Mortal Gods [Recruiting] Original | Medieval | High Fantasy

Started by Kissa, January 03, 2023, 05:07:13 PM

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Steir

Contemplating on going with Magic - already have a character in mind but it will take me awhile to write up the sheet.

shengami

I'm drafting as well. An Angel of Death. Einherjar type. Mixing in a bit of Valkyrie. Think a muse of war. Since there is no 'after life' per se, and we already have the Vulpi escorting spirits, went more a muse of destruction. Should have it up inside the next six hours depending on circumstances.
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Cherry Ronde

My idea was a lesser goddess of Sin, and the Purification thereof; her role as a lesser god is to absorb the sins or impurities of mortals and bear them onto herself, that mortals may live lives closer to what the prime gods would *prefer* them to do.  The twist would be that normally, she'd expunge the hazardous impurity in her body after she leaves Azure, buuut... now that she can't leave the mortal realm, she's in a bit of a bind.

Kissa

Added animals, magic and sin in the reservation list.

Quote from: shengami on January 05, 2023, 11:34:58 PM
I'm drafting as well. An Angel of Death. Einherjar type. Mixing in a bit of Valkyrie. Think a muse of war. Since there is no 'after life' per se, and we already have the Vulpi escorting spirits, went more a muse of destruction. Should have it up inside the next six hours depending on circumstances.

There are already prime gods of death and war, so your character would need some other title. Otherwise sounds like it could be intriguing concept.

Quote from: Cherry Ronde on January 05, 2023, 11:53:12 PM
My idea was a lesser goddess of Sin, and the Purification thereof; her role as a lesser god is to absorb the sins or impurities of mortals and bear them onto herself, that mortals may live lives closer to what the prime gods would prefer them to do.  The twist would be that normally, she'd expunge the hazardous impurity in her body after she leaves Azure, buuut... now that she can't leave the mortal realm, she's in a bit of a bind.

So your character is goddess of sin? Sounds like she is already in more trouble than the others. No good deed goes unpunished : (

shengami

Version 2.oh!
God name: Daryus the Fallen
Alias: none, he is not a known ‘god,’ so he just uses his name.
Title: God of Heroes
Age: 193
Gender: Male
Race: Human
Sexual orientation: Demisexual
Player Name: Shengami

Physical Description: Daryus' divine form is roughly similar to the mortal forms he takes. An elderly, grizzled, but still clear-eyed and potent warrior standing over six feet in height with a thin frame that belies his power. The mortal forms have always had slight variations on the theme of his god-form, but they always omitted two key features. In his god-form, he bears a set of bull's horns and a thick brass ring through his nose. Typically, somewhere on his person, his mortal form will always bear some indicator of this though. The tattoo of a bull, a series of brass bracelets, or similar devices. For whatever reason, Daryus has never taken a form other than a human one.

Personality: Daryus loves with all his heart and cannot hold back. He is a being of passions. And that is what broke him. Watching those he cared for, raised, trained die vain, meaningless deaths each time slowly took it all from him. He questions his purpose and the purpose of the Prime that created him. Cynical, jaded, and grumpy: he knows that many of his kind have burned out this way. And yet, he still clings to life rather than ending it all. Rather than going back to Eternium and asking, as others have before, to be relinquished from his onerous duty, he remains. For the last five years he has stolen, sold his skills, and wandered looking for something that his restless soul cannot identify.

For, in truth, he seeks a great hero. One that will live forever in stories and memories. One who could surpass him. Or, maybe just maybe, he seeks to be that hero?

Ona  final note, though he has always taken a human form, Daryus has a fondness for and share kinship with any bovine lifeforms, sentient or animal.

History: Daryus was crated by a combination of the Primes: Destruction and Lust. From the beginning, from the very first day, he desired to see the heights that mortals could achieve. Specifically, the heights of war. He took no joy in the hunt, no pleasure in execution or torture, only in combat. In his eyes, the stronger and more glorious the combatant and the fight, the brighter they shone. It was not enough that talent was present, nor enough that hard-work was put in: both must be combined in that one right moment. In that instant, the human souls shone forth in true beauty. he craved it, trained himself to nurture it, and explored the tools he had received from his creators.

Twenty years after his creation, he chose a human duelist. For thirty years, he watched over the girl. Lead her to insights, inspired her to create a new form, and subtly nudged her along the paths of glory. In the end, hailed a saint, she died bloody and broken in the mud. Devastated by this, Daryus took nearly a decade to recover in Eternium among the ranks of his brothers and sisters in Sapphire City. Finally, though, he chose again to mentor a young knight. He tried to guide and inspire while maintaining distance this time. The knight achieved great feats, struggles, shone brightly. But Daryus still felt wracked by loss when the knight was brought low during a siege. A third was chosen and taught defensive techniques by Daryus and died a young, futile death protecting his flock from wolves. A fourth saw another fierce lass fighting for her life in gladiatorial arenas slowly broken as she was used to produce ideal “slaves.” A fifth died of a disease just reaching their pinnacle. And a sixth, then a seventh, and an eighth. Each time shorter and shorter as he came to dread the end. By the last one, he only stayed long enough to train them and then moved on to hear of their death at a distance that dulled the sting. But still, it stung. Every. Single. Time.

On and on for the better part of two centuries. Each time, Daryus could not help but love his charges and was devastated by their loss. Songs were sung of many of them, ballads, stories were told. But their light was gone. Erased. Destroyed. Worse, the skill he had cultivated, nurtured, developed was deleted. Each time he chose, he had to begin again knowing that the light he crafted would shine, flare, then die and be gone forever. Finally, five years ago, he incarnated in his usual form, that of an aged, wise mentor and trainer, but he rebelled. Bitter and scarred inside, instead of seeking a new charge, he spent his time in taverns and brothels. Waiting for the day the one who created him would would simply unmake him.

Deity power: Inspiration As a muse, it is Daryus’ responsibility and main power to cause others to make sudden, miraculous leaps of intuition. He cannot work with nothing, obviously, but someone who is striving towards a goal might suddenly have a strange accident and figure it out or be training rigorously all week only to have a dream of a new technique. In every case, the more skill and hard-work the target has already put into the skill, the more benefit they gain from his presence. This power works just by him being in the presence of someone nominated as his “student.”

Mastery:
The Horn, the Tooth, and the Claw As a muse of direct, personal combat, Daryus is a master of the most commonly used melee weapons: axe, spear, and sword. He knows all known forms, is a master of all known techniques, and is familiar with all known types of these weapons.
Sympathetic Surge Daryus can transfer some of his speed, stamina, and strength to an ally for a short time. Daryus must stay within ten meters of the target to maintain the connection. The effect lasts up to two hours. Daryus is exhausted at the end of the effect.
Shieldbrother As befitting a muse, Daryus has learned how to support his allies. To defend them as well as make openings for them to exploit. Him and his allies always fight and defend better if they work as a unit.

Talents:
Ferrier Having traveled with and lived in hundreds of war camps, Daryus has become skilled at maintaining and repairing arms and armor.
Eye For Talent As a muse, Daryus has developed a natural eye for combat, tactical, or logistical prowess in others. He can easily measure and understand not only a warriors current level but potential just by observing them.
Veteran of Taverns Daryus knows just about every bawdy tavern song or soldiers’ marching tune ever sung and is usually happy to recite them in his rich baritone.

Advantages:
I am the Bullgod Daryus possesses the strength and stamina of five mortal men.
Ironhide Daryus possesses no need to wear armor as his skin is naturally resistant to cutting, piercing, and fire damage. Bludgeoning damage is not as heavily resisted.
Inured to Gore There is no wound or battle atrocity that he has not witnessed. Indeed, such horror is part of his very nature. They no longer phase him.

Weaknesses:
And Running water Shall Be His Bane Due to some facet of his creation, Daryus is incapable of setting his feet into running water. A violent force throws him back each time he tries in all the forms he has ever had.
Loves the Drink Alcohol buries the memories and the hurt. Some might call him an alcoholic.
A Heart Both Powerful and Soft Though hurt in the past and hesitant to connect, once Daryus does connect the bond is true, deep, and permanent.
Runs Hot Daryus has a weakness to the cold. If exposed for too long, he drops into a dreamy torpor until warmed up.

Player Ons and Offs:


Edited 1/6
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Kissa

Everything else in Daryus’ sheet looks good except his history and especially his origins. The prime gods don’t have muses and there are no angels in that sense that they serve the gods or work in between the gods and the mortals. Angels can exist, but as a mortal race. They aren’t divine beings.

Each lesser god is created by one or more primes. They aren’t part of the cycle of life as they aren’t mortals. The mortals, both people and animals, will lose their memories and be reborn as a person or an animal. For this reason, memories of a mortal person can’t be reincarnated as a lesser god.

We probably didn’t explain this part of the setting clearly enough so there was a misunderstanding. If you have any questions, don’t hesitate to ask : )

shengami

Ahhh, okay. The origin thing is easy and tough.

1) Reworking him as a more typical god is easy I think. The God of heroes created to do the job as I've described it: find, train, and nurture heroes. A such, he is not a god in the sense of a religion or worshippers but more in definition of the cosmology of the world.

2) He is not a reincarnation of the mortal. Instead, he was crafted with a copy of a mortal's memories. He would feel and act as if he was that person, but he is not that soul/person. They have been reborn or are in the process. If it is not possible to copy memories, that's fine and I'll rework it a bit. But, if not, can I ask why? Just curious why a individual mortal would be so thoroughly obliterated that way.

Cheers and thanks for the feedback! Even if he changes a bit in reworks, this is a fun concept to play.
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Gardsorm

Leaving this here to be fixed up tomorrow, or sooner.

Work in Progress


God name: Amur

Alias: Gerald Links

Title: God of Revelry

Age: 146

Gender: Male

Race: Thera

Sexual orientation: Heterosexual

Player Name: Gardsorm


Physical Description: Amur stands at a height of 6'4, with silvery white hair, grey-colored eyes, and cute spotted ears upon his head. Joining those ears are a long, fuzzy spotted tail, with both being the most obvious indicator of his Theran race to others. Despite his proclivities for drinks and celebrations, he doesn't neglect his physical health (or more accurately, he has no need to keep an eye on it too much but does so anyway just to feel like a human) and works to stay in shape to make sure he doesn't grow too dull... Or worse.

Personality: Friendly and affable to a fault, often Amur will usually be seen in a good mood and rarely seems to show a bad side of himself, be it angry, sad, or anything inbetween. However, those who drink with him long enough can tell he isn't all quite there despite his merriment and good cheer, as if he has secrets and thoughts he isn't willing to divulge. This is usually easier to notice if he drinks by himself, often lost in thought and not as quick to answer other's queries and statements until he's brought back into the moment. Every time someone presses him for an answer to his hidden melancholies, he seems to lock said answers even deeper than before.

Above all, he is the God of Revelry, and he intends to present himself as such for days to come, and so he endeavors to never be the reason that brings down a party's good mood. Be it with good food, drinks, entertainment, or company, Amur enjoys seeing smiling and delighted faces on his charges, but woe betide anyone who intentionally threatens the enjoyment of others in his vicinity; The manner in which he deals with such individuals varies greatly but is almost always presented as entertainment to onlookers.

History: For many years the God of Revelry, Amur, sought to bring the delights of the mortal world into the plane of Sapphire City and share the feelings and experiences with his fellow man and woman... However, when it became apparent that the Gods would never overcome their lack of desire for the finer things in life, he started to prolong his stays in the mortal realm of Azure to share the joys with people who could actually indulge and appreciate them. Though he isn't sure how many actually exist, Amur is one of the few Gods who enjoys being in Azure more than Sapphire City.

Under the name of Gerald Links, Amur walks among humans, drifting from bars to taverns, indulging in drinks with others and helping to facilitate the age-old passtime of 'Happy Hour' wherever he goes. No matter the occasion, it's said that wherever celebrations are held, Gerald isn't too far behind, and the more raucous the more likely. The man finds it quite easy to make friends with the populace, and even when trouble comes knocking, he's quick to find a way to diffuse it with the least amount of violence possible.

However, though Amur wears a smile and seems to be in a good mood all of the time, the woefully short lifespan of humanity always weighs heavy on his being. Many a time has he needed to pour out drinks in silence to toast to friends he's outlived, wishing to share the good experiences with them once more. Often times he indulges in large quantities of strong alcohol in the vain hopes of forgetting everyone, and being reminded of his inability to become inebriated, which leads to the disappointing reminder that he can never forget anyone. All he can do is put on a smile and continue to bring good times to those around him, slowly adding to the myriad faces he'll inevitably need to toast in silence to.

For now, Amur wears the mask of someone full of delight, enjoying his existence and sharing in the good times with others, but deep down he understands sooner or later, he has to come to terms with the reality that he can't simply wander through life without a direction simply to enjoy the finer things.

Deity power: Aura of Good Cheer - A simple but effective power, Amur brings good feelings to those around him, helping to uplift spirits or magnify them if they were already there. Those down on their luck or feeling moody may take longer or else be entirely resistant to it, depending on the person.


Mastery:

Tonic Trouble: Drinks are his forte, and the things he can do with them are numerous. From joy to pain, Amur can whip up something sure to give you a buzz or put a foe out of commission.

Toxic Aggressor: Just because he wears a smile on his face and appears a jovial sort doesn't mean he isn't dangerous; He's well-trained with a sword despite seemingly presenting a lack of discipline, while treating said sword in a manner befitting his station. His poisonous blade work varies in intensity but rarely kills unless he specifically seeks someone's demise... Of which has yet to happen, thankfully.

Seein' Double: Oops, maybe you shouldn't have had so much, you're starting to see multiples... Or are you? Amur has the natural ability to create a second image of himself with part of his power to throw enemies into disarray... Or to simply be in two places at once. Sometimes you just want to spread the good cheer out wider, you know?

Talents:

Mixmeister: Amur has tasted many a drink, and thus can recreate many from memory, or else mix them to create something wholly new.

Partygoer: Doesn't matter what kind of celebration it is, somehow Amur will know it's being held and where. Don't even think of trying to hide the drinks, either, he's got a sense beyond a boozehound for alcohol.

Capable Dancer: Having attended many celebrations throughout his life, Amur is rather fancy with his footwork, although he prefers more modern style dances to those of old. There's more entertainment value to be had in them.

Equipment: Fierzalomyr, Sword of Intoxication: A unique blade carried by Amur, the weapon is forged of a special, corrosion-free material. Designed to use a self-perpetuating toxin distilled from various drinks and then mixed with additional material to create a weaponized elixir. Both the scent of the weapon and the poison it drips can heavily inebriate and dull the senses of lesser beings, with prolonged exposure outright rendering them unconscious. To date, no one knows exactly why the sword is named that, although the story behind it will probably not be as entertaining as people might imagine.

Vessel of Everlasting Mixture - Amur's personal creation, a dual-purpose mixing and drinking bottle from which he creates and shares his favorite drinks. By utilizing various runes crafted into the vessel, Amur can channel his energy into it and will the creation to manifest various drinks within. The 'everlasting' nature comes from its ability to self-create more of whatever he mixes within the bottle as long as it can be safely ingested. Never again does anyone need to be without drinks! Rest assured, that water can also be procured within it, for those trying to sober up.


Advantages:

Inability to Get Drunk: A god of wild partying he may be, but he'll always keep his faculties while doing so. No amount of alcohol will ever dull his senses, and he'll always win a drinking contest versus the unsuspecting.

Party All Night: The more activity he engages in, the less tired he'll be. Conversely, if he stays inactive for too long, he'll sleep sooner than the average person. In essence, he can be awake for days on end without detriment as long as he keeps himself busy.

Footing the Bill: Amur has learned to sell his drinks and mixtures to make coin in life, and while he isn't one of the richest people alive, he's got enough wealth to live comfortably if he wishes, and usually won't mind using it on others if the mood takes him.

Weaknesses:

Inability to Get Drunk: Wait, but this was an advantage you might tell yourself. Sadly, for someone who wants to get so piss-drunk he forgets everything from other people to his own name, it's as much a curse as it is a blessing. Despite being in a mortal body, he'll never know the joy of getting truly drunk.

Oblivious to Feelings: Amur is a friendly sort, but doesn't understand when others are trying to share their feelings with him. He's broken a few hearts in his life, and will likely break more to come if he never understands to accept the feelings of others.

Noncommittal: Amur considers many people, male or female, his friends. Someone might even be more than friends with him, but he'll never see them beyond that as he is right now. Maybe some gods seek out love actively, but he isn't one of them for the time being.

Flirty: He can't help but admire and acknowledge the beauty women possess. It gets him into trouble quite easily with them sometimes, or often with men who take offense to his flirtation s with their women.

Trouble Magnet - Besides the above example, other sorts of trouble often find their way to Amur one way or another. Rival drink peddlers, gold diggers, assassins. A god trying to have fun just isn't safe in this world.

O&O's: Optional.

Levi

Spoiler: Click to Show/Hide
God name:Nitia
Alias: Nina Gatti
Title: Goddess of Animals
Age: 159
Gender: Female
Race: Lionra? (Lion Beastman)
Sexual orientation: Pansexual
Player Name: Levi

Physical Description: Her human form is not much diffrant to her Goddess one. Tall verging on 6", slender with natural bronze skin. Her nose is covered with faint freckles. Sun-kissed golden hair and eyes blue as the sky with green flecks.

Personality: Nitia loves all animals big and small, slimy, furry and anything in between. She understands the precious balance of prey to preditor and life to death and accepts all as part of her duty. However, she detests cruelty in any form and speaks out loudly against it in any form she holds. Nitia is quick to defend her animals natural homes and has never really gotten use to the modern age.

History:

Deity power:[/] Shapeshifting - To help her herd and maintain understanding Nitia can take the form of any animal that walks the planet. The only limit on this power is if an animal becomes extinct she can no longer call upon its form

Mastery: Represents the knowledge and skills related to combat matters, if applicable. If your character isn't well-versed in direct combat, then their knowledge of how they aid and support others goes here.

Max 3 masteries. Aim to match the masteries with the general theme of your lesser god. Despite being called gods the characters aren’t meant to be almighty beings. Please try to keep your characters' talents and abilities in order, and refrain from trying to implement multirole powers or abilities that let you do multiple things with one slot.

Talents: Represents non-combat related knowledge, such as hobbies and other personal skills that do not have a place on the battlefield but still define your character and their role as a deity. Aspects such as Sailing, Baking, Handicrafts, knowledge of certain matters, and more all go here. Min 2, maximum 5.

Equipment: If your character has some unique or significant equipment, should it be mentioned here. No need to list every handkerchief or pair of socks your char has, but if the char has, for example, Blade of Phoenix, Orb of Seeing or something similar, then it goes here. If you char owns nothing special enough worth mentioning, delete this section.

Advantages:These are advantages that give your character a bit of an extra edge compared to others. Minimum 3, max 5.

Weaknesses:Things that stop your character from being perfect, those lovable imperfections that make them relatable. Minimum 3. No maximum limit. It is possible to remove weaknesses by overcoming them (doing scenes where that happens), but the number of weaknesses can’t go below the minimum of 3.

Player Ons and Offs: Optional. Sexual and non-sexual things you like and don’t like in your roleplay. Link to your O/Os works too.
A Working Progress.             Posting responses are: Slow.    Updated

Kissa

Quote from: shengami on January 06, 2023, 03:38:46 AM
Ahhh, okay. The origin thing is easy and tough.

1) Reworking him as a more typical god is easy I think. The God of heroes created to do the job as I've described it: find, train, and nurture heroes. A such, he is not a god in the sense of a religion or worshippers but more in definition of the cosmology of the world.

Yep. This sounds good. Not nearly all lessers have worshippers. Some prefer keeping a low profile. Each lesser is created for a purpose. Some take their duty more seriously than others.

Quote from: shengami on January 06, 2023, 03:38:46 AM
2) He is not a reincarnation of the mortal. Instead, he was crafted with a copy of a mortal's memories. He would feel and act as if he was that person, but he is not that soul/person. They have been reborn or are in the process. If it is not possible to copy memories, that's fine and I'll rework it a bit. But, if not, can I ask why? Just curious why a individual mortal would be so thoroughly obliterated that way.

Cheers and thanks for the feedback! Even if he changes a bit in reworks, this is a fun concept to play.

It’s not possible to copy memories. In game answer is: It’s too big burden for a mortal to carry the weight of all the losses and sadness of previous life/lives. It’s only merciful to let them forget their past so they won’t be crushed under its weight.
OOC answer is: Erasing memories is the will of the primes. The reason they have decided to do so is something that will be revealed in the game due time.

Happy to hear you still like the concept : ) We are here to help. Thank you for the cooperating with us so well.

shengami

Okay, version 2 done. I think there needs one more revision of him though. Feel free to throw some thoughts at me if you'd like. Right now, I'm sort of creating in a minor vacuum. Still, the idea is juicy and has a lot of potential.

That's open to anyone though. Does the internal idea of the character seem coherent? I considered adding equipment or doing more to tweak the abilities he had, but I like his moveset. And I like the idea that he is focused on inner talent and skill. Any weapon is a deadly weapon in his hand, no need for special ones that would make him stick out.
Am I on the hunt for a story? - Not really...
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Steir

Work in progress. Please keep hardhats on at all times.

Spoiler: Click to Show/Hide
God name: Scientia
Alias: Freis Levian
Title: Goddess of Knowledge Magic
Age: 150
Gender: Female
Race: Human
Sexual orientation: Bicurious
Player Name: Steir

Physical Description: In her divine form, Scientia had been best described to resemble a metallic, humanoid construct with a set of clockwork gears constantly moving behind her. Her body is covered in a plain white robe of fine quality signifying the purity of pursuit in knowledge. On her right hand she wields an ornate staff with a clear orb on top for the purpose of seeing what is ahead, while the other hand carries a hardbound tome representing all known knowledge.

In her mortal form, Scientia assumes the form of a fair human maiden with light violet hair and amethyst eyes. She is frequently garbed in scholarly robes when busy with her studies, but when the need to seek knowledge in the field calls she isn't afraid to don adventuring gear to seek what she needs.

Personality: As a scion of Order, Scientia frequently comes off as lacking in emotion. Most would think of her as cold and uncaring of others. Those who pursue knowledge in her name however know otherwise - Scientia gives to those who seek. She only offers her hand to those who are ready to learn and seek knowledge. She rather exerts effort in caring for those who follow her ways than to spend energy in those who refuse to welcome thoughts other than their own.

Freis is a well-mannered individual, hinting of an aristocratic history. She is driven in the pursuit of knowledge wherever it can be found and is willing to lend her aid to those who ask from her. She enjoys most of her time reading tomes of great libraries or galleries hidden away, seeking to know more of what she can. She has a penchant for order, always emphasizing the need for a plan before committing to action.

History:
Scientia is the product of the Prime God of Order, constructed together from logic and reasoning. Since the beginning of her existence the lesser god would choose an individual and possess them, blessing them with incredible clarity of thought and learning ability. She would stay with them until the end of their lifetime, returning to Sapphire City to archive the knowledge she accumulated during her time with the mortal. After this she would return to choose another mortal to grant her gifts. This would continue for several cycles.

Until she met the individual named Freis Levian.

Most scholars the lesser god chose were usually already in their prime. But Scientia saw Freis already promising in her youth - the young woman would challenge tradition, questioning what was already known and seeking proof that she could become as good a mage as the elders mages of the royal court of her kingdom were. The young woman was able to enter a mage academy when she came of age, and it was at this point that Scientia decided to inhabit the lady and continue her pursuit of knowledge.

While most scholars would simply sequester their discoveries in their libraries, Freis shared hers with others. She was not afraid of those who knew more than her and actively sought out more knowledgeable individuals to further her pursuit of knowledge. Even as she neared the end of her life Freis dedicated in teaching others and learning from her own students. Her accomplishments as a mage earned her the title "Mage of a Thousand Spells".

After Freis passed away, Scientia felt an immense sadness for the first time. Seeking help from the prime god of Order for the first time, Scientia requested to continue using Freis' body during as her vessel on her visits to the mortal realm.

Rumor has it among commonfolk that a violet-haired mage would lend her aid to those in need. They simply have to ask for it.

Deity power: Magic Awakening
The potential for Magic have always dwelled within all living things. For some it is easy to tap upon, others needed more guidance. Scientia can discern an individual's potential for magic by coming in contact with that individual and spending at least a minute to feel their magic and nudge it awake. She can then direct them to their proper potential teachers should their magic lie outside her specialty.

Mastery:
Repository of Learned Magic: Scientia can use all learned spells that came into existence through research and studies. These spells are only limited to the ones a mage can learn. She still requires the necessary components to cast those spells while in her mortal form.

Knowing the Magic: Just because Scientia cannot use other magic does not mean she cannot learn how they work. As such she is aware of the signs of what spell will be cast, or what effects spells can have on various things.

Potential of Magic: Spells are only one outcome of magic. By directing magic briefly within one's body Scientia can temporarily enhance her physical abilities. It is however not as efficient as spellcasting, therefore Scientia only uses this option for emergencies.

Talents:
Teacher: What good is knowledge if it cannot be shared to others? Scientia has learned this a great deal during her time with Freis and spends the rest of her time in the mortal realm sharing helpful knowledge to others. It does not always earn coin but it does earn goodwill of the people she helps out.

Historian: Inspiring tales of brave heroes, cautionary tales of villains, rise and fall of empires. There are people who would want to hear such tales to learn about them.

Component Gathering: Scientia has developed a knack of finding spell components. Once every rest period she can spend some time to find a basketful of spell components that she or others she know of can use.

Equipment:
Staff of the Sage: Scientia's staff made of divine materials. Often disguised as a simple oaken staff, it allows her to cast spells without their material components while she wields this.

Tome of Magic: the tome Scientia carries with her. It appears worn from age and use, but the pages inside remain pristine and clear. It always opens to the page containing the information about magic needed. No one knows how many pages it truly has.

Advantages:
Eidetic Memory: Scientia can call up information about a specific person, place, thing, or event with uncanny accuracy, based on the known information about such item.

Mage Spell Affinity: Scientia can cast any known spell that a mage can use. She does not need to prepare any spell beforehand since they are all in her memory.

Inquisitive: Scientia's drive to learn about things makes her want to ask questions about things around her.

Weaknesses:
Maybe Too Inquisitive: Scientia's curiosity and nature to question things can impose on other people's privacy. She may end up literally poking her nose into danger if left to her own devices.

Problem with Tradition: Scientia has a problem with ages old traditions, especially if it makes it harder for people to go about their daily lives. She's a lesser goddess who follows Order, not traditions.

A Mortal Shell: Scientia still relies on Freis' body as her vessel, and the mortal body still has limits on its capabilities. Freis' body in its prime may be fit and limber enough to go adventuring around the world, but it cannot withstand things a normal woman has no business of handling unless you use the right spells.

Abundantly Generous: Scientia is not afraid to share what she has to others, but she can get carried away if the other party knows how to flatter her. She has been known to give more than necessary to her chosen when she gets too happy.

Player Ons and Offs: Please refer to link.

Cherry Ronde

#37
Putting in this place so I can fill things in!

Spoiler: Click to Show/Hide
God name: Oo-tsumigui-no-kami; Tsumi (大罪喰い神 lit. great sin eating god)
Alias: Wakatsuhime no Konoha (判姫 木ノ葉)
Title: Goddess of Redemption
Age: 30
Gender: Female
Race: Tengu
Sexual orientation: Prefers women, romantically curious
Player Name: Cherry Ronde


Physical Description:

In Sapphire City, for the first 24 years of her life, the Sin-Eating Goddess simply took the form of magatama, a piece of jade in the form of a comma, which would glow and echo whenever she spoke.  The more she (and others who perceived her) could detach her from a fully-fledged, living being, the better for the purposes which she would be created, after all;

However, the Sin-Eating Goddess started to become dissatisfied with merely being a floating jewel.  As the desire to become "someone" took root in her, and she adopted a name, she started to imagine herself with a fixed appearance, an identity;

In one of her cycles, she heard of the legend of a princess of autumn, bearing massive black crow wings; she took interest in that image, and started to imagine, fantasize, adopt it for herself.

On her 30th cycle to Azure, she wore the image of a woman with beautiful long black hair, with large black wings, dressed in the shrine maidenly robes that she'd often don in her previous cycles as part of the purification rites she'd undertake.  But as with any form she takes, the measure of her Sin shows, and slowly but surely, as she absorbs Sin onto herself, her hair starts to turn white from its tips...



Personality:

For twenty-four years, the Sin-Eating Goddess accepted and carried out her duty without question.  Yet now Konoha reflects back on those years and thinks, "even if I listened, did I truly listen?"  As someone who has only recently started to think and feel for herself, Konoha is burgeoning full of questions about great and small things in the world: she isn't exactly childlike, because she understands many facets about the world, but she was always lacking the context in which "why" things in the world are.

Konoha appears quiet and reserved, but rest assured her brain is usually running twelve different thoughts at once; she's probably curious about the latest thing that's piqued her interest.  She's compassionate and kind, as is her nature of one whose duty is to consume Sin and set people on the path of redemption, but she wonders sometimes: is she only kind because she was made this way?  Unlike her guise and name which she can choose for herself, her personality -- indeed, her very being -- gives her pause; how much of this was which was instilled on her, and how much of this was something she earned herself?

Konoha has recently embarked on some hobbies, such as playing the guqin, participating in games of koi-koi and other hanafuda games, and gardening.  She is incredibly bad at all of them, but she's trying.



History: "Tsumi", or Oo-tsumigui-no-kami, is a creation of the Prime God of Law, designed to address a gap in how mortals face hardships and overcome them in their daily lives: where there is the cycle of law, crime and punishment, so too was there a cycle of sin, transgression and repentance.  And thus, a being was constructed with the aim of approaching those in repentance: a literal "sin-eating goddess", a vessel that would draw upon the negative emotional energies commonly present in those who bear guilt and remorse, and take them upon herself, with a rite modelled after purification rites.  Simply titled Oo-tsumigui-no-kami, "the Sin-Eating Goddess", this being was not meant to bear much in the way of personality and emotion, for a similarly simple purpose:

A fully-fledged, fully-released being would suffer under the weight of such a duty.

For a time, the plan worked as intended.  The Sin-Eating Goddess would travel to the realms of Azure, locating shrines of worship and local rites of purification and attaching herself to them.  To those who suffered under the weight of their sins, she would provide reprieve, frequently manifesting as a welcoming figure who would lend a kind ear and listen to them.

When the Sin-Eating Goddess was full of impurity, she would travel back to the Sapphire City, where the energy would then be recycled for other pursuits.  Cleansed, she would repeat this cycle to Azure, over and over again...

But nothing remains in a vacuum, and the best laid of plans frequently don't survive actual contact with the chaotic nature of the mortal world.  For, upon entering her 24th year of service...

The Sin-Eating Goddess started to develop a personality, from the slight and yet undeniable cracks in her 'vessel' that had borne so much emotion and grief.

It started with simple, and yet difficult questions about her task: "Why do people sin?"  "For what reason do they suffer?"  As the Sin-Eating Goddess continued to question anything and everything, as a child might about the world, it began to manifest that she identified frequently caused sin: desire.

She desired a name.  She desired a personality.  She desired a physical form that she could call her own.  She desired identity.  But she feared asking those of her creator.  The prime gods noticed, but ultimately, the question of whether it was more cruel to dispel her desires or let her form her own identity and suffer under her task remained unanswered.

With each cycle, she manifested more and more of that desire, and started to exercise it subconsciously: she started to compare forms, and chose the ones she enjoyed more.  She compared names, and chose the ones she liked more.  And by the end of the 29th cycle, she decided that she enjoyed wearing the name "Wakatsuhime no Konoha", named after a shrine princess of autumn in a part of Azure she descended upon last.

Her 30th cycle then began, and she performed her duty as always, this time, as Konoha.  For the first time of her trips to Azure, she began to enjoy the idea of being a person of her own. 

And yet, in the midst of it, the horrible news was broken to her: she was trapped here in Azure, along with the other lesser gods.

Konoha's body was about half-full of impurity, and she had very little in the way of discharging it safely in Azure.  What would happen to her were it to fill?  Would she strain and break under the weight of it all?  Would she have to inflict sin upon another being, reluctant as she is to do so?

She was entirely on untrodden ground.  But somehow, she didn't feel overwhelmed with despair, because she now had a guiding principle: that whatever she chose, she would do it on her own auspices, as her own person.


Deity power: Sin Eating

Konoha can devour sin.

It's a very dramatically titled power, but what it usually boils down to the power to sense a target's emotions too, and how intense they are, but she can't actually read people's minds - just emotions.  Then, she can absorb these often negative emotions in her target, taking it onto herself.  Actually leading her target to lead a better life is still a matter of listening, advising and guiding them, but at the very least the power often makes it much easier to get the target into a state where they'll listen in the first place.

She can't erase the memories and make her targets forget, but ultimately, redemption is an act based around not forgetting what you've done.

Konoha herself isn't entirely immune to the absorbed emotions, but she's purpose built for this; that said, there's something to be said about bottling everything up inside...


Mastery:
Absorb Affliction - Included in the Sin Eating skillset is the ability to purify and remove all kinds of nasty things that afflicts a person, such as diseases, curses, wounds, and other such unpleasant afflictions.  Of course, nothing of Konoha's skillset simply cures without a price, and thus, she has to deal with the affliction instead.  She's usually much better suited to dealing with it than a mortal, though; she also packs a higher degree of resilience to such afflictions than others, just to prevent her from becoming incapacitated.  But... no one can take on the weight of the world alone, in the end.

Kurama-Tengu Swordplay - Since the beginning, Konoha has been equipped with combat capability in the case of dealing with *un*repentant sinners that she can't coax onto the path of redemption.  The form in which this takes differs, but ever since she solidified her image as Konoha, this has taken the form of tengu-style swordplay and martial arts, thooough... she really doesn't like fighting if she can help it.

Tengu's Wings - Konoha has big tengu wings!  She can fly pretty fast!  She can even whip up moderate winds, even if nothing else to spot for an ally's dramatic cape fluttering during their speech.  These things are important too, you know?


Talents:
Therapist - As part of her whole job of setting people on the path to redemption, Konoha is unsurprisingly... a pretty good counselor and therapist!  She's good at listening and has great empathy for people, and generally knows when to push and when to step back.

Full of Secrets - The unwitting part of being a part therapist and part confessional booth is that a lot of sins contain a loooooot of juicy mortal secrets.  Konoha would never break her patient-therapist confidentality though. ... but this is a real emergency, and if it were a matter of life and death... maybe?

Great Cook - Surprisingly, Konoha's amazing at cooking??  Despite being largely bad at other hobbies, but she's had to feed herself on the go for a number of years, and... well, sometimes, the easiest way to get someone to listen to you is through their stomach.


Equipment:

Kurama Heritage Blade Kogarasumaru - A fancy katana with a white ornate hilt, supposedly passed down from Mt. Kurama from daitengu to daitengu.  In battle, it offers remarkable cutting strength beyond mortal blades and can create blades of wind to attack from afar.

Tengu's Maple Leaf Fan - A beautiful orange feathered fan shaped like a maple leaf.  It's an important symbol to the tengu and confers a degree of authority and clout, and is a channeling implement for Konoha's work.


Advantages:

Tengu Clout - Konoha has a degree of clout and respect amongst the tengu, and has a number of smaller koppa-tengu that she can request to scout or keep an eye out on things.

Resilience - The endurance and resilience she needs to bear everything Sin Eating can inflict upon her leaves Konoha with good health and resistance. 

Heightened Senses - Tengu have enhanced sight, hearing and scent and can use the winds and air currents to particularly track their targets down easier.

Animal Lover - Konoha adores animals and animals tend to get along very well with her too. 



Weaknesses:

Martyr syndrome - It might not come as a surprise, but Konoha has a tendency to *want* to carry everyone's problems and burdens; it makes her take on way too much at once, both physically, emotionally, and through her powers too.

Naive - As someone without the context of much of how the world operates, Konoha is pretty gullible by adult standards; her desire to trust and believe in people also factor into this a lot.

Demonbane - The amount of negative energy Konoha carries in her body from Sin Eating tends to coincide with most enchantments that slay demons.  To such "holy" equipment, she's virtually indistinguishable.

Hobby Newbie - Konoha is a sucker for getting invited into games and hobbies she has no idea how to play in the hopes of learning.  In a casual setting this is fine, but she can get coaxed into it even when there's money on the line... speaking of which...

Clueless with Money - Tying into her naiveness, Konoha is legendarily bad with coin and has no idea of what the rough worth of an object for sale is.  Avoid letting her shop for the group on her own!!



Player Ons and Offs: Player Ons and Offs: Please refer to this thread!

Kissa

There is a small definition we would like to make concerning the race section of char sheets. We wish that the players will choose a subcategory race instead of using a race name that might encompass several others (examples will be given below). This is to keep many races available for players who want to be in charge of their own race instead of adjusting to a race someone else has already made. Naturally it’s all good if people want to cooperate and use the same race.

For example: Instead of beastmen use vulpi, neko, lupus etc.
Angels > seraphim, cherub, solar, guardinal
Demons > Imp, succubus, babaus, tiefling
Elves > wood elf, high elf, dark elf

@Levi and @Cherry Ronde
Let us know if you need help with deciding a race.

@shengami
There is only one tiny edit. The lessers can’t enter Eden freely. They need permission from a prime to go there. Otherwise Daryus is ready : )




Let us know when your char are ready for review and we will go them through : )

Steir


shengami

OK! Wasn't sure what in my History counted as entering Eden, but figured it was the mead halls of War? If not, let me know. Otherwise, I shifted his recovery time to Sapphire City more explicitly, which si where I assumed those Mead Halls were to begin with.

Sorry if I keep tripping over bits of world building that I am not realizing are there.  ;D
Am I on the hunt for a story? - Not really...
O/os
My General LFGs
My Worlds
My Poetry Thread

Cherry Ronde

Quote from: Kissa on January 07, 2023, 12:58:28 AM
@Levi and @Cherry Ronde
Let us know if you need help with deciding a race.

I put 'winged' down as a placeholder since I wasn't sure what kind of species are available!  Would tengu as a black-winged human be fine?

Kissa

Quote from: Cherry Ronde on January 07, 2023, 02:15:18 AM
I put 'winged' down as a placeholder since I wasn't sure what kind of species are available!  Would tengu as a black-winged human be fine?

Yep. That would be fine : )

AndyZ

I'm blanking on anything interesting to make.  It's not only this game, and no offense if I don't come up with anything for it.
Ons/Offs   -  My schedule and A/As   -    Advice for GMs on Elliquiy

If I've owed you a post for at least a week, poke me.

Cherry Ronde


Steir

*sees Konoha*

Protection protocols activated...

Must protecc

Kissa

Quote from: shengami on January 07, 2023, 01:49:19 AM
OK! Wasn't sure what in my History counted as entering Eden, but figured it was the mead halls of War? If not, let me know. Otherwise, I shifted his recovery time to Sapphire City more explicitly, which si where I assumed those Mead Halls were to begin with.

Sorry if I keep tripping over bits of world building that I am not realizing are there.  ;D

Yep. It was the mead hall of War part.

Quote from: Steir on January 07, 2023, 01:08:46 AM
Mine is ready for review! :3c

Reviewed and Freis is accepted : )

Quote from: AndyZ on January 07, 2023, 02:47:55 PM
I'm blanking on anything interesting to make.  It's not only this game, and no offense if I don't come up with anything for it.

No problem. It happens sometimes even to the best of us. I appreciate letting us know.

Quote from: Cherry Ronde on January 07, 2023, 08:17:51 PM
OK!  I'm all done!  Hopefully everything'll be OK.

We like the concept, but there are some small things that need editing.

It’s okay that Konoha has some wind to spice up her fighting abilities (like Kurama Heritage Blade Kogarasumaru) as it makes sense she has some fighting skills so she can make the defiant sinners obey and it’s good in general that a character has some fighting abilities. But as Konoha is a Goddess of Sin, it may be better to focus on that train of thought rather than have too much control over wind, especially to the degree of being able to calm severe storms. For that reason, Tengu's Maple Leaf Fan’s ability to control winds for calming storms and such doesn’t sound like a good fit for her. (Gard note: I'm amused there's no mention of shrinking or growing noses with the fan, and the only places I've seen Tengu Fans control wind are a few video games. Still, I did enjoy the idea!)

How would you feel about changing the goddess of sin to goddess of purification or redemption? After reading the sheet through it sounded more suitable, but if you feel like sin describes Konoha better, you can keep it as it is.

Cherry Ronde

Quote from: Kissa on January 07, 2023, 11:49:35 PM
It’s okay that Konoha has some wind to spice up her fighting abilities (like Kurama Heritage Blade Kogarasumaru) as it makes sense she has some fighting skills so she can make the defiant sinners obey and it’s good in general that a character has some fighting abilities. But as Konoha is a Goddess of Sin, it may be better to focus on that train of thought rather than have too much control over wind, especially to the degree of being able to calm severe storms. For that reason, Tengu's Maple Leaf Fan’s ability to control winds for calming storms and such doesn’t sound like a good fit for her. (Gard note: I'm amused there's no mention of shrinking or growing noses with the fan, and the only places I've seen Tengu Fans control wind are a few video games. Still, I did enjoy the idea!)

How would you feel about changing the goddess of sin to goddess of purification or redemption? After reading the sheet through it sounded more suitable, but if you feel like sin describes Konoha better, you can keep it as it is.

That's fair!  Perhaps the fan can just be a symbol of clout with the tengu?  And as I was writing, it does seem like Redemption makes more sense, though I might keep the title of Sin-Eating Goddess in the backstory?

Kissa

Quote from: Cherry Ronde on January 08, 2023, 01:48:42 AM
That's fair!  Perhaps the fan can just be a symbol of clout with the tengu?  And as I was writing, it does seem like Redemption makes more sense, though I might keep the title of Sin-Eating Goddess in the backstory?

Yes, the fan can be a symbol. You can keep the title in the backstory too.

We don’t want players to have more than one title so there is still a good selection of them available for those who are making a char. That being said, ‘loved child has many names’. One and the same deity can have many names among the mortals, but only one title in char sheet. Like my vulpi was originally goddess of spirits and ghost fox in addition to goddess of ghosts, but after some thought we came to that conclusion it’s for the best to stick to one title. Those who knew there is such deity might give her different titles so she might be to some people goddess of spirits or ghost fox.

Steir

Was able to fix previous concerns about my character with Gard yesterday.

Also seeing Konoha, it feels like she and Scientia are under the same prime god domain? Would that make them sisters? :3c