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Messages - helmacon

Pages: 1 ... 16 17 [18] 19 20 ... 246
256
Forum Games and Roleplaying / Re: SPAMKINGDOM 3! King Lycwl of Kastoria!
« on: August 04, 2019, 02:53:02 pm »
B

257
Forum Games and Roleplaying / Re: You are a Nascent Minor Deity (SG)
« on: August 04, 2019, 08:02:13 am »
He certainly seems ripe for exploitation, but would make a rather mediocre servant.

258
Forum Games and Roleplaying / Re: SPAMKINGDOM 3! King Lycwl of Kastoria!
« on: August 04, 2019, 07:55:13 am »
A

259
Forum Games and Roleplaying / Re: SPAMKINGDOM 3! King Lycwl of Kastoria!
« on: August 03, 2019, 05:04:36 pm »
B

260
Forum Games and Roleplaying / Re: SPAMKINGDOM 3! King Lycwl of Kastoria!
« on: August 03, 2019, 03:10:29 pm »
B

261
Forum Games and Roleplaying / Re: The Company of Gods (4/4) (more soon)
« on: August 03, 2019, 02:07:04 pm »
The Company of Gods


Spoiler: A Note on Races: (click to show/hide)

Discovery eschews the curiosity of the Merfolk to focus on her own creations. She seeks to create her own people, to live on the sky islands.

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4*

They are a tall and proud race, with bird like wings in place of arms, and large taloned feet. They are covered in feathers, and the males sport brightly colored plumage at certain times in the year. During the winter months, most all take on a more drab grey or black coloration. They are quick and curious by nature and tame the giant pelicans to catch fish. They are faster and more maneuverable than the Drakin in the air, and when fighting over islands they will knock them out of the skies and rake them with their claws. On the ground however, the Drakin are faster, stronger, and far far tougher than the hollow boned bird folk. Where they have already settled islands, they cannot be dislodged, but their expansion into the skies is brought to a halt. The bird folk number a few thousand, living almost exclusively on the floating islands. They live in large social groups and will fill an island to capacity. They hunt fish and small animals, and build large enclosed nests from grass and wood. Their nesting grounds look almost like small towns from above. They are loyal to Discovery.


Mutualism seeks to court the worship of the Merfolk, and gifts to them music of all kinds, though more specifically a music that entrances the beasts of the world.

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4*

Their songs are serene and sweet, and lull not just beasts but even other races into a helpless stupor. The Merfolk embrace the music, and such is the birth of culture in the world. They are quick to invent many instruments to accompany their songs and it becomes a common sight to see schools of fish folk playing on the surface where the wind can carry their music far. With such inventions comes a minor revolution in culture, as many more mundane tools are invented along side conch shell horns and kelp weed harps. Before the century is over, the first Merfolk has learned to melt stones inside the seafloor vents and shape copper into basic tools.
They give great thanks to Mutualism for these advances and praise his name. Though the reliance on air to truly make music might have given an advantage to Discovery had she tried to woo them with a gift of her own, there is no such gift even given. Those who were previously her proponents feel not just disappointed, but abandoned, and she takes an antagonistic place in the mythology of the Merfolk. They worship Mutualism undividedly and see the gods of the sky as spiteful unnamed adversaries. It is not uncommon for devout worshipers of Mutualism to lull the beasts of the skies with their songs before drowning them as sacrifices.


Deep in the underworld, !!Fun!! schemes for what to give to the Drakin. Power, she decides. Explosive power. What could be more fun than that?

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8!*

Her gift is powerful indeed! She blesses them with not just the power of explosions and breath, but with a variety of elemental flavors to boot. Each dragon is born with an element, passed down through a family line on the male side, and they can unleash its fury in full. Such lineages become powerful in reputation, and political structure begins to emerge. Many Drakin quarrel over marriages and offer services of one element or another. It is considered prestigious to have a purple Drakin in your house that can turn your lairs to gemstone, and yellow Drakin are revered for the explosive power of their crackling electric flames. Social units grow larger, and a house with all descendants will usually live together in a large family home. These homes are usually built from wood, and then turned to solid stone by grey Drakin, or gemstone for the more successful houses. Though this gift has greatly increased the number of Drakin that can breathe flame of some sort, there are still those who are occasionally born without this ability. They are often treated poorly by the rest of their society, and end up living alone, or with other breathless Drakin estranged from their families.
The Drakin are overjoyed with their new powers and Praise the name of !!Fun!! and all the underworld beneath. Breathless Drakin will often venture into the catacombs in search of the God herself, in the belief that she can grant them a breath of their own, though such expeditions are often ill fated.


Industry ignores the Drakin, and just as well given the level of !!Funs!!'s gift, to create his own people. A species of humanoid deer, they have the torso and upper body of a human, and the lower parts of a deer.

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3*

They are fleet footed and studious, living in the forest for the most part and occasionally venturing into the open plains. They are quick to learn to make stone spears and axes and use them to hunt with great success. They build great wooden lodges from the logs of felled trees, usually at the base of a pillar tree, and sleep communally near the fires inside at night. Always looking to improve their surroundings, they quickly learn to use local herbs and roots as spices, becoming the first species to truly cook their food (discounting the way Drakin will char meat with their flames before consuming it.) Though they usually stay within the forests, they are fiercely territorial and will chase out others who enter if they can. They number just under 4 thousand. They are loyal to Industrialization.

The Drakin Have overwhelmingly chosen !!Fun!! to worship and feel betrayed by the lack of a gift from Industrialization, writing him into their myths as a spiteful force of evil, who haunts the forests of the world with his servants. They disdain the Deerfolk, though they fear them enough to stay out of the forests for the most part.



Life advances with leaps and bounds. While the Merfolk learn to smith metals and the Drakin build their stone keeps, two new races have arisen in the world.

A group of cave dwelling apes have begun to stand taller and have learned to make fire. They live along the coasts and catch fish and grow small plants to eat. They call themselves Humans and are torn between the underworld they came from and the seas before them. They look for a gift from those Gods to lead them into the future. They will worship only one God.

In the hills and mountains far away inland, another race has begun to speak more clearly. They are called the Greenskins, on account of their green skin, and hunt animals for meat. In their view from the mountains, they find themselves torn between the lands and the skies, and look to the Gods for a sign of who to worship. They will worship only one God.

While Mutualism and !!Fun!! bask in the warmth of worship from the mortal races, the other gods have come to a more startling conclusion. Their ambitions are beginning to cool, and the age of Myths is soon to end. Without worship, they will find themselves reduced like the elements before them in time. No more major races are like to occur, and the worship of those mortals has suddenly become a precious thing.


When creating your gift, you might not trust your power alone to do the job. Swear an oath into the fabric of reality, and it will grant you power for an act. Be careful! Such an oath is written into the fabric of the world, and may never be broken. The oath will bind you even if you fail to achieve your goals. The more restrictive the oath that binds you, the more power the universe may grant you.

Spoiler (click to show/hide)


The world is large.
The land has unusual geometry.
It is a single massive landmass, surrounded by oceans.
   - The oceans are shallow
   - The oceans are calm and warm
Floating islands fill the skies, drifting over land and sea alike.
The weather is unpredictable.
There is no moon.
The day is 24 hours.
The sun is yellow.

Life is comprised of all manner of animals and plants.
  The merfolk have discovered Metalsmithing.
  The Drakin live in stone or gem keeps, and play politics with family lineages.
The Humans and the Greenskins are new to this world, and cry out to the Gods for guidance.


These things can be changed if you wish, though it will be much harder once the age of myth has ended.

262
Forum Games and Roleplaying / Re: SPAMKINGDOM 3! King Lycwl of Kastoria!
« on: August 03, 2019, 12:04:45 pm »
C

263
Forum Games and Roleplaying / Re: You are a Nascent Minor Deity (SG)
« on: August 02, 2019, 03:39:01 pm »
A
He IS a discoverer of the arts so an obvious choice

And the other is discovering metallurgy and tactics. I think this bears more consideration.

264
Forum Games and Roleplaying / Re: You are a Nascent Minor Deity (SG)
« on: August 02, 2019, 03:23:02 am »
B

Why not? We are a god of discovery, not knowledge. What brings more opportunity for discovery than the loss of knowledge? He honestly seems the more capable candidate as well. I want to know his motivations more clearly.

265
Forum Games and Roleplaying / Re: You are a Nascent Minor Deity (SG)
« on: August 01, 2019, 01:55:31 pm »
E

It's odd though. The knowledge god supposedly flung osterat to the edges of reality do it couldn't connect to other realms, but it has not just one connection, but 3 bordering realms.

266
Forum Games and Roleplaying / Re: SPAMKINGDOM 3! King Lycwl of Kastoria!
« on: August 01, 2019, 12:51:47 pm »
B

267
Forum Games and Roleplaying / Re: You are a Nascent Minor Deity (SG)
« on: August 01, 2019, 10:08:37 am »
D

They have all of eternity to find it. Besides, what a discovery that would be!
I think it's fine to leave it as is.

268
Forum Games and Roleplaying / Re: You are a Nascent Minor Deity (SG)
« on: July 31, 2019, 11:01:52 pm »
A

Build a small and perfect city for the incoming souls to live in.

269
Quote from: TheRedwolf
-snip-

-snoop-

Soon, my pretties. Soon. :) :)

270

The Company of Gods

Industrialization lays claim to the kingdom of land, building a citadel formed of mountains with whole forests on the ramparts. The lowlands grow ordered and efficient. The rivers take on strangely geometric patterns and forests seem to burn and grow in cyclic timings. A great mountain range erupts down one side of the continent filled with volcanoes that contain not molten stone, but various molten metals. The land shapes the god as well, and he takes the form of a distinctly masculine figure of towering stone, with brilliant gemstones for eyes. You feel you could change this if you wish.

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2*

He seeks to make plants and trees to cover his hills, but finds them already covered in forests. It seems the world has been changing on it's own accord when the God wasn't watching. He seeks to create anyways, but his actions are clumsy and his powers are unfamiliar. Though far from his full potential, he creates a tree worthy of a god. It is a massive pillar like tree, reaching almost to the clouds. It is white, and though only wood, it is as hard as stone. The tree resonates with his power, and he places a number of these pillar trees across the continent.

Our last God, Destruction seems lost in quiet meditations, when suddenly he erupts. Another aspect inside him seems to have emerged. The two sides fight for some time, the will of destruction against the whimsy of Fun. Perhaps it was always in the nature of a god of destruction to self destruct?

After some time a clear victor emerges having absorbed the former Gods will. They are not unchanged by this experience however, and the spirits of Destruction and Fun have merged to create a new ambition, !!FUN!!.

This God wastes no time, and descends to claim the final kingdom below, building a lair of fire and smoke and molten rock in the caverns below. The underworld takes on many changes with this entry, growing chaotic, yet rewarding. The caves below expand and grow maze like, and beautiful vistas are formed in secret underground caverns.  A number of structures that will someday come to be know as "dungeons" are formed in the depths, holding many dangers, and many treasures, for those brave enough to enter. The underworld shapes the God as well, and she takes the form of a distinctly feminine figure made of raging flames. You feel you could change this if you wish.

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6*

!!FUN!! stretches her new powers, drawing on the underworld around her for inspiration. She creates the Elemental Fires. Fires of all colors, each corresponding to an element or force of some kind. Blue fires burn cold, and purple fires leave the rocks around glistening like gemstones where they were scorched. These flames grow like small plants in the caverns underground, seemingly needing no oxygen to burn. When having grown large enough (around a foot high) they will break off into small elemental beings of flame, who move of their own accord and seek to plant new fires to grow. These elementals are loyal to !!FUN!!

The other gods are not idle either, and seek to shape their own realms.

Discovery seeks to seed her islands with plants and metals.

Quote
8!*

Having seemingly grow quite used to her powers, she creates a masterpiece! Not content to lay only common metals, she creates a whole new metal in her islands. It is as light as the air she rules, but harder than the diamonds in Industries eyes. It is teal in color, akin to Discovery herself. Furthermore, this is not just simple metal. The plants she created are rooted into it, and grow large and healthy for it. In time, they seem to produce more of this metal around their roots if growing in common soil. Such a legendary creation surely deserves a name.

Mutualisim seems to have a different goal in mind with his actions, and seeks to better his precious fish.

Quote
7!*

Another brilliant success! It seems practice makes perfect, and the gods with some practice are working regular miracles. Mutualisim shapes the minds of the fish, fearful of their predators above, an they grow far more intelligent than any would have guessed. In fact, it seems he has just created the Merfolk, quite some time before it would have happened naturally. His immediate creation is a tribe of Merfolk directly loyal to him, though they quickly breed and fill the seas with a more common sort. The original merfolk are large, several meters tall, and possess impressive physique. They appear to have the lower bodies of fish, and the upper bodies of what will someday be called humans. They reproduce by laying eggs and fertilizing them in pairs. The original Merfolk, also known as Alpha Merfolk, are better in every way than their diminutive offspring. They live longer, are bigger, smarter, stronger, faster, and of course, are completely loyal to Mutualisim. They number sever hundred, and reside in the coral castle that is Mutualisims home.

Their common brethren do not share this loyalty, and live where they please. They live in small nomadic tribes, making spears from coral to hunt fish or birds, and shelter around thermal vents at night. Every once in a blue moon an Alpha Merfolk is born, and will migrate to the coral castle to join with Mutalisms personal tribe. This is about enough to keep the number of the Alpha Merfolk stable. Their common brethren number a few million, spread across the seas around the globe.




Life has not been idle, and, were it not for the creation of the Merfolk, what would have been the first intelligent life has arisen on land. These are the Drakin. They are large scaled humanoid creatures, that can fly short distances with the wings on their back. A few among them posses the ability to spit fire. They are relatively solitary, living in small family packs. They make their homes on floating islands, or in caves or swamps. They make wooden tools to hunt with, and rudimentary shelters. They number just short of a million, spread across the lands and floating islands.



The primitive peoples of this world cry out for guidance from the Gods! The worship of a species could do much to elevate a God, and in time will prove indispensable.

The Drakin are creatures of Fire and Earth, and the Gods of such realms should offer a gift to secure their worship. They will only worship one God.

The Merfolk live at the surface of the sea, caught between the Air and the Water. The Gods of these realms should offer a gift to secure their worship. They will only worship one God.

When creating your gift, you might not trust your power alone to do the job. Swear an oath into the fabric of reality, and it will grant you power for an act. Be careful! Such an oath is written into the fabric of the world, and may never be broken. The oath will bind you even if you fail to achieve your goals. The more restrictive the oath that binds you, the more power the universe may grant you.

Spoiler (click to show/hide)


The world is large.
The land has unusual geometry.
It is a single massive landmass, surrounded by oceans.
   - The oceans are shallow
   - The oceans are calm and warm
Floating islands fill the skies, drifting over land and sea alike.
The weather is unpredictable.
There is no moon.
The day is 24 hours.
The sun is yellow.

Life is comprised of all manner of animals and plants.
  The first intelligent races have appeared, the Merfolk, and the Drakin

These things can be changed if you wish.

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