Pumpkinheadeddoll
Frequent Core Shifter
I have a big hammer and I smash stuff sometimes
Posts: 1,084
Favorite Disease: Skullshakes
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Post by Pumpkinheadeddoll on Dec 27, 2014 3:57:16 GMT
Okay, so apparently my 'Patron' idea about religious orders that worship the RP characters was a smash hit Post your stuff here It would be helpful if you look into the Warhammer 40K chaos faction to understand some stuff I talk about name of group:order of the harvest king deity:the harvest king (Jack) Symbol: borders of their land: a cornucopia with a pumpkin wreath. Inner lands: twin waraxes crossed behind a pumpkin engulfed in blood red flame appearance: Initiate: black cloth with an orange hood, they often wear black workers gloves. sworn defender: black metal armour adorned with animal furs, it is not uncommon for them to wear animal heads dyed orange as helmets. Lantern of faith: black robes with purple and orange silk inside, they are without left arms and have replaced them with white metal prosthetics striped with animal blood. Heart of the marsh: belief: the order believe that the harvest king is the god that holds dominion over growth and decay as well as believing that their lives should be laid down to protect the sanctity and balance of nature. The scripts (supposedly) from the harvest king outlines the three tenets by which they live their lives: to protect the sanctity of their holy land against all who would enter it at any and all costs, to name, know and care for their weapons as they would themselves and to rely on their own strength and the strength if their brothers and sisters of the marsh to overcome any challenge they may face home: they reside in the "marsh of new harvest" despite it being a humid and swampy land the order manage to efficiently farm a wide variety of produce and raise a good many breed of livestock and animals, some say that this is due to a connection with nature and a strong understanding of growth and decay others think that it is due to the blood they feed to idols of their guardian deity and dark pacts with old nature spirits" attitude: if you meet them outside the borders of their lands you will be treated to good food, lovely hosts and plenty of drink and frivolity, if you enter the land they hold sacred without permission and a guide you will be slaughtered without mercy and your body will be given to the marsh. they are trained in smithing, farming and combat and have great pride in the strength of their people.
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Louis
Magboil Handler
Oh good a terrible death place.
Posts: 996
Favorite Disease: Bullet to the face syndrome
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Post by Louis on Dec 27, 2014 3:57:53 GMT
I guess Louis being a gun could be a religious secret. That would work. They don't spy for mutations, they spy to stay ahead tactically. That's not what I meant, I meant that they wouldn't be able to pass as a member due to never gaining faith abilities They have ways of spying without detection. They don't try and join, they mostly pose as traders then grab as much intelligence as they can. They don't actually try and join the religion.
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Post by Xward on Dec 27, 2014 4:08:33 GMT
Elders
While the typical grey zone religion has sainthood, 'patron' has Elders.
When a distinguished member of an order has died accomplishing heroic (for their order) tasks the will be bestowed with Elder-hood.
Their body is twisted into a monstrous form influenced by the shape of their god. With this they are given power unparalleled by their peers, except for maybe the leader.
While they keep contact with the order, and in some cases are worshipped like demi-gods. They normally live as hermits, only interacting by coming to their order's aid in times of need
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Post by gobby gobberson on Dec 27, 2014 4:12:31 GMT
Elders While the typical grey zone religion has sainthood, 'patron' has Elders. When a distinguished member of an order has died accomplishing heroic (for their order) tasks the will be bestowed with Elder-hood. Their body is twisted into a monstrous form influenced by the shape of their god. With this they are given power unparalleled by their peers, except for maybe the leader. While they keep contact with the order, and in some cases are worshipped like demi-gods. They normally live as hermits, only interacting by coming to their order's aid in times of need The factory workers actually have their own elders that are only revealed when you become a factory worker, wherein the worker is turned into an actual brainicle. This is not where all brainicles come from, however.\ will that work?
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Post by Xward on Dec 27, 2014 4:15:24 GMT
Elders While the typical grey zone religion has sainthood, 'patron' has Elders. When a distinguished member of an order has died accomplishing heroic (for their order) tasks the will be bestowed with Elder-hood. Their body is twisted into a monstrous form influenced by the shape of their god. With this they are given power unparalleled by their peers, except for maybe the leader. While they keep contact with the order, and in some cases are worshipped like demi-gods. They normally live as hermits, only interacting by coming to their order's aid in times of need The factory workers actually have their own elders that are only revealed when you become a factory worker, wherein the worker is turned into an actual brainicle. This is not where all brainicles come from, however.\ will that work? mmmmmaaaaybe. But they have to be completely human derived. And their elders would have to be a different thing since it's more of a magical thing that happens
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Post by gobby gobberson on Dec 27, 2014 4:18:17 GMT
The factory workers actually have their own elders that are only revealed when you become a factory worker, wherein the worker is turned into an actual brainicle. This is not where all brainicles come from, however.\ will that work? mmmmmaaaaybe. But they have to be completely human derived. And their elders would have to be a different thing since it's more of a magical thing that happens ...So maybe just have the elders twisted brains with organs and bones sticking out, believing its closer to the god, and the factory workers just have mutilated themselves to leave their eyes dangling(well, with a system to keep eyes from danglingg) and their brain exposed?
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Post by Durga on Dec 27, 2014 4:43:49 GMT
Derkalis Ankha: A cult of death worshipers. They live in vast deserts. In the desert you can't remember your name, 'cause there ain't no one for to give you no pain snakes are associated with death, and thus Durga, {known as Derkalis} is worshiped as a goddess of death.
The Derkalis Ankha see killing and dying in battle to be methods of enlightenment. They are known as notoriously efficient assassins, other lands spreading terrifying rumors of men and women that can become mists or writhing swarms of serpents. Tales of assassins untouchable by blade or magic that move without noise and phase through walls like ghosts. Most are just myths, but many are not. Due to their {well deserved} reputation as unearthly assassins and fighters, they will take only the highest rates for a job to assassinate someone. It is rare, but they also are willing to lend their services as bodyguards.
They are a solitary people, staying mostly within the borders of their territories, their capital city being Reta Ki Najara. At it's center is the Grand Palace of Seva, which is home to their leader and four most prominent religious leaders. Their borders are marked with great, black obelisks erected in the sand and covered with tattoo-like carvings. They use massive venomous lizards called Vahana as mounts. Other than those within Reta Ki Najara and a few settlements, most Ankha are nomadic, setting up camps within their desert territories in oasis and mountains. Here they wear very little clothing, showing off that they are covered from head to toe in black tattoos. When outside of their home territories or dealing with outsiders, they cover themselves with black, white, and maroon cloaks, hiding everything but their eyes. Their symbol is an eye made of three snakes. One arched on top, one arched on the bottom, and one coiled in the middle.
They rarely use magic, typically relying on their weapons and their fighting skills taught to them from birth. Their weapons are forged using a secret recipe, making them incredibly light and sharp, yet surprisingly durable. 'This sacred metal' is jet black and coated with patterns that bring Damascus steel to mind.
What magic they do use is used to terrible effect, allowing them to become incorporeal and becoming entirely invisible with the exception of their black tattoos, summoning swarms of venomous asps or snake familiars, and gaining lightning quick speed and reflexes.
The Derkalis Ankha do not accept outsiders into their ranks, only allowing those trained from birth to become part of their society. They will accept unborn children into their ranks, however. Exchanging the newborn child of an outsider in exchange for a lifetime of service to said child's mother.
Ranking system:
Outsider: anyone uninitiated. Will not be allowed within certain buildings and will be denied purchase of certain goods, especially weapons or literature detailing magical or fighting techniques. Childless: A outsider mother of a child given to the Ankha. Mostly the same as Outsiders, but are allowed free services for life.
Citizen: any born of the Derkalis Ankha faith. Covered thoroughly in tattoos and trained in fighting at birth. Allowed to purchase weapons. Taught magic by elites
Elite: Same as Citizens, but allowed to study magic and learn smithing. Allowed to teach magic and smithing to any initiated.
Praetorian: Religious figures. Always male. Allowed to study ancient smithing and fighting techniques unknown to Elites or Citizens. Known for wearing heavy armor.
Priestess: Religious figures. always female Allowed to study ancient fighting and magical techniques unknown to Elites or Citizens.
-Elders: given the privileges of Priestesses or Praetorians and allowed to enter the Grand Palace of Seva. Viewed as demigods or messengers of Derkalis.
High Matrons: religious leaders. Always female. Only four are allowed at once, all of which live in the Grand Palace of Seva.
Mauta Ki Rani: Leader. Always female. Lives within the highest tower of the Grand Palace of Seva.
Will add more lore later.
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Post by Xward on Dec 27, 2014 4:50:38 GMT
One thing I should note, you should keep how your faith began worshipping the character ambiguous
This is very AU so interaction with the 'canon' universe should be minimal
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Post by ThatOneGuy on Dec 27, 2014 13:47:22 GMT
I'll do this in parts. This is the overview for the whole group of followers:
The Hathians are three different groups of followers brought together for mutual benefit. They live on a floating island that they gave sentience to, and it can move around a mile every day. When a baby is born it is put into a group with nine other children. For the first four years of their lives they are allowed to play with their families and other children of their group all day, but when they turn four they are put in school for two hours every day. They are taught the basics of written and verbal communication for the next three years, while also being taught how life magic works. For the last three years they are taught the ways of each of the three different groups, and when they turn ten they choose which group they shall join for the rest of their lives.
The three groups are the Benth followers, the Togth followers, and the Fedoreth followers. The Benth followers are healers and diplomats, the Togth are scientists and botanists, and the Fedoreth are warriors and builders.
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Post by Uh-Oh Nautilus on Dec 28, 2014 5:30:51 GMT
Monks of Flesh Location: Underground caves ((Without a proper map I have nowhere to put the cave system)) Imports: Spices, Wood Exports: Precious Gems, Raw Minerals, Medical Aid Masterwork: Consecrated Flesh - magically enhanced flesh
The Abbot: The religious leader of the order, the abbot is responsible for most of the interactions between the monks and the outside world. All deals involving the monks are made through contracts from him or her. The abbot takes the form of a silo-sized inchworm made entirely of Consecrated fingers (which can also stand up straight like a tower). They wander throughout the world, and are often seen before battles making contracts with one side or another, which is the source of the derogatory terms "Great Vulture" or "Buzzard Worm". Contracts to join the monastery can only be acquired through speaking with the Abbot, but his or her monstrous appearance and the perceived monstrosity of the order keep most people away. The type of people brave or excited enough to actually confront the abbot are the kind of people suited for the order anyway. The abbot is chosen by vote from the ranks of the monks every ten years: each monk can vote once. There are no limits on numbers of terms.
Students: These are the new converts to the monastery. They study under the Teachers, learning about biology and medical science. Each student is expected to stay inside the monastery until they graduate. Biological immortality is given to the students as a matter of course: this is so that they have as much time as they need. The teachers are careful and practiced, and do not have to worry about teaching their students quickly, so it is an excellent learning environment. As students live in the monasteries, they gradually adjust to their lightless surroundings and mycotarian diet. There is not much variety in the actual physical material of their food, so they end up heavily spicing it. Their food often brings a tear to the eye of the uninitiated. The Their skin gradually turns pale and then they go blind, using clicks and touch for navigation. Incense torches are often common, to indicate certain places in the same way that sighted people would use colored lines. Students learn until they feel themselves ready to take the tests. They are brought before a grand council of all teachers and perform operations on their own teachers to show off their skill. They are then advanced or not advanced by popular vote. After being advanced, They undergo the consecration ritual, their flesh is magically enhanced.
Monks: After undergoing the consecration ritual, the New Monk's flesh becomes a green-white. This color is due to a symbiotic fungus that collaborates with body systems and is magically bound into the host human. The fungus grants increased regenerative ability, an increased toughness of skin, and the ability for parts to be removed and replaced. A Monk can cut off any part of their body and still have complete control over it, with no damage to themselves, and can replace the body part on the stump or elsewhere with ease. Due to this, edged and stabbing weapons are almost completely ineffective against the monks. At this point, the monks can become either teachers or elders. Teachers stay behind in the monastery to tend to domestic affairs and teach new students. Elders function as the monastery's source of income. They travel the world, mostly solo, although sometimes in small bands, and perform medical services for others that they happen upon. They make return trips every decade or so to bring back all of the payment that they have gained for their services and to renew the binding rituals on their bodies. Elders have an unexplained connection to the abbot, where if the abbot calls, they all answer. Elders also have a habit of "upgrading" themselves by adding extra arms and parts from fallen soldiers after quickly consecrating them. The elders have often taught themselves to fight as a safety measure, but they prefer to not endanger themselves if they have to.
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Louis
Magboil Handler
Oh good a terrible death place.
Posts: 996
Favorite Disease: Bullet to the face syndrome
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Post by Louis on Dec 30, 2014 10:40:45 GMT
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Post by High-Heeled Spider Crab on Dec 30, 2014 21:24:10 GMT
You may wish to keep these in the thread that was designed for themes, but if others would like to add themes here as well, then it should be okay.
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Post by High-Heeled Spider Crab on Dec 30, 2014 21:25:44 GMT
Patron Group: The Disciples of Serenity
The Disciples of Serenity are a highly religious group, who worship 'The Mind Weaver', an enormous thirteen-legged spider that is said to have given birth to all life. All Disciples are Psionics, either born that way, or given them through a process that is a closely guarded secret. However, whilst rare, there exist individuals who cannot ever use Psionics, and these individuals are known as Lost. They are instead trained in the use of their body, and given strange artefacts that can mimic the abilities of a Psionic, albeit to a lesser degree. There are only ever a small number of The Lost at any given time. Many Disciples, even, sometimes, if they are Lost, bear strange mutations that give them a more Arthopodal form, and these are seen as a highly sought after gift from their god.
Symbol: Their symbol is a mask, similar to a comedy drama mask, with thirteen spider limbs wrapped around it.
Colours/aesthetic: Much white, purple, and silver go into Serenity design, and they create a variety of crystals, often for focusing Psionics.
Core Beliefs:
Emotions and psionics are a gift from The Mind Weaver.
Since emotions are a gift, only those proven worthy by devotion and self sacrifice to The Mind Weaver can be allowed to have and express them.
Arthropods are The Mind Weaver's chosen form of life, so they are to be revered and protected.
The mind is more important than the body.
Society:
The Disciples of Serenity are governed by their religion, and it affects every aspect of their lives. Due to their strong feelings...such as they are...about emotions, every member, with the exception of the Eyes of the Mind (Elders), must wear a mask that dampens a person's capacity to feel and express emotions. Their society is split with a ranking system – as they progress through these ranks, a Disciple is allowed to show more emotion, and exchanges their current mask for a different one that allows this, in a short ceremony. The ranks are as follows: Blessed Tranquil – The lowest rank, these Disciples wear masks that completely dampen all but the strongest of emotions. It is made up of children, those recently inducted (either voluntarily or not). Their rank is not an indication of their ability, and indeed, Blessed Tranquil can be powerful psionics – though if this is the case, they usually move up the ranks before long. Blessed Tranquil usually spend their time running the basic operations of the Disciples. They can have mutations, but usually that means that they were born with them – this is seen as a sign of The Mind Weaver's favour, and that the individual will go on to accomplish something great.
The Awakened – Those that hold this rank are members of more important groups, such as the military, those responsible for diplomacy, healers, and those who are responsible for 'peaceful conversion'. Their masks allow for more emotion than the Blessed Tranquil, usually with a tendency towards an emotion beneficial for their job. Mutations are more common here, as some Awakened are blessed for their duties.
Luciferous One – These are the elite of The Disciples; the many souls who have proven themselves worthy of greater freedom of expression, and of a higher position. They are leaders, commanding both with respect and power, in whichever duty they strive to serve the The Mind Weaver in. Their masks are crafted specifically for them, and they allow a Luciferous One to block, or allow, any emotion, as they see fit. Many bear heavy mutations, be they physical or mental.
The Jubilant Minds – At the very top of the hierarchy, are thirteen blessed individuals; one for each of The Mind Weaver's limbs. They have incredibly lengthened lifespans, and the current Jubilant Minds have existed since the early eras. They exclusively possess spider-like mutations, which are seen as the greatest form of mutation that can be bestowed.
When a member dies, a new one is usually selected from the Luciferous Ones, though rarely, others may be chosen, if they have served in a remarkable fashion. A Jubilant Mind is no longer required to suppress emotions, and in fact, when one is uplifted to this rank, they are blessed with enhanced Psionics, and more intense emotions, that can easily overwhelm people. The Jubilant Minds are responsible for all of the Disciples major decisions.
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