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Author Topic: Roll to Gods: Turn 4: End of an era  (Read 2921 times)

Imp

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Re: Roll to Gods: Turn 3: Mutation, Evolution and Premature Temples.
« Reply #45 on: August 17, 2013, 02:17:48 pm »

Though currently not consciously aware of what happens far from the archipelago, Eskcanta lave-ishes attention upon the crab grasses and especially the palms.  Constantly talking to them of chance, chaos, and the perfection of staying together and working together, she none the less also encourages them to walk and walk as far as they can.  To climb; to climb these mountains, to climb each other, to climb up into the sky if they can.  She is pleased when the palms try to drop their seeds upon her; she plays catch with more than a few of the trees and heals some of the ones wounded by her hurling their seeds back in these games, leaving the other playmate-trees to continue their broken lives or perish as they will.  Occasionally she misses, the seeds flung far to she knows and currently cares not where.

The trees (and to a lesser extent, the grasses) are encouraged to walk further and faster, as well as to try and climb; the seeds are taught to climb (and if so inclined, to drop again), even to climb back up their parent trees for another round.  Climbing up the mountains is a goal; getting up into the sky (by growing taller, or some other means...) is too.  Staying together, working together; an ever increasing symbiosis with each other (Eskcanta isn't consciously aware that she's including the bacteria in this growing closer, but oh boy she is).  Some seeds scattered, far flung, to possibly start new lives in distant and by-Eskcanta-unchosen areas.
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wolfchild

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Re: Roll to Gods: Turn 3: Mutation, Evolution and Premature Temples.
« Reply #46 on: August 17, 2013, 03:45:15 pm »

Good very good

Argentia will Raise land from the ocean floor, to create a crescent moon shaped island chain and lagoon
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BFEL

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Re: Roll to Gods: Turn 3: Mutation, Evolution and Premature Temples.
« Reply #47 on: August 17, 2013, 04:57:30 pm »

The Consequence is suddenly worried, that ore was IMPORTANT DAMMIT!
He searches for the pocket dimension, ignoring all other calculations.
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IronyOwl

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Re: Roll to Gods: Turn 3: Mutation, Evolution and Premature Temples.
« Reply #48 on: August 17, 2013, 05:07:06 pm »

"Ooh hoo hoo! Rather bloodthirsty, are we? Well, hmmm. Not exactly ideal for living in... but maybe... hm..."

Create sauropods to inhabit A1, nibbling leaves from the pine-like extensions and occasionally getting caught, sipped on, and then freeing themselves from the thrashing bloodthirst vines. Adults should be about 15 feet tall at their highest (non-neck) point, and of course excessively long due to their long necks and tails. They should usually be grey, but with some beige-ish or even dull orange/brown variety.
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Re: Roll to Gods: Turn 3: Mutation, Evolution and Premature Temples.
« Reply #49 on: August 17, 2013, 06:33:55 pm »

"Well, might as well get started on the magic project..."

The Herald does a few subtle improvements on the magical radiation. Instead of simply mutating organic newborns and giving them cancer, it instead causes them to be much more proficient in using magic unconsciously. What this could mean since all of the current inhabitants of the planet are non-sapient is unknown.

HFS

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Re: Roll to Gods: Turn 3: Mutation, Evolution and Premature Temples.
« Reply #50 on: August 17, 2013, 08:41:06 pm »

The Shifter looked upon Its' islands, and knew that they needed populating. The Silent Stones would protect Its' domain for now, and the time was right to begin.

Drawing forth various metals, spiraling around one another, the Shifter crafted exquisite gears, linking them together into machinery. The resulting machine was nearly incomprehensible at its' core, but further out one could easily see the intent. Powered by a small amount of mutergy, tempered by a fragment of Celestial Iron, these clockwork creatures would be the first test of the Shifter's lands, potentially paving the way for future creation.


The Shifter creates clockwork creatures, powered by mutergy with a small piece of Celestial Iron for a heart, and placing them upon one of Its' islands. They come in various forms, each unique.
« Last Edit: August 17, 2013, 09:35:40 pm by HFS »
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DreamThorn

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Roll to Gods: Turn 4: End of an era
« Reply #51 on: August 20, 2013, 05:41:34 am »

Turn 4:

[2] Acheron creates many-legged omnivorous sauropods that live in a kind of symbiosis with the blood-thicket by eating the thicket's dropped victims, or even stealing from it.  They only eat the leaves when desperately hungry.  Since the only other thing to eat around there are these "centipods", there is a lot of cannibalism going on.

[6] Eskcanta succeeds very well.  Her plants spread across the tropical continent and thrive.  And they evolve.  Some have flying crab-seeds.  Some form thick entangling groves.  Some's crab-seeds eat the others' crab-seeds.  Some have flowers that attract the others' crab-seeds for pollination.  Or to eat them.  There are 100-foot tall crab-woods.  Some's plant-stage has atrophied, so that they are crabs all the time.  Some's crab-seeds have changed to fight better, becoming lobster-seeds, eukanripenterus-seeds (sp?), lobster-dog-seeds, turtle-tank-seeds and so forth.  Both symbiosis and competition are very fierce.

[1] Gorgamast's attention is divided between creating flying underwater crabs and expanding his island.  Combining flight and swimming (like flying fish, except these are crabs) does not come naturally to them.  In the meantime, the island is shifting, the earth is cracking and lava is flowing forth.  The prototype flying plant-crabs fail to take off in time. (Pun intended 8) )

[2] The Shifter starts work on its first life-forms.  It starts simple and iterates from there; more and more complex.  Having no way to heal or reproduce yet, the islands are soon covered in rusty wrecks with Celestial Iron power-cores that pollute the region with mutergy.

[1] The Herald messes around with the mutergy, reversing some of the consequences of its blending with the magic.  The mutergy is now unhealthy and weakens or corrupts any life exposed to it.

[4] The Consequence finds that his pocket dimension has spontaneously attached to the other end of the wormhole that Azahaam accidentally opened.

[2] Nerjin creates simple rock golem animals to roam the igneous plains.  The lave-worms, however, have adapted to burrowing into each other; they now have special pouches to lay eggs in, and are now hermaphrodites.

[4] Argentia creates a moderate-sized moon-shaped continent in the southern temperate band, a bit to the west of The Shifter's domain; large enough for three regions.

[2] Holden lifts the sphere from the ground and covers it with photoelectric cells all over.  He feels a bit clever.

[2] The thermovoric silicoid bacteria can't survive in the areas that they have already cooled, so they have trouble making any headway into new areas.
[6+ward] The lave-worms, as stated above, have adapted to not having anything to lay their eggs in.
[3] The crab plants are alive and well, but that's all.
[6] The aquatic plant crabs are spreading rapidly, and, despite Gorgamast's fumbling, some have evolved water jets that they use to fly rapidly across the waves.
[5] Crabby-grass and crabby-palms evolve and form a jungle wilderness on the mountainous tropical continent.
[6+ward] The nuclear bacteria reach critical mass around one island in the archipelago, exploding it, but are otherwise doing fine.
[3] The Thicket survives, but doesn't spread.

((Please don't post actions.  See the OOC thread for reasons why.))
« Last Edit: August 21, 2013, 01:46:06 am by DreamThorn »
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Gamerlord

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Re: Roll to Gods: Turn 3: Mutation, Evolution and Premature Temples.
« Reply #52 on: August 20, 2013, 09:53:40 am »

-snip-

DreamThorn

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Re: Roll to Gods: Turn 4: End of an era
« Reply #53 on: August 22, 2013, 01:06:03 am »

Post reserved for Chapter 1 outro
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wolfchild

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Re: Roll to Gods: Turn 4: End of an era
« Reply #54 on: August 22, 2013, 01:13:47 am »

Life comes slowly to the crescent Isle, Argentia wanting to get it right, first mosses and lichens, then small shrubs and trees along the rivers with lighter woodlands on the hills and swamps in the deltas. Then once plant life is firmly rooted, she adds fungi and bacteria to help recycle the used life, only once she was sure it was stable did she let the first animals into the isle, but once they were she left off the interference for the most part. Eventually one species rose as the dominant predator for the region. It was a somewhat wolf like creature with a sexual dimorphism, the females being black furred and the males white. This lack of camouflage did not hinder them, as they out endured prospective prey.

Argentia began to interfere once more, giving this species useable hands and allowing them to walk on only what had previously been their hind legs.  They learned of fire before tools, as they had evolved with sharp fangs and claws, which Argentia did not take away.  Argentia was known to appear during their early rituals and grant a blessing of protection on one that she took a fancy to. Eventually granting the ability to protect to the species as a whole, although to a much lesser degree than she had; any effect worth the effort would require many of them involved.  At this time they also learned the advantage of tools and had started to call themslevse the lupé, but had not yet discovered clothing, excepting simple harnesses for their tools and weapons, nor had they started to settle and family groups are nomadic, traveling and never staying in one place for long. The only structures they have built at this point are crude shrines at the locations that Argentia chose to manifest before them.

The ecosystem, especially considering that they move, which mitigates their effect in one location, is stable as it stands.
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HFS

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Re: Roll to Gods: Turn 4: End of an era
« Reply #55 on: August 22, 2013, 01:36:58 am »

The Shifter's power guided the land, the many clockwork creations that had fallen rising up once more, now with a rust-resistant coating. The forge-god granted them the gift of construction, giving them the ability to repair and build more of them, the mutergy occasionally changing them. As the creatures were purely mechanical, the mutergy did not harm them in the same way it harmed life. The Shifter's power once more wreathed the Isles in flames, drawing the excess mutergy into the indestructible Silent Stones, but only the excess which polluted them.  The Isles themselves were in a somewhat tropical climate, though instead of trees, there were large clockwork creations, some capable of moving about, extracting various metals in small quantities from the ground. Other clockwork creatures would extract these metals to build more of them. The terrain was rocky, as the Isles were mostly ore, even on the coast, as the Shifter's power prevented the Isles from eroding too much.

A vast tunnel network, mirroring the star pattern on the seafloor, crossed the Shifting Isles, connecting the five islands. Reinforced with seams of Celestial Iron, in patterns obviously constructed as to not be mined accidentally, they would last for as long as the Shifter needed them. At the heart of the network, in the center of the star, a vast temple of Celestial Iron was constructed, lit with an eternal blue flame in the center, a spark of the Shifter Itself. Capable of smelting and forging any metal, with the tools and equipment necessary, it would be a symbol of the forge-gods' power for aeons to come. However, the access tunnels to the Shifting Temple never remained constant, an eternally-changing maze filled with various puzzles and traps, so mortals would have to first prove themselves before accessing the temple itself.

A cold, blue flame, mirroring that of the Shifter's own, now topped each of the Silent Stones. Bathing the Isles in light, slightly brighter than moonlight, visible through the thickest of clouds and fog, they served as a guide to whomever would need them. However, not all of the clockwork creatures are harmless, and some are surprisingly intelligent, with simple forms of communication. None had yet discovered even the secret of fire, but they were on the verge of doing so, especially with the forge-god itself watching over them.
« Last Edit: August 22, 2013, 01:41:50 am by HFS »
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Gamerlord

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Re: Roll to Gods: Turn 4: End of an era
« Reply #56 on: August 22, 2013, 06:18:41 am »

Change rocked Gorgamast's little island again and again. The primitive little photosynthetic crab-creatures grew and grew, becoming lighter and lighter as they did so. Soon they could soar through the skies on the jets of water they projected. Gorgamast chuckled to see their antics, but soon turned his face to new work. The land was strong, he decided, but too barren; the crab-plants that covered it being simple and boring. He helped the basic bacteria that the other gods had created gain a foothold and increased the variety of plantlife. But he found this work too pedestrian, too easy. Gorgamast was bored. But not for long. From his seat in his temple, Gorgamast began to make the land grow. Seeing the Shifter's actions far afield, he had lit upon a new idea; he made the island alive.

It took much work and expenditure of power, but soon the very land itself was able to move and grow. Vast pillars of living stone and earth grew out of the ground, soon enclosing all the land that the island had once covered. The seed of life at the centre of this marvel fed on the geothermal energy of the molten rock below it and forged itself into being with minerals pulled from the crust and mantle. Laughing in amazement at the wonders coming into existence around him, Gorgamast was enraptured, for a time.

The caverns of the island-creature proved a wonderful breeding ground for the wide array of life that grew from the seeds Gorgamast had sown. Before long vast arthropods chittered and clacked from tunnels and crevices while fungi and chemotrophic plantlife made themselves a home. However, Gorgamast is ever a capricious and fickle god, and this miracle of life only held his attention for a time. Gorgamast was once again bored. But this time, he was also lonely. He watched the social creatures of his island-hive, seeing them interact and work together. He wanted to have something like that. So it was that Gorgamast took the smartest, most social of the creatures from the great caverns and tried to help it. Gorgamast tried to give it the ability to talk to him, so that he would not be lonely in his temple. He remembered the mistakes he had made with the plant-crabs earlier, and resolved to do this right. Slowly but surely, Gorgamast began to uplift the little hive-builders.
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