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Author Topic: Not Enough Gods - Age 1, Turn 3  (Read 8632 times)

Sensei

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Re: Not Enough Gods - Age 1, Turn 3
« Reply #60 on: April 10, 2020, 05:27:49 pm »

Dude I'm really confused about what you're doing. You're making some demigods to make maps for you in the palace but also there's a rock involved? It would be a lot easier to read if you broke that up into multiple sentences and paragraphs.
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Rockeater

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Re: Not Enough Gods - Age 1, Turn 3
« Reply #61 on: April 10, 2020, 05:55:43 pm »

Yeah, my writing isn't great, hope I improved it.
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Damnit people, this is why I said to keep the truce. Because now everyone's ganging up on the cats.
Also, don't forget to contact your local Eldritch Being(s), so that they can help with our mission to destroy the universe.

Sensei

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Re: Not Enough Gods - Age 1, Turn 3
« Reply #62 on: April 10, 2020, 10:33:29 pm »

It looks a little better :)
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evictedSaint

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Re: Not Enough Gods - Age 1, Turn 3
« Reply #63 on: April 10, 2020, 10:34:59 pm »

Indeed: I can now understand what your action is.

TricMagic

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Re: Not Enough Gods - Age 1, Turn 2 (Join now or else you're lame)
« Reply #64 on: April 11, 2020, 10:18:42 am »

Despite being born of one of the First True Gods, Aerith is quiet. They watch others act, and think. They see their brother the Wind, and ponder. And on their given goal, they wonder how to do so.

In the end though, there remains a deep-seated desire for Cycles. And so she creates the Seasons, to challenge, to nurture, to protect and bolster those who would come after.

[X] Aerith, Goddess of Cycles, Acts. Fire, Water, Earth, Wind, all are needed. And so she takes Time and threads Environment, to form the Four Seasons of the Universe.

42 days each shall last.
 The Season of Fire, which bolsters the emergence of Life. Days of heat and flame, destruction and rebirth from that destruction. A seed planted in the Earth.
 The Season of Water, which bolsters the growth of Life. Rainy Days where air turns to water and slowly forms drops to be carried by the wind and bring water to the earth. Life healed, a seed fed and grown strong into a tree.
 The Season of Wind, where my brother comes to reap, which bolsters the longevity of Life. Leaves falling in many colors as cold air begins to appear. Time passes, crops are harvested, and food stored for the coming season. The Tree grown now falls to slumber, the time of passing.
 The Season of Earth, which bring about the end of Life. Nature Slumbers, wind becomes snow to cover the earth in a blanket of colors, the Tree asleep to wait for the coming of Fire to rekindle it. And for some, the end of their mortal life, the tree never to awaken, but fall to nurture the Earth and the next generation.

In all this, the light can be seen still, promising longevity so long as one perseveres.. And so the Four Seasons are born.


In all things, the Cycles exist. So too can they nurture Life, and prepare it for what Life entails.



To preserve the same forever allows no growth, nor renewal. A paradise that never changes is a prison, a world that never progresses a cage. Even the First brought about change, for to be alone with nothing is something that should not be. There can be no companionship in such a world unless it is decided by those... But to decide, one must have a choice?

What is their to protect and preserve when even now, the world is being made? To want a balance to progression isn't a bad thing, is it?


[X] Aerith, Goddess of Cycles, reattempts her actions previous. (Above quote)
« Last Edit: April 11, 2020, 12:32:05 pm by TricMagic »
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Rockeater

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Re: Not Enough Gods - Age 1, Turn 3
« Reply #65 on: April 11, 2020, 10:47:53 am »

"Odius, my brother, can I ask you for something, I forgot to place a light source in the spire, could you do it instead? I would do it myself but you are more suited for that"
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Damnit people, this is why I said to keep the truce. Because now everyone's ganging up on the cats.
Also, don't forget to contact your local Eldritch Being(s), so that they can help with our mission to destroy the universe.

Avetruetotheimperator

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Re: Not Enough Gods - Age 1, Turn 3
« Reply #66 on: April 11, 2020, 12:16:46 pm »

Garlath Awakens into existence. Immediately, it becomes HE. The God defines himself, centered around what gift was bestowed...Drive, boldness and ambition became him. Immediately, the sure to be great God sets upon a task:
The Giant uses his power and drive to forge a mighty work. A forge of Industry and more. From pure power manifest does this come from, made to suit his will. The Forge of the many will churn forth many things, all according to Garlath's design. His ambition would settle for nothing else!
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dgr11897

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Re: Not Enough Gods - Age 1, Turn 3
« Reply #67 on: April 11, 2020, 12:17:55 pm »

[X] Begin weaving dreams into a set of assistants, dream guiders, beings of dreams who will help me in the creation of a magic system, assisting in the weaving of leylines, rivers of dreams, through the earth. They take the form of winged humanoids who appear made up of an insubstantial blue energy.
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evictedSaint

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Re: Not Enough Gods - Age 1, Turn 3
« Reply #68 on: April 11, 2020, 12:18:16 pm »

Garlath Awakens into existence. Immediately, it becomes HE. The God defines himself, centered around what gift was bestowed...Drive, boldness and ambition became him. Immediately, the sure to be great God sets upon a task:
The Giant uses his power and drive to forge a mighty work. A forge of Industry and more. From pure power manifest does this come from, made to suit his will. The Forge of the many will churn forth many things, all according to Garlath's design. His ambition would settle for nothing else!

So like...is this an anvil, floating in space? 

Avetruetotheimperator

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Re: Not Enough Gods - Age 1, Turn 3
« Reply #69 on: April 11, 2020, 12:24:17 pm »

Garlath Awakens into existence. Immediately, it becomes HE. The God defines himself, centered around what gift was bestowed...Drive, boldness and ambition became him. Immediately, the sure to be great God sets upon a task:
The Giant uses his power and drive to forge a mighty work. A forge of Industry and more. From pure power manifest does this come from, made to suit his will. The Forge of the many will churn forth many things, all according to Garlath's design. His ambition would settle for nothing else!

So like...is this an anvil, floating in space?
Kinda, but there's a foundation for more things to be added on if needed.
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evictedSaint

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Re: Not Enough Gods - Age 1, Turn 3
« Reply #70 on: April 12, 2020, 10:20:46 pm »

I'm tweaking the program I'm using to scrape actions, so I'll have next turn up sometime tomorrow.

FallacyofUrist

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Re: Not Enough Gods - Age 1, Turn 3
« Reply #71 on: April 13, 2020, 03:46:48 pm »

Odius pondered his brother's, Nagaroth the Maker's, request. While he could not yet speak, he could still understand, and he could still respond. His aura pulsed with a pleased affirmative. He would gladly contribute to his brother's creation to allow greater Harmony to come to exist in the world. Next Turn, however, as his plans for this one were still in motion.
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LovecraftianFairyTale

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Re: Not Enough Gods - Age 1, Turn 3
« Reply #72 on: April 13, 2020, 04:14:54 pm »

Is the waitlist still open? If it is, I’d like to join as Uvdes.
« Last Edit: April 18, 2020, 06:46:44 am by LovecraftianFairyTale »
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Sensei

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Re: Not Enough Gods - Age 1, Turn 3
« Reply #73 on: April 23, 2020, 05:16:12 pm »

Hey it would be cool if this got an update
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evictedSaint

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Re: Not Enough Gods
« Reply #74 on: April 23, 2020, 07:30:13 pm »

Note: Bannerlord is alright, I guess.

Age of the Cosmos
Turn 4

Teir, the Living Pantheon
Godcraft Domain: (4) +2
[X] Teir takes up a number of Luminosity Shards and travels to the Pantheon Palace to craft a new wonder. Using Astral Stone they guide the crystal of the Luminosity Shards into the shape of a cylinder. One end open to the energies of existence, the other connected to a nine holed filter that blocks the way until a nine spoked wheel is turned. The power of the Luminosity Shards slows the energies of existence and solidifies them into a liquid to wait docilely until released. After being released, they descend in nine liquid strings ready to be woven or left to descend into a reservoir of Astral Stone. The work they declare the Unspindle, the Godmaker, the Great Source.

Lastly, they declare their palace open to their children, should they wish to play with the Unspindle.
Roll: 2d4 = (2+3) = 5

Borrowing from their brother Odius's creations, Teir collects a number of perfectly-formed Luminosity Shards (a rare feat now that the universe is in motion) and brings them home to the Pantheon Palace.  It is there they set about their work; using the Astral Stone which makes up the Palace, they carefully frame the shards in such a way that it forms a delicate cylinder.  One of the open ends of the cylinder extends beyond the Palace, transcending dimension and time to passively collect whatever ambient chaotic energies in the universe are bouncing around. 

In the Age of the Cosmos where very little is set in stone, this can be quite a bit of energy.

The term "energy" doesn't quite describe the raw power of untapped creation, but it's close enough.  As this power bounces from one shard to another it becomes more uniform and streamlined.  Towards the far end of the cylinder, this energy passes through a final nine-holded filter and liquid silver threads made from reality itself are left pooled and ready for work.  A nine-spoked wheel can be turned to cover the filter for when it's not in use.

Teir declares this creation to be the great Unspindle, the Godmaker, the Great Source.

Lastly, Teir opens the doors of their section of the Palace to all their children, and bids them to play with the Unspindle.

(Teir gains +1 Advancement in the Domain of the Weaver)



Odius, the Architect of Creation
Light Domain: (3) +1
Architect Domain: (1) +0
[X] Odius infuses the light of his aura into the clouds of gas around the Hole-Covered Ball, and decrees that the Ball should possess Luminous Clouds. The light melds with the gas clouds, and soon the clouds are a-glow with light. These clouds attract the power of Luminosity and form Luminous Crystals within them, and when the Crystals get large and heavy enough, they fall from the clouds in a hard rain that strikes the Ball with waves of tinkling sound.
Roll: 2d4+1 = (1+4+1) = 6

Deciding that his light did not engulf the world as fully as he'd like, Odius decides something must be done about these new clouds of gas swirling above the Hole-Covered Ball.  Much in the way he'd created the Orb, Odius infuses light into the clouds trapped around the Ball.  The clouds now glow with light, bathing the surface and casting the shadows of the shifting tunnels into sharp relief. 

When the light within the clouds grows heavy enough, Shards of Luminosity form and fall to the surface like hail.  The fragile crystals strike the surface and shatter into nothingness instantly.  Clouds of Light Hail now circle the Ball, surrounding it with light and the gentle sound of shattering shards.

(Odius gains +1 Advancement in the Domain of Light (Light now +2!))



Wind
Judgement Domain: (1) +0
Air Domain: (3) +1
The Wind is put off, a bit, by the notion of a palace. It is better to move about Creation than stay in one place. So too the air itself should move where it pleases.

[X] The Wind will make a path between the Palace and the rest of the universe. There matter may pass between the two places. If at all possible, the wind will be placed to move matter and debris into the center of the palace, depositing as much dust as possible on their proverbial rug.
Roll: 2d4+1 = (1+2+1) = 4

A place unreachable from the home plane? Stationary, untouchable, impossibly divine? 

Please.

The Wind puffs itself up at the mere notion that someone would place limits in an otherwise limitless universe.  Something must be done about that!  Gathering itself up, the Wind blows a path from the home plane straight into the Pantheon Palace.  It succeeds, kind of - the wind can be fickle, blowing strong one second and waning in the next, changing directions and swirling about.  The path created is ill-defined, shifting, and as fickle as the wind itself.

Still, the path has been created, and the previously untouchable Pantheon Palace can now be reached from the home plane.  Teir notices a bit of dust collecting in the corners of her room as she works on her Unspindle - tiny shards of broken Luminosity and various bits of dirt from the Hole-Covered Ball. 

There's not much debris in the universe at the moment, but the Home of the Gods has now been properly defiled.

(Wind gains +1 Advancement in the Domain of Air (Air now +2!))



Naragoth, the Maker
Earth Domain: (3) +1
Godcraft Domain: (1) +0
Seeing that the lack of names for his creation begin to be a hussel, Nagaroth decides to give his creation names.
For the planet, the name is Ever-shifiting Planet and the other plane would be named the Land Sipre, the thought over his creation led him to an important observation: he and his family of gods could easily know every passage in the planet and where is any area in the spire, but that would not be true for any life to live in those places, which he decided to remedy.

[X]Nagaroth travel to the Palace and claim his spot, and pick a stone from it.
From which he creates two servants called the Map-Keepers, for their job is to map one of his creations each and give those maps to whom they and by extension Nagaroth sees fit,.
The one to map the Ever-shifting Planet is a red worm-looking being, able to squeeze through the smallest gap while feeling the tunnels around them, and with incredible speed, so even as the planet is changing, their newest maps would be relatively accurate.
And for the Land Spire the Map-Keeper would be a pair of blue wings, able to fly over large obstacles and gaps, with an unimpeded vision to great distances, able to see through storms and waters the vast distances in the Spire.
Finally Nagaroth releases both servents to their respective lands to map.

Roll: 2d4 = (1+1) = 2

First and foremost, Nagaroth decides to name his creations thusfar.  The Ball is now known as the Ever-Shifting Planet.  The spiraling palette of landscapes will be known as the Land Spire.

With the task of naming his creations out of the way, Nagaroth visits the Palace and claims his place there.  From his palace he plucks an Astral Stone and molds it into two beings.

The first is a great red worm; blind, but quick and dexterous.  The smooth, pliable being can squeeze through the tightest nooks and crannies, and its skin is sensitive enough to detect the world around it even without eyes.

The second is a pair of blue, feathered wings joined to one another.  Glowing eyes adorn the wings, which are sharp enough to see vast distances and through all manner of inclement conditions.

The two of them will be Nagaroth's Map-Keepers and will plot the Ever-Shifting Planet and Land Spire, respectively.  Should they find someone worthy enough, they will grant unto them their knowledge of their domains.  Currently there is no one around to judge, worthy or not, so they set about simply exploring the domains Nagaroth has created.  However, the domains he has created are vast and ever-changing - even with their speed and sight, the task presented is insurmountable for the two of them.  And so, much of the knowledge of the Map-Keepers will remain obsolete.

Staying true to his theme, Nagaroth decides not to name them.

(Naragoth (or is it Nagaroth?) gains +1 Advancement in the Domain of Godcraft (Godcraft now +1!))



Aerith, Goddess of Cycles
Hearth: (1) +0
Change: (2) +1
[X] Aerith, Goddess of Cycles, reattempts her actions previous. (Above quote)
Roll: 2d4+1-1 = (2+1+1-1) = 3

A little more familiar with what she's dealing with, Aerith steels herself and once again begins laying down the universal law that there will be four seasons of forty-two days each.

Water, Earth, Fire, and Air - a repeating cycle of change to blanket all of reality.  A cycle of renewal and fade for all.

Once again, the young Goddess stretches herself to the breaking point.  Learning from last time, she splits her focus to an infinite number of points to keep the fabric of reality smooth beneath her.  Despite this, the same thing happens.  Her grasp begins to slip and all she's done begins to unravel.  Desperate to keep her work from being wasted, she quickly ties off her half-finished Law of Nature before her formless self reels back in to a single point once more.

It's not perfect, and by no means as absolute as she intended, but a cycle has now been imposed on the universe at large. 

Things will fade, then renew. 
Things will slumber, then awaken. 
Things will die, then live again.

The time period for these cycles varies widely throughout the universe, as does the severity.  In some places it will be barely noticable, and in others it will be a firm, immutable fact of nature. 

The multi-colored gasses sparkling in the far distance glow brighter as they enter the first season of their cycle; Fire.

(Aerith gains +1 Advancement in the Domain of Change)



Garlath
Emphasis Domain: (1) +0
Garlath Awakens into existence. Immediately, it becomes HE. The God defines himself, centered around what gift was bestowed...Drive, boldness and ambition became him. Immediately, the sure to be great God sets upon a task:
The Giant uses his power and drive to forge a mighty work. A forge of Industry and more. From pure power manifest does this come from, made to suit his will. The Forge of the many will churn forth many things, all according to Garlath's design. His ambition would settle for nothing else!
Roll: 2d4 = (4+4) = 8 (Natural 8 = bonus advancement)

With the power of Emphasis empowering him, Garlath turns his gaze to the tools of creation.  The young God squares away a space in the Pantheon Palace as his own and sets to work.

Garlath fashions for himself a Grand Forge, a means of Industry.  A set of tools designed to create and produce, which even the most unskilled craftsman can use with ease.  The Grand Forge is a place where the tools never grow dull, where the supplies are never exhausted, where the space around your feet never grows cluttered with sawdust.  It is a space both vast and comfortable, designed to meet the needs of any who may use it.

Taking his parent up on their word, Garlath fashions his forge near the great Unspindle.  By joining his means of creation to the threads of creation, the Forge becomes capable of crafting feats that bend the world around them.  This workshop is of vast, untapped potential, and with the adjoined Unspindle it sits as the crown jewel of the Pantheon Palace.

The Forge lies unused, for now.

(Garlath gains +3 Advancement in the Domain of the Forge (Forge now +1!))
(Avetruetotheimperator may unify "Forge" with "Emphasis" to a single +4 domain, if they choose to.)



Nameless
Earth Domain: (1) +0
Dreams Domain: (2) +1
[X] Begin weaving dreams into a set of assistants, dream guiders, beings of dreams who will help me in the creation of a magic system, assisting in the weaving of leylines, rivers of dreams, through the earth. They take the form of winged humanoids who appear made up of an insubstantial blue energy.
Roll: 2d4+! = (3+4+1) = 8

The Nameless God sets about crafting beings to serve them, much as Nagaroth has.

A God's Dream is a powerful thing, and far more real than that of a mortals dream.  The Nameless God begins weaving these waking Dreams into true beings; servants, assistants, guides.  Made of Dreams, these creatures are immaterial and translucent, appearing only as the vague outline of a winged humanoid with no discernable features.  They are limited only by what may be dreamed, and so each wields a frightening amount of power in their own right.  They are less than Gods, but only just.  As best as they could be seen, one would describe them as vaguely blue in color...if a dream could have a color.

The Nameless wills these creatures to serve, instilling them with the purpose to assist in the creation of magic.  Soon, the Nameless God says, You will lay the foundation of keylines.  Rivers of dreams will cut through the earth.  You will be my agents: the Makers of Magic.

There are Seven Gods, so the Nameless creates Seven Guides.  Like their creator, they are all nameless, for now.

(Nameless gains +1 Advancement in the Domain of Dreams)



Odius, the Architect of Creation
-Light: (4) +2
-Architect: (1) +0

Teir, the Living Pantheon
-Godcraft: (4) +2
-Weaver: (1) +0

Garlath
-Emphasis: (1) +0
-Forge: (3) +1

Nameless
-Earth: (1) +0
-Dreams: (3) +1

Wind
-Judgement: (1) +0
-Air: (4) +2

Naragoth, the Maker
-Earth: (3) +1
-Godcraft: (2) +1

Aerith, Goddess of Cycles
-Hearth: (1) +0
-Change: (3) +1
« Last Edit: April 23, 2020, 07:49:01 pm by evictedSaint »
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