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Author Topic: Bay12 Communal Worldbuilding Game  (Read 64347 times)

Strik3r

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Re: Bay12 Communal Worldbuilding Game
« Reply #930 on: July 24, 2020, 10:52:00 am »

((Can I request not rolling for this one? It's just a geopolitical move))

((Of course! There are actually very few things that HAVE to be rolled for. Chief among them combat and also certain larger things. Most things do not have to be rolled for, if you dont want to.))

EDIT: Also, im going to use this post for something... later.
« Last Edit: July 24, 2020, 01:27:54 pm by Strik3r »
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Unraveller

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Re: Bay12 Communal Worldbuilding Game
« Reply #931 on: July 24, 2020, 11:28:53 pm »

Year 339.2
Banished for his failure to die a good death in the Great Choosing, and bearing naught but a dark grudge against Zchuld whom dares call herself a Khan, the once tribal chief, Gratz'nuut, flees with a small entourage to the east. The creature himself is a deeply twisted one, some kind of cross between the brutality of Orcs, the cunningness of Goblins, and strangely enough, the size and stature of the Firbolg.

One wonders how it came to defeat against the ascendant Zchuld, perhaps her will is great enough indeed to quell the chaos of the Greenskins.

Regardless, the small band of exiled ones cross, purposefully, into the scorched crystal lands of the Coalition. There, they deign to treat with Atherials for temptous power.

"Bridges are not built on vengeance." The gruff blond proclaims to his folk, gathered before the yawning threshold portal of Eudenland. There's a murmur, no, barks that grow into a cacophony amdist the crowd, many of the hounds raising what equipment they bore left as Eudenlanders looked on. Yet the jarl remains firm, unwavering. "'Tis but an axe." He says, "I can always get a new one! Bwaahaha!"

Both paws firmly upon his haunches, the Løkhund shines his smile bright before his gathered men. Most of which feel a well of disappointment open within themselves, theirs was a journey of peace and brotherhood, not of conflict. At this, every last hound, save for a sneaky few, lays down their arms, donating them to the trade city as a mark of solidarity with their leader.

"Now! To the east we sail!" Wülfhærd roars, followed by the countless howls of his procession. Only. . . They would never reach Dragolia by sea. A fact made clear by a man of Eude. It was then the Løkhunds learn these portals lead to more than just the land of High Elves. Even to the east.

And so, leaving their ships behind, the Løkhunds gather all the portalstones they can manage. And with that, upon the translocating highway they ride, a legion of hounds, all the way to Elysium!
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Strik3r

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Re: Bay12 Communal Worldbuilding Game
« Reply #932 on: July 25, 2020, 06:08:56 am »

Notices and Summary:

Kind of a lack of turns recently... Maybe this game is in its last days. But as long as there is even one turn made, I'll be here too.

but I do wonder how did i offend people to make them leave like that?

TURNS:

(Kakaluncha, Year 339)
Ndara orders the creation of philosophical schools on Hope's Claw. They see some success.

Ndara orders the creation of art schools on Hope's Claw. They see little success or attendance.

Some Griffons go to the Great Scar University to learn about magic. They learn about all the elements and ways of casting magic.

(Unraveller, Year 339.2)
Gratz'nuut and his exiled band of orcs go to the Chaos domain and carve a path through the mutated wildlife all the way to the Eye of Chaos. The Aetherials were impressed and offered them the power of true Chaos.

Jarl Wülfhærd and his men somehow travel to Elysium, spend time with Elysians, run out of food, eat bugs and realize that they are stuck on Elysium. At least the hot springs are good.

(Strik3r, Year 339.3)
Elysians of the University and the Elysian Gardens suddenly take off to the south, becoming a roving band of Elysians known as "Elysian Nomads"

WORLD STATE:
The Construction of the Zchuldae Khanate's Capital, Chaos Coalition's Rift, the White Tower and the Moon Tower has progressed. The Moon Tower is close to completion.



Rolls

Ndara orders the creation of philosophical schools on Hope's Claw
Code: [Select]
1d20=11Several such schools were opened and although their attendance is greater than that of the Art Schools, its still limited. But that isn't the main problem with them. With new ideas come new theories, theories that may be unfavorable to Ndara. Although little more than idle philosophical theories, there is a trend of laying a critical eye on all aspects of the Griffons' society, its traditions and its rulers, past and present.

Ndara orders the creation of art schools on Hope's Claw
Code: [Select]
1d20=8Although art schools were opened, attendance has remained incredibly low, its unknown whether Griffons just aren't interested in art as a whole or they lack the time to practice...

Griffons go to the Great Scar University
Code: [Select]
1d20=19When the Griffons arrived at the Great Scar University, they were surprised at being greeted in their OWN language. It turns out that after the scouts initial visit to the University, the Magi succeeded in translating the Griffons' own language, thanks in part to the overly talkative scouts and the Magi filled the blanks in their understanding of the language via magical trickery, a Spirit based translation spell, apparently developed in a hurry to better understand Elysians after they begun to get anxious and restless. Sadly the spell proved to be useless for that.

Speaking of Elysians, the Griffons' presence seemed to have a bit of a calming effect on them.

The University welcomed the Griffons to study magic within its walls. And study they did.
They learned of all of 9 magical elements:

Arcane: The most rigid and limited of the magics, but also the most powerful in terms of raw power.
Chaos: The least predictable, but also the most versatile. There are few things that can not be done with Chaos magic. Most of the world's greatest magical achievements were done with Chaos magic.
Spirit: Equally as versatile as Chaos, but in a different way. Summoning spirits, animating objects, psychic spells and Necromancy are all Spirit magic.

Earth: Another extremely versatile element, just on the account of how much it encompasses.
Air: A rare element, but one likely sympathetic to Griffons. Wind, rain and lightning can all be called and manipulated with Air magic. The first spell that Griffons at the University made was an Air spell, known as "Slipstream", that allows Griffons to increase their flight speed.
Water: Mostly popular among explorers, as it can condense air into water and also freeze it into ice. Sharp spikes of ice hurt.
Fire: Obvious and simple, very limited in scope but powerful as fire is. Dwarven magi are capable of heating stubborn metals beyond the melting point using Fire magic alone.

Light: Anything to do with light, from magical light to beams of light. Favorite of the Golden Kingdom. Best mixed with Spirit magic.
Darkness: Despite its name, mostly deals with perception. Void spells also fall into this category. Best mixed with Chaos magic.
There are murmurs of a tenth element, but the magi have limited information on it.

They also learned of the different types of magical casting:
"Instinct": Requires nothing but one's mind, but spells are limited in scope and power. "Telekinesis", "Dark Vision", "Arcane Blast" and "Slipstream" are all Instinct spells. So far Elysians exclusively use Instinct based techniques and many are amplified by emotion. The most difficult spells to teach and copy.
Incantation: Requires one to speak out loud an incantation to cast a spell. "Fireball", "Light Ray" and "Entropy Beam" all fall into this category. Easy to learn, but one must know what the words actually mean to cast the spells, and each magical Element and combination of Elements has its own "Language" that it shares with
Runic: Any magic that works by inscribing the spell onto a surface, whether it be stone or paper. Most Incantation spells have a Runic counterpart. Enchantments also fall into the category of Runic Magic.
Ritual: The most difficult spells, some require multiple powerful magi to cooperate on a spell to cast it. "Remote Portal" is an example of one such spell. The Batpeoples' magic largely consists of ritual magic.

What is interesting about the different types casting, is that they build on each other, for example, Rituals often involve elements of Runic and Incantation magic, and one needs to have a feel for an element through Instinct to be able to correctly learn Incantation and runic magic needs understanding of the "Language" of an element that is learned along with Incantation.

Exiled Orcs attempt a treaty with the Aetherials
Code: [Select]
1d20=19The biggest part of any diplomacy with the Aetherials involves getting through the choking Chaos of their domain and holding off the various mutated wildlife and the Agglomates, which the Exiled had no trouble with, in no small part due to Gratz'nuut, his strength and cunning. They waded all the way down to the Eye of Chaos. The Aetherials were thoroughly impressed with the Exiles' performance, had this been an attack on the Chaos Coalition, the Aetherials would have been legitimately concerned.

Not wanting to actually face the powerful Gratz'nuut and his Exiles in combat, and the loss of such a potentially powerful ally, the Aetherials offered to infuse them with Chaos energy, the Power of Chaos and thus complete the transformation that had been left halfway when the elves first came in contact with Chaos. These new Chaos Orcs were completely corrupted by Chaos, with blackened skin, glowing red eyes and bearing glowing red scars upon their bodies, but still largely of free will, just deeply inclined to Chaos, like most corrupted beings in their Coalition: The Chaos Giants, once Firbolgs. Chaos Dragons, infamous for their devastating power. Corrupted Slugmen and Humans, Dark Elves of Dark Ukalia and now the latest addition, the Orc Exiles.

But the Exiles were different, the Chaos was stronger within them and in many ways, Gratz'nuut was much like Hagatai, the slugman granted the same power many many years ago.
Unlike Hagatai, the Orcs were given no conditions in exchange for this power, only told to "Do what comes natural".


Løkhunds explore Elysium
Code: [Select]
1d20=14History is unclear on how it is that Løkhunds actually reached Elysium, as Elysium was not an official destination one could travel to by the way of portalstones. Perhaps it was the Will of the White Tree that saw Løkhunds reach Elysium.
((Perhaps i should make the map more accurate. Also, the Portal network on the map is just a visualization, in reality, one could travel from any portal to any other portal. i.e. Its not a network of portals, rather portals networked together.))

However, what they found on the floating island, was a gentle, tranquil paradise... With no civilization of any kind in sight, even the portal was just in the middle of the wilderness with only trees and plants around and the White Tree of Elysium visible far off in the distance. Soon enough they came face to face with the island's inhabitants, the Elysians, the short white beings approached the Løkhunds cautiously at first but soon enough were coming right up to them to playfully inspect the Løkhunds, sniffing them, poking them and playing with their fur, the Løkhunds's beaming smiles only matched by the Elysians' own.

The two races shared many similarities, both were friendly, covered in fur, had a tail and walked on paws. Of course the Løkhunds lack the distinctive skin that is stretched between the Elysians' limbs, and the patterns on the Elysians' back. Like the explorers from the University many years ago, the Løkhunds were brought before the White Tree, and the Arbormaid; The Tree Keeper. She wasn't much different from the other Elysians, aside from having a massive crystalline crest bearing signs of having been trimmed and holding a white branch as tall as she was. She looked at Jarl Wülfhærd with the most bored face the Løkhunds had seen on an Elysian yet, before touching the end of her stick to the confused Jarl's forehead, apparently it was some kind of ritual.

The Løkhunds soon became quite familiar with the culture of Elysians, which was by far the most primitive of any of them on this world, as the Løkhunds had eaten through what remained of their supplies, and had to follow the Elysians' lead, that being: Eating fruits, berries and insects and drinking water from streams. Suddenly they realized that if they had kept their weapons, they could at least hunt. There was plenty of wildlife on Elysium, most of it admittedly strange, such as blue foxes with bird tails. The Løkhunds attempted to travel northward, because that's where they know the Brüdines and Red Elves to be, but as soon as they reached the edge of Elysium, they realized that they're utterly stuck! Even if they could find the portal again, they had no idea how to operate them without portal stones, and the island floated above a gargantuan inland sea, even if one could find a way down, they'd have to swim for many miles to reach the shore.

But at least the natural hot springs in that part of Elysium were pleasant, even better than those in The Grand Puffin and the Elysians seem to enjoy them too...


Year 339.3
After spending many years in the University, and the University's magi controlling the aspects of their lives and more obsessively watching them with every year. While the lives of the Elysians that lived in the University and the Elysian Gardens were good, pampered even, at this point almost every aspect of their lives was being lived for them and observed. But despite the obsessive observation, the magi never learned the most important thing about them: They wanted to be free and they wanted to be themselves. The Elysians who were at the University who had come through the portal, from the first ones to all those after them, had done so to explore the world beyond Elysium. Instead, they ended up in a gilded cage, so to speak, little more than pets.

They couldn't take it anymore. So over the last few months, with the Griffons arriving in the University, the Elysians started stashing food from the kitchens in secret hiding places throughout the University and getting every Elysian on board with the plan to leave the University and live life on their own terms and explore the world together. So in one night, all their supplies were taken from their hiding spots and they met up at the Elysian Gardens, which were on the southern side of the University, closer to the Great Scar and ran off, as fast as their legs could carry. Very fast that is. Small Elysians were carried by the larger adult ones. The University grounds were emptied of Elysians overnight, the Magi only noticed in the morning, and spent weeks running around searching for them.

The Elysian Nomads have reached quite far south, and will keep heading that way. Aside from the food they took, curiously the only other things they kept from the University were the collars around their necks that bore the name given to them by the University, even though they could have easily taken them off, they decided not to. Perhaps thats an example of culture...

Map and Legend



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TankKit

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Re: Bay12 Communal Worldbuilding Game
« Reply #933 on: July 25, 2020, 06:13:46 am »

Year 340

Eightstone has once more come into conflict with a nation, this time moving through the easternmost of the Free Cities of Dalai.
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King Zultan

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Re: Bay12 Communal Worldbuilding Game
« Reply #934 on: July 25, 2020, 07:00:30 am »

Year 340.4: With the meteor impact next to Great Scar University a slight panic arouse that it might have sped up the cracking of the floating continent. Roll to see if the meteorite impact has sped up the continent breaking apart.
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TamerVirus

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Re: Bay12 Communal Worldbuilding Game
« Reply #935 on: July 25, 2020, 09:59:28 am »

((I just think forum activity, slow as it already is, seems to slow down even more so than usual on the weekends))

Year 340.5- The repeated incursions from Eightstone on the various nations has become a major issue in recent years. The disruption in trade, the destruction of territory, and the displacement of large swaths of population has led to major headaches for many. Many seek solutions to prevent or avoid further destruction from the Goddess of The Deserts.

A band of scholars and adventures from the Dalai Adventurer’s Guild scour over old Slugman literature to potentially identify any methods of influencing Eightstone. A particular area of interest was literature pertaining to the original incarnation of the Sandstone Qhaganate, a period where slugman appeared to have the total favor of Eightstone. However, the century long rule exerted by the forces of Chaos in the area has resulted in a scarcity of surviving primary documents. After piecing together various scraps of information, they learn that there was a sort of grand alter to Eightstone constructed in the first century during the era of the legendary Gazdrubaal ‘Whiteshell’ , the first unifier of the Sandstone Qhaganate. It was here that Eightstone expanded the deserts and gifted the glass spiders to the slugman nomads. What happened to this grand alter during the years of the Black Qhaganate is unknown; was it destroyed? Defiled? Abandoned to the sands? An expedition to uncover this old alter sets out, but will they find anything?

As one group seeks to control or pacify Eightstone, another group brainstorm more violent solutions. The Grand Mayor of Dalai, Liani, had guided Dalai through a period of great growth and was not gonna sit back and watch all the people’s hard work and livelihood turn to sand. Looking over the current stock of Ziani artillery, he concludes that they are just to small to take on a threat as powerful of Eightstone. The Lokhunders had proved it years ago: they can be hurt, they can be killed, but expect many to die in the process. To that end, Liani goes to his chief fabricators and smiths with a simple design: Ziani cannons...but bigger!. Prototyping of what would be called the Liani Great Bombard begins, but is such a construct even viable?
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Naturegirl1999

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Re: Bay12 Communal Worldbuilding Game
« Reply #936 on: July 25, 2020, 10:09:43 am »

Year 341
The blue feathered Avarians living in the region with blue plants notice small glowing creatures gather around some of them as they sleep. They look like mites, and they glow various colors. The Avarians these mites gather around don’t remember their dreams. These mites grow throughout the night, leaving when the Avarians begin to wake up. These creatures are called Dreamites, due to the fact they seem to feed on dreams and look like mites.
((Sorry for not posting, was unsure of ideas))
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Superdorf

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Re: Bay12 Communal Worldbuilding Game
« Reply #937 on: July 25, 2020, 10:22:56 am »

Year 340.6
Somewhere in the depths of Waterstone, an ancient dwarf breathes his last. There is contentment on his withered features-- peace, perhaps, for the ruins of Vanishmountain.

Year 341
A swirl of flame.
A coal-bright eye.
A keening cry.

The Crystal Egg is cracking. Will it hatch in a year's time? A decade? A century? Let the dice decide.
« Last Edit: July 25, 2020, 11:07:58 am by Superdorf »
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Unraveller

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Re: Bay12 Communal Worldbuilding Game
« Reply #938 on: July 25, 2020, 10:39:03 am »

(( AHHH! I totally made a mistake there, for some reason I could swear that I saw a direct link to Elysium from Eudenland. WHOOPS. Ahh well, the hounds have stranded themselves. Haha. ))
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Naturegirl1999

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Re: Bay12 Communal Worldbuilding Game
« Reply #939 on: July 25, 2020, 10:39:29 am »

Year 340.6
Somewhere in the depths of Waterstone, an ancient dwarf breathes his last. There is contentment on his withered features-- peace, perhaps, for the ruins of Vanishmountain.

Year 341
A swirl of flame.
A cracking shell.
A coal-bright eye.
A keening cry.

The Crystal Egg has hatched-- and somewhere, something is bound and determined to reclaim its young.
((Could we determine what shape the hatchling takes? Or is that to be rolled for?))
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Strik3r

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Re: Bay12 Communal Worldbuilding Game
« Reply #940 on: July 25, 2020, 10:56:40 am »

Year 340.6
Somewhere in the depths of Waterstone, an ancient dwarf breathes his last. There is contentment on his withered features-- peace, perhaps, for the ruins of Vanishmountain.

Year 341
A swirl of flame.
A cracking shell.
A coal-bright eye.
A keening cry.

The Crystal Egg has hatched-- and somewhere, something is bound and determined to reclaim its young.
((Could we determine what shape the hatchling takes? Or is that to be rolled for?))
((i had a qoute regarding that here

Kore Jonhara and the Great Ruby
Code: [Select]
1d20=16
The words of Kore make sense both to layman and to scholar alike, after all if such a thing as the Great Ruby exists and it does indeed grow all on its own, it must harbor great power, right? Even Magi would be convinced that it is divine, after all, growing magical crystals is a difficult process that takes a great deal of energy, and if it can grow them at such a rate BEFORE it is born, well only the power of a god could do that. If only they could SEE the Great Ruby, which was difficult, because Kore was so protective of the thing, but obviously for good reason. While the initial reach of his word is small, Refugio Guerra is in many ways the center of the world. Word would surely travel of the Great Ruby, first within Refugio Guerra and then, all over the world. It will surely over the years draw many people to it, all wanting it. Some just to see it, to perhaps join Kore in worshipping it, some to steal it, some to study it.

But all those that do believe that it is in fact the egg of some divine being... are right, it is. Most simply don't believe it, yet don't know it, yet. A kind of schism has formed within the ranks of those that believe in the Divine Egg, regarding as to what will actually hatch from it. One side believes that it harbors the greatest evil in the world yet, that will consume all of existence, others believe that in there is a being of great beauty and love instead. No one can know for sure, one of them is right, but not in the way they think. Whats in the EGG, was there that way long ago, but whether it will BECOME the destroyer of the world, or its protector, is not.

so it was going to be a Phoenix from the very beginning, but whether he'd be a good guy or a bad guy, was not set.

Superdorf also caused a bit of a strange discontinuity, there was never going to be a mother to the Phoenix and the hatchling was going to be the first Phoenix in the world.))
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Unraveller

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Re: Bay12 Communal Worldbuilding Game
« Reply #941 on: July 25, 2020, 11:01:18 am »

(( Even that aside. I love how many mysteries and future strange plot threads we've set up. ))
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Superdorf

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Re: Bay12 Communal Worldbuilding Game
« Reply #942 on: July 25, 2020, 11:05:54 am »

Superdorf also caused a bit of a strange discontinuity, there was never going to be a mother to the Phoenix and the hatchling was going to be the first Phoenix in the world.))

((Oh dear, so I have. I'll just... make a quick edit  :-X ))
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Kakaluncha

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Re: Bay12 Communal Worldbuilding Game
« Reply #943 on: July 25, 2020, 02:25:14 pm »

((You aren't offending anyone, but it's likely that with summer vacations people are less likely to be frequent. ))

Year 342

After several months of talks, Ndara creates the position of the High Voice, a figure whose job will be to connect the populace with it's leaders. The High Voice will take into account the problems of the common Griffonian, and will try to solve them with the help of the Nobles. Far'Derenli, a common Griffonian who has excelled at the philosophical school of Tran, is chosen for this position.

Sha'Ndara also decides to establish trade with the Jahtari Sultanate using the same strategy as with their other trade partners.

Lastly, Ndara decides to create magic schools that will teach Griffons Air magic. Some philosophers, and magic experts have develop a theory, different races may have more affinity to a certain type of magic than others, and Ndara wants to see how true this theory is.



Across the Righteous Ocean, a the remaining Minotaur forces of the Taurean Khanate, were fleeing in disarray, terrified to the point of near madness. They needed to reach the mountains, so that they could save themselves.

They never stood a chance.

A titanic shadow flew above them, and the terrorific abomination landed in front of them. One bloodcurdling screech turned their legs into jelly. And then the Three that are One roared, and it's roar left the battlefield with nothing but ashes, cinder, and burned bodies.

As soon as the fires disappeared, hordes of Manticores descended on the battlefield and started feasting.

There was the lingering smell of fear...A trace...It lead towards the West. Where those Griffons fled.

With thunderous hissing screech, the creature opened it's wings and started to fly. The Manticores followed the beast, and it's promises of carnage.
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Superdorf

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Re: Bay12 Communal Worldbuilding Game
« Reply #944 on: July 25, 2020, 02:29:51 pm »

Righteous Ocean
Three that are One

Are these roll requests, or just names?
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