Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - Roboson

Pages: 1 [2] 3 4 ... 8
16
Forum Games and Roleplaying / Gods of Creation (Yes, another one)
« on: July 04, 2020, 09:27:16 pm »
Before the beginning of time the gods have worked ever so diligently to bring new and interesting worlds. Now as the creation of another new world dawns, many divine beings have drawn near. While your power is great and your will mighty, their numbers are many and their strength may be beneficial. Many a magical being, mage, and monstrosity would rally behind you if you appease their demands. As a god, it is for you to decide what makes it into this world and what does not. Chose your pieces wisely for there are those who may seek dominion over your domain.

In this game players will each play one god of many. Each turn players will receive an allowance of divine energy which will allow them to influence the world. In addition, each turn other entities will make you offers of allegiance and power in the developing world. You may chose to use some of your energy to fulfill their request (and receive a reward) or you may devote your energy to bringing your own vision into the material world.

Like most god games there isn't really a victory scenario. The game is about finding your own goals, creation, and doing what you'd do if you were a god. Now that doesn't mean you can't try to destroy other god's work, because you chose your own goals, you can act however you desire.

Spoiler: Character Sheet (click to show/hide)

There are the other powerful entities who will try to make their way into the physical world.

Spoiler: Other Major Entities (click to show/hide)

Spoiler:  Lesser Entities (click to show/hide)


At the start of the game given 10 Acts. There are several ways to gain acts, but the most common of which is worship. Some acts will be limited to specific spheres. These can be spent to add things in the world, smite creatures, cause natural disasters and all other godly actions. Below are some guidelines to help understand how much an act is worth. When in doubt, do a price check in the OOC. Otherwise I'll interpret you action as using however many acts you put in. If it is not enough, the act could fizzle or even backfire on you. And there are no refunds, even if it fizzles. Minor acts are small acts that allow you to finesse your control over the world. They're typically used when precision is required (like when talking to mortals via dreams or sending an avatar to earth, and everything else where an act would be overkill). 1 Act can be converted to 2 Minor Acts.

Disasters and Acts of God:
5 acts: Global Cataclysmic Disaster or global blessing.
4 acts: Semi-global Cataclysm or semi-global act of god.
3 acts: Hemisphere Catastrophe or blessing that affects half the world.
2 acts: Regional turmoil and destruction or blessing that effects a region.
1 act: Localized natural disaster or act of god.
Minor Act: Minor disaster or blessing.

Creation of Life:
5 acts: Demi-god.
4 acts: Minor powerful being (Angels, demons, abominations, basically any world power creature.)
3 acts: A mortal race.
3 acts: A plethora of basic and mundane species (Ecosystem kickstarter)
2-3 acts: Large creatures with dangerous potential (semi-megabeasts and megabeast levels of power).
1 act: A complex or magical animal
Minor act: A plant or simple/mundane animal.

Landmark Creation
5 acts: A new landmark that could effect the entire world or is extremely powerful.
4 acts: A very large or powerful landmark.
3 acts: A magical landmark the size of a dungeon (So a labyrinth, a necropolis, or other similarly sized large magical construct).
2 acts: A mundane landmark/construct like a large city, a mountain range, or a sea.
1 acts: A very small magical landmark or a mundane landmark the size of a small city.

New Locations
 Adding a new location to the world is tricky and should probably be pricechecked. The base cost is 2 acts, and this gets you barren landscape which can support life, but is completely devoid of it. The size of this area is fairly nebulous, and left mostly to player discretion. Really big areas may cost extra.

Artifacts
5 acts: A powerful artifact that has the potential to affect large parts of the world.
3 acts: An artifact that can effect regions. 
1 acts: An artifact that can effect a small area or a few individuals.
* The effect given also effects price.

Magic
4 acts: A source of magic (lay lines, magic crystals, giant tree, solar power, free floating mana, ect. ect.)
2 acts: A minor spell of your design.
1 act: A minor spell designed by your people with some of your influence.
Minor act: A random minor spell.
*Magic is going to be balanced by me to prevent OP spells from winning the game. Magic is mortal, and unlike divinity, not perfect.

Resurrection:
Can be done on historical figures only. So heroes, demi-gods, monstrosities, that sort of thing. Cost is 75% of original cost rounded up. Mass resurrections are incredibly difficult even for gods, and even normal resurrections may have unintended side effects.

Heros
Various Cost: A mortal which you can influence and communicate with directly.

Divine Shield
1) Assets belonging to another god are covered by a divine shield, which prevents uncounterable attacks against player assets. Throwing a mountain at enemy civilization? Ok. Instantaneously teleporting a mountain around enemy civilization killing them instantly? Not ok.
2) Any time a large number of your worshipers, species of which you are patron to, artifact, significant area, hero, or other significant aspect is in immediate danger. A god is given the opportunity to protect that asset. This does not guarantee that they will be able to protect them, or that their counter will work, it just means they get the chance. This is called Divine Intervention. If you see an act that meets the above description, feel free to respond to it by marking your post as Divine Intervention at the start of the post. Basically, its a warning system to let you know you're being attacked in a way that could potentially take you out of the game, and gives you a chance to go on the defensive.

17
Forum Games and Roleplaying / Dungeon Race 3 Core Thread
« on: April 24, 2020, 11:22:54 am »
Long ago the world of Relt was inhabited by a race of ingenious dwarves. At some point in the distant past, the entirety of dwarven civilization was destroyed in a terrible cataclysm. Little was left of their once power nation and the magics they possessed. In time, an unknown amount of time later, humans arrived on the world of Relt.

Last year, 512 years after humans first spread across the world, a terrible earthquake shook the land and mountains sprung forth across the world, propelled upwards by forces unknown. Within them, powerful artifacts of magic and mechanism were discovered and the world entered a new age. 

In this brave new world, many nations came to acquire these relics and very quickly the balance of power began to shift. Some nations saw a business opportunity, and turned to trade. Some nations became stalwart allies, brought together by these insecure times.Yet it was two nations who stood apart from the rest. They began a war, premised on ancient and uncompromising hate, the details of which are long forgotten, but still felt to this day.

You are a member of your nation's magic and technology research division, set with the task of providing your nation with new weapons and magic to help them gain control of the massive dungeon beneath Relt. Yet your responsibility does not end there. The war effort is expensive beyond belief, and due to a clerical error, your team is entirely responsible for the economy of your nation. Not only must you win this war, you must find a way to fund it.



The Nations:

Aernor is the southernmost nation of Relt. It is a hot dry nation mostly composed of endless grasslands, deserts, and rocky badlands. There is plenty of arable land, a decent amount of natural resources, but few forests. The Aer army is large, but is poorly trained and managed. It's mostly made up of roving bands of nomads who are more used to hunting than actual combat. Its national animal is the dragalo. Glory to Aernor!


Nork is the northernmost nation on the world of Relt. It is a cold wet nation mostly composed of forests, tundra, and swamps. There are plenty of trees, a decent amount of natural resources, but little arable land. The Norkian army is small, but it is highly trained and well managed. A few decades ago there was a small civil war in Nork when the nation of Vuncio tried to claim independent sovereignty. Nork was victorious, and while the tensions have (mostly) resided, the army has retained a strict training regiment. Its national animal is the brog. Victory for Nork!


Foreign Nations
Spoiler (click to show/hide)

How to play
Spoiler (click to show/hide)

Winning:
Each turn, the victorious side has a chance to cause the other side to retreat. This will allow you start your forces further along in the next dungeon by claiming the various Teleportation Gates throughout the dungeon. Each turn the dungeon itself changes. When one team gains full control of the dungeon, they will be able to launch an assault on the enemy territory. If they succeed there, they may assault the enemy capital. Succeeding there, they win the game.

Starting Technologies
Each country starts with one boss monster and one set of minions. Each player gets one vote for each of these. Note: Both summoning circles can summon anything you design, this is just what they were set to when you found them (and thus what you start with).

Summoning Circles
Spoiler (click to show/hide)

Boss Monsters
Spoiler (click to show/hide)

Important Note: Much of the discussion will happen on the discord sever. The speed and level of communication which discord provide far exceeds Bay12.  As of now, I intend to have the two teams do the phases there, and have the combat results posted here in this thread. The discord server can be found here: https://discord.gg/4k8Y6gf

18
Forum Games and Roleplaying / Sanctuary IC
« on: January 11, 2020, 11:56:24 am »
Sanctuary

Vhranis (Taricus) and Malaya (Tiruin)
When the clouds fell out from beneath your feet, the two of you held eachother close. You had been born together, lived together, ruled together, suffered the joy of victory, and the sting of loss together, after all that, if now was the time of your death, you would die, together.

Yet, you did not die. Your castles and kingdoms gave way, your heavenly abode shattered and ruined, and your divine omnipresence stripped from your very souls, but your life? Your life was not lost. Though as you fell, something did change. Your heavenly auras, your golden halos, your connection to the world at large, all burned away as you hurtled towards earth. Your connection to the heavens has been lost and everything faded to black.

When you came to, you were surrounded by near complete darkness. The rhythmic drip of water could be heard nearby, and perhaps the sound of a gentle ocean? Much of the world was difficult to see, and as you tried to focus on locations far away, you found your sight limited like it had never been before. Yet, your eyes were not alone. You saw stone caverns and cave moss, stalactites in some areas, but other areas were almost multileveled as some stone had worn away, leaving rock bridges and cliffs. For the most part however, the area you found yourself in was smooth and flat, perhaps washed away of irregularities by the work of higher waters and an abundance of time.

And here so too did your followers find you. A great number of kobolds, mostly scales of blue and green, but there exists orange and yellows among them as well. They had been led here by a mysterious stranger, who appeared in their time of need: Tarhun. When the collapse began, rioting broke out, and his skill over tactics and natural leadership on the battlefield drew many kobolds under his wing. He served as cloak of protection over the younger kobolds, and through blade and word, he led them away from their city before the worst of the collapse hit.

Yet their journey was long and arduous, for already the sky had begun to fall. That danger aside, monster grew violent and restless, many unseen by kobold eyes, much less mortals. And none would give them fair shelter either. The elves denied them entry into their woods, the dwarves would not open their doors, the hikans weren't even a consideration as death was preferable, but it was the orcs which were they worst. Many kobolds were taken as slaves, and just as many slain upon the battlefield.

In fact, the final battle, deep in orcish lands would have been a complete defeat it had not been for the convient and auspicious timing of the arrival of another army: the Children of Malaya, led by Willow Sel. Willow Sel had gained a reputation as an oracle long before the collapse, and was often visited by adventurers and nobles alike. So when they foretold a devastation, many persuasive voices listened. Willow Sel knew the key to survival would be cooperation, and before the world began to fracture, they traveled forth and collected allies. First the humans, who's resolve and determination would serve as a shield against despair. Next the elves, who saw much and knew more, often having a natural affinity for the spirit world. Finally, much to surprise of the elves and humans, Willow Sel awoke the leshy who had descended into the realms of myth and lore eons ago.

And finally the kobolds, who's numbers and ingenuity would serve as their guides and bring industry to their alliance. As hope was beginning to give way for the kobolds spear and bolt rained down on the orcs from behind, and their horde was scattered. This was the end of Willow Sel's vision, his foresight led him here, and together with Tarhun, the four races descended into the caverns.

Their journey was difficult, for only the kobolds truly could see well in the dark. Yet together, they led onwards, led downwards. It was a difficult journey still, and many were lost to the dangers of the everdark. Though in that blindness Willow Sel began to see, a vision of two falling gods spiraling together as they fell from the clouds. He saw them land by a great dark sea, and knew were he had to go. Deeper and deeper Tarhun led them, until they finally they arrived, awaiting the awakening of their gods.

In the time they waited, much strife was to be had. The kobold military, while massive and heavily armored, struggled against the sheeer number of monster that assaulted their people. In fact, it was twice the number that the number they had prepared for! Their zweihanders, or, as the humans called them, "long swords" were often a good weapon in close quarters, but alas, most monsters and beasts were many times the size of a single kobold, requiring multiple kobolds to fell a single one. Given the swing radius of their weapons, only loose formations were possible, which often allowed beasts to break through their ranks to the wholly unarmored crossbowmen/elves behind them. The leshies of human size, though they were rare, wielded spears to keep the beasts back.  Ultimately, most were forced to remain in fortified camps until the beasts departed.

While their constant assault occupied the majority of the kobolds and humans, the elves and the leshies set about their work. The humans, many of which were farmers by trade, had brought agricultural supplies. While their seeds were wholly unsuited to this region, the kobolds had some modicum of knowledge in underdark cultivation. While not particularly good farmers themselves, they could identify some potential options for the farms to attempt to cultivate. This was mostly unsuccessful, with the exception of the rock gourd, a stoney shelled gourd which grew quite slowly and was oft difficult to distinguish from rocks not only in appearance, but in both flavor, and texture.

Beyond that, there is only one other event of note. The kobolds made a rather lucky discovery! A particularly sharp eyed kolbold noticed what appeared to be a stairwell while on a scouting mission. Upon further examination, it appeared to be an abandoned mine of some sort, descending deeper into the earth. The kobold dared not enter the place without sharing this knowledge, and given the abundance of monsters in the area, she returned to safety to tell Tarhun.

Meanwhile, Willow Sel pondered. They had collected and carried many tomes and texts with them, knowledge they had collected from their library, which they hoped would be useful. Yet these texts painted an incomplete picture, oft referring to other works and magics undescribed herewithin. While other teachings were rather useful in some areas, and Willow Sel was able to improve several areas of technology and study through regular teachings.

Then, the Twin Gods began to stir.



Zvezda (Happy Demon) and TreKian (Darkwarlock)

Zvezda had always been a strange one among her kin. In their youth, they abandoned their heavenly kingdom and worshippers, being less interested in the politics of the divines and the world, they had other fascinations. They ventured high above, to the Peak of Heaven, and entered a most holy place, the Garden of the Sun. There, they took a part of the sun, a seed which they could nurture and grow. Of course this was nearly catastrophic in itself, and that act plunged the world into darkness before the sun gardeners could coax the star back to light. The star carried on, but could no longer burn constantly as it once did. In taking part of the sun, Zvezda had given birth to night, much to the chagrin of other gods and basically all the mortals. Not that Zvezda noticed, for they had descended deep into the earth, far from the eyes of the other gods, to cultivate their star seed into a flourishing sun.

This is where the Arana, the six armed spiderfolk, encountered Zvezda. Fleeing the Collapse, the arana fled deep beneath the earth, carrying as much as they could. With them they brought much they had learned over the eons, and Zvezda was much impressed despite their shortcomings, and they gained the favor of the god who blessed their webs so that they may grow closer to Zvezda.

Life was good. Among the arana a council of religious elders institutionalized the worship of Zvezda as their patron god, abandoning the goddess of the forest Altrime, the Erroarbist, and even the moon god Miazal, for they neither had dominion over this place, nor such a noble pursuit as Zvezda.

A particular champion, hailing from Clan Fray Silk, was particularly wild (as the clan Fray Silk had always had a reputation for). Struck with inspiration, remembering the cat riders of the elves perhaps, the arana Vector came to claim a scissor beetle bull as his mount. While normally quite bullish, weeks and weeks of effort finally paid off, and the beast became his. Impressed once more with the arana, Zvezda claimed Vector as their champion. Soon after, they donned their most holy of garments, a new sign not only of his status as champion, but as a champion of Zvezda, a loincloth of most masterful quality.

In the coming months, the Silk Riders, as the clan had been renamed. Came to gather many animals and insects. Among them, the scissor beetles were the most common, large black beetles, squat and wide, but of great strength. They were quiet cumbersome in most cases, being only able to turn while standing still. This, as many fledgling silk riders came to understand, is quite misleading, as the scissor beetle can charge at surprising speed, so long as it is in a straight line. Many an arm was lost in the pursuit of taming this creature, as it's mandibles were not only sharp, but strong. The females, while smaller and less fun as mounts, produced a sweet and sloppy liquid after eating of the mushroom trees. And thus, several herds of the large insects were tamed to serve as cattle. Vector, always unsatisfied with his last ride, rode many other beasts, but none came to be domesticated in so much as the scissor beetle did.

Yet, it seems as though this paradise would not last. For a few months after the world began to crumble, an uninvited guest arrived. Zvezda could feel it's presence approach rapidly, but many were unable to avoid the collision of the god TreKian. Trekian had plunged through the earth, and as they fell, caught many of his followers in his most holy of orifices, his pitcher plant torso. Grasping close to the heart of the god, they were protected for the most part. But upon Trekain's arrival, many were scattered.

The force of the impact shook the caverns incredibly, despite leaving no sign of his descendance through the stone itself. By all accounts, Trekain only became tangible as they entered the open space of the cavern, though their velocity remained quite as it was. The impact devastated not only the cavern floor, but also, many of the walls cracked and rock slides pushed in from all directions.

It was during this arrival that much of the thick stone floor gave way and disappeared from underneath the feet of the Arana. So was it true that many veisn were thrown into the hole, being cast down far deeper underground.

For several months, the two gods remained asleep. Tales of the deepness of that sleep came to appear in both races, often used in a joking manner, when one is difficult to awake, they are called "like Zvdeda when Trekain struck the earth."

Unfortunately, the two races were immediately cast into chaos, and from that, war. The Arana saw the vesnin as broken pieces of their god, who broke off when it landed. And thus, the deaths of their fellows were equally on the heads of the vesnin.

The two forces fought a great number of skirmishes. While the arana certainly were better suited, having access to scissor beetle cavalry, the spears of the vesnin allowed them greater range of striking, and allowed for the use of shields as well. The two races had come to a draw, though lives were still lost every day.

It was near their sleeping god that the vesnin could begin to take root. Their existence here was quite harsh, as food was fairly scarce among the various pools and patches of rock that grew mushrooms. This coupled with a lack of light brought them to the brink of starvation. They had brought livestock with them, chubbages as they were called, a kind of birdlike plant which had thick meaty leaves. Tree squid also made the journey unscathed, and many grew wild and free in the mushroom forests, though few vesnin could reach them.

Much to the surprise of the vesnin, they discovered that the cave-in had partially breached an ancient mine. While the path downwards is both difficult and treacherous, some believe the mines would be of great use to the Vesnin.

It was then that the two gods began to stir.

Harut (Micelus) and The Watcher (Tankkit)

Glorious was the march of the karcini. The followers of the shambling form, the Thousand Shells, the Adopted God, did walk briskly through the everdark. There was no light to be seen, save for the occasional torch, the going was difficult and the journey long, but the karcini did not walk in shame. Their voices rang out the Song of the Forgotten, and many a prayer was given for all the souls that could never be recovered by their priests. It was for them they marched, not for their own survival, but so that the lost would never be forgotten.

It was this sound that first drew the attention of the Old King. Where there was singing, there was people. Were there was people, there was food. While the Watcher had institutionalized cannibalism, the reaction had been rather most unfortunate. Many refused to follow the directive, and after the first hundred or two were slain, the Inquisitors began to question whether it would be better to let those who would not eat starve themselves out as opposed to killing them outright, as they had been doing. It was a difficult question of morale, which would be more damaging.

But as they heard the songs of the karcini, this was all too convenient an opportunity to pass up. Even if they must eat people, The Old King mused, they need not be his people. Assured of this stroke of luck as a sign that the Watcher truly was watching over them, the humans began to mobilize, descending further down after their unknown query.

Unbeknownst to the karcini and Amertat, they continued onwards, their spirits high and their journey rather eased by a decent abundance of food. Small ponds, underground brooks, patches of cave moss and mushrooms, as well as the occasional wandering beast. All were collected for the karcini, leaving nothing behind, for they knew they would not return here and perhaps food would be less abundant further along their most holy of journies.

The humans of the Theocracy marched onwards and were dumbfounded by the total lack of sustenance available in the caves. There were ponds and brooks, but no fish nor crabs resided in them. One would be lucky to find a slug for dinner, much less something palatable. Even mosses and fungi were so scarce, that many failed to see a single one upon the entire journey.

Finally the crabs heard a familiar sound, one that harkened back to their homelands. The distant quiet drip of water into a still pond. For many, this drew forth nostalgic memories from their youth. When they did finally see the water proper, there too was a bridge of such majesty across it, that some came to wonder if it was gods or giants which had sculpted it, for no other creature could have done so. While it was clearly carved, it was still rough stone, not built there, but rather, the top of a natural ark flattened somewhat to make it easier upon the feet. Crumbling fortresses had been built upon either end however, their banners long since crumbled and their fortifications abandoned. They had passed through ancient walls as well, which had provoked a similar reaction, but nothing was so awe-inspiring as this bridge. Some were worried as they traveled briefly through the crumbling fortification, as it looked as though it could tumble upon them at any moment. So, Ameretat, in their wisdom, told them that the singing would need to wait, for their voices could shake loose the stones of this place, and once they had all made it safely through, their reason for singing would be redoubled, for there are greener pastures upon the other side.

As the singing stopped, the humans quickly grew desperate, the Old King moreso than any, for his responsibility to his people was great. He ordered the populace to double it's pace, and so they did! Now moving several times faster than the crabs, they barreled through the ancient walls. Though, as they passed through, their many footfalls must have shaken something loose, and an ancient stone gate began to raise from the floor. Most humans made it, but many were trapped upon the otherside. Their misfortune aside, the rest could do nothing for them, and charged on, driven by hunger and zeal.

Oddly enough, as the crabs passed beyond the fort, they heard a great rumbling and looked beyond the walls, many of which began to crumble! A wave of bodies, yelling and running, pursued them! The karcini took a vote, and decided the safest course of action would be to tumble the fortress between them and the humans, for there was another on the other side they could fortify. Taking aim, a barrage of cannonfire gave the bastion the push it needed to give way entirely, creating a barrier between them and the humans, crushing hundreds of their foremost members who had drawn closer and closer.

The Old King watched in horror, minutes before this occurred and ordered the populace to halt. Only a few failed to heed the warning and charged headfirst into the fort, only to be crushed minutes later. The Old King cursed this poor souring of his luck and began giving instructions. The stones would be moved, and the pursuit would continue another day, for here at least there seemed to be some food, and the river could provide them with fish. And so, for the next several sleeps, the humans toiled. But a strange question kept arising; why were the crabs still on the bridge?

Aneretat was devastated. The journey across the bridge took the better part of a day, and as they drew close, it became clear that this fortification was in much better shape than the previous one. It's walls were thick and solid, though dusty and worn. However, it's massive stone gate was entirely blocked by some sort of stone door that had no crack, nor no mechanisms they could see. Ameretat knew they were trapped. But as luck would hold, something hailed them from the other sides. There were a group of strange humanoids nearby. They were light of skin, and seemed to have most fuzzy of silhouettes, it wasn't until one fluttered close that it became clear they were moth people, having fluffy manes and two sets of arms, they moved through the air gracefully. Upon closer viewing, their features seems almost human- though their features were less pronounced, closer to that of a halfling or a gnome, and their eyes were a pure black globe. The hailed the crab people so that a parley could be arranged.

Meanwhile in the human camp, hunger, desperation, and toil were taking a toll on the populace, while it was incomplete, the path through the rubble had made great headway, and the crabs remained on the bridge!

It was then that the two gods began to stir.


Kong-Li

As the heavens fell above, something stirred deep below. Long ago, in a distant past, a dwarven civilization had captured one of the oldest demons, a divine by the name Kong-li. From him they created the War Swine, among other races, through his most demonic of blood. Yet, in time, the dwarves lost their power over flesh, and the Warswine were discarded. Later, the demon escaped and wreaked havoc upon his captors, whos magics and prayers put him into an eternal slumber.

Yet, as the collapse of heaven occurred in skies above, the holy elements of his prison began to weaken, and Kong-li began to return to the waking world. And the omens of his arrival were not unseen by his followers. The oracle Torguna, gifted with foresight, saw a vision of the demon's awakening and assembled a cult of warswine around them to greet their Father into the world. Their plan began long before any other race, and it was a good thing, for they had further yet to go than most to find safe passage into the underdark. Along the way, they fought with orcs, ate with hill giants, and even traded with some goblins for a decent supply of explosives. It was not until they reached the underdark that their challenges truly began.

Returning to their ancestral homelands, or at least somewhat close to them, was an odd experiance, even for Torguna. While the path was known, the way was dark. Some had prepared for this, but blood alchemy of the eyes is a rather tricky business, and more than one warswine had come out of the process worse than before. Yet others could make out the world around them to some degree. Some would help others along, while others believed that only the strong would survive the journey. Those who believed in strength, were correct. As the journied closer and closer to the location Torguna has seen in their vision, the darkness slightly lessened, but what it revealed was much more terrifying. Beasts of horrific nature, strange combinations of insect and amphibian assaulted their party, many several times the size of an ox. Bolt and claw beat them back, but they always lurked somewhere in the dark, trailing the company, picking off those who fell to far behind. Those beasts that were felled provided little edible meat and there was little time for blood alchemy experimentation on these beasts.

Yet the dangers grew ever greater as the time of awakening drew close, and the warswine grew closer to their god. There was a distinct time in which there was little food, the area having been striped clean, tracks of some sort of crab monsters and what appeared to be human boots were discovered in a few areas. The warswine were not alone down here, and they took note of this fact. Yet as they drew closer to their destined location, the tracks stopped and food was moderately available, nothing to sustain them long term, but enough to keep them going. That is until their destination came before them.

A wall, miles across stood before them. And while it had once been mighty and solid, thick enough to stop any explosion or monster any had dared dream of, it had been rent asunder. Claw marks deep enough for a warswine to stand in had been dug into the ground and wall, scattering it into chunks the size of towns. The warswine bemoaned their misfortune, for their god had awoken before they arrived! The continued onwards, deep into a mushroom forest behind the wall, passing many chained skeletons of twisted and destroyed nature, cages of bones, though eerily, some broken from within. Much to their surprise, they found Kong-li, chains weakened but still intact. While there was much rejoicing, many began to wonder. If Kong-Li hadn't destroyed the wall, what did?
 
And then, the chains began to snap.


19
Forum Games and Roleplaying / Sanctuary: A God Game
« on: January 05, 2020, 11:27:36 pm »
Sanctuary


When the skies darkened and the heavens fell, mortals and gods fled beneath the earth. The dwarves laughed when the huddled downtrodden masses slammed their fists upon their gates, and the rest of the races were left to fend for themselves. This is their story, one of gods and mortals, trapped beneath an otherwise dead world. Yet, the world is not yet dark entirely. For each god carried with them a peice of Heaven, a glowing beacon to light this dark world. Slowly mortals are drawn near. The gods awaken, and begin to act.

Rules

Spoiler: Entities (click to show/hide)
Spoiler: Combat (click to show/hide)
Spoiler: Opposing Actions (click to show/hide)
Spoiler: Power (click to show/hide)
Spoiler: Actions (click to show/hide)
Spoiler: Life (click to show/hide)
Spoiler: The Plane Spiritual (click to show/hide)
Spoiler: Resources (click to show/hide)
Spoiler: Death (click to show/hide)
Spoiler: Addendums (click to show/hide)
Spoiler: Leylines (click to show/hide)

Templates

Code: [Select]
Entity (player)
Name:
Appearance:
Personality:
Goal:
Form:
PHYS: CP:  DP:  SP:  PS:  AS:
SPIR: INF: EGO:  SS:  W:
Myths: [leave blank]
Start Location: include an edited copy of the map or trust the GM to *perfectly* understand what you mean via description.
Colour
NOTE: At game start, copy down the stats of either Guardian or Demon. Note that upon switching form, the attributes and stats of the form are lost

Code: [Select]
Life (for life creation, PLEASE USE THIS SHEET. OTHERWISE YOU WILL BE BEATEN WITH THE HOLY BEATSTICK OF CHAOS)
Name:
Appearance:
Traits:

Code: [Select]
Subsoul (for subsoul creation, PLEASE USE THIS SHEET. OTHERWISE YOU WILL BE BEATEN WITH THE HOLY BEATSTICK OF CHAOS)
Name:
Appearance:
Personality [optional]:
PHYS: PS:  AS:
SPIR: EGO:  SS:  W:
Myths: N/A
Initiative:
Commandments:
Traits: for anything else that doesn't fit in the above. An inborn knowledge of geology, the ability to read minds, needing to eat meat twice a day, etc.

Code: [Select]
Accoutrements/Natural Wonder (for accoutrements creation, PLEASE USE THIS SHEET. OTHERWISE YOU WILL BE BEATEN WITH THE HOLY BEATSTICK OF CHAOS. Minimum cost of 1Power.)
Name:
Appearance:
Purpose:


Code: [Select]
Monuments(for monument creation, PLEASE USE THIS SHEET. OTHERWISE YOU WILL BE BEATEN WITH THE HOLY BEATSTICK OF CHAOS. Minimum cost of 1Power.)
Name:
Appearance:
Purpose:
Maintenance: [source by which monument is maintained]

Code: [Select]
Orders
Subsoul:
Orders:
>[Order 1]
>[Order 2]
> [Order 3]
(Add more > as required)


*This game will heavily use discord. All players will need to use discord to participate in this game.

Starting Scenario

Mortals: Each player will start with one race of mortals. Follow the instructions below to fill out a life template. Please put your choices at the bottom of the template.
1) Choose one: Fantastic (allows one supernatural ability), Numerous (Doubles starting population), or Multiracial (Create up to three mundane races at start. If you choose this, choose 1 for each on question 2).
2) Choose two: Religious, Attuned to Nature, Seafaring, Militaristic, Mercantile, Studious, Artistic, or Adaptable.
3) Choose one: Theocracy, Democracy, Dictatorship, Military Council, Council of Elders, Aristocracy, or Populist.
4) Choose one: Relics of Old Knowledge, Weapon of the Old World, A New Alliance, A Lucky Discovery, or Safety Comes First.
5) If you did NOT choose safety Comes First choose one: Unstable Caverns, Rampant Beasts, Unfriendly Neighbors, Resource Poor, Cramped Quarters, or Unpleasant Conditions.
6) Optional: Write a backstory.

Subsoul: Each player will start with one 3CP subsoul. This is an individual which led your nation into the dark. Follow the instructions below to fill out a subsoul template. Please put your choices at the bottom of the template.
1) Choose one: Priest of the Faith, Wizened Mage, Youthful Druid, King without a Kingdom, Mysterious Stranger, or Dark Power.
2) Choose one: Military Company, Merchant Guild, Acolyte Priests, Fledgling Mages, Craftsmen, Miners Union, or Abundance of Peasants.
3) Choose one: Sent by God, Right Place, Right Time, Foresight, or Unwitting Savior.
4) Optional: Write a backstory.

Supplies:
Choose two: Swords, Spears, Hammers, Crossbows, Short Bows, Maces, or Throwing Knives, Heavy Armor, Leather Armor, Cloth Armor, Light Shields, Heavy Shields, or Staves.
Choose one: Explosives, Extra Food, Digging Implements, Craftsmen's Tools, Agricultural Supplies, Holy Water, Medicine or Livestock.


20
Forum Games and Roleplaying / Between the Mountains IC
« on: September 30, 2019, 09:52:09 am »
A sweet scent slithers through the air as, for the first time, the gods awaken. Before them lays a world, unknown and perhaps wonderous, perhaps mundane. Even as they break their daze and solidify into this plane, something feels deeply wrong. The world is not as solid as it should be, and getting a foothold is truly impossible. You know instinctively your time here will be short, and then, you will drift back into your inner dream realms. At least until you can struggle back to the surface of your consciousness to take in the breath of fresh air that this world provides.

Aurum and The Librarian

From the sand two beings arise together, a swirl of sand and earth shaking the trees around them as they pull themselves from the earth. One pulls in driftwood from the nearby beach as they coalesce into a corporeal form, the other melts the sand around themselves until they are a glyph covered crystal. In only a few moments, the twin gods Aurum and Librarian are born into the world.

In only a few moments after their birth, the world made itself known to them. Two suns aloft in the sky made for a rather bright day, one larger and white, while the other a dim purple color, which failed to so much as tinge the clarity of the first. Though, little of this light managed to fall directly on the deities, as they found themselves beneath a dense canopy. Only shards of greenish light penetrated into the twilight of the forest floor. Smells of earth and moisture swirled into their newly formed nostals, the first smells of many the gods will discover. And then, then came the sounds. Birds, unseen, but nearby sing songs of their arrival, a chorus of chirps and long deep notes interspaced by other creatures. The beating of beetles upon the tree trunks, the buzz of flying insects big and small, and the skurrying of mammals add to the sycophancy of the jungle. Then, another sound joined the singing, it was not rhythmatic, nor was it pleasant. It was some kind of horrible screaming.

A strange creature, bipedal and skin as green as the leaves themselves, was being devoured by a plant of such unorthodox design that perhaps to call it a plant is a disservice to the entire taxa. A stench of wrongness permeates the area as the newborn gods look upon the tangle of leaves and branches. The poor greenskin melts slightly and is torn into bloody chunks where the melting is most prevalent, having weakened whatever internal biology held the poor thing together withers. In only a few moments, the deed is done and the being is dead. The plant thing turns a head, or perhaps a buttox, in your direction and a hissing noise emanates from a hidden orifice before the creature scurries away.

In time, your senses spread out to the hex you’re upon. There are a vast number of plants and animals in the region, most of them seem mundane from the perspective of a divine, but perhaps fantastical to a mortal soul. Oddly enough, you do not directly sense the creature which you had seen, only a general feeling of wrongness in a few areas. The greenskins are of interest however, living solitary lives among the trees, they seem clever, though not entirely beastial as the jungle cats and the tree boars do, at least, your helpers seem to think so.


Vahranis and Malaya

The ground shakes and the gravel grinds as two beings drag themselves up from beneath the stone and the soil. A hand plunges upwards into the air, followed by another, yet neither brace against the stone as the body of Malaya rises from the earth, hands to forever be extended towards the sky in an embrace of the distant stars above. While Malaya is gilded and bronze, shimmering in the light, her twin is as equally ostentatious. Clad in armor, ornate and flanged, Vahranis pulls himself from the earth, rubble and root sliding off his armor as easily as water through a mountain stream. Together, the twin gods Vahranis and Malaya look out upon the world around them.

They see trees abound, thick of wide leaves and limber of lumber. Some bear small fruits of a pinkish coloration, just turning now from the pale green of an unripe past. Critters of size too small to count, to beasts of sizable constitution roam the woods. Boarbears, symphony birds, gilded snakes, among others can be seen nearby. There is little wildlife nearby. Though the mountains behind them have some life upon them, the smell of rot waifs down the slopes towards the fledgling gods. A cave of sorts seems to be the source of the miasma.

Though nearby, to the north, a small gathering of humanoids can be seen. Long armed and dexterous of finger, they meander along the edge of the forest, picking the fruits from branches with their limber limbs. It appears they live nearby, judging from the leaf thatch hovels that can be spotted in a clearing. A few seem to have sharpened sticks, though it seems they are fewer than one would expect given the amount of dangerous animals in the area.

A slight twang, or perhaps a beep of some kind, can be felt in the air. It seems you are not entirely alone, though nothing close enough for your senses to detect.


Vorak

A rumbling in the earth wakes you as your form into a metalic sphere and claw your way to the surface, pushing stone and earth aside, bursting into the open air with force enough to propel you upwards. As you linger for a moment at the apex of your jump, you see treetops abound ahead of you, and an outcropping of mountains behind you. Beyond the trees lays plains for as far as your eyes can see.

You land, agily, upon to the slope of the mountain. As you scan your surroundings more thoroughly, wildlife seems abundant. Horned mountain goats, burrow-birds, rubble slimes, and so on. Though, it seems there are significantly less that one would expect. The forest below has a fair abundance of life, but similarly, it seems sparser than you would expect. Most notably, there is an unhealthy smell in the air. You lift up one of your metalic spikes, and there is a deep crack in the ground, of which the smell drifts upwards from. It smells of bone rot and soured fermentation.
Seemingly unaffected, you notice some stout mortals nearby. Hairy to a fault they are, curly orange-brown hair covering their entire bodies, with long locks and on some of them, beards, long and glorious. In shallow caves they dwell, avoiding ones which stretch too deep into the mountain’s bowels. They wear trinkets of bone and meat, often upon the head or woven into the beards.


Krupp

Cold. Ice. Snow. Wind. Your eyes slowly flicker to life as they spontaneously combust. Black sludge pours out of your mouth as you wake from your slumber. Bones of all kinds are clustered around you. Some are parts of you, others are not. You don’t know how you know which are which, but instinctively, you know. 

You feel as though you've been here before. There is a familiarity to this place, a strange similarity that somehow resonates into your bones as you piece yourself together. It feels old, as if it wasn’t only frozen in ice, but frozen in time as well. But you, you are new, old is something new to the new who is you too.

In time you remember to look up and see your surroundings in full for the first time. Snow, white, ice, also white, sky, white, with a hint of grey. For as far as you can see, you are the only speck of black in an endless flurried expanse of white. Some of the white moves, a bundle of snow. It shakes, and a yak emerges from beneath. Then another bundle shakes and another, until you see several dozen yaks nearby. Or perhaps they’re bison, hard to say. In the distance, caribous wander in a herd across the ice, they’re going somewhere, though where, you cannot be certain. This place is cold, and harsh, but even so, it seems you are not alone.


The One With Many and No Name

The first thing you hear is the cracking of stone, followed by a dull beating drumbeat. After a time it stops and you fall asleep again. When you awake, your crustacean-like face looks out over some hills, facing a lake, or perhaps an ocean, it’s hard to tell, having never seen either. The beating of that strange drum fades from your mind, a dream, distant and fades quickly now that you’re awake. You shake and skitter and brush off your stoney womb, leaving an imprint of your body behind you in the stone. Looking to the sky, you see there are two suns, though one hides behind some fluffy clouds.

Turning your attention to the hills, they are covered in deep grasses. As the wind blows in from across the ocean, you observe an interesting sight as the waves from the ocean crash into the shore, the wind blows the grasses at the same time, and the wave appears to continue across the plains, until it hits the lake, and continues on once more as water.

It is difficult to see much life here. There are of course large animals, a strange yak (or maybe a bison, impossible to tell really) herd together and roam the hills. Foxes hunt mice, and mice hunt the insects. It’s rather a beautiful area.

You hear a horn in the distance, and bisonyaks turn to flee, stampeding past and around you in an exciting display of noise and fury. One goes down, a sharpened stick protruding from it’s side. A gaggle of bipedal monkeys, hairless and weird, gather around it and cheer. They cut into it with jagged rocks, and try to break it apart quickly. It’s not until you see the creature that you understand why. A big thing it is, eyeless with large nostrils and teeth as large as a mans arm, rushes forwards from the grass sea, it’s six legs rushing forward in weird rhythmic motions. The mortals make a run for it, though, three are eaten before the beast scoops up the buffalo. The entire time you had this feeling that something strange was afoot, but it wasn’t until the beast had departed that you realized what it was. It made no sound. No rushing of feet, no crunching of bones between the teeth, no hot breath of murder. It was unnervingly silent.


Kapesh

It is dark when you awake, and the world is quiet. You look around and it is without fail, darker than you could have imagined. You wait for a moment, still quiet, still dark. After a while, you begin to walk. You carry on like this for quite a while, walking, carrying a corpse you woke up in. It keeps you company.

Eventually, you hit a wall. You turn to the right, you hit a wall. You walk back the way you came, you hit a wall. In all directions you find a wall, tired and without a way forward, you rest. For a moment, you sleep.

When you awake, there is a strange light upon you. You are in a cave, but as you look up, the setting sun shines directly upon you. Finally, you are free. Rushing out into the sunlight, you see an empty world before you, stone planes, dotted with straggly bushes lay out before you as you look out from the mountain. Life here is scarce and harsh. Roaming armadillos graze occasionally on the twiggy plants and patches of grass. Birds of a grey color hide amongst the rocks and the craigs. Pebble snakes slither in the ravines. Occasionally an ibex can be seen. The mountain is not much better, hosting goats, mormonts, and rock crabs, but still vegetation is rare. Much more common are the bones, piles of them don't the landscape, and others are behemoth in size. Then there are the tar pits, which are perhaps the source of the many bones.

As night falls, you turn back to the shelter of your cave, but as you look back the way you came, it is a solid rock face, just another wall in your way.


Noxuss

Warm is the blanket you find yourself in. It swathes you in it's embrace, surrounded on all sides. For a long time you doze. The twilight around you dims, and grows, over and over. A deep orange at it's brightest, and the sound is the worst, but eventually it subsides.

Until someday, it becomes far too warm and bright for you to remain in your comfortable sleep. Roused by a flurry of angry stone and roiling water, you leave your place of rest until the earth calms itself. Rising up, you find something new, a barrier of sorts, beyond which another sea, this one of air.

Around you look, the water is full of strange life here. Rich in algea, fish and corals and crustaceans are abundant, some even live bear your resting place you think, hard to tell now where it is. They roam, living off the angry smoke of the earth beneath the waves. Yet there is also an island of black stone and grey sand, it is more barren. Few large creatures live there. Some small porcine creatures, a few charred plants for them to stave off starvation, lizards lounging near the warmth. It is a harsh place indeed. Though when you turn to return to your slumber, you cannot find from whence you came, only the water and island, no matter how hard you look.


Chromaticwing

The clouds themselves were the womb in which you coalesced, soft and cool, white and whispy, they bathed you in light moisture as your wings unfolded for the first time. You look about and it’s white for as far as your newly formed eyes can see. For a long moment you linger there, but a strange force begins to act on you, and you begin to fall.

It is not until you land among the trees of a tropical jungle that you realize something important, you have no idea how to fly. Though, this is no matter to you, the fall was exhilarating and the landing was smooth enough, at least by divine standards. The demolished trees and crushed animals may disagree, or would if they were still capable of breathing.

Around you thousands of flowers bloom in a kaleidoscope of colors. Their numerous floral scents collecting into a heavy perfume which permeates the area. Tree shrimp chitter and chirp as they go from flower to flower, while sloths gnaw slowly at the leaves and fruit. As you look around yourself, you see felines of a speckled variety, frogs of color and shape which seems to change with each instant, and lastly, a dozen sets of eyes.

Staring at you, hidden within the foliage are some dark green skinned humanoids, yellow and reflective of eye, and strange of hair. About half have bald spots atop their head, giving them a strange black crown above the ears, while the others only grow hair on the very tops of their heads, but it is long and flowing or densely braided. As soon as they realize you’ve noticed them, they scatter. You think to follow them, but before you can move, a cold chill runs down your spine.

You look west towards the mountains, something lingers there, staring back at you. After a moment, it disappears and the feeling of dread abides.


Yume

You don’t remember well the dream before you awoke. You vaguely recall winds, and clouds, storms and rain. There’s an odd almost clear memory of a field of bubbles, but the more you try to picture it, the fuzzier it becomes. No, the first thing you truly remember is the smell of rot, and the sound of a toad. It was beside you when you coalesced into your current swirling form; a small storm of light and water, purple and new. The toad croaked, a loud ugly sound before plopping into the water and disappearing from sight. You still wonder whether that was a welcome or a warning.

The endless swamp is a place most unforgiving. The tar pits mix with the poison ponds and release a gas most noxious. While the life here is twisted, trees which cling to life as they rot away from within. Beetles which gnaw upon what little green survives. Fish seemingly made of teeth bite and spit, while eels slither out onto the mud.

Yet in other places it is more pleasant. Willows grow wild and white in the night, and the tree shrimp grow fat and juicy on the gobgob fruits. Crocodiles and birds with long stilts of legs play a deadly game of cat and mouse. Indeed, for being as toxic as it is, this place often has a serenity to it that seems to draw one in.


Xelathan
Long the longsnake did slumber beneath the waves. Among dark and damp the beast did sleep, cradled by a crevice on the sea floor. No light bothered you here, no sounds made themselves known to you, it was quiet, it was pleasant, it was perfect. Who knows how long you resided in that ravine after you coalesced, or when you coalesced, or even when your sleep was disturbed. Yet, in time, you were disturbed so. When it comes to infinity, all things are possible, and you have around you the infinity of time; forever. And perhaps forever there you would have stayed, if one had not drawn the attention of the fates towards your continued slumber.

Indeed, with all possibilities possible across an infinitude of forever, perhaps the idea that you had forever is a flawed prospect, as eventually, with all possible possibilities, you will come across the possibility that you lose out on forever. Whether that has or hasn’t happened as of now, one can never be certain.

Though, something did change. A sweet smell entered your nostrils and rose you from your sleep. It was a tantalizing aroma, metallic, sweet, and sanguine. The scent of blood in the water. Blue and shimmering, you rose from the depths of that crevice and found a world of light and wet violence. The bay itself was larger than one could see, though here in the open water there was still life. Sharks of a hunger most familiar to you create that sweet sweet smell with the help of smaller weaker creatures. Tiny plants and little creatures devour eachother, and sometimes themselves, all in the sake of continued existence. In pursuit of the infinity of time, or perhaps as a rout against the cessation of existence. Curiously, you try the same, taking a shark in your maw and producing the aroma that you had seen them produce in the same manner. It was heavenly, not only the smell, but the sensation of taste. The mechanical action of your body brought you great joy, only to fade into a dim satisfaction when the moment had passed. You had no need for sustenance, yet you had a deep need to devour again. More, you must have more, you must always have more. As you swim off in search of that wondrous taste, you lose sight and some recollection of that quiet perfect place you had once called home.



21
Forum Games and Roleplaying / Between the Mountains: A Gods Adrift Homage
« on: September 24, 2019, 09:33:15 pm »

Ere the wind doth whisper through the mountains. Sour, sweet, and sanguine it slithers through my nostrils, provoking a terror so primal that for a moment, I fear as though I am no longer the hunter. It is a distant memory, screaming with the voice of a thousand ancestors, but I was too far past to hear their screaming. More sanguine in the wind this time, if only I could have heard. - Final Entry, Journal of an Unknown Corpse.

Welcome to Between the Mountains, an unabashed rip-off of a game by Micelus. All the good things in here belong to them. In this game players will join this world as newborn gods, and decide the future of this world for themselves, or die in the process.


Rules

Spoiler: Entities (click to show/hide)
Spoiler: Combat (click to show/hide)
Spoiler: Opposing Actions (click to show/hide)
Spoiler: Power (click to show/hide)
Spoiler: Actions (click to show/hide)
Spoiler: The Plane Spiritual (click to show/hide)
Spoiler: Resources (click to show/hide)
Spoiler: Death (click to show/hide)
Spoiler: Addendums (click to show/hide)


22
Forum Games and Roleplaying / Evolution 4 (IC)
« on: September 17, 2019, 11:03:39 am »
Across the night sky, a bright and bloody gash tore it's way across the void. A sanguine rock, aflame with friction plummets down towards an icey planet. Ice sheets cover most of this world, luckily however, the comet flies true towards the equator. It slowly it breaks apart as it descends, and spills it's contents into the ocean near a small continent.

The Shallows
The light here is powerful. The sky is a swirl of light and deep blue, dotted with clouds of a whispy composition. No more than a few meters in depth, during the long days, this area is bombarded with intense light. Plants and corals are common here, and life is abundant. At least for a time. Nights here are also long, bringing forth the dangers of the dark. As one draws closer to the island, small river mouths pour into the ocean. There are three main areas here, interspaced with the occasional sandy desert: the reef, the sea grass prairies, and the kelp forest. Further out to sea, the Shallows drop off with a near sheer cliff, leading down into the darkness and the open ocean beyond. For now little is known of the indigenous populations of this world, perhaps as time goes on, more creatures will be discovered.

The White Rays
Green surrounds you, and it is glorious. The Shallows are a wide hodge-podge of shallow rocky reefs, sand wastes, and most importantly, fields of sea grasses. It is here the White Rays take hold. The wavy grasses form fields of delicious food, a bounty of extreme portions. Yet this area is not without danger. Eel-like parasites can be found here, and once attached, are difficult to remove. Avoidance is often the best strategy. Predators too lurk nearby, mainly the dragon carp, which you can oft escape from, but if one is not vigilant, the end is swift. Some rays drift near the kelp forest, but the sea grass is a much easier food source than the fiberous kelp.

Feeler Worms
It was in the darkness of night that the feeler worms found their the home. Across the Shallows, few creatures could be active at night. Yet the feeler worms found their feelers gave them a competitive edge against the indigenous populations in this regard. Scavenging under the cover of darkness was relatively safe. Your main source of food is detritus, however, the occasional large corpse drifting to rest on the sea floor, provides an incredible bounty and algae provides another source of food as well. While present in most areas, the cracks and crevices of the reef allow the worms to hide during the day and thus, the main population is established there.

Dragon Carp
The Shallows are abound with life, and dragon carp quickly come to capitalize on that. While sea grasses are edible, they oft serve as hiding places for tasty morsels and dragon carp tend to frequent these areas over the sandy planes or the reefs who's crevices allow prey to escape. Here Small Eaters and Blood Minnows serve as good food sources, while White Rays tend to elude you. Glaive eels are another, though less common, food source. However, it is the vampire fish which troubles you most, as few large predators have yet to be discovered. Once one manages to attach itself, its parasitism can prove taxing, though not deadly outright, it weakens the Carp. As time goes on, the Dragon Carp become more nomadic as they grow older, requiring larger areas to sustain themselves. They frequent all areas of the shallows, mainly the reef and the sea grass prairies. The kelp forest serves as a secondary hunting grounds, though the area proves to provide less sustenance.

Glaive Eel
Interestingly enough, the Glaive eel does not come to dwell in the kelp forest outright. Instead, they linger nearby in the muddy or sandy plains where they are less likely to be bothered. Never straying very far, bits of tough kelp are dragged away to be properly mulled. Small depressions in the sand are created, serving as slight shelters from the plankton rich currents where the glaive eels tend to take their food to. Yet dangers are not unknown here, Dragon Carp occasionally wander near and swarms of blood minnows can occasionally overwhelm a glaive eel caught in it’s nest.

Vampire Fish
The vampire fish find their new home to be quite to their liking. Their translucent bodies make them difficult to detect as they slink through the cracks in the reef. Then, when the time is right and prey is unsuspecting, they slowly extend their bodies and attach themselves like leeches. Among the many corals of the reef, their translucence is a boon, making them hard to detect across the fantastical colors. Mainly preying on the Dragon Carp, who grow large and lumbering in old age. Occasionally a White Ray is caught, but their speed means they often elude you. Blood minnows are truly your main predator, their swams often overwhleming you while their small bodies serve as difficult to deal with using your probuscus.

Blood Minnows
The blood minnows have some difficulties, as their greatest strength is often their greatest weakness. Forming large swarms, they can easily overwhelm glaive eels and vampire fish which both tend to linger in crevices and depressions. However, their swarms serve as targets for dragon carp which are often too large for a swarm to effectively attack. A single dragon carp may assult a swarm, devouring dozens of the closely packed shrimplike creatures. Your swarms take up residence in the reefs and occasionally venture into the sand planes, finding the kelp forest and grass prairies to be less good hunting grounds.

Cleaners
Of all the strange creatures to arrive in this place, the cleaners are the oddest. Forgoing fins for small limbs, they move along the sea floor with a slow walking motion. In time, they come to reside in the kelp forest, where their limbs allow them to climb among the shifting towering kelp. There, among the drifting leaves, they live an undersea arboreal lifestyle. Predators are uncommon here, among the shadowy green gloom and cleaners are only occasionally bothered by the dragon carp. Glaive eels serve as a nuisance more than a threat, cutting down kelp fronds and dragging them out into the dangers of the open plains. While highly resistant to venoms of their home comet, few creatures here are venomous and that trait may begin to disappear as it becomes less important to survival.

Small eaters
These starfish-like creatures gain a foothold in the reefs and sand planes fairly quickly. Their small size and willingness to eat whatever they can fit in their mouth makes them very flexible when it comes to food sources. Algae grazing is common, though scraps from other creatures meals, or defecation, often allow for diverse diets. Unfortunately, their small size make them a tasty treat for nearly everything. Young dragon carp, blood minnows, occasionally a glaive eel, near anything that has an inclination to eat meat will eat you. However, this causes your creatures to spread further than most, distributing themselves across both the reefs and the sand planes.



White Rays (SC777)
Spoiler (click to show/hide)

Feeler Worms (Crazyabe)
Spoiler (click to show/hide)

Dragon Carp
Spoiler (click to show/hide)

Glaive Eel
Spoiler (click to show/hide)

Vampire Fish
Spoiler (click to show/hide)

Blood Minnows
Spoiler (click to show/hide)

Small Eaters
Spoiler (click to show/hide)

23
Forum Games and Roleplaying / Evolution 4: Panspermia
« on: September 16, 2019, 01:29:32 am »

For generations your species has survived, hidden deep within a comet hurtling through space. Your icy spaceship held within its core a micro-ecosystem that endured the long journey through space. In those cold waters several species evolved and survived for an untold amount of time. Yet now, that age has come to an end. Your species has arrived at its destiny, a planet. As your home enters the atmosphere it breaks apart and crashes into an alien ocean, spilling its contents into the strange unknown waters. What the future holds for your species, its impossible to say. But one thing is certain, only the strong will survive.

Evolution: This is a turn based evolution game. At the beginning of each turn each player will make a small change to their creature. These can be used to manually evolve your creature's body, mind, or behaviors. Small evolutions may only take one turn, but the more complex the evolution, the more turns it will take. There will be a good deal of price checking at first, but as the game goes on we'll figure out about how many turns everything takes. At the end of each turn there is a chance that your species may randomly mutate without cost. This mutation can be beneficial or harmful, but will almost always be a small. After any mutation, your species as a whole advances, and those who do not advance will die off or speciate into an NPC.

Events: This world is unknown and changing all the time, occasionally large events may effect your species and the area in which you live. All species will have to adapt to survive. These can occur any turn, and even multiple turns in a row if the dice hate you.

Locations: There will be various locations which will have different mixes of plants and animals. There will be both land, fresh water, and ocean environments at start.

Spoiler: Character sheet (click to show/hide)


Feel free to submit additional sheets for NPC species as well. Just clearly mark them as such and I may snag them to flesh out the ecosystems.



This is basically going to be a carbon copy of the evolution game I ran forever ago. New locations, new creatures, same big idea. It's a classic game and hope y'all have fun with it.

24
Forum Games and Roleplaying / Twilight Cults: Keepers of The Dark Thread
« on: August 26, 2019, 10:50:20 pm »
Turn One, Research Phase, New Moon


Twilight City, a town rich with lore, treasure, and power unlike any mere man could dream of. No, men can not dream dreams as dark and twisted as the terrors contained within. Yet still, they try.

The Keepers of the Dark are neither old nor well connected, yet, this comes with the benefit of being rather unknown to most who would fall prey to their plans. A group of like-minded individuals, thieves for the most part, swindlers for the rest, they have recently taken control of half of the Silver Slums. This has rather angered the Jade Dragon, an equally shady, though much more flashy and violent street gang in the area. A month or so ago a hit a museum went south because a group named the Aboleth Association tipped off the authorities. Ever since, there has been nothing but war between you and those prissy mansion mooks!

Spoiler: Starting Cult Units (click to show/hide)

Spoiler: Starting Equipment (click to show/hide)

Your collective experience and general listening to the rumors of back alleys, bars, and bazaars has given you some insight into a few potential marks.

Spoiler: Information (click to show/hide)

Spoiler: Quests (click to show/hide)

25
Forum Games and Roleplaying / Twilight Cults: Aboleth Association Thread
« on: August 26, 2019, 10:47:25 pm »
Turn One, Research Phase, New Moon

Twilight City, a town rich with lore, treasure, and power unlike any mere man could dream of. No, men can not dream dreams as dark and twisted as the terrors contained within. Yet still, they try.

The Aboleth Association is a a longstanding, albeit lesser known cult in Twilight City. Over the years they've grown into a small collection of hedge-witches, each of whom has varying degrees of the ability and knowledge, and have even managed to gather a few pieces of lore upon the black market. Based out of Riverfront Rises, the Aboleth Association is no mere social club, but has discovered something truly of power. Or at least, scraps of it, breadcrumbs leading them down a dark path. Yet, before you could see their quest to it's satisfying end, several hoodlums from the Keepers of The Dark swooped on and stole your precious prize! Swearing to get your revenge, the Aboleth Association declared war!


Spoiler: Starting Cult Units (click to show/hide)

Spoiler: Starting Equipment (click to show/hide)

The Aboleth Association is well suited and highly accustomed to high society. Almost all of it's members live in the Misty Manors district, the most affluent part of the city. It is their that their base of operations is currently located in, and they control one half of the district.

Of course, through many a schmooze at a an occult cocktail party, you have made several connections to shady businessmen and supernatural hobbyiests. Of them, Jonathon Moreau has become your most useful contact to the less than savory parts of the occult underbelly of the city. Often he has requests of your cults services, and often has goods and information much sought out, and rarely procured, to serve as payment. Recently he sent word of some quest and has a few tidbits of information to wet the tongue.

Spoiler: Information (click to show/hide)

Spoiler: Quests (click to show/hide)


26
Forum Games and Roleplaying / Twilight Cults: Core Thread
« on: August 25, 2019, 01:17:19 pm »
Crepusculum civitatem as it had once been known, now Twilight City in the common tongue, has long been a term synonymous with the occult of yore. It is a shadowed term with a history of subterfuge and sin. While the scholars oft argue of it's first use, many suspect that crepusculum civitatem was first formally used in Rome to describe a strange district one may wander into and never return from. Though scribes and sprites may disagree, Rome was at least the first well documented case. In the ages since, at least as far as the oracle's can sense, Twilight City has taken to appearances in New York, Paris, Salem, Sydney, and many smaller locals, or entirely alone, across the world. While it's effect is oft clear, the strange going ons within are obscured. Now it has been discovered once more, a small city upon the shores of the Great Lakes of North America.

Scholars, cultists, and strangers walk the streets of this unorthodox city, unbeknownst to the citizenry, a dark matters are soonly discussed and less than pious plans are about to be plotted. Two cults rush for power in this strange strange place.


The Aboleth Association
In the scopious and imposing mansions, estates and villas of the Misty Manors, a dark organization has laid it's roots and is begining to blossom. Powerful members of the business elite, bored trophy wives, and the self-proclaimed supernatural aficionados of high society have gathered together to form a ritzy secret cult. Through coin, connection, and conjuration they plot to take the city for themselves.

The Keepers of the Dark
Hidden in the dangerous Silver Slums a loose-knit of like-minded thieves, cutthroats, and smooth-talkers has come together with one purpose in mind: Profit off the supernatural. When darkness falls, the Keepers will be there.


Generally, this will be a completive cult simulator. Teams will vie for control of the city in their quest for power of the unnatural persuasion.

Each turn will be broken into two sections, similar to an arms race: Research and Action. Each phase will use a series of d10s to determine success. These will occur with the backdrop of quests, see below.

During the research phase each cult will delve into ancient writings, crystal balls, and other dark divination techniques to advance their cause and enable their plots.

During the action phase, cults will decide what to do with this knowledge. Whether it be to grow your influence in the city, indoctrinate new members, or delve into ancient dungeons or distant realms, the decision will fall to you.

As time goes on, you will uncover a variety of quests which will grant various bonuses and advantages in your quest for unnatural power. Some may be as simple as clensing a sewer of vampires, others may require a bit of research and intrigue to put the pieces together. Eventually you will uncover Pinnacle Quests. These are special quest lines which, when completed, may ensure your victory.

See the rules section below for further details.

Cult Template
Cult leader: (Player name. The cult leaders will get to break ties during action and research phases)
Cult Name:
Cult Color:
Cult Symbol:
Starting Units: (Choose 1)
Starting Equipment: (Choose 2)
Starting Location: (Choose 1 from the map above)

Spoiler: Starting Units (click to show/hide)

Spoiler: Starting Equipment (click to show/hide)

27
Forum Games and Roleplaying / Gods Of Creation: IV (IC)
« on: June 30, 2019, 10:09:12 pm »
And slowly the rusty wheels of the universe screech against inertia and slowly, ever so slowly, begin to grind forward once more. The Old God's, having suddenly lost contact with the realms of mortals, either left or waited for this day to come. Yet, as the creaking of the great walls between mortal and God belows out through the heavens, others are drawn near. .

The world had changed a great deal in this time. The war on Verdance had come to an end, the participants parted after the spilling of blood. Dark and unknown foreigners from far flung stars fly closer and closer. Kyzair and the angel Erin leave quietly in the night to fornicate in fragrant and flighty Olympian heavens of a distant realm. You doubt the pair will return, though not because you think their relationship will last more than blink of an eye for the gods, but because they are wanderers. The universe calls them to move, each for reasons as deep and ingrained in their divinity as one's heart is ingrained in one's soul. No, they shall likely not return.

Yet in the absence of Kyzair's careful lordship, Verdance grew wild and dangerous. Its's once well kept societies and beautiful landscapes grow unkempt. Tentacles in the sky dim the sun's blaze and weathers the minds and hearts of mortal men. A writhing twisting gloom permeates the realm over the majority of Verdance. Plants grew sickly and begin to wither, and the mortals here begin to worry that they will follow suit. The various kingdoms of Tasatha, all but done away with their Boroi warlords and claimed by the fair southerners, quarreled and warred over what little food they could muster to coax out of the increasingly barren and beautiful landscape. This land has changed them, their eyes grow white and their skin pale grey. These Greyskins have adapated to their strange land. Verdance had grown colder as well, not due to the Ice Princess licking her wounds in the far reaches of the distant gelid tundra, haunting frozen glacial halls of frozen icy fortresses. No, the simple dimness of the place prevented the sun from replacing the fleeting warmth, and the land grew cold and angry. As you return, you look down upon the grim land. A haunting place it has become, it’s hills covered with scraggle grass and it’s trees blow brittly in the wind, near devoid of leaves. The tentacles in the sky have faded away, but a darkness clings to this place, casting strange light. The light here is grey with a purple twinge, when some peirces the clouds. Even the dawn and dusk are an strange shade of orange, which casts ill and ominous shadows. The Tasatha kingdoms here are small and morbid, clinging to what meager lives they can in a truely haunted land. Yet not all is dark, the southern coast, beyond the reach of the Grimsky, as the Tasatha have named it, remains bright and vibrant. Here the kingdom of Tasan has grown. A relic of the glory days of Verdance, it’s people are as bright and beautiful as their ancestors.


A strange new creature once appeared across Verdance, and the people lamented their sudden new neighbors. The corpse eaters had appeared across all of Verdance! These wild beasts spread out across the planes and tundra of the wilting wilds of Verdance. Within hours, a terrible fate had become all of those which appeared or spread beneath the permafrost. Their fate unknown, yet their death was most certain. Their skin turned grey and their organs rotted. Not one survived in the thawed lower regions of this unforgiving land. Those that remained in the ice found themselves in one of the most inhospitable places on the planet. Crevices, unseen and unknowable, could not be spotted until one plummeted into their hidden maw. Large slimey predators lurked beneath the snow, snatching nearby victims who wander to close. Boroi marauders and Zail hunting packs sliced and stabbed the wrenched insects and roasted them on a beacon of heat in an endless expanse of frost. Never has a species had so cruel a god as to send living beings into such an obviously and overtly inhospitable land. All that remains of the corpse eaters, mere years after their creation, are a few dozen in the frozen forests of Aedan trees. To which, they exist in small numbers today. All other perished upon the face of Verdance. Luckily, in a stroke of benevolence, a small group was placed on the Troon. Those fared much better their earthly brethren. Yet the pickings here were slim, not due to barren hollow tundra, but sheer competition. Scraps were devoured post haste, and no corpse lasted long in this diverse landscape. The corpse eaters here must be lucky enough to find food, as well as not become it themselves. They exist still, a rarity upon the wild moon. Truly no monster, mortal, or beast has been so decimated as these unfortunate children of an inattentive god.

Yet this was not the only new oddity to saunter across the garden of biodiversity that is the moon of this world. No, for two new gods had set their sights on one of the most rare of mortals. The noble grung. Giant slothlike red mortals with claws as hard and sharp as bronze. These majestic mortals roamed the jungle of the moon with such languid malaise that no god had dared try to force them into direct worship. For it would be easier to convince the fiery and frozen bones of the earth to rise up and preach their names, than to convince a grung to do the same.  Yet still, the young gods endeavored to make their mark upon this world through the most unlikeliest of means.

Hewhogathersmuch was large grung, full of vim and vigor unlike any grung before him. Yet this was still considered incredibly ponderous compared to other mortals. Though, most pass this off as an urban legend. Indeed, the grungs of the moon had grown much larger and more complacent than their planar cousins upon Cariber and Pangea. Here the wild gutrees grew tall and strong. Their boney exterior pitmarked by the strong claws of the grungs who built their homes there. All grungs knew gutrees made some of the best homes, and Hewhogathersmuch had a mighty fine tree. Yes indeed, his nest was quite impressive and he had a store of food that could feed him for months, so well stocked was his little larder. His neighbor Onewhowritesofstarlight who lives six trees over complimentes Hewhogathersmuch on the construction of his home quite often. Hewhogathersmuch was quite happy with his quiet life, he had recently built a bridge and attracted a mate which had only recently left. This left Hewhogathersmuch time to think and philosophize in the slow manner that grungs do. While contemplating the meaning of a particular leaf above his nest Hewhogathersmuch got a strange thought, and began to see the time and spacial components which led that leaf to that spot. He saw the tree take in nutrients, the rain water the tree, and the insects scurry across it. This was interesting to Hewhogathersmuch and he thought on it some more. A few days later he concluded this indeed a special leaf. At one point he even heard the leaf speak. Apperantly its name was Shalael and it was a god. Hewhogathersmuch knew little of the gods, but seeing as this leaf wasn't hear a month ago, he figured Shalael must be fairly new at this. Hewhogathersmuch decided after molasses contemplation rolled forth off his savory mind and Hewhogathersmuch looked back through the leaf to see how it got here. He saw the birth of the universe, the gods, the stars, the firery explosions of creation and destruction played out against and empty heartless and indifferent void. He saw the works of the gods, their malevolence, indifference, anger, compassion, curiosity, and power. He saw nations rise and fall, battle fields of blood and death, starvation, a near plague, angels, demons, monsters, abominations, a glorious rodent, two dragons, and the infinite plight of all mortals screaming out to gods which can neither hear nor care. Hewhogathersmuch vomited into his larder.

Another grung, Redwhichclimbsthetree, too was visited by a god. Redwhichclimbsthetree was equally unfortunate in his visit from his new patron. While building a bridge to attracted a nearby woman named Shewhichknowswherethesweetfruitgrows, he suddenly lost consciousness. A vision of a happy future was promised to him by a great and terrible abomination. Chosen by this god, Redwhichclimbsthetree was given a power to provide divine healing once per day. It could not do much, for the god had no power to spare on granting this gift, but a token of power none the less. Redwhichclimbsthetree slowly thanked the god which was slowly fading into cold wet darkness. The god looked incredibly concerned as water separated you two and he disappeared, screaming your name. Yet as he blurred out of focus, the riverbottom faded in. Redwhichclimbsthetree had fallen into the river and was drowning! A mix of desperate struggling and pure luck got him close to the surface. Yet, it was not enough. And he sunk once more into the churning undertow. Death came slowly after Redwhichclimbsthetree, a dark and cold catfish swimming down the river, mouth agape. Yet in those final moments before Redwhichclimbsthetree was sucked into that still and eternal gullet, the words of Dabo flooded his mind and water was replaced by divine power. With his second wind, Redwhichclimbsthetree floundered onto the shore and breathed heavily until the sun set on his shivering body. It is there Redwhichclimbsthetree slept that night..

Eons later, Hewhogathersmuch has passed, but not without leaving his mark upon the world. His divine insight led him to creat Grunghold, the only Grung city in the universe. A towering bastion of white stone walls, no god can see into this fortress city upon the Troon. What fate of those who live, or once lived here, a mystery. Though one scrap remains, an organization of paladins, the Gatherers, tasked with ridding the world of the greatest evils, namely, the Red Witch.

Redwhichclimbsthetree still lives. His power to spare others grew as he aged and he became a powerful healer. At least for a time. As they became stronger, they defied death at every turn, amassing magic power and knowledge. However, mortals weren’t designed to live forever. As the eons went on, cracks began to show. Memories overwritten, the body broke down, but would not die, even if they desired it. By the time of the gods return, Redwhichclimbsthetree had become the Red Witch. An ancient and emaciated Grung necromancer, twisted in form into a red skeleton. Using their powers, they took the long way to Verdance, passing through the empty void of space, unable to die. It seems the once place their enemies cannot reach. There they reside, in a tower of grey stone, constructed and guarded by emaciated Tasatha who have been blessed with living undeath, and the risen corpses of those less fortunate to earn the witch’s favor.
 
It has been a great deal of time since the gods set their sights on Carociber. Yet strange things stirred amid the swirling chaos of blood and shit and fire. Long forgotten by the heavens, Anuthhurr had prowled these curving cliffs and roiling blood rivers uncontested by any heavenly hand. The powerful beast had been given power over flesh and he wielded it with a fist of blood and bone. After conquering his tribe, he conquered his neighbors, and then their neighbors until he had carved a bloody empire into the flesh of the land. Now he rules as a bloody warlord from a fortress of bone. Fountains of tears and gall fill a moat of vomit around this horrifying living fortress. Truly terror knows no bounds in this land forsaken by the gods.

Though, other regions have grown more tame. While the east remains wild, having more volcanic activity as well, and the klix there are lorded over by the Anuthhurr King, the west has become slighly more tame. It has evolved into two distinct areas, the Giant Bonewoods and the Purple Plains. The Bonewoods seems to have occured when a particular kind of bonetree evolved. This bonetree was able to outcompete not only it’s competitors, but the land itself. As the ages passed, this area became a singular white pine forest with red needles. The klix here have adapted more avian and primate features to adapt to their forest home. The other area of note is the Purple Plains. A vast expanse of purple, red, blue, and white, hair-like structures grows over this entire area, interspaced with flesh lilies. Bloodslimes are especially common here, as are millilice, a strange offshoot of the millileaches which roam the tall hairgrasses.

Yet another section of Carociber had changed greatly. The ancestral home of the Aedans had changed as well. At some point during the eons past, lost to the gods, the island broke from the continent and formed into a large island, or rather, a minicontinent. It is only a few days by ship from Carociber. Yet upon it, Port Aedan has become a thriving, if not strange city. The unusual energy of the eldritch power is less destructive to the minds and bodies of mortals here on the port (though still rather potent away from the city). Yet, it’s twisting roads and unusual geometry still baffles all who visit there. Streets rearrange themselves, and buildings can often be found in multiple places simultaneously, or are completely inaccessible. The Aedans have an innate instinct of these changes, but other mortals are constantly trying to keep up with this city. Serving as a port, travellers will often stop here between pangea and verdance, or for those daring, Carociber or the Moaki Archipelago.

At the end of the last era of the gods a new form of life magic erupted forth from the moon. The work of the Pantheon of the Troon no doubt. This mysterious force fills every living thing under the heavens with traces of Mana, and from some of them more mana flows forth. Great wells of power collect in the wonderous places of the natural world. As the gods drifted from they world, they could feel the world shift and creak as the balance of life itself shifted. Strange things appear in the wilds, great and primal beasts. Over the eras, druids and shamans have tapped into this energy. And that would shape the future of the troon, or rather, the present.

When the gods return to look upon the troon. What they see confuses them greatly. There is, what is obviously, the troon. But lurking in the sky there is another celestial object. A great crystal moon of almost equal size to the troon. Mountain ridges, rivers, and flat smooth planes of crystal cover the strange moon. No natural life can be seen here, with a few exceptions. Large perfectly circular domes contain trees and grasslands, a shimmering force covering them to create the dome. Bits of crystal have grown up and over the base of the dome, unable to grow inward. Elsewhere, several crystal cities have been built. Duros, boroi, and sciro are the majority of the population here. Yet they all share one trait none normally have, glassy gem-like eyes, and strange crystal horns in a variety of colors and shapes.

Turning to the Troon itself, the world there has changed much. Most noticeably, is the Sky Tree, well, at least what remains of it. At some point in the past, it appears the massive tree was petrified and felled! It’s stoney remains stretching miles away from the trunk. However, a new tree has grown from it’s stump, standing at three quarters the size of the original. The remains of a petrified giant snake coil around the tree, it’s fangs lodged deep in the trunk, it’s stoney eyes closed. This area has become heavily populated and is split into three sections. Greatlog refers to the felled original Skytree. Greatstump refers to the petrified stump of the original skytree. And Greattree is the current skytree city. Greatlog and Greatstump have both been heavily colonized. Miles and miles of petrified stone have been carved out by the industrious Sciro to form these cities, which continue underground into Greatroot. Though Incilatro live in all locations, Greattree is heavily dominated by them. Unlike the other sub-cities, Greattree is built around the tree rather than into it. The winding snake is used as a staircase, connecting and anchoring the vertical city.

On the far side of the world, directly opposite the Skytree, another smaller Skytree marks the south pole of the world. Unusually, it sits in a massive crater, with only it’s canopy sticking above the crater walls. Deep within, the Shaded City is the third largest city on the troon, it is carved into the solid stone of the crater and intermingles in the exposed roots of a near floating sky tree. Beneath it, a wooden temple grown from the trunk and roots stands as the city center. Lastly, a bustling trade city, whos original name is lost to the ages, but is simply called Midland, has risen up. Unlike the other cities, this one stands on it’s own, built of stone, wood and metal. Here many duro, vri, and boroi descendants live.

Even more strange are the actions deep beneath the earth. Tauron begins a plan to bring about the first true economy of this world and construct the Powder Road, a long stable pathway through the tunnels that connects various Allelid, Duros, and Ishagi settlements. Tauron causes large quantities of Powder crystals to grow across the caverns, yet for some reason, very few deposits appear near the annelids encampments in the stable caverns and their section of the Twisted Tunnels. It seems as though several supernatural entities have pilfered this resource before the mortals could even track down the deposits. Curiously enough, the dragon Phybur begins hoarding it in vast quantities. Yet the annelids were not helpless, and their tenacity allowed them to collect modest amounts to trade to Ishagi. Yet a winding trip down the Powder Road later, the annelids discovered something aggravating about their unusual giant neighbors. They don't want Powder Crystals. In fact, they wanted to sell them to the cultists! Eventually a deal to trade annelid metal for Ishagi blast powder and the flow of the Powder road begins to trickle. As part of the deal, some ishagi are recruited at a high price, to bolster the annelid forces. With the two races standing side by side, a crusade against the dragon began. Small skirmishes, hit and run attacks, and occasional battles typified the early days. Many of these were victories for the annelids, and their allies. Yet unfortunately, this conflict garnered bizarre attention from various groups. Sides were chosen, and it becomes clear that perhaps the annelids chose incorrectly. Angry duros soldiers, hardened by uncountable battles, and defined only by two numbers, friends lost and ishagi killed, marched through the caves. Their eyes burned and dragonforged armor glittered across their breasts. For many, the dragon Phybur offered them hope of avenging their slaughtered families and the death of the monsters that plague their world. Wind howled through the once still caves as a great beast raged in the sky above, occasionally swooping down to strike the earth with its celestial talons, causing rock falls and injuries without prejudice of which side soldiers and civilians fought for. Strange new beasts appeared in the caverns as well. Crocktapus, as the men quickly dubbed them, were dog sized frogs with powerful tentacles which slithered from their wide boney mouth, constantly agape and filled with wigglingly and powerful tentacles. These creatures lay in wait, and use their tongue tentacles to drag unsuspecting prey into their mouths. Strange meaty mushrooms appear in some areas, the annelids take a particularly liking to the flavor. They claim it tastes of some sort of foreign bird, not of this world. They call this strange flavor 'khican'. Yet the most dangerous of the new creatures roaming the dull and fathomless depths, unpredictable tunnels, and hollow cavern halls, were the Comoondo Dragons. The soldiers are convinced they are dragonlings of the elder dragon. Yet no evidence has been put forth to confirm this. The Comoondos are large reptiles with a pack mentality. Their long gecko-like bodies can span up to three meters long. They have a variety of powers, including ability to cling to walls with great skill and ease, vision which is perfectly adapted to the darkness, a  mild paralytic venom which affects many creatures, yet no reptiles, and a distinct love of annelid flesh. They cause a great deal of issues for the men, as small parties are completely wiped out by these hungry pack hunters. Yet it seems that the wyrms object to their presence here, often killing them on sight and burning their bodies. Despite all these issues, the annelid army won several battles, but as time wore on and more enemies rose against them, the Annelid army was pushed back quite a bit. The forges were working full time now, but mining slimes only dig so fast and the quality of armor is vastly inferior to dragonforged armors. Truly this is a predicament most grave. Yet perhaps there is hope. With the aid of divine assistance, the ishagi are gifted with knowledge of machinery. They find this information to be a wise gift from Tauron, and he gains favor with the race. Within days, crossbows are distributed among the wounded remains of the army, and their hold on their fortified section of the Powder Road is solidified. At least, it was.

In the eons past, the dragon Phybur reached the center of the planet. There, the frozen heart of a Titan dwelled. After claiming this power, it ascended to hear god-hood. With power unrivaled by the gods, for a thousand years it ruled the lands. Many believe it was this power which seperated the gods from the world. In this period the Duros and Annelids under his command became more and more corrupted by his power, becoming dragonic in nature. He built a great kingdom which came to cover a quarter of pangea and half the underworld beneath it. Yet, it's power eventually consumed him. The Titan soul eventually degraded the dragons body and it's power, and empire collapsed. Dragonbelly, the now capital of the crumbled empire, is built within his massive bones and extends from the surface near to the center of the planet. Brightglow is the second major city beneath the earth. It was beyond the reach of the dragon Titan and stayed mostly out of the war. Strange glowing mushrooms and crystals give this city it's iconic name, though it is located in a rather wild area of the stable caverns.

 On the surface of pangea, the ishagi have built two divergent civilizations. The Mishagi continued their ways of building powerful bodies for their children forever questing for better materials. However the Shishagi have grown closer to their slime charges and continue their long lives becoming intertwined with nature. Some towns exist between both of these civilizations. Slimelake is a large inland lake which consists of one giant slime and is in the center of the Shishagi territory. Corpsegarden is the Mishagi fortress, centered in the deadlands. They have had a ceasefire with Duros kingdom of Highforge to the north for two hundred years, though about ten years ago, hostilities broke out between the two races once more. Yet this time, the Duros have a powerful ally. Calyvaro and the emblazoned have taken up residence in this land and allied themselves with the Duros. Yet this is not out of the kindness of their heart. Four hundred years ago, a power struggle between Calyvaro and Eurythia placed the two in direct conflict. The two remain in their own areas, but their children find themselves in an eternal war.

The Farlanders found themselves found themselves placed right in the middle of this conflict. With no other option, they abandoned their ship and fled underground. They have a small city named Anglersreach near a deep subterranean lake in the twisting tunnels, far from the influence of the outside world. Annelid traders often visit here for their strange goods and fish.

The Oradontos have been equally isolated from much of the world, though they have developed much. After worshiping Maringi and appeasing him, the islands became united and formed a thriving seafarer culture. They have ports on Pangea, and visit Aedenport and Highforge often. They are not a multitudenous people, but I'm the coastal cities, they are not uncommon. Luckily for them, during the age of Phybar, Maringi collapsed the tunnels connecting their island to the mainland, which prevented the opposing dragons army from invading the archepeligo. Though, other dangers still lurk. A giant rat fish has often made trouble for seafarers, though it is powerful, Maringi has chased it off every quarter century or so.

The gods look upon the world. It has changed and grown, and there is much left unanswered as to what has happened in their time lost. Now they turn their sights once more to the lands of mortals.

28
Forum Games and Roleplaying / Gods Of Creation: IV (OOC)
« on: June 28, 2019, 08:15:09 pm »
Before the beginning of time the Elder gods have worked ever so diligently to bring new and interesting worlds. However, eons ago, they lost touch with the world. Now as the gods reawaken and the barriers to the mortal realm break down, many divine beings have drawn near. While your power is great and your will mighty, their numbers are many and their strength may be beneficial. Many a magical being, mage, and monstrosity would rally behind you if you appease their demands. As a god, it is for you to decide what makes it into this world and what does not. Chose your pieces wisely for there are those who may seek dominion over your domain.

In this game players will each play one god of many. Each turn players will receive an allowance of divine energy which will allow them to influence the world. In addition, each turn other entities will make you offers of allegiance and power in the developing world. You may chose to use some of your energy to fulfill their request (and receive a reward) or you may devote your energy to bringing your own vision into the material world.

Like most god games there isn't really a victory scenario. The game is about finding your own goals, creation, and doing what you'd do if you were a god. Now that doesn't mean you can't try to destroy other god's work, because you chose your own goals, you can act however you desire.

While most players will play as Young Gods, new to this realm, born during the great hiatus, older players can join as Elder Gods. Young gods have a greater number of starting acts, however Elder gods have greater income.

Spoiler: Character Sheet (click to show/hide)

There are the other powerful entities who will try to make their way into the physical world.

Spoiler: Other Major Entities (click to show/hide)

Spoiler:  Lesser Entities (click to show/hide)


At the start of the game given 10 Acts. There are several ways to gain acts, but the most common of which is worship. Some acts will be limited to specific spheres. These can be spent to add things in the world, smite creatures, cause natural disasters and all other godly actions. Below are some guidelines to help understand how much an act is worth. When in doubt, do a price check in the OOC. Otherwise I'll interpret you action as using however many acts you put in. If it is not enough, the act could fizzle or even backfire on you. And there are no refunds, even if it fizzles. Minor acts are small acts that allow you to finesse your control over the world. They're typically used when precision is required (like when talking to individual or small groups of mortals via dreams or sending an visage of yourself to earth, and everything else where an act would be overkill). They're no more powerful than one could do if one was a mortal themself. 

Similarly, gods can create Sphere Acts. Sphere acts are especially potent and are related to the sphere of their creator. It takes 3 normal acts to create two sphere acts. Gods can work together to make sub-sphere acts, a combination of both their spheres (as determined by the GM).

Disasters and Acts of God:
5 acts: Global Cataclysmic Disaster or global blessing.
4 acts: Semi-global Cataclysm or semi-global act of god.
3 acts: Hemisphere Catastrophe or blessing that affects half the world.
2 acts: Regional turmoil and destruction or blessing that effects a region.
1 acts: Localized natural disaster or act of god.
Minor acts: Minor disaster or blessing.

Creation of Life:
5 acts: Demi-god.
4 acts: Minor powerful being (Angels, demons, abominations, basically any world power creature.)
3 acts: A mortal race.
3 acts: A plethora of basic and mundane species (Ecosystem kickstarter)
2-3 acts: Large creatures with dangerous potential (semi-megabeasts and megabeast levels of power).
1 acts: A complex or magical animal
Minor acts: A plant or simple/mundane animal.

Landmark Creation
5 acts: A new landmark that could effect the entire world or is extremely powerful.
4 acts: A very large or powerful landmark.
3 acts: A magical landmark the size of a dungeon (So a labyrinth, a necropolis, or other similarly sized large magical construct).
2 acts: A mundane landmark/construct like a large city, a mountain range, or a sea.
1 acts: A very small magical landmark or a mundane landmark the size of a small city.

New Locations
 Adding a new location to the world is tricky and should probably be price checked. The base cost is 2 acts, and this gets you barren landscape which can support life, but is completely devoid of it. The size of this area is fairly nebulous, and left mostly to player discretion. Really big areas may cost extra.

Artifacts
5 acts: A powerful artifact that has the potential to affect large parts of the world.
3 acts: An artifact that can effect regions. 
1 acts: An artifact that can effect a small area or a few individuals.
* The effect given also effects price.

Magic
4 acts: A source of magic (lay lines, magic crystals, giant tree, solar power, free floating mana, ect. ect.)
2 acts: A minor spell of your design.
1 acts: A minor spell designed by your people with some of your influence.
Minor acts: A random minor spell, or trivial designed spell
*Magic is going to be balanced by me to prevent OP spells from winning the game. Magic is mortal, and unlike divinity, not perfect.

Resurrection:
Can be done on historical figures only. So heroes, demi-gods, monstrosities, that sort of thing. Cost is 75% of original cost rounded up. Mass resurrections are incredibly difficult even for gods. Though groups of non-historical mortals area much easier to revive than those who are involved in the plots of gods. 

Heros, Prophets and Other Mortals of Power
Various Cost: A mortal which you can influence and communicate with directly.


Divine Shield
1) Assets belonging to another god are covered by a divine shield, which prevents uncounterable attacks against player assets. Throwing a mountain at enemy civilization? Ok. Instantaneously teleporting a mountain around enemy civilization killing them instantly? Not ok.
2) Any time a large number of your worshipers, species of which you are patron to, artifact, significant area, hero, or other significant aspect is in immediate danger. A god is given the opportunity to protect that asset. This does not guarantee that they will be able to protect them, or that their counter will work, it just means they get the chance. This is called Divine Intervention. If you see an act that meets the above description, feel free to respond to it by marking your post as Divine Intervention at the start of the post. This creates a contested action which will play out at the beginning of the turn before other actions are processed.
3) The Divine sheild weakens on creations the longer they exist in this world.

29

Lords of the Dungeon, I gather you here today, for your promotion to Lord, because all the other lords have perished horrifically and you're all that remains. Congratulations. After the fall of the last dungeon, we lost all our magical artifacts, powerful soldiers, and flourishing ecosystem. And now this is what we're left with. An empty single area dungeon with a broken portal, which is both barren and lifeless. Welcome to your new home. Get to work.

Welcome to Dungeon Lords, a competitive ecosystem game about maintaining and defending an increasingly large dungeon from a host of invaders. As lords you will compete for favor with the Dungeon Master by holding various rooms, completing quests, and generally keeping the dungeon from being destroyed and or looted. Each turn you may add new life and objects to the dungeon, improving your chances of surviving the increasingly difficult waves of human adventurers.

Spoiler: Character Sheet (click to show/hide)

Spoiler: Creation Template (click to show/hide)

Spoiler: Current Quests (click to show/hide)


30
Forum Games and Roleplaying / Gods of New Eras IC
« on: May 15, 2019, 04:36:22 pm »
Spring of Year One

The Old World is gone. At least, the world we all once knew. Fire, famine, and fury led the world down a dark path, and only the few bastions of light remained to stand resolute against the darkness. Yet, this is not their story. This is the tale of those who had the good sense, the means, and the divine favor to escape from nigh certain doom. Across the sea these people carried themselves, their knowledge, their wares, and their gods. Will they take root in this foreign land, or are the last orange embers, cast from the fire only to quietly burn away to ash elsewhere? Only time will tell.

Mother Forest
The journey was not long in the view of the young dryads, no more than a turning of the heavens, but it's truly had to say, as the stars here are foreign and seem to change when you look away for even a moment. The wind is wild here, out on the open ocean, tearing and blowing at the leaves of the near blind Orcwort and whistling through the Needlefolk's bristles. It was the dryads who first smelled it, the lush hint of dark earth on the wind. A few days later the others could sense it as well, and knew they approached the land. They were eager to feel the earth beneath them once more, a ship is no place for a plant and has generally been uncomfortable for all involved. Yet as they drew closer to the shore, a wind from the south blew a storm upon the fleet. You had weathered a half dozen storms in the journey, and this one was not even a contender for the worst. But unknown to all but the dryads, something foul lurked inside that storm. The rain, which should have nourished, poisoned. Half of the dryads and a third of Needlefolk fell ill with what would be called Storm Sickness. Oddly enough, the Orcwort and their Wortlings were entirely unaffected. It appears as a blight, forming dark hard patches on the skin. After a few hours, tendrils of disease begin to spread. In those who's heads are affected, strange visions and disassociation occurred. If left untreated, it could infect other members of the crew, and the long term effects are unknown.

Your ship has come to rest on a beach, ahead is a thick and tropical jungle. It is particularly warm here, even more so than your homeland, though perhaps some of that is humidity. The plants here are strong and wild.


Nyagic
When the cataclysm struck, your people were quick to flee. Many had bought ship tickets and were travelling to various festivals, as is tradition at this time of year. Yet, those ships never reached their intended destinations, as these ships are those who decided to flee with their families, rather than join their ancestors this holiday. The journey was difficult as it took much longer than expected. Supplies had begun to run low in the first month, but by the third, a few fishercats had taught their trade to most of the passengers. Most were poor fishercats, but through sheer numbers, food was caught and life was sustained. One night, a terrible storm could be seen from the north, it's lighting and waves clearly visible for hours before it would wash over your ships. Your people prepared themselves for the possibility that this could be the end of their journey. They were correct. The storm raged for hours, and several ships were capsized. Others, were not so fortunate. They were bashed against rocks as the storm pushed them into land.

When your people awoke, they were spread across the wild coast. A temperate forest and grassland covered all they could see. Those ships which remained in tact, arrived at a cresent shaped bay, it's steep walls bowing outwards to form a large bowl, a quarter of which had been lost into the ocean, likely due to a collision with one of your ships. The water here was deep and clear, with a small waterfall pouring in from the cliffs above. Only a third of your people arrived here safely, the fate of the other's and their ship's cargo is, for now, unknown. However, strange crates seem to have washed into your cove here, unlike any your civilization would produce. Perhaps you are not the only ones to have arrived on these shores.


Iyiania
When the fires began to rage across the Old World, the human race, which at the time was splintered and divided across vast areas, reacted in a variety of ways. Some joined the dwarves under the earth, others shored up their walls, and others charged headfirst, sword in hand, into the darkness. Yet there were others who fled. Among them was a fleet of ships predestined for the New World. Many commoners, peasants, and even a few criminals were leaving to start a new life. The winds of destruction only served as extra winds in their sails as they continued on as planned. The journey was hard for many. It was a long journey, full of quiet moments and the morbid realization that this trip would be their last.

Several months into the journey, a terrible storm crashed into your ship! Lightning and thunder broke through the swirling winds and choppy seas. Several ships were capsized, and many members of your faction were thrown overboard, along with much of the supplies. A day later when the sky cleared, many of your people dredged themselves up onto dry land. The found themselves on a long beach looking in towards plains and forest beyond the sandy shores. For miles up and down the coast, bodies, survivors, supplies, and ship debris littered the shore. About a third of your survivors grouped together on the beach, unsure of what to do. Yet among them, strangers were found wandering the shores. Strange cat-like beings your people had known in the Old World, though never closely. And even odder yet were the gremlins, who seemed to lurk near the edges of society. They seemed equally as lost and confused as your humans.


Grel'Chak
Of all the species to flee the coming destruction of the Old World, few gave little thought to the slimes. None expected them to foresee destruction, or have the forethought to avoid it. So when their slippery ships slithered onto the salty sea, some were surely shocked. Yet onto the ocean the slimes sailed, one of the first races to abandon the dying world in search of greener pastures. The journey for the slimes was in some ways, instant, and in other ways, eternal. For many slimes, time is but a slow and drawn out singular moment, and this period were they were crossing the sea neither bothered nor concerned them. For other types of slimes, generations passed where the ocean view was all they knew, and all they would ever know. By the time the slimes arrived on new lands, they had grown more homogeneous, returning to a state perhaps similar to the first slimes. They were for the most part translucent blue and somewhat rounded, a shape and color influenced by their long time at sea. They arrived on the new lands a blank slate, ready to adapt to whatever conditions awaited them. A select few, particularly those with longer life spans, retained much of their previous characteristics. Among them was a King Blue Slime, who lorded over the lesser slimes, as well as two princely red slimes and a yellow ooze, all of which displayed above average intelligence and capability, at least by slime standards.

Their ship sailed up a river delta, meandering into a marshy swampland. This seemed like a prime habitat for slimes, being rich in nutrients and muck. But unfortunately, this prime real estate was already occupied. A few miles inland, your ship is besieged by some sort of lizard people who are beginning to scale the sides of your ship brandishing crude bone weapons and leather armor!


Juramanus
The Muranid have always been an undaunted race. Long accustomed to ship travel, especially on ships that do not belong to them, they in general were not bothered by sea travel. In fact, many of those who left on this journey were sailors belonging to one of the merchant barons who oversaw and funded this journey. Others were merchants themselves, or craftsmen who supplied goods and services to said merchants. For those accustomed to the long journeys from port to port, the months aboard the ships were no different than the lives they once knew. After several months under unfamiliar stars and across strange seas, the Muranid fleet arrived on distant shores with little in the way of hardship. Food and water was running low, as the journey was delayed a few days by a large storm, but most agree avoiding the monsoon was the safest route, despite the doldrums which followed. Ahead of them, rocky shores which rise up a long craigey incline to vast plains of grasses interspaced with the occasional tree or bit of brush. However, once land was in sight, the merchant barons began to grumble with eachother.  Francesco Debatio, Lord Merchant of Debatio Shipping declaired he and his deserved more of the supplies, for it was his ships that had carried them here. Whereas Matteo Ganari, CEO of Ganari Goods and Supplies, declared that the remaining supplies were his, as they were ultimately the property of his company, and that he be reimbursed for those consumed over the course of the journey. And to make matters worse, Lady Gabriele Giusepi, the self proclaimed Queen of Armaments has totally commandeered several ships at musket point, for she provided the guns and much of the crew for the fleet. And she demands the remaining food supplies and ammunition, and will hold her ships with force if necessary! Indeed, the three are so unwilling to reach an agreement, that not a soul has stepped ashore!


The Great Wrench
The Gremlins were always a race that was looked down upon by the taller races. Though, unlike kobalds or even some of their gnomish cousins, this never bothered the gremlins. There is an old gremlin saying, "An adversary which underestimates a gremlin, is no true adversary at all." It is this philosophy which ultimately led to the gremlins to the new world. Many sought their technological skill and believed they could build the ships necessary to carry their people to salvation, and those fools were correct. The gremlins could, and did build glorious (if not somewhat hazardous) ships which could make the journey, though those ships never were delivered to those who had acquired the services of the gremlins. Instead, the gremlins left on those ships, laughing in the dead of night at those who believed they could leave the gremlins behind to perish on this dying continent. Among the gremlins which boarded these ships was a great number of mages and magical craftsmen. Among them, even a few of the brightest minds of gremlin kind. Though gremlins have no true nobles or kings, the name Alveros Brightglimmer and Celphine Bentsteel either strike fear or reverence into the hearts of the wiser members of the race. Alveros, an accomplished mage had garnered a reputation even among the larger races as a shrewd sorcerer and a dangerous businessman. Whereas Bentsteel was an artificer, who had managed to maintain a rather wholesome business of crafting magical devices, and had both fortune and favoritism on her side.

As your ships crossed the sea, steely and pouring smoke from their roaring engines, the journey was made in two thirds the time that a wind powered ship could achieve. Yet this came at a high price: fuel. As the final weeks of the journey drew near, it became clear that there would not be enough fuel to reach the shores of this whispered land across the ocean. The gremlins dealt with this problem, as they do with all their problems, with unbridled experimentation regardless of consequences. Strange schemes and outlandish propositions were attempted, varying from cannibalizing cargo, to strange rituals. In the end, one mage managed to summon forth a terrible storm, which would propel them the final few days towards shore. However, it went horribly wrong and several of the ships were torn asunder and cast into the depths. A few days later, much of the gremlins, and large chunks of their ships, washed up on the craggy coast of their destination. Only a third or so of the gremlins arrived in this location, and a great deal of supplies and souls either washed up elsewhere or were lost to sea. Yet, even stranger, a few humans were discovered on the beaches, gathering bits of their own broken ship to build small fires and keep warm. Even a few of the curious catfolk could be seen, some dead some alive, on the shores.


Acter
The Incilatro and Sciro were a race well accustomed to new lands. It seemed for much of their history, they had been journeying from one land to another, always seeking to return to their homeland, a distant place known as the Troon. Though much of that history had been lost to the long march of time. This particular journey was spearheaded by the Artificers Guild, a loose collection of magical device craftsmen who, while not nearly as wealthy as many of the merchant barons they competed with, could produce fantastical devices. Among them were some of the few musket makers of the Old World as well as several mages of moderate renown. Of them, Sir Rivulet Blastone, a sciro, was well regarded as the best gunsmith in the Old World, but his age and health had seen to a decline in his abilities. However, two up and coming Incilatro mages, Ak Windcrown and Sallif Longfeather, had reputations which proceeded them.

The Artificers traveled upon modified ships, outfitted with both sails and small engines. These ships seemed totally immune to the long doldrums of stillness that permeated swaths of the journey. As a result, they made it in good time to the New World. They happened upon a large river and, seeing as the nearby shore was rather marshy and unsuitable for agriculture or construction, they decided to journey up river. Using their engines, this was of little consequence. However, a few miles inland, the engines began to gum up. Some sort of marsh sludge had made their way into the mechanics, and caused irreparable damage. A few of the engines sputtered and drowned in the muck, but others died in a fiery explosion! As soon as one caught flame, that fire ignited flammable marsh gas. In a matter of an hour, the fleet was stranded without engines, for those engines which survived to this point, could not be turned on for fear of losing them as well. Whats more, fires have begun to spread across the water and onto sections of your fleet!


The Hand of Thal
The Hand of Thal had always been a whispered organization. While they were not constricted to the shadows, like some similar religious groups, they were not spoken of openly in public places either. This was known to the members of the Hand. Some people's hearts and minds were just so closed that they could neither see the beauty and oneness that was the Hand of Thal. These poor souls would look on the improvements of the Heels and the glory of the Palms and shudder before the clear signs of divinity that they exhibit. This is simply the shallowness of a soul which cannot see the true path. This is known. It is in this light that onlookers watched the Red Fleet sail towards the new world. A small armada of red tinted wooden ships flying the flag of the Hand of Thal. Some looked on with awe, others with questions, and even more with panic as they sought their own way to escape the horrors of this dying land. That was of little concern for the Hand members, for they knew, they would rebuild the world as it was truly meant to be, and thus these paltry feelings of non-believers did not weigh heavily on their hearts as they sailed into the warm glow of the setting sun.

The journey was long, but it was not unpleasant. The members of the Hand were less concerned with the close quarters and long silent moments than most unenlightened would be. The gospels of Thal were preached regularly, and many hymnals rang out over the choppy waters of unfamiliar seas. In fact, a great number of good sermonic points were made on the journey. One such point was whether Thal had visited or perhaps dwelled on their unknown destination. Perhaps even aspects of him rested there, hidden from them. Discussing points such as these brought the followers closer to their god in some ways. Among the members of the congregation, there were three palms of particular interest. The oldest member of this particular church, Gadreel Humstone was often looked towards for his wisdom. He was wise, spoke his mind, but never forcefully, and was well respect for his poise. He had shown many here the light of Thal. Yet, it was his voice which was most opposed to this journey, for he feared there were section's of Thal still undiscovered in the old world and that by abandoning it, meant abandoning their purpose. The second of interest was the youngest, or perhaps freshest of the palms, Morael Jorlight. Jorlight was a heel mere weeks ago, but the prospect of the dying world forced him to redouble his faith and turn towards his god for guidance. He found that guidance, and he believed it led him to the new world. The final palm of special interest was Xanth Sarbrooke. Xanth was particularly gifted in the ceremonies and had taken to channeling the power of the Hand of Thal more easily than almost any before him. It appeared to all that he was perhaps naturally gifted, or even blessed by god. Though he was rather old now, his wisdom and carefree ease of accepting Thal inspired several generations which followed and studied under him. It was through his lighthearted jesting that many would come not to fear leaving, but to be exhilarated by it. Even Gadreel could not resist his charms.

Though the lighthearted journey did not last, in the dead of night, a strange terror befell several of the crew and congregation. Strange terrors licked at the corners of their consciousness, and darted around them only partially outside their field of vision. Their screams and unnatural terror was unusual for those as disciplined as members of the Hand of Thal, especially the Palms who were afflicted. When confusion was at it's peak, the source of the madness became clear. An inky darkness, not seperate from the water, but rather embodied by it, rose up like a still wave and looked down upon the ships. This entity, or rather, this force, slowly opened a maw which did not exist a moment before, and in a single slow smooth movement, swallowed several ships into the void within. The screaming of those being devoured was a stark contrast to the beast which produced no sounds, not even a disturbance in the waves. Their noise fell to silence, and the creature sank back into the depths as light broke over the horizon. Your followers looked on, lost and confused, as a third of your fleet and followers had disappeared without a trace. For many, it felt like a terrifying nightmare, to surreal to exist and much harder to accept. It became even harder when the church members realized, Xanth was not among the survivors. Gadreel's heart hardened, as did his face as he stared at the young Morael, so too did many others follow this example, and many who did not, could follow no example at all, but for the first time, felt as though they were adrift on a sea they could never return from, or perhaps, survive.

A few solemn weeks later, your ships spotted land. A rocky outcropping which seemed unnatural in scope and size, protruding from the footlands of a small mountain range. To the south, wide temperate plains only partially broken by the occasional tree or bit of brush, and to the north snowcapped mountains which ran further than one could see. Yet there, among those hills, perhaps there was something built by mortal hands.

Pages: 1 [2] 3 4 ... 8