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Author Topic: Bay12 Communal Worldbuilding Game  (Read 63040 times)

Lidku

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Re: Bay12 Communal Worldbuilding Game
« Reply #345 on: June 06, 2020, 11:05:26 pm »

Year 215

Using the plunder gained from the conquest of the Coast of Cults, King Mahen of Thairmar becomes one of the new sponsor to fund the Knights of the Desert, allowing that order to improve various forts in the region. Some within the councilery of the Knights of the Desert scorn taking sponsors from King Mahen for his over murderous campaign instead of converting the Coast Cultists- but the majority of the council rationalizes it purely as anything to curb the tide of chaos.

However not everything was alright. The plunder gained from the campaign against the former Cult inhabited coast had garnered many artifacts of great make. The court mage of King Mahen, Yarlac Drem, had found a strange scroll one day in a tower belonging to a prominent chaos priest who either fled or was smited during the war. The scroll was a extensive study of necromancy, something even the forces of Chaos found little hard of accepting. Whoever this chaos priest was who owned this tower must've been a rough one, even among his chaos adhering peers.

So in secret Yarlac Drem while feigning doing important tasks for the young Kingdom, was actually getting to understand the secrets of life and death.


The High-Elves had realized that during all this time they never named their ever growing Kingdom despite the long time they have been around. It is named Ukalia, named after the current dynasty who thought of the idea of establishing a name for the Kingdom of High-Elves. In celebration Ukalia by the end of the year have their settlers expand to claim the entire island they are on.
« Last Edit: June 06, 2020, 11:13:02 pm by Lidku »
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TamerVirus

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Re: Bay12 Communal Worldbuilding Game
« Reply #346 on: June 07, 2020, 12:20:27 am »

Year 216- Word of the recently discovered tropical archipelago reaches the mainland, leading to an increase in expeditions to the region. Sailors describe encountering fantastic flora, fauna, and other sights hitherto unheard of before: an island populated entirely by giant flightless birds, a great and mighty turtle carrying a jungle island on its shell, sun-kissed beaches and brilliant blue oceans. Explorers have currently identified two tribal societies existing on the opposite extremes of the island chain.
 
The south is said to be home to an indigenous tribe consisting of animated wood and stone golems. Spawning out of the ground itself, these constructs, who call themselves the Moko are distinguished by their intricately carved wooden masks. Bands of Moko habitat in small village units, hunting and foraging native wildlife. Despite, not being biologically living per say, Moko are observed burning fruit and hunted creatures in periodic 'feeding' rituals. The village elder, and thus final authority in Moko village life is inevitably a massive but immobile living stone head centrally placed in the village gathering space. Interactions between the Moko and the outside world have been cautiously optimistic, as limited trade introduces exotic spices back into the mainland.

In the north there exists a much more unfriendly bunch of inhabitants. Sailors and explorers report being consistently attacked by large four-armed, primate like people who hurl spears, arrows, and rocks with extreme hostility. Any attempts at counter attack end with the islander tribe melting away into the dense jungle undergrowth. Not much is known about the Wharg people, so named after their bellowing cries, as they have steadfastly refused to engage in any sensible contact with the strange peoples coming on strange vessels. Soon, explorers choose to avoid Wharg island entirely.         
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Strik3r

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Re: Bay12 Communal Worldbuilding Game
« Reply #347 on: June 07, 2020, 05:01:04 am »

YEAR 217

It seems that the witches of the Coast of Cults had one last little suprise in store for the invaders. In their last moments, the witches of the coast had collectively laid a curse on the land itself that would be their grave, the land which the Kingdom of Thairmar now sits atop of. Kingdom of Thairmar's lands are cursed, roll to determine HOW cursed they are.
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Re: Bay12 Communal Worldbuilding Game
« Reply #348 on: June 07, 2020, 06:06:42 am »

Year 217.5: After the massive amounts of death in the mines during the quakes The Bleg have changed their methods of mining by creating a large open quarry which allows them to more safely gather metals from the earth, it also has the benefit of allowing them more easy access to stone which means the additions of stone roads in and around their towns and the creation of stone walls.
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Lidku

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Re: Bay12 Communal Worldbuilding Game
« Reply #349 on: June 07, 2020, 08:31:03 am »

Year 218-220

Since their separation from their original line, the Red-Elves, the High-Elves have built for themselves a highly advanced civilization on an island they had only occupied for a few years. King Ulathior Ukal finding a discarded parchment in the very back of his office cupboard realizes something from its discovery- the entire reason they had set forth out was to investigate the rumors of a land stifled full of chaos- one that predated the existence of the current corrupted land found in the desert region by the writ of what Ulathior reads from the old note.

As the contention of chaos had the High-Elves involved in a fairly recent crusade, he thought it was best to sent investigators partied with the specific purpose of scouting the region. Two of vassals of his with no lands are sent off to this task- as he didn't want any successive crises internally among his realm amongst his vassals, landless vassals would be no trouble if they unfortunately perished upon the mission assigned.

The two vassals were both Timin Rullok Sork and Grob Ritlin, "Timin" being the specific title among High-Elves denoting to be a lesser Lord under a King. Timin Sork and Ritlin bought both brought moderate sized forces with them- just enough to still stay under the radar, but big enough to find off another force if both their armies combined to fight said aggressor off. Both these Lords were.. unique for High-Elves. They were boisterous, loud, and were very quarrelsome. Most of the mentioned quarrels happened among Sork and Ritlin however as they were rivals. They equally sought to curry favor at Ulathior to see who would be granted land first among them- it was a contest of sorts. It was the reason why both of them were doing a mere survey assignment at the same time despite such as task needing stealth- they wanted to outdo eachother.

When they both finally made it to the Chaos wastes they were immediately assailed by the corrupted wildlife, natives (humans who have become grotesque mutants from the ambient corruption- they only have their moniker given to them by their former human kin, "Mutants"), and even a few Aetherials. The fighting through the land only invigorated them MORE however. It was so much cherished combat they've never had experienced being lords in a sleepy realm with no other nations to fight, they got carried away and stayed fighting in the Chaos wastes for months.

By the time Timin Sork and Timin Ritlin were done by the end of the year, seeking respite outside the Chaos Wastes- they had changed from the nature of how that region worked.

Sork and his army had grown more bulkier and larger, but at the cost of becoming medium height- High-Elves were the tallest race in the world, but not Sork's army anymore.. Their skin turned from golden yellow to ranges of deep grown to blackish-brown. The wildlife that they ate while in the Chaos Wastes made their teeth adapt to grow tusks. Their eyes become red- another mutant-adaption to see at night in an attempt to be alert for Aetherial raids on their camps at night.

Ritlin's army had an equally bizarre form of mutation, but decidedly more different than what Sork went through. They even went further down in height than Sork's army, around to the height of Dwarves! While Elves as a default had long ears, the mutation-adaption of Ritlin's force and himself caused their ears to grow longer than that! Their noses became more sharp and pointy as well, another change that decidedly was an adaption to smelling out for food during the times Ritlin's force was close to starvation. Their skin as predictably from what was seen from Sork also turn green to black-brown, but they don't gain red eyes- instead they gained purple ones.

Both leaders of these former High-Elven scout-armies were shocked by their changes! It was then that they both realized they were ultimately at fault for this. They had let hubris get to them and stayed too long for what was needed. Realizing that they'd probably never be accepted in High-Elven society as it put the value of purity above all else, Sork and Ritlin along with their army and camp followers split up for good- Sork going west and Ritlin going East.

Over the next two years after their great change in 218, both of them and the new brand of elves as a whole would become infamous for fighting and raiding across the land. These new "elven" races take up the leaders that initially "founded" them as their namesakes. The ones who followed Sork named themselves the Orks, while the ones who followed Ritlin take cues from both his first and last name- naming themselves Goblins.
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IncompetentFortressMaker

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Re: Bay12 Communal Worldbuilding Game
« Reply #350 on: June 07, 2020, 11:16:43 am »

Year 220.2
The Graniteboard's crew - a quite stubborn bunch, apparently - have finally been convinced by the Dalains to be transported to the Free Cities of Dalai; said crew had been hanging around the military island like a group of limpets, and the Dalains present were reluctantly providing for them since they hadn't shown any sign of leaving. The crew, however, is still paranoid as ever. On arriving at the Dalain capital, they are ushered into a chamber wherein they meet the Dalain diplomat (if the Dalains don't have a diplomat, the crew meets their leader instead). Roll for how Dalai-Graniteboard crew diplomacy goes, and for whether the Dalains extend their judgment to the rest of the Waterstone Clan.

Strik3r

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Re: Bay12 Communal Worldbuilding Game
« Reply #351 on: June 07, 2020, 06:59:39 pm »

Kingdom of Thairmar's level of cursedness:
Code: [Select]
1d20=9The curse of the witches was a hastily made and petty one. But the land of Thairmar is cursed nevertheless and it seems that any plants or fruits grown in Thairmar have the distinct taste of blood or ashes about them.

Graniteboard crew does diplomacy with Dalai
Code: [Select]
1d20=9+1The Dalaian diplomat that the crew of Graniteboard met with was apparently none too pleased with the whole incident. Not the whole "shipwrecking on our island" deal, but rather their stubborn loitering on the island and their rather bad manners. The diplomat insists that this incident reflects very poorly upon all of the Waterstone Clan, infact, while the diplomat never explicitly says it, he does seem to think that all the dwarves might as well be the same: Stubborn, confrontational and with no sense of social etiquette.

YEAR 221
Scholars at the Scar Gate University have organized and formalized all thus far known magical elements into a few broad categories:

There are of course the 4 natural magical elements:

FIRE: Fire, smoke, embers. Anything to do with fire, really.
WATER: Water, ice, steam. Things like that.
AIR: Winds and Lightning.
EARTH: Mud, Rocks, Plants and Poison magic.

Then there are the 3 Primal magical elements. Named so because they easily combine with other elements aside from eachother:

ARCANE: Pure, Raw magical energy. Probably the most "Powerful" single magical element but extremely limited in scope. In here you'll find mostly Arcane bolts, forcefields and also Telekinesis.
CHAOS: The exotic one. Everburning fires, Glowing darkness, Spatial displacement, its all there. Like Arcane energy, it is pure magical energy, except where Arcane energy is of limited scope but predictable, Chaos is the exact opposite of that.
SPIRIT: As the name implies, anything to do with Spirits, Souls or Minds.

And finally there are also the two rare elements that don't fit anywhere else:

LIGHT: Light is suprisingly a really rare element. There are few who know how to use Light magic. An interesting note is that the Cleansing Star, that is at this time in an unknown location, is a Light artifact.
DARKNESS: Darkness, Shadows, Void. Another rare magical element, darkness is actually even rarer than light.

Summary
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Spoiler: Map Update (click to show/hide)
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IncompetentFortressMaker

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Re: Bay12 Communal Worldbuilding Game
« Reply #352 on: June 07, 2020, 07:27:09 pm »

Year 220.275 (sorry for posting twice in a row, but this wouldn't make much sense if it were much later than this)
As it turns out, the Graniteboard's crew really doesn't like this development. Like, really, really doesn't like this development. The captain, a red-bearded, hotheaded dwarf called Broth, pounds the Dalaian diplomat into the floor via tackling said diplomat. The diplomat is enraged. Guards are sent for and soon the Graniteboard's crew find themselves in a makeshift detainment center. Roll for whether the Dalaians declare war on/attack the Waterstone Clan for the Dalaian diplomat's clobbering.

Detoxicated

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Re: Bay12 Communal Worldbuilding Game
« Reply #353 on: June 08, 2020, 12:07:19 am »

Year 221
Within the massive underwater temples of the Sharkmen a Ritual is Cast. the Sharkmen attempt to awaken the spirits of the great tidal wave to harness their power against the Aetherial enemies.

Edit:

Haggen Slime befriends many powerful streamlanders and attempts to Set Up a permanent embassy for Refugio Guerra in streamland.

In the meantime a wise sage of Refugio Guerra moved to the Scar Gate University. His name was Relodio Denninghall, one of the last Dolphinmen alive. He quickly gained a following in the University for setting up different schools of thoughts to how to Work Magic.
His classifications in how to Work Magic were:
Sacrifice: To Work Magic by sacrificing valued objects or beings.
Chant: To Work Magic by chanting
Choreography: to Work Magic by moving in Set patterns.
True name: Finding Out the true name of Things and patterns and applying the proper true adjective to them.
Calligraphy: using Signs and runes to Work Magic
Crystal: Using Crystals to enhance Magic.

While admitting that there were More ways to Work Magic He still thought classifications and Perfection of These systems would improve Magic using altogether. His studies implied that using More than one System would ultimately make working Magic easier.
« Last Edit: June 08, 2020, 02:51:01 am by Detoxicated »
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Lidku

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Re: Bay12 Communal Worldbuilding Game
« Reply #354 on: June 08, 2020, 03:49:12 am »

Year 222

Funny Halloween despite being assailed by other parties of interest who too had figured about the corpse parts of Valkyra, recovers the part he needed in Dalai- even though it took years of intrigue and back-alley fighting within Dalai. Now only one corpse part remains. This one last piece seems elusive to find for whatever reason. Not even Rigos' Stand [Heirophants Divinity] ability to perceive divine resonance seemed to have been working. Where could the last corpse part be after Funny Halloween and his men spent years collecting all the others?

Meanwhile one of Funny Halloween's recruits from Dalai defect due to low morale and lack of food amongst the party. This recruit in a bid to gain wealth tells the secrets of the last corpse part to various information brokers in the city of Dalai. After that the information brokers would relay this information throughout Dalai to their clients and any passerbys who sought to purchase information while traveling through Dalai. Soon the entire continent of the west knows of the last corpse part of Valkyra and the fact that Funny Halloween has the rest of the pieces.

This sparks another mad rush akin to the Rush Era of 175-181, where only this time one center artefact is the query of all the parties who wish to gain it instead of multiple ones as before.



-By the middle of the year Funny Halloween learns that knowledge of the last corpse part not in his possession was leaked! He and his men redoubled their efforts to try and find it before anyone else does!

-Velodryn Kaas is curious of the corpse parts. As the lore would have it, the death of Valkyra was the sole reason Vampirism came the be when her blood and Vahucci's blood had mixed into rain, falling down to the mortal world from her destructed realm. He doesn't personally make any moves to try and retrieve the last corpse part, but he has his Stand using Ghouls go forth. He also proxies other younger Vampires to retrieve the corpse part.

-Even after bouts of continuous losses, the Vahucci cult had still lingered on as the inner council that reigned the cult still persisted. The corpse part and the others in Funny Valentines possession was the utmost of priority to them! These artifacts were parts of the Goddess their venerated Vahucci had slay those many decades ago! The cult in an attempt to preserve the long deceased Demon Slugman's history have their own forces go and seek the corpse part- while sending in their most trained Hit squadrons after Funny Halloween for the parts he has.

-The Katari, an order centered around Demon hunting and loosely affiliated with the old hero guilds of old that were established by Valkyra have cause to secure the Valkyra corpse parts. They have teams activated to do two things: secure the last remaining unlocated corpse part and retrieve the ones already gained from Funny Halloween. Despite Funny Halloween being a monarch, the Katari knew that no one of great power as Funny Halloween should have possession of the corpse parts- it could be abused in ways imaginable.

-Erstwhile from these main factions, a plethora of adventurer groups from all the races seek out the last corpse part. Many different groups have different motivations, while even within the same adventurer group by itself many individuals had many differing goals and interests of what they'd do once they acquired all the corpse parts.

-Lastly a Demon by the name of Xerxes Trunimac is interested. He was one of the lead officers of Vahucci's military when he was just a mere Duke. Yes, Xerxes had served Vahucci faithfully even when he casted his entire land into Demonhood and sought to control the world. Now even with Vahucci long gone he was stuck as a Demon commanding remnants of his own Host. Xerxes decides to search for the last corpse part- if only as a means of closure and maybe eek out the power these parts promise. If he gains the last corpse part, he will head after Funny Halloween to acquire the rest.

Thus begins the Valkyrie Wars- a continent wide scramble for the last corpse part of great power.
« Last Edit: June 08, 2020, 03:55:02 am by Lidku »
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King Zultan

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Re: Bay12 Communal Worldbuilding Game
« Reply #355 on: June 08, 2020, 07:54:23 am »

Year 222.2: One night in a small tavern in a coastal town a man named Bud made a drunken bet that he could kill Gojira all by himself with only his crappy old sword, and that very same night Gojira attacked and while everyone else in town fled the giant lizard Bud's drunken ass charged forward. Roll to see it a drunk can defeat a giant fire breathing lizard.
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TamerVirus

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Re: Bay12 Communal Worldbuilding Game
« Reply #356 on: June 08, 2020, 08:39:36 am »

Year 222.3:Word of the existence of the holy corpse parts of Valkyra reaches of Dalian crime lord Nisvanis, who is absolutely infuriated to hear such a powerful artifact smuggled right under his nose and out of Dalai. After sending men to interrogate and quietly dispose of Funny Halloween’s turncoat lackey, Nisvanis sends a special task force of some of his most skilled lieutenants to retrieve the parts for his own uses. Headed by the pompous sword fighter and stand user Rico Suave and his best friend, the street urchin Backstreet Boy, this Special Task Force of some 8 stand users head out for what will surely be a biz are adventure.

The Grand Mayor of Dalai, Ziani holds a grand display to celebrate the completion of The island Fort Ziani, obnoxiously named after himself. Locals mock the name in private company but are generally pleased with the new increase in coastal defense. The Graniteboard Affair continues to be a hot topic among the political elite as the diplomatic snafu risks spiraling out of control as the diplomat at the center of the controversy continues to push for outrageous reprisals

__________________________________________________________________________________________________

Still covertly harassing the powers that be in the Black Qhanganate and the recently established Red Court, the secret society of Mirgians have learned to harness wind and earth magic together in order to induce blinding sandstorms on demand; the perfect means of concealing important locations or providing cover for guerrilla assaults. Soon the powers of sand manipulation becomes a regionalized specialty school of magic as skilled Mirgians disseminate the art to local partisan resistance groups and to the order of Knights, with whom the Mirgians maintain good relations after their shared struggle in the Second Crusade
« Last Edit: June 08, 2020, 11:04:09 am by TamerVirus »
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Lidku

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Re: Bay12 Communal Worldbuilding Game
« Reply #357 on: June 08, 2020, 03:26:03 pm »

223-227

With the increased urbanization of the human kingdoms, population increases to a point where quality of life is exceptionally lowered. With the high tax bases from these population booms, the various nobility of the three main human kingdoms raise taxes to unbearable margins. This causes a series of mini-revolts, corruption, famine from peasants not being able to afford food- and many more disasters.

All of this culminates in a series of exodus' that happen in small bursts, but gather up for these collectives to form into their own nations in their own right. The Republic of Elakmac (light blue) is formed on year 224- this nation being one of the first to ever organize a nation around the basis that all persons within the nation own the government jointly- not held within the sole hands of a monarch. To where they gained these ideals- from the genius of the human philosopher Texitus Lexitus, who was a wandering philosopher before he helped establish Elakmac. He held the ideals that a common people should be trusted within one another to form a government where those elected amongst the fellow citizenry can rule for a duration- before another is "voted" in as he phrased it. With most of the citizenry being non-highborn, they relished this idea for this republic to take seed!

The next nation to form is the Whitetusk Realm (dark green). It is a nation that was established by a half-orc barbarian named Gorn Whitetusk- hence the origin of the nation's name. He gained leadership through helping the human settlers find off bandit raids and teaching them on how to survive in the wilderness. Soon armed and adequately trained people among the human settlers began swearing fealty to him, eventually making him a de-facto Lord in the region he was in since he was the only reigning authority with an armed force. Chief Whitetusk is loose in rulership and can touch base with his human subjects quite well since he was half human. It also helped that for a time before living with his father, he used to live with his human mother in Zalalastan to understand the human tongue and etiquette. While many of his new subjects cherish Chief Whitetusk for saving them by teaching them to survive in the wilderness, many feel its as if their back to square one of another ruler after flying their original nations with monarchical governments. Some immigrate to Elakmack because of this, but most stay loyal however after becoming attuned to the wilderness.

Another nation had formed as well, the Sulimid Principalities (yellow). Lowborn peasants weren't the only ones leaving from the other kingdoms due to overpopulation- nobles were leaving too in a bid to claim free land for themselves before any peasants could get their hands on it. These nobles are of course scorned by their previous lands because what they're doing is seemingly desertation in the eyes of the of the other nobles and their former Kings. In a bid to ensure the lands they've acquired stay secure from any possible invasions of retaliation, these wayward nobles form together a new nation centering around a system similar to Elakmac- only this time the various nobles only had the republican rights of voting. Each individual lord would be titled "Prince." To follow this there was no central leader whatsoever, everything was voted on in council. If of course anything were to be considered a leader in this new realm- it would be the "Head Chancellor," a position held by a Prince voted in by his peers. The Head Chancellor, whoever it maybe while in office, must manage the high priority functions of the realm, improve infrastructure, and arbitrate fairly in disputes between to Princes. This whoever was in this position tremendous power, which would be an object for intrigue and contention for years to come.

The last new "realm" that was to flare up by 227 was simply a patchwork of people who've gone nomadic. This region has no particular name, but exonym name granted by the various merchants who pass through and trade in the place deem it as Vekla (purple), the major swamp the comprises the entire area. This place has no center leader, government, or set cities beside a few newly constructed villages and wandering bands of nomadic swamp dwellers who get around by reed boats. When a major force does attempt to invade the swamp however, the various clans form up under an appointed ad-hoc marshal, with the title being "Swampmaster." Only one Swampmaster so far has been invoked during the whole time of people settling the region- when a bandit host had tried to subjugate the swamp people to make them submit to tribute. This host was promptly defeated by the lethal marksmen and skirmishers of the swamp who have grown to know the swamp by a wide degree- given them an enormous home advantage.

Spoiler: Newly settled regions (click to show/hide)

Tensions rise between the human settlers and the foxpeople however, due to the obvious fact that the humans have begun occupying locales where they used to forage, hunt, and gather resources from. Border incidents become all too common, with the brunt coming from the Whitetusk realm.
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King Zultan

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Re: Bay12 Communal Worldbuilding Game
« Reply #358 on: June 09, 2020, 08:13:11 am »

Year 227.4: A ship sailed by named Blindbeard and his crew set forth from one of the human countries towards the north in search of treasure and adventure. Roll to see what they found.
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Strik3r

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Re: Bay12 Communal Worldbuilding Game
« Reply #359 on: June 09, 2020, 10:01:34 am »

Year 220.275 (sorry for posting twice in a row, but this wouldn't make much sense if it were much later than this)
(Ehh, its forgiveable. But yeah, try to keep things in a rough chronological order.)
Dalaian response to Broth's assault of the Diplomat
Code: [Select]
1d20=3while the enraged Dalaian diplomat in his rage declared Broth's attack on him an act of war and cried that "There will be consequences", when everything had calmed down, the Dalaians realized that its not worth starting a war over an incident like that. However the slugmen's patience had clearly ran out and the Graniteboard's crew were exiled from Free Cities of Dalai, with a military escort, at the point of a spear.

Meanwhile, a messenger was sent along on a merchant ship heading for the Waterstone Clan, carrying a message with the Dalaian Grand Mayor's own seal on it, containing a detailed retelling of the incident.
Months later the Grand Mayor received a correspondence from the King of the Waterstone Clan, thanking him for the enlightening account and condemning the crew of the Graniteboard as "a disgrace" and traitors, adding that should they ever make it back to the lands of the Waterstone Clan, they would be executed as such.

Year 221
(Editing posts to add stuff within the same update is fine but edits may be ignored if they conflict with turns made before the edit was)
Sharkmen attempt to summon a tsunami to attack the Aetherials
Code: [Select]
1d20=13The Sharkmen succeed in summoning a tidal wave, a small one but one nevertheless. It hit the southern side of the lands of the Chaos Coalition and did some damage, but the fused crystalline constructions of the Aetherials and Chaos Giants proved highly resilient to the damage.

Haggen Slime attempts to Set Up a permanent embassy for Refugio Guerra in streamland
Code: [Select]
1d20=14The setting up of the embassy goes fine but Haggen could not get a location anywhere close to the palace, which lies at the center of Portun, instead the embassy is situated in the outskirts of the city, barely avoiding it being in the slums.

The second Rush Era
Code: [Select]
6d20=11+14+15+9+1+7The King of Arghila and his men have had little success in finding the head of the goddess, and even his most trusted friend's "Stand" could not locate it, only every once in a while pointing vaguely north.

Velodryn Kaas took a more direct approach, having his minions comb for the corpse part and bribing and intimidating people for its location. Most of it led nowhere, but apparently an old slugman refugee from the Sandstone Qhanganate recalled once finding a strange head in the sands. In the dead middle of the land that now belongs to the Black Qhanganate.

The Vahucci Cult have similar success to Kaas and his men. Only finding vague hints about its location, supposedly something of importance had come into the possession of the scholars of The Red Court, and they've taken great care to prevent anyone aside from Queen Arythia's most trusted from laying eyes on it. They did have some more luck filching pieces from Arghila's King however, managing to over the course of months to acquire several pieces, including Valkyra's left hand.

Katari score no successes, chasing around leads that lead them only to dead ends. And their attempts to get any of the parts from Arghila's King are in vain, The Vahucci Cult always being just a few steps ahead of them.

The adventurers however, are inept. They spent months and months digging up random graves and patches of dirt.

Xerxes Trunimac has had no luck in finding any significant hints on the last corpse part's location. Being a demon, it wasn't easy to get anyone to talk to him, even torture didn't work, or maybe he just didn't interrogate the right people.

Bud vs. Gojira
Code: [Select]
Advantage: Gojira
+5 Insurmountable Advantage
Bud 1d20=2
Gojira 1d20=16+5=21
The battle between a drunk and a giant lizard monster went as well as one could expect. Bud dealt a few scratches to one of Gojira's feet and got promptly crushed under said foot like a fly. However through some ridiculous drunken luck, Bud, in all his drunken stupidity survived, despite being completely crushed and losing lost both his left leg as well as arm, they had to be cut off.

Bud, was just one of thousands and thousands crushed underfoot by Gojira in its rampage. The lizard was hungry, very hungry.
Gojira's damage to Streamland.
Code: [Select]
1d20=20!In streamland, entire towns on the coast were reduced to rubble, including Portun, the Capital. All of the islands off the coast were completely emptied of life, plants and all, burnt. The Refugio Guerra embassy, due to being unable to setup near the palace, were spared of the destruction. Streamland's borders have shrunk considerably due to the attack.


223-227
(No, sorry, i cant accept this turn. On the basis of Rule 1.1. While i like that you included a map yourself of the territories (even though i would have had to trim them), its still too many changes at once...
space them out a bit more between different turns. Also, there is no more space on the map legend for nations on that part of the continent :P This also means that i've rolled the year back to 222.3)

Year 227.4:

Notice: this turn actually takes place in year 222.4 due to Lidku's 223-227 being invalid.

Blindbeard searches for treasure and adventure:
Code: [Select]
1d20=11Blindbeard and his crew, while they didn't find much in the way of treasure, they did have a one hell of an adventure. Random small islands that no one bothered to chart, that one time they were forced to run from a Lokhund Longship, Lots of pailing after a very agressive and very corrupted kelp smashed a hole in ship's hull. Lots of sea shanties and some alcohol was involved in the whole adventure. All in all, they returned home with a small but respectable haul of loot, some jewels, a bit of gold, a few maps, things like that..


YEAR 223
With the ongoing search for Valkyra's parts, and the proliferation of and atrocities committed by the so called "Stand users", an order has formed of 4 groups each fighting to see the "Stand Users" gone, each for their own reasons. It was a effort that had been slowly growing over the course of years, but the formation of The Red Court and Scar Gate University is the thing that really kicked it off. These groups that make up the Stand Hunter Order are:

Purifiers, An Extremist faction within the Scar Gate University led by an High-Elf Arcanist(a mage who exclusively uses Arcane magic). Some within the Scar Gate University had poured months upon months of time trying to understand the "Stands" and how they fit into the magic of the world, and every angle they looked at? it came up to the same conclusion: They dont. "Stands" to them, were an aberration that had been allowed to propagate, a wound in the fabric of the cosmos, worse than any Chaos Rift. Some of the more assertive ones in the University, saw fit to take it upon themselves to rid the world of this cosmic mistake, they became known as "The Purifiers"
And they fight with a variety of magics, but all of the magic they use has some degree of Arcane magic within it too.

The Shadow Guard, a number of specialist Dark/Chaos mages partially trained by Queen Arythia herself. This arm is led by Eirn Serros, a "former" assassin. they ofcourse fight to rid the world of potential threats to Azerth and the Aetherials.
Originally intended to be counter operatives to the Mirgians, they instead became the stealth/assassination arm of the Hunter Order. Wielding Darkness and Chaos magic, they've got everything they need to do their work: Shadow Step, Shadow Meld and Dark Vision, to name a few.

Now, how did two groups that were on opposite edges of the world manage to coordinate and meet with eachother?
Theyrn Elros and the Red Hallow are the third arm of the Order. It was Theyrn that originally proposed the order to Queen Arythia. Theyrn himself and his cult frequently were frequently in conflict with various "Stand Users". And after the various attacks by giant monsters, the formation of The Red Court prompted Theyrn to move his cult's headquarters into The Red Court's lands, and while he still maintains a presence in nearly every nation, tribe and organization, thanks to his and his Inner Circle's ability to open and maintain Portals, still the only individuals known to be able to do so.
Theyrn reveres Chaos, so the entirety of his arm of the Order fights with pure Chaos magic and form the first-strike arm of the Order

And it is Theyrn's presence everywhere that saw the order gain its last arm:
They discovered that the foxfolk, being intimately tied with spirits, are none too happy about the existence of the "Stands". They see them as malignant spirits that tempt their "Users" to heinous acts, corrupts them with power. Even the word "User" rubs them the wrong way, they believe that spirits should be bonded with and treated like any other being, not "used", like a tool. There are none more of this mind than Alia Thessa, a community leader, a healer and a vixen with pure-white fur. She is said to be kind of heart yet firm of conviction. She believes that there are no good "Stand Users" and even if not evil to the core, all stand users are some degree of crooked or power hungry. Thus, she has rallied a group of like-minded spiritualists to act as the support arm of the Order. She herself is probably only one of her kind when it comes to mages: A Light/Spirit mage, and its been said that she has her own spirit guardian that takes the form of a white peacock, though no one knows for sure. She is less interested in killing Stand Users than she is simply removing the Stands from them.

Thus an uneasy alliance had been formed between the groups, united under a singular goal. They are the Stand Hunters, an order not backed by any nation and one without a permanent base that travel about via portals created by "Wayfinders", members of Theyrn Elros' cult that are unquestionably loyal and were taught how to make portals under an oath of death. That they would never reveal its secret, even at the cost of their lives.

Summary
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Notices
This update was a bit delayed because i've been having troubles with power outages and lightning storms.
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