Joined: 07/07/2010 20:00:18
Good morning/afternoon/evening, all. Welcome to our roleplay. Sharrowsign and I will be co-managing it. This particular RP is about two nations that have formed on the same continent and their interactions not only with each-other, but with the deities (some of which are found in our own mythos) that so enjoy amusing themselves with the actions of mortals. Conflict and corruption are everywhere, and your character must do his/her best to make his/her way through it. Have fun. Or not.
Exiled from their country, a group of renegades wandered the lands, hoping to find a place to call home. But there was no home to be found, and with nothing to lose but each other, they settled down in a land unknown to all. Those who had exiled them watched as they prospered, and from a strange land, created a country. It was small, but it was a country. The citizens of this country named it Aletheia, after the goddess of truth. They created a great place, of eight wonderful towns, and enough land to start many more.
There was Iris, the first town, and therefore where the government resided. The government was ruled by a council of eight representatives, elected by the towns that they were from. For luck, Iris was given the name of an ancient slumbering goddess, and this became a tradition in Aletheia, to name the cities after deities. Iris was the most beautiful city, but not the richest, or the largest, despite being the capitol. That title belonged to another town.
Yes, the richest town was Cerberus, a town protected by mountains on all sides but one. Cerberus was the most technologically advanced, and this allowed it to expand to become the largest. Its citizens were mostly engineers, though some decided to explore the minerals in the mountains, and became miners.
The next few towns to come up were Nike, Eris (commonly called Bellona Eris due to the similarity in name to Iris), and two very similar towns, which were like twins, and as such, were called Castor and Pollux after a very famous pair of deities. Nike was a town where honest workers could do whatever they wanted, from smithing, to teaching. Bellona Eris was where the military (known as the Aletheiades) were trained and housed. Finally, Castor and Pollux were given the blessing of great land for agriculture, and they distributed the majority of the food that the nation ate.
There were two more towns to be made. Once the nation's borders were expanded south, these towns arose. In the southwest, there was Hades, a secluded town in a very dangerous area. Hades survived, however, and became a more dangerous counterpart to Nike. The final town to rise up was Cetus, a fishing village near the Zelus River, which ran through the country's borders. Cetus quickly surpassed Castor and Pollux in food distribution, providing the country with fish to eat.
Everything was good, until a great disaster occurred. A group of outsiders (the slang words for outsiders were hestians or hestiades, due to the fact that the people who had exiled the original Aletheians were followers of Hestia) had infiltrated the country. They made their way down the Zelus river, and burned down the town of Castor. The citizens of Castor were forced to flee to Pollux. Meanwhile, the group of outsiders made their way through the mountain range that bordered Iris and surrounded Cerberus. Most people assumed that they died in the Kratos Mountains, but they did not. Instead, they infiltrated Cerberus, and burned it to the ground. The outsiders died later in an avalanche while making their way out of Aletheia.
Cerberus fell, but its citizens had nowhere to flee. Instead, they were forced to build a mockery of what had been there: to replace the richest, largest city, they built the poorest, smallest city. The new town was dubbed Apate. Meanwhile, in Pollux, the town struggled to house the citizens of Castor. Pollux became the second poorest city, though it regained some money later due to the great amount of food that it sent out.
And so welcome to this country of Aletheia. If you choose to visit it, you'd first see Nike in the northwest, and to the southeast of Nike, Bellona Eris. To the south of Nike and Eris you would see a large, thick forest, and south of that, the secluded village of Hades. East of Hades you would see large fields, just north of Cetus, which is located near the Zelus River.
Going up to the north of Aletheia, you'd see overpopulated Pollux, with everyone old enough working to feed the rest of the country. To the east of Pollux is a great mountain range which borders Iris, which, with Cerberus gone, the largest and richest city in Aletheia. Finally, surrounded by mountains, you'd see Apate, a shadow of what used to be there.
There would be only one thing alike in all of these cities: regardless of age, race, gender, and ability, everyone would be treated the same. Yes, those under fourteen may go to school rather than work, but everybody must cooperate. Everyone must follow the schedule: three days of work or school, another day of work regardless of age, a day of studying, and a free day. Everyone must have equal portions of food at meals unless they are sick and need extra food. Everyone must work equal hours: eight and a half hours of work, from early in the morning until mid-afternoon. As an Aletheian, the country is like your entire family, even though a child in Hades does not know a child in Iris. As an Aletheian, you are taught to share with the country what you have, and protect your country at all costs--even if what you're fighting against is a force not to be fought against.
So that’s Aletheia for you: seven cities which together, have prospered against all odds. Despite its success, Aletheia is not a perfect place to live in. It turns away many outsiders, in fear of military action. It forces all who are older than eight to start working. But still, if you’d like to know what it is like in Aletheia, continue.
Opportunities are mostly the same in Aletheia, though different cities mean different jobs. Overall, Aletheians were treated exactly the same in all establishments: it was mandatory that even the council of eight that was in charge of Aletheia was given the same treatment as every other person. Every child, starting at eight year old, was given opportunities to try out various jobs. At ten, they would start an apprenticeship, even if this meant that they would have to move to another town to have proper working conditions. Four years later, all fourteen-year olds in the country would graduate from school, and be able to get actual jobs. At age fifteen, the offer was made for these people to join the military in Bellona Eris. Finally, at seventeen years, citizens were authorized to try out for a role in the Aletheian Council.
With a normal job, you would most likely move wherever it is most convenient. A miner would move to Apate, despite the poorness of the town, as the large mountains are best for mining. A farmer would most likely move to Pollux, even with Pollux being as overpopulated as it is, as Pollux has good conditions for farming. For those who wish to take up a job as a blacksmith, a doctor, or any other job that does not require special conditions in the land, Nike and Hades are the obvious choices, though Hades is much harder to get to. Bellona Eris and Iris house the military and the government, respectively, and people who wish to serve them must move to these cities.
So there you have it. It’s Aletheia, land of workers, fair treatment, and all that. You could have a character here, if you want. I can imagine that you can imagine what it would be like. The threat of Myraum would likely force your character to make some changes to their day and protect their country.
Unless, of course, your character is from Myraum, in which case, that wouldn’t happen. But we aren’t forcing you to choose Aletheia. Heck, you could choose both if you want to. Meh. It’s up to you.
Long ago, a huge vessel referred to as the Ogra crashed on the shores of a continent unknown. The contents? Priests, miners, engineers, blacksmiths, doctors, three hundred caskets of gold, four hundred of iron and bronze, six hundred of survival supplies, and eight hundred of bows, swords, halberds, daggers, maces, axes, etc. These people were the remainder of an entire nation, looking for a new land to make their own. However, they found a land that only the insane would dare settle.
The land they found was misty. VERY misty. They ignored it at first, carting their supplies to a nearby clearing, and setting up a series of villages along the coastline, connected at first by roads and then by underground tunnels that the miners found when digging. At first, life was peaceful. The society was booming, and a project to explore the continent was underway. The foremost engineer, his underlings, and a crew of 500 others journeyed into the mists. They did not leave. Most thought them dead. They were, however, far from it.
The lead engineer, seeing what the mists did to his followers, began working on a solution. He cut hundreds of sheets of bronze into tiny threads, wove them into nets, placed a cloth behind each, cut this array into a circle, and placed this circular filter into a mask. This was done time after time until the 400 survivors could all breathe. They built first a village, then a settlement, then a city. They called it Damnation, on account of their situation. Half of the city was submerged in the murky waters of the marshlands; the other half was raised on a huge stone pillar, a metal staircase enclosed by a sheet of steel connecting them.
Meanwhile, the traveling party's compatriots were suffering. The mists had induced madness in two cities, plague in one, and depression in the rest. Only when the engineer returned from Damnation did things look up. He shared his mask technology and soon three of the seven cities were enveloped by mesh curtains backed by cloth. Others, which were desperate and could not wait for the master architect, collapsed their entire city into the warrens that ran through the earth. When he arrived there, each accused him of being a corrupt sadist, a heretic, or unworthy to live.
Decades later, the Architect became king of the realm, called Myraum after the King's late daughter. The cities were eight in number: Damnation, the capital. I believe I described it in previous paragraphs. Mourn, the northernmost settlement, is by far the most isolated and is the main source of iron for the country. The entire city is housed within a massive cave, and tracks lead out from it and into the warrens. The tracks are used for the transport of goods and people by way of huge metal cars that are generally pulled by horses. Lyacim, the second highest in global position, is the second largest and second richest, having almost the entire military stationed there. It is surrounded by a mesh wall like the rest, but the wall is much higher to accommodate its huge towers nothing else is at all notable about it, despite the governor being rather mad. Next is Cretin, founded by deception, raised up by greed, and famous for sin. It is third largest and is the sole city that remained without cover aboveground. It had no need to, as it rests very near the edge of the continent, where the mist does not reach. In the south lies the metropolis of Myraum, Driet. It is the most heavily populated, has the second highest towers, and is the poorest city of all of them, being filled with those who cannot afford to live in the comfort of one of the more spacious cities. Crime is abundant, but much less so than in Cretin. To the northwest are what are called "the twins," Tesa and Ardua. These cities are both situated underground and are capped by identical glass domes. A spacious tunnel connects them, making it seem as though they were one city. Little else is notable about them.
Myraum is corrupt. It is deadly. It is not for the faint of heart. It is a land of thieves, all of which are united under one man, Darius Rayn. He leads his underlings from their base just outside of Mourn. Most thieveries are small time, but the big score comes along all too often. They call themselves the Parasite, as they sponge off of the wealthy like their namesake. Myraum is also a land of assassins, all of which have organized themselves much like the Parasite. Their name? Well, there are many. Some call them Death's Children. Others call them the Walking Nightmares. Others still refer to them as the Souls of Sythe, the god of death which they worship. They are assassins for hire that hole up underground just north of Mourn.
So, that's Myraum for you. Dark place, corrupt place, the fruit of PK's messed up brain. Enjoy. Or not.
These are the gods and goddesses that preside over the world. Some you may be familiar with, due to their presence in legends and myths in our world. Some you may not, as they are unique to this strange universe.
Users may only control them with permission from a creator.
Aletheia: Goddess of Truth.
Apate: Goddess of Deceit, though she slumbers for now.
Hades: Supervisor of Hell, or at least the equivalent of it.
Iris: Goddess of Rainbows, and also
Bellona: Goddess of war.
Nike: God of victory.
Pollux: One of an ancient pair of twins.
Sythe: God of death and plague.
Adram: God of anger and blood feuds.
Sari: Goddess of insanity and physical healng.
Nod: God of earth and intellect. Father of Sythe, Adram, and Sari.
Aeran: Goddess of fire and pain. Mother of Sythe, Adram, and Sari.
1. None shall commit the crimes of godmodding, metagaming, or any other offences.
2. None shall roleplay unless they are literate and can type and roleplay well.
3. Respect the mods and other players. (I’m getting tired of saying ‘none shall’)
4. Please keep all hands and feet inside the vehicle at all times.
(Everything below was written by PK except for number 10.)
5. Godhood is reserved for the creators and those they deem mature enough.
6. Keep IC posts IC and OOC posts OOC, unless some emergency arises.
7. When you are banned from IC or OOC, coming back without permission will force one of us to contact an SM.
8. Mods have the authority to "temp ban," but cannot issue the real thing. They are obligated to alert a superior when a temp ban has been issued. Only creators may remove or assign full bans.
9. Temp bans can be a maximum of two weeks long.
10. PK really? He tried to put one of those ‘put ___ in the other part of your char sheet’.
12. Read OsakaSun's guide to realistic roleplaying. LAWL WE SKIPPED ELEVEN
13. Google "Bullseye" by KDrew.
14. Rise and shine, Mr. Freeman.
15. POOTIS SPENCER HERE
18. Or not.
Name: This should be obvious.
Age: 15 to 40.
Location: Town, Country.
Bio: Not required, but at least put your character’s job here.
Faction: Only applicable if your character is of Myraum.
Appearance: I really don’t think that I should need to explain this.
Personality: See above.
Other: Anything that doesn’t fit with the above.
Thank Sharrowsign for everything about Aletheia, the first 4 rules, and the char. sheet. You may ask either of us for more detail on a point of our respective nation or on other issues of the RP. Thank you very much for taking the time to view.
DISCLAIMER: Do not be a brat if your character dies. They very well might. Just make a new one and move on, maggot.
This OP longer than most of my history essays.
[LAWL PK ITS ONLY 6 PAGES LOLOLOLOLOL HAHAHAHAHA
This message was edited 3 times. Last update was at 07/14/2012 00:16:34
Joined: 07/07/2010 20:00:18
Age: N/A. Gods are ageless.
Location: N/A. Wanderer.
Bio: From birth, Sythe was rather frightening. His skin, constantly in shadow, was cold to the touch and would prick those he did not like that touched him. No face was discernable, only an ever shifting, black, ethereal cloud. From an early age he desired power and was clever enough to get it. When his younger brother Adram had something that Sythe wanted, the elder would either threaten Adram until he gave it up, take it by force, or destroy it. Later, when being trained as a warrior, he demonstrated his ability for the first time. When made to block with a sword, he did, but the instant after his trainer fell to the ground, dead. When studied, the body revealed a thin black blade piercing his heart from within. It severed three major arteries and pierced one lung. There was no entry wound or any sign of sickness beforehand. Those in charge of godly assignment gave him other tests, and each test was solved with death. Immediately he was presented with the blade, cloak, and moniker of the Death god.
Appearance: Sythe appears as a man of six and a half feet wearing a black hooded cloak and black plate mail. His face is constantly a blur, but will contort itself to display severe emotion. His skin is black, smooth, and cold to the touch. He has no fingerprints or fingernails and usually wears gloves to hide this fact. Black ones, of course. the blade at his side appears as a dagger when sheathed, but unsheathed it is an ebony rapier embossed with silver skulls.
Personality: As the God of Death, Sythe can not afford mercy. He will take a life without a thought, but will only do so if it is the victim's time. Death is not random, and neither are Sythe's strikes. When it is time for someone to die, he knows. He has always known. Even when sleeping, he knows. Despite having a duty, Sythe is also rather malevolent. He has control over plagues and does not cease to unleash them on mortals for his amusement. He makes his home in a place between the underworld and the mortal world, a place that only gods can acess. Why? In that space, death means nothing. It cannot happen, as it is between the realm of death and the realm of life. only gods can remain deathless.
Name: Jason Lane
Location: Nike, Aletheia
Bio: Jason is a citizen of Nike. When he was old enough to work, he was unsure where to work. Eventually, he was forced to be an engineer's apprentice. Jason learned how the limited technology worked, and soon managed to become somewhat of an expert on the subject. However, Jason was seperated from his family four years later, when he moved to Iris to work in the government's team of engineers. Eventually, he returned to Nike, but not before he grew apart from his family. Jason eagerly awaited his fifteenth birthday, which was when he would be permitted to serve in the military. In Iris, he had heard tales of great generals and soldiers, and soon became fascinated by the military. However, his enrollment in the military was postponed when the lead engineer of Iris died, and Jason was forced to take his place. Now, four years later, Jason finally can move to Bellona Eris to train, though he will be separated from his family once again.
Appearance: Jason is of average height, though he is a little on the short side. He has jet-black hair, and blue-gray eye. Burn marks cover his arms and hands, due to work accidents. He is thin but wiry, and at first sight, does not look like much of a threat. However, even this is hidden due to the fact that Jason normally wears a worn gray cloak that covers most of his body. This is a habit, as in Iris, engineers are required to wear a gray cloak for identification. Jason, after moving back to Nike, kept his cloak, and now wears it on a daily basis. Underneath his cloak, Jason wears a plain shirt and pants, which were made by his aunt, who is one of the city's tailors. Overall, Jason has the strange quality of being at first unnoticeable, but after being noticed, is nearly impossible not to be noticed.
Personality: Jason is normally lighthearted, though when he feels that it is not a good time to joke around, is capable of being quite serious. He is usually skeptical of unusual claims, and usually dismisses these as jokes. Jason also tends to act without thinking, and has gotten into trouble because of this. He has a taste for adventure, and after being exposed to Iris, Nike, and soon, Bellona Eris, Jason hopes to, after moving to Bellona Eris and becoming part of the military, to explore Aletheia and see what is there. Jason also tends to stray from instructions, which led to him getting injured quite a few times while working with the engineer. Jason, when faced with a hard decision, always chooses what is best for him and him only. For example, when forced to either stay in Nike with his family, or live by himself in Iris and serve the government, Jason automatically chose to move to Iris: a decision that saddened his family very much. But overall, Jason is curious and adventurous, though his recklessness tends to lead him into trouble, if not injury.
Other: Bluh nothing to see here just accept it already
Name: Tidus Amsterdam
Location: Cetus, Aletheia
Bio: I don't feel like typing Tidus's life story, so he went to work at Nike, to become a fisher. It is rare when he doesn't make a catch.
Appearance: Tidus is a blonde who has blue eyes and a wild hairstyle. He isn't very self-concious about his appearance, not that he could afford anything that was not normal phesant clothes. The is a tall man, almost six feet in height. He has black boots, which seems to be his only article of clothing he likes. He has thin glasses, and a thick Swedish accent.
Personality: Tidus is more of an outgoing person. Yet his face remains completely emotionless, and his voice is level. That is the odd thing about him. He'd call a man his wife and his voice wouldn't change a bit. His voice is hard to understand, as his words usually are missing vowels. Instead of a greeting like "Hello, I'm Tidus." He'd say,"H'llo m' Tid's." There are times when nobody will understand for that reason.
Other: I read the rules. Also, Tidus is based on a character. Perhaps he is that character.
Location: Forest to the west of Cetus.
Bio: Huragortha was born in the wilderness as a child; his parents were hunters that gathered meats and hides for a nearby village. Having no education, and no friends, he didn't have much to do as a child, apart from helping his parents hunt. As he grew older, he contributed more, and eventually became as skilled as his parents. Lately, life has not been good; his mother has died, and his father has attempted to drown himself in ale many times (their cottage is located near a tavern) and Huragortha has had to support the pair.
Lately, however, he has found a new occupation: bounty hunting. The woods that he lives in are a safe haven for bandits, as armed forces cannot negotiate their way through the thick forest. While he does not take on large jobs, such as taking down gangs, he is satisfied dealing with highwaymen and thieves. While he does not own a sword, he does possess two hunting knives that are useful weapons. With enough money to sustain him and his father, he has started going to the modest school in town, in an attempt to actually get an education.
Appearance: 6'3", with a slender, lean build. He has shoulder length dark-brown hair, and grey eyes. He wears a green-and-purple tunic, and grey pants. He always wears black leather gloves.
Personality: He is quiet, and only talks when he sees fit. He does not care for anybody except his father, and even then the relationship between them is tense. He does not care for the world outside his forest, and cares even less for Alethiea.
Other: HAND IS A DOLPHIN! HAND IS A DOLPHIN!
This message was edited 5 times. Last update was at 07/19/2012 17:27:37