into conflicts between warlords and previous states that had been annexed into the Empire. This war would last for almost a century, eventually resulting in the collapse of the Empire into countless smaller states. The Imperial tribal system, which served as a method of electing officials into the lower offices of the Empire, soon devolved into an actual system, centuries of isolation soon giving birth to various ethnic tribes that no longer recalled their origins. Around 4,600 years ago, however, a religious movement from the west soon entered Kyras, advocating the belief in a new god, Rigma, led by tribal shamans: in response, the Tekkan pantheon-worshipping populaces attempted to crush the movement until the Great Trial in Varan, where several shamans were confronted by the locals in the city, eventually meeting at the Shanath Delta during a storm, where a lightning bolt set fire to the mob after the shamans called to Rigma - this was seen as divine intervention, which soon evolved into a centuries-long campaign of converting the tribal populations in the Kreigsfalden to worship Rigma, eventually leading to the movement joining with several warlords to declare a new state, Kyras, with the worship of Rigma enshrined under the Temple of War, which constructed its headquarters the Monasteru Għoli tal-Gwerra Alla (Monastery of the War God) above the former Temple to Reinrasag on Anthel Hill. In contrast, the growth of worship towards Myratnis came from the shores of eastern Kyras, where worshippers of the Mother Goddess arrived from throughout Calveria to assist the poor and sick, starting from the coastal ports to Varan, where a miracle helped intervene in a dispute between a Shaman of the Temple of War and a young woman who killed a man in vengeance, eventually leading to the Temple of War making contact with independent followers: the Shaman originally involved had been a major form of support in creating the Temple of Nature, which officially allowed for the existence of Myratnis followers.
|
|
|
Post by thevalleianorders on Mar 22, 2018 17:17:20 GMT -5
Nation Name: Imperial Communion of the Valleian Orders Nation type (Kingdom, Republic, etc): Elected Absolute Monarchy Population(Please remember this is a medieval RP): 4,678,000 Flag (optional): NS Flag Brief description of nation (less than 25 words): A vast agrarian dominion with few large cities, the Communion of Valleian Orders is a union of Orders governed by one central head. Government style: Union of Monastic Orders, headed by an Emperor. Emperor delegates some authority to the Colleges, the legislative body. All actions are reviewed by the Repealeate. www.nationstates.net/page=dispatch/id=988165Ruler/Ruling body (if applicable): Emperor College of Communes, College of Sees Repealeate Individual Orders Nation Age: ~500 years Majority race (human, your own custom race): Human Info on any custom races (race name, description, useful info)[Optional]: Capital City (name and link to a factbook detailing its layout and some details about it): Edinginia www.nationstates.net/nation=the_valleian_orders/detail=factbook/id=994971Military specialisation (melee, ranged, siege, mounted, magic, etc): Melee Military Factbook: www.nationstates.net/nation=the_valleian_orders/detail=factbook/id=995016Patron God: The majority of the Orders worship Decidius, although some have decided to worship The Holy Mother, Myratnis. The beliefs of the Empire encompass the central philosophy that Death starts in Life, and that true Life must end in Death to be fulfilled. Due to this, believers are always ready to die, only ensuring that the death is not premature. Unique technology/ability: Communication Crystals —— Communication Crystals act as the main method of communication for the vast and far-spread communities of The Valleian Orders. While useless in and of themselves, they are all connected by the energy that is put into them by their operators, called Hived Monks. These special clerics specialize in connecting themselves to this network, and by doing so things such as information can be transmitted almost instantaneously from one crystal to another. While this ability seems very cost less at first, operators of the system are found to forget most memories of their lives, all of which are results from connecting themselves to the “hive mind” that is the network. For this reason, veteran operators remember next to nothing about their lives, but are able to communicate the farthest distances without tiring. Individual operators have very limited communication ranges by themselves, but entire monasteries of Hived Monks have been found to be able to transmit messages across the dominion that is Calveria Alternis. In fact, monks that operate in groups as opposed to alone statistically retain more of their memories, although memories were still found in very poor condition. In addition, the production of the crystals is limited to only the worshippers of Decidius through great human sacrifices. Sacrifices to create these crystals have been known to consume the lives of hundreds of people, the result being one, indestructible yet small crystal that connects to the network. Any other information: The geography of The Valleian Orders is very flat, hot, and humid. Many channels flow through the realm, and physical transportation is made hard by the abysmal road networks around the outermost regions of the Empire.
|
|
|
Post by Unfallious on Mar 22, 2018 17:56:54 GMT -5
Nation Name: Imperial Communion of the Valleian Orders Nation type (Kingdom, Republic, etc): Elected Absolute Monarchy Population(Please remember this is a medieval RP): 4,678,000 Flag (optional): NS Flag Brief description of nation (less than 25 words): A vast agrarian dominion with few large cities, the Communion of Valleian Orders is a union of Orders governed by one central head. Government style: Union of Monastic Orders, headed by an Emperor. Emperor delegates some authority to the Colleges, the legislative body. All actions are reviewed by the Repealeate. www.nationstates.net/page=dispatch/id=988165Ruler/Ruling body (if applicable): Emperor College of Communes, College of Sees Repealeate Individual Orders Nation Age: ~500 years Majority race (human, your own custom race): Human Info on any custom races (race name, description, useful info)[Optional]: Capital City (name and link to a factbook detailing its layout and some details about it): Edinginia www.nationstates.net/nation=the_valleian_orders/detail=factbook/id=994971Military specialisation (melee, ranged, siege, mounted, magic, etc): Melee Military Factbook: www.nationstates.net/nation=the_valleian_orders/detail=factbook/id=995016Patron God: The nation as a whole has no patron god, for each individual Order follows one of the gods. In fact, the only god that is not worshipped in the Empire is Ytras. So, the individual Orders may have graces bestowed by the gods, but the Empire as a whole has no specific blessings from the gods. Unique technology/ability: Communication Crystals —— Communication Crystals act as the main method of communication for the vast and far-spread communities of The Valleian Orders. While useless in and of themselves, they are all connected by the energy that is put into them by their operators, called Hived Monks. These special clerics specialize in connecting themselves to this network, and by doing so things such as information can be transmitted almost instantaneously from one crystal to another. While this ability seems very cost less at first, operators of the system are found to forget most memories of their lives, all of which are results from connecting themselves to the “hive mind” that is the network. For this reason, veteran operators remember next to nothing about their lives, but are able to communicate the farthest distances without tiring. Individual operators have very limited communication ranges by themselves, but entire monasteries of Hived Monks have been found to be able to transmit messages across the dominion that is Calveria Alternis. In fact, monks that operate in groups as opposed to alone statistically retain more of their memories, although memories were still found in very poor condition. In addition, the production of the crystals is limited to only the worshippers of Decidius through great human sacrifices. Sacrifices to create these crystals have been known to consume the lives of hundreds of people, the result being one, indestructible yet small crystal that connects to the network. Any other information: The geography of The Valleian Orders is very flat, hot, and humid. Many channels flow through the realm, and physical transportation is made hard by the abysmal road networks around the outermost regions of the Empire. I have provided feedback for this in Discord.
|
|
|
Post by Flynnvakia on Apr 10, 2018 9:09:09 GMT -5
I would like to apologize for my lack of activity within the RP as I have been in London for the last 9 days but rest assured, I am back and with be posting at some point soon
|
|
|
Post by yukona on May 14, 2018 9:16:46 GMT -5
Nation Name: The Isle of Ukko Nation type (Kingdom, Republic, etc): Kingdom Flag: i.imgur.com/6n2kelS.pngPopulation(Please remember this is a medieval RP): Approximately 3.2 million Brief description of nation (less than 25 words): Laying to the north-east of Calveria, the land of Ukko is a small and densely forested land, with swathes of boreal woodland stretching from the flatland in the south-east, to the mountains in the north-west. The south-east is scattered with fens, bogs and lakes; and mighty rivers wind their way down from the highlands and out towards the sea. Rough yet bountiful seas abound the sharp cliffs and fjords in this area, however further south pleasant coves and natural harbours make good placement for settlers. The Ukko people are primarily fishermen and to a lesser extent farmers, using secluded meadows and vales for small amounts of crops - or burning areas of the extensive forest for fertile agricultural land. They are extremely talented seafarers, and their maritime skills are extremely sought after by explorers, pirates, merchants and fishermen from across Calveria. It is rumoured that the island of Ukko is somehow tied closer to the spirit world, as an abundance of creatures - from sirens, to trolls, to kraken, to dragons - inhabit the isle and its oceans. This makes it extremely treacherous to travel to, but its mines are said to hold untold riches of unimaginable quantity and quality. Small settlements of timber and peat are found throughout the forest, with few if any roads connecting them - the people instead rely on the forest spirits and animals to guide them to their destination. Major settlements on the coast and closer to mining centers in the highland are made of stone, to protect from the threat of the many beasts (primarily dragons), rather than invaders. Government style: Thalassocratic Kingdom Ruler/Ruling body (if applicable): King Hardo Metsajänes Nation Age: Unknown Majority race (human, your own custom race): Wood Elf Info on any custom races (race name, description, useful info): the Ukko are a race of wood elf with incredibly pale skin - almost white - in order to conceal them in the snow, and bright eyes of varying shades of blue and green so as to see better in the forest. They have pointed ears typical of an elf, yet are smaller in stature than the average human - unlike their high elf relatives. They have an incredibly adept sense of smell, as well as unparalleled hearing and vision - and subsequently make excellent hunter-gatherers. This also assists in their fishing, as they are able to see and hear disruptions in the water that can lead them to a catch. They typically have a thin frame, and are capable practitioners of magic, however their relationship with it relies on the good will of the forest spirits; and as a result their ability to use magic declines greatly when they leave Ukko. Capital City: Peko - a city of dark stone and timber situated deep within the forest on the river Tuli, its large walls are made of dark stone, and its turrets tower above the surrounding trees. It marks the entrance into a deep mountain pass, within which lies a sacred lake and large cave system. The lake is incredibly rich in rare minerals and metals, never seen before in Calveria, said to brought by a flaming ball which impacted deep within the gorge. The Ukko consider these materials deeply sacred, in-part due to their spiritual connotations and their rarity, and access to the pass as well as the materials themselves is highly restricted by the King's law. They make excellent weapons, being both incredibly sharp, super-flexible and resilient. Military specialisation (melee, ranged, siege, mounted, magic, etc): Naval Warfare Military Factbook: WIP Patron God: Myratnis Unique technology/ability: The Ukko people are master pathfinders, and their skills at navigation are supernatural. Their connection to nature and the elements means they can scry into the spirit world, foresee safe passage and avoid peril. This helps them greatly in the forest, but particularly on the sea where this ability has been utilised for raiding, trading and travel by the Ukko themselves and individuals who seek to have them serve them. Unlike foreigners, this allows the Ukko to navigate their land and its waters with relative ease (although still dangerous) and avoid the beasts and bad spirits. Regardless, as aforementioned, this necessitates a good relationship with the spirits themselves through the means of meditation and sacrifice, if this is not followed the spirits may either not respond or trick the scryers, leading him or her to their death - much like the sirens that many try and scry to avoid.
|
|
|
Post by Baxten on May 26, 2018 21:27:27 GMT -5
APPLICATION (WIP) Nation Name: The Celestial Empire of Ursala Nation type (Kingdom, Republic, etc): Empire Population(Please remember this is a medieval RP): 3.6 million humans, excluding many slaves from captured wanderers and other criminals Flag: FlagBrief description of nation (less than 25 words): Formerly very isolationist due to many civil wars, the state has been consolidated and the current Emperor of Ursala has opened the nation to the outside world for both trade and military conquest. Government style: Hereditary Empire Ruler/Ruling body (if applicable): God-Emperor Harold Fenrir with appointed Governors and Tributaries ruling below him Nation Age: Believed to be at least 2000 years Majority race (human, your own custom race): Ursalans Description of Race: Essentially humans, but have piercing blue eyes, light blonde hair, and have a taller and burlier build Capital City (name and link to a factbook detailing its layout and some details about it): Military specialisation (melee, ranged, siege, mounted, magic, etc): Ranged, specifically Mounted Ranged. Ursalans are known for their precision in all things archery, especially archery on horseback Military Factbook: Patron God: Rigma, but the Northern Sect of Rigma has a focus on ice magic over fire Unique technology/ability: Ice-bending Description: Ursalans have the unique ability to control ice, snow, and other frozen variations of water. It provides with great defense to the snowy Celestial Empire, as structures such as ice walls and ice arrows can deter or kill any potential enemies. Ice can pierce even metal armor and can be used as ammunition for bows to a destructive ball used to shatter ships. Weakness: Ice can still melt or shatter if it hits a material stronger than iron. Water and water vapor cannot be controlled by Ursalans because the particles are too spread out to be manipulated by practitioners of ice-bending (it can be frozen, but it takes large amounts of increasing concentration based on local temperatures). Any other information: The Celestial Empire of Ursala had been totally isolationist for millennia, ever since its founding nearly 2000 years ago. The Ursalans were content worshipping their God-Emperors and satisfied their craving for war with constant infighting between rival factions within the nation. However, times have changed for the sleeping giant. The past three God-Emperors have brought an end to the infighting and obliterated all factions opposing them. Now, under the reign of God-Emperor Harold Fenrir, the Celestial Empire has opened its borders and has begun its mission of brutal and merciless conquest of the neighboring realms. A new era is upon the North and the Imperial Bear has been awoken from its slumber.
|
|
|
Post by Unfallious on May 31, 2018 16:21:51 GMT -5
Religion Rewrite
The Physics of Divinity
The Æther The Æther (or Aether) is a plane of existence that exists outside of reality/the mortal plane. The Æther is eternal, and lacks a traditional sense of time as experienced in the mortal plane. This plane is the home of the Gods, and is the source of all of creation. The Æther is incomprehensible to mortal beings and is completely inaccessible to them in their mortal form.
Æth Æth is a divine energy that permeated the Æther in the times before Gods came into existence. This energy is what allows the Gods, themselves being beings of condensed æth, to exist and exert power. Æth can also be refined into a Soul which can in turn be imbued with consciousness creating mortals. Souls Souls are a kind of refined, self-replicating æth which has been imbued with a consciousness in order to create a mortal capable of residing in the mortal plane. Souls are possessed by all sentient beings and allow mortals to be capable of worship. Worship is the process whereby the Soul produces pure æth which directly empowers the patron God that the mortal is worshipping. Mortal Souls were created by the goddess Myratnis as a way to provide the Gods with a consistent source of æh through worship, owing to the finite nature of natural æth in the Æther.
Mortals may also be sacrificed in the name of a God which grants that soul in its entirety to that God, this allows the God to extract a large amount of æth (though not as much as through a lifetime of regular worship) from the soul before it is exhausted. One a soul has been exhausted in this way, it is destroyed and may not be resurrected through blood magic or any other means.
Upon dying a natural death, the soul will naturally ascend to the Æther where it will radiate æth continually for a period until being exhausted. This means that, provided that a soul has not been exhausted, those dying a natural death may be resurrected. In the current period, thanks to the intervention of Decidius, souls mostly ascend to the Necrominus, which is a region of the Æther. Here, souls radiate æth more slowly where it is consumed by the Necrominus itself and lost.
Gods Gods are beings of condensed raw æth. A God is formed when an excess of æth in the Æther condenses and then collapses inwards. The Gods do not consume energy in order to exist, a God is infinite and once formed cannot naturally die. However, to use powers and exert influence on the mortal plane, the Gods must spend æth. Due to this, all of the Gods need æth to reasonable continue in their divine ways. They acquire this by being empowered through mortal worship and, occasionally (for some Gods), sacrifice.
The Gods are spit into two ‘types’ - Pre-sentience Gods and Post-sentience Gods. The Pre-sentience Gods were created first out of the natural æth in the Æther, they are Zypnac, Myratnis, and Decidius. They were born with no inherent specialisation, but later adopted theirs out of their own choosing. After Myratnis created souls and they began to populate Calveria, the Post-sentience Gods appeared. These Gods were born due to an unforeseen effect of souls. Once dead, a mortal soul would populate the Æther and continue to radiate æth for a period. Eventually, this resulted in there being enough æth to allow for the creations of Rigma and Yrutas. These Gods were born with their specialisations which were based on the human feelings of anger and fear of the unknown respectively. The birth of these Gods caused various calamities in the Æther and mortal planes respectively, leading the Gods to take measures to prevent the creation of any further deities.
Following this, Decidius created the Necrominus which allowed souls to radiate away without introducing an excess of æth into the Æther.
Gods cannot die naturally, but can be hurt by other Gods in the Æther. Gods may also be damaged by mortals carrying weapons which have been imbued with the willing sacrifice of a righteous, pure soul. It is unknown what effects the killing of a God may have on all of the others. which is why the Pantheon itself has not attempted to kill their rivals.
|
|
|
Post by Unfallious on May 31, 2018 16:23:14 GMT -5
Custom religion blessings and detriments
Vitalism Vitalism as a religion is compliant with the lore established in the rewrite. Differences in the religion and established lore can easily be explained by name and concept differences his people interpret and his religion not being 100% correct in-universe.
*The Mindfield* - What Vitalism calls the Mindfield is actually the Necrominus itself. Val’s communication crystals are devices which harness latent soul energy within the Necrominus for communication. Decidius, as guardian of the Necrominus, views this with distaste.
*Blessings and detriments* Val’s custom technology provides him with a lot of benefit, and as such the benefits he receives will be limited. In addition to this, I see it right to apply detriments on him owing to the way Vitalism thinks the communication crystals works versus reality.
/Detriment/ - Vitalism and its followers are unaware of the fact the souls can be destroyed and are depleted when utilised by the communication crystals, which may cause disruption, instability, and public outrage if this ever comes to light.
/Detriment/ - In revenge for the theft of soul energy from the Necrominus, Decidius renders those who regularly make use of communication crystals unable to be resurrected.
/Blessing/ - Due to the dual worship of Myratnis and Decidius, and because of the heavy use of water in their rituals, Vitalism allows worshippers to communicate directly with the Gods while entirely submerged in water that has recently been used in a sacrifice that involved the spilling of blood. This only works for a short time following a sacrifice and does not make the user immune from drowning, making these communications short. The Gods are also rarely direct, and so communications may often come in the form of visions or cryptic messages.
Nekrator Nekrator is wholly compliant with established lore and doesn’t appear to introduce new concepts requiring lore justification
*Blessings and detriments*
/Blessing/ - For those who worship Decidus above Yrutas, they are given the ability to take advantage of food magic - shedding blood for the pursuit of a goal.
/Blessing/ - For those who worship Yrutas over Decidius, they are granted the Yrutan blessing. This means that those who worship with fervour may exhibit increased strength and growth extra limbs and/or grotesque growths. As a counter to this, they also exhibit increased tendencies towards insanity and some may decide to go on a pilgrimage to the Tabes, never to return. Those affected by these growths will spread corruption in places they frequent, which increases both the presence and power of Yrutas, as well as making others who also frequent more likely to convert to Yrutan worship.
/Detriment/ - ‘Curse of the Antibalance - Due to the dual nature of worship, and the Yrutan tendency to grow obsessive in worship, Nekrator is a religion filled with internal strife and with low authority. Members of it will occasionally rise in order to attempt to convert the nation into a religion which focuses on the monotheistic worship of Yrutas. This will be a near-constant source of conflict as the influence of Yrutas increases in the area.
/Neutral/ - ‘Unpredictability of the Gods - As a religion of balance involving an unpredictable God and a mysterious God, Nekrator is in a state of near constant flux and blessings may change at any point depending on the actions of its followers and the whims of the Gods
|
|
|
Post by Au Minbo on Dec 2, 2018 21:53:13 GMT -5
Nation Name: Kingdom of Kanso-Oromi (formal), Kingdom of Kanso (shorthand) Nation type (Kingdom, Republic, etc) : Monarchy Population(Please remember this is a medieval RP): 2.3M Brief description of nation (less than 25 words): Think feudal Japan but less bushido code and more inward thinking philosophers. The Kingdom of Kanso formed from a myriad of tribes over 300 years ago under the Hato clan. Since then they have expanded the kingdom from its humble beginnings on the souther shore of the peninsula to its present day borders. The old part of the Kingdom, centered around the capital of **** is the most developed, with the further out you get from there the more rural it gets, especially towards the east. Not entirely fond of outsiders, but not immediately aggressive to them either, fond of foreign cultures. Government style: Feudal monarchy Ruler/Ruling body (if applicable): King Hato VIII Omo Nation Age: 359/885 (359: Since the founding of Kanso-Oromi; 885: Since the founding of Oromi) Majority race (human, your own custom race): Human Info on any custom races (race name, description, useful info)[Optional]: Minority population of "catgirls" in the very north, apparently. Capital City (name and link to a factbook detailing its layout and some details about it): Hato www.nationstates.net/nation=au_minbo/detail=factbook/id=1133526Military specialisation (melee, ranged, siege, mounted, magic, etc): Melee & Naval Military Factbook: www.nationstates.net/nation=au_minbo/detail=factbook/id=1133860Patron God: Decidius, however necromancy is officially illegal. Unique technology/ability: The Book of Knowing. This is a book bestowed upon the priesthood of Kanso-Oromi who use it as a means to communicate with the great knowledge of Decidius. The book can grant great jumps in knowledge of technology or even give foresight to great events in the Kingdom which was used specifically to save the Hato tribe from the collapse of the Kingdom of Oromi which resulted in them fleeing and founding the new kingdom. The books uses are many, however to use the book one must have possession of it, and must provide a sacrifice. At that point they may state the knowledge they seek and Decidius shall grant them knowledge. There is only one book, it may not be recreated, and one must have possession of it to use it.
Any other information: Also working on it
|
|
|
Post by TCaDS on Feb 3, 2019 16:51:53 GMT -5
Nation Name: The Arcanus’ Chosen
Nation type: Theocracy Population: Unknown, estimations are around 6 million
Brief description of nation: Consisting of the most zealous worshippers of Yrutas, The Arcanus’ Chosen have been isolated for centuries. They will stop at nothing until the Arcanus consumes all.
Government style: Theocracy Ruler/Ruling body (if applicable): Yrutas, his will manifested through the Primordial.
Nation Age: Unknown
Majority race: The Chosen Info on any custom races (race name, description, useful info)[Optional]:The Chosen is a multispecies race, the only thing connecting one another is their devotion to Yrutas, and the blessing that come from it. Though most of them hail from an orcish race.
Capital City: The Arcanus’ Chosen are primarily nomadic, and therefore have no legitimate Capital, though one could correctly assume that they treat the Magna Tabes as one.
Military specialisation (melee, ranged, siege, mounted, magic, etc): Siege/Rapid Assault
Military Factbook:
Patron God: Yrutas
Unique technology/ability: Home Turf: The Chosen possess vast knowledge of the Magna Tabes and the tunnels connected to it, allowing them to travel dramatically faster than other armies in the Tabes.
Any other information: There are some occasions where a Chosen might become abnormally beautiful in comparison to others, while these one are more indepentant from Yrutas than thier bretheren.
|
|
|
Post by yukona on May 18, 2019 12:23:15 GMT -5
Nation Name: The Saltenate of Babor Nation type (Kingdom, Republic, etc): Saltenate (Kingdom where monarch's power is religiously derived) Flag: i.imgur.com/THQhv2l.pngPopulation(Please remember this is a medieval RP): 2.7 million Brief description of nation (less than 25 words): Babor is an island archipelago lying to the north-east of Calvaria, in what is known locally as the Green Sea. The central island, Khabar, is a contrasted land of towering mountains and deep ravines, sheltering fertile lowlands from the rough winds of the ocean. Winding rivers curve and carve their way through these highlands, spewing out in large marshes and verdant fens. Pleasant coves and natural harbours make excellent place for settlement and trade, not to mention the waters' bountiful fish populations. Further into the interior, large mines extend deep into the island's rocky heart, extracting precious metals of countless colours and classifications. Babori villages, towns and cities cling to the sides of these large passes, meandering up jaw-dropping heights in an almost unnatural fashion from the rivers banks to the crest of even some of the heighest peaks. A multitude of significantly smaller islands are scattered around Khabar, possessing more terraced farms supplemented by great aqueducts, bringing supplies of the freshest water from the heights, down to the fields below. These islets are marginally less mountainous, and have greater space for agriculture and pastoral farming - the relationship between the riches of Khabar and the food of the outer islands is one of great importance to the larger settlements inland. The harsh and destructive winter represents a time of spirituality for the Babori people, characterised by times of deep self-reflection, the pursuit of science and attention to the less materialistic things in life, subsequently the society becomes bifurcated between the resourcefulness and productivity of the summer, juxtaposed with the life of quiet contemplation in the winter. Babor is ruled by the House of Meşhur, which has reigned sovereign over the people since time immemorial - the current Salten of Saltens is Auramjir the Great. It is a highly centralised state, built on the back of a highly efficient bureaucratic class designed with the sole purpose of the integration and amalgamation of the various clans and tribes that make up the archipelago. The Babori people are famed for their beauty and intelligence, however they are equally as insular and closed-off. Babor itself is tied closer to the spirit world due to its purported proximity to Vargardia - the entire island is populated with a mystical mix of beings, from jann'i (genie) and fahy'tas (demon), to dragons (hashtem) and trolls (tjajak). Babor, if travelling between settlements, usually via carved mountain paths, is extremely dangerous - not simply because of the geographic nature; but because of what potentially lies in the deep forests of the canyons, or in the caves and paths of the mountains. Not all is what it seems in Babor, and therefore travel is to be taken not by the lighthearted, nor alone - bands of Ja'ushtar (bodyguards who are spiritually guided from birth) are usually paid a handsome sum to guide those through the wilderness. Government style: Spiritualist Saltenate (Kingdom/Sultanate) Ruler/Ruling body (if applicable): Auramjir the Great Nation Age: Unknown Majority race (human, your own custom race): Mountain Elf Info on any custom races (race name, description, useful info): the Babori people are mountain elves, famed for their ability to construct almost unnatural structures clinging to the side of the peaks in peculiar ways. They are a resilient people, slightly shorter in stature than the average human, yet slightly stronger and perfectly balanced from millennia of carrying immensely heavy packs along the treacherously narrow paths. They are excellent navigators and immensely spiritual to the point of asceticism, they can be easily offended if their beliefs or customs are not respected and live a life in-touch with their surroundings and the heavens, deeply accustomed to magic. They are a people of the finer things in life, they have a deep-seated appreciate art, poetry and music and have little time for much else - winter is in fact welcomed, as it means (for many) that the days of work are over and instead one is free to pursue art, without becoming an artist, meditation, without becoming a monk, and poetry, without becoming a poet. In this sense, they are a people who live through their culture, and frown deeply upon those who ignore this either in the pursuit of war or science - they believe a society not enriched with arts and culture is not a society worth interacting with. Capital City: Fashem - also known as the City of a Thousand and One Lights, or the City of the Clouds; is the capital of the Babori Saltenate and seat of the Monkey Throne. It sits in the Shatar Pass, one of the largest on Khabar, over the River Kütir. The cliffs either side are filled, much like a living organism, with caves and inlets packed full of houses and structures jutting out at varying degrees. Houses climb from the forested banks of the rapids below to the highest points, with great temples and forts towering from out of the cliff face. At the top of the highest peak, known as the Green Spire, is the Japorkayfa (Green Bastion) - an illustrious bulwark of the House Meşhur, topped with turrets, spires and domes reaching for the heavens themsleves. Military specialisation (melee, ranged, siege, mounted, magic, etc): Light Warfare (guerrilla/skirmishing/scouting) and subsequently Mountain Warfare Military Factbook: Not yet completed. Patron God: The Marash Unique technology/ability: The ability to powerful amulets that priests or other magically inclined individuals can wear when they leave the island. These amulets grant the user the ability to alter their environment at will, as well as being able to levitate and manipulate objects in their surroundings
|
|
|
Post by amandaiscrazy on Mar 7, 2020 20:27:57 GMT -5
Nation Name: The Woominate of Xoomi Nation type (Kingdom, Republic, etc): Monarchy (but female-centered) Population(Please remember this is a medieval RP): 3.7 million Brief description of nation (less than 25 words): The Woominate is a very isolationist nation; most of it's history remains unknown to everyone. It is known, however, that the society of Xoomi is pretty matriarchal in nature. Government style: Absolute Monarchy with Matrilineal succession Ruler/Ruling body (if applicable): Empress Himitzu III Nation Age: 19 (End of the Xoomi-Barbarian Wars) 124 (Establishment of the Woominate proper) 341 (Creation of the Principality of Xoomia) Majority race (human, your own custom race): Inkling Info on any custom races (race name, description, useful info)[Optional]: Inklings are the vast majority of the Woominate's population. Evolved due to the complex conditions of the Sea, they are a fairly unique species biologically. Capital City (name and link to a factbook detailing its layout and some details about it): The Imperial Capital of Xoomyo used to be the main location of the Principality of Xoomia until it went on an Imperialistic War of Unification against the neighboring principalities and Kingdoms, both Human and Inkling and anything in-between. The capital has stayed in the city of Xoomia not only because it's the city of the former Principality, also because of it's secure location between an almost imprenetable mountain range and central location within the Empire. Military specialisation (melee, ranged, siege, mounted, magic, etc): Magic Military Factbook: Have none at the moment Patron God: Myratnis (The Woomy) Unique technology/ability: The Xoomians, when faced with war, have the ability to recite an ancient prayer to the Woomy to summon the "Battle Apostles" (戦いの使徒) who, depending on the Battle Apostle that is summoned, grants them a temporary boost in strength, speed, agility or wit. In contrast, however, Inklings tend to become more ravenous and highly aggressive when summoning the Battle Apostles, and as such, their effects can only last a few minutes to avoid the Inkling attacking their fellow soldier. Any other information: Not at all
|
|
|
Post by Charlesthile on Aug 23, 2020 9:23:37 GMT -5
best canadian online pharmacy
|
|
|
Post by Erickdef on Aug 24, 2020 0:56:14 GMT -5
|
|
|
Post by Charlesthile on Aug 26, 2020 13:12:44 GMT -5
canadian drugs pharmacies online
|
|