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Finally... => Forum Games and Roleplaying => Topic started by: Roboson on April 02, 2022, 09:05:13 pm

Title: Xorvintaal (IC)
Post by: Roboson on April 02, 2022, 09:05:13 pm
Xorvintaal

(https://i.pinimg.com/originals/c1/e3/59/c1e3599d90106a4e9945e2940fe43aef.jpg)


In the time before the gods, this land was wild and primordial. Unbound by the wills of the wills of the gods, the spirits raged across land and seas. The rivers shifted with the wind, and mountains crested like waves. Beings of power rose and fell, carving out castles of fire, of ice, of wood, or bone. Even mortals rose from the chaos, living short and brutal lives.

Yet, such a state of chaos, with its enormous potential, would eventually give rise to order out of sheer chance. And so it was. Over the eons, eight regions became less and less chaotic, each growing as it cemented itself further into the fabric of this world. And like a plant drinking water through its roots, so too did these drink deeply the magics of this land.

In time, these forces coalesced, turning in on themselves and permutating into what would become the gods. From each of the regions, a god was birthed.

First rose the mountains, an enormous mountain chain that rose high into the sky. The northern end gave rise to Ravana, with the south, Acter. In the north, the winds were harsh, and the path treacherous. Winding shelves of rock made for narrow passage throughout the peak, though possible, these paths are perilous. The steep rough terrain is not a pleasant place to make one's home, yet many species of bird and rodent have come to dwell here. Larger animals live here as well, goats, rock snakes, and large agile cats call these lands home. Shale feather eagles can often be seen circling above. The south is wetter and greener, receiving more rains than the north. Grassy highlands dot the mountain, and groves of pine cling to existence where bird or wind deposit their seeds. Game is more common here, but so too are predators. Many look to this location for its strategic importance, overlooking both forest and field alike.

As one continues south, the mountains continue deep into the heartland. To their west, lay the swamps which gave rise to Yume No Kaze in the north and Jud in the south.   A region of soggy pools and wild willow trees. Here the circle of life bleeds grey between the light of life, and the darkness of death. Rot hangs heavy in the air, and insects buzz through the smell of decay. Amphibians of many sizes are common, though among them the Marsh Gulper species reign supreme. A gargantuan ambush predator, known to swallow oxen and men alike if given the chance. Fish, snakes and birds are also common. Mushrooms, lichens, and baser organisms thrive here. In a way, it is a very full region, full of life, full of death.

To their east rose from The Dust Wilds, a dry barren land of dry dirt and cracked stone. North belonging to Than and the south to Cwrec. Here Strong winds from the west kick up dust and gravel, with lethal velocity during the winter storms. This creates a near constant sound, of small rocks battering against stone expanse and rock cliff, wearing them down into more small stones to one day join their erosive cause. The days are hot and the expanses of stone grow hot enough to crack and pop under the sun. The nights are cool, and the wind shifts and dulls it's sharp advance. From the crags and crevices, what tenacious life that eeks out existence here, wanders beneath the cloudless sky. Lizards and snakes are common here. Bats, birds, and a species of flying Guinea pigs have roosts among the cracked stone. They feed on hard nuts, born from dry gnarled shrubs, on what grass can find. On the north, a band of land wraps around the mountain edge, winding under cliff and along slope, no more than half a mile wide, reaching far across the northern coast, beyond the mountain, and into the swamps

South of the mountains, the slopes give way to the South Forest in the west, in the region that births the god Muffins. The wet winds are blown northward by the winds from the south. While wet, this region is not as much so as the swamps to the north. The humid temporate climate gave rise to a forest of great thick trees. Among the leaf litter and shade, numerous creatures from deer to bears thrive. Birds and rodents of many kinds live among the canopy. Monkey birds can often be spotted lazily eating fruit among the leaves. Wolves, large cats, and bears form the top of the food chain here.

Finally in the southeast, the Wide Plains which gave rise to Garmathis. Sprawling open grasslands spread far beyond the horizon. A sea of grass, speckled with islands of woodland groves. Large herbivorous creatures thrive on the open plains. Bisonphants, and wild stallions can be spotted grazing, while coyotes and lions linger in the shadows. Smaller life thrives here as well, hidden among the tall grasses, or in burrows in the soil.

From each of the regions, both mountains, both swamps, both badlands, the forest, and the plains, a light rose into the sky, and with it, a newborn god. They halt their ascent, and look down upon their world with fresh eyes. They see the world laid out before them, eight regions, eight gods. Each sees their brothers and sisters, and the lands before them. This is their world.

Title: Re: Xorvintaal (IC)
Post by: Roboson on April 02, 2022, 09:05:53 pm
OOC Link: OOC (http://www.bay12forums.com/smf/index.php?topic=179688.msg8363898#msg8363898)
Title: Re: Xorvintaal (IC)
Post by: Egan_BW on April 02, 2022, 10:20:51 pm
Create Specified Mortals (4): at north badlands
Specification: Reptilian, small snakelike creatures with four weak arms, as if a lizard got halfway to evolving into a snake before deciding to fill the sapient niche instead.
Being diminutive in size and cold-blooded, they use little energy, using periods of low activity to ponder matters both relevant and irrelevant, though in a less focused and more dreamlike mental state. This trick can prove unhelpful for concrete conceptualization but comes in handy for bolstering one's creativity and abstract thinking.
They often feel driven to discover one's own 'personal truth', which once found is not easily dislodged.
Their scales vary between grey, brown, orange, and green depending on the environment. Their eyes have yellow or grey irises. In their tongue, they are called Ittlithir.

Discover Copper Deposit (1): at north badlands

Call north badlands Clli from now on because it's my place and I get to name it.
Title: Re: Xorvintaal (IC)
Post by: Kilojoule Proton on April 02, 2022, 10:45:04 pm
Cwrec spins down merrily into the southern Dust Wilds like a fiery chinook, kicking up a massive dust storm and inadvertently excavating and scrambling a deposit of titanic bones near the as yet somewhat fuzzy border with the north badlands and nestled in the foothills of the mountains, where deep, worn gullies and crevices shield them from being blasted to dust in his jolly wake. Although a bit too jumbled to be useful to paleontologists, they should still be perfectly serviceable as crafting materials, perhaps offering a transitional material to wandering Ittlithir until they get around to exploiting copper.
Not to be outdone in the naming department, Cwrec will refer to the high, rocky, and battered landscape that accounts for most of the southern badlands as Chwll and the low south badlands where stone gives way to steppe as the Naaw.
Title: Re: Xorvintaal (IC)
Post by: Demonic Spoon on April 03, 2022, 12:45:34 am
Jud judders with happiness as they discover the perfect card, and then spend 5 mana creating a Dwarven Mountain home in the south-western mountains, close to Jud's Swamp.

Spoiler: Mountain Home (5) (click to show/hide)
Spoiler: Location (click to show/hide)

Jud spends some time hollowing out the earth, rerouting underwater springs, peppering everything with neat statues, planting plump helmets everywhere, before turning some of the leftover earth into industrious dwarves, allied to Jud's muddy cause! May they prosper!

Not long after they are made, the dwarves begin to work with their standard fervour, mining out metal veins, farming crops, heading aboveground to hunt mountain goats and making some of the first tools to exist within this grand game of Xorvintaal.
Title: Re: Xorvintaal (IC)
Post by: IronyOwl on April 03, 2022, 12:50:32 am
Muffins studiously adjusts her hat. There's work to be done!

Name the forest Snugglehearth

Create Mortals (5) in the middle of Snugglehearth
Gulpers look and act much like giant plump grizzly bears. They're better optimized for bipedal locomotion and fine manipulation of objects, but otherwise a Gulper in a bearlike position looks more or less identical to a fat bear, while an upright one looks more or less identical to a bipedal fat bear. Also like bears, they have a fondness for fine cuisine and comfortable lodgings, tend to be rather curious and jolly, and are quite able and willing to rip most things in half when hungry or angry.

Spoiler: Map! (click to show/hide)
Title: Re: Xorvintaal (IC)
Post by: Maximum Spin on April 03, 2022, 06:38:58 pm
Create Magical Mortals, (5)
These giant centaurlike people, known as Ifioi, have tusked heads, shaggy manes, varying numbers of arms (but never more than Ravana's ten pairs, since only Ravana can have the most arms), and the bodies of boars from the waist down. They have a strong sense of hierarchy based on a combination of verbal and physical sparring, where anyone who can get the best of another in some way is the latter's social better until and unless the situation is later reversed. Complementing this, they possess telepathic ability, allowing them to communicate and project their wills, mentally dominating those with less willpower to an extent depending on the difference. In small groups, they form temporary hiveminds according to their hierarchy to accomplish their goals more efficiently; they can also use this ability on other beings, though the communication would only be one-way. Ifioi possess an innate need to control territory, always seeking to found new colonies to spread their domain outward; this need applies to the mental as well as the physical sphere, so they work, as much as they can, on improving their individual willpowers so that they are more dominant in their hiveminds.

These shall be placed in the northern mountains.
Title: Re: Xorvintaal (IC)
Post by: TricMagic on April 04, 2022, 05:48:24 pm
Looking over the land and their siblings, Yume no kaze dreams of winds and travel. While others seek to create within their own lands, they are spread out, weak. They do not know of the wonders the world has to offer. So they seek to rectify this with their... creative interpretation of artifacts..
\
Create Divine Artifact(3): Yoko no kami
A special sphere that feeds off the presence of grain, it keeps goods fresh and manifests itself as a dire wolf or wolf-woman. It's memory is long, and it's physically powerful, but it's also rather needy. Those merchants it bonds with will find themselves with a powerful companion. Those that abuse it will find themselves destitute though, for it can both ensure a good harvest, or bring about a poor one.
\\
Add Card: Create Wandering Merchant(2)- A shrewd mind for commerce and tricks, this man goes about the country buying goods in one place, and selling them for a profit in another. He's just started out, but the Yoko no kami has taken a liking to him. (Result: Wandering Merchant Power Level is increased to 2 while the Yoko no kami travels with him.)


With the new merchant of indeterminate race, Yumi no kaze also makes a basic bland cart with the grain needed for the artifact, and sets them down near the Dwarven Mountain Home. ... And gives them a basic map. Let dreams guide you, and winds shield you, Wanderer and Yoko no kami. May your partnership be long and fruitful.
Title: Re: Xorvintaal (IC)
Post by: SOLDIER First on April 04, 2022, 06:55:51 pm
Garmathis is incapable of smiling while assuming their true form, but they seem to exude a sensation of satisfaction as they begin their turn.

First, they play No. 29 - Create Minor Land Feature for 1 mana. Gesturing towards the northern mountains, domain of Ravana, they channel the power of the card to erect a cold spire of dark stone from the earth. A monumentous thing, its surface glossy and somewhat translucent but ultimately impenetrable to the eye, the tower is an imposing sight to all. Its depths are crisscrossed by various caverns and tunnels, with ample space for all manner of things to roam about within. A single spirit of the earth is created alongside it, sharing the tower's color and somewhat crystalline appearance. They catch Ravana's attention and gesture towards their creation, as if to ask, Are you impressed?


Then, they play another card from their hand - but this one is unidentifiable, and fades away without immediate effect. They seem pleased, regardless.

For their last action, Garmathis plays No. 4 - Create Mortals for 3 mana. From all across the plains arise the Lakoni - a people with six-legged torsos like that of a horse, but hairless upper bodies, one set of arms, and variously colored eyes, hairs, skins, and coats. Free-spirited and kind by nature, the Lakoni begin gathering in massive communities across Garmathis' domain. They feed upon the various grains and vegetables native to the plains, with the able providing for those who are not, and all members of a community cared for by their fellows.


Their tasks for the first turn complete, Garmathis passes some of their time by assuming the form of a Lakoni and gallivanting across the plains with their creations.
Title: Re: Xorvintaal (IC)
Post by: Glass on April 05, 2022, 12:08:13 pm

Acter... well, Acter starts by taking out a blueprint sheet. Well, that and a feather quill. They start sketching out a sprawling complex before realizing that they don't actually have that much space.
So they compress it.

The, ah. "Dark Fortress" begins to take form, near the center of where the mountains meet the badlands - in fact, quite nearby Cwrec's store of fossils. Large plates of the mountain's deep-grey stone are bound to each other with a metal far more advanced than any mortal could make-
There's dwarves.
Eh?
There's dwarves, they definitely know how to make good steel.
...I can make it a better metal, then.
-a metal far more advanced than any mortal could make today, its dark blue coloration holding a sheen of green, much like the distant ocean. More than simply holding the structure together, this metal - Cascadite - was used in a myriad of mechanical systems throughout the Fortress, their machinery complex yet undeniably effective at... well. Ah.
Whatever it was they were for. It wasn't entirely clear. There seemed to be a lot of pipes and cogwheels just scattered about the place at random. It was easy to lose track of what was supposed to do what, or simply get completely and utterly lost. It certainly made the location feel much larger, however.

And then, at the center of it all, was... a courtyard. A sprawling one, that felt almost like it was too large to truly fit inside the Fortress. At its center was... well, it was originally a fountain. Strictly speaking it still actually is a fountain, probably. The problem with properly calling it a fountain, however, is that an entire tree grew up around the Cascadite artwork, its bark a stark white against the dark grey stone, its leaves the blue-tinged green answer to Cascadite's green-tinged blue. Where once, water would have sprayed out from the fountain's top, now, it seemed the tree had grown channels within itself, spreading the water throughout its branches until it fell like rain under everything in its shadow.

And then Acter took every plant that existed, and then a few more lot more that didn't, and threw them literally all over the building.
Are you sure?
100%. Never been surer. This'll be great, I promise.
Just, everywhere. There were probably a couple dozen varieties of plants found in the Fortress that not only didn't exist anywhere else, but also did things that no other plants did. Most of these things were utterly worthless things to do, of course, but god-damn did they do them.

And finally, to top the Fortress off, Acter set about making a caretaker for it. A template of the Ifioi was retrieved and constructed, then garbed in a cloak of white bark and "crowned" with a circlet of dead leaves, their skeletal veins appearing extremely fragile, yet remaining unbroken no matter what may happen. Into them was invested a certain... madness? Manic energy? Certainly curiosity and drive; the rest likely would have to be decided by others. Great powers of druidry were granted to them that they might experiment with the essence of life itself... and the first thing they made was a plant that would not merely grow in corpses, but then use the structures left behind to achieve mobility. Ask the druid, they certainly weren't zombies. Technically.

Listen do you want the plant-zombie to harvest your crops for you or not? Stop arguing about technicalities and let the corpses do the hard physical labor, you're still alive and should get to follow your dreams and stuff.

(They were remarkably friendly for a probably-mad druid with a penchant for raising the dead and a desire to rule the world. Though they quite assure you that the whole world-conquering thing is entirely a benevolent matter. No, really, they're honest. Who'd you rather do back-breaking labor, yourself or the walking plant?)

And really, that was only their first plant.

Spoiler: The mysterious druid (click to show/hide)
Spoiler: Location (click to show/hide)
Title: Re: Xorvintaal (IC)
Post by: Roboson on April 05, 2022, 05:20:12 pm
Xorvintaal Turn 2

North Badlands
In the great badlands of this land, far in the north, the first mortals of this world crept out from under their stones and withdrew from their hidden safehavens, to look up and bask in the sun. These were the Ittlithir, known as those who speak, but do not walk. In time, this came to have a double meaning, often used as a euphemism for the race, as well as a description of their demeanor. The Ittlithir were a lackadaisical race, and could often be spotted lounging in the sun, basking in waxing and waning sunlight of the morning and afternoon, retreating back into shelter as the midday sun climbed murderously high into the sky and releases a volley of heat down upon the parched earth below. They often formed small communities, of one hundred or so members living in nearby burrows and gathering in groups to laze about and meditate beneath the sun, only to retire into the safety of their burrows and discuss what thoughts they had been dreaming upon that day. This lead them to be a very social culture, meditating in large groups, only to splinter and discuss before returning again once more to meditate under the sun. Information was widely shared and discussed, and one might think the Ittlithir to be quite educated, however this did little for the actual prospects of the race, as few went out of their way to either use or build upon this knowledge, save for immediate concerns such as the avoidance of poisonous plants. Such is the case with the copper discovered in the area, many came to know of the strange green rocks, but few found them at all useful to their concerns of the day. For a time, this existence lived on peacefully, save for what wild beast or Shalefeather wandering down from the mountain, might happen upon the Ittlithir. Until the Ifioi came of course.

South Badlands
Not much can be said of the Southbadlands for this age, for little went on here directly. From the north, wandering Ittlithir began to travel south. Some simply wandered, unpushed nor pulled by any goal or destination. Others ran through the evening twilight, the sky as red as the blood spilt on the ground. Driven south in an attempt to escape the Ifloi, the South Badlands now hosts several small populations of Ittlithir, which may gain a foothold here if fate does not intervene.

Though of course, there is one exception, a small area of unusual stone uncovered by the joyous flight of Cwrec. Many moons later, a strange being visited these unusual stones. Accompanied by shambling creatures, of which life clung deftly to death, the being stole from the earth many of these stones, and retreated to their stronghold to the west.

Northern Mountains
Unlike the quiet swamps to the west, the mountains were the focus of the gods' attention. The many tusked Ravana laid down first touch upon this land, and from their hand they gave rise to the Ifloi. The Ifloi were much like centaurs, possessing the upper body of a man, and the lower body of a boar. Yet, their faces were tusked like their creator Ravana, and a wreath of a mane surrounds their heads. Their torso boasts many arms, with most individuals having several sets.

A strong race, by arm and hearts account both, they formed a hierarchy around sparring both with word and weapon. Insults and club would swing through the air in tandem, and failure to properly dodge either could lead to a defeat. And so the hierarchy became established, each victor imposing their will upon the defeated. The Ifloi, blessed so were they by Ravana, that they had gained the power to summon forth their will, forcing it upon your lessors, and sharing it with your equals. And so it was for a time, stable. The hierarchy was established, and the Ifloi became moderately peaceful and most productive. Working in close groups, communicating in loose telepathic messages, hunting parties were rarely unsuccessful, save for the occasional landside or friend lost over cliff's edge.

Yet, this did not last than more than an a few seasons, for two discoveries would drastically destabilize the hierarchy. The first was the rise of the Earth Spirit Obisi. Garmathis, Querent of Desire, plunged their mirrored arm deep into the earth, and drew forth a tower of dark glossy stone. Formed from and bound to this very rock, Obisi awoke and claimed dominion as the primary elemental spirit of the region. As they did so, the ground shook and the Ifloi sensed the stones begin to stir. Some, seeking glory or territory, ventured to this monolith. None returned. Not due to death, though there was a fair deal of that involved, but because Obisi had bested them in combat. Those that survived against the spirit who's flesh was harder than stone and who's fists could deflect weapons unarmored, found themselves splintered from the hierarchy, their loyalty claimed by a being who's will was as immovable as the mountains themselves.

The second discovery was to the east, along the mountain's edge. There, the Ittlithir were discovered. The small snakelike inhabitants who lived near the roots of the mountain, did not understand nor fair particularly well in the challenges presented by the Ifloi. And quickly, blood was spilled. Soon the formality of the challenge was abandoned altogether, and the Ittlithir found their wills supplanted by those of their conquerors. And so the hierarchy became unclear once more, as many who were not equals, found those most eastward, blessed by minions from the badlands. Of course, they made poor minions, lazy and contemplative, a state most often correct through violence by their Ifloi masters. And such, chaos began to once again characterize the Ifloi. A new hierarchy is beginning to form, as the slavers of the east turn their eyes to the badlands below. Some ventured south, to claim their own dominion, seeking to claim the edge of the mountain so that they may raid untouched badlands for slaves. Those that do, do not return and are never heard from again.

The South Mountains
Far to the south of the rise of the Ifloi and the plight of the Ittlithir, another civilization began to rise from the depths. They broke forth from beneath the ground, and gazed up for the first time at the sky high above. These were the dwarves of Mountainheim, stout beings born of the mudstone drawn up from the swamps below by the rising of the mountain. Their skin was as the stone around them, brownish for the most part, though many were of lighter dryer tones, and some even had flecks of clay coloration. They had not yet become one people, and their features were quite disperse. Some had scowling brows, others had begun to bald before they bothered to grow hair, and others wore merry smiles upon their faces as they turned them towards the sun. Some were muscled, others, rounder. Yet, despite all this variety, two features were held by all the dwarves, deep onyx eyes and a love of the earth. As they came from the earth, so did their city. Great and grand were its many halls, carved from the stone itself as if an ancient river had formed the walls of their homes and the columns of the kingdom. Here the dwarves set about their lives, spending their days expanding the halls and mining the earth for stone and ore. The forges were lit, the mushroom fields planted, and the dwarves began to build an empire.

One such entrepreneurial dwarf was named Auranor Copperbeard. Auranor was a dwarf born of slightly different make, though wrought from the same stone, the hands that shaped Auranor did not belong to Jud, but to their neighbor. This fact was not readily apparent, but is the root of Auranor's eventual rise into the upper echelons of this budding society. Auranor was a sharp eyed dwarf, with black whispy hair that had begun going silver underneath. They were quite shrewd in their tactics, often using charm and tricks to get a good deal from one, and sell to another at quite the price. In a short while, Auranor had made a good deal of money, despite having worked very little at all. Yet, despite their gains, Auranor was restless. The mind's of dwarves were dense, not impenetrable, and soon their dark eyes will turn towards Auranor's wealth and begin to wonder how much should have gone to them. Of this, Auranor began to grow worried more and more. And so he prepared to leave, taking with him the strange artifact which had blessed him with such luck, and which guided him gently into wealth. The wider world called to him, and he set out with gold and goods in search of other dwarves which lay beyond this corner of the mountain.

For a time, the industrious dwarves lived and worked as they pleased. Though one day they might become well learned in these arts, these dwarves were young, their smithing arms weak and their knowledge of the earth was like that of a child, naïve, but full of curiosity. Crude weapons and armor of soft ores, and small forges characterized the dwarves, and perhaps one day might give rise to knowledge and craftsmanship as the race matures.

That is of course if nothing derails this progress, as is the case with Ygdri the mad druid. While Ygdri did rise near the end of this age, there were a great many dwarves birthed from the mountainhome, and it was only a matter of time before some came to wander high into the peaks so that they may gaze out into the world beyond the mountain. And from their vantage point, the sharp eyed among them could spot the blue-green glint of the distant fortress. A group of curious dwarves ventured out to get a closer look, returning with tales of a castle of strange metal not born from the earth, and of a tree which rose above and rooved the strange place. Here the dwarves began to turn away from their smithing hammers and look to their swords. For the fantastical tales heralded much more disturbing questions as to who could build such a garden, and how those who live there might respond to the fledgling dwarven civilization.

And of course, these questions were quite justified, as a wielder of dark magic had taken up residence on the north eastern slopes of the southern mountains. A druid turned necromancer had appeared along with the structure the dark sorcerer Ygdri inhabits. While they were undoubtedly powerful, they were perhaps a little odd. They looked like an Ifioi, though they had enough arms to insult Ravana, some of which were plants, vines which moved with the wizard as an arm moves with a man. Yet, despite their imposing visage, tusked of face, wreathed white bark cloak, and arms which seem unable to lay still for they possessed too much excitement, they were rather a friendly being. Certainly much friendlier than the rest of the Ifioi. But their experimentation was a source of contention. Here is a rather friendly creature which might chat with you about the weather as vines ensnare the bones of the dead and give rise to shambling minions. While many of the first created were animals, in time, Ifioi came. Many came alone, seeking new territories so that they may come to rival the slavers in the north. Almost all challenged Ygdri, for this was what they knew. And such is it that none were successful. Few died of course, Ygdri had no intent to use the undead for evil purposes, simply for manual labor, and so most were spared. In time, there came to be many, and new Ifioi stopped arriving from the north, claiming these lands cursed. And so a new hierarchy formed around Ygdri, as those she defeated, came under her service. This was ideal, as the Ifloi yearned for conflict and their presence led to a sudden rise in available test subjects. As a result of one such Ifioi excursion into the badlands, for the purpose of collecting slaves and corpses, Ygdri sensed something that piqued his interest. Ancient fossils, stone hard bones of bygone beings. Later Ygdri returned with many minions and claimed a third of the bones found here.

Snugglehearth Forest
Far away from the action of this world, far from the bloodshed, far from the mountain peaks, far from the dark sorcerers and elemental spirits, a race of bearfolk were ascended by Muffins, god of chaos and destroyer of worlds. Muffins called these being Gulpers. They were like grizzly bears with thumbs, more accustomed to walking on their hind legs than their ancestors. The gulpers lived a very pleasant life, for they had been born into quiet solitude and had no murderous neighbors to speak of. They went about their lives very well content. The forest was rich with bounty, fruits, mushrooms, tubers, and nuts. Game was common, and carrion a well met surprise. The gulpers had quite an appreciation for food, and had a palette that extended beyond what other mortals might consider delectable. And such, variety was the spice of life, as the day determined the menu, the gulpers became quite creative chefs in their own right. They lived in caves for the most part, lining the floors with pelts and snoozing in piles of soft warm piles of fur before a fire, with the smells of good food and smoke all around them. Of all the mortals in the world, it is perhaps the Gulpers who are the happiest, if not that, then at least the coziest.

The Plains
Of all the regions of the world, the plains is likely the largest, depending on how you count the mountains. Nonetheless, while the plains are wide, they are sparse. An ocean of wild grass, dotted by the occasional island of trees, or broken by a small brook flowing from the mountains. There it is that one would find the Lakoni, the six legged centuars who call this place home. They gallop across the plains in massive herds, nomadic communities which feed upon the wild grains and forage for fruits and vegetables among the grasses. They have a very communal lifestyle, with the labors of one being shared by all and the labors of all belonging also to one. Each does more than their share, and the race prospers in quiet seclusion.
Title: Re: Xorvintaal (IC)
Post by: Roboson on April 05, 2022, 05:20:35 pm
(Reserved)
Title: Re: Xorvintaal (IC)
Post by: Demonic Spoon on April 05, 2022, 11:51:15 pm
Jud busies themselves secretly...
Title: Re: Xorvintaal (IC)
Post by: Egan_BW on April 05, 2022, 11:54:56 pm
Than folds out a magazine and begins cutting perfect cards out of it in a frenzy using safety scissors. Cards fly everywhere but most of them just seem to be parts of advertisements?
Title: Re: Xorvintaal (IC)
Post by: TricMagic on April 06, 2022, 11:57:04 am
Woossh, zing, clatter. Yoko no kami is busy putting something together somewhere. Where, who knows? Action PMed.
Title: Re: Xorvintaal (IC)
Post by: IronyOwl on April 06, 2022, 03:16:04 pm
Muffins narrows her crustacean eyes, working on something in secret...

A moment later she reveals it with a triumphant da-da-da! It's a cupcake with a little bear face made out of sprinkles.


Inspiration crafted, she then cooks up some Magical Mystery Mortals for her hungry bears, and sprinkles some iron ore over their forests for spice.

7, Create Unspecified Magical Mortals, (3) in Snugglehearth
Create a race of mortals, without having any influence on the specifics of the race. This is a magical race and has one innate magical ability.

60, Discover Iron Deposit (1) in Snugglehearth
Discover an iron deposit it an area. This resource can be exploited by mortal hands to occasionally create the Iron Ore resource card.

She then retreats behind a tree, munching on her cupcake and giggling about nefarious schemes while occasionally hitting something with a hammer.

Secret Action! Only tangentially related to cupcakes!
Title: Re: Xorvintaal (IC)
Post by: Glass on April 07, 2022, 12:48:16 am
You can see some cupcake crumbs outside of Acter's door.

...

Did all of it really have to be secret?
Not really, no.
Then why was it?
Just easier to do everything all together, really.
Hmn.


Occasionally, what can only be described as "science noises" emanate from the domain.
Title: Re: Xorvintaal (IC)
Post by: Kilojoule Proton on April 07, 2022, 03:03:57 am
Cwrec flies about the Dust Wilds almost as aimlessly as a wandering Ittlithir, constantly churning up a barrage of sand, brush, and rock, before suddenly dropping the great disk of dirt and stone that makes up most of his form in one of many empty areas in the Chwll and zooming west to the windward side of the Great Mountains. There, Cwrec spins up along the axis defined by his arm and draws in a large and particularly humid air mass the vast swamps won't even notice missing. This continues until his cloud-disk has puffed up well beyond the size of his ejected earth-disk, and at this point, laden with enough water to fill a sizable lake, he slowly glides back to the Chwll taking care not to spill his precious cargo.

Upon arriving at a suitable depression in the Chwll, the Cwrecane turns to face the ground and begins to rain. And rain. And rain. Cwrec aims to transform part of the Dust WIlds into a blooming scrubland around a reasonably long-lived oasis, and this will continue for some time.
Spoiler: 26, Alter Weather, (1) (click to show/hide)
Spoiler: Location (click to show/hide)
Title: Re: Xorvintaal (IC)
Post by: Egan_BW on April 07, 2022, 03:32:29 am
Quote
29, Create Minor Land Feature (1)
Create a small geological landmark. This might be a cavern, a canyon, a small mountain, or other similar formation. If no major spirit is present, spawn a neutral power one earth spirit. If any giant is present, a Gianthome is created instead.

Than lets a single drop of liquid drip from its tail down to the Clli. A single drop of absurdly volatile liquid.

Where it lands, rocks liquify and the touch of air lets ring a chain of explosions lasting well into the night. When all settles, what is revealed is a hole. A shiny hole leading down into the earth, daring one to try to conquer it!
Title: Re: Xorvintaal (IC)
Post by: Maximum Spin on April 07, 2022, 05:00:28 am
I guess I should act secretly as well.
Title: Re: Xorvintaal (IC)
Post by: Demonic Spoon on April 07, 2022, 05:12:46 am
Muffins narrows her crustacean eyes, working on something in secret...

A moment later she reveals it with a triumphant da-da-da! It's a cupcake with a little bear face made out of sprinkles.


Inspiration crafted, she then cooks up some Magical Mystery Mortals for her hungry bears, and sprinkles some iron ore over their forests for spice.

7, Create Unspecified Magical Mortals, (3) in Snugglehearth
Create a race of mortals, without having any influence on the specifics of the race. This is a magical race and has one innate magical ability.

60, Discover Iron Deposit (1) in Snugglehearth
Discover an iron deposit it an area. This resource can be exploited by mortal hands to occasionally create the Iron Ore resource card.

She then retreats behind a tree, munching on her cupcake and giggling about nefarious schemes while occasionally hitting something with a hammer.

Secret Action! Only tangentially related to cupcakes!
Jud whispers creepily to some dwarves through statues about the discovery of a large iron deposit to their south in the Snugglehearth Forest somewhere!
Title: Re: Xorvintaal (IC)
Post by: SOLDIER First on April 08, 2022, 09:55:24 am
The Lakoni flourish all across the plains, endowed with a hearty sense of community and ameliorism. Now, to push them even further.

Garmathis plays No. 103 - Found Religion for 1 mana. They design the belief of Greater Giving: there is no higher virtue than to give unto others one's own excess, whatever it may be, and to do so will elevate oneself beyond mortality - effort, nourishment, kindness, and more, it shall all be rewarded in kind. Perhaps for the Lakoni it is no different from how they carry themselves already, but to codify such behaviors is an interesting twist, Garmathis thinks.


Now, to find out what exactly the others have been up to this turn, by playing No. 110 - Spy for 3 mana. Taking a form much like their own with no concrete shape, but able to alter itself at will to assume countless disguises, Garmathis tasks their agent with discovering the secret actions played by their fellows this turn.

Spoiler: No. 110 - Spy (3) (click to show/hide)

Only ephemerally disappointed with their excess mana this turn, Garmathis resigns to wait for their spy's efforts to bear fruit.
Title: Re: Xorvintaal (IC)
Post by: Roboson on April 20, 2022, 11:00:08 am
Xorvintaal Turn 3

North Badlands (Cili)
Time had not been kind to the Ittlithir. They had lived peaceful, if somewhat aimless lives. Basking in the sun, while contemplating not only the secrets of the world around them, but each to their own internal world. Each Ittlithir enters this world with a quest to find their own personal truth, or so their elders say, and so it is taught and well known among the Ittlithir. All free Ittlithir that is. During the age since their creation, the Ittlithir have become a fractured race. A great many have been taken as slaves by the Ifloi. The Ifloi themselves have come down from the mountains, and many warlords have carved themselves kingdoms among the expanse of rock and dust that is Cili. Others have simply raided, capturing the snakefolk in nets and transporting them home in cages of bone, wood, and leather. Such is the fate of most Ittlithir, such that only those along the western coast now remain free in this region. The Ittlithir had developed slightly differently, their proximity to water, and lack of much food in the badlands, led these Ittlithir to turn to the ocean for food. They became quite good swimmers over the years and flee to rocky outcroppings offshore to avoid roaming war bands. In time, their scales took on bluer and more metalic hues, losing the matt greys and browns of their ancestors. It is likely that the Ittlithir hurried this transition, as those less adapted to the sea, were more likely to be captured. In time, they began to identify as their own people, the Slithir. Despite these changes, they retained much of their inherited culture, and spent much time basking on the rock islets and outcroppings along the coast. There they would speak of truth, of the evils of the Ifloi, and share knowledge amongst themselves. The Slithir had more pragmatic questions than their ancestors, and spent their days discussing practical matters such as fishing techniques, construction methods, and tactics for avoiding or fighting the Ifloi.

Elsewhere, far to the North, other strange matters followed the Ittlithir. Here, far from the brunt of the Ifloi warbands, the Ittlithir here had seen few raids. Here the Ittlithir had remained mostly undisturbed, and as a result, had advanced their society during this period. A particular Ittlithir had taken interest in the local copper deposit, and spent many months thinking on the ore. In time, and after many failed attempts, he invented a method for smelting small amounts of copper using a pit fire and series of bone blow pipes. Unfortunately, the process requires a fair amount of wood (which is quite hard to come by in the badlands) and so copper remains a rarity, with unworked chunks of shiny metal adorning necklaces and bracelets. Others had learned leatherworking from escaped Ifloi slaves, who wander into villages here from time to time. Soon, the Ittlithir created for themselves tribal togas from small lizardskins and ratfurs. It is here that a most momentous event changed the course of the Ittlithir race. What had once been a large hill suddenly began to shake one day. A great tortoise, with a massive hollow shell rising above its squat armored legs, emerged and shook rock shards from it's body. The curious Ittlithir immediately began to investigate, and swiftly determined the creature to be of no threat. Over the next several months, they began moving into the shell and a large community formed. The shell grew in layers, similar to how a snail shell grows, with each layer larger than the one above it. As a result, the Fortoise had several floors, all inhabited and defended by the Ittlithir who lived there. It became clear to the Ittlithir, especially those who had escaped slavery, that this beast was their best defense against the Ifloi, and with what arms they could muster, they planned to defend it. And defend it they did! Several bands of raiders assulted the Fortoise, expecting no resistance from the Ittlithir, only to be caught off guard by overwhelming numbers. Numbers which grew larger, better armed, and more trained in the art of battle for each slaver defeated and slaves freed. In less than a year, the Fortoise became a well defended bastion and the Ittlithir way of life, preserved with a twist into the militaristic isolationist. It is in that spirit that a near disaster was avoided.

The Fortoise was visited by the necromancer Ygdril, who came to visit the Fortoise at the behest of Acter. Ygdri brought with her many of her Uprooted, undead reanimated through the work of necrotic vines, which puppet the corpse to the will of their master. These uprooted corpses were an intimidating sight for the Ittlithir, as was their strange Ifloi commander. Despite the outwardly terrifying appearance of the whole ensemble, to which the Ittlithir immediately took battle positions around the Fortoise, their commander was rather polite. In fact, significantly more polite than any Ifloi they'd encountered as of yet. Ygdri offered to replace any manual labor the Ittlithir undertook, as well as bolster their military forces. Many Ittlithir were in favor of such an offer, pointing to the increased difficulty of maintaining their meditations and musings due to the increased defensive requirements of such a valuable strategic target. Others retorted that to allow the Ifloi to board the Fortoise would be foolhearty at best, pointing to many Ifloi horror stories relating to Southern Necromancer. After much debate, the Ittlithir erred on the side of caution, and refused Ygdri entry. Ygdri politely accepted and departed, disappointed by the prejudice of their neighbors.

Yet, despite avoiding confrontation, this situation could not last. Already, the far north of these badlands have little food, and the Fortoise has begun wandering south in search of a region that can sustain it. It will travel into the Southern Badlands this era if nothing changes.

While the Ittlithir were the original inhabitants of this region, they are no longer the only inhabitants. The Ifloi have carved a formidable foothold in this region at this point. Eighteen warlords have claimed territories along the slope of the mountain, and lord over their dominion with iron fists. Each of these warlords have armies of various sizes, though a stable balance of power has emerged, as many other threats border these kingdoms. To the southwest, Bluehold (the Ifloi term for Ygdri's fortress) was a constant concern. Foolish prideful Ifloi journey there to claim it, and never return. Not to mention the roaming packs of undead. The southernmost of the warlords here boasts a considerable force, and holds their position as a buffer territory between the necromancer, and the rest of the warlords, as leverage in negotiations. Several smaller warlords in the north have formed a rough alliance, as they not only face their competitors in the middle, but also the earth elemental spirit Obsidi to the west. The spirit is openly hostile to the Ifloi, and will challenge each to a battle in the tradition of the Ifloi. Of course, the elemental will not permit the Ifloi to deny this request, and thus, many have died venturing too far into the home of the earth spirit.

Even worse, to the west, rumor came of a night in which the sun sank into the earth and thunder clapped deep beneath the ground as it sank into the depths. News spread of the Sun's Path, and of the powerful elemental which rose forth from it. The spirit Arago claimed the Northern Badlands Cili as it's domain! Arago was crystaline in appearance, having a deep orange color intermixed with yellow and clear sections. Arago was actually quite beautiful when observed in the harsh sunlight, casting explosions of reflections across the stone in every direction. This event was ultimately quite dangerous for the middle Ifloi warlords, who found themselves in a similar situation to the their cousins to the north. Arago however, was not openly hostile to the Ifloi, and simply batted them away when challenged by any Ifloi unwise enough to challenge Arago.

And of course, there are other Ifloi to the west now, deep in the heart of the badlands. Sparse as food is on the mountains, out upon the plains of stone, sustenance is hard to find. Roaming warlords occupy this region, wandering with slaves in tow, collecting what food they can find on their way, and raiding other warlords when they cannot find enough among the barren stones. Though, they are a dying breed. The eighteen border warlords generally keep Ifloi from the mountain from entering their territory (in order to prevent them from acquiring Ittlithir slaves). This holds true as well for the marauders, and thus what little more the mountain provides is restricted to these wandering bands. In time they will likely fade away as their armies are eventually defeated by enemy or starvation, and as the number of new potential slaves dwindles. Life for the Ittlithir under any warlord is stressful at best. They are allowed no time to think and reflect, always set about work ahead of them, lest they face a more painful future. Few manage to cling to the old ways, and many become more like the Ifloi. In order to survive, they hardened themselves and focused their minds, casting aside what makes them Ittlithir, so that they may survive under such harsh conditions. Many came to resent the old ways, blaming their foolish traditions for making them easy targets.


South Badlands
Unlike Cili, Chwll remained rather quiet once again. From the north, the Ittlithir came, chased out of their ancestral homelands by the Ifloi. In time, their numbers grew, and a sizeable population had taken up residence in the center of Chwll. Here they found themselves without constant fear of raid or raider. They were free to live as Than had intended them to, and as such, they did. Here they found to be an ideal home for their people, and enjoyed more rain and wind than they had in the north. Every season, the rains poured more and more. In time, the dust will give way to dirt, and life may take hold of this barren place, bit by bit.


Northern Mountains
The northern mountains underwent much change during this era. Over time, the hierarchy of power reformed under six warlords. Through many battles, each had gained many followers, and the followers of those followers. Yet, now each garners enough forces to make the other wary of launching an attack on the other, as there is no chance their own army would emerge unscathed. This would weaken either of them to an attack from the border warlords of the Cili, who command vastly larger armies of Ittlithir. While the each of the six mountain lords command many Ifloi, to lose too many to infighting would leave one open to being overrun. And thus, a rough peace was carved between the many factions. Only a few short years after this uneasy stability had set in, the Ifloi leaders received a quest. Shortly thereafter, organized military strikes on Ygdri's Fortress began. While the quest would likely require a hero or other unit to complete properly, in the meantime, the Ifloi leaders have become actively hostile to Ygdri's Fortress and it's forces.


The South Mountains
Chaos abounds the South Mountains during this era. Where one might look for misfortune, they can find it in bulk. Dark forces begin stirring in mountainheim. A strangeness took root here, deep in the mountain. One might not notice at first. For if one were to take stock of the city, they would say it is thriving! The forges sizzle day in and day out. The crude metal creations of the dwarves, while advanced compared to other races, were still eons from the masterworks this race was capable of producing. Many point to the smelting process as a limiting factor, as it is not well understood, even by its foremost dwarven practitioners. Yet, the dwarves had their rough swords, and their ill fitting plated armor. Though, despite this, the Ifloi remained very competitive adversaries when the rare occasion occurred for these two groups to clash. Several dwarves are taken as slaves, though it is still quite a rarity, one which grows less and less common. Elsewhere in mountainheim, others grew suspicious of their neighbors. Whispers, rumors, speculation, all spread like wildfire through mountainheim. The dwarves were on edge. Disappearances began, and so too did the chaos. A highly collaborated report, delivered in the central square by a high ranking member of the dwarven military, revealed that Ygdril had been responsible for several of the disappearances, and the missing dwarves had been spotted among the army of the undead. The report concluded with a declaration of war, which was met with resounding cheers.

Over the next several years, the dwarves launched tactical assaults on Ygdri's forces. While the dwarves were not yet masters of the forge, they had at their disposal crude metal weapons from what ore they could pull from deep beneath the earth. A proper deposit would significantly help in this regard. Still, of all the nations of this world, they were by far the best equipped. And while their collective might was lesser than that of the combined might of the Ifloi, the durability of the dwarves made them well suited to the task at hand. And in this case, that task was the clearing of a sizable hoard of undead, Uprooted as the dwarves called them. This was achieved mainly by hit and run tactics, using a combination of heavily armored dwarves wielding double axes, or long pole axes, as well as lightly armored dwarves who carried long hooks. The armored dwarves would attack individual undead, hacking them into pieces, of which the supporting dwarves would use their long poles to drag pieces away to be burned. This strategy depended on the use of phalanx tactics, and when engaging large groups, up to fifty dwarves may form the shield wall required to slowly dismember and burn the undead. Of course, while this tactic was quite successful for quite a while, shrinking the undead horde by over a quarter in a few short years, eventually Ygdri developed counter measures. A powerful undead, forged from the bones of creatures which no longer walk these lands. This Cognant Bloom, as it was called by its master, was capable of releasing spores over a large area. This caused confusion, dizziness, unconsciousness, and other temporary debilitating effects. The appearance of this creature has ultimately stemmed the dwarven attacks, though smaller hit and run attacks still remain common at this time.

This comes at a rather unfortunate time for Ygdri. While engaged with dwarves in the south, so too did attacks come from the north. Ygdri found themselves fighting battles on two fronts, as the Ifloi mounted more direct attacks. On several occasions, large armies of over a hundred Ifloi would raid the lands surrounding Ygdri's castle. While these numbers were not insurmountable for the powerful forces of Ygdri and their undead horde, each Ifloi killed several Uprooted before being slain and ultimately rising again. As a result, the Ifloi were winning the war of attrition.

Ultimately, it is a difficult position the mad necromancer finds themselves in. However, near the end of the era, a race of mortals was sent to Ygdri by Acter. Whether by accident or by design, it is unclear, but the race which arrived to aid Ygdri were the Frage. The Frage were a bit of an avian race, having some features of avian descent such as hollow bones, bright intelligent eyes, and an incredibly powerful stomach. Yet, the lacked most of the defining features of birdfolk, such as feathers, talons, or a beak. Despite this, their natural grace and speed is quite promising, having an elvish flare for matters concerning dexterity over strength. They are scavengers by nature, who use their incredible senses to locate carrion from many miles away. Perhaps it is this trait that drew them to Ygdri's lands in the first place, as they were quite riddled with the rotting corpses of Ygdri's druidic experiments.

Shortly after their arrival, the Frage found themselves surrounded by food. And the Frage quickly learned that to be a most dangerous place to be, as most of their meals do not die on their own. Such was the case here, and the Frage found themselves caught up in an attack by the dwarves on the undead hordes in the area. This wasn't particularly dangerous for the race, as the dwarves cared little for their arrival, but their sudden appearance in large numbers was indeed cause for concern. Dwarven attacks diminished for a time, sensing a change in the balance of power, though they did not cease entirely. The Frage were ultimately invited politely by Ygdri to take refuge in their fortress. Though the Frage did worry about the undead, Ygdri demonstrated their control over the uprooted, and hesitantly the Frage accepted.


Snugglehearth Forest
Deep in the Snugglehearth Forest, strange new beings were spotted by the gulpers who lived there. When we last observed the gulpers, they had begun their foray into the culinary arts. Over the years, culinary techniques became a forefront of the gulper society. While it is true that they are normally quite solitary people, every so often, especially during the summer months, large numbers of gulpers would gather for parties. These were not some sort of religious festival, or anything so formal of a nature. Instead, this was one of the few ways in which one could gain reputation among their fellow gulpers. Excellent hosts and memorable parties would be the topic of gossip and remembrance for years. This is ultimately a wholesome affair, and one of the few times in which culture and information is shared between individuals in a social setting. From a sociology point of view, these gatherings would be quite fascinating. Through them, the gulper culture overall became slightly less solitary, and significantly more neighborly. While still very much reclusive, it became common practice to visit neighbors, gossip, and to trade skills and services in exchange for well prepared meals, or a jug of sweetrot.

Yet these are not the only inhabitants of the forest. It is during this era that the first of the Ultai appeared. These strange mortals arose from a deposit of iron, given life by the goddess Mittens. They were humanoid, standing almost seven feet tall. Though this is not their most striking feature. Each Ultai grows solid iron antlers over the course of their life. Like the rest of their bones, the oreling's antlers are reinforced by iron, which is naturally synthesized by the Ultai from trace iron in their diets. Though, in the case of the antlers, they are much more iron rich than the rest of the Ultai skeletal system, as is the skull. This serves as natural helm of sorts. Oreling coloration varies across various shades of tan, though, their hair is always rust red and rather wirey. Each individual's antlers are unique to them, and passed on genetically. In time, different antler patters may come to dominate certain bloodlines.

The Ultai possess innate natural talents relating to the detection of metals. The Ultai antler's are sensitive to the presence of metals, and serve as a sixth sense. This allows Ultai to detect eachother to the point that they can identify the individual shape of another, and recognize their presence, without being able to see or hear said individual. This ability also allows the Ultai to detect metal deposits within the earth, if any are nearby. Such is the case with the Snugglehearth iron deposit, on which, the Ultai have built their village.

The society is rather complex, having a system of extended family units akin to clans. Each clan is headed by an elder, typically an individual who's antlers have grown quite heavy over their long life. These elders are well respected, and their presence is physically felt by other Ultai around them, as their larger antler complexes register more prominently in the Ultai's sixth sense. Several generations may live under the guide of an elder, living in the same dwelling. Many of these family units live in their loose village.


The Plains
The plains region, like much of the world, underwent many changes during this era. Garmathis blessed the Lakoni with the religion of Greater Giving. Greater Giving, also called Giving, and The Giving, quickly spread throughout the Lakoni. Giving was principled around an imperfect moral duty. By that, one is charged with the duty to give unto others that which an individual has in excess. This principle serves as the foundation for the religion, and is referred to as the giving principle. Easly Lakoni priests best summarized the charge as, "To share that which remains once what is used is used, is the responsibility of all." This central tenant quickly manifested in other similar teachings and principles. Avarice, and excess became signs of moral weakness. Though, the Lakoni had very little possessions to begin with, being nomadic peoples who roamed the plains without shelter or need beyond what the land gave them. This too was incorporated into the religion by the tenant, "The earth is the First Giver, from which all other bounties flow. It gives all which it has, and we take only as much as we need." In this regard, the Lakoni religion of Giving became a naturalistic socialism. The Lakoni lived in harmony with the earth, tending to it and in return, taking from it what food they needed.


The Northern Swamps
Unknown to much of the world, a great power rose up in the northern swamps. The powerful gemstone elemental, Coru appeared without warning! A neutral level four gemstone elemental, Coru is a powerful creature indeed. It's appearance is felt across the world, and all beings of power level 1 or greater sense it's arrival. A great hulking beast, Coru appearance is similar to that of the earth elementals Obsidi and Arago. However, while the earth elementals are composed of uncut rough stones, Coru is less golem-like and more humanoid in shape. Standing near twenty feet tall, roughly two feet taller than the other elementals, Coru's body is composed of a giant perfectly cut gemstones. In the daylight, their appearance is breath-taking, casting incredible reflections that seem to amplify the light around them, making them difficult to behold in all their splendor. Unfortunately, there is little for Coru to do in the swamps at the moment. Still, the world grows uneasy, knowing such a powerful creature now claims the Northern Swamps as its domain!


Elsewhere
Off the coast of the plains, a terrible force awakens! Four level 2 elementals, one of each of the primary elements, has become enraged! While the events that lead to this event are unclear, even to the god, the rage of the elementals can be felt across the globe. These strange occurrences, do not bode well for the world. Much of the world is on edge as powerful elementals, including Coru, have appeared without warning. 


Miscellaneous Events, Beliefs, and Other Footnotes.
It is a commonly held belief that the Ittlithir are related to rocks. Not only for their coloration, but also as a reason for the Ittlithir sluggishness. Many believe that Than turned rocks into eggs from which the Ittlithir were first hatched. Occasionally Ittlithir will wander into a village with no memory of their life before awakening one day in the wilderness. These individuals are called stoneborn among the Ittlithir, and are often seen as wise and with judgement unclouded by years of experience or knowledge.

The dwarven double axe had been an uncommon weapon of war up until this point, however, with the ongoing military engagement against Ygdri, the hefty weapon has seen increased popularity. 

The Ultai mate for life. They have a complicated mating ritual, which requires males of the tribe to compete in a series of strenuous tasks and displays of physical prowess. Females observe these trials, and may claim a male suitor at any point. If multiple females claim the same suitor, they must engage in the same challenges, and the male then may accept any of their suitor claims at any point. It is common for young individuals to be passed over for several years before a suitor claim is made. This is typically a joyous time for the village, filled with much merriment and romance.

Greater Giving Priests tend to wear hagstone necklaces. Finding hagstones of appropriate size for making into necklaces is rather difficult, as they are a rarity in the region. As such, it is commonly believed that the Earth gives these stones to it's devote followers.
Title: Re: Xorvintaal (IC)
Post by: Egan_BW on April 20, 2022, 12:38:40 pm
In order to survive, they hardened themselves and focused their minds, casting aside what makes them Ittlithir, so that they may survive under such harsh conditions. Many came to resent the old ways, blaming their foolish traditions for making them easy targets.

👀You could make a religion out of this.
Title: Re: Xorvintaal (IC)
Post by: Demonic Spoon on April 22, 2022, 11:42:47 am
Jud winces slightly as he suffers metaphysical backlash from a particularly poor move in the game of Xorvintaal, before returning to his usual jolly self.

He grabs a bunch of special clays and ochres from inside his third gall, and sprinkles them over the center of the South Mountains.

Jud spends 3 mana to create a Power 3 neutral elemental (preferably earthen) at the center of the South Mountains, named Lun
Spoiler: location (click to show/hide)

Jud then chooses a particularly muddy looking dwarf, and gives them a nice big medal signifying they are now chief merchant of the mountainheim.

Jud spends 2 mana to add a merchant to the Mountainheim.
Title: Re: Xorvintaal (IC)
Post by: IronyOwl on April 22, 2022, 03:04:10 pm
Muffins spends a long while muttering to herself, shifting between squinting (insofar as jet-black lobster eyes can squint) at something in her claws, tapping on an abacus, and scribbling on a wax tablet. Finally she waves her claws in the air as though counting, before nodding, clearing her throat, and abruptly screaming "I CHOOSE BEAR!"

Play both to woods/bear:

51, Angelic Bloodline (2)
Create a holy bloodline, blessing a specified or unspecified unit as the progenitor of this line. Designate angelic traits, such as unnatural beauty or increased intelligence, which become genetic. Angelic Bloodlines occasionally create neutral heros and very rarely create archvillians.

34, Wandering Swordsman (3)
An unspecified power level two neutral wandering swordsman begins wandering the region. Their skill with the blade is unparalleled. They are innately good and will combat evil when they encounter it, but will not seek it out without reason. Gain 10 points to your score for every victorious encounter against a hostile unit.
Title: Re: Xorvintaal (IC)
Post by: Kilojoule Proton on April 23, 2022, 12:11:44 am
Cwrec takes a short break from raining on the Ittlithir's parade to send a jet of water blasting into the high Chwll. This uncovers a lavish banded iron formation not excessively far from the dark fortress.

Spoiler: Map-ish (click to show/hide)
Title: Re: Xorvintaal (IC)
Post by: TricMagic on April 23, 2022, 08:37:45 am
Yume no kaze shines with a brilliant, ethereal light over the northern mountains, shooting across the night sky towards the swamp. And then goes full circle around the map. Weeee! A thin red string drops from them.
Title: Re: Xorvintaal (IC)
Post by: Egan_BW on April 23, 2022, 12:00:26 pm
Than checks its cards carefully. It holds another hand of totally fabricated illegal cards on the other limb, which it watches with equal attention.

With a harumph, it discards one card carelessly over its shoulder. That worthless one is the wind's now. It then holds out another single card, prepared to slap it down on the world at a moment's notice.
Title: Re: Xorvintaal (IC)
Post by: Egan_BW on April 23, 2022, 05:12:09 pm
Spoiler: Map-ish (click to show/hide)
Aww, you didn't iterate from the map I put on discord earlier :c
Spoiler (click to show/hide)

Also I believe that copper deposit in in the Clli.
Title: Re: Xorvintaal (IC)
Post by: Kilojoule Proton on April 23, 2022, 06:06:00 pm
Spoiler: Map-ish (click to show/hide)
Aww, you didn't iterate from the map I put on discord earlier :c
Spoiler (click to show/hide)

Also I believe that copper deposit in in the Clli.
Fixed. The east four corners area is still a bit crowded :P
Title: Re: Xorvintaal (IC)
Post by: Glass on April 23, 2022, 10:11:15 pm
So the swordsman's a bear, then?
Yep. Would've been fun to play with them.
Eh, what's done is done. I've got a different idea, though.
Really, now?
Yeah, it involves plants.
Of course it does. But are you sure it will
work?
........nnnnnnoooooooooooot entirely?
*sigh* Okay. Listen, here's something else we can do...


Acter chugs a manafont and gets to work.

Summon Elemental Spirit (X) [4] + Create useful animal + Sphere [Improvement] Essence

The mountainside rumbles. Stone shifts. Within the Bluehold, Ygdri has squirreled away to the upper reaches of the fountain-tree, doing her best to watch what happens even as she is waved through the air this way and that. And then suddenly

stillness.

The only sound to be heard is the soft whistling of the air over the earth, as the world waits to see what has occurred. The next minute, an answer rises from the stone.

There is only one creature at first. A large beast - had Ygdri stood next to it, she was fairly certain she'd have come only to its shoulder, and the heights of its back reached a few feet higher. Seven ifioi would need to stand in a line to match its length from head to tail - and oh, what a tail! Though much of it was a relatively thin thing - if only by comparison to the rest of the creature's bulk - its end was a great stone, a club that no doubt would be very painful to be struck by. Its body, meanwhile, was armored in spiked, rocky plates, thick armor that could take the strike of a blade and leave the offending weapon dulled. And yet despite all the weighty armor it bore, the creature stood unbothered, its strength so great as to be unbothered by the burden it had grown with. And though its flesh under the earthen scales it was clad in was still the meat of life, its bones were, if anything, hardier than its exterior! Bones as strong as good steel, though still earthen in nature, made up the beast's skeletal structure - a powerful foundation from which the rest of the creature could be built, and the source of a powerful set of horns.

And then.

And then.

There was only one creature... at first.

Then there was another.

Two more.

Three.

From the earth and stone they stood, clambering out of the mountainside they came. Shi'ryoan, the armored beasts. Creatures of the mountains, sprouting at Acter's call.

And then the earth trembled again. Not from the motion of the shi'ryoan, though their steps ran through the air like a sound of thunder - no. Something greater.

In the distance, Ygdri saw a great tree shift in its place. One of the several she had tried to grow upon the mountain's stony side, it alone had been reasonably successful. Perhaps it had been serendipitously planted in a patch of good soil; perhaps it was naturally hardier.
Whatever the case may be, its time where it had been rooted had, at least in one sense, come to an end.

The tree rose, as a shi'ryoan greater than any of the others stood. Over twice more vast in any dimension than any of its brethren, the massive creature lumbered toward the Bluehold, uncaring of the entire tree rooted in its back. Ygdri clambered down from her treetop position, setting down upon the battlements of her home, as the enormous shi'ryoan approached her.

In her mind's eye, Ygdri made contact.

Teresh


And Teresh bowed.

See?
I see. Ankylosaurs.
You can't
not make ankylosaurs when given the opportunity.
I know, I know, I wasn't complaining. Problem though.
Mmm?
We now have two leftover cards - three technically, but that werewolf one was never going to get used - two leftover cards and zero leftover mana.
We got something effective done, though, so I don't see the problem.
Fair, fair. Though the edible plants is free...
How did you get the edible plants card
again?
Friend. Anyway let's throw even more plants everywhere!
I swear on the Source, you're obsessed.
Come on, it's all in good fun!


Create Edible Plant (0)

Grains suddenly appear! Grains of some sort. Uh, which type of grains do decently in the mountains... fuck it, we're a god, we can make whatever kind of grain we want.
Is rice a grain? Rice is probably a grain. Yeah, rice is definitely a grain. Mountain-rice! It's here, it grows well in the relatively-thin soil of the area surrounding the Bluehold, it tastes excellent with spices or broths, and all that good stuff rice is known for!

Really.
I want Auranor to come by. His wolfgirl needs grains.
...I suppose that's fair.


Once all that is done, Acter reaches out to Ygdri with some instructions.

As you can see, I have sent you with some rather strong beasts of burden and, in the unfortunate short term, war. I believe that they should help in filling in some of the gaps in your strategic and tactical toolbox, and you'll find that they are rather easy to domesticate. I'm quite pleased with how they turned out.

Aside from the shi'ryoan, there are three other considerations I believe you should be notified of. First, Jud has created a powerful elemental near the center of the southern mountains, quite nearly halfway between Bluehold and the dwarves' mountainhome. It would be advantageous if you could visit it and, if not sway it to be aligned with you, at the least preempt the possibility of hostilities between you two. Although Teresh could likely combat them effectively, I do not believe it to be worthwhile.
Crwec, meanwhile, has produced another deposit of resources, quite near the fossils in fact, this time composed of iron. It may be worthwhile to conduct another expedition into Chwll, both to retrieve some portion of the iron and, potentially, acquire another measure of fossil. The Ittlithir's, er, 'Tortress' will also be approaching the region, so such an expedition may also be an excellent opportunity to revisit the possibility of diplomacy and alliance with them.
Finally, you will note the...
Acter flips through their notes for a bit. ... the baifan that I have spread in the area surrounding your fortress. There is a merchant linked to Yume no kaze, one by the name of Auranor Copperbeard, whose luck is in part granted by an artifact-spirit with a taste for grains. I am hoping that the new feature will attract them; should it do so, I encourage you to entreat him kindly. I am certain I need not tell you that friends are far nicer to have than enemies.

There are, at least presently, no other pressing concerns that I think you need to be informed of; should that change, I will notify you. As for making use of the information and resources I have given you, I shall leave that up to you; I trust to your intelligence and diplomatic capabilities. May this turn of the hourglass treat you with greater kindness than the last.




Summary:
-I made what are basically rock-and-ground type ankylosaur pokemon dudes who are as strong as an earthquake, as durable as a mountain, and as easy to domesticate as a dog. There's absolutely no way this could go wrong.
--They've also got a legendary momma who's power 4, I think. Who is technically not an elemental, so Lun can't get mad. And also they'd eat shit if they tried.
-Grains for the wolfgirl! Rice for the trade throne! (We're calling it baifan. Because everything must be translated.)
-Oh also I told Ygdri what's up.