Hidden 10 yrs ago 10 yrs ago Post by SaintJackal
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Hidden 10 yrs ago 10 yrs ago Post by Rhymer
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Yilig Cro




Dominion(s): War, Conquering, Sacrifice and Slaves

Appearance: The skin of Yilig Cro is sewn together from the peoples he has conquered with his horde, the Indra Idris. His hair, intricately braided in varying styles is the color of dried blood. His heavily tattooed face is passive, even in the heat of battle. The tattoos are patterns only and change at his leisure. He carries a spear of bone with an obsidian blade, a golden double-edged shortsword named "Endless" and a long whip with 700 barbs on the tongue. His golden armor is ornate with pyramidal patterns of interlocking mail. He wears grieves and simple sandals. Sometimes carries a simple golden round shield that he can summon from thin air in an instant.

Personality:Yilig Cro is demanding of his people, the Indra Idris. Obedience and ritual are of the utmost importance to Yilig and demands almost continuous warring. Although strict, he is hardly passionate, instead presenting edicts with a passive and inhuman temperament. He speaks only with his priesthood, the Cro.

Powers: Yilig can increase his height to 60 feet-anything on his body (weapons,armor etc.) changes accordingly. He has superhuman strength, endurance and sight and smell. He feels no pain or emotion.

Magic Items: "Vel" The Bone Spear can kill crops and shake the foundations of man-made structures. "Endless" Ritual Shortsword can be wielded only by Yilig-Cro. 'Endless' can return to life the last person it killed for a short time. These 'slaves' are completely under Yilig-Cros control.

Mortality: Yilig-Cro will die if his priesthood is wiped out and his temples destroyed



Indra Idris




Terrain:Indra Idris is a mire of steamy jungles, rivers, isolated mountains and dark canyons. It is rainy, disease infested land with little in the way of cleared, ariable soil. Some small coastline provides fish and safe harbor. The land being the inhospitable bitch that it is prevents any major trade. Any cultural influence from the outside world is gained through returning conquerors.

Wildlife:Mostly plague creatures;insects, snakes and rodents. Very troublesome to those that don't know how to deal with them. The Indra Idris are very skilled at dealing with poison/disease/pestilience.

Species:The largest mammal is the albino-tusked elephant used famously in Indra Idris armored cavalry. Legend has it Yilig-Cro stole the elephant from distant lands in one of his conquests. The most dangerous is either the Purple Jaguar, a solo hunter that lives deep in the jungles and whose blood can portent the future, or the Widowing Viper whose poison can increase your lifespan (if you survive the dose).

Culture:The Idris are a diminutive, subjugated people ruled by Yilig-Cros priesthood. The Priest caste are taller, more muscular people with better quality of life. The Idris are the common foot-soldiers, merchants and workers. They have no written word and rely on the priesthood (called the Cro) for administration and direction in battle. The Cro direct official state policy and enforce Yiligs will.

The Cro priesthood are the heavily armored commanders in battle and mortal voice of Yilig. They enforce his will among the masses and work up the armies in a zealous fury before battle. Legends in their own right, they carry enchanted weapons and armor into battle. Balam Po, chief priestess of Yilig wears a gold helm the shape of a snakes head. She carries a spear and hand axe and is accompanied by her 23 naked slaves into every battle, a human shield of innocence; Yilig-Cro approves.

The Albino Tusked Elephant cavalry is more for shock than true tactical advantage. Although it is hard to break a charge of 100 or more elephants. They cause chaos and havoc in battle-leaving room for the seemingly endless foot soldiers to wade into enemy lines. The Indra Idris are not afraid to die and Yilig-Cro demands it of them often.


Capital: The city of Ganva lies next to Mount Agni and straddles the River Ipe, the largest river in Indra Idris. The pyramids and temples of Ganva can be seen from any part of Indra Idris. Stone ziggurats emerge from the tropical jungle, painted in bright warm tone colors (often red, often blood). Small forts form a perimeter around the city, and canals provide quick travel within the metropolitan area. Barges of priests and their executions ply the hot vapid waters, carefully carrying the entrails and corpses to the temples for further rites.


Important Individuals: Balam Po, Chief Priestess to Yilig-Cro, Tabay, Leader of the Idris in Ganva
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Hidden 10 yrs ago 10 yrs ago Post by KaiserAuto
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Hasushi-bano, Ushibano'o
The Six Lord-Swords of the Sun





Dominions:

Honor, Duty, and the Sun.




Appearance:

The Six Lord-Swords of the Sun, the Hakabi, are weapons of immense creation, whilst on display their edges glow with power, the sharpness of the blade seeming able to pierce even the air around it whilst stationary. The handle of each sword is unique, going from intricate ornaments such as silk and high quality wool- to unique handles made out of a small metal ingot decorated with unknown kinds of runic carvings. Each blade is unique, each blade holds it's own personality and worst of all: each blade holds it's own morality and feelings- and hatred. The blades personality is displayed by the appearance of the blade itself- the lenght, the sharpness, the appearance, the bending, all this plays an important role in the blades personality.

When three or more swords are gathered together in the same immediate vicinity, the swords unite their personalities into one deific entity which wields them, this entity is known as Hasushi-bano. Hasushi-bano is a union of three or four of these god-swords, the Hasushi-bano holds the quality and appearance based on the features of the swords that summoned him.

The Ushibano'o is the ultimate entity which can be crafted by these swords, being a union of 5 swords, the Ushibano'o is the most powerful form of that these swords can craft, however, there has never been a 6 sword union before. The Ushibano'o is clad in a Hassai soldier's armor, however it is twisted to appear far more magnificent and lordly- Ushibano'o is known as The Ussai Lord, the Sun King.


Personality:

The Hakabi is the name of the entire collection of these Lord-Swords, each sword holds it's own personality, and the Hasushi-bano holds it's own unique traits, same with the Ushibano'o. This section will be used to describe the unique traits of each sword, as well as the few unique traits of the Ushibano'o and the Hasushi-bano. Bear in mind that the traits of each sword are added to the tratis of the summoned deity.

The Hurano:
This sword is known as the Iron Sword, it holds a fiery hatred of any thing living, it is known as the Sword of Hatred.

The Assaki:
This sword is famed for it's frozen edge, it is a calm blade that has hatred of anything which disturbs the order of things living, it is known as the Sword of Order

The Muroi:
This sword is infamous for it's dreaded presence in Hassai history, it holds a great joy for trickery and shroud, it's blade is shrouded in fog and mystery. This lead to it's name; the Sword of Trickery.

The Kagari:
A sword which upholds the pillar of duty and experience, this blade is scarred and worn to the point of impressiveness. It's blade is the oldest of the Hakabi, therefore it's known as the Old Sword.

The Ussai'i:
This sword fills the air with saddness and grief, it's blade is spilled with blood told to belong to a deity of great might. The sword cries over its misdeeds which is why it's known as the Sword of Treachery, but also as the Sword of Grief.

The Buri:
A holy sword even amongst the Hakabi, this sword is said to encompass the might of the sun within its golden blade. It's said to be the lord of all swords and therefore it's known as the Ushiban-kabi, the King-sword.

Hasushi-bano:
A lord of war second only to the great lord, this deity is known as the embodiment of three or four of the great lord-swords, however it also stands as the avatar of jealousy holding incredible hatred for those who display love on the field of battle.

Ushibano'o:
As the Lord-King, Ushibano'o is known only in legend and is rarely awoken from his meditation, however the natural qualities of Ushibano'o is the personification of 5 of the lord-swords. But the Lord-King also stands as the avatar of knowledge.


Powers:

Each blade holds it's own power, however the Hasushi-bano and the Ushibano'o have their own sets of skills and abilities. Whilst the powers of the lord-swords can be used by any mortal man worthy enough to be deemed the swords wielder, certain powers are limited only to the gods whom were sealed within the power of these lord-swords.

Hasushi-bano is the avatar of jealousy, however he is a very hateful individual. His unique powers are centered around the heavenly lightning, channeling his fury into the realms of pure energy; thus channeling his hatred into purified lightning. the Holy Raikage, the Storm Lord, that is what the Hasushi-bano's skill is known as.

Ushibano'o is known as the Lord-King, but he is also known as the Lord of Sun, he literally channels the suns might through a wormhole just behind his shoulders. This skill is known as the Sun King, Hasuhi Bashi.


Mortality:

The swords cannot be destroyed, they were forged by an unknown deity many ages past and they were used by this very deity to enchackel two powerful deities within the Hakabi seal mechanism. The deities which are sealed within the mechanism, Hasushi-bano, and Ushibano'o are also immortal, however when they are summoned, they can be resealed if the sword requirement is failed to be met, for example: If one of Ushibano'os five swords leaves contact with his aura, he is forcefully resealed.

When the deity is sealed, they are put into a statue like state, taking on the appearance of an actual statue. There they are forced to meditate until awoken.


The Hassai Princepality






The Chackled Palace, the house of the Statue of Ushibano'o

Terrain:

The Hassai region is a land of fairy like scenery with trees bearing blue leafs and rivers flowing like pure magic. Waterfalls and other pseudo-divine landmarks fill the land, and wonderful architecture bless the houses of the Hassai Principality. The Hassai Region is known as a spiritually active region where the barrier between mortality and spirituality is closely entwined, therefore many shrines, temples and religious palacades are raised to honor the local spirits of varying power, the most famed being the Chackled Palace which is located at the very heart of the Hassai Principality at the center of it's capital; the City of the Pheonix. But there is also the famed Lightning Temple located at the top of the Masah Mountain.

Wildlife:

The Hassai region holds great fame for its mythical beasts and animal life, but there is also taint coloring the beautiful forests and rivers of this beautiful land, one such being the Terror Fiend, a nocturnal lurker which terrorizes the farmland and villages of the Hassai Principality.

Species:

The most prominent species are the Hassai people, individuals of human-like features, however they carry a much more agile frame, however that's not what makes the Hassai region important, no... What makes the region important is its many animals of impressive variety. One such beast is the Pheonix, a bird well known across the land for its appearance: it's a bird engulfed in living fire. But there's also innumerable spirit animals and living animals alike.

Culture(s):

The Hassai Principality is a society ruled by the Pheonix Prince, a man who is chosen by the palaces' personal pheonix Akkar. Whenever a Pheonix prince dies, a new one is chosen by Akkar. The society is ruled by honor and duty, but also an insanely close connection to spirituality, many soldiers are blessed by monks and certain monks go to battle with the blessing of personal spirits so that they may summon spirits to battle.

A wise man once said the following about the Hassai Principality: "Building, forging, crafting and praying- all this is pioneered by the people of Hassai, at the cost peace- now even the land has begun to hate them. (The Hassai)"


Capital:

The City of the Pheonix.

Important Individuals:

The Pheonix Prince Shi Van Bao
General Habiyo Shinyo
General Hao Kiri
Master builder Kene When
Lord of the Forge Shibuya
Bao Feng Hai



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Hidden 10 yrs ago 10 yrs ago Post by Klomster
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Klomster The man, the myth, the legend.

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Name(s): Ha, lord of the forge, master of arms, steel personified.
Dominion(s): Steel, forging and crafts, weapons, chivalry, walls.


Appearance: Ha, has the appearance of a massive knight clad in black steel armour. Armed with a massive sword which never cooled after its forging, and never will. How Ha looks beneath his harness is unknown and non who have tried have ever succeded to pursuade him to show. Neither through words or martial prowess.

Personality: Ha is a stout individual, that values his solitude, he often resides within his forge and let the ruling of the land be done by mortals.
But when he does exit, he commands without doubt and demands the very best of each of his subjects. Failure is frowned upon and to fail Ha himself is often punished with death.
He is contemplative and resourceful in nature, never rushing into a situation. Ha values honor and chivalry, and as such gives those who live by it codes the respect they deserve.

Powers: Ha is of great stature and is taller than the tallest pine in the forest, he wields great strength in combat, but is also intelligent.
Ha has the power to create lesser objects that fall within his dominion at will, larger weapons of war can be created with some time, Ha also wields the power to forge powerful magical artifacts with enough magical resources.
These items can then be given to promising mortals to carve out their names in legends, or wielded by divine agents or even other deities.
With the right resources Ha can summon iron angels. Iron angels are the personification of the power of steel, winged divine agents clad in a sleek plate suit and armed with a short magical sword, and a grip which drains the power of sacred beings.
The angels are large and very hard to slay, and a great hero or a divine would need to intervene to stop one.
While revered, the iron angels are not sacred in Lûm.

Magic Items: Ha wields the sword "Ember" when it strikes home the blade bursts into flame making it cut through armour like cloth and bathing the struck in flames. Normal mortals cannot hope to survive its strike, although epic heroes with powerful weapons might be able to parry Ember's might.
Ha also wields a runic hammer of the forge, by some told to be the first hammer, and named after Ha himself ,Ha-mmer. With its might, less magical resources is needed when forging magical artifacts. And its strike can shake mountains, but is unwieldy in combat.

Mortality: Ha as a god will die if his dominion dies, his form can be slain however with great difficulty, if slain his form will dissipate, and so will his artifacts, but Ha has hidden his viscera outside his body, should he be slain he will in time reform by his viscera, clad in his harness, armed with his blade and hammer. If the viscera is destroyed, Ha will be as well.
Ha's viscera is at all times guarded by two iron angels, within an unnamed mountain behind gates and walls of black steel.

Nation: Lûm, the iron forest.

Terrain: Lûm is a harsh land, the iron forest is a literal description of the realm, the trees hold no leaves and the entire land is covered in the ashes of forging. It resembles a dark dead forest from the outside.
Living in Lûm is harsh, but far from impossible. The iron woods look dead but are alive, and crops is grown in specially prepared land. While normal crops cannot live in Lûm, so cannot many animals, the land holds many living things outsiders would probably never consider as food or animals.

Wildlife: Lûm is the home to large bears, and massive moose, whom looms the woods and feeds upon its hidden life. Small animals resembling rocks are plentiful, a hardened shell protecting them from harm.
Black ravens live in Lûm as well, what they live of is a mystery. Some even say they are undead monsters or spirits, or simply immortal.
To oversee the expanses of forests and mountains, the ranger corps oversee the woods. http://www.conceptart.org/forums/attachment.php?attachmentid=45388&stc=1&d=1162755275
Their mounts taken from their mothers at a young age, this is the only way to train these animals and to try with a wild specimen, is basically suicide for common men.

Species: The people of Lûm are humans of large and stocky build and pale skin. While the difference between a denizen of Lûm and another place would be instantly visible, they are still humans.

Culture: In Lûm, no life is sacred, but steel is!
The pursuit of perfection and strength is prevalent in the Lûm society, and to fail at a task is to fail oneself. But it is of little matter. Lûmians are of flesh, and flesh is fallible. Only steel is infallible.

The priesthood consists of skilled master smiths, whom is held revered for their ability to shape metal and forge steel. But not even they are sacred in Lûm. The master smiths are the only ones who can and are allowed to practice magic. And their power is too slight to be of use outside magical forging.
The master smiths are resourceful, and have the ability to, with difficulty forge lesser magical artifacts. Where they excel however is in the production of black steel!

Black steel is an alloy of metal and magic, which makes the metal much stronger than regular steel. Black steel suits of plate is regularly produced, and large contingents of the army wears one in battle.
To wear black steel is a great honor for Lûmians, and fight fearlessly when clad in such.

Despite the strengths of Lûm, they are not a numerous people. There will never be a battle where the forces of Lûm are not outnumbered. And if that is not the case, woe betide their foe. For they are lost.

Worth of note that women in Lûm are not allowed in the army, they are however allowed to become master smiths, if able to uphold its merits of course.
Lûm is a highly meritocratic society.

Lûm dampens the natural magic of the land, it is believed it travels into the ground to form more minerals and ores. This results in mages entering Lûm have greater difficulty casting magic.

Military: Lûm has some of the best, if not the best troops one can imagine, for humans that is.
Large strong men clad in steel and wielding a mace with a basket hilt, with an retractable spike on its head which can be deployed for piercing attacks, and a massive steel tower shield with a boss of black steel, the regular infantry forms a wall impervious to most attacks their armour is focused on the right side of their bodies, since the shield is so formidable.
Supporting the line, is light artillery, whom launches rock and iron balls by light ballistae upon wheels. The weakness of the artillery personnel is noted however, and they are clad in steel cuirasses and helms.

The elite of Lûm form the military order known as the guardians. They are clad in exquisite suits of black steel plate, and wield black steel halberds that magically tires sacred foes whom oppose them.
Since only steel is sacred, the thought of holy men and troops are abhorrent to Lûmians, therefore the guardians are tasked with the destruction of heresies as such.
Guardians are masters of defense, but will be no easy foe when attacking.

Only the most elite of Lûm may rise to the stature and skill, but also intellect to call himself a Lord guardian.
Clad in a billowing red and black cape The lord guardians lead the forces of Lûm in battle, and are the only ones allowed to hold titles and land.
Lord guardians suit of plate is enchanted, so that it tires magical beings opposing the wearer.

While regular commanders also exist, they can never hope to impress a guardian, unless he becomes one himself.

Capital: Fortress city of Lûm. A massive bastion of charred stone, its walls have never been breached.
Inside is the foundry of crafts, where the master smiths reside.
Inside a mountain within the city,Ha has built his massive forge, which billows smoke and fire.

Country: The land of Lûm is divided into smaller petty kingdoms ruled by a Despot, but all recognize the rule of Lûm and Ha. And follows their tenets... so far.

Important Individuals:
Grand master Anselm, of the lord guardians. Lord of Lûm. Official ruler of the entire kingdom of Lûm. Prophet of Ha.

Grand master smith Hakon. Official master of all master smiths.

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Notes: If the need arise the petty kingdoms will be named. But initially their names are not important for the story.
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Hidden 10 yrs ago 10 yrs ago Post by Cyclone
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Cyclone POWERFUL and VIRTUOUS

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Note: This is a huge WIP, I'm just posting to get early feedback. My god probably sounds absurdly OP, but don't worry. I plan on making a small, weak, and mostly ordinary human kingdom as his nation.



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Hidden 10 yrs ago 10 yrs ago Post by Durandal
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Durandal Lord Commissar

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Kara, Lady of the Mystic



Dominion:

Mysticism, Foresight, and Sculpture

Appearance:


Outwardly, Kara appears little more than a fine looking, mature woman taller than average height, even for males. One who assumes this would be incorrect in their assumption. Flowing black hair, retaining a sheen no matter what has happened, is usually half pulled up behind her while the rest hangs loose around her shoulders. Cold eyes stare out of a pale face, lips painted a permanent red. Her clothing is as ornate as her station, usually a red-and-gold fabric arranged into a regal manner, the exact positioning reliant on her mood. A permanent feature is the crown on her head, an item of bronze that she never parts with.

Personality:

Strong of will, keen of mind, and impetuous of nature, Kara does not always bear herself as one would expect a god to carry themselves. Sometimes indulging in childlike pleasures, she rushes to and fro, involving herself in many of the matters of her nation, frequently walking among her subjects as any other person would. Often she insists that others treat her not as a god but simply a mother, there to talk to and depend on. As such, she detests those who would rule by fear and impersonal means, viewing them as not worth of commanding a nation in any means. When protecting those under her, she is merciless in nature except when mercy would hold more strategic value. Each life she claims sees another blood-red mark upon her staff or crown, and the myriad dots attest to her skill as a combatant.

Powers:

As Lady of Mysticism and Foresight, Kara can utilize various magical abilities that enhance her skills tremendously. Blessed with the powers of divination, she is able to trace the paths of the future before they happen, revealing to her the plethora of possibilities that can happen as well which are most likely, although nothing is certain. This allows her to react to events and actions before the user knows they would even embark upon such a course, although this can lead to unintended consequences not expected in the paths of fate. It is this skill that allows her to guide her nation with efficacy, as well as enabling her to succeed in battle.
In addition, she sports more traditional magical abilities, chief among them shields of magic which are at once both aesthetically pleasing and useful. Various combat abilities exist, though they are mainly simple spells such as elemental bolts of energy or rudimentary healing. As one of her domains is sculpture, bodyguards of stone or bronze frequently accompany her.

Magic Items:

The Staff of Palas- An ancient staff of power, it amplifies her abilities greatly, as well as having an enchanted blade at the tip able to tear through most materials with ease.
The Bronze Crown- A symbol of her power, Kara utilizes the Bronze Crown to phase in out and out of substance, enabling her to pass through mundane objects unaffected and some magical items. She cannot, however, interact with much of the physical world in this state.

Mortality:

Kara's physical body is that of a normal human, able to be damaged easily. It is her spirit, however, that endures, for she is a lich, with a phylactery hidden deep within the nation. When she is killed, the crown and staff return to the phylactery after dissolving into dust. Only by destroying the phylactery can she be truly destroyed.



Affaraqid Caliphate




Terrain:

Affaraqid is a land of deserts and plains, though sand is the predominant feature. Settlements are few and far between, centered around massive oases that provide the life blood of the desert. As one progresses inwards, the rolling plains give way to the desert, a burning land that kills the unwary. At the center of this desert lies The Mountains, a small chain of mountains that holds a large portion of Affaraqid's population.

Wildlife:

Few animals live in the desert regions, most being dangerous in some manner, whether it be venom, claws, teeth, or simple brute strength. The plains hold most of the wildlife, mainly nomadic grazing creatures and other such herbivores, along with small and medium sized predators.

Species:

Affaraqid is a land of pure humans, all non-human sentient species having been driven out long ago. The humans of Affarqid are usually thinner in frame than other humans, with skin of a bronze color, although their wiry strength and agile muscles enable them to compete with larger peoples.

Culture(s):

The Affaraqid's are a simple people on the outside, complex underneath, and exultant in their lives. Each person enters life in shade and ends in it, a representation of the deshrouding of the eyes at birth and the shrouding of life at death. A rather peaceful culture, they nevertheless support a military of substantial size that doubles as guards for caravans and emissaries to other nations. Sports are held in high regard and keep the Affarqid people fit. Combined with the harsh conditions of their homeland, Affaraqid's are humans sturdy in spirit and body. Much of their food is spiced with the natural herbs and plants that grow in the plains and desert, including the oft-desired pepper. Architecture is simple, square buildings and open areas that serve to relieve the heat of the day when inside.

Capital:

Morath, City of Bronze

Important Individuals:

Sarik the Younger, Kara's regent in Affaraqid
Sarik the Elder, Commandant of the Armies
Ferulag Hassan, Lord Mystic
Amira Derush, Farseer of Affaraqid
Hidden 10 yrs ago 10 yrs ago Post by Palamon
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Palamon

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Ruhn and the land of Lorak



Hidden 10 yrs ago 10 yrs ago Post by Elitestpotato
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Nim, The Grim


Dominion(s): Death

Appearance: A frail looking, malnourished humanoid. Appearance of a 20 year old male, with burn marks being used almost like war paint, creating a skull on Nim's face. His finger tips and tips of toes are black, as if frost bitten. Scars decorate the rest of his body.

Personality: Nim is grim. He takes everything seriously, without an ounce of emotion. He is methodical, always having a plan. Nim is a somewhat fair but sometimes cruel leader. Nim requires one Genu sacrifice from every village/city in his Nation at the end of each month. The sacrifices are random, with the only ways to be exempt are to join the military, be some kind of leader, are a Beast Genu, or show a proficiency in an important skill (like blacksmithing or healing). As said, Nim is a somewhat fair leader, wanting the best for his nation. However, death feeds him and empowers him so that is his number one priority. He is willing to do anything to cause death unless it threatens the life of his nation (not single inhabitants, however). It is a daily balancing act that he handles expertly, but, the All-God was always fearful of Nim losing control and having the god's lust for death take over...

Powers: Death in the world gives Nim power. The more death, the more powerful. However, if there is not enough death in the world, Nim will grow weak. It is said that if there is a day without death, Nim will perish.

Mortality: Very, very hard to kill. Also, see above.

Nation: Mortem

Terrain: Many plains. Few trees. Very cold constantly, yet Flora still survives.

Wildlife: Black, Jaguar like felines with porcupine-like spikes on their backs, called Sharpbacks, patrol the plains. They are occasionally domesticated and used as war animals. Large, dumb elephant like creatures (basically the same in appearance, minus the trunk and adding a hog like snout), called Snorks, are herded and treated like cattle. Humanoid Raven-like creatures, named Hunters, fly at night, picking off and eating anything smaller than it (like Sharpbacks, rats, buzzards, crows, baby Snorks... Basic Genu children). There are also regular earth rats and crows.

Species: The Genus (gin-you)
There are two types of Genus. The first, called Basic Genus are humanoid and, on average, 5 foot 11 inches tall. They are very dark skinned. They are mostly of average build and brain, but, they are loyal (to the point of setting themselves on fire and run screaming into an enemy camp in the name of Nim). They are mostly very plain and don't ask for much, but are also very unimaginative. They have a natural average lifespan of 70 years. On the other hand, there are Beast Genus. Beast Genus are, on average, 6 foot 5, very sleek and well built, they have canine-like jaws filled with hundreds of deadly teeth. Their arms are lengthy and end with large, clawed hands. The claws themselves are 6 inches long and razor sharp. The Beast Genu's legs are agile, having the front part of the foot touch the ground with the rest off the ground (think the feet of the Aliens in the movie Aliens). They are very intelligent and trained from the day they can speak in combat and politics. Beast Genu are however rarely born, once every decade. Also, their lifespan is only 50 years. Beast Genus are put into positions of power. There are only 4 alive at a time. One is the Commander of the Military, one is the leader of the enforcement of The Law of Nim, one is Nim's personal body guard and adviser, and one is an Ambassador to other gods.

Culture(s): The Genu obviously value death and celebrate it every way possible. They have multiple holidays and festivals celebrating death. They celebrate the end of month sacrifices. Almost all art, music, and stories revolve around Nim and death. The Genus almost blindly follow Nim, and worship him, but not in the religious sense.

Capital: Viscera

Important Individuals: The Four Current Beast Genus: Vena, The Law Enforcement Leader, Cor, the Military Leader, Praesul, the Protector and Adviser of Nim, and Hospes, the Ambassador. Sinciput, the Basic Genu's representer to Nim. Brutus, the Nation's strongest warrior (legend has it that he once beat a Beast Genu in a thumb war...).

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Senor Herp Byzantium Pro

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Hidden 10 yrs ago Post by The Captain
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The Captain HE WHO HAS NO ENEMY CAN NOT BE SLAIN

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Ignore for now.
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Orbus, the Scale Holder





Name(s):
Orbus, The Scale Holder, Master of Order, the Necessary Force of Things to Be, The White Angel, The Divine Enforcer.

Dominion(s):
The Pillar, The Earth, Gravity, Life.

Personality:
Orbus may be deemed a cold deity, where one may expect kind and compassion from a deity holding up the very fabric in the place of his father, the All-God, Orbus is instead an apathetic ruler whom puts the world before his own well being, or others for that matter. All which clouds his mind is the well being of the land which fills his fathers domain and therefore he has become the self titled Watcher and Praetorian of this holy ground. With the angelic court at his finger tips, one may say that this deity plays a very essential part in the holding together of the world. Orbus is a loyal child to his father and therefore he is clouded deeply with the well being of the Earth and cares little for the works of Gods that doesn't directly harm the Earth and the fathers plans. Orbus' name stands for sensing the world, that stands very true.

Even due to this, Orbus stands as a silent watcher- uninterested in the business of lesser beings. He is gripped quite firmly in his own celestial hierarchy system.

Powers:
Orbus is an identity of cosmically powerful powers that are hard for even mortal men to fathom, let alone witness before them. Nevertheless this might is wasted on the supporting of the world which is, his fathers creation. Orbus has solely enslaved himself to the survival of this planet and due to the already existing cosmic vacuum due to his fathers vacancy, he has to shield and keep the earth together from this cosmic vacuum which desperately desires the destruction of that which is. So whilst his powers are on the cosmic scale, he uses his almost unrivaled power to attempt to defy the vacancy which his father left behind- this vacancy is a mass of supremely destructive force, desiring the annulment of that which is.

Magic Items:
Whilst it's not an item, the Pillar of Being is something which Orbus created in the center of his fathers world- it acts as a transmitter for Orbus' actual power and it's purpose is solely to keep the world together- all from time and space holds its center in this very place. One would only be able to stutter when attempting to describe the majesty of this angelic design and Orbus crafted it in accordingly to his description of his fathers grace and cosmic plan. All of Orbus' angels herald from this holy cathedral- but it stands as mighty as a citadel of righteous belief.

Mortality:
Whilst Orbus is literally unkillable, his avatar is not.
However, it is quite powerful due to the fact that it's a literal transmitter of his actual cosmic power. But he won't use that might upon the mortal world because his love of the world which is- therefore he creates pocket dimensions of which he and any of his minions do battle. The Pillar of Being (White Cathedral) is linked with the Avatar of Orbus, and vise-versa. If one is destroyed the other will as well leading to terrifying destruction.



Watchers of the White Cathedral





Terrain:
The terrain of which envelopes the Watchers has long since been 'purified', as in turned to marbel and assimilated into the large mechanism which is the Pillar of Being. Where there once were lush trees there are now massive spires reaching tall into the heavens emitting all kinds of radiance, acting as almost a second sun- the holy energy is gathered like an orb above the massive pillar akin to how the world hangs at the crown of Orbus. There it will be channeled into cosmos acting as a powerful shield against the destructive force of the vacancy. There remains still certain trees, but they are of white bark and holy property. The territory which is the center has long since been alike this- designed by Orbus himself, the massive creation which all is the Pillar of Being is an artistic imagining what Orbus imagined the will of the All-God would be. Hanging high above the clouds and half way up the spires and the mighty pillar there flies four guardians- each heralding one of the cardinal directions.

They are the Seraphim; massive angelic constructs serving the will of protecting the central spire. They are mighty and awestriking.

Wildlife:
There exists no native life to this holy land of the White Cathedral (A common reference to the Pillar of Being) due to the fact that there exists one massive building designed much akin a mythological tempel raised by God himself. There would be no beauty in architecture like this- and no holier place for the 'true' than this citadel of the pillar. There are, however, many humans living below the marbel roofs and mighty spires- they are of every corner of the world and they are true. Whilst they server as nothing but slaves for the cogs of the Pillar of Being, they live their lives in honest belief and loyalty to the ways of honoring the All-God in hopes of brining him back to the world. Deep down even Orbus has given up hope, but such is not something even himself dares admit or tell himself.

Species:
Every species of sentience may find itself within the great halls of the cathedral city of the Pillar of Being, more often refered to as the White Cathedral.

Culture(s):
The people who live below the absolute authority of Orbus live their lives in relative comfort- they hold elections to a guiding council which supposedly helps guide Orbus' judgement but they are simply a thing to keep public unrest to a necessary zero. But something which many people reach towards the White Cathedral is it's vast schools and scholars. Anything from magic to military tactics and history can be studied within White Cathedral and there even exists four different schools whom own access to the Speaker's Spire, a spire which leads up to one of the Cardinal Seraphim. There one may ask the sworn protector any one question they hold and it shall be answered by the angelic knowledge of these constructs.

There exists a hierarchy of angelic constructs which Orbus made, the Seraphim are at the top and then there are four others, all sentient. Certain good schools hold one of these angels as one of their scholars or advisors- the four greatest schools hold a staff exclusively made out of high level angels.

The two most famous angels are Amazael the Great as well as Raldyrael the Magos-Primus. These two are both Ybrim, the second greatest angel rank according to Orbus' Dictatorium Angelos Biblica.

Large amounts of discrimination between mortal and angel is made in certain parts of the nation-sized cathedral.

Capital:
The White Cathedral.

Important Individuals:
Raldyrael the Magos-Primus.
Amazael the Great.
The First. (Seraphim)
The Second. (Seraphim)
The Third. (Seraphim)
The Fourth. (Seraphim)
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