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Author Topic: Wandering Gods (IC)  (Read 1204 times)

Taricus

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Re: Wandering Gods (IC)
« Reply #15 on: October 06, 2022, 09:29:23 pm »

"I can't believe he's managed this."

Little in the world could typically surprise Anuraba... Yet once again Uraninite had accomplished such a deed. Reading the divine parchment once more, seemingly in shock or disbelief about it's contents.

There was an idea, and then there was running with said idea. And while she had came up with the initial inspiration... Uraninite had ran with it, much like he did after the rabbit he currently pursued. And Anuraba couldn't say the idea was unworkable; if anything, it would function very well. For all his mad dashing forward, he had hit upon an idea that was, essentially both mad and magnificent.

And she couldn't say that she did not want to see the results.
« Last Edit: October 07, 2022, 01:05:00 am by Taricus »
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Roboson

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Re: Wandering Gods (IC)
« Reply #16 on: October 08, 2022, 12:13:06 am »




Spoiler: World Map (click to show/hide)

The gentle swaying of the land beneath your feet is strange at first, an unusual slight swaying as the godbeast slowly moves down the leyline. There is something comforting in that motion, a growing familiarity. It ceases occasionally, every few months or so, when the godbeast rests. Or grows erratic when something attracts the interest of the godbeast.

The godbeast picked up some rolling hills and placed them far to the west of you, patting them smooth enough for grasses to quickly overtake them.

A large monster attacked the godbeast! A large six legged reptilian beast, it attempted to bite the godbeasts legs. It takes a large bite out of the left middle leg. The godbeast retaliated with deadly precision, pincering the beast. The godbeast is wounded.

The godbeast rested, many find the stillness unpleasant. All are relieved when it began walking again.

The stars align, the Merchant Constellation is dominant in the sky. Until the end of turn 5, Gods will be able to trade resources directly.





Maroon Team

The Abcubi grow quickly accustomed to their strange mushroom forest, setting up a primitive camp in the fields on the edge of the forest. It is not great lodging, but it keeps the elements away. They have grown accustomed to this strange land, venturing into the mushwoods to forage during the day, only to dust off clouds of spores, which accumulate during their days work, upon returning home. A new prowling grounds is set up to the west, among the sunrise shroom trees. It is a good place for hunting wild game, though little is known of what beasts and other life inhabits the area.

The social structure of the Abcubi grows more rigid as leaders begin to emerge. Small community groups select leaders, often through voting, and share small parts of their soul with their chosen leader. Several leaders with only a handful of followers crop up, forming small gangs of Abcubi. Relations between different gangs varies, but violence between the Abcubi is rare.

A strange sickness has infected some abcubi, causing fevers, coughing and strange rashes. The cause is currently unknown, as the number of species in the area occupied by the Abcubi is quite large.

While the Abcubi work, the gods are busy with the creation of two hero classes for their mortal foils, the Callers and the Media. Twisting maroon and white mana, each of these twin classes calls forth extraplanar beings. The seeds of these abilities scattered among the Abcubi, granting some of them them an innate talent for navigating the interplanar geography (planagraphy) of the multiple realms metaphorically around them.

Other Abcubi have begun experimenting with different methodologies for growing buildings out of mushrooms. They theorized that mushroom wood could do twice the work of normal wood, but extensive testing has shown that buildings built with half as much wood as required are very structurally unstable. However, as a result of their testing, they discovered that a large quantity of mushrooms could be used to replace wood as a general construction material.


Spoiler: Callers (14/10) (click to show/hide)

Spoiler: Medium (18/10) (click to show/hide)



White Team

The Jargons have begun to come together as a people. With the assistance of Orderly Builder, a primitive camp was erected to house your mortals. While it is the simplest of housing, it keeps with warm rain drifting off the lake away from your people. There is much interest in laying claim to a section of the lake, and quickly the jargons claim the territory. The lake is a good source of food, providing much needed fish for your village.

Little has changed as far as Jargon society is concerned. They are a social people, who often gather to talk in their oddly technical manner, postulating and discussing the finer points of things, at least, from their perspective. While the gods decide on their course of action, they wander the area, gathering what food and resources they can find.

Two heroes are blessed by the gods! The first demi-gods to walk the earth, each serving at the behest of their gods. Ime the Jarless was first, a molten eye composed of slag, with numerous spirit tendrils. The jargons find it's visage terrifying! Ime does not care. Ime has seen things that cannot be unseen. Ime serves those things. Ime has been ordered by their master, Malorath the Eyeless, to investigate a cave discovered on Jargon land. Ime enters the cave, venturing deep inside. Next was Jomon, who went to explore P4.

Lastly, Panoptic Rendering Entity researched Hunter-Gatherers, units with large baskets to gather numerous resources.

Spoiler: Ime Exploration Report (click to show/hide)




Spoiler: Hunter Gatherers (8/3) (click to show/hide)



Green Team

The Elysians have grown accustomed to their arboreal home, living among the trees. The forest is incredibly vast, and the Elysians wonder what secrets can be found beyond the boundaries of their small encampment. A primal camp, constructed in haste by the gods, passible, but sparse. Plus, it's a bit drafty. It resides on the beach beyond the forest, where the Elysians look out over the the sands, and in the far distance, the ocean.

While other races were content to allow heroes do the work, the Elysians took matters into their own hands. Most of the population is quickly trained in the ways of the forest, learning to track, to shoot, and to sneak through the woods. Now, two hunter squads are ready to begin their duties.

The gods then turned their attention towards improving their societies through advancement of technology. They instructed their mortals on the creation of wooden bungalows, and offered insightful advice, sagely wisdom, and strange perspectives on hunting grounds. Lastly, the seeds of magic are scattered among the Elysians. Elysians with musical talent and hard work ethic may become Idols, masters of musical magic in the three styles of the Green Gods.




Spoiler: Idol(20/10) (click to show/hide)



« Last Edit: October 08, 2022, 12:44:18 pm by Roboson »
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dgr11897

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Re: Wandering Gods (IC)
« Reply #17 on: October 11, 2022, 02:01:21 pm »

Maroon orders the 20 remaining free populations of the Abcubi to form into 2 hunter squads.

"Let our people not be bound by the earth, let us not lay roots upon this land, but rather wander it. For the entire world is our destiny. Wander far my people, find riches for the generations to come."

(The following hero sheets are not finalized but are the general idea of what we'll probably be doing)
Spoiler: new hero1 (click to show/hide)
Spoiler: new hero2 (click to show/hide)
Spoiler: new hero3 (click to show/hide)
Preliminary orders. Adzul the Hierophant is to go back behind the godbeast to head to the ruins, while Calmin explores the plains of E3 and Adical the Lawkeeper explores the mushroom forest at E2
« Last Edit: October 13, 2022, 01:41:29 am by dgr11897 »
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Egan_BW

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  • what about full of shit? is that a meme too?
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Re: Wandering Gods (IC)
« Reply #18 on: October 11, 2022, 03:53:46 pm »

- Train Gatherer Squad
- Send both heroes to Lizard Corpse
- Give a Jar-gon volunteer the Agoria's Band
- Build dwellings P4 & O5 (using wood)
- 1 White research Improved Dwelling
- 1 Orange research Compact Garden

Quote
Name: Improved Dwelling
Mana Type: Grey?
Description what the technology is: Current dwellings are haphazard and inefficient. Better architecture practices are necessary.
Description of what the technology does: Increased population density compared to current dwellings, ability to upgrade dwellings without demolishing first.
Underlying technology: Makeshift Dwellings, study of "tent city"
Mana Investment: 1 White
Research Difficulty: 5-6
Quote
Name: Compact Garden
Mana Type: Orange?
Description what the technology is: Current design for gardens are space-intensive. Proposing design of chaotic, variable garden which uses effectively what space you give it. Due to chaotic influence, does not provide a Devotion bonus.
Description of what the technology does: Food/vegetation production in 1x1.
Underlying technology: Community Garden
Mana Investment: 1 Orange
Research Difficulty: 5
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Insatiable consumption. Ceaseless motion. Unstoppable destruction.

Failbird105

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Re: Wandering Gods (IC)
« Reply #19 on: October 11, 2022, 07:29:02 pm »

Panoptic Rendering Entity - Purpose
Having conferred with her siblings on the matters at hand, Purpose immediately set to work. The soul-swarm flowing through the primitive tent city with grace and precision, examining it in detail. As one half of her being did that, the other half examined the blueprints which they already had. Similarly primitive housing, flawed and inefficient. It demanded refining, redesigning to better achieve its purpose. The structure would be simple, but organized, with moderately sized rooms tightly arrayed together to best maximize the number of people available in the space at hand, without too much negative impact upon their emotional states.
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Nakéen

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Re: Wandering Gods (IC)
« Reply #20 on: October 12, 2022, 04:10:20 am »

Maloroth, drained of Mana, lazily slouched on a sand beach to make sand castles with its many arms. Maybe his sublime works would then give some ideas to the Jargoons, or maybe it would not. The ways of the Eyeless are truly unfathomable.
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Glass

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Re: Wandering Gods (IC)
« Reply #21 on: October 13, 2022, 08:43:44 am »

Quote
Class Name: Tinkerers
Mana Type: 1 Blue
Class Description: Tinkerers are workers of magitech, capable of studying and applying the more esoteric laws of reality to produce mechanisms that can harness the flows of mana, spirits, and other such energies to achieve effects beyond the range of the mundane.
Mana Relationship: Tinkerers study the properties of the mana around them, resulting in primarily bearing a Blur aspect, but being easily influenced by the local tides of magic. What they learn will then be used to create artifacts and mechanisms that can utilize mana in a reliable manner, although these, too, can yield highly unusual effects if given access to a mana type they weren’t designed to use.
Class Lore: Tinkerers, ultimately, are those who have decided to learn the art of magic in a manner befitting the gods of White Mana: extensive analysis followed by creation (in a wide range of plannedness). They would be best produced by dedicated schools, but any sufficiently dedicated craftsman with a head for arcanology could become one, and those who are already learned in the art may well take up apprentices.
Class Abilities: The key difference between a Tinkerer and any other mage is simple: Tinkerers create items that do magic. Although a Tinkerer will likely be more skilled in the use of their creations than others, it is the item that holds power, and they can be used by any with access to them.
Class Appearance: Tinkerers typically come from artisanal backgrounds, and their attire and behavior reflects this; rather than elaborate mages’ robes, a tinkerer will typically wear practical working clothes, albeit likely adorned with the products of their craft. However, they are also known to be rather eccentric, and can be singleminded in their pursuits; the study of artifice is one that is more likely to draw in the eccentric and hyper focused much more than the mundane and easily-settled.
Acter leans out toward the rest of the pantheon of White, holding out a small brass figurine.
"Hey, guys, what do you think of this?"
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Glass is, as usual, correct.
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I'm gonna say we go with whatever Glass's idea is.

Taricus

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Re: Wandering Gods (IC)
« Reply #22 on: October 13, 2022, 09:43:33 am »

Green Team Actions, as decided by Discord Consensus

-Claim K7 and K8
-Deploy hunters to explore Giant Beast Corpse
-Create Hero: Xerneas
-Deploy Xerneas to explore claimed Giant Tree Stump at H6

Quote
Hero Name: Xerneas, the Awoken Druid
Mana Type: Green (2)
Physical Description: An Elysian that now carries an emerald glow to her skin, and their body has become more Cervidae-like, as she now has the nose and ears of a deer, as well patches of skin being replaced with red-brown spots of fur. She is beholden to a beautiful pair of crystalized antlers attached to the elven framework of a body.
Lore and Additional information: Xerneas was the first mortal to ever see the sight of the Regent, the most elusive and evasive god to ever exist upon the Godbeast even more so than a white deer. With just seeing the emerald eyes of the Regent, the Regent blessed Xerneas with the awakening power with just a glare, gaining the magical power of druidic magic and now hopes to gain the favor of the beast god again to deserve another audience of such a majestic creature
Ability and Effect:
- The Becoming of the Elk: The ability to polymorph her own body transforming fully into that of a lightly blue-tinted bull elk, often referred as wild shaping, gaining the grace and power that this form provides. Eventually charging long enough to become elephant-sized.
- Druidcraft: The ability to wield and learn druidic magic, while currently an apprentice in the arts as this varies wildly in application. Currently can perform Green-mana “tricks”, from the blossoming of flowers, somewhat accurately predicting weather, creating falling leaves, and other harmless nature-themed sensory effects.
Ability Functionality:
-The ability to of the wild shape should allow Xerneas to either increase her combative effectiveness, or also to instead allow her to flee any combat encounter she sees fits, as well as increasing overland movement and is not hindered by difficult terrain
-She would start out a trained Druid, gaining access to basic nature-themed magic skill set and spells, and would be able to learn more major-themed spells over time and as the turns progress."
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