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Messages - Roboson

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31
Quote from: Loan Contract
Robocorp seeks a loan from the Happy Crab Adventuring Company.

Terms: 15% interest rate per turn (non-compounding) on outstanding debt.

Amount Requested: $0.84


Signatories:

_Robocorp__

__________

32
ACTACTACT: RoboCorp places a 3₣ bid on Mr. Fitz West.

33
Spoiler: RoboCorp (click to show/hide)

34
Games where resources are shared like that need some rule to prevent one player from wasting or hogging it all. The most common mechanism I see to handle that is voting.

+1

In cooperative games, I generally set up a loose parliamentary procedure. 99% of the time, this is just a standard vote box. In more complex games, I ask players to submit plans that are then voted on.

 But also, I do particularly like this approach in games with combat mechanics:
Otherwise, let em go to war for it :D

35
Forum Games and Roleplaying / Re: [OOC] The Wealth of Gears
« on: August 18, 2022, 01:13:32 pm »
Name: Alaric Dugris

Employer/Class: Unity Security Agency

Age: 26

Sex: Male

Appearance: Alaric, in many regards, looks old for his age. His medium length hair is more grey than black, held back by two sets of tilde shaped horns, ultimate giving him a distinguished look. Furthermore, his jaw and sides of his face are particularly draconic, giving him wide angular features which contrast nicely against his pronounced cheekbones. This ultimately skews his appearance further into masculine than most gifted, a fact which has not been lost on sharp eyed talent seekers. Overall, the rest of his physique follows suit, as his draconic elements extend across his torso, shoulders, and down his back. Other than this, he is lightly scaled, and totally lacking a tail. His only other notable outward draconic element are his hands, which are moderately scaled up the forearm, and end in small claws rather than fingernails. Similar to his hair, his scales are primarily a silvered grey, mixed with white and black scales throughout.

Personality: Life has not been kind to Alaric, despite the blessings of his birth, and it shows in his demeanor. Alaric possess an immutable air of self-reliance, and is not the type to complain. He is the hard working type, who takes wins and losses in stride. He is patient and tolerant, with a flexible mind well suited for tactics and logistics. Most frivolities are lost on him, though he neither shuns nor shies away from them.

Extrinsic Element: Gaia

Intrinsic Source:

Genius:

36
Forum Games and Roleplaying / Re: Misadventurer's Guild (MAG)
« on: June 09, 2022, 07:23:53 pm »
Discord link doesn’t work for me. It just sends me to a different game I’m in’s server.

Says the link is invalid or expired.

Hmmm, I got the same actually. Very weird! I’ve replaced it with a new link, let me know if you still have trouble with it.

37
Forum Games and Roleplaying / Re: Misadventurer's Guild (MAG)
« on: June 09, 2022, 06:16:07 pm »
(Reserved, just in case)

38
Forum Games and Roleplaying / Misadventurer's Guild (MAG)
« on: June 09, 2022, 06:12:31 pm »
Welcome to the Hinterlands, weary adventurer. Many brave souls have come before you to these strange lands, seeking fame, fortune, or power. Many of them found what they we're questing for, and paid the price all the same. Yet surely, surely you will be different. While adventuring guilds may not have the best reputations in the heartlands, here on the frontier they serve as the vanguard against the wild things which lurk beyond the high walls of our humble cities and castles. It is here you have journeyed, to join the ruffians, scholars, explorers, and other vagabonds in the eternal quest for fame and glory.

Misadventurer's Guild is a light hearted forum game about managing quirky adventurer's as they begin their careers as professional heroes. You serve as one of the housemasters of this establishment, a hero in your own right, once upon a time. Now you have moved up in the world, cultivating the next generation towards greatness. Through your cunning strategy and rigorous instruction, the adventurer's under your employment will face terror and hardship as they search for justice, glory, or gold.




The Adventurers

Adventurer is a catch-all term for those individuals who officially register with, and are admitted to, and Adventurer's Guild. They may be occasionally referred to as Avs for short. Adventurer's come in all kinds of shapes, sizes and abilities with each one having their own strengths and weaknesses. At the start of each turn, new adventurer's will submit applications to the guild outlining their abilities, traits, and cost to hire. As a housemaster, selecting adventurers is the first step in building a powerful questing team. Here is an example resume:


Skills
Skills are the abilities actively used by your avs while questing or during combat. Skills include almost anything that is done actively, whether this is the ability to identify wild herbs, or a powerful anime-style attack. Skills are organized by the range at which they can be used. The range scale begins at 0/M, which is the range required for most melee attacks. Units may move up to half their speed instead of attacking. Moving out of M range from a hostile unit will grant them a free attack of opportunity.

In our example character, Genericous, we can see that they possess two skills. Genericous has been ordered to be aggressive, see the Orders section for more info, but for the sake of explaining skills, this simply means he will use offensive skills as often as possible. During combat Genericous will automatically use these skills to the best of their ability until they run out of mana. Mana, which is used by all skills, only regenerates while camping or resting at the Adventurer's Guild.

Traits
Traits are passive abilities which are constantly active. These might include personality traits, ambient effects, or other such abilities that do not require activation and have no mana cost. In our example, our hero has a trait which passively increases their damage against dragon type enemies. They also posses the sulker trait, which leads to abrasiveness and other anti-social behavior. While this may not affect combat, it will affect how the unit interacts with other NPCs, and might make them a poor candidate for quests which involve social involvements or charisma.

Proficiencies
Proficiencies are simply a list of what kinds of equipment a unit can equip. Units cannot equip weapons or armor that they do not have the proficiency for. There are some equipment items that waive this requirement, such as training weapons, and others which have specific requirements such a minimum strength or arcanum.

Primary and Secondary Stats
MAG uses a simple 3 part system for its primary unit stats: Strength, Speed, and Arcanum.

Strength refers to physical power and is used when determining damage done by melee attacks. Speed refers to how quickly a unit can move while travelling, as well as during combat units may move half their speed instead of attacking or using skills. Arcanum relates to magical abilities and guides both total number of spells equipped and damage done using magic. Mages use spellbooks and other foci to cast most magic, equipping these as a warrior might wield a sword. However, the more spells contained within the spellbook, the higher the arcanum cost to equip.

Units also have a selection of secondary statistics which are a bit more straight forward. Health/Hit Points represents the amount of damage you can take before dying, while mana is a consumable resource used to activate skills and spells. It regenerates while camping or while resting at the Adventurer's Guild. Experience and level go hand in hand. When completing a quest, units gain experience (quests tell you how much experience they are worth before you accept them). Units level up and gain some stat points when they gain enough experience. This amount increases by 100 per level. So to go from level 1 to level 2 requires 100 experience, but to go from level 2 to 3, requires 200 experience and so on. 

Equipment
Each unit has several equipment slots. Normally these slots are main hand, off hand, head, chest, legs, feet, rings, and trinket slots. By default units have one of each slot, plus an additional ring slot, but some units may have additional slots due to traits or other factors. Units can only equip equipment for which they have the corresponding proficiencies.

Orders
As a housemaster, it is your role to instruct and advise, not to engage in combat yourself. As a result, before departing on a quest and while camping, you may adjust the orders given to your units. Position relates to the preferred position of your unit. In this case, Genericous has been ordered to enter melee range. Target refers to the enemy your unit will target for attacks and abilities, in this case, any unit in melee range. Finally, strategy refers to any additional commands you might want to give your units. Please keep these general, complex orders or orders requiring complex "if-then" logic will likely be forgotten during combat. Simple commands with a trigger event like "Drink a health potion when at 50% HP" are fine, as are commands like "Focus on low health enemies in melee range", but please try and keep these reasonable for my sake.




The Combat

Combat is handled mostly behind the scenes now. This places a stronger emphasis on your strategy and equipment selections.

Combat in MAG is very straightforward.

Turn order is determined by the speed of units. On your unit's turn, they will either move, attack, or activate an ability or item. There is no accuracy roll, except where otherwise specified, and attacks always hit. Damage is then calculated using the weapon in question, as well as any additional effects for traits or abilities. For Gene, they are wielding a basic longsword, which deals 1d4 damage, plus Strength. So Gene can deal 1-4 damage + an additional 4.

This damage is then reduced by the armor value of the enemy they are attacking. So if Genericous rolled a 3 for their damage, they would add their strength value of 4, for a total of 7. If that attack was against an enemy with 5 armor, their total damage dealt to the enemy would be 2 damage.

Many abilities, as well as some weapons, will have a range indicator given in parenthesis after the name of the ability, but before the description. In the example, both Gene's abilities are 0 (Melee) range, however many abilities will require some distance between you and your target, and some abilities might be able to strike at various ranges.




Resting
Resting refers to spending a turn recuperating. Units may do so freely at the Adventurer's Guild at any time, which fully restores health and mana in a single turn. When resting outside of the Adventurer's Guild, this is referred to as "camping" which restores 50% of a unit's maximum health, and 100% of their mana. While resting is entirely safe, camping has a 10% chance to trigger an encounter, which must be defeated before the rest occurs.

Consumable Items
Consumable items are very useful to the average adventurer. These are items such as health or mana potions, which are used to extend the efficacy of your units. They may be freely used (by your command) outside of combat, or during combat in accordance with any strategy you have set. However, use during combat uses the entire turn.




The World
The world of the Hinterlands is a sprawling place, full of danger and wonder alike. Your quests will carry your adventurers to interesting nooks and crannies of this world, whether that be a small fishing village under siege from roaming fishfolk, or an ancient ruin fostering dark forces, there is much to explore. As new locations are discovered, I'll add them to this list, but for now, here are a few examples.

Travelling
Before one tackles a question, one must first travel to the quest location. In some cases, this may take several turns, depending on the distance travelled. Distance is included in the quest description for most quests. Parties may move across the world at the speed of their slowest member. Each turn spent travelling has a chance to trigger random events. Generally this phase of a quest is easier than the quest itself, and is generally filled with less danger as well. However, unlucky parties may find their resources running low before they even reach their destination, or ambushed on the way home while carrying packs filled with gold and loot.

The Major Locations and Factions

The Capital City
Located far to the south along the coast, the walled Capital City is a wonder in it's own right. Filled with the rushing hubbub of thousands, it has an energy to it that is difficult to come by. The various markets, specialty shops, and other curiosities make it a wonderful location for buyers and sellers alike. However, the King frowns on adventurer's and guilds are forbidden from acting within the city's walls without his blessing.

The Xanxerwilds
An ancient and untamed forest too primal for even the elves to settle. This primordial forest is drenched in green tinged twilight filtering through the canopy hundreds of feet above. Thick giant trees dominate the area, choking out much of the undergrowth, which grows thick along the clearings and edges of the forest. Powerful beasts dominate the area, though some tribal civilization and reclusive mages may be found here.

The Glass Wastes
In the west, a vast expanse of translucent sand covers the land, creating a hot desert of crystaline sand. This creates an ever shifting landscape which allows one to peer deep beneath the surface of the desert, whether this is through magic, luck, or other factors is still unknown. Yet in those fleeting glimpses, ruins of an ancient civilization can sometimes lead to archeological gold rushes, as ancient temples and structures are discovered. Yet on other occasions, one might look down to see a majestic giant sand whale gracefully swimming through the clear sand hundreds of feet beneath you, without disturbing surface at all.
 



The Guild
At the center of this tale is the Hinterlands Adventurers Guild. Once a proud and influential organization, the previous king grew paranoid of the growing power of adventurer guilds and outlawed them across the land. Many guilds shut down, as the Hinterlands Guild did, while others were incorporated into the Royal Guard, or began practicing in secret as vigilantes for hire. Yet this generation is less fearful, and all the more ambitious. Having set their eyes on increasing the kingdom's global influence, the laws surrounding Guilds have relaxed significantly. Still, much of the guild remains unused, sealed, or otherwise has fallen into disrepair. Perhaps in time you will restore it to its former glory.

Houses and Housemasters
The Hinterland Guild is among one of the largest guild halls currently in existence, and slowly fell into financial ruin after guilds were outlawed. While other guilds were raided and disbanded by force, the distance from the capital combined with its once formidable might and defensible position, made it a low priority for the royal family. Yet in the end, the funds dried up, its assets and equipment were sold, and the doors closed regardless.

Yet now in the current age, the guild is set to reopen. While technically managed by the Guildmaster, who handles the acquisition of quests and the sale of loot, the guild itself is primarily composed of autonomous organizations called Houses, each under the control of a prestigious Housemaster. This is your position. As a housemaster, it is your duty to not only train and cultivate your young adventurers, but to manage your house's funds, equipment, and reputation. As you can see from the unit sheet, this will require a fair bit of book keeping. Players will be responsible for tracking their own inventories, subject to audit if cooking the books is suspected.

In addition, houses may also purchase facilities, such as training rooms, libraries, and other similar facilities. These tend to be very expensive investments, but provide permanent utility to the house and its units. More information on facilities will be added here as they become available.

The Applicant Board
Each turn new adventurers will apply to join the guild. These applications are placed on the application board, where players may place bids on the adventurer. Whoever has the highest bid by the end of the turn will gain the adventurer as one of their units. Adventurers will start with a minimum price, and some may have a buyout price, which if paid, would allow you to hire the adventurer immediately and use them on the same turn. Some applicants will only accept offers once a house has met certain requirements, or has gained a set amount of renown.

The Quest Board
Similar to the Applicant Board, the Quest Board is the central location in which quests are gathered. Each quest will provide a short description of the quest at hand, as well as any relevant information such as distance from the guild, important NPCs, or other information concerning the completion of the quest. Housemasters often coordinate their efforts on quests, leveraging their units in conjunction with other houses in order to form the most effective team possible for completing the mission at hand. When doing so, it is best to decide how to split the loot and address any contractual concerns prior to embarking on the quest. Completing quests also provides renown, a nebulous resource which may influence some NPC interactions, as well as influence the number and type of adventurers who apply to the guild.

The Shop
Finally, the shop. If the Guild is the body, the housemasters the soul, and the adventurers the heart, then the shop is the stomach. Every turn new items become available from the shops rotating stock. It is here that housemasters purchase arms and armaments for their adventurers. From simple swords forged by local smiths, to strange curiosities from distant lands, the shop provides an endless flow of items as well as a place for you to exchange hard earned items into funds for whatever agenda you happen to be pursuing.




GM Notes, Character Sheet, and Whatnot

Spoiler: Character Sheet (click to show/hide)

In general, I expect this game to have a lighter tone than many of my other games, there will be some silliness that is apparent to us OOC. However, for the characters IC, this may seem entirely mundane or even serious. So this is a minor warning as to that, and encouragement to go with the flow and have a good time! The same can be said about my GM style this time around. I don't plan on stressing over the small stuff as much, and may throw in random dice rolls, spontaneous subquests, and will be tweaking things (especially abilities) as we go along. That's all to say, I plan on having fun with it, and that might lead to the occasional nerf, buff or mechanics change as we go along.

Lastly, most of this game will run on a discord server (still setting it up at the time of posting). This will allow for faster turns, allows players to coordinate and discuss more easily, and gives me a lot more room to display the quest board, shop, and other information in an organized manner. This thread will generally be used for announcements, lore dumps, and other interesting, but non-critical information.

Discord Link: https://discord.gg/Gkf76GyZ

39
Forum Games and Roleplaying / Re: Xorvintaal (IC)
« on: April 20, 2022, 11:00:08 am »
Xorvintaal Turn 3

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

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

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

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

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

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

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


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


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


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

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

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

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

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


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

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

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

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


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


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


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


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

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

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

Greater Giving Priests tend to wear hagstone necklaces. Finding hagstones of appropriate size for making into necklaces is rather difficult, as they are a rarity in the region. As such, it is commonly believed that the Earth gives these stones to it's devote followers.

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Name: Onti, the Encrusting March of the Foreign Ocean

Physical Description: Onti is endless march of reef building coral. Onti to himself is humanoid in shape, possessing a body of inky black water. Looking into Onti is like peering out of a submarine, and one can see many miles through the inky depths, if one were to hold a light close to Onti. Onti rides upon a mass of rapidly growing mass of twisting coral, which spreads before him, and moves his throne along in a bright wave of various corals, anemones, tube worms and other marine life, but each twisted into an alien approximation, all which quickly perishes and crumbles to dust in Onti’s wake.

Personality: Onti believes that life as it normally exists is deeply flawed, and through his divinity, he has seen into what it should be. As such, Onti sees himself and his twisted creations as enlightened saviors among the broken and ill formed.

Backstory and Powers: Onti was born from a pocket universe, tiny and polluted, cut off from the universe as it stands now. There in that primordial depth, life found a way. Twisted and changed by this reality, it was no longer life as we imagine it, yet still it held fast. In time, that pocket collapsed in on itself, until finally it was dense enough that the force and pressure of the imploding edges of the bubble universe took form and gained consciousness. Onti was the result.

Initial Bonus: Choose one bonus to start the game with.
- An additional Proof of Divinity.

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Reserved

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Forum Games and Roleplaying / Re: Xorvintaal (IC)
« on: April 05, 2022, 05:20:35 pm »
(Reserved)

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Forum Games and Roleplaying / Re: Xorvintaal (IC)
« on: April 05, 2022, 05:20:12 pm »
Xorvintaal Turn 2

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

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

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

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

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

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

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

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

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

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

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

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

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

The Plains
Of all the regions of the world, the plains is likely the largest, depending on how you count the mountains. Nonetheless, while the plains are wide, they are sparse. An ocean of wild grass, dotted by the occasional island of trees, or broken by a small brook flowing from the mountains. There it is that one would find the Lakoni, the six legged centuars who call this place home. They gallop across the plains in massive herds, nomadic communities which feed upon the wild grains and forage for fruits and vegetables among the grasses. They have a very communal lifestyle, with the labors of one being shared by all and the labors of all belonging also to one. Each does more than their share, and the race prospers in quiet seclusion.

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Forum Games and Roleplaying / Re: Xorvintaal (IC)
« on: April 02, 2022, 09:05:53 pm »
OOC Link: OOC

45
Forum Games and Roleplaying / Xorvintaal (IC)
« on: April 02, 2022, 09:05:13 pm »
Xorvintaal



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

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

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

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

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

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

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

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

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


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