A Nationesq RP

What would you rather play in the Story?

  • A premade god and corresponding race

    Votes: 0 0.0%
  • Only a god

    Votes: 0 0.0%
  • Only a race (nation)

    Votes: 0 0.0%
  • A single character in one of the nations of the other players

    Votes: 0 0.0%

  • Total voters
    9
Status
Not open for further replies.
Welll @Windstormugly those gods could just be giving away the things that makes them into gods, and keep enough energy to live a human life, or longer :3

@Reno Lam
only gona say bee-elves! collecting that sweet sweet pollen and making honey :D
 
@Drougar
Well, if this turns out to be a mature roleplay... :p

I guess I will put them in mostly-desert environment and have them make awesome enchanted spices.
 
Well, you two seem to be on the road to alliances, lovely. You will need them.
@Reno Lam
So, you are aiming for a race and a sub-race. Always nice to have cannon-fodder.
And regarding the maturity... have fun.

@Dedtoo
Three races, one with a pantheon of gods, one with succession through mortals and the last with the spirit of the people... interesting.

@Drougar
You can almost see it before you... and keep the exploding things away from my stuff.
 
That' what I aim for! :)

Also, talking of sub-races: Goblins live among the Orcs. Not a sub-race, just fellow greenskins :p
 
What god created them, if it was the same one a sub-race they be.

Oh, and if you want to you can post your CSes here so I dont have to review them along with possible others in the OOC.
Or you can keep them hidden to jump at me when I least expect it.
 
Just wrote a rough draft of my people, the ruler caste is still work in progress, as are all the names in <>.

@Windstormugly

May I have a link to the OOC?

<people> is known for its extreme polymorphism, as the appearance of its members vary greatly between different castes, both as specialisation to their intended roles, and as a visual cue to differentiate between people of different born.


<orcneas>, the most numerous caste, usually have a toned, muscular body built for prolonged menial labour. As the lowly foundation of the <people> society, most <orcneas> live deep beneath the huge underground section of the cities as menial labourers, producing raw materials for the consumption of the city dwellers. They have hardened, charcoal-black skin to protect themselves, and the lack of proper nutrition or education meant they have low mental capacity, making them suitable for mindless labour and less likely to revolt against their higher brethren.


Some <orcneas>, called <warriors>, are specifically bred for combat and bodyguard. Unlike normal <orcneas>, who have troubles understanding complicated orders, <warriors> possess higher mental capacity to understand and carry out orders without sacrificing their well-built physique. Such characteristics make them ideal choice both as bodyguards of <elf>, and as unit commanders to coordinate <orcneas> on a smaller scale during the heat of battle. Because of their elevated role, <warriors> tend to receive better treatment in <people> society, both because of their presence in high society functions, and because of the possibility of them leading a <orcneas> uprising using their superior intellect.


<elf>, while fewer in numbers, occupies the higher echelon of <people> society. Usually products of generations of selective breeding, <elf> are treated with proper care, from a variety of high-nutrition food, magical enchantment to facilitate their growth, as well as education focused on the development of mental and magical capacity, meant mature <elf> are notably different from <orcneas> in almost every regards. <elf> tend to have a lithe or curvy body, with smooth, ebony-toned skin that focus more on visual and tactile pleasure than protection from the elements. Their relatively feeble body do not pose a significant hindrance of their life, which is mostly supported by the robust <orcneas> under them. The lack of a worry of the world also allowed them to focus on higher interests such as arts, commerce and arcane knowledge, all of them allowing them to continue the functioning of the society.


While members of the <elf> caste generally possess a decent understanding of arcane knowledge, and have some degree of ability to use magic, some bloodlines are more devoted to such cause than others. Often called <sage>, they undergo extensive modification - including magical enchantment, a heavy dose of <spice> and vigorous training – to further their arcane ability. As a result, their body is quite feeble, some to the point of being crippled, in exchange of an innate ability to utilise magic at a higher efficiency. Although few in numbers, <sage> is vital for both civilian and military function of <people> society, the former as major researchers and the latter as field sorcerers.

At the top of the social pyramid lies the exalted caste of <eoten>. Although based on <elf>, their body and mind is highly-specialised as rulers of the people. While exceptional <elf> can and will be promoted to <eoten>, most of them hail from long lineages of rulers that are said to date back to the time of the old gods. Handled with extreme care since before birth, <eoten> are invariably bewitching beauties that are the envies of even their <elf> compatriots, housing a refined mind that is dedicated to statesmanship and politics, as well as the daily function of the <people> society.
 
Ooh, a draft, lovely. When you have the time just fit it into the CS. And I know how it is with names, sometimes they take years to form inside ones mind.

a link to the OOC... hm... just gonna make one first, done in some minutes.
 
I am fitting them in now. :) I am just more used to writing a general introduction to organise my ideas.
 
Well, the Orcs doesn't know what god made them, so it's commonly believed that the Goblins was made by the same god, as they both have green skin, pointy ears, and teeth to scare people with :P

And I have the CSs for my races already written up in my blog! :3
 
@Reno Lam
I know what you mean, first one gets an idea, and then one has to make it structured. I hope my CS will if something get your ideas even more in order.

@Dedtoo
Teeth are scary, especially if they are located in the mouth of the thing presently trying to eat you.
They are nice, but there are so many more things I want to know about them, so if you have the time could you fit them into the CS I posted here, if only to have all players races and gods described in the same way. I also want it that way as to give me a better understanding on how to make the world react to the race and the gods.
 
You missed it O_O

CS:

Name:

Occupation: What is your god governing over more than his race? Perhaps friday-parties?

Age: (was your god among those who created the world, was he among those that were born upon the lands to fill it with more races or is she a young god born after her race was formed?)

Appearance/appearances: (preferably either a picture or a satisfactionary description.) (does your god have one definitive form, or does he have a multidude of appearances ?)

Real body: (Does your god have one single body that all her power is stored in, or has she split up into pieces corresponding to... maybe the aspects of herself or her power?)

State of existence:
1. Is your god but an etheral conciousness that flies across the whole world, seeing all, even the heart of the other gods power. But also only capable of speaking to your race in visions or through signs?
2. Is your god able to see all that happens within his own realm, to the farthest reaches of your races expansion, but not past the boundaries of the other gods territories. And speaking to your people through chosen apostles, twisting your words to suit their bidding.
3. You walk among your subjects with your holy grace in plain sight, calling your people to follow you into battle, but shining like a beacon for the other gods.
4. Unseen even for your race, you thread the lands like a ghost, none noticing but those that understand to see past the facade, your slumbering wrath.

Personality: how is your god as a person... is she a pearson ?

Responsibility: what is your gods feelings for their race, their children ?

Backstory: what has your god been doing all this time ?

Connections: what other gods are aquainted with your god ?

Relics: have your god placed objects blessed with grace upon the mortal soil ?

Powers: How does your god show her wrath and love ? Can your subjects channel parts of your power ?

Children: if there are any close children of your god, what are they like ?

Realm: what happens to other gods when they step unto your lands, does something happen to other races ? And does your god have a realm separate from this world, where he can judge others supreme ?

Name: does your race have a name? if there are different social classes do they have different names ?

Appearances: What multitude of different ways does your race come in? (pictures/descriptions)

Physiology: how does your people work, are they strong, made of glass and able to fly ? How long are they able to live, what kind of climate are they most comfortable in ? Do they have any diseases that we should know of ?

Reproduction: How does your race reproduce ? how often are they able to do so, and how many children does every birth give ?

Culture: How does your race live ? What amount of technology do they have, in what way do they treat eachother, and outsiders ? Do they have a leader, a king, a senate ?

Dresscode: do your people wear clothes ?

Religion: what is your peoples view of their god, how do they think the world was created ? How do they think of other gods ?

Infrastructure: What kind of buildings and transportation does your people use ? what do they eat and trade with ? Do they have pets and working animals ? Slaves ?

Magic: are your people capable of wielding magic, how usual is magical affinity in your race, what kind of magic is used ? Is it trained in schools or learnt in secret ?

Army: What kind of armies exist in your race ? Footsoldiers, Cavalry, Artillery, Siege-weapons, War-beasts, Mages, special troops ? Titans ? (A single or a few enormous and ridiculously powerfull creatures/constructs)

Background: what have your race been doing since they appeared on the face of the world ?

Relations: are your people trading with someone else ? maybe having regular meetings or festivals ?

Legends/Myths: What kind of stories does your people tell around the campfires ?

The Lands: Is your land full of mountains, forests, rivers, caves ? What kind of animals live there, what kind of plants ? Are there any special objects, ruins or artifacts scattered around ? Is it dangerous out at night thanks to bandits or other creepers ?

Location: where is your land?
Is it a regular piece of land, with borders an whatnot ?
is it located on the sea, or under the sea?
is it in a giant cave underneath someone elses land, does it fly in the sky ?
are you fugitives in someone elses land (do you even have a god?) ?
or is your race living on the top of a giant walking turtle ?
maybe even in the land of dreams ?

Why: what is the reason for your god and his people to go to war against the other races ? or isnt that what you are doing ?
 
IT'S ALIVE! IT'S ALIVE!

My CS is only half-finished, though:

Name: <people>, <orcneas>, <elf>

Appearances: <people> is famous for its extreme polymorphism, where the appearances of members from different bloodlines and social castes vary greatly to both specialise in their intended role, and to reflect their social standing to other members of the society. Most of them, however, can often be organised into one of the two following major groups.

<orcneas>, the most numerous caste, usually have a toned, muscular body built for prolonged menial labour. Usually living deep within the large underbellies of their cities, <orcneas> have hardened, charcoal-black skin to protect themselves from the extreme working conditions they have.

<elf>, as the higher echelon of the society, are treated with proper care, from a variety of high-nutrition food to magical enchantment that facilitate and control their growth. As a result, they tend to have a lithe or curvy body, with smooth, ebony-toned skin, as well as an ageless, attractive feminine appearance, demonstrating their focus on visual and tactile pleasure rather than protection from the elements.

Physiology: Like appearances, <people> has an extremely high level of polymorphism that drastically influences the physiology of <people> of different caste.

<orcneas>, the lowly foundation of the <people> society, usually serve as menial labourers, producing raw materials for the consumption of the city dwellers. Tough working conditions, as well as the lack of proper nutrition or education meant they have low mental capacity, making them suitable for mindless labour and less likely to revolt against their higher brethren. Similarly, their mesomorphic physique means they develop and mature faster than most <people>, but also have the shortest lifespan either due to injuries or biological deterioration. <orcneas> can reach maturity in less than seven years, and usually do not live past their 20th birthday.

Some <orcneas>, called <warriors>, are specifically bred for combat and bodyguard. Unlike normal <orcneas>, who have troubles understanding complicated orders, <warriors> possess higher mental capacity to understand and carry out orders without sacrificing their well-built physique. Such characteristics make them ideal choice both as bodyguards of <elf>, and as unit commanders to coordinate <orcneas> on a smaller scale during the heat of battle. Because of their elevated role, <warriors> tend to receive better treatment in <people> society, both because of their presence in high society functions, and because of the possibility of them leading a <orcneas> uprising using their superior intellect. They mature slower than usual <orcneas>, usually taking around 10 years, and can live for several decades due to their improved treatment.

<elf> are the backbone of <people> society, and as such, their breed, nutrition and education allows them to focus their development on mental and magical capacity, making them significantly smarter and refined than their <orcneas> brethren. Their body is relatively feeble, but it does not pose a significant hindrance of their life, which is mostly supported by the robust <orcneas> under them.

While members of the <elf> caste generally possess a decent understanding of arcane knowledge, and have some degree of ability to use magic, some bloodlines are more devoted to such cause than others. Often called <sage>, they undergo extensive modification - including magical enchantment, a heavy dose of <spice> and vigorous training – to further their arcane ability. As a result, their body is quite feeble, some to the point of being crippled, in exchange of an innate ability to utilise magic at a higher efficiency. Most <elf> are considered adult by their 15th birthday, and many of them can be expected to live for 60 to 70 years.

At the top of the social pyramid lies the exalted caste of <eoten>. Although based on <elf>, their body and mind is highly-specialised as rulers of the people. Handled with extreme care since before birth, <eoten> are invariably bewitching beauties that are the envies of even their <elf> compatriots, housing a refined mind that is dedicated to statesmanship and politics, as well as the daily function of the <people> society. It is believed that members of <eoten> caste takes decades to reach maturity, and can live for at least a century, usually even longer under extensive care, as the long-living rulers of <people>.

Reproduction: Theoretically, all members of <people> are capable of producing fertile offspring with any other members of their people. However, the highly-regimented and controlled society means breeding between different caste is rare and often shunned, and the harsh working conditions of <orcneas> mean most of them are not capable of carrying foetus, and thus have to rely on either specifically-maintained female <orcneas>, or females from other castes, often as a form of punishment.

While most <people> are viviparous like humans, some bloodlines of <orcneas> are capable of ovoviviparity. Length of pregnancy varies depending on the caste of both the mother and the foetus, with higher castes generally meaning a longer pregnancy. Generally, <elf> are born after eight to ten months of pregnancy, while <orcneas> are delivered after six months, or sometimes even less due to their relatively low level of development.

Culture: The <people> society is extremely stratified, where social mobility between minor castes within the same major caste is rare, and mobility between major castes will "most likely require divine intervention" as an observer noted. At the very top of the secular hierarchy, the <eoten> guide the direction of the country by their will, while the <elf> citizenry work in their majestic cities as overseers, priests, artisans and merchants. Below them, the lowly <orcneas> caste are the mindless labourers and workers, their back-breaking work providing the raw material and power required for the society to function.

<elf> <people> are an artistic and commercial people, with great innate wits and skills to entertain people and secure their own gain in the process. As a result, they tend to welcome foreign travellers and traders, especially if there is something to be gained from them. However, since most of them do not fit in any of the existing castes of <people> society, intermarriages and assimilations are rare, although foreigners who are granted suitable castes by the ruling <eoten> will be welcomed by <people> as their own kind most of the time.

As a reflection of their lineage-based society, <people> is a highly traditional people with great pride in their bloodlines. From the humble <orcneas> to the exalted <eoten>, almost all houses are known for having their own banner and clothes. While on a first glance, such cloth resemble little more than extremely embroidered carpets or flags, native <people> - even the otherwise illiterate <orcneas> - can easily read the entire history of the bearer's lineage since its foundation. The detailed embroidery marked both the meaning, pronunciation and the tone of which it should be sung, essentially turning the long history of said lineage into a sung epic. Because of its values, disrespecting or damaging such banners is considered sacrilegious, and is a sure-fire way to earn the ire of the entire people.

Dress-code: The extreme heat of desert, especially in the underground catacombs of the cities, means most <people> prefer lighter, simpler dress out of practicality.
 
No problem, you have time... or maybe I start the IC tomorrow *evil cackling*
 
Seems I did.

Name: Khorne, Tzeentch, Slaneesh and Nurgle.

Occupation: Khorne is the god of war, of honor, and is also known as the blood god.
Tzeentch is the god of knowledge, hope and magic, also known as the changer of ways.
Slaneesh is the goddess of love, desire and indulgence, also known as the princess of excess.
Nurgle is the god of nature, of health and sickness, and of atrophy, also known as Grandfather Nurgle.

Age: Some say they were what happened when a old god did something he regretted, and tore himself apart in sorrow. Some say that they were there all along, watching and learning from the wrongdoings of the old gods. Some say that they simply appeared one day. Only Tzeentch knows, and he isn't telling.

Appearance/appearances:
Khorne is a large, Lizardkin with blood-red scales when taking a mortal form. He seems to be in peak physical shape, brimming with muscles. He has two rows of sharp, thick horns going along the top of his head, as well as spines covering most of the underside of his maw, with quite a few on the top as well. His eyes are red, and seems to be burning with anger. He also bears the scars of thousands of battles, none of which seems to be holding him back. He usually is seen in a large set of blood-red armor.
Tzeentch is quite average looking for a blue-scale, had it not been for the fact that his eyes seems to eternally be covered in blue flames, and the scales of his face seem to be ever-shifting, subtly changing his features. He usually wears a blue robe that makes him blurry to those standing more than a few feet away from him.
Slaneesh has the most deliciously purple scales ever seen, with curves that could make even the most prudish go crazy with lust. She changes slightly depending on who sees her, to appeal more to each person. Unusually for a non-albino, she has pink eyes, filled with lust, and rather inviting to most onlookers. Unless the person watching her has something against light clothing, she is usually seen in a rather skimpy, form-fitting dress.
Nurgle is a large, obese, green-scaled Lizardkin, almost always with a smile on his maw, and his yellow eyes filled of joy. He seems to have several diseases at times, yet none ever seem to be affecting him much, nor does he make any attempt to do anything about them. He usually wears green robes, seemingly made of plants and grass, and something always seems to be moving in it's pockets.

State of existence: The gods are beings of pure energy, which do not truly have a form, which allows them to know most of what is going on in their lands, and even affect it slightly, more so closer to their temples. They can take mortal forms that are quite powerful compared to most mortals, and are far harder to destroy than most mortals, yet in the end, they are still mortal forms, which can be killed. This does not kill the gods themselves, but it wastes some of their energy as it returns to their true form.


Personality: Khorne always seem angry, and is always lusting for battle, and to spill blood, yet he fights with honor, not attacking someone who is defenseless.
Tzeentch enjoys playing mind-games with people, and you can never tell if he lies or tells the truth. He is playful, and often seems to enjoy the chase more than the catch.
Slaneesh is always teasing and flirting with others, and hardly ever says no when offered something.
Nurgle is always cheerful, trying to see the positives, and making other smile.

Responsibility: Nurgle loves all his children, yet occasionally his followers gets gifts of diseases.
Slaneesh looks at every one of her children as an extension of herself, every one of them experiencing the world for her.
Tzeentch looks at his children as his favored playthings, paws in his eternal plan. Yet it is poor player who wastes his pawns.
Khorne sees his children as champions waiting to come into their right, on the road to become the greatest warrior. Yet for every one that does not, his anger grows.

Backstory: Only Tzeentch knows, and he seems adamant about sharing this snippet.

Connections: None, at the moment. (I'll take this when I see more of the other gods :P)

Relics: In the temple of Slaneesh, a set of tail-rings, said to be the first used for the first marriage rests, said to be able to make those who wear them fall in love.
In the temple of Tzeentch, the Book of Tzeentch rests, filled with extensive knowledge on a specific topic, which changes at random times.
In the temple of Khorne, a pair of axes, Gorecfather and Gorechild rests, said to have been found worthy to be used in battle by the Blood god himself!
In the temple of Nurgle, a bag of seeds rests, growing back when used. The seeds grow into the Hisp trees, the gigantic trees the Lizardkin build their homes in.

All the relics can only be used, and even lifted, by someone found worthy by the specific god.

Powers: Khorne grants those he favors great strength and bravery, while those who angers him become weak cowards.
Nurgle makes his favored healthy, long lived and seeming indestructibility, while those who angers him gets riddled with sickness and disease. Occasionally he gives his favored the gift of sickness as well.
Slaneesh grants those she enjoys enchanted senses, allowing them to experience the world better than before, and enhances their skills in whatever they devote themselves to. Those who anger the princess gets their senses dulled, making the world a far more boring one.
Tzeentch often grants his favorite playthings knowledge, or something to further their role in the great game, or gives them something they will need in the future. Those who annoy him however, seem to get bad luck, in life-ruining amounts. It is actually all a part of Tzeentch's plan, however.

Children: It is said that the first Lizardkin were hatched from eggs laid by Slaneesh, with all the three others as the fathers. No other known familial relations.

Realm: Their realm is the Swamps of Zeran'He, a gigantic swampland, filled with the equally gigantic hist-trees, in the branches of which the Lizardkin build their homes.


~~~~~~~~~~~~~~~~~~~~


Name: The Zar'Che, or Lizardkin, among most who lacks forked tongues.

Appearances: The Lizardkin are tall, and generally with low levels of fat, due to their reptilian nature, with very lizard-like maws, filled with sharp teeth. Muscle levels can vary quite a lot, though red scaled ones tend to be the strongest, and the blue scaled ones tend to be the weakest. They have scales covering their bodies, not thick enough to be of much use in combat, yet harder than skin, which comes in many shades of green, blue, red and purple. They all have strong tails, almost as long as they are, used for balance, and a extra limb, which regrows with time if lost. Their eyes are slitted, and almost always in shades of yellow or orange. They are hairless, though most have horns and spines growing on their heads and face. They can shorten and remove horns/spines, though most prefer to have some.


Physiology: The Lizardkin live about 300 years, give or take, unless someone does something about it. They are cold-blooded, and thus they hardly function in the coldest of climates without something to warm them, yet they hardly need to eat in warm climates. They are quite enduring in any environment though. The Lizardkin are mostly free of diseases, having lived for so many generations in the swamps, and with Grandfather Nurgle's help.

Reproduction: Males and females mate quite frequently, though females are only able to lay eggs once every six months, though they lay about 3-12 eggs with every laying. The females carry the eggs for about two weeks before laying them. When they lay eggs, they must mature for a few weeks before hatching. The newly-hatched can crawl and eat as soon as they hatch, and learn to walk and talk properly within months.

Culture: The Zar'Che lives in silk-walled houses on the branches of Hisp trees. Most of them do not bother too much with newer technology, finding the old ways to hold up nicely, though occasionally someone comes up with something many will adopt, like iron. They are generally a friendly people, both to themselves and others, though if angered, can be quite vicious.
They are ruled by the council of the Four, having one of each scale-color, chosen by their patron god.

Dresscode: Most Lizardkin wear clothes, though not all bother. There is little to no social stigma about nudity, depending on where you are. Spider-silk is the most common cloth used in their clothes, though what clothing they wear other than that varies greatly, though they prefer lighter garments.

Religion: They see their gods as the summary of everything the Lizardkin stands for, and they find them to be well worth following! They know others have other gods, but they do not care. Softskins can have their own gods and refuse to worship the Four, just like a Zar'Che would never worship a softskinned god.

Infrastructure: The Zar'Che builds what they need, when they need it. Need more storage for the town food supply? Gather a few friends, and get it up! Want to open a store? Gather and build!
One of the most favored animals of the Lizardkin are giant spiders they share their swamps with. They use these as companions, mounts and beasts of burden. They also use their silk for clothing and rope-making.

Magic: Magic is not uncommon among the Lizardkin, as anyone who has a affinity for it can be trained at the temples of Tzeentch. Not all have this affinity though, as it manifests mostly in blue-scales. It appears in about 80% of blues, 35% of purples, 45% of greens and 10% of reds. (Khorne dislikes magic)
They can learn most kinds of magic, though most tend to go for healing magic, though destructive magic tends to flourish in times of war.

Army: The Lizardkin prefer not to wage war in foreign lands, as they see little of value outside their swamps. In their territory they mostly rely on guerrilla warfare, using the swamp to stay hidden and picking off their enemies when they arent looking.
When they have to have proper battles though, the redscales make up the bulk of the forces, dressed in heavy armor and wielding large weapons. Spider-riders aren't unseen in battles either, as cavalry attacks from above tends to be rather destructive.
Occasionally Khorne himself will appear on battlefields, if the fighting gets intense enough, slaughtering anything getting in his way.

Background: The Lizardkin has been mostly keeping to themselves, not really bothering much with outsiders. They have lived in relative peace, with an occasional war, simply enjoying life, and trading some silk to others.

Relations: Zeran'He spider-silk is known to be one of the finest and lightest of fabrics in all the world, yet Lizardkin are rather picky in who they trade with. (No relations thus far)

Legends/Myths: What kind of stories does your people tell around the campfires ?

The Lands: The lands of the Lizardkin is the Zaran'He, a great swampland, stretching far longer than anyone would expect. In it's depths, the gigantic Hips-trees stands, thick and towering, blocking out most of the sunlight of the undergrowth. Bugs are aplenty, as are snakes and many small creatures of no threat. Many plants and animals are poisonous, and diseases are widespread among the beasts there. And there, the Lizardkin thrive!




I did it! And I'm not doing it again unless I have to! D:
 
Well, youll just have to copy it into the OOC then ^^
 
Great, could you hide it in spoilers ?
Ill read it once I have gotten home.
 
Soo, how fares your draft @Reno Lam ?
If you want to you can post as much as you have gotten finished in the OOC and Ill point out any questions I have :)
 
Status
Not open for further replies.