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Thread: Gods of Men OOC and Bio Thread

  1. #1
    Another Ghost Harpy Queen's Avatar
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    Gods of Men OOC and Bio Thread

    Yo, I'm Harpy Queen, and along with Embluss I am one of the co-owners of the magical civilization RP, Gods of Men. This is the thread for out-of-character posts and for bios to be submitted on. You can find the bio format on the actual thread itself.

    http://roleplayerguild.com/showthrea...ation-RP-Magic

    CURRENTLY IN THE STONE AGE.
    Last edited by Harpy Queen; 12-06-2012 at 06:47 PM.
    Let's get stupid! Whoo!

  2. #2
    I'm a mainster! Embluss's Avatar
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    Map sketched out. Red is my nation, the Haeviri tribes. I'll make this prettier at some point...
    Spoiler


    Username: Embluss

    Race: Haeviri
    Physical: The Haeviri are elven in form, with tall, willowy builds and compact musculature. Their faces follow a similar convention, with royal cheekbones, petite features for women, and prominent brows among men. However, their ears are not elongated (rather, their ears are snake-like, nigh-on invisible openings in the sides of their heads. Rather than flowing locks, both genders cut their hair short, with females generally growing it out to no more than six inches and males shaving nearly to the scalp. Their skin coloration is dark brown or greyish, sometimes with hints of green or black. Hair and eye coloration are similar, trending towards the darker ends of the spectrum. Their eyes are quite odd, however. Their sclera (sclerae? scleras?) are pitch black, in order to draw light away from their eyes. the beams would only weaken their sight, for the see not by light, but by the magical ambiance of life and other substances. This favors their desert habitat, as they are easily able to find life in the barren landscape. Although many substances are traditionally considered voids of magical energy, the Haeviri are extremely perceptive, able to see items that are “lit” by ambient magic from living things. Various conductive anomalies, miniscule charges, and other magical energetics allow them to see almost all items. However, it is theoretically possible to become invisible to their sight by masking magical energies in an item or region. Light is known to interfere with their sight.

    Magical: The Haeviri are generally adept mages, but they have a special talent for innate magics. As powerful magic of this variant comes somewhat easily to them, they have not developed more complex variants of magic, such as rituals and enchantments. They are fairly adept at spell-scripts, however, as the entirety of their writings qualify as magical scripts (ink/animal blood [which they use more commonly] must be charged with magical energies for the Haeviri to see it). That is not to say all their scraps and notes are spells; simply magical deposits. Certain clans practice magical chanting, but their skills are rudimentary, more suited to the easing of daily life than heavy use.


    Nation: Haeviri Clans
    Leaders: Chief Ramol Sarn of Clan Ottae-mel, Emperor Veiran Taa’indrel of the Arvoend-et Empire (Arvoet Clan), Patriarch Caleos Giose of the Temple, Queen Riona Giose of Clan Dulgamin, and Archmage Ulkod Rovaten.

    Population: 53,984
    Races: 94% Haeviri, 4% Human, 2% Other

    Capital: Decentralized. The powerful Elosin Temple is based in the city of Nellinalta, and governs a relatively large swath of land in its own right, with enormous influence throughout the rest of the region. Adjacent to the Temple lands are the holdings of Clan Dulgamin. Queen Riona Giose, cousin of Patriarch Caleos Giose, is closely aligned with the Temple, forming a powerful alliance in the deep eastern desert. Chief Ramol Sarn governs Clan Ottae-mel from the slopes of the western mountains, within his stronghold of Basorl. The nascent Arvoend-et Empire, more centralized than its rivals, is governed from the cavern-city of Tirranos-Bel, along the southern coast. The College of Mages is scattered across many cities, its central citadel having been sacked about 900 years ago by temple forces (past doctrines took issue with certain schools of magic; such beliefs have been dropped, to the degree that many of the clergy are also members of the College).

    Starting Area: Haeviri Clans occupy a region in the center of the continent, flanked on the west by mountains, the north by hill country, the south by flatlands, and the east by sea and more mountains. The area is a sun-baked desert, much of it devoid of life and water. Many regions are underlaid by limestone and other calcified rocks, which have been shaped by water into massive caverns, aquifers, stalagmites, and other constructs. The western regions of the desert are in the shadow of a massive mountain chain (in fact, it is the rain shadow of these mountains that created the Haeviri’s desert). These foothills are pockmarked with fertile valleys, rugged badlands, dusty canyons, and seasonally productive chaparral. Several rivers flow from the mountains, converging across the desert within the Temple lands, leading to a lake just outside Nellinalta

    Government: Varied, although in general marked by just tyrants. The Temple lands are, of course, governed by the priesthood, although the civil administration of the fief is separate from the general ranks of the Temple. Clan Dulgamin, allies of the Temple, is a divine right monarchy, both in theory and in practice; Queen Riona derives her legitimacy from her powerful family connections to the temple. The Ottae-Mel clan is a warrior’s meritocracy. Titles of nobility are not passed from generation to generation, but earned in battle and life. More so than the perception of the brutish swordsman, within the clan the poetic image of a educated, noble, skilled warrior is promoted. Nobles are typically somewhat aligned with this image, well educated, practicing war as an art, and often attaining a grasp of philosophy. The Arvoend-et empire, sprung from the Arvoet clan, is governed by a powerful imperial bureaucracy, backed by a massive military. Elements of plutocracy, meritocracy, theocracy, nepotocracy, and magocracy (actually a word. Coined by some fiction writer. “Rule by Mages”) are present.

    Religion(s): The religion of the Haeviri is derived from their unique physiology. With their magic-sensitive eyes, they are able to perceive any anomalies in the world’s magic; a sudden, unexplained spike within a rock, a total vaccum opening in the sky, or a small, unexplained spell at an opportune (or, for others, inopportune) moment. A great many of these events are attributed to divine intervention. There are a great variety of gods, entailing almost every possible patronage and power. A notable, popular god is Ulhumen, patron of magic. This variety of spirituality is nearly universal (as it is entirely based in magical fact). However, various other beliefs coexist over this substrate. The most important, Elosin, acknowledges a single creator-God, who is lord over the lesser gods (referred to as “spirits” within the sect). These spirits are arranged into a complex hierarchy, in some ways resembling the Haeviri’s structures of political power. They have also taken on many qualities of angels and demons, although uniquely Haeviri in flavor.

    Brief History: The Haeviri originated many millennia ago, and are among the most ancient of all races. Little of note has occurred within their desert home, beyond the occasional war between the clans, plague, disaster, or prophet. The land, as far as anyone knows, has never been unified; in fact, the current balance of power, in which there are only 3 major powers, is widely believed to be the closest to unity they have ever came.

    The current Temple originated about 3,800 years ago, and has since had nine prophets. The powerful Giose family now leading it came to dominate both the religious establishment and political power in the northeast about 400 years ago. The Otta and Mel clans have held the western mountains since time immemorial, but it is only within the past 700 years that they united and thus were able to project power across the region. The Arvoend-et Empire is the youngest of the three major states, rising out of the Arvoet clan in the southern desert within the past three centuries.
    Last edited by Embluss; 12-01-2012 at 04:36 PM.
    "People were ready to have even their appetites controlled then. Anything for a quiet life. We've gone on controlling ever since. It hasn't been very good for truth, of course. But it's been very good for happiness. One can't have something for nothing. Happiness has got to be paid for. You're paying for it"
    -Aldous Huxley, ​Brave New World

  3. #3
    Another Ghost Harpy Queen's Avatar
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    Username: Harpy Queen

    Race: Smhlhh (a common moniker among the other sentient races that they have encountered - albeit very short meetings that often ended with the other side hastening away or eaten - for them is the Snake People)

    Physical:
    Smhlhh are humanoid from the waist up, and have the lower half of a snake from the waist down. While their upper bodies closely resemble that of their humans, the lower half is a mass of pure sinewy muscle, thickest where it connects with the human abdomen and gradually becoming skinnier, drawing the serpentine part of them all up to ten feet long on average. These tails can constrict very well, strangling, breaking bones, and turning internal organs into pulp. They rear upright shortly before their snake half melds into their human half, resembling a cobra in that aspect a bit.

    The features of a smhlhh are typically sharp, with a fine bone structure and highly defined cheekbones and jawlines. The noses of smhlhh are usually small. Their angular eyes come in yellow or black, and the usually-round pupils that they possess turn into slits when their more primal instincts come to the surface. Their ears are small and taper to a slight point at the tips.

    Smhlhh have long black tongues and the venomous ones – which make up roughly between a third and a half of the population – have retractable fangs that are connected to venom sacs located on the roofs of their mouths.

    The scales of a smhlhh run along not only their snake half, but also along their human half to a certain extent. The overlapping belly scales also run up the human abdomen and are similar to armor plating, while the smaller scales run up the sides and backs of their bodies, leaving their face, the front of their torso, and the undersides of their arms bare of scales. Smhlhh scales come in varying shades of green and violet, albeit red is an existent if not rare possible coloration. Their non-scaled skin is the same color of their scales, albeit a lighter shade. Some smhlhh have patterning along their scales, coming in either a different color to the rest of their scales or just a darker or brighter shade. The patterning of some smhlhh is even bioluminescent, albeit these ones are as rare as red smhlhh.

    Most smhlhh are bald, but a surprisingly large percentage of the population does have hair – it’s always black and often grows out into loose and wavy curls. Smhlhh with hair tend to flaunt it, growing it out long and styling and decorating it. Some smhlhh have a writhing mass of thin serpents in place of hair, and it’s a widely held belief that these smhlhh make for the most powerful magic-users.

    The more skilled magic-using smhlhh are capable of using transformative magic to become completely humanoid. The very powerful can even change everything but their eyes into appearing as a human.

    Magical:
    The majority of smhlhh do not practice magic, seeing it as a domain of gods and demons. Usually the only ones who end up learning magic are those who have been given a sign - whether in a dream, on their body, or perhaps through some sort of natural phenomena - that indicates that they have been graced with the attention of an otherworldly entity at some point in their life. Shamans - the magic-practicing class in smhlhh society - are venerated. Smhlhh go to shamans for guidance and healing. Shamans are also feared, for the temperament of smhlhh when being on their best manners isn’t necessary to meet their ends is a volatile thing. Shamans are as infamous for their curses as they are respected for their more helpful abilities. Even if one isn’t cursed by a shaman, if one has gotten on the bad side of one they tend to be ostracized by others out of fear that the shaman may not be so forgiving another time.

    Despite the fact that most smhlhh do not practice magic, innate magics with the purpose of ensnaring prey tend to run strong through them. With practice even an ordinary smhlhh could unlock these abilities. These abilities are mostly shapeshifting into either a more humanoid or serpentine form, or casting what the smhlhh call the evil eye: striking terror into another being by looking into their eyes. In smhlhh legends many heroes end up blinding themselves - or becoming heroes because they were blind - because then the evil eye could not affect them. Similar to the evil eye is the sorcerous eye, which actually has to be trained and can only be found among those who are naturally inclined at being gifted at magic. This stare - with the same conditions as the evil eye - is said to be capable of ensorcelling a person, stripping them of their free will and turning them into the shaman’s slaves. In reality it’s more like a suggestion coupled with an urge to follow it.

    Smhlhh do not really have any magic for daily life or even warfare. In their culture combat is an honorable thing to be fought on mortal grounds.

    A typical tribe will usually have one shaman, and most shamans only take one apprentice, sometimes two at the most. Tribes that don’t have any tend to be the weaker or the ones who are far more suspicious of demons than other tribes. Larger tribes can sometimes have up to a dozen, along with the apprentices of those shamans. The only “city” of the smhlhh lands has a stlhiff - which translates roughly to great house - which, in edition to being one of the few permanent buildings of the city, is also dedicated to shamans.

    Nation: Rhesmhl (People of the Snake)
    Leaders: Some warlords (Hatthafyr) and the chiefs under them. Although not an official power, the shamans hold significant political sway and are trusted by the rulers and people for their supposed ability of premonition along with being able to confer with the gods and ward off demons.

    Population: Roughly around thirty-thousand. The smhlhh tend to have large clutches, but most of them don’t live to adulthood and even then one has to watch out that their neighbor isn’t hungry and has nothing around to eat or has a grudge against them.

    Races: 100% smhlhh. They have encountered humans and even learned how to shapeshift to mimic them thanks to their encounters, but humans tend to be afraid of the smhlhh and the smhlhh tend to view humans as a meal on legs.

    Capital:
    The smhlhh do not have any centralized power, divided up instead into numerous tribes that are all united (doesn’t stop them from warring amongst themselves) by a common race, region, language, and culture. However, there is a point in Rhesmhl that all smhlhh can come together under a truce: the Ddrhafy. The Ddrhafy is a “city” located in roughly the center of the smhlhh lands, and experiences a great flow of people into and out of it every day. This is where the smhlhh may come together to trade, mate, learn, and instruct magic without the constraints of their tribes’ impositions on them. It’s a neutral zone said to be sanctioned by the gods themselves, and only the most ambitious and politically unsavvy of warlords would dare make an attempt on it.

    Starting Location:
    The land of the smhlhh is mostly a large subtropical swamp, save for at the edges which is higher up and better drained. The mountains to the north, west, and east, along with the bay to the east, form their borders, but their southern border is vague.

    Government:
    Tribal. Some chiefs become warlords by conquering other chiefs and thus carving out territories for themselves, while the control of the conquered tribes is regulated by chiefs under the warlord. So the conquered tribes are autonomous, independent in all but name and the tribute they pay to the tribe that conquered theirs.

    Religion:
    The smhlhh do not have anything that could count as a clearly defined religion, but ceremonies are an important aspect of their culture, as is the belief in gods and demons. To them both are spirits, whether manifestations of natural features and phenomena, ideology given “life”, or the remnants of deceased animals and people. Benevolent spirits, ones that interact favorably with the smhlhh, are classified as gods, and malevolent spirits are known as demons. Some figures from legends of theirs though have been elevated to the status of gods.

    Brief History:
    For most of their existence they’ve lived as they do now. Apparently there have been contacts with them by other races in lands far away from their own, or a heck of a coincidence, as quite a few of the many human tribes and small civilizations in existence describe the smhlhh in their own legends; usually portrayed as maneating demons preying on them until a brave hero comes along and slays them.
    Let's get stupid! Whoo!

  4. #4
    I'm a mainster! Embluss's Avatar
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    "People were ready to have even their appetites controlled then. Anything for a quiet life. We've gone on controlling ever since. It hasn't been very good for truth, of course. But it's been very good for happiness. One can't have something for nothing. Happiness has got to be paid for. You're paying for it"
    -Aldous Huxley, ​Brave New World

  5. #5
    Heil Grammartik. The Nexerus's Avatar
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    I am automatically interested in any Casual or Advanced level Nation RP. Working on a sheet as we speak.
    Not sure if you meant to use "your" or "you're"?


  6. #6
    I'm working on my sheet right now. And Embluss, I don't suppose you RP on the Runescape roleplay forum, do you?

  7. #7
    I'm a mainster! Embluss's Avatar
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    Yeah. We were on the RSOF for years. Harpy Queen is Claws X4 (Aesimium or something like that, too :P).

    Now its too dead to bother with. Civ roleplays, moreso than other roleplays, seem to need a lot of people.

    What's your RS username?
    "People were ready to have even their appetites controlled then. Anything for a quiet life. We've gone on controlling ever since. It hasn't been very good for truth, of course. But it's been very good for happiness. One can't have something for nothing. Happiness has got to be paid for. You're paying for it"
    -Aldous Huxley, ​Brave New World

  8. #8
    Heil Grammartik. The Nexerus's Avatar
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    I've stopped by the Runescape forums for awhile on several past occasions. I was at Funorb for years, though. When it died the body of the people there migrated here, although I believe I'm the only one still active.
    Not sure if you meant to use "your" or "you're"?


  9. #9
    It's Smartfish101. And yeah, hopefully this one'll survive with more people. And I was reading about the magic, and was wondering if it was cool if my tribe's magic is predominantly temporary magic that affects individuals through exact designs painted on their bodies. Essentially magical war-paint.

  10. #10
    I'm a mainster! Embluss's Avatar
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    I believe claws made something just like that in a previous magical civ rp using just about the same rules. Should be fine.

    Smartfish? FROM DOMINION?
    Last edited by Embluss; 11-25-2012 at 03:55 PM. Reason: This website loves screwing with my posts.
    "People were ready to have even their appetites controlled then. Anything for a quiet life. We've gone on controlling ever since. It hasn't been very good for truth, of course. But it's been very good for happiness. One can't have something for nothing. Happiness has got to be paid for. You're paying for it"
    -Aldous Huxley, ​Brave New World

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