Name: ***, First Doormaker
Appearance: A human with square features.
Personality [optional]: Whatever his personality was before, though he should be fascinated by doors and Du-Ur now!
PHYS: PS: 1 AS: 1
SPIR: EGO: 0 SS: 0 W: 1
Myths:
1. Wiseman From the East (
Associated with the East, Wisdom, Architecture)
Initiative: High
Orders:
1. Build Houses and most importantly, DOORS! for your people!
2. Spread the love of DOORS and DU-UR!
3. Use the stone remnants of the mountain to build stuff!
Traits:
1. Door maker!
2. Masonry and Architecture Knowledge
Misc:
-Respected Elder of the Door-Hammer Tribe
Name: Juuar
Appearance: Juuar is a monstrous grass snake with the same glowing coloration as Guar! Juuar takes the form of a giant grass snake with glowing iridescent scales. It slithers though the grasslands, leaving long trails of matted grass as it goes. At night, it's glow can be seen from a fair distance. It has a paralytic bite, which kills in three days. Every day a prayer is given to Guar, the poison is weakened and the bitten gets another day of life before the poison kills them. Juuar can shift between the size of a giant snake and normal grass snake while remaining equally strong.
Personality [optional]: Juaar is driven. He handles responsibility well and is very creative and artistic. Juaar is also very duty driven, he has been given this task and knows that he plays a vital role in the universe as a result. He knows that he brings those willing, and those unwilling, into our faith because like himself and Guar, they are all part of the same pyramid, and it is his duty to care for that pyramid.
PHYS: PS: 3 AS: 0
SPIR: EGO: 0 SS: 1 W: 2
Myths:
1. Myth of Slaughtering Zealot (
Feared by sapients)
Initiative: High
Orders:
1) Seek out mortals and tell them of Guar, giving them the option to become worshipers or perish.
2) If they accept Guar, do not harm them and have them pray to and make sacrifices to Guar regularly.
3) If they do not accept Guar, bite them and otherwise hurt their holdings until they accept Guar.
4) Sacrifice those who do not accept Guar after being bitten to Guar.
5) Bring resources and good fortune to those who worship Guar.
6) Build and protect a civilization in the hex I occupy.
Traits: Giant snake, glows, regal, poisonous bite which can be treated with prayer/sacrifice, change size
Misc:
-Ruler of the Plains Horse Culture
Name: Coraglai
Appearance: Small, with white and ginger fur.
Personality [optional]: Jovial and playful, right up until someone tries messing with Sarkyran's stone. Then it's caerbannog all over again, only with a dog instead of a rabbit.
PHYS: PS: 3 AS: 0
SPIR: EGO: 0 SS: 0 W: 0
Myths: N/A
Initiative: High
Orders:
-Defend Sarkyan's physical form.
-Ensure the flint around Sarkyran leads to no conflict near it
-Don't cause unnecessary harm.
Traits: ?
Name: Fire-marked
Appearance: Mountain whale, but with a black brand in the shape of a ball of fire upon the forehead and upon its pseudopodia. The Fire-marked also has a faint fiery aura in darkness.
Personality: The Fire-marked is chosen as one with great internal fire and strength of spirit, embodying the virtues of bravery and cleverness.
PHYS: PS: 3 AS: 2
SPIR: EGO: 0 SS: 0 W: 1
Myths:
1. Myth of Conquering Hero(
Feared by enemy mountain tribes.
Beloved by allied tribe(s))
2. Myth of the Fire-Marked (
Associated with fire, Midan)
Initiative: High
Orders:
- Teach the living things to righteously worship Midan.
- Bring the worshippers of Midan to greater heights of civilisation and ability.
- Protect the worshippers of Midan from external harms.
- Train the greatest of the living things to become preachers and heroes of Midan.
- Wax greatly with progeny for the glory of Midan.
- Invent and perform rituals and sacrifices for the veneration of Midan.
Traits:
- loves Midan
- understands the great desires of Midan that all people love him and all hearts be warmed by his hearth, and that his followers shall wax fecund and form a vast and advanced empire, eventually
- can reproduce with most things
- has an innate, though initially vague, awareness of engineering and scientific advancement
Name: Diwata
Appearance: Originally a mundane human of the flatlands nourished by the riverbeds, this young female of brown skin and raven-dark hair carries herself with a gait of finery and poise--wearing colorful wrappings and adornments.
Personality [optional]: Pretty much like Ernalda given this game is based on Glorantha A curious and sharp-witted individual who is patient to consider and highly-trusting, tempered by her spiritual resolve and insight or wisdom of the world despite her age.
PHYS: PS: 0 AS: 1
SPIR: EGO: 1 SS: 2 W: 2
Myths:
1. She who Keeps the Law (
Associated with law, Tala)
Initiative: High
Orders:
1 - Consider and listen to Tala's words and ideas, for we are in a fiduciary relationship [/Worship me, also I'ma talk to you and other champions]
2 - Please safeguard the humans and advance them for progressive, gradual learning--focus them under me and I will do my best in giving you all protection [/current order is to focus them in my hex, but this is generally to get my influence about]
3 - Tend and teach tending for the animals under you (e.g. aurochs), and act and create a peaceful culture [/basically make it that we have some manner of understandable communication and you have a food source, and you're thematically peaceful]
4 - Sacrifice what aurochs you can to stabilize their population in my name--sacrifice any of those beyond possible care (e.g. sacrifice to me--ONLY WITH THEIR INFORMED CONSENT AND WILL--those with chronic disease, fatal wounds, etc) I teach protection in spirit and shall aid the herd as well as people [/anti overgrazing or overpopulation of predominant beast and worship Tala through...uh, euthanasia?]
5 - Communicate with Tala before or during any personal action in meeting others in the physical or the spiritual realm, knowing that you have the freedom to do so (Basically also feel free to train other shamans or spiritually inclined people and with other potential Champions) [/I dedicate my time with you and you with me, for we will form culture and relationship]
6 - Understanding and knowledge create the foundations of surviving in life--with communication brings knowledge, and with danger brings cautioun--never let fear become control, because you will not be alone: live with a critical mind, and with foresight rather than impulse; focus on the skills and potential of communications, for they bring strength of spirit and awareness of mind, and are as good as any weapon [/basically feel free to grow your own skills and plan your own plan in life--but be aware that we're basically talking about stuff and the times ahead are going to need our mutual relationship. I'm also personally communicating what while you're a thematically Peace clan, still hone weapons to hone martial and physical prowess]
Traits:
Misc
-Chief
-Maintains an army of soulless husks.
Name: Gemegishkirihallat Spirit-Speaker, the Witch of the Stones, Miko if the Winds
Appearance: A woman in the prime of her life. She has a single pink swirl on their face.
Personality:
PHYS: PS:3 AS:1
SPIR: EGO: 3 SS:2 W:3
Myths: N/A
Initiative: High
Commandments:
The People: Oversee the growth of your people, in mind, body, and spirit, however they wish to do so. Teach them.
Prayer: A shrine of wood and mandala, oversee the Miko and Priests in my worship, and see that a stable following is created, and prayers given.
Festivals: Times for the Living to have fun and joy, and times for the Honor of the Dead. Festivals to give thanks to the crops, and the gods.
Exploration: Both of Science and Land. See to it that you foster an innovative people.
Donations: See to it that the donations of the people are put to good use for the shrine and the people themselves. You can take some for yourselves as well, so long as those two come first. I do not wish to see any grow fat on the suffering of the people.
Freedom: The last of my Laws. One day, you may pass down the duty to another. If such a time comes, make sure that all is prosperous, and conduct yourself well. The Freedom of Yourself, as well as the People of your Land.
Traits:
Misc:
-Ruler of the River Palace Culture
-Many offspring
-
Name: Stoneye
Appearance: A large eagle with rune-engraved pebbles as its eyes (the runes glow prismatically), and its left wing, like Metalhand’s left arm, is formed of an engraved twisting combination of metal and stone.
PHYS: PS: 3 AS: 0
SPIR: EGO:0 SS:0 W:0
Myths: N/A
Initiative: High
Orders: (in order of importance)
1. Keep yourself alive to return to me every time I awaken
2. Scout the surrounding area and remember the area to relay the information to me
3. Keep memory of me alive among the mortals while I slumber
Traits: Exceptionally keen eyesight
Good dodging ability against projectiles
Photographic memory
Can communicate with humans
Misc
-Successful father of many chicks.
Name: Aea, The Right Claw
Appearance: looks like one of the pygmies that offer things to Shelldon, but has a crab tattoo that goes across their body
Personality [optional]: Aea is a content and likeable women.
PHYS: PS:2+3 AS: 1
SPIR: EGO:0 SS:0 W: 3
Myths: N/A
Initiative: very high
Orders: protect your tribe, ensure Shelldon is still being worshiped, sacrifice your tribes enemies in Shelldon's name, protect crab life
Traits: high speed adaptation, regeneration, shell armor, immortal(only to age and time), all descendants have crab based mutations
Misc
-Enjoys fishing.
-Stronk.
Name: Ortile
Appearance: A human-sized stone golem, consisting of smooth flint. Appearance-wise, They are built to look non-threatening, so as not to instill fear in the humans upon sight. Gifted a large volume of knowledge of relevance to the humans, Ortile not only possesses knowledge but has the ability to demonstrate said knowledge, if to further help his role as a teacher. Is painted in a variety of hues.
Personality: Calm, Kind, Patient & Mentorly.
PHYS: PS: 1 AS: 1
SPIR: EGO: 0 SS: 0 W: 0
Myths: N/A
Initiative: Moderate
Orders:
-Teach the tribes all that you know, in exchange for recognising the gifts provided to them by Sarkyran (including himself) and making small offerings to Sarkyran as thanks.
-Favour no one individual tribe or student, and ensure all learn equally and apply that knowledge.
Traits:
-Focused: Ortile doesn't end a lesson until it is finished, and the lesson is finished only when the students understand the subject well.