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Deus Plani: Dawn of a New Era
Topic Started: Jul 11 2016, 02:21 PM (393 Views)
Oyster Man
Member Avatar
Master of Biscuit Technology
Far to the north the Luna de Vinter pooled their resources together to defeat the Dodsfald, a being that fed on both essence and mana, a being which should not be. But its death did not come lightly. While life was sucked away from the land where the Dodsfald died, the Astral Plane suffered even more heavily. The Volatile energy swathed throughout its entirety, scalding everything in its wake, and burning scars between the realms. In the places where the planes were the closest the astral plane came pouring out and had to seek refuge. And suddenly, all across the world, from those whose emotions were distraught and pure, from mothers of lost children and those had their world's shattered, new Dodsfald were born. They were not as strong as the first, but still they were deadly.

The gods reacted of course, and indeed many pushed back the incursion the best they could, but the ensuing conflict left the world weak. The Astrals had to retreat back to what remained of their ethereal home, and even the Primals had to slumber to preserve what little essence was left in the world. But though the gods slept the world did not. The gods may have been absent, but their mark on the world would be forever indistinguishable.

Now almost two-and-a-half thousand years have passed, and the gods are reawakening. But what they find is a very different place than the one they left. In some places cities have emerged, and in others great nomadic tribes wander the landscape. Yet traces of the old world are still very much present. The old gods were never truly forgotten, and their every action shaped the world. The people of this world owe their cultures, and even the very environments they live in, to what the old gods founded.



Retconning Templates.

These are primarily used if you want to edit something about your current (old) god's history. This is so that when I figure out what has happened in their absence, I have a good idea of what the people and environment should be like. I already have notes on the players, so these are mostly optional.

However, I will be allowing a few new players to create old gods, in which case they will need to have rather full templates.

Code: Astrals
 
[b]Name[/b]
[b]Domains[/b]
[b]Nicknames/monikers[/b]
[b]Description of appearance[/b]
[b]Symbols[/b]
[b]Important People/Prophets[/b]
[b]Culture[/b]
[b]Technologies:[/b]
[b]Past Events[/b]
(Brief summary of important events, preferably in bullet point format like the above)


Code: Primals
 
[b]Name[/b]
[b]Nicknames/monikers[/b]
[b]Description of appearance[/b]
[b]Essences[/b]
[b]Past Events[/b]
(Brief summary of important events, preferably in bullet point format like the above)


Nicknames and domains are of course optional.

Example





Worldbuilding

The setting will be changing from paleolithic to late neolithic/chalcolithic. In some ways this won't change much. Hunter gatherers will still be pretty prevalent, and much of the world is very much untamed. Keeping in line with some of the Deus Plani fantasy, there's even going to be a lot of the old megafauna, though much of it is in decline. It will be up to the players somewhat to save the mammoths and megatheriums from extinction. However the world population has substantially increased, what with the agricultural revolution in full swing now, and cities and villages as we recognize them today will be present in some areas. You can kind of think of the world as being ancient Mesopotamian and Egyptian in terms of technological advancements. Because of this there is also a lot more inter-human conflict, and being militaristic will be significantly easier.

Most of the cultures that exist in this world will be based on the framework that the players and NPCs have established so far. The world will have changed to reflect what they were working towards, and the peoples and the land will even have changed so as to resemble the old gods in one way or another. If you remember back to the old plans for Deus, this is the first example of people changing from something like sapiens into elves and neanderthals into dwarves, and the environment reflecting the local gods, such as becoming an enchanted forest or a fiery lava land. This should hopefully allow players the opportunity to hop right back into the saddle with their pre-exsisting gods, with their people having moved smoothly along the track they would have wanted, but without having to wait a super long time to get there. New gods and players will still be able to join as well, and will have the option either to draft an old-god and the things that they did, or start out brand new within the existing framework. I think this will allow for some interesting gameplay either way. Likewise, if some things have happened with you guys that you don't particularly like, I will give you the opportunity to edit your history into something you find a bit more appealing -to an extent. Also, by no means do you have to keep playing the same god, if you do not want to.

Players will have the opportunity to describe what their people have done in their absence. This would include if they moved to a new area, if they've set up any sorts of cities or tribes, and what sorts of advancements their people may have made during their gods' absences. Players can also state whether or not their prophets left with the gods. In Deus Plani, prophets do not die from age, meaning that if they are left behind they have the potential to have been very influential during the departing of the gods, and can be a huge asset upon their return. However, the gods taking their prophets with them has some fun game play potential as well. Additionally, players can state whether or not their people have begun turning into a fantastical race of sorts, and if the land has likewise begun to change. Beast gods can take this a step further, and have their worshipers reach their "final form," so to speak.

Players may want to write a few paragraphs at the end of their post detailing all that has happened while they are gone.




***Also, remember that Round 8 is still active. Posting in it is not mandatory at this point, unless otherwise noted, though the actions players take within it will still have an impact on what develops in the New World.

***Remember, none of this is necessary, though it provides an opportunity to see some of the goals for your civilization and peoples realized.
Edited by Oyster Man, Jul 13 2016, 04:09 PM.
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MrHands
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Lord of Caelecti
Name
Saldrenius

Domains
War, Creativity, Society

Nicknames/monikers
God of Slaves and Vermin
Son of Astral

Description of appearance
Appearance of a human male with three eyes that are either black-red or gold-blue

Symbols
Mark of the senacrel
Birds
Shield

Important People/Prophets
Altani: Civilian leader and spiritual head of Saldrenius' religion
Salder: Warrior/hunter, spear of Saldrenius. Can see through birds and is stronger than the average human.

Culture
Bravery, Cleverness, and Endurance are seen as the most important traits.
Main forms of art are poems and songs.

Miracles/Abilities
-Battle Cry: Fill enemy with fear/improve chances of victory in battle
-Mark of the Senacrel: Force animal or person to obey you almost absolutely for a time. After wearing off a residual understanding of subservience remains.
-Hunting Sense: able to find prey more easily.
-Dark Vision: see better than average during night time.
-Astral Warmth: followers heal faster.
-Birds Eye View: See through the eyes of birds.
-Avatar of Saldrenius: Become a mortal vessel for saldrenius' power. Very dangerous without enough power.

Technologies
Cauterization, Rope making, Shields, Crop Selection, horiculture (thanks zenwatoon), starter-domestication, basic infantry tactics

Past Events
-first raid against Uyoi
-the Uyoi siege of the camp
-enslavement of the Caelecti by the Uyoi
-Saldrenius declaration of his commitment to his followers

World Building
Saldrenius used the Dodsfald as an opportunity to free Salders spirit from Zenwatoon's grasp. He left the Caelecti to the care of Altani. The shock of the god's dissapearence was taken advantage of and slowly the technology that Saldrenius gave to them was used to convert the village. A few years later, after slowly increasing stores of grain and weapons, Altani left with all the Caelecti and all the seeds they had been selectively breeding. Though they were attacked by Uyoi sent to recapture them the removal of the gods meant that Saldrenius' tactics became the only deciding factor in the fighting. Though not unharmed they made it out of the Uyoi's reach. After a year long trek that lasted through winter they made it to a small river in the south. The natives of the area were at first cautious of the Caelecti, but soon hostilities broke out as they started competing for resources. The Caelecti drove them off, forcing them to move from their old homes. The natives still occasionally try to take back old hunting grounds or discourage agricultural expansion by attacking farms.

Society likely would have been formed around families. Clan heads too old to work would count crops or livestock so that Altani would know how much food they had for winter or that could be used for punitive expeditions against raiding tribes. The lessons taught to Altani about the importance of hierarchy would cause her to make a class system but due to other beliefs about gaining strength or leaders needing to be strong it would be fairly meritocratic.
The basics clan heads would be given duties keeping track of how many people they had, what people are good at what, how much food they had, and what they needed. Altani gathers the clan heads information and gives them gifts and needed supplies as a reward. Altani has final say on how many new hunters, warriors, craftsmen, or laymen are needed overall per year and then gathers them from the clans in a fair manner. The clans then send them off to a regional capital where they are trained for their. The clans are expected to give a small share of their crops to the capital that is nessecary for feeding these city workers and also Altani's chosen advisors.

The Caelecti likely would have developed some basic woodworking knowledge as the need for weapons and tools expanded with their population. The domestication of pigs for meat as game became scarce due to increased population seems like a possibility for sure. Pottery is a possibility as the importance of fire in Saldrenius' religion may have led to experimentation. Fighting other tribes for territory would have led to a development of tactics (such as specialized troop roles or battlefield tactics that are taught and reused).
Edited by MrHands, Jul 12 2016, 12:52 PM.
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Sigma Draconis
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Name
Kraeyar

Domains
Hunting, Survival

Nicknames/monikers
Savage God, Wild God

Description of appearance
Humanoid, twice the size of a normal man, wearing a living centipede cape and a bloodstained blood helmet. His skin is a patchwork of animal pelts, and two snakes coil around his forearms.

Symbols
At one point, trees painted with blood served to mar the borders of his territory.

Important People/Prophets
Rur: Child, blessed by Kraeyar while he was just a baby.
The Disgraced Hunter: Part man, part beast, this hunter sought to recover Kraeyars approval, and sacrificed his humanity to do so. He is now stronger and faster than any other member of the group.
The Old One: Oldest member of Kraeyar´s followers, usually serves as a liason between Kraeyar and the rest.

Culture
Strength, and the ability to survive are valued over all. Weakness, non necessarily, physical, is frowned upon.

Miracles/Abilities
Many of Kraeyar´s miracles are tied to different types of stones:

Red ones protect against wild beasts and infuse the wearer with some extra strength.
Blue rocks, ground into dust and consumed into dust will transform that human into a part beast creature.
Green stones allow the wearer to communicate telepathically with other users of that same stone.

Kraeyar has power over wild animals, and can use them to attack his enemies. The centipedes of his cape can detach, and have some healing properties.

Technologies
Basic ideas on how seeds later can transform into plants.

Bags out of animal stomachs.

Building backpacks and other basic tools.

Stone tipped spears.

Past Events
The massive wild animal attack

Encounter with talking hyenas

Talks with the Matriarch

The journey to find a new place to settle



Worldbuilding

Ideally, Rur takes over after the disappearance of Kraeyar as the de facto leader (with the help of the Old One, seeing as Rur is still very young), and finds a place to settle down permanently, next to a large forest, and a water source. Since without Kraeyar the ability to create the magical stones would be severely impeded (and they ceased working until Rur was able to slowly reactivate them), specialisation would take place. Red stone users would consist of the brunt of the hunting force (which would soon eveolve to incorporate some women as well, though not many), and to protect those that do not hunt (elders, women, children). Green stone users would be few and far between, each located into a group of red stone users, that way communication between different groups could be nearly instantaneous and silent. And finally, the blue stones wouuldbe used on offenders who pleaded for a chance of redemption, and if Rur judged them worthy. Only a few from each generation would be transformed into creatures, but enough to maintain a stable population. Neanderthals are a minority, but are pretty much integrated into society at this point.

In time, agriculture is discovered and exploited, but domestication was never sought, thinking it an insult to what their god would have wanted, though traps and fences were built to guide prey to determinate areas, so as to always have abundant prey around. Weaponry has developed the most, since strength is still very respected.
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Eotyrannus
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Supreme God of Fishcakes
Last Parent

Domains
Order, Cycles, Magic

Nicknames/monikers
Fire-And-River, Life-Giver

Description of appearance
A shapeless being composed of ribbons of colour. The colours are clustered together- whites and blues, representing water; yellows and reds, representing fire; and greens and blacks, representing life. The colours trail behind it as they move.

Symbols

  • The Spiral, a symbol of life after death
  • The Winged Snakehead, a symbol of courage, strength and the sky
  • The Tailorbird, a symbol of prosperity and fullness

Important People/Prophets

  • First Parent and Brave Parent, the mother snakehead and her mate that Last Parent encountered on the fateful first day of the Kin. Though First Parent was killed by a jaguar, and Brave Parent gave his life trying to rescue other snakeheads from the Day Of Spears, they were both named posthumously by their Kin- the only individuals so far for whom the honour has been extended.
  • The Bled, the fifty snakeheads hunted down and devoured by Cargazar's leeches. The Kin remember the nameless souls who were lost as a reminder that there are always those less fortunate than one's self.
  • The Betrayed Brave, the snakeheads killed on the Day of Spears. The Kin remember them as a reminder to always be cautious, and as a hope that, one day, the Unkin will become People-Human Kin as the People-Snakeheads are.
  • Huntfowl, the ur winged snakehead. He was the first snakehead to ever find a new source of food, and Last Parent took notice of and aided this task he had set himself.

Culture
The People-Snakeheads call their culture the Kin. They hold out hope that- one day- all will join the Kin, and there will never again be a necessity or desire for violence or solitude. The Kinsense was how the People-Snakeheads told who were Kin- but after Last Parent was forced into its long slumber, they realised that their God would be unable to add new Kin to it, and so had to leave it to common agreement instead.

As they breed... profusely to say the least, even with the Kinsense lowering breeding rates and encouraging fry to cannibalise or be cannibalised by other pre-sapient fry in widely-poor conditions, the Kin share their fry out amongst each other. They usually pick one mated pair of two to lay, then swap the year after. (Their Kinsense makes this practical- even if they've never met their sibling, they will recognise it as such and instinctively avoid incestuous relationships.) Cannibalism in fry is roughly equated to the dangers of childbirth in humans- it's painful, but it's an unavoidable consequence of breeding.

Their Kinsense and communal clutch-raising means that the snakehead community is tightly-knit- everyone is part of a single family. To further reduce breeding rates, vulnerable snakeheads often help others breed instead of breeding themselves- when they do, elderly pairs generally teach those who are inexperienced, and youthful but inexperienced pairs tend to hunt on behalf of less healthy pairs' fry.

The Kin see their God as a being to love, respect and idolise, just as they would their own parents. They worship through prayer and the creation of art- mounds and spiralling nests, at the time of its stasis. They know from the humans that Last Parent used to use weaverbirds to make similar art, but up on land where it was easier to do so. They consider creativity, jubilance, resolution, confidence, hope, charity and respectfulness to be the greatest virtues. They consider thanklessness, solemnity, hatred, ignorance, disrespectfulness, greed and lust to be the greatest sins. Virtues are seen as something to strive for, while sins are seen as something to help yourself and others grow past.

Humans (people-humans formally, or spear-apes hatefully) are generally seen with a kind of cautious optimism. At their best, humans are seen as creative, hypercompetent, witty and good-hearted. At their worst, humans are seen as greedy, xenophobic, paranoid and heartless. Kin who do not interact with humans often have trouble understanding their concept of 'families' or 'tribes' as tiny group of kin, and particularly ignorant people-snakehead tend to assume any human is representative of all of them.

People-snakehead believe that the Spiralling Waterway will be their home after death. It is seen as a refuge in the Great Astral, where the souls of the dead live out their lives, living as they did in the mortal coil- except food is enough so that none will starve, shelter is easy to come by, and predators are as harmless as nightmares. (A completely peaceful afterlife is seen as unsustainable.) The fact that the centre of the Spiralling Waterway is an island for the souls of human dead is a constant reminder of Last Parent's belief that, one day, all would be Kin.

Physically, most people-snakehead were like their ancestors. Their main differences at the time were more robust fins and staggered egg-laying. Their main changes were magical in nature- the Kinsense allowed them to recognise other Kin, and modified their instincts in reaction to the local population's experience as a whole (e.g laying less and increasing fry-cannibalism in harsh times, being better endurance swimmers to outpace the tides in tidal zones, being strong swimmers in fast water); telekinesis allowed them to use tools and manipulative the environment despite a lack of hands; and magical blood helped them heal and avoid disease.

In addition, they were changing even as Last Parent retreated. Human beliefs in response to Last Parent's art was driving them in the direction of the flying, lightning-spitting creatures depicted. In addition, Last Parent itself was preparing to grant them a resistance to saltwater, in order to let them spread to other river systems (although theoretically humans could spread snakehead between rivers themselves, perhaps as a sign of respect towards Last Parent). The environment, too, was being artificially modified- Last Parent had created artificial fish reservoirs, treating them as holy places so that fish could spread, by controlling the local weather and river to make it more inhabitable.

As a side note, Last Parent had an irrational dislike of stagnant water. To this day, the people-snakehead have little idea why, as they are well-suited for such conditions.

Technologies:
People-snakehead were unable to make tools at the time Last Parent lost contact. They were familiar with the dangers of human spears at the time, though, and could design their nests to be spiralling like the Spiralling Waterway.

Past Events

  • Last Parent grants the Breath to First Parent and Brave Parent. They are barely uplifted, but the stage is set for the Kin to arise.
  • Last Parent greets some humans. They agree to avoid the hunting of people-snakehead. The people-snakehead, likewise, agree to warn fishermen of their presence to keep themselves from accidentally coming to harm. The concept of revenge-killing is embedded within their culture, although guilt is considered a good reason for forgiveness to be offered.
  • Last Parent encounters the noble demon Cargazar. Her leeches feast on the Kin, devouring their eggs, and the Bled are killed during the Driving.
  • Last Parent begins taming the tailorbirds and first starts drawing. Cargazar modifies it. The Day of Spears occurs- the twenty Betrayed Brave are killed, and the humans are named Unkin. The first glimmers of the modern people-snakehead are seen upon this day.
  • The snakeheads spread all along the river. Times grow hard, and Last Parent lets the Kinsense drive their instincts and biology in response. The first winged snakehead begin to appear.
  • Last Parent teaches its Kin how to be virtuous- to be joyful in good times, and to be hopeful and resolute both individually and as a community in bad times.
  • Last Parent teaches Huntfowl and creates the holy fish-ponds, covering them in art as a warning and for its own reasons. Giant terrapins, large freshwater snails, whitespot fish and swamp eels were especially encouraged in these pools- Last Parent had high hopes for them as future domesticates. Tailorbirds guard these pools.
  • Last Parent studies porpoises as a guide on how to adapt the Kin to survive brackish and marine environments as well as a freshwater one. It begins to play with them, just as it tamed the tailorbirds.
  • Last Parent begins to offer advice on the offering pyres lit by the humans once they burn out.
  • As Last Parent begins to alter the Kin so that they could spread past the river (planning on making their lungs collapsible, making them seal their water flow and get water from food when in saltwater, and making their breathing more efficient so they could sleep on the seabed), it is caught off-guard by the Scalding. Last Parent, to its horror, is forced to abandon its children to a world it has not finished preparing them for. Last Parent enters stasis.
  • Two and a half thousand years later, Last Parent wakes to a strange new world...


Nameless Primal

Nicknames/monikers
Great And Terrible, Great Primal

Description of appearance
An enormous creature with manta-like wings stretching from a body, the shape of a teardrop. It has eight orbs of ice set in its head as its eyes, and it has two enormous chelicerae made of lightning. Its body is made of stormcloud- eight slim tendrils stretch out below it, spaced roughly evenly along its being. From the tip of its body, wisps float behind it, made of raindrops. It bleeds sleet.

When it submerges, its body is transmuted to a more aquatic form. The cloud of its body and wings becomes an algal soup, the wisps of its tail become bubbles, its chelicerae are made of glowing plankton, and it bleeds white horses (wavetops). Only its eyes remain the same.

Essences
Original essences-

  • Spider,
  • Wind
  • Water
  • Cloud
  • Lightning
  • Human

It has since replenished all its reserves save Lightning, used small amounts of Spider, Cloud and Lightning, and ingested campfire ashes, dried fish and venomous marine organisms as well.

Past Events

  • Born from the same storm that decimated Sudurtaf
  • Discovered pain after hitting the water at terminal velocity
  • Devoured a human fisherman, leaving the other fisherman behind.
  • Attacked a human settlement, learning of the reefs and learning that fire doesn't taste good. Decided that more painful foods were more valuable.
  • Entered the reefs to hunt venomous prey.
  • Felt the Essence drain from the world. Anchored itself to the sky to hibernate until it returned.
Edited by Eotyrannus, Jul 12 2016, 12:37 PM.
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T0r4c
Member Avatar
Eldest of The Nine
Name Palankiin

Domains Magic, Spirits

Nicknames/monikers Father, Allfather

Description of appearance Tall humanoid with long white hair.

Symbols

Important People/Prophets Palankiin considers all of his followers huis children making all of them of equal importance to him.

Culture All things have a spirit, from living to inanimate. Every element has a form of spirit, and a colour associated with it. Spirits are the guides of this world and aid those who interact with them peacefully.
In Palankiin's eyes, all people have their purposes to help one another.

Women are an important part as they are tasked with caring for the children, who are taught how to interact with the spirits and are taught how to control and care for them, allowing a better understanding and ultimately, a better connection with the spirits. They are also charged with the chores of collecting water, with aid of the water spirits; collecting firewood, with the aid of tree spirits. They can also be seen as healers where a small few have knowledge of medicinal plants and herbs.

Men are just as important in the Allfather's eyes, as they are the hunters, builders, and protectors of the tribe. They build thanks to the Earth spirits forming stones to build with. They fight and hunt with the fire spirits, who also help them to cook the food after the hunt is successful.

Technologies: (Not sure if technology)
The Spirits have allowed a lot of advances, with fire, forming of drinkable water, creation of stones, and the growing of fruit and berries.

Past Events
Previously the Imortalis, they united and Palankiin, the father of the Imortalis, came into the world. The Imortalis had encountered a dragon within the forest where they live with the neanderthals.
For some time, Palankiin and the neanderthals lived under the shade of The Great Tree, born from a seed of Malakad, the Imortalis of nature. They eventually had to leave due to the approach of danger towards the tree. After several months of learning how to use the spirits, gathering more followers to the family, and help one another; Palankiin asked those who wished it to join him in returning to the tree, who was waiting for its father to return.

Past Events List


World Building
The tribe return to the Great tree, causing the spirits to grow in power as they are closer to their eldest. The neanderthals noticed this and saw how beneficial it could be to maintain a healthy relationship with the spirits as they consider them part of the tribe, whereas before they were seen as pets or tools.

Upon arrival at the Great Tree, the neanderthals were instructed to place the dead near its base. Over the years this became known as the 'Ritual of Rebirth', as when the neanderthal corpse would be placed, the Great Tree would consume it and produce a spirit. The spirit would take on the 'colour of mana' which it spent most of its time around while alive in corporeal form. This meant that a person who sepnt most of his/her time with a fire spirit would himself/herself become a fire spirit.

Because of the now constant growth of spirits; with the aid of the earth spirits, small huts were formed of stone around the tree. As they still lived in fear of the dragon from time past, they built great walls, that stood 3 meters high. These were then reinforced by the firespirits, who melted the stone, further strengthening them. Over time, more houses would be built, and the walls would expand. This would cause the towns, and eventually cities to form districts. The 'Inner District' would be where the Great Tree would stand; this is also where the main military force would be housed. The 'Middle District' is where most of the population would live; as well as where the 'Magical Teachings' would happen. The 'Outer District' is where the Orchards would reside, and where the farms would also be as the land is more expansive than the previous districts.

With the growth of population, the neanderthals and tree spirits gathered seeds from different trees and planted them, forming orchards of a variety of fruit and berries. These would be cared by those who worked with the tree spirits, as this way, the spirit would have no need to leave the tree, and therefore, there would be an abundance of food growing from the orchards. Over the years, animal domestication was also achieved, this allowed for the neanderthals to have animal companions, the first of which were wolves; but with the eventual expansions, husbandry came into effect with the aid of the spirits. The farm animals were usually goats and deer. Both would be used for milking and meat, but deer was seen as a more precious animal as it was their blood that would make the Great Trees grow.

Once every blue moon, the Great Tree would produce a single fruit. At first, the neanderthals knew not what to do with it; but the spirits were able to guide a group of them south, where they had settled before, just within the forest. The seed was planted, but, unlike its predecesor who grew instantly; these grew over the span of a year, sometimes slightly more. Although they would not grow unless a deer was sacrificed, and its blood was poured on where the seed was planted. Once fully grown, both trees would connect through the astral plain. This would allow quick travel for spirits between trees, making it much easier to grow food, obtain water, build, etc. As more settlements would form, the tree spirits informed the neanderthals of the difficulty they had to dance outside of the forest, making it difficult to have them help grow food. Because of this, the neanderthals remained inside the boundries of the forest, and would eventually begin to expand them, allowing the tree spirits to dance freely.

The ways that the neanderthals used the spirits evolved as well, having ways to now carry the spirits with them. They would do this by carrying small totems on their sides, each carved a different way to accommodate a different spirit. The neanderthals would then tell the spirit the action they wished them to perform, and the spirit would exit the totem and "possess" the object or being required to complete the task. This eventually allowed the neanderthals to enchant or imbue tools and weapons with spirits, making them more efficient. Over time, stone tablets, and not long after, scrolls would depict how to use the spirits, making it easier to teach younger generations. This would be made much easier when writing is invented, creating grimoires; which in the beginning were made of stone, but were then made from thin tablets, containing the different tasks and studies of previous generations on how to use the spirits to their maximum potential, as well as how to care and please the different types of spirit. Over time, the spirits also grew in power. In the beginning, the fire spirit could only cause a small camp-fire, but with the help of the neanderthals, they can cause mighty blazes. The earth spirits could only form small stones at first, but are now creating structures such as walls and houses with the help of the neanderthals. The water spirits would only form small puddles, but with organization, help the orchards to grow thanks to irrigation as well as creating more water to drink; they also taught themselves how to freeze the water that they created. The tree spirits have learned much about the different plants that they can inhabit, making it easier for them to grow food and care for the plant's well being as well as having a wider variety of plants to "possess".

Over time a military force formed to defend the settlements against raiders and to repel threats of primals. The fire spirits were seen as most valuable in this aspect, but the other spirits were also used. With the ability to imbue weapons, spears and axes were able to be set on fire without damaging the weapon; this would make combat at night much easier, as well as instill fear in an enemy force. Earth spirit users would disrupt enemy formations by causing ground tremors and forming walls, disrupting the advance of troops. Being in a forest, it was not unheard of that raiders would be killed by moving trees, either choked by vines, caught in thick brambles of thorns, or crushed by their heavy branches. The water spirits would help get supplies to the different parts of the battlefield, for drinkable fluid to cold food provisions like small amounts of meat and fruit. Battle formations were a very important aspect of the military, as an organized defense is the best way to prevent casualities. Earth spirits and fire spirits would often be on the front lines, preventing enemy advances by forming walls and by cutting down the disrupted force.
Living within a forest, ambush tactics were common while defending and attacking, as well as the use of slings, which ammo would be imbued with fire and then hurled at the enemy for a safe distance.

The 'Outer Districts' found new ways of maintaining food over long periods of time. Being in the north, the water spirits learned how to freeze the liquid they produced; this made it much easier to keep meat for longer periods of time, keep fruit fresher as they would be kept in sacks of cool water, and keep milk containers cooler as well. On the farms, and with the arrival of new clans and families of neanderthals, wheat and barley began to grow in the fields. This was done by allowing spirits to dance among the stalks and then returning them to the totem when the plant would be fully grown. This would allow the plant to be cut down with ease and allow for even more variety of food.

Now that the neanderthals were living sedentary life-styles; unfortunately, different illnesses came with it. These, however, were remedied with different herbs and weeds that could be grown in both the 'Outer Districts' and the 'Middle Districts'. Medicine men and women would be saught after by the families of those who had contracted any form of illness, and these, with the help of the spirits would attempt to heal the patient. The different illnesses would eventually be written down in scrolls for people to study and to list all of the possible symptoms; making it much easier to find which herbs must be used to cure it.

In the 'Middle Distrcits', crafters and enchanters would teach people their art, as through them all of the tools and weapons were made, among other things. Thanks to the earth spirits, the stones used for weapons were more refined, giving them sharper edges, making them more tenacious as well as being lighter. These would be made even better thanks to the fire spirits who would melt and remake them to further the tenacity. The wood for spears, hammers and other tools and weapons were also heated over a fire, causing them to be more resistant. Enchanters would carved small symbols into their craftings, to make it more appealling for a spirit to "possess" the finished product.

With more and more tasks to tackle, different roles were put in place to make it easier for a person to find an individual they were looking for.

  • Builder: Builders were extremely good friends with earth spirits as it was much easier for them to do their jobs thatnks to their connection.
  • Ritualist: These are the people who perform the 'Ritual of Rebirth', and therefore have a very healthy relationship with all of the spirits.
  • Farmer/Orchardist: These had very good relations with the tree and water spirits, allowing their jobs to be much easier when growing and maintaining their crop.
  • Soldier: All military had a good connection with all of the spirits as they protect the homes where they live together.
  • Medicine man/woman: These have a very good relationship with the all of the spirits as they are all needed to fight illness and disease.
  • Enchanter/Crafter: They have a great relationship with fire and earth spirits as it is these that they require to complete their daily tasks with.


All patiently await the return of the Allfather, hoping that he will once again bring with him prosperity and protection.
Edited by T0r4c, Jul 19 2016, 05:52 PM.
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Teuthis
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Metamorphosis
Apologies if this comes across as too blunt, but I wanted to stick to the need-to-know basics. Plus the myriad isn't that developed so there's not much else to say.


Name
The Myriad

Nicknames/monikers
N/A

Description of appearance
Predominantly invertebrate creatures ranging in size from rodents to small dogs. The myriad incorporate various features of insects, arachnids, and small game, as well as fungi and plants. There are four known castes:

  • Burrowers: large with bulky claws, primarily live underground and build tunnels for the swarm to inhabit.
  • Scouts: small and fast, potentially have wings
  • Hunters: venomous, with large pincers and spined raptorial limbs
  • Workers: vary greatly in size and appearance, primarily do all the odd jobs around the swarm.
    The Myriad works with a collective consciousness, having no specific leader. This is different from a hive mind in that they don't all share each other's thoughts, just their common goal.


Essences
Insects (ants, grasshoppers, cockroaches, beetles)
Arachnids (spiders)
Myriapoda (centipedes)
Hominid (1 unidentified hominid child, several adult hominids)
Fungi (probably symbiotic fungi species)
Earth

Past Events
  • Primal essences caused an ant swarm to accumulate insect essence, resulting in them overcoming and consuming a trapped baby.
  • Using their new intelligence, the myriad formed a new, larger home, sending out Burrowers and scouts to seek prey
  • Scouts and hunters attacked a hominid settlement, and Burrowers are becoming more independent of the Myriad collective.
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conriocht
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-Name: Vinter Ulv

-Domains: Cold, Survival, Strength

-Nickname/ Monikers: Winter Wolf, Wolf God, Father Wolf, Father Winter

-Description: 15 ft tall solid white longhaired wolf with crystal blue eyes

-Symbols: silhouette of wolf howling in front of full moon, image of the waxing crescent moon next to the full moon next to a waning crescent moon i.e: )O(, or a large wolf print.

-Important people/ Prophets:
Malekan the 4 yr old child that became Vinter Ulv’s prophet after Vinter Ulv stored a portion of his essence in the child.

-Naria mother of Malekan, gave her life to help save her people. Thought now to be a holy spirit, like that of Mother Mary in the Catholic Church. Naria’s spirit is called to bless the homes of new mothers as well as to watch over children.

-Kort the first of their mortal kind to stand against the Dodsfald, during times of great storms Kort is called upon to watch over them and protect them from evil spirits.

-Jarach was the leader of the “first hunters”. When a hunting party goes out, they ask Jarach’s spirit to hunt with them to bring courage, and a successful hunt.

-Culture: Every full moon the clans gather for the remembrance, where the fallen are honored and remembered during which every living member of “The Pack” howls at the moon. During this time, a feast is held for the 3 days of the full moon. Games and competitions are part of the festivities

-Games: wrestling, caber toss, stone lifting, stone put, hammer toss, spear throwing, axe throwing, weapon and shield sparring, Maide Leisg (lazy stick)

-Bravery, Integrity, Strength and family/”The Pack” is treated in the highest regards

-The Clans make intricate jewelry to each spirit and to Vinter Ulv, also for decoration.

-Created an Afterlife, ravens are thought to be the ones that carry the spirit to the land of everlasting snow and to the Den of Vinter Ulv.

-Miracles/Abilities:
“Sonic Bark” Vinter Ulv’s ability, Malekan has this ability only not as strong.

“Naria’s Kiss” grants all of Vinter Ulv’s Pack immunity to the cold, they can also heal faster when they are in the cold.

“Blessing of the Wolf” grants all of The Pack with heightened senses; this gift also gave them pointed ears, bright crystal colored eyes and sharper and longer canines along with sharper nails/claws (can be used as weapons in hand-to-hand combat)

-Malekan has 2 ravens that stay with him, Malekan has the ability to “see” through the raven’s eyes. This ability is also taught to the Raven clan.

-Past Events: Found and fought the Dodsfald
Found Moon Mother and her tribe, joined forces and created a Pantheon.
The northern Pantheon killed the Dodsfald

-World Building:
After the fall of the Dodsfald the remaining Pack members went to the site of the tear and gathered the fallen. The bodies of the animals were skinned and eaten as the Neanderthals where buried.
Over the course of time after the disappearance of Vinter Ulv, Malekan became head Chieftain. Malekan allows Beta’s to run smaller Packs but all Packs are under Malekan’s rule.
Malekan formed different disciplines for his people.
The Wolf- Most of the members follow this path, the wolf is the warrior discipline
The Raven- A select few follow the Raven, they are the ones that show an aptitude for magic and communing with the spirits.
The Snow Bear- This discipline is the “Tanks”; the members that follow the Snow Bear are larger than other members of the pack.

-Malekan also taught everyone how to make better weapons
Spears, hand axes, clubs, two-handed stone axes and two-handed stone hammers, shields, slings

-Malekan has shown and taught how to cultivate and domesticate sheep, goats, and aurochs. Along with Hops, potatoes, cabbage, raspberries, pears, apples, angelica, parsnips, radish, and turnips also bees and honey.

-Malekan has taught them the process of fermentation of honey, fruits and of hops.

-Architecture: Homes are built out of stone, wood and bone. The cave that the Moon Mother originated in shall become the capital city of the North. In front of the cave is the main settlement; in the cave is where Shera, Selena, and Malekan have built a colossal monolith inside. Within the main chamber of the great monolith is where the 3 rule from, the 3 thrones sit right in front of the Moon Pool.

All members of the Raven clan live in “Nests” on the side of the Great Mountain.
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Starlora
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Name: Moon Mother

Domains: Blood, Night, Magic, Spirit

Nicknames: The Mother, Light in the Darkness, Blood Mother, Soul Singer

Description of appearance: Misty form of a Maiden with long flowing Black hair and dressed in a gown that seems to be made of moonlight.

Symbols: An Owl sitting on a crescent moon. Red Full Moon, Blood Crystal

Important People/Prophets:

Shera: First prophet and Moon Daughter. Most Powerful Psychomancer

Selena: Shera and Grok’s daughter. Powerful Psychomancer and prophet.

Vanator: Son of Grok and Shera. After his father’s death he dedicated his life to the Moon Mother becoming a prophet and starting the Order of the Snow Leopard.

Grok: The Strongest Spiritual form that can be sung back by Psychomancers. He is a symbol of courage and strength. His spirit is sung to, to bring courage and strength when hunting and fighting.

Culture:

All members and all orders train to fight; using weapons and martial arts that mimic the animal of their order. Orders are chosen at puberty based on aptitude. Before puberty all children learn basic forms and martial arts from the time they can walk. They have skin that is pale, almost white, with black/grayish patterns. These random patterns take form after an order is chosen marking them like the animal they follow. They will cultivate a bond with an animal of the type of their order, like familiars.

Requispirta: the new moon ceremony to recall the dead and remember loved ones, the Remembered Dead. These are led by Psychomancers. They also believe blood holds the memories of the dead and so when someone dies their blood is mixed in a drink that is shared by the family and clan to keep knowledge and memories alive. The souls of the dead reside in the afterlife in the Stars, with Moon Mother. Spirits of the dead are carried there by Owls.

Psychomancer: Member of the order of the Owl. The Psychomancers carry a staff with a Crescent moon shaped Blood Quartz Head piece. They can sense people having troubled thoughts and dreams and help sing and soothe them. They study all forms of healing. They can sing to an injured person keeping the soul in the body longer so it has time to heal.

Blood Quartz: Everybody man, woman, child, gets a blood quartz. The clan gives newborns a crystal at birth that has been blessed by each member and infused with a good thought and a drop of blood. This preparing can take place throughout the pregnancy. At birth it is then placed on the baby. a drop of the baby’s blood ties that crystal to that child. As soon as the child is old enough and able to participate they then join the evening dedication ceremonies.

Awakening Dedication Ceremonies: When they awaken every evening (or day until they transition to night peoples) they pray and focus energy into their Blood Quartz and charge it with godly power and their own. The charged Blood Quartz are what Luna children use to power the gifts and curses of the Goddess.

Moon Cave: Capital city and place of knowledge and learning. Crystals are grown using the blood of enemies, prey, murders, rapists, and child molesters. (other less serious criminals will serve an set amount of time based on their crimes as an indentured servant. The dead of the clan are given to the crystals and the crystals grow around and consume the bodies. Vague misty forms of their faces can be seen in the crystals growing around in the walls of the cave and stones of homes. Some of the crystals are harvested and grown in moonlight where they soak up the light of the moon and are used to light the cave. The throne room of the Prophets is in the Moon Pool. The Natural underground spring runs through the city. In the bathing houses natural events bring hot water in to mix with the spring creating naturally hot bath houses (much like the Romans)

•The cave is a full capital city, with an academy for all orders. Markets and temple (Moon Pool)
•Areas are set aside to grow the mushrooms
•Areas of the cave grow and cultivate the Quartz, though deposits of the crystals can be found all over on the cave and building walls carved or built inside the cave.


The Orders: (Through the bond with their animals the orders can see and sense things through their familiars and have the ability to, even if vague and crude starting out, communicate. All orders work with each other as needed or as best suited for the situation at hand.)

•Order of the Owl - The Seekers. Psychomancers are in this order. Study the earth and world around them, seeking wisdom and knowledge. They bond with owls. They have keen eyes and hearing. Every closely in tuned with the spirit world. They study and cultivate herbs for healing. They live in the higher parts of the cave with tunnels leading to the surface, high on the face of the cliff. With the ravens of Vinter Ulv. The Psychomancers study healing and continue to sing to the Remembered Dead making their forms more substantial. Weapons: Distance fighters using slings and atlatls.

•Order of the Snow Leopard – The Stalking Death warrior assassins. Adept at killing silent and deadly. They will bond with and cultivate Great cats to fight and hunt with. They will grow finger nails like retractable claws and sharpened canines. Live in the cave.

Order of the Fox – The Seeing Eyes. Scouts and eventual spy masters. Quick, Sleek, Cunning, tricksters. Able to sneak up and study other tribes and groups. Trackers able to find their “prey” under just about any conditions. (Ranger/Scout class DnD) bond with foxes. Live in den like huts around the cave or lower levels in the cave.

Order of the Monkey – (don’t have a name yet) Limber, agile, Climbers. They use whips and ropes and grappling hooks to swing through trees and from roof top to roof top of buildings. Light fingers and a soft touch; make them great pickpockets and locksmiths. (Rouges) They live in huts built in the trees around and near the cave.

Abilities:
•See in the Dark
•Blood Crystals
•Curse of Pain and Death
•Sing to ease pain and heal
•Call the forms (Vague at first) of the Remembered Dead.

Past Events:
•Met and joined with Vinter Ulv
•Defeated the Dodsfald; destroyed the world. lol
Edited by Starlora, Aug 2 2016, 09:10 PM.
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Waffles
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Name:Animus
Form:Primal
Domain:All animals(includes plants and fungi though not bacteria or virus)
As the old gods of the previous 2 Millenia awakened, new gods began to ascend, fed by the energy pouring back into the world. A new deity felt himself manifest from the astral energy generated by the awakening of the old gods, and turned all of his collective senses towards the physical realm, searching for a suitable species to raise....

A king and queen termite, ensconced in their private set of chambers in a termite mound go through the daily processes of their life. Eat, breed, lay. Eat, breed, lay. The monotony was stifling, why didn't he go out to look at the scenery more often? Why didn- How am l thinking this?

The termite king looks around the royal chamber with a look of puzzlement that was the exact opposite of the queen's blank, insect expression. An amorphous black slime materialised in front of his face and spoke to him.

Hello your majesty. How do you find your new intelligence? I could only uplift one of the caste members in this hive so I chose you as you have an equal amount of control as the queen does and considerably more mobility. I wish to enter into a partnership of sorts.

You carry out my machinations and worship me and in return I will give you power to rule over the other termites. Sounds fair doesn't it? Now, your first assignment is to order your workers to start foraging for plant seeds. You know, the stone thing in the center of a fruit. You should find it in your newly acquired knowledge.

When they have collected them, plant them on top of the mound. Then care for them as they grow. The fruits they make should be easier for you to digest compared to wood and if you can't digest them you could always fertilise the fungi and having plants on top of the mound should make it stronger with the root system and all that. NOW GO FORTH. GO FORTH AND LAY THE FOUNDATIONS FOR YOUR NEW EMPIRE!
Edited by Waffles, Sep 12 2016, 02:56 AM.
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