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Genesis Project: World Building 
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Ichigo wrote:
Whimzer wrote:
For example, there was talk of an elk god for no real reason and it was being accepted not because it fit into any cultural context, but because "oh man that is a cool idea!"
For f***'s sake, what culture is that deity for? Is there a reason they would worship a f*** elk? Why does this elk exist? Does it exist? Did they misinterpret something and made it an elk and it's actually something else entirely? Is it a permutation of an older belief? Do elks play an role in this culture's heritage? All this is pointing to the big f*** idea behind making things that make sense in world building: Why should this exist within the context of the world that we are building?


This made me laugh because this stuff was discussed lightly in the context of the culture they were hoping to have the religion encapsulate. On top of that it was an idea that needed to be fleshed out by multiple parties, the idea was still in its primitive state but it didn't just come out of no where. The culture of the region they were discussing fit the religious idea, I'm guessing you didn't read any of that though, right?


Well, at least my point has been proved.

As Ichigo stated, if you read through all the cultures, you would see that things have not been just thought up without any sort of connection to the cultures that they have prevalence in. There's not much else to be said.

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Sun Feb 08, 2015 4:17 pm
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im going to go back in time and make a hybrid children race

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Sun Feb 08, 2015 7:16 pm
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Well, I apologize for a) blowing up. I was angry and depressed about something else and it leaked out into my post. b) not fully understanding the context of the post I used as an example. I barely have the time to write posts for RPs, so clearly I don't have the chance to even glance at all of the cultures and completely understand them, especially since the later ones seemed more homogeneous at first glance so I didn't bother taking time to read them. So yeah, with that I'm not qualified to even bother with weighing in on the current discussion, so you can talk about your eldritch abominations in peace.

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Mon Feb 09, 2015 4:03 am
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I'm in a similar boat to a few others. I've fallen far behind in terms of what I actually know is going on and I have quite a bit to read before I could even think of contributing. My apologies.

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Mon Feb 09, 2015 7:23 am
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So, I've been talking to LG and he brought up some sort of communal chat to aid in this discussion for our world creating. I agree with this completely, though I do know we may have difficulties all being online at the same time. I know personally, that I'm incredibly busy, but if we can find some way to have a more fluid means of discussion, it would definitely help.

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Mon Feb 09, 2015 4:07 pm
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Kiki wrote:
So, I've been talking to LG and he brought up some sort of communal chat to aid in this discussion for our world creating. I agree with this completely, though I do know we may have difficulties all being online at the same time. I know personally, that I'm incredibly busy, but if we can find some way to have a more fluid means of discussion, it would definitely help.

Something like a skype chat or an online chat box wouldn't hurt.

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Mon Feb 09, 2015 4:14 pm
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Savy, eh? wrote:
I'm in a similar boat to a few others. I've fallen far behind in terms of what I actually know is going on and I have quite a bit to read before I could even think of contributing. My apologies.

Same, I would like to be more active also, but I know I cannot be on long enough to post something more substantial.


Mon Feb 09, 2015 4:26 pm
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To help those of you who find the literature at present daunting, I have written up a condensed description of each of the cultures from which you can draw and add lore.

Cultures of the World: show
Cultures of the World – Condensed

General:

There have always been various peoples who existed on this continent, however through expansion, many of these peoples were either extinguished or assimilated. Four distinct peoples* birthed our present cultures during the era of pre-history: the olive-skinned Irylians, the tan-skinned Hamudites, the dark-skinned Popaloans, and the fair-skinned Thoronese. Our current cultures are descendants of these peoples, mixed with each other and various named/unnamed lesser cultures.

Marosian

- Major influence on the continent (Language and religion in particular)
- War culture steeped in honour, tradition and respect.
- Very adaptable culture, takes traditions from other cultures and then make them their own.
- Irylian Descent – Share various early cultural aspects with Alyria (medicine)
- Conquered the Faltics (archery, hunting, furs) – Irylian Descent
- Conquered the Elundsih (mining, metalworking) – Thoronese Descent
- Conquered the Haldish after bitter war (warriors) – Thoronese Descent

Alyrian

- Irylian Descent – Close ties with Marosians, Zyelar and Lenosians
- Very artsy culture, built temples, statues, frescos, mosaics, pottery, etc.
- Centre of medicines, poisons, alchemy from marsh herbs
- Alwyn's Eye – Secret Assassin Organization uses Alyrian poisons.
- Language: High Alyrian – Magical can't lie tongue. Low Alyrian – Normal modern tongue

Lenosian

- Irylian Descent – Mixed with ancient unnamed darker skinned peoples from sunken isle/ Close with Istarians, Alyrians
- Incredibly accepting culture, accepts outside culture rather than adapt with it.
- Grapes and wine are incredibly important – make very potent drinks
- Settlement develop around major vineyards

Zyelars

- Irylian Descent – Close ties with the Alyrians
- Religious culture – life and nature very important with a strong belief in karma
- Strong sense of equality between sexes
- Mostly wield pole-type weapons
- Largely mountain dwellers

Istarian

-Irylian Descent – Close ties with Lenosians
- Split culture between the Alais and the Maroquois,
-Alais: Dominant sub-culture, inflict social hierarchy on society. Class is very important.
-Maroquois: Minor sub –culture, classless society, lives in the wilderness. Prejudice against Maroquois exists.
- Both groups masters of animal magics: Alais, are beast tamers. Maroquois are shape-shifters.
- Animals have strong presence in society.

Ellsari

- Irylian Descent – Close ties to Ethaldi and Arelli (Cultural dominance of southern isles)
- Very religious culture – Head of State is reincarnated Oracle
- All aspects of society revolve around Oracle and his/her wishes
- Pacifist, vegetarian, no monetary system.
- Strong sense of collectivism

Ethaldi

- Irylian Descent – Close ties to Ellsari and Arelli
- Scientific culture – Intelligence is valued, practical people, find ingenious means to use ironwood
-Sole producers of ironwood, besides Tosians
- Cities are built with building of many stories going upwards rather than outwards

Arelli

- Popoloan Descent – Close ties with Ellsari, Ethaldi, Wrokokamnee, Shoshoan, Hararan, Istarian
- Merchant culture – Sea travel and trading are very important
- Laidback, superstitious, family is important – often brought to sea
- All are born with capacity for spellsinging wind magic – music is important to society

Wrokokamnee

- Popaloan Descent – Close ties with Arelli, Shoshoan, Tosians
- War culture that conquered much of the south, pushed Shoshoans out from original homes
-Domesticated the wroka – large jungle cat
- Communal ties are stronger than familial ties. Collectivism and equality of the sexes are major.
-Masters of weaving colourful fabrics and making tapestries
- Flowers and plants woven into the hair; parts of the hair dyed in bright colours.
- Story telling and oration are a prized skill.

Tosian

- Popaloan Descent – Close ties with Wrokokamnee and Shoshoans
- Territorial war culture, very protective of their lands, but no interest in going outside of them
- Live volcano is in their territory, they worship a violent and fierce volcano god.
- Have the sole forest of ironwood on the mainland continent, they horde it, forge weapons with it.
- Soldiers are religious servants of the god.
- Women are viewed as inferior.

Shoshoan

- Popaloan Descent – Close ties with Wrokokamnee, Tosians, Hararans, Katyanns, Arelli
- Merchant culture, have the most secure banks in all the lands.
- Respect, reason, and diplomacy are prized in this culture. Names are given honorifics.
- Masters of earth magics, city of Loa – Acadmey of geomancy
- Gems, minerals, and jewelry are of lesser importance and worth, they are worn casually
- Seafood, vegetarian dishes

Hararan

- Hamudite Descent – Close with Shoshoans, Akkadite Arelli, Lenosians
- Matriarchical culture, female dominance within society, men stay home to protect children
- Sexually liberate, wearing of more revealing clothes
- Fire dancing is traditional aspect of region
- Sisters of Lakshana – All-female military unity with specialty in archer and pole-weapons.
- Protected trading routes and oases in the desert.

Akkadite

- Hamudite descent – Cautiously close with Marosians, Hararans
- Agricultural culture – grain production is important, live simple lives
- Communities are settled near each other, producing larger super cities
- Burgeoning military tradition

Pukutehtilikhekehtikuli

- Hamudite Descent – Relatively isolationist
- Stationary horde culture, do not expand territory, but prey on the surrounding area
- Bones of victims made into jewelry worn until death, more bones = more glory
- Every 15 years, 7 major tribes and 4 minor tribes select new leader for horde (Decision made through battle)
- Gender is not seen as an important factor
- Masters of literature, music and dance. They seek the arts from other civilizations as well.

Hing'rmin

- Thoronese Descent – alright-ish ties with Marosians
- Warrior culture, physical strength is of the utmost importance in this society
- Rite of passage at age 14 sent into the tundra; if you come back alive, you are worthy
- Children taught to wield multiple weapons at young age
- Comprised of various tribes

Yarlindish

- Thoronese Descent – close with the Marosians
- Cooking is central to culture for both men and women
- Very family oriented, children live with parents well into adulthood
- Domestication of the white elk: source of milk, fur, jewelry and transportation
- Some cities built into the face of the mountains

Farnese

- Thoronese Descent – largely isolationist
- Self-determinist culture, hostility to outside cultural influences
- Warriors wield specialised weapon called the Vars, very important to Farnese warriors
- Caste system: lords, warriors, peasants
- Mothers largely educated children, though can be called by nobles for combat
- 9 Principles of Lyreoh – <Courage, Integrity, Altruism, Civility, Honor, Loyalty, Righteousness, Consciousness, Balance> - taught in Academy

Katyann

- Thoronese Descent – Largely isolationist, Cellonads have relations with Marosians
- Triple split culture: Cellonads, Serbonads, Belonads
-Cellonads – has greatest connections with other cultures; most advanced military
- Serbonads – least culturally independent, mix of both; small settlements
- Belonads – Depend on the sea; considered backwards in thinking
- Bright coloured traditional clothing, different by sub-culture
- Considered ignorant of the world's affairs

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Fri Feb 13, 2015 6:38 pm
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Welp since it seems like you're back from your small hiatus I'm gonna start posting some more stuff once I get a free moment or two today.

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Fri Feb 13, 2015 6:43 pm
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Yup! ^.^ I have survived! My posts should be coming in by Sunday.

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Fri Feb 13, 2015 7:36 pm
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Serving under Gwendell

Gaicias
God of Insight and Illusion.
Titles/Aliases: The Deceiver
Dominion: Patron of Truth, Secrets and Fear.
Symbol: An eye with 4 triangular points extending from the pupil.
Sacred Animal: None
Nature Element Associated: Mist
Physical Attributes: Marosian Features: Deep set eyes, sharp jaws, straight nose, light skin. Sclera is black and irises are white and shaped in 4 triangular pointed cross. A tall man who appears in his mid years, though his face looks quite exhausted(dark circles beneath eyes and large creases that run along his nose). Generally depicted wearing a long cloak which reaches above the ankles and has a collar that covers most of his lower face. Almost always accompanied by a thick mist or fog.
Qualities: Lurking, Watchful, Cautious, Deceptive, True.

Extra Info: Gaicias stalks the night in search of those who hide from their personal demons. He appears only to those who are driven into a corner and haunts them with their innermost fears and truths. Once one enters his mists they are bombarded by their perceived wrong doings and past crimes until they meet face to face with the God himself. If the entrapped mortal is able to bring themselves to make eye contact with Gaicias they will be put under his spell and judged in a world of illusion where only the mind's greatest fears exist. Those who can overcome this illusion are freed from the mist and find their conscience to be cleared and their fears overcome. Those who cannot overcome Gaicias' plague wander the mists until they themselves become a part of it.


More of these to come.

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Sat Feb 14, 2015 5:36 pm
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*tears of joy*

I think I'm going to add some of the things that you did to the older gods. Unless someone else also feels like editing those ones too.

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Sat Feb 14, 2015 6:24 pm
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Kiki wrote:
Irdessa
Goddess of Hunting, Wildlife, Archery, Fire
Titles/Aliases: Feral Daughter, (Aruhia – Hararan War-Goddess of Fire)
Dominion: Patron of Hunters, Archers, Young Women, Wild Animals, The Hottest Month of Summer
Symbol: Three crossed arrows
Sacred Animal: Deer
Physical Attributes: Hararan-Faltic Features: light tanned skin, sharp jaw, brilliant copper hair, orange eyes. A fierce and athletic looking woman wearing animal skins with long orange hair kept in a sweeping ponytail. (She can be depicted wielding fire in her hands, a bow and arrow, or tending to various wild animals)
Qualities: Independence, stamina, recklessness

As usual, as we develop further, things can be added, etc



Just to add a bit of input, it might be interesting to include some information about the kinds of people who would worship these 'lesser' Gods (individual cults, like the Cult of Isis) though that could be something that could be explained with an actual rp or when we form nations.

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Sat Feb 14, 2015 7:21 pm
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Ohh, that's a really good idea! Kind of like what Whim was mentioning about different cults. Especially since the Duodecos can be worshipped all together, solely the four, or one god in particular that benefits an individual's interests.

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Sat Feb 14, 2015 7:33 pm
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Serving under Aros

Ciria
Goddess of Flow, Time, and the living cycle
Titles/Aliases: Protector of Time, Sacred Virgin, The Queen of Weaving.
Dominion: Patron of virgin priestesses, farmers, scholars, pregnant women, midwives, weavers, oracles and diviners
Symbol: Image
Sacred Animal: Owl
Physical Attributes: Western Marosian features: soft jaw, long brown hair which is slightly curled at the ends with long bangs that run down sides of face, crystal blue eyes. Young, appears to be in her mid or late teens, beautiful, dovelike, slender yet pronounced figure(medium bust, hips, thighs, etc...). Usually depicted wearing a long, sleeveless, teal gown which shimmer and glows with the light of passing stars and celestial bodies.
Qualities: Prideful, peaceful, dutiful, tender.

Extra Info: Sister of Eratos. Watches over beings as they live and die to ensure that the fundamental laws of time and life apply to all. (Everyone is naturally birthed, everyone ages, everyone dies.) Ciria is capable of pulling apart the stitches of time and re-weaving them to protect the world from dangerous patterns which are naturally woven by mortals. Weaves together death and life to create a natural food chain and cycle in which large creatures devour the smaller creatures, but in return upon their death act to nourish the small creatures.

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Sat Feb 14, 2015 9:42 pm
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