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Topics - micelus

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1
Forum Games and Roleplaying / Principality of Angels [SG]
« on: January 11, 2024, 12:48:58 pm »
There had been Unity once. Before the Dream was settled and weaved into the Primal Shape. Where once there was one Breath and one Word, now there were a myriad, each quivering with the desire to make their will known.

These were the Thrones, vibrations of the Unity that once existed. Where once they possessed the same soul and same sense, now they were many in their manners and creeds. To much lesser creatures, these were gods. Or perhaps, devils.

From these Thrones emanate lesser vibrations - the Messengers, the Dominions, the Virtues and of course, the Principalities. Each work for the service of their divine Throne, each ever so loyal to the Perfection that emanates from their overlord. Truly, such beings begin as mere extensions of the Throne, working in perfect order for their beloved creator.

 And yet, with the passing of time, even such vessels begin to acquire independence and opinions. Such is most often the case for those oft away from Grace. Such beings are often Principalities.

Which is what you are.

Flung far from your Throne, you have been granted the duty to guide and to obey. You are a representative of your overlord to the mortals who dance in their primitive manner. By your Throne's will, you are demanded to bring them to into the embrace of your heavenly lord, to shape them in Their Manner, and to protect them from dangers beyond and within.


And so begins your deployment.


Firstly however...

Who is your Spiritual Liege, Your Beloved, Your Smiting Monarch, Your Throne?

There are a myriad of Thrones, each adorned with many titles and powers. They compete with each other for dominion, both in the divine realms and elsewhere. Upon the mortal plane, so to do they compete for control of souls, both inane and supreme. Some of the most powerful are listed below.



a) Araryan, The Most High, Defender of Idiots, Serene Protector of the Seas, Mender of Winds, Watcher of Impregnation, Copper-Eyed Guardian, Winner of Battles, Evasive Aegis, Controller of the Leviathan - God of Water, Childbirth, Battles, Fools and Winds. Commands the reality-contorting creature known as the Leviathan

b) Aryan - The False Araryan, Hidden Matron of Heaven, Beloved of the Atmosphere, Protector of Seekers, Ouster of Tyrants, Perfumer Supreme, Breaker of Chains, Queen of Secrets, Most Holy Dark Lord, Begetter of Thieves, Man-Smitten God - God of Secrets, Winds, Liberation, Darkness and Theft. Once pretended to be Araryan, and indeed, a portion of Araryan is within them still. Loves mortals and their ingenuity. Weaker than their brethren.

c) Azarhal, The Most High, Archduke of Liminality, Guarantor of Love, Lord of the Weak, Wrestler of the Divine Ladder, Bridge-Sultan, Most Eloquent of the Circles, Herald of the End, Conduit of the High Heavens - God of Cycles, the Meek, Love and the Apocalypse. They supposedly know when the world will end but refuses to speak of it. Holds control over the ends and beginnings of things. Aloof.

d) Dumahn, The Most High, Commander of the Righteous Host, Ender of Cycles, Instructor of  Mortal Truth, Jailor of the Dead, Maintainer of Souls, Sovereign of the Furies, Blade Whirlwind, Dweller of Old Graves - God of the Dead, Battle and Endings. Resides in the Underworld and maintains the vast majority of the mortal dead. Their servants are often undead.

e) Hadranyan, The Most High, True God, Lord of the Fiery Essence, Subjugator of Metal, Liege of Light, Most Towering of Thrones, Chain-maker, Smasher of the Firmament, First of Wizards, Conqueror of Scions - God of Fire, Light, the Sun, Metal, War, Wizardry and Nobility. Is physically and metaphysically enormous. Broke the Firmament upon reality sits, resulting in the existence of magic. A firm believer in might makes right. The Sun is an extension of their ear (supposedly).

f) Jopheen - The Most High, Foremost Artisan, They Who Crafted the Firmament, Patron of the Arts, Detester of Idleness, Master of Journeys, Embracer of Progress, Lord of the Celestial Brush, Enemy of Chaos - God of Craft, Industry, Order and Progress. Created the walls of reality to see what would grow. Often distraught that their creation became the plaything of their brethren. Wishes to make all things obey a grand design. Dislikes magic.

g) Harmar - The Broken Throne, The Star Unmade, The Sorcerer -  A Dead God. What masteries they once possessed are null and void. Usurped by other Thrones, Harmar was cast out of the divine realms and crashed into reality. They were unmade in the process. They are no longer alive; merely the echo of something that once was. Shards of Harmar grant sorcerery- broken refractions of divine power.

h) Mastema - The Abdicator of Heaven, The Fallen Liege, They Who Treasure Sinners, Chariot of Chaos, Lord of the Deep Earth, Judgement of Thrones, Banisher of Souls, Maintainer of Righteousness, Flayer of Kin, Eyes in the Dark - God of the Earth, Evil, Justice and Vigilance. Forsook the Heavens and created the Underworld. They created the concept of Evil and made it so that those commit Evil are punished. Tempts mortals into evil by both the carrot and the hook. Those evildoers that do so in Mastema's name are thought to be pardoned of their sins.

i) Uryan, The Most High, The Lord of Dialogue, Seer of Logic, Teacher of Confirmation, Educator of Science, Breaker of Lies, They Who Devour Fools, The Infinite Tongue - God of Logic and Thought, sees their dominance as a foregone conclusion. Haughty but patient, they may be right.

j) Zeyaza - The Most High, Patron of Abundance, Despoiler of Senses, Riotous Enjoyer of Flesh, Keeper of the Good Afterlife, Silencer of Evils, Upholder of Unions, Keeper of Oaths, Inventor of Pleasure, Granter of Minds, Ancestor of All - God of the Harvest, Pleasure, Marriage, Promises and Humanity. Gave birth to mortals and taught them how to live. Often incarnates upon the world to enjoy flesh in all its forms. Maintains a Paradise in the Heavens which a few mortals are allowed to enter for eternity.
 
k) Make up your own Throne

2

IC Thread
Old IC Thread


Fear No Gods | A Low Fantasy Succession Game


Hi all, this is just a continuation of Fear no Gods, by Ixarys. As he is no longer able to keep updating the game, I've decided to carry on for him, with his permission. Most of the below is written by them, save for a few edits here and there.

To be clear, this thread is for rules, claiming and general discussion around the game. IC thread is for Game Master and players' posts, plus for votes if needed.

The Principles

This game functions in a similar manner to bloodline games in Dwarf Fortress.  The GM will give context, and issues, and players, one each turn, will describe the ruler, their personality and their attempts to solve issues. You will understand what I mean in the character sheet. For each rule, I will roll dice (mostly D100) to see  how successful a reign is, how long it lasts, how many children and so on. The game ends if you lose all control over your lands (becoming a tributary, being on losing side of civil war / rebellion, or end of dynasty are not game ending, being conquered and absorbed is).

To have a chance to submit a ruler to the game, the players need to claim a place in the queue. Thus, when your turn is on, I'll give you a week or two to post your own ruler sheet. In case of an active player being particularly inactive, I will simply skip them after a time.

For those who are waiting, I will sometimes give polls for events.

Claims

Players can claim whenever they want by a post in the OOC. The order for the first 5 or 10 (depending of how many claims in the first days) will be randomized, next will be first come, first serve. Once the claim list is done, we'll go back to the front of the queue.

Votes

Sometimes, votes will happen at the end of a post to faciltate an event in-game. Everyone can vote, players and non-players. All votes are to be made  in  the IC thread.

The character

You are quite free to tailor your ruler, aside from some restrictions that I will specify at the end of a post. More generally speaking, please stay consistent with what happened with previous rulers. Also try to not make perfect characters and rulers; those are not the best material to create good stories.

RP points

If you want to create some roleplay texts and articles, to flesh the lore and the world of the game, you can post them in the IC thread. The lore created need to be about the past or present, and in coherence with other lore and events in the game. Though you don't need to be a player to post lore texts, you need to be a player in the queue if you want to get RP points from it. One point is granted per RP text, with one RP point giving you a +5 to a roll of your choice (for a goal, longevity, effectivness...). You can only stack up to 5 RP points, and use up to 5 RP points for your character.

The character sheet

Name :
Age upon succession:
Religion : (Old Ways / Ancestors Worship in the beginning of the game, might be way more important when religions arise)
Leadership Style :
Leader Personality :
Biography : (Explain your character's background, occupations, rise to power and beliefs)
Goals : (What your character wants to achieve during his time as ruler. Better deal with the most pressing issues. Can also be more personal and minor goals. Please try to restrain between 3 and 6 goals per character)

3
---------------------------------------------------------


Dariel 'the Incapable' Goldspeaker

(121AD - 131AD)

Spoiler: Rolls (click to show/hide)

The choice to not choose one of Aldemar's own heirs was a surprise to be sure, but a welcome one. At least, to Dariel of the Goldspeakers.

In old lores, it was said, the Goldspeakers spoke to the small men of the mountains. Through their inquiries, it was they who had learnt the allure of gold and shown the tribe its beauties. Now, Dariel would do his illustrious ancestors one better and show the tribe the strengths of Goldspeaker rule.

At least, so had been Dariel's dream. In the chronicles, Dariel's rule would go on to be a disaster for the clan. Seeing that the clearest manner to cementing his rule was through military support, he attempted to strengthen ties of loyalty with the fighting men (and occasional women) of the tribe. Now perhaps such a policy would have worked for most kings, perhaps without too great an effort. Dariel Goldspeaker however, had gained a bit of a reputation. Whilst outwardly seeming like any illustrious noble of the tribe, rumours had abounded of his callous nature. Eventually, such rumours were confirmed or accepted by some of the influential elders and venerated tribe members. Chiefs, shamans, metalworkers and thanes; all would say - with perhaps some exaggeration here and there - that Dariel and his kin had little loyalty to the tribe and would sell it out for a handful of gold. The fighting-aged people of the tribe as such, held little loyalty to a double-faced weasel. Indeed, they wondered as to how exactly he had convinced so many to support his rule - which again, lead to rumours of blackmail and intrigues.

Perhaps wishing to find a new base of power within the tribe - and fearing that the nobles would centre their support around another candidate - Dariel sent out envoys to invite other tribes into the sparsely inhabited lands claimed by the Teutorgens. Many tribes had come from the legendary and cold homelands of the northeast and were thankful for the generosity of the Teutorgens. Whilst this ruffled the feathers of more than a few clans, the sheer number of tribes that soon entered Teutrorgen vassaldom did much to improve kingly prestige. The majority of these tribes have settled in the southeast, whilst others have integrated into the greater Teutrorgen population. These new tribes are the Asivogens, Werenii, Suben and Lurielii. Mainly nomads of the tundra, these tribes are yet to be civilised enough to put down permanent steadings or settlements. With time however, they may yet see the benefits of the settled life.

One tribe however, the Luutvh, has decided to settle around the headwaters of the realm. These people do not share ancestry with your or the other tribes of the homeland. They are darker in perplexion and smoother of manner. Their ears and eyes are slightly curved and  both their men and women wear heavy garments of sealskin and bear. Interestingly, the women seem to lead the tribe. The storytellers say that in the homeland, such peoples sailed over the waters with boats of bone, skin and nail. From what Dariel's envoys are able to figure out, the Luutvh have been exiled from their people because of a conflict over "whales", a kind of pig that can turn into a fish. Such an odd people.

With his new subjects, Dariel felt himself in a confident enough position to deal with the so-called Manda's Children. Sending agents to to sabotage their stores of food and tools. For the most part, such schemes backfire. Most agents are detected, with most being sacrificed to Manda. A few are kept as slaves or sent back as a warning. Regardless, news of this has embarrassed the tribe.


The Children of Manda, after years of raiding the tribe, have marshalled an immense raid on the lowlands. The Luutvh are the first to be attacked, and whilst putting up a good fight, are quickly forced into hiding and retreat. It seems that the goddess of the mountains has indeed blessed her people. It seems that soon after, the Manda Children are everywhere, attacking both the hinterlands and the tribal holds. Dariel attempts to put up a fight - as befitting of a king - but finds himself repeatedly defeated in battle. His warriors, while of decent stock,  find themselves defeated again and again. Retreating from a sortie, he finds himself surrounded by the mountain men in significant numbers, and while cutting down several of them, soon finds himself brought low. Just before the doom-bringing strike was cast however, reinforcements from the Werenii arrive and rout the mountainmen from the king's presence.

Though alive, Dariel is far too wounded to continue his rule, having lost the ability of speech or movement.

It is with some panic, that the nobles once again cast their lots to choose a new king. The Goldspeakers make a weak argument for selecting someone from their line, but the questionable rule of Dariel has made such a motion unpopular amongst those gathered. Others suggest Aldemar's sons, with some saying that Dariel's poor rule was a sign of the ancestors' discontent with the previous election. A few make scandalous suggestions to elect the chief of the Manda's brood, or a chief from one of the vassal tribes. The Werenii, as it were, currently have some prestige for their rescue of Dariel and his retinue.

Due to the circumstances of the election, and the continued Mandan attack, it is likely that a well-selected leader would soon gain the working loyalty of the warriors and council. At least, until the threat has passed...

State of the Tribe

Form of Government: Tribal Elective Chiefdom
Language of the People: Teutorgen / Teuvaurgen (cultural syncretism with Vaukelgern)
Language of Court / Nobility: Teutorgen
Tribe Religion: The Old Ways (Ancestors Worship) (Goddess of the Mountains Waters banned)
Ruling Dynasty: Goldspeaker

Economic Prosperity
Starvation - Famine - >> Stagnating << - Healthy - Prosperous - Bountiful

Social Order
Revolt - Unrest - >>Disquiet<< - Stable - Contented - Social Order

Military Strengh
Rag-tag armed civilians - Informal militia - >>Shabby raiders << - Tribal warriors -Fierce fighters - Thou finest

Warrior Loyalty [renamed]
Kingmaker -  >>Disloyal<< - Falling -Improving -Loyal - Steadfast

Nobility Power
Dominant - >>Autonomous<< - Strengthening - Weakening -Marginalized - Absolute rule

Nobility Loyalty
Revolutionary - Upset - Discontent - >>Quiet<< - Approving - Devoted

Council Loyalty
Revolutionary - Upset - >>Discontent<< - Quiet -Approving - Devoted

Vassal Tribe Loyalty [NEW!]
Revolutionary - Upset - Discontent - Quiet - >>Approving<< - Devoted

Issues

The Mandan War Pressing issue. Whilst seemingly few in number, the worshippers of Manda seem to possess a mastery of strategy and tactics - perhaps derived from the Goddess herself. Whilst a ghastly thought, they have proven themselves masters of war and now, the state of the tribe is in question.

The Vassal Tribes Dariel's invitation of foreign tribes has helped to populate the frontier and turn it from wilderness into productive steadings and settlements. However, there are grumblings amongst some Teutorgens that these tribes compete with tribe members for resources and living space. Whilst loyal for now, it is possible that these vassal tribes could pose problems - or boons - in the future.

New Neighbours:. The migration of tribes from the northeast have seen the settling of many new tribes amongst the mountains, as well as the west and north. The Comagri have been overwhelmed by a warlike tribe called the Situvens, with most Comagri fleeing west into the untamed wilds. A coalition of small, peaceful tribes have settled between the Teutorgens and the Ruthini. They are organised as a confederacy of tribes called the Ars League.

Goats? Travellers from the east speak of the Ekral's domestication of mountain goats. Apparently, they have tamed the aggressive beasts for purpose of food, fur and bearing heavy burdens. This has substantially improved the tribe's lifestyle.

Tuatha raids: An ever looming threat, the Tuatha are quiet for now. However, it seems that many of the Comagri that fled into the wilds have disappeared.

And any issues or goals the player might think of!

Modifiers

Elective Legitimacy: Ruler not chosen through negotiations between High Chief and Council will have an harder time to reign. -5 to effectiveness rolls if character is in this case.

Strong relations with neighbours: +5 to rolls involving neighbours' diplomacy.

All craft's Teutorgenship is of the highest quality: Teutorgen crafters are well renowned in the region, and their products are valued in the area. +5 to rolls involving economy and trading.

Crisis The Council and Nobles are more amiable to support their king - as long as they are an acceptable candidate -  due to recent events. +15 to rolls involving Council/Noble loyalty.

Map of the know world by 131 AD:

Spoiler: Vassal Map (click to show/hide)

------------------------------------------------------
Vote

As Manda's Children grow in power, many paths are open to them.

A) the Children stabalise as a tribe, becoming like other tribes in these lands.
B) carried on by their zeal, the Children conquer the lowlands around them, forming a high kingdom.
C) the Children break down due to internal conflicts, forming related tribes throughout the mountain range.
D) the Children reconciliate with the mainstream tribe, with both sides reaching a modicum of tolerance.
E) the Children conquer the Teutrorgen tribe, enforcing a Mandan cult on the rest of the populace.

4
The ineffable cosmos are empty and dissolute. There is only the Point, from which all shall emerge from.

To the divines, it is an empty lot, a fresh pasture, an untapped mine. It is also atrociously expensive to even afford the transportation and administrative costs to even get there. Would-be masters of creation work odd jobs as adjutants, judges of the dead, commanders of armies, champions, sandwich makers, celestial objects, particularly dangerous artifacts or on-call substitution gods, etc...Just for the chance to get their own stake in a virgin creation.

But sometimes, a godling gets a lucky break. Sometimes, a celestial patron needs a few helping hands. Such an opportunity has come to you in the form of a crab.

Specifically, The Crab. In the distant past perhaps, The Crab had a name. For untold aeons, the divine has only been known as The Crab and all who look upon them and their aura know in their body and soul, that such a being is only known as The Crab. The Crab has offered has offered the chance of a lifetime: employment in the Shell Estates Company!

As contractors working for Shell Estates Company (SEC), you godlings have the task of running a brand spanking new universe! You'll be granted the powers of creation and destruction - to an extent limited by company guidelines and rules. Further powers and responsibilities may be granted after filling out a requisition form. Maybe!



Hi all and welcome to another attempt at a godgame that may or may not die before turn 2! This will be a more business-oriented game with smatterings of pseudo-business lingo for funsies and giggles. As godlings, players will play as employees of a distant corporation interested in the extraction of souls from the universe. This is done primarily by rearing mortals and making sure that they don't go extinct or  sweat out their juicy soul essence. If you're still interested, please do continue reading the rules below. If you're still interested, please fill out the application form at the bottom of this post. Not sure how many I'll take, but it'll be fewer than ten (10), greater than two (2) and not based on who posts first.

Spoiler: Company Policies (click to show/hide)

Spoiler: Godling Sheet (click to show/hide)


//discord.gg/mbaNgpwBwS

5
Forum Games and Roleplaying / Yalgraf: The City of Two Currents
« on: October 08, 2020, 11:20:11 pm »
Yalgraf, the City of Two Currents, is treasured as one of the Empire's southern jewels. A city founded on an island of the great Lalow River, its wealth is founded on its status as a trade port. Wealth, as it often does, attracts power. With power comes both grief and joy. Yalgraf, due to its wealth, has had both in great supply.

The nominal rulers of the City are those who sit upon the Council. Traditionaly made up of Two seats, it has over the years become Three Seats, then Five Seats, and now Six Seats. Bound by tradition and law, they are appointed to legislate and decide on issues.

Unfortunately for all, the whole of the Council has died from an outbreak of the Dancing Plague. The City of Two Currents is in anarchy, its Seats unfilled and its people in jeopardy. Even now, the Dancing Plague ravages the cityfolk, adding yet more weight to Yalgraf's yoke. Almost unprecedented, it has been decided to immediately fill all Seats and begin the task of bringing about order to the City.


Hi all, this is a bit of an experimental game. Briefly, this game is about ruling a vaguely medieval fantasy city via committee. There is no one ruler. Instead, influential officials must vote on legislation that may or may not benefit the City, and may or may not benefit themselves. I'm looking for at least THREE players with a max of SIX. The rules are described in the following spoilers.


MECHANICS

Spoiler: Phases (click to show/hide)
Spoiler: Actions (click to show/hide)
Spoiler:  Action Types (click to show/hide)


SEATS

Those who have the right to a Seat at the Council are the nominal rulers of the Yalgraf. There are three Permanent Seats and three Temporary Seats. The game cannot start unless the three Permanent seats are filled. Special Rules for Temporary Seats have not been written as unlike Permanent Seats, these are more reliant on the personage's backstory.


Regardless of Seat, all players share a common stat:

Clout [C]: a representation of one's influence and wealth, Clout is used to buy assets and agents. May also be used to increase the chance of success in some events. Each Seat starts with a different amount of Clout.

Sign-up Sheet is below.

Code: [Select]
Name:
Appearance:
Backstory:
Seat:
Seat Description: fill this only if making up a custom Seat. Include a description of your desired position and its responsibilities.

Spoiler: Permanent Seats (click to show/hide)
Spoiler: Temporary Seats (click to show/hide)

6
Flows quickly does the time
that is, was, and will
Like river lotus;
the kalpa blossoms anew


What was the beginning (or was it the end?) for those had been and were? What was the end (or was it the beginning?) for those will be and will?

Such questions concern the philosophers of Herat, who will be and are, for Herat is a land eternal. It is locked into a state of life and death, the endless cycle of reincarnation that applies to all beings of the land. From the churning of the first to the withering of the last, all are subject to the great wheel and its many turns.

It is not the beginning, but it is not the end. In this moment were the Great Ones awoken (born? raised? arrived? delivered?) and their powers come to fruition.

At beginning and end
Ksitigarbha did know
The lie of creation
The adversity's abomination
In Mercy was elucidation
Release, Paradise and an End
Hear his mantra;
"Existence is Suffering"

...

Onwards and faster
With Progress' zeal,
Crying and cranking
Like the Great Wheel
Did Mein Badel Gaya
spin and go

...

A hazy rainbow
A maddening mother
A heart of oranges
A black-hearted squatter
Dreams did the clouds mother
And father did Kwaab,
dreams like no other

...

"Freedom"
Oft taken and oft given
It is temporal, nascent, weak and decadent
But in the knowings of Hanavad,
It was sweeter than honey

...

Shadows far and shadows near
No sin could hide for by demon's ire
And puppet's dance,
Did Angin Buk
Give all
The hurvy durvy dance
By which all were cut
And all were divided
By celestial decree
And hellish Punishment

...

Pale is the Death
And eternal is its happening
But with a smile
And good grace
Korhan did greet
Those who turned,
Upon the Wheel again

...

Code: [Select]
01110000 01101111 01100101 01110100 01110010 01111001 00100000 01101101 01100101 01110100 01110010 01100101 01110011 00111011 00100000 01101001 01101110 01100011 01100001 01101100 01100011 01110101 01101100 01100001 01100010 01101100 01100101 00001010 01110010 01101001 01110100 01110101 01100001 01101100 01110011 00100000 01100101 01110100 01100101 01110010 01101110 01100001 01101100 00111011 00100000 01100001 01100110 01100110 01101001 01110010 01101101 01100101 01100100 00001010 01110000 01101111 01110111 01100101 01110010 00100000 01110010 01101001 01100111 01101000 01110100 01100101 01101111 01110101 01110011 00111011 00100000 01101111 01110110 01100101 01110010 01110111 01101000 01100101 01101100 01101101 01101001 01101110 01100111 00001010 01011010 01100001 01110010 01100111 01101111 01110100 01101000 01110010 01100001 01111000 00111011 00100000 01010010 01101001 01110100 01110101 01100001 01101100 01110011
...

A foe is found; crush it
Boulder obstructs; crush it
Whale dunks; crush it
Sin is amok; crush it
Heaven is far; crush it
Hell is come; crush it
Strength? Archea

...

Lotus seed;
Grow high and tall
Lotus seed;
Mantra most holy
Lotus seed;
Blossom like yourself, like Life everlasting
Lotus seed;
Guide us
Lotus seed;
Like Desana of yore

...

Noc Vulock Knock...
Sun That is, that is Not
Sun Scintillating like Synthetic Silence
Sun Searing Sinful Signs
Sun Seeing Sirrahs and Sirs
Sun Slithering, Smothering, Seeking
Sun, so Sought, Sodden, Smitten
Sun That is, that is Not...
Grant Us Change

...

In Paradise, composure
In Meditation, silence
In Understanding, excitement
In Da, light

...

With Scales o' Ivory
And Spheres o'Light
Did Dwell the Aeonic
Most High; Justice itself
Mata

...

ThrDee and Four did he bear
With Ueyes that gleamed
And arHAms that flexed
The gloriLIes of Salvation;
The featheONrs eternal

...

Many sphered terror
Oh pantomime's end
Anzerkime did spread
the Fears high and low

...

Stolid; eternity
Withstanding; timeless
Unflinching; steadfast
Solidarity; Gagandil

...

By these verses were embraced
The Great Ones to their world
Herat be its name.

7
IC Thread Here: http://www.bay12forums.com/smf/index.php?topic=176885.0

The Land of Herat is locked into the cycle eternal, the kalpic renewal. Aeons of growth, stability, rot and then death, only to continue once more over and over again. To live eternally through infinite life cycles is a curse, for the soul is hollowed, its foundations foul and wilted. Only by exiting the cycle of rebirth can peace be attained.

As a Great One, you are tasked with ascension, with breaking the cycle of the imprisoned souls. However, be warned; for you too are cursed with the cycle of life and death, your memories and being disappearing with each life, your own soul rotting in time.

Attain the worship of the imprisoned and free the souls of those worthies and surely, your soul will be reinvigorated once more.

...Beware of one's actions however, as reincarnation is overseen by the balances of karma. One's acts determine one's rebirth and one is thusly indebted to their former self.

(The GM warns that new and potentially complicated and annoying mechanics will be introduced and removed for various reasons ranging from the narrative to the arbitrary)

Spoiler: Actions (click to show/hide)
Spoiler: Karmic Cycle (click to show/hide)
Spoiler: Ascension Points (click to show/hide)
Spoiler: Alignment (click to show/hide)
Spoiler: Helpers (click to show/hide)

How many players will there be? Dunno.
How will they be selected? Dunno.
Code: [Select]
Great One Sheet
Name: the sound of your True Name engraved upon your soul
Core: the central component of your soul, your quality above all; your prime sphere
Appearance: the form which your divine soul would prefer to wear
Personality: that which forms the fat of your soul

8
The words are eternal: the words do not lie, only the irrationalities of mortals.

To know these words in the Three Tongues is to be in the service of the Emerald Inspectorate. To be in service to the Inspectorate is to be in service to the Custodian. To be in service to the Custodian is to be in service of the People.

To serve the People is to to quicken one's Immortality for by service are we remembered, even as numbers on wax or clay.

One such as you serves the Emerald Inspectorate in gainful employment. You are a bearer of its sigil; the thrice-torn manta. By this symbol you are granted authority, but also the burden of duty. For you are not a simple clerk or messenger, but an Inspector in full. It is by your stylus that lord and peasant alike are brought in chains. It is at your word that villages are built or razed. It is your Call - your divine sense of the bureaucratic network - that guides you towards worthies of the realm, much like the flamingo travels south in the winter.

Still, your power is not unlimited. You bear life and death, but only in the confines of the law. Without warrant or evidence, your Call of execution is but a feint whisper. Without backing by the local laws, or that of the realm, your Call for knowledge goes unheeded and unheard. Without a promissory or cheque, the treasuries are closed to you. It is only by word and number that bureaucrats such as yourself exist, and through these does your power flow.

Today, the Custodian calls upon you to serve again. The realm is in anarchy not by war or plague, but by corruption and poor government. Taxes are witheld, vagabonds allowed access across borders and castles illegally built by usurper lords. These are not issues for the sword-arms of the Druzhina or the poisoned candles of the Khaffun. No, to prevent chaos one must bulwark against it with order. By the force of the stylus will the problems of the realm be quaffed and its prosperity assured.

But first,

Who are you exactly?

Formative Choice 1. How did you acquire this position? The Inspectorate fills its ranks from four sources.

a) Internal Recruitment: you were chosen from amongst the clerks, accountants, scribes or other sorts employed by the Inspectorate. Headquartered in the central city of Costaba, the Inspectorate's various offices deal with complaints, registrations, communiques and, bank accounts and all other minutiae of government that the so-called 'rulers' of the realm find tedious. It is from this tedium however was the Call first developed and those who spend their time in the offices tend towards developing their Call unconsciously. Furthermore, a life in the civil service (and the education required to even acquire a position) endears one to a life of learning, being constantly faced with the processes of law and statecraft (as well as the complaints of the common man). Even nobles and poets, whilst functionally literate, are rarely able to match your abilities of comprehending the written word. You as such, posses Knowledge of Bureaucracy and Finances. Unless you have enormously ruined your life, you most likely come from the lower classes or a wealthy family without a land grant. Minimum age is 25.

b) Political Appointment: The rulers of the realm are the taifes, hereditary lords of the realm who in the past (distant or otherwise) took control of their regions and established their rule. Prior to the establishment of the Custodianship, these same lords were oft at each other's necks. Now, most spend their time governing or living lives of debauchery. Those of their blood, with no prospect of rule, are usually furnished with positions as merchants, military officers, priests or diplomats. Some end up as ministers and a few even join the bureaucracy. As noble scions, it would simply not *do* if they had to compete with the rabble for positions and many are simply appointed to a respectable position. Such a fate has thus, occurred to you. Without the years of service, your Call is weak and you lack much respect from your fellows. As kin of a taife however, you can draw upon the family's wealth and use your social status to open paths more common-born Inspectors would have trouble entering. You posses Knowledge of Diplomacy and Nobility. You are stupidly rich (as long as your family allows you to access their coffers).

c) Religious Liaison: Most in the realm worship the Three Sisters and Father, though some worship only the Father whilst yet others worship the lesser gods or the native gods. Whilst not the state cult, the Three Sisters and Father are considered patrons of the state and their many temples are found in villages and cities across the realm. Their priests are as such, well regarded and many end up in positions within the government, such as yourself. Not only bearing religious authority, priests sometimes posses the divine favour of their deities, which the common man oft calls magic. As a member of the educated clergy, you posses Knowledge of Religion and other things depending on the deity you serve. The favour of the gods does not distinguish between wealth or class and as such, you could potentially come from enslaved or noble stock.

d) Field Enrolment: Some Inspectors are born with the sigil, others work to acquire it. For you, it was simply forced upon you. The practise of field enrolment without any connection to the temples or landowning elite is a time-honoured tradition in the realm, even before the establishment of the Custodianship or the arrival of Civilisation in the land. Others would call it conscription, but the Inspectorate prefers to call it 'enforced service'. Regardless, you lack much in the way of education and knowledge, at least in the fields that your new position requires. Indeed, you might have been a peasant, a knacker or an adventurer. Still, perhaps your former profession might offer insights and paths your fellows lack. As such, you posess esoteric Knowledge relevant to your former trade but seemingly lack any knowledge of bureaucracy. Indeed, you haven't even developed the Call at all.

9
Turn 0: Sleeping Dragons (Pre-Revolution Resource Allocation)

The rugged lands of Kanogawa has been the home of the Charuke Clan for two centuries. Under their rule, it has blossomed into a centre of industry. In the Warring Clans Period, the Charuke had long held supremacy over the nearby lands and defiantly fought the clan of Kamon until the Battle of Miyahiri. Though the Charuke were victorious, the whole of the battle was but a feint, with Kamon Masaru's ninja creeping into Kanogawa City during the battle and slaying several key clan members and officials. Her core retainers slaughtered and her remaining family taken as hostages,  daimyo Charuke Sakura  made the decision to surrender. She has not forgiven the Kamon for her defeat, still arrogantly waiting for a chance to wage a war anew. At the same time, she knows that she cannot risk the extinction of her clan. For her own reasons, the famed kensei retired from clan leadership and deigned to teach her art to all those who would desire it on Mount Yashin. Her son, daimyo Charuke Ajin, is the nominal lord of the land, although all know that true power yet resides with his mother. If all goes according to the Shogunate's wishes, the legendary kensei will die of natural causes, eliminating the last obstacle to extending their authority over Kanogawa. Charuke Ajin is a known coward in the Shogunate, having failed to commit seppuku and forcing her mother to surrender in order to save him. That decision supposedly haunts him still. As a ruler, he follows the way of his mother and largely leaves the affairs of the realm to the officials. He spends most of his time writing poetry and attending to the geishas at his castle. Even by doing nothing, the Charuke still seem to accumulate wealth.

The land's wealth is of course, found in its iron. From this rare material was produced steel- which itself was used to make the weapons and armour of the Charuke. A large assortment of goods that are all too necessary for the upkeep of society are made from Kanogawa's metals; nails, pots, shovels, axes, traps, hooks, cutlery, frames, furniture- and yet many others. Whole caravan trains travel to and from Kanogawa's cities and villages, each destined for the iron-deficient lands that make up the rest of Yamato. For all its reputation as a centre of industry however, most of the population is still involved in agriculture, although peace has resulted in more food being brought in from outside the region. Preserved seafood and manatee steak is greatly appreciated in Kanogawa, owing to its landlocked state. Indeed, most of Kanogawa's waterways are but streams and brooks.

Of course, Kanogawa is not its lordly clan or its wealth, but its people. The people of Kanogawa are known for their industry, stubbornness and thrift. For centuries, the people have become used to the fact that they are higher (both literally and metaphorically) than their lowland neighbours- and more blessed by the earth. For while the lowlands had great quantities of rye and barley, this only fed a man; it did not make one. Kanogawans believe that a tough life is what shapes character and that giving in to one's desires too often is a path to wickedness and loss. For that reason, the number of Meditationist monks in Kanogawa is rather high.

Whilst these traditional values permeate Kanogawan thought, life in practise, is much less optimal. The guildmasters of the land administrate the affairs of the realm. Many are corrupt, using the authority granted to them to enrich themselves and their clans - to the detriment of the people. Those who cannot (or will not) follow the wishes of the guildmasters find their lives harder, sometimes impossible. Those who speak out against this are visited by guild thugs. Those who are visited are highly encouraged to leave Kanogawa or change their mind about the corruption issue. Those who refuge this kindness are soon forgotten about, their homes sold off and any assets they had distributed amongst the guildmasters and their lackeys. Consequently, an oni may sometimes find a bag of fresh meat near its cave. Sometimes, the red-light markets find themselves restocked. Sometimes, the cremation furnace is seen to be working through the night.

As a result of this, many are those who harbour antipathy for both the guilds and their daimyo. Some turn towards religion, others to the shogun. Some, it is said, seek more taboo paths. Some speak of it in whispers, in dark cellars and hidden caves. They speak of liberty and equality, of goodness and unity. They speak of the Red-Wrung Ideal.

Spoiler: Kanogawa Map (click to show/hide)

The Revolution has been in the works for seasons and years and each member of the Supreme Kurultai has used the resources at their disposal to ensure their success. In this phase of the game, the Genro allocate resources and time to the furthering of the Revolution, prior to the day of uprising. Some of these choices are more straightforward than others, with some having unintended consequences. Genro may share resources in order to carry out the Revolution. The resources in this phase of the game are:

Connections: Knowing a guy or two to do a job opens the door to many opportunities.
Relationships: In the world of traitors, it is best to keep some friends at hand.
Incidents: Kidnappings, strikes, murders or thefts; both over and covert.
Secrets: Forbidden lores, embarrassments, weaknesses, strengths; all perfect for planning and blackmail.
Wealth: Sometimes, you can throw money at a problem. Wealth can be used to improve the effectiveness of an action.
Zeal: True belief can erode mountains and becalm storms. Zeal can be used to improve the effectiveness of an action.

Note that no matter what actions are taken, the Revolution will have access to forces and resources based off Genro backgrounds once the Revolution begins in earnest.

Spoiler: Plots (click to show/hide)
Spoiler: Cells (click to show/hide)
Spoiler: Actions (click to show/hide)
Spoiler: Unique Actions (click to show/hide)

Spoiler: Fiefs (click to show/hide)
Spoiler: OOC Link (click to show/hide)

10
It is the year 22 of tenno Fuyoko's reign, divine empress of Yamato. It was during her father's reign that the warring clans, temples and cities of the empire were bent and broken by the astute warlord Kamon Masaru; the first shogun of the Kamon tent-government.

Under the rule of the Kamon, the warrior-class, the samurai, were once more established as the ruling class of the empire, the nobles long having been confined to the arts and sciences. The divine figureheads of the imperial clan, as always, recognised the legitimacy of the military dictatorship and continued to seclude themselves in the ancient capital of Nankyo. After centuries of warfare, it seemed that a period of peace was finally at hand. And yet, a people bred for war are rarely suited for peace. Rebellions rose and fell, spurred on by samurai unhappy with national unification or its consequences. Plunged once more into war, the Shogun rallied his forces and fought once more, hoping to deal with the last vestiges of independent spirit amongst the warrior clans.

Before further blood could be spilled however, tenno Aruto committed an unheard of deed; leaving the imperial palace without palanquin. Upon his own feet, he spoke to the people of the city - perhaps wishing to ensure that the envoys of the many lords knew of his message. He spoke in the imperial voice, an archaic tongue known to only few. It was the very first time many commoners had heard their sovereign's voice, let alone see the mortal god's body. With light radiating from his eyes and orifices, Aruto spoke of the Necessity to aid their ancient ally beyond the northern sea, Yabajkae. Surrounded by foes, Yabajkae defended against the Celestial navy to their west, and Injans to the east. It was by ancient pact and divine memory that the houses of the imperial clan and the clan of the foreign realm of Yabakjae were allied. Indeed, the Yabakjae were of the same blood of the Yamato people, perhaps even their predecessors.

In more than 760 years of seclusion, the Yamato emperors had never given a public edict, let alone one spoken by the emperor himself. Even for the samurai lords, it was not simple to ignore. Though the ancient Jaiyuri Shoguns had first forced the emperor into seclusion, few had the willpower- or ability- to disregard a divine order. As such, the various rebellious samurai, and the Kamon Shogunate, made peace. In the following weeks, plans were hatched and enacted; the Yamato warriors sailed north for war.

The ensuing war lasted a decade, with Yabakjae lost and the Yamato armies dismembered. Though great gains were initially made, the brilliance of the Injan armies, and the innumerable vesselsof the Celestial Realm, saw the warrior-caste broken and in disarray. Peace was signed with the Celestials and the Injans, with many Yabakjae allowed to take refuge in Yamato. Their kings reside in the court of the the tenno to this day.

Tenno Aruto died soon after. Leaving no male heir, his daughter was coronated and named Fuyoko. Under her reign it was hoped that peace could finally come to Yamato, especially with the warriors robbed of their spirit and numbers on the battlefields of the mainland. And yet, whispers soon came from the west, of a new development. The Great Liao Khanate had fallen, not to a foreign foe, but to its own people. Its artisans, peasants and merchants had overthrown the warrior-khans and their retinues, declaring themselves free of monarchs and indeed, traditional law. They declared for a world where all had liberty, where no one was subject to another, where all power resided not in those people with the most force, but in the community itself. They declared the Great Kurultai and declared that in time, all would be freed of their chains. Unifying the khanate under the Great Union of Kurultai Republics (GUKR), they entered into a time of vast industrialisation, propaganda, and war.

Soon, the apostles of the new ideology reached the shores of Yamato, speaking of their views with feverish belief, converting many to the Red-Wrung Ideal. In fear, the Shogunate banned the ideology, its spread and its believers. After much deliberation, an isolationist policy came to be, with all foreign influence in the nation prohibited save for a few zones. Rebellions of the people rose as a result, and were ultimately crushed by the gun-toting armies of the Shogun. Brutal repressions resulted, with many martyrs made.

And yet, it is not the lower classes who fear. The despot-shogun and his corrupt daimyos sleep uneasy as the Red-Wrung tide creeps throughout the Yamato Archipelago. It is whispered in the hovels and piss-scented tanneries. It's siren call is heard in underground poems and songs, printed by hidden presses and flyers found on grimy workfloors. it is what is scribbled on walls by ronin and bandits, disappearing into the night.

It is the chant of equality, the banner of the People, the Red-Wrung call of Socialism. Down with the Shogun, Power to the Kurultai; Break the Chains of Tyranny.



This game will be a hopefully cooperative multiplayer game with 4 or so players (there may be other slots opening later on), each representing a member of the ruling government of a rebellious anti-shogunate region. It is a turn-based gamed with each turn having several issues and happenings that the players will have to deal with, as well as allocating resources to problems. However, the player government is not the only region rebelling against the military government and indeed, cooperation between them is vital for final victory.

Players will be chosen based on which I like the most. Fairly arbitrary, I know!

Pre-Game Selections

Before the game starts, I'll need four players and a starting region.

The Genros (Players)

The genro are four supreme heads of the local revolutionary forces that for whatever reason, have come to cooperate with each other in order to defeat the shogun. It is the forces of the individual genro that make-up much of the revolutionary government's forces and it is to them (perhaps individually), that they are loyal to. Each genro has a vote to determine the policies of the government for the turn, as well as several personal actions to carry out their own ambitions. Due to their influence, the backgrounds of the genro are hugely important in determining starting resources and ideology of the rebellion government. Having a merchant (and one who continues to support merchants) on board will for example, shift the ideology of the empire to one more supportive of the bourgeoisie.

Genros can come from 5 broad backgrounds: Noble, Samurai, Priest, Peasant-Artisan and Merchant. Other backgrounds are also available, although these are much rarer than the main five. This includes professions like ninja or bandit.

In traditional Yamato belief, Nobles and Samurai sit on top, with peasants and artisans compromising the majority. Merchants are considered socially inferior to the peasants, although are often wealthier, some even rivalling daimyos in their wealth. Priests are outside the system and can come from any of the social classes. Due to the revolution, samurai are seen as tyrants and most samurai involved in the revolution have forsaken their official status. Whilst samurais are the warrior class, much of the fighting in previous wars involved peasant-artisan troops called ashigaru who served the samurai. Many temples and monasteries too, have fielded armies of monks in previous decades.

Along with backgrounds, Genros can come from several ethnicities, which due to the culture of the Yamato empire, confers different advantages and disadvantages. In order of how common they are in the empire they are: Yamato, Yabakjae, Aihoni, Celestial and Detche. Whilst the Yamato people make up most of the population, the immigrants from Yabakjae comprise a significant minority. The people of Yabakjae are known for their crafts, such as celadon porcelain, as well as their skills of alchemy and magic. The native Aihoni, often considered inferior in Yamato society, live in a manner similar to before the arrival of Yamato culture on the archipelago. They mainly live in the northern lands of the empire and are known for their primitive lifestyle and close connection to the natural world. The Celestials are the subjects of the Son (or Daughter) of Heaven, who rules absolutely in the Celestial Realm. Known for being the supposed progenitors of civilisation, the Celestials are advanced in the many ways, most notably in the manners of the arts and engineering. Detche is a catch-all term for foreigners from the Very Distant Continent which is famed for its technological advances, sweets and military innovations. Detche people are nearly always few in number, mainly men, and reside in small factories throughout the tradeports of the empire. Smaller ethnicities, much rarer, also exist in Yamato.

For most regions of the empire, Yamato are considered the default culture, with the Yabakjae seen as a respected but exotic (and related) culture. Celestials and Detche are intrinsically foreign and are sometimes at the mercy of xenophobic locals. The majority of Celestials and Detche in the empire are traders, although there are exceptions. The renowned samurai Yahuto-no-Amje for example, was a dark-skinned Detche from the land of Parzan. Many other Celestials and Detche are missionaries, with the former often espousing the Meditationist beliefs (read: Fantasy Buddhism) and the latter spreading the word of the Singular Being (read: Fantasy Semi-Deistic Christianity). Meditationist beliefs have long been accepted in Yamato and are intrinsically intertwined with the local worship of the gods, whilst Singularist belief is viewed with some xenophobia and suspicion.

Regions

Yamato is composed of many regions, some of which are more hospitable to the revolution than others. There are six available options.

Nankyo, The Imperial Domain
Description: The land of Nankyo is renowned for its ancient traditions and many temples to the gods, both native to Yamato and from beyond its shores. In Nankyo, the living goddess-queen of the empire lives in seclusion and it is where most of the holiest temples are found. Amongst the many manses of the imperial capital are also found the households of the prestigious noble clans that in former times ruled the empire. Now, they specialise in various professions, offering their teachings to those who can afford their time. Beyond the city, much of the land is hilly and crisscrossed by rivers, most of which end in the holy lake of Barwa. Much of the land is dedicated to the production of grains, fruits vegetables, with some even producing the luxurious coconuts, dragon fruit and macadamia. Whilst rich, a revolution in Nankyo would greatly trouble the shogun, who would be quick to send his armies to crush the rebels and ensure the 'safety' of the imperial line. Still, if the revolution were to obtain legitimacy from the Empress, then it is near-guaranteed that many in the archipelago would flock to our banner. Assuming of course, the Empress does not instead denounce our existence.
Pros: Near the Empress, Holy Land, Breadbasket, Perfect Climate, Noble Influence, Strategic Commodity: Islander Crops
Cons: Near the Empress, Noble Influence, Will Quickly Attract Shogunate Reprisal
Tutelary Deity: Amar-no-kami, Goddess of the Sun and Mother of Yamato. Whilst Amar-no-Isu's head shrine is found in Isu province, Nankyo is the home of her descendants- the imperial clan. As such, she protects Nankyo and its divine family, ensuring that harm does not befall them. Should Nankyo be administered in a manner according to her will, Nankyo will continue to be pleasant to inhabit. Amar-no-Isu has not provided any support to the shogunate or any revolutionary force and is indeed, seemingly concerned only with her divine lineage.
Tutelary Deity: The Great Fox, God of Fertility, Rice and Commerce. Unlike Amar-no-kami, the Great Fox (who's name is considered too sacred to say) itself resides in Nankyo, atop the aptly named Fox Mountain. The Great Fox is beloved by all people and is content with nominal worship as much as true worship- as long as the same sacrifices are offered. The Great Fox is most beloved by the peasants and the merchants, although all classes worship him. Whilst oft called him, the Great Fox is in truth, completely lacking in sex and chooses to express himself as male, female and androgynous in a myriad of forms depending on its whims. As long as the Great Fox is kept happy, the lands will be eternally fertile and business will flow smoothly.

Iziyaki, Land of Hidden Warriors
Description: Iziyaki is a land of mountains and forests with poor soil that is near-worthless for agriculture. Indeed, many of the inhabitants are herders or otherwise engaged in the forest economy. However, Iziyaki is notorious for its finest export: the ninja. It is from the sixteen hidden villages that the art of ninjutsu emerged and made samurai and peasant alike fear for their lives. Whilst providing immense service to the various factions of the warring period, Shogun Kamon Masaru saw them as a liability. Having extracted the permanent service of the Ryuojin and Wan ninja clans, the shogun sent his armies to raze Iziyaki's villages and execute all ninja who would not bow. Even their families were not spared, with the hidden records absorbed into the shogunate archives or otherwise destroyed. In the years since, Iziyaki has become a backwater, though one still lingering with animosity against the shogunate. Whispers speak of two surviving ninja villages. If true, their services could be vital in dealing with the shogunate, although others would perhaps find it disreputable to consort with criminal clans. Even should such ninja not exist, the lands of Iziyaki are guarded by mountains, narrow passes and great forests. Better yet, whilst remote, Iziyaki is geographically near the centre of the archipelago, allowing for the Revolution to easily spread from it. It would be difficult for any enemy to take Iziyaki. Whilst technically a fiefdom of the daimyos of clan Yan, Iziyaki is too remote for them to exert much control here.
Pros: Possible Ninja Influence, Easily Defended, Strategic Commodity: Prime Lumber, Shogun Antipathy, Central Position, Remote
Cons: Possible Ninja Influence, Poor Soil, Backwater.
Tutelary Deity: None. Whilst some say that Iziyaki's patron deity isthe Meditationist goddess Satchura-Celestial (a deity of sin and mortal evil), in truth, the modern inhabitants put no significant trust in any one deity. When the ninja ruled these lands, the moon god Toyou-no-kami and the Lucky Triad were considered the land's protectors. With the scattering and extinction of the ninja, no god is said to protect Iziyaki.


Tsuchima, The Shogun's Market
Description: The island domain of the Soi Clan is one of the few places in Yamato where trade with foreign realms is allowed. Indeed, it is perhaps the greatest of the nation's tradeports. Here, Celestials and Detche alike walk freely in the city, with even more exotic peoples (many of which are not human) inhabiting the domain. Tsuchima itself is ruled by a foreign-descended daimyo, with the current Soi clan head being the Detche-blooded Soi Sakura-no-Yngland. Even odder, the Soi Clan has the practise of changing its daimyo every few years, electing from its numbers a new ruler. This almost democratic custom has caused the shogun to eye the Soi with some suspicion, though the Soi have so far proven to be loyal vassals. As Tsuchima is where most foreign goods enter the empire, and where most exports leave the empire, Tsuchima is vastly wealthy. Its merchants oft rival daimyos in wealth, earning them written reprimand from the shogun. Not only rich in wealth, Tsuchima is also rich in knowledge, with most foreign expertise and teachings first promulgating here before spreading elsewhere. Indeed, many academies on 'Foreign Studies' are found here. Still, for all its prosperity, Tsuchima is still an island, and not one rich in space. It relies on trade for its food, clothing and shelter. Without ships, it will be impossible to spread the Revolution elsewhere- especially as Tsuchima is lacking in much old-growth forest.
Pros: Major Tradeport, Island,Merchant Influence, Centre of Knowledge: Foreign Studies, Cosmopolitan, Socialist Taint
Cons: Merchant Influence, Island, Strong Shogunate Navy Presence, Resource Poor, Shogun Loyalty
Tutelary Deity: Maro-no-kami, Goddess of Navigation, Commerce and Innovation. A foreign-descended goddess of Celestial origin, Maro-no-kami has for centuries resided in the Palace of Waters, a semi-aquatic temple adjacent to Tsuchichima City's harbour district. For generations, the Cheung family has acted as her priests, having brought her tutelary statue from her birth place of Arjian in the Celestial Realm. Locals and foreigners alike pray to Maro-no-kami, asking for safe journeys, good luck and good ideas. It also has other functions, with the temple's workers operating hospitals and allowing groups to rent halls- usually for negotiation or craft demonstrations. Like many deities, Maro-no-kami has not made any official announcement of support for the shogunate or the Revolution. As long as she is worshipped well, Maro-no-kami will likely continue to protect Tsuchima's luck and prosperity.

Agame, God-Cursed Ruins
Description: Agame is known for one thing: its curse. Generations ago, the god Baizhoten-no-kenshi died here in defense of its descendants, the Zu Shikkens. In its dying moments, it cursed the lands of Agame with its blood forevermore. Being the patron god of warriors, its blood manifested in the form of weapons. Since its death, the land has experienced no rain of water, but only of swords, spear and gunpowder. Those few people who live here are mostly descendants of the Zu or are otherwise too poor or stupid to leave. Some have been exiled here for one crime or another, or are otherwise engaged in the domain's godsblood trade. Whilst much of the godsblood weaponry of the region are useless for war, a large enough minority is useful enough to be exported. Some of these weapons are of exquisite status, and never dull or corrode. Some seemingly inherit more of Baizhoten-no-kenshi's being and have magical effects, with some said to exhibit fragments of the warrior god's conscious soul. Due to the characteristics of the godsblood, no smith or sorcerer has yet discovered how to smelt the material. Whilst weapons are perhaps the most exotic characteristics of Agame, the Zu people are not to be overlooked. In centuries past, the Zu ruled the lands as shikkens; chief ministers of the Ai Shoguns, who had been made puppets just as the shoguns had made the emperors their puppets. Ousted from power, their descendants each have a piece of their warrior-god ancestor, as well as the Zu's proclivity for scheming and intrigue. Whilst banned by consecutive governments from leaving Agame, the Zu could be used to great effect in the coming battles against the Kamon Shogunate. Still, the lands are poor in all resources beyond its godsblood weaponry. Some whisper that the old ruins of the land harbour secrets that have yet to be discovered.
Pros: Strategic Commodity: Godsblood Weaponry, Zu Influence, Remote, Shogun Antipathy, Ancient Ruins
Cons: Curse of Swords, Resource Poor, Barren, Zu Influence
Tutelary Deity: None. Though Agame is associated with Baizhoten-no-kenshi, former god of warriors, Agame has never known a tutelary deity, even before the curse of swords.


Emshin, Primeval Domains of the Aihoni
Description: The northern lands of Emshin are a collection of domains in the far north of Yamato that has only relatively recently been settled by those of Yamato culture. Indeed, many of the inhabitants are Aihoni, with some daimyos here being of that ethnicity as well. The majority of people here still dwell in small villages of pit-huts and engage in esoteric rituals and customs, such as the worship of the bear, the feminine tattooing of lips, and the unruly growing of beards. Indeed, the Aihoni natives are known for being unusually hairy by Yamato standards. Still, none can deny that the Emshin peoples are excellent horsemen and breed the finest war steeds in the whole archipelago. Some renowned breeders even produce bear cavalry or war snakes. Besides this, Emshin is also valued for its vast natural resources. This includes lumber, amber, furs, shark skin, deer antler and high-quality roe. Even so, the Yamato administrators often have trouble collecting these bounties due to the local animosity for the Yamato; a fair opinion since the Yamato invaded these lands. Indeed, the title of shogun originally referred to the military general in charge of invading Aihoni lands. Whilst the Aihoni make up much of the population, and the colonial Yamato a minority, older and darker beings also reside here. Dark and savage kami are said to reside in these ancient lands, remnants of the primitive times before Yamato culture spread throughout the lands. Their creations and allies stalk the primeval forests of Emshin and without sufficient tribute, are known to cause harm and chaos.
Pros: Rich in Resources, Strategic Commodity: War Beasts, Strategic Commodity: Prime Lumber Shogun Antipathy, Decentralised Population, Aihoni Influence, Yamato Antipathy, Weak Daimyos, Remote
Cons: Aihoni Influence, Yamato Antipathy, Decentralised Population, Backwater, Hostile Kami
Tutelary Deity: None recognised by the Yamato. The native Aihoni do not recognise any such concept as a tutelary deity over a whole region, but do venerate They-Whispered-Quickly as a pseudo-guardian. Suffice to say, They-Whispered-Quickly is known for its hate of the Yamato and its terrorising of the colonists. It is said that They-Whispered-Quickly demands human sacrifice and self-flagellation. Whilst a frightening deity, defenders of the Aihoni practises say that they have only consorted with such foul powers because of Yamato repression and invasion.

Kanogawa, Domain of Iron
Description: Kanogawa is a land of mountains and is known as the only place in all of Yamato with reliable iron mines; nearly all of the nation's iron is sourced from foreign lands. It is only in Kanogawa that iron can be found in relative plenty, with much of the nation's pre-eminent iron smiths working within in the domain. Construction materials, weapons, armour, art, farming tools and horse shoes; all are mass produced in Kanogawa at the behest of the Charuke clan. The current daimyo of Kanogawa is feared and respected as the best swordswoman (and swordsman) in all of Yamato, earning herself the title of kensei. Whilst nominally retired, daimyo Charuke Sakura is still a match for most and due to her skill and personality, has garnered the loyalty of many samurai- even those of the oni clans. She has entrusted much of the duties of her titles to her heir, Charuke Ajin, and resides in her secluded home on the slopes of Mount Yashin, where she continues to teach her sword style. Even so, the Charuke rarely have to dabble with the domain's innerworkings, as the artisans guilds (called za) of the land handle most matters. the  Whilst plotting the Revolution here would provide us with significant amounts of iron- and the use of the region's artisans- facing Lady Charuke and her skilled students is a daunting task. Perhaps however, she could be made to join the Revolution. Whilst she has not yet heard the Red-Wrung Ideal in her heart, she has no love for the Shogun, only sheathing her blade due to the shogun's practise of keeping hostages. Such hostages include Charuke Sakura's children and grandchildren.
Pros: Strategic Commodity: Iron, Artisan Influence, Oni Presence
Cons: Artisan Influence, Oni Presence, Strong Daimyos, Kensei Presence
Tutelary Deity: Kagan-no-hichi, God of Industry, the Forge and Fire. A kami of native descent, Kagan-no-hichi is one of the major deities of Yamato and resides amongst his beloved artisans. His spirit is said to aid in the forging of weapons, and is present in the looms of the weavers. He is said to be an earthy god, who jokes and swears and drinks and mourns. His chief temple is a modest affair, being only the size of a normal city block and is as much a temple as it is a craft hall. Indeed, many guilds have their headquarters on the temple grounds or nearby. As long as the fire god is respected, the industry of the realm should remain efficient. Like other gods, Kagan-no-hichi has not declared for the shogunate or the Revolution.

How to Apply:

Fluff up a sheet using the format below AND choose a starting region. All players will start in the same region, with the region with the most votes being chosen. If there is no consensus amongst the picked players, all votes for a region will be considered instead.
Code: [Select]
Name: Either in Family Name/First Name format or just your first name if you want to play a person who for whatever reason, does not have a family name. This is quite common amongst the lower classes.
Background: Noble/Samurai/Priest/Peasant-Artisan/Merchant. Note that you can choose to come from a background besides these options.
Ethnicity: Choose from the following, in order of how common they are in the empire; Yamato, Yabakjae, Aihoni, Celestial, Detche, Other. Whilst the Yamato people make up most of the population, the immigrants from Yabakjae comprise a significant minority. The native Aihoni, often considered inferior in Yamato society, live in a manner similar to before the arrival of Yamato culture on the archipelago. The Celestials are a cultured people known primarily for their art and engineering. Detche is a catch-all term for foreigners from the Very Distant Continent which is famed for its technological advances, sweets and funny accents.
Appearance: Exactly what you think
Backstory: Go nuts.

IC here: http://www.bay12forums.com/smf/index.php?topic=175649.0
Discord here: https://discord.gg/cBzKXqx [peoples-republic-of-japan]

11
Forum Games and Roleplaying / Between the Rivers: Gods Adrift [IC]
« on: February 01, 2019, 08:25:27 pm »

Water, the giver of life.
Soil, the womb of life.
Sand, the bane of life.


TURN 0: Age of Death, Luminous Moon, Year of No King.


The ebbs and flows of the rivers, of both this world and the next, have fed the lands of Err since time immemorial. For a time immemorial, the good gods of Err have ruled in Joy and Beauty. For a time immemorial, all was good.

The ebbs and flows of the sands, of both this world and the next, have buried the lands of Err since time immemorial. For a time immemorial, the foul gods of Err have been dead in Silence and Distraught. For a time immemorial, all was foul.

The ebbs and flows of the soil, of both this world and the next, fed the lands of Err since time memorial. For a time memorial, the new gods of Err have arisen to Power and Thought. For a time memorial, all paths have been opened and will open.



The gods awoke, one by one. Some had been there for perhaps a day, perhaps a century. perhaps since the time of convention itself. It mattered not. Only now had their Power grown to be greater than the sprites and wisps that inhabited all things. Only now did they possess the divine spark and the power of change.

The Shattered Statuecame to life, or perhaps merely awoke, just north of the city of Err. Upon the flat floodplains of the great river Err, one could easily see the ruined spires and ziggurats of the city that once was. Not that this meant anything to the Statue. It's memory of the city, if it ever had any, was quite blank. What mattered most to it was its own repair. For now however, it scoped its surroundings. It felt Life nearby, of the intelligent variety. Furless bipeds that fed upon the bounty of the river, and sometimes created that bounty themselves. A voice, who it knew as a Helper somehow, told him (her?) that they were humans. The Helper Kyrie told them that they were primitive beings only knowing of stonework that lived with nature. As for other creatures, the Statue sensed all sorts of small creatures writhing in the floodplains. Insects, spiders, jellyfish, frogs, mice, rivercats...even larger creatures such as elephants, great goats or pigs. The Helper reminded the Statue that if they needed any help identifying any other life forms, she would be happy to comply.

Fu came to being downstream of the city of Err, upon a patch of land between the rolling hills of what was once called Edam and the lower marshes of the Err river. Regardless, all of it teemed with Life! Muskrats, beavers, aurochs, marshlions, sea cows, dolphins and many other forms of life inhabited the river Err and its marshes, all subsisting on the river's rich bounty. Amongst these marshes, primitive creatures called humans built simple rafts of reed and thatch, harvesting and hunting to their hearts' content. Of course, here too, they were fed upon by more cunning or stronger creatures. The dreamcrocodile, rainbow snake and bearded duck all hunted humans just as they hunted lesser beings. Or at least, that's what the Helper in their head told them. If Fu focused on herself with great effort, it could feel something stirring to the north similar to itself.

Basderieen rose in the sands of the south, far from Err. To most creatures, this land was barren. A sea of sand and of death. To some, it was home. A few humans subsisted on roots and desert plants, wearing the Gifts of the Mother, these loose clothes allowed them to survive the desert heat. Besides from that however, they were almost animals, knowing only the stonework and the knowledge of the desert foods. His helper told him that the Mother oft clothed the wretches in exchange for their children, who she took to her Paradise in the centre of the Jungle.

Metalhandawoke in the ruins of the Crafter's Place. What it had crafted, who had crafted, when had it been inhabited...the answers to these questions had been lost to time. However, Metalhand knew what he was, he knew he had been raised to care for this place. He knew that beyond this workshop, there was a forest. Beyond this forest, there was an oasis. Beyond this oasis, there was a whole world. And that world was Err, as his Helper told him. This oasis was beloved by travelling nomadic humans, primitive creatures who knew only stonework; nothing compared to the lost arts of those who once crafted here, Metalhand knew. Besides them, there was always life. Travelling herds of elephants, leaftigers, blue pigs or dreaded sandfowl oft came here to rest and relieve themselves from the desert's hardship. At least, that's what the Helper told him.

Shelldon greeted the day of his birth/awakening/death with claws raised. Posed upon a small patch of dry land, Shelldon could survey his future dominion. Around him all was bog and marsh, in which all manner of life existed. Seacow, hippo, bogdonkey, marshlion, antwolf, antelope, river hogs and even more creatures lived here amongst the reeds and trees of the Err delta. Some of them walked upon two legs and knew the riddle of stone. A few of these had learnt the more difficult riddle, learning the secret of twine, learning the power of spear and bow. These were the small children, the pygmies of the marshes. The Helper had provided that info with some joviality. Little creatures, they had somehow turned out wiser than their larger cousins. The Helper wondered if there was more to them.

Du-Ur opened itself to the world readily upon the peaks of the north. From its vantage point, it spied miles upon miles of stony desert. Despite this, there was life down there. A pack of lions here, a herd of humans there. Not much life, but it was there. On this mountain however, there was perhaps a bit more life. Attracted by the cooler temperatures perhaps, many a small creature lives on its slopes. Even some humans, so said the Helper. A few, perhaps 30 or 40, but not more than that. The mountain was still barren, still dead, still far from life's source.

Midanerupted from the time before life atop a volcano, one of the few in Err. It surveyed its surroundings and saw mountain and mountain and mountain. Beyond these, the Helper told him, were sands and sands and sands. Beyond those were soil and water. The Helper was clearly partial to the...greener parts of the world. This did not mean that the mountains were barren, far from it. Upon the peaks and slopes, and the valleys between, many creatures and plants and fungi (as well as everything else) survived and thrived. Ibexes, humans, eagles, dwarf whales, dwarf aurochs, leopards, shrews, spiders, ferns, cycads and more dwelt here upon the mountains. To the north, however, Midan could sense a hunger. He could not tell what it was and the Helper would not clarify, only that there was hunger in the north.

Kakkabum in his august royalty, awoke from birth-slumber ready to rule and watch. In fact, it was already watching. It could feel the eyes of mortals, but not human, watch him through their own eyes. Both the eyes they had on their bodies, and the eyes that they did not. They seemed to be downriver, but also elsewhere in the mountains. The Helper recommended caution, for the elders are most powerful. Interestingly, there were no humans around. At least, none Kakkabum could sense.

Tala she of the long staff and hardened glass, opened her eyes to the world. And it was good. Her land was between the waters of the Err and the mountains that led to the harsher lands beyond Err. No great bog or marsh penetrated her land, and yet, there was life. Much life. The birds chirped, the hippos danced, the lions fed the cheetah cubs and the humans were eaten by the marshcows. Life was here, and it was at balance. Her Helper had no comment to make, beyond the fact that she should look towards acquiring more power.

Vulpes Grande's statue seemed to turn redder as it realised it's own sapience. Around it, there was but sand and nothing but sand. Here there might be a small shrub, there there might be a lizard. Sometimes a few ants. Beyond that, there was nothing. Its helper was perplexed; why had it materialised here? Sand was Death. And all that was here fed on Death.

Sarkyran welcomed the new state of affairs upon the isthmus between the two great rivers, a land of plenty. Olives and apples seemingly grew here naturally, with fertile fields and abundant forms of life. This fertility attracted many herbivores, which in turn brought carnivores the world over to feed. Amongst them were primitive humans, of stick and stone. Beyond the isthmus, downriver, lied the dead city of Err. Even now, with no cloud in the sky and the stun ever shining, the city loomed in darkness. And yet, life flourished. And this life would soon flourish, under the rule of Sarkyran. At least, that was what the Helper said.

Guar jovially appeared on the physical plane between the mountains that formed Err's periphery. There was life here upon the plains, like wild horses and cheetahs. Wolves, antelope, auroch and deer also clambered upon the wide open plains. Shrews and moles dug beneath the dirt, while all forms of smaller life percolated between everything else. Rare was the tree upon these great plains, although many forms of shrub and grass did grow there. As for Guar, he could sense the most faintest of sensations to the south, of a power similar to his own.

12
Forum Games and Roleplaying / Between the Rivers: Gods Adrift [OOC]
« on: January 29, 2019, 04:26:54 pm »
1 Before and After all, there was and and will be the sea of primal chaos. For a time uncountable this was all that composed the world, and what will compose the world. From this chaos, the mound of creation arose and will rise. From it were born, and will be born, the first gods. 2 From their first impulse they sought, and will seek, stability and order. In the primal chaos, no shape was permanent and no being could remain separated from the other. From the mother mound they created and will create the earth. From their blood they made and will make the waters. From the corpse of their sister Tama, they created and will create the firmament. And it was and will be good.

 3 Through these acts,convention was introduced, and will be introduced, to the world.

                                                                                      -The Summary of Creation, Verse 1-3



...But this is not the tale of those gods. Countless aeons have passed since the the birth of creation. The gods were born, they bred, they created, and they died. For countless ages, these deities lived in a world of their own making, contesting dominion through their servants.  In these ages, man had not yet been conceived. Titans, monsters, gods and great constructs ruled the land and built it to their sires' liking. They built, they spoke, they warred and they died. Such were the times of the first ages.

Today however, the gods are scattered or hidden, their servants gone or few in number. Their age is coming to an end, yet they do not know this. The race of humans are still primitive nomadic creatures, still little more than particularly bright animals. A few have learnt the secrets of agriculture and herds, but many more hunt and gather. While their stars have risen into the night sky, the sun of the divine has not yet set.

 And it will not. Not as long as there is one to claim it.

And so, you shall claim that sun. That mandate of rule. You were born, perhaps an eternity ago. Perhaps yesterday. It matters not. An idea given thought, you share in the first ambition of the first gods; to command. You are spirits, ideas given thought or a living place of power. But you will not always be so, for your souls are far stronger than any one idea or place. To be content is to be mortal; only the ambitious rule as gods.



You with me so far? Good. That's one pep talk done and dealt with. I'm Kyrie and today I'll be giving you a little pointer in the ABCs (I don't actually know what that means) of, well, living. I've prepared some stuff down below. My tablet tell me to tell you that this world is "vaguely Mesopotamian in nature, both in culture and religion and somewhat based on the book of the same name by Harry Turtledove. Also, the setting Glorantha (the setting of Kings of Dragon Pass)." I have *no* idea what that means, but there you go!

13
(OOC HERE)

Turn 1. In which the gods appear - cockroaches swing from trees - a mortal prays - planes are seen -  the first page is written

Reality is composed of many laws, the mundane and fantastical. There are the laws of reality that enforce a modicum of stability and allow for the development of order. There are laws of thought which determine what souls are capable of what and how. And there are the laws of loops that exist in between those layers of metaphysical text and imagery that by all right shouldn't exist, but continues to be quoted again and again. Reality is a fragile amalgamation of all these laws that somehow create an existence that gives off the sweetest and most luxurious of materias in all that Is and Is Not.

Essence.

It is Essence that breaths life into the barren Void, that which births new beings that can think "I am" and have the power to say "I will". It is only through these pockets of Essence that a being of the Void can spring into existence, and by them, grow in power. However, such beings are not born without effort, nor born without care. The universe cares for its kith like children beloved, and allows only their emergence at the first sign of nourishment.

The First Prayer. In the wails and desperation of the first true act of grovelling to higher powers, the amniotic sacs of five divine newborns burst open.

Phendei first slithered out of her womb, covered in Essence-bristling scales of lightest white. It bore with it the Word of Power: Health within its serpentine mind.
The being only known as Richard Nixon, who surely could not be a crook in its young age, emerged as a cacophony of lines-forming-shapes, representing the Tides of Ambition.
From another sac shot forward an ear of pristine and perfect Corn, Fyiania. She who commanded all things Topsoil, all would become fertile wastes of organic substrate.
Lancing his own sac, Prince Sullun galloped forward into reality upon itself/a steed and bore in his hands the Word of Power: Hierarchy.
Lastly, but not least, the sac of the last god exploded in an essence-filled gore, revealing Trinitrius who bore the Mark of Explosions.

But it was not only these mewling newborns that were attracted by a mortal cry, but others beyond the safeties of Reality. As the metasound spread through the Vines of the Void, a million million hungry divines and entities emerged from the Dark. Each desired entry into the virgin world, each desiring a taste of the pure Essence it held. In the end, 5 entered, with an invisible force preventing yet more from approaching.

X’arilyg, of Mind and Soul, Hope's Mediator
Bal-Magoth, of Fire and Domination, The Lord That Will Be and Shall
Mengeshen, of Ocean and Lightning, The Storm Never Ending Nor Ceasing
Korluc, of Chaos and Creation, Twin of the Primal Concept of "WILL BE"
Culrok, of Destruction and Order, Twin of the Primal Concept of  "WILL NOT BE"

The gods looked at each other cautiously.



Under a blue sky was a world, much like Earth. It was a hot world, a world of much life and many creatures all living them in the way they had done for millions of years. Life indeed had continued without end, without true interruption, for generations beyond count. From the first compound that screamed to the universe "I AM!", to the great tree-swinging cockroaches that dominated the jungles, each had evolved and been without divine intervention for their whole existence. Whether there was disaster or bounty, whether there was grief or celebration, each being lived by its clock, and by its own rule. They were, as it was, Innocent.

In this time, there were but two continents. One greater, that stretched from pole to pole, and one lesser. This lesser one was smaller but was the very heart of the world's desire for it contained within it the very product that all things needed in the Void: Mortals.

On this continent, a peculiar lizard had evolved and grown. It had used its intelligence, its own mind, to sustain its survival. Countless generations of these creatures had thought and developed to the point that there soul no longer screamed "I AM" but "I AM AND WILL BE". In effect, they had become true sapients. Across a small segment of this continent, these rudimentary sapients developed as small bands. Some sedentary, some nomadic, depending on what food was available. Some hunted the great squivos that lurched upon the savannah, whereas others fed on the rich seeds of the kapopo tree. Some took to living in caves, others created temporary nests of leaves, and others resided on the backs of the titanic berkos, which tolerated their existence for the grooming they provided.

While all good sources of Essence, it was one particular group that sparked the emergence of the gods. A group of jungle-dwellers, they survived in shadow of the great three-peaked mountain, which they knew, grew angry every few generations. When its anger reached that point, it bled red hot earthblood and destroyed all it could touch, laying waste to the local people's home and food. Those would be the lean years. The skies would darken, the plants would wither, the prey would lessen, and home would be gone.

It was once more that time. The three peaks had exploded and the mountain's blood was even now, destroying Home. The tribe and the families would become fewer, once more. Such was the price of living in Paradise.

This time however, it was different. Rather than merely accepting this as the state of affairs, one elder thought to the sky, not idly as others had, but with conviction. Can we be saved? Is there a sacrifice possible to save Home? Is my life worth the aid of something greater?

It was that thought, that idea, that triggered the birth and calling of the Gods.

Such began the Age of the Divine.



The Gods watched with interest and saw all this, but they saw yet more. Around the plane of Reality, but before the edge that lead to the Void, lied empty space. Empty space save for 4 concentrations of incredible, tantalising Essence. No matter what they did however, they found that they could not devour them whole, nor take bits or pieces. They soon knew what they were. Planes, minor realities that existed attached to Creation that embodied particular concepts and themes. Pacts could be forged and their power borrowed. The 4 were:

The Elemental Plane of Fire.
The Elemental Plane of Air.
The Elemental Plane of Water
The Elemental Plane of Earth.

The gods could also see the shimmerings of other planes not yet formed. Even the gods could not predict when they'd appear.



The gods feel that they need to settle down. All gods must designate a Vault location within in the next 2 turns. This is a free action.


Spoiler: Planescape (click to show/hide)
Plane Maths: https://docs.google.com/spreadsheets/d/1LaOHXu6aRIHhvnJOIJIWvZHDINlJh-aAjsb-M84eVA4/edit?usp=sharing
Plane Texts: https://docs.google.com/document/d/1gQx6JuMZ4Ry5sLKyojUDJB0Y5FkzDBZLM_m-zAEXRFo/edit?usp=sharing


14
IC HERE
Plane Maths: https://docs.google.com/spreadsheets/d/1LaOHXu6aRIHhvnJOIJIWvZHDINlJh-aAjsb-M84eVA4/edit?usp=sharing
Plane Texts: https://docs.google.com/document/d/1gQx6JuMZ4Ry5sLKyojUDJB0Y5FkzDBZLM_m-zAEXRFo/edit?usp=sharing
Discord: https://discord.gg/2N9pxBC [#mics-plane]


Against my better judgement, here's an experimental godgame that may or may not be ended after 10 turns depending on how well these mechanics hold up.

-----

The universe is new, its denizens young. For eons the plates moved and shifted, sustained by the nurture of the planes that fed it and insured. In time, life did grow, and from life grew the first intellect.

From that intellect, the gods were called to creation, like flies to a corpse.

Such began the Age of the Gods, the Games of the Divine, and the Usurpation of the Material by the Immaterial deities.

-----

So basically, this is a godgame where the gods are in control of the Material Plane/Reality/Creation/The Place Where the Sun Does Shine. All other planes are under the command of other entities or otherwise uncontrollable by the gods. Gods are semiphysical beings that have both a corporeal body, as well as a metaphysical soul that is kept in their Vault. A god cannot die as long as they have their Vault. Gods are creatures of Essence and use Essence to sustain themselves as well as act on Creation. Gods are very powerful beings, but rely on Essence for survival.

The world is already formed and has survived for many millions of years without divine intervention. Sapient life has only emerged very recently.


Spoiler: Planes (click to show/hide)
Spoiler: Gods (click to show/hide)
Spoiler: Duel of Gods (click to show/hide)


Quote
Character Sheet
Name:
Appearance:
Starting Sphere(s):
Age: Newborn (Born in the universe, gets an amniotic sac worth 20 Essence), Middling (Born Elsewhere, start with 2 spheres)
All gods start with 20E


15
Forum Games and Roleplaying / Shamelessly Stolen: Titans of Creation (IC)
« on: December 07, 2017, 02:44:03 am »
OOC

From the void did it appear, a new universe of shape and form. Soon, its first inhabitants appeared in their majesty and horror. The Titans.

In the beginning, the world was a hot molten rock. It had a single barren moon and orbited a small star.


Spoiler: Map (click to show/hide)
Spoiler: The World (click to show/hide)
Spoiler: Space and Beyond (click to show/hide)
Spoiler: Titans (click to show/hide)

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