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  1. - Top - End - #1
    Barbarian in the Playground
    Join Date
    Jun 2013
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    Default Neyla - The First World

    Neyla


    Power Roll: 6d4.takeHighest(4)=15
    Current Power Points: 12

    What came before the voice, none know. All that is known is that, in the first instant of time, or perhaps a moment before it, in the infinitesimally complex inner workings of time and it's own self-interaction, the voice was heard. A bell ringing through a reality which had only just begun to exist.

    Only very few actually heard this voice, and it is debatable whether those few could perceive it as a voice, and not simply as a great act of a great entity. There were the Myriad Ones, the Unnamed, the Pillar, the Lonely City, the Reincarnate, the Sorceress, and the Speaker itself, the timeless entity which conceived time, Chron.

    From this voice, not even enough time after it to perceive a change in time, two lesser entities were spawned. The Unmovable One and the One Who Would Always Move began as the second act of the Speaker.

    Then, in the final instant of the beginning, through the eyes of it's lesser children, the Speaker perceived a churning orb of molten stone. The sound of it's first great act had triggered formless acts, which had then formed into reality when the truth of it's second act gave limits to the universe, paradoxically infinite though those limits might be.

    The Speaker sent it's children to witness this creation, the first stable object to exist, dark and raw as it was. They, not knowing what would happen when they were fully made manifest in reality, stood upon it's surface, each whole deity standing 4,000 kilometers from the other.

    At first, the Unmovable One's place became a slab of stone which would never be moved, and the One Who Would Always Move's place erupted into an unstoppable cyclone of vaporized stone. However, the two opposites were so close together, that their influences ripped at one another, forcing themselves together and forming a single land of impossibilities.

    The molten stone that had been before transmuted to platinum dust and quartz mountains to the horizon. These white stone fields and mountain ranges could not be chipped or rearranged by anything other than the express act of a divinity, yet the silvery winds wore them away, turning them to dust which added to the eternal sandstorm, and accumulated in great quartz & platinum sand deserts, which the influence of eons would eventually convert into more solid blocks of quartz, this time shot through with veins of metallic platinum which had been frozen with the stone. Nothing alive could ever find purchase on those rigid slopes, nor could anything less than indestructible ever survive those winds. Yet there would be life here, powerful, unstoppable life in the eons to come, far into the infinite future, and so, the Speaker spoke again, far softer, and lightning leapt in the sandstorm, lighting the platinum winds with white-blue light. A light which even changed the passage of time. Within the edges of the wind, a 100 years would pass, yet outside, not even a single year would have gone by.

    Spoiler
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    6 points on Shape Land to make a series of fields and mountain ranges made of nothing but quartz and platinum.

    6 points on Shape Weather to cover the quartz land with eternal sandstorms of platinum and quartz sand which tear anything and everything to shreds, and which flash eternally with white-blue lightning. This sandstorm also speeds up time within it, at a ratio of 100:1. Also, the land is made ultra indestructible, so that only a force as strong as the winds or stronger can alter them.


    Current Power Points: 3
    Next Power Roll: 6d4.takeHighest(4)=10

    Map
    Spoiler
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    Neyla is a planet considerably larger than Earth, with Earth being about 40,000 kilometers in circumference, and Neyla being about 54,000 kilometers in circumference. Neyla is currently almost entirely volcanic wasteland, save the bit which Chron has already editted. On Neyla, "1 inch" equates to 3,000 kilometers, so a 1 in diameter circle is almost exactly the same surface area as the Amazon Basin. The rounds in Neyla will be as follows:

    First Age: Rounds will be 10,000 years to 1,000,000 years, depending on what exactly takes place in the round.
    Second Age: Rounds will be 100 years to 10,000 years, depending on what exactly takes place in the round.
    Third Age: Rounds will be 1 year to 100 years, depending on what exactly takes place in the round.

    The current round lasts until 8 am, Eastern Standard Time on Wednesday, November 27th.

    Spoiler: Rules Reference
    Show

    ° Only once per target per turn.

    • Shape Land: This power results in the creation, modification, or erosion of mountains, hills, lakes, streams, rivers, deserts, tundra, steppes, floating mountains, glass fields, bottomless oceans, volcanoes, colossal underground tunnels, pillars of flaming diamond, and other land forms. On the game map, this power allows the creation of land forms within a "1 inch" diameter area. General climate is also encompassed by this power, so an area that would be plains can also be tundra, via lowering of the temperature, desert, via raising the temperature and lowering the moisture, or swamplands, via the increase of moisture. This power can not create any form of life, however, so forests and similar options are not applicable land forms.
    • Shape Weather: This power acts in a similar way to the Shape Land power, but where Shape Land instills common yearly weather patterns, Shape Weather can do much more, such as creating a permanent hurricane on top of an island, resulting in a desert which will never ever see rainfall, making an area rain blood and salt once every thousand years, even locking the air and water currents in an area of ocean into eternal motionlessness, or anything else that a player could dream up. This power affects a 1" area, like Shape Land. This power can also be used in conjunction with Create Life towards a separate effect.
    • Create Life: This power results in the creation of a simple lifeform, such as some type of fish, tree, grass, reptile, or anything of similar complexity. The life functions to the specifications of the creating god, though no life which would naturally result in major world developments or alterations to things outside the creating god's power, can be created. This life can be sentient, but not sapient, and also cannot be used as a resource within the mechanics of the game. However, it can still be used as a resource within the flavor of the world, as a tree can still be used to make a house. Life created with this power will spread into any location which can sustain it, across the entire world, inside one round, resulting in wasteland turning to grasslands when grass is created, or becoming grand forests when trees are created, or some mixture there of. Due to the nature of life, borders of terrain areas will slowly shift over the years, with any one particular area going from forest to grassland to fungus-jungle repeatedly inside a few hundred years. However, an area affected by the Shape Weather power can make one form of life more prevalent in an area, turning it into permanent jungle or kelp forests or coral reef or anything else, though the exact shape will still be in flux, just the same.
    • Create Race: This power effects the creation of one race (a mother race), such as a race of magma-elementals, a race of desert-dwelling dust men, a race of rat-people, or anything else you could imagine. The more details given concerning a race's appearance, biology, social structure, and capabilities, the better. Each race must be given a starting point in a world where they begin to build their civilization.
    • Create Subrace: This power is used for the creation of new races descending from an existing race. For example, elves may be split into wood elves, then desert elves, then cave elves, each being it's own respective subrace. Any number of subraces can exist, having split off of a single mother race, and each subrace immediate gains any technology that has been ingrained into the mother race's racial identity For example, dwarves and all dwarf subraces are known for their mining. See Command Race for more details on ingraining technologies.
    • Create Hybrid Race: Via this power, two races are brought together to create a new race, half of one and half of the other. For example, half-orcs are the result of a coupling between a human and an orc. Any two mother races can be brought together to create a hybrid, Subraces and other Hybrids can also be brought together on occasion. The default answer to a hybrid with even a single parent which is not a mother race is that it cannot be done. However, if all other players admit that they do not mind the hybrid be made, then it can go ahead. Note, however, that a hybrid race is different from races and subraces in one key aspect. Where only the creating god would normally gain the ability to use Command Race upon the new race without an order or cult in it, with hybrid races, the creator of each parent race as well as the creating god of the hybrid itself gain this privelage. Hybrid races immediate gain any technology that has been ingrained into either of it's parent races' racial identities. See Command Race for more details on ingraining technologies.
    • Command Race: Via this power, a god can, either subtly or directly, influence a race to action. A god can use this power on any race he has directly created, or, in certain cases, on hybrid races. He can also use this power on any race he has created an order within, and never on a race he has created a cult within. Just about anything a race could do, can be commanded via this power. Though, some of the most common options are as follows:
      • Found City: This action is just as it sounds: it directs the race to found a city of some sort. A city can fit any description, be it a grand series of tunnels hidden far below the surface of the world, a tribe that migrates from place to place, carrying their tents with them, or even just a standard city. Remember, however, that cities founded via this action are major cities, and small towns or hamlets are either entirely independent of the Command Race power, or are founded via the settle territory action.
      • Form Alliance: This action can only be used by the creator god of the race being Commanded, and allows a general hand of friendship to be extended from the race in question towards any other particular race. In order for the alliance to be formed, the other race must accept the alliance via it's own creator god via manifesting this power to accept. Should the alliance be formed, the two races are then open for political interaction and trade, and armies can even be donated from one race to another at no point cost. However, should an army belonging to one side of the alliance attack an object belonging to the other, the alliance is broken, and can only be reformed via the creator god of the defending race acknowledging that the alliance has been reformed, though such an acknowledgement requires no point expenditure.
      • Ingrain Technology: This can only be performed by the creator of a race which possesses at least one Technology of its own (i.e. gained through Advance Civilisation, not through Trade or Event or Political Maneuver). It causes the Technology to become a defining part of the race's identity, to the point that the race is practically inseparable from the Technology; thus, it cannot be taken lightly. A race may only ever have 3 Ingrained Technologies, whether these are its own or inherited from an ancestor. The benefit of this is that, whenever a race is counting Technologies for any reason, their own Ingrained Technologies count as two Technologies each. This benefit applies to technologies the race either Ingrained itself, or inherited from an ancestor (see below) but not to technologies acquired through trade. So, if Elves made a trade to learn the Ingrained Technology of Mining from their Dwarf neighbours, they would only count it as +1, because it is ingrained into Dwarves and Elves did not inherit it. If a Hybrid Race or Subrace is spawned from a race or races which already has at least one Ingrained Technology, it must - free of cost - inherit at least one Ingrained Technology from each of its ancestors and may, as decided by their creator at the moment of their creation, inherit up to three, total - again, free of cost. These count as the descendant race's own Ingrained Technologies for all purposes, importantly including the limit of three; thus, many descendant races will refuse to inherit all the defining parts of their ancestors, making room for their own divergent identity. If a Hybrid Race or Subrace is spawned from a race which later Ingrains one of its Technologies, and they do not already have three Ingrained Technologies, their creator may spend 1 point to have them inherit it retroactively. Alternately, if the creator of a Hybrid Race or Subrace decides after one turn has passed that they do, after all, want their creation to inherit a technology they initially refused, they may spend 1 point to inherit it retroactively. In either case this decision may be made at any time, so long as the inheriting race does not already have 3 Ingrained Technologies.
      • Settle Territory 1": This action functions in a similar way to found city, but instead of a small area with high population density, this power creates a large settled area, a "1 inch" diameter circle, with an overall low population density. This settled territory grants a few benefits, such as allowing trade routes between civilizations to be secure, and, if a major city is inside the "1 inch" area, this territory creates a buffer zone around that city, which prevents opposing armies from reaching the city unless that "inch" of territory is taken first.
      • Create Wonder: This action directs the creation of some magnificent creation, be it a weapon, a city-sized library, a brilliant form of entertainment, some type of magic talisman which is mass produced and betters the lives of the entire race, or anything else the god could dream up.
    • Command City: This power directs one single city to do something. A god can only manifest this power upon a city which has a considerable population of a race the god could command with Command Race. This power can result in anything that the player could imagine, but what follows are a few options which have already been defined:
      • Raise Army: This action results in the city raising one army. The army could be of any description, be it a thousand flying monks, fifty thousand mounted Kobolds in armor, or simply twenty four highly trained warriors. However, as a rule, in a vacuum, without any influence on a battle beyond the existence of the armies involved, no one army is any stronger than another. Armies are very useful pieces in the game when it comes to destruction and preservation, capable of destroying just about anything, or stopping the destruction of something, provided they aren't impeded. An army lasts forever, new recruits filing in to replace retired or deceased soldiers, until the army is defeated in combat. Unless otherwise instructed, an army will simply train and patrol the place they were created in, fighting only if another army impedes on the location in an aggressive manner. Only the god who ordered the creation of an army can give it instructions. Giving an army an instruction requires no action, simple acknowledgement is required before the instruction is immediately acted upon, inside the same round that the instruction was given, unless somehow impeded. The possible instructions that an army can be given are 'attack' and 'defend'. An army cannot be given the 'attack' option in the same turn that it's raised. An army can 'attack' or 'defend' a city, a territory, an order, a cult, an avatar, a demigod, or another army. Unless another army has been given specific instructions to defend something that an army is attacking, or unless that something is itself another army, the attack is immediately successful. In the case of cults and territories, this means that all cultists or settlers of that territory are either wiped out or captured. In the case of cities, avatars, and orders this means that the something being attacked is defeated and the attacking army takes possession of it, while all gods who could have issued commands to that object, except the god commanding the attacking army, are cut off from it, unable to give it commands until the invading army is defeated, or leaves without being replaced by another god. Should an army start and end an entire round in possession of a city, avatar, or order, the god in command of that army can have the army destroy the city or order, or kill the avatar. Combat with a demigod is explained in Command Demigod. Should two armies come into conflict with one another, each player rolls 2d6, adding +1 for each combat-applicable technology the armies native race might have, +1 for each combat-applicable wonder or structure that might help the army, +1 to the defending army, +1 for each avatar fighting with the army, -1 for each battle previously fought by the army in the same round, and -2 for each other object previously attacked by the army in the same round. The winner of the roll wins the battle and can then immediately be instructed to take another action. The loser of the roll, on the other hand, is defeated, and the army is scattered and stops existing, though a new army can be raised and be said to be the same army, with the few survivors finding new recruits. An army can attack any location they could logically gain access to, and can defend any avatar that consents to the defense, but can only defend cities, territories, cults, and orders of their own race or of a race the army has been donated to.
      • Political Maneuver: This action is very morphic, doing anything from stealing armies to introducing a new population to a city to combatting another political maneuver. Simply put, the leadership of the city-being-commanded influence the people of the world towards an end, whatever it may be. This action can effect the game in any number of ways, and is left intentionally open-ended, so the player can invent new options as the game is played, but to give a few ideas of the power level of this action, it can detain a friendly army indefinitely, detain an enemy army for 1d6 rounds, deny a cult the +1 power point it gives to it's god, secure trade relations with better terms for the maneuvering side, or bring in members of another race into a city so that a city is as much their's as it is the city maker's. If a political maneuver has been performed and a god wishes to oppose it, they need simply declare as much on the turn the maneuver is performed. At this point, the maneuvering city and the defending city or order each roll 1d6 plus an additional +1d6 for each diplomacy-applicable technology, wonder, or structure that might help the objects involved in the political maneuver. When posting, the maneuvering player may at their option simply assume that their maneuver will be opposed and roll for both sides accordingly. If they do, the player maneuvered against may still withdraw their opposition regardless of how the dice fell. In and of itself, opposing a political maneuver costs no points.
      • Trade: This action can only be taken by the god who ordered a city to be founded, and directs the city to initiate a trade agreement with another city. In order for this trade agreement to be possible, the two city's races must have an alliance with one another, and it must be possible to draw a line on the game map from the one city to the other which goes through only easily travelled terrain, and which goes through no more than 1" of unsettled territory. Extremely easily travelled terrain, like ocean or similar, counts as settled territory for this purpose. Should something change, such as too much territory becoming unsettled, a Shape Land creating a mountain chain right in the path that is usually traveled, or an alliance becoming broken, then the trade agreement is canceled until all conditions are met again, at which point it is added back. What the trade agreement does, however, is allow technologies and products of wonders or structures to be traded, back and forth. For example, suppose one city was advanced in woodwork and the other had a wonder which produced perfect diamonds. A player choose this action could suggest, as part of the manifestation of Command City, "Woodwork for Diamonds" as the end result. If the other player consents to this arrangement, then he merely needs to manifest Command City to accept, and both cities would now have access to both woodworks and perfect diamonds, as though the technology/wonder had been given to both of them. Any number of items can be included in a trade agreement, so five technologies/wonders could be offered on both sides with only a single manifestation of Command City. However, once agreed upon, there are only two ways add or take away something from the agreement. The first is by manifesting Command City (Trade) again, and making a new offer. If the new offer is rejected, the old one stands, though if the new offer is accepted, then the old trade agreement between those two particular cities is overwritten completely. The other way is via a political maneuver, which can only take away techs/wonders from one side or the other, and it can never completely take away all techs/wonders from one particular side. An alliance can also be broken in order to sever a trade agreement.
      • Create Structure: This action directs the creation of some magnificent location or structure, such as a colossal wall made of steel and miles long, or a temple of particular beauty, or a city street of nothing but theaters where the best plays of all time originate, or a four-and-a-half mile tall tower, or anything else the god could dream up. Please note however, that structures and wonders are interchangeable, but structures can only benefit the city they are built in or that trade for the benefit of the structure, not the entire race, as a wonder usually would.
    • Advance Civilization: This power causes a Civilization to gain expert knowledge of a given science or magic. These might include tactics necromancy, weather control, mining, orichalicum, bladecrafting, steam power, writing, literacy, philosophy, logic, sculpture, dance, theater, or the like. So long as that civilization persists, it will always be the greatest in this field, and no other civilization can be advanced with a tech of the same name, though the tech can be traded via Command City. Other races can still utilize the tech, but simply not at the same skill level.
    • Advance City: This power functions almost exactly like Advance Civilization, except it only applies to a single city, and should that city be wiped out, the tech is wiped out along with it, and the tech can only be recovered via an Event, or, should a new city be built in the same location with the same name, via Command Order (Miracle). Technologies given to a particular city are often different from technologies given to an entire civilization, and are more oriented towards available materials than they are towards knowledge of how something works. Goldwork as opposed to Metallurgy for example.
      Create Cult: A god with this power may use it to create a cult within a civilization or race. A cult is a group of individuals who use dubious and often down rite evil methods to empower a god. As such, they often vilify that deity in the eyes of most other members of the race, thereby preventing the creating god from using the "Command Race" power on the race in question, and similarly preventing them from using "Command City" on any city with a population of only that race. However, there is also a flip side to this, and a god receives +1 to each power roll for each cult he or she has created, up to a maximum of +3 at three cults. With fewer members and such a dark reputation, it can be very easy for a cult to be completely destroyed should action be taken against them. A god can only have a single cult in any one race.
    • Create Order: A god uses this power to create an order of people within a civilization or race. An order can be a major organization of any sort, be it a religious sect, a military force, or even a guild of some description. A god may have any number of orders in any number of races, though having multiple orders in a single race generally has no tangible benefit.
    • Command Order: Via this power, a god instruct an order he has created to do something. This can be anything a player could imagine, however, there are a few options which are likely to be the most commonly used:
      • Raise Army: This action results in the order raising one army. The army could be of any description, be it a thousand flying monks, fifty thousand mounted Kobolds in armor, or simply twenty four highly trained warriors. However, as a rule, in a vacuum, without any influence on a battle beyond the existence of the armies involved, no one army is any stronger than another. Armies are very useful pieces in the game when it comes to destruction and preservation, capable of destroying just about anything, or stopping the destruction of something, provided they aren't impeded. An army lasts forever, new recruits filing in to replace retired or deceased soldiers, until the army is defeated in combat. Unless otherwise instructed, an army will simply train and patrol the place they were created in, fighting only if another army impedes on the location in an aggressive manner. Only the god who ordered the creation of an army can give it instructions. Giving an army an instruction requires no action, simple acknowledgement is required before the instruction is immediately acted upon, inside the same round that the instruction was given, unless somehow impeded. The possible instructions that an army can be given are 'attack' and 'defend'. An army cannot be given the 'attack' option in the same turn that it's raised. An army can 'attack' or 'defend' a city, a territory, an order, a cult, an avatar, a demigod, or another army. Unless another army has been given specific instructions to defend something that an army is attacking, or unless that something is itself another army, the attack is immediately successful. In the case of cults and territories, this means that all cultists or settlers of that territory are either wiped out or captured. In the case of cities, avatars, and orders this means that the something being attacked is defeated and the attacking army takes possession of it, while all gods who could have issued commands to that object, except the god commanding the attacking army, are cut off from it, unable to give it commands until the invading army is defeated, or leaves without being replaced by another god. Should an army start and end an entire round in possession of a city, avatar, or order, the god in command of that army can have the army destroy the city or order, or kill the avatar. Combat with a demigod is explained in Command Demigod. Should two armies come into conflict with one another, each player rolls 2d6, adding +1 for each combat-applicable technology the armies native race might have, +1 for each combat-applicable wonder or structure that might help the army, +1 to the defending army, +1 for each avatar fighting with the army, -1 for each battle previously fought by the army in the same round, and -2 for each other object previously attacked by the army in the same round. The winner of the roll wins the battle and can then immediately be instructed to take another action. The loser of the roll, on the other hand, is defeated, and the army is scattered and stops existing, though a new army can be raised and be said to be the same army, with the few survivors finding new recruits. An army can attack any location they could logically gain access to, and can defend any avatar that consents to the defense, but can only defend cities, territories, cults, and orders of their own race or of a race the army has been donated to.
      • Political Maneuver: This action is very morphic, doing anything from stealing armies to introducing a new population to a city to combatting another political maneuver. Simply put, the leadership of the order-being-commanded influence the people of the world towards an end, whatever it may be. This action can effect the game in any number of ways, and is left intentionally open-ended, so the player can invent new options as the game is played, but to give a few ideas of the power level of this action, it can detain a friendly army indefinitely, detain an enemy army for 1d6 rounds, deny a cult the +1 power point it gives to it's god indefinitely, secure trade relations with better terms for the maneuvering side, or bring in members of another race into a city so that a city is as much their's as it is the city maker's. If a political maneuver has been performed and a god wishes to oppose it, they need simply declare as much on the turn the maneuver is performed. At this point, the maneuvering order and the defending city or order each roll 1d6 plus an additional +1d6 for each diplomacy-applicable technology, wonder, or structure that might help the objects involved in the political maneuver. When posting, the maneuvering player may at their option simply assume that their maneuver will be opposed and roll for both sides accordingly. If they do, the player maneuvered against may still withdraw their opposition regardless of how the dice fell. In and of itself, opposing a political maneuver costs no points.
      • Miracle: This action is, in a way, a miniature Event. Via this action, the order manifests some small portion of the god's power, and through this, a city could go into hiding, up to a hundred wounded or plagued members of a race could be instantly cured and made whole, perhaps an iron mine is found, or a single man is transported from a god's personal plane into the main world. A single stone could be made sentient or maybe some wonder entrusted to the order is hidden somewhere in the world, waiting for the time when it is needed. It's all up to the imagination of the player.
      • Create Structure: This action directs the creation of some magnificent location or structure, such as a colossal wall made of steel and miles long, or a temple of particular beauty, or a city street of nothing but theaters where the best plays of all time originate, or a four-and-a-half mile tall tower, or anything else the god could dream up. (Please note that structures and wonders are interchangeable, but structures can only benefit the order they are built for, not the entire race, as a wonder usually would.)
    • Create World: Through this power, the god creates a world, a plane in the cosmology of the larger world, where he is the dominant god, capable of affecting things easier than other deities. When he makes this world, he immediately decides upon it's size, terrain, and weather, and does not have to spend points on the equivalent powers. The god who created this world receives a 1 point discount on any power other than Advance Civilization or Advance City which he directs at the interior of the world, and other deities find that, while able to direct most powers at the same cost to the interior of the world, he cannot manifest any "Create" powers, such as Create Cult or Create Hybrid Race. However, these benefits are counteracted by the fact that the plane is far removed from the main world, or any other world, so any creation that lives in this world is not capable of interacting with those that live on other worlds, unless some power, such as an event or miracle, brings them into another world. The same works in reverse as well, so miracles or events are required for anything from another world to travel into and then interact with this plane. Any particular god can create only one world during the progression of the game.
    • Create Avatar: Through this power, the god creates an embodiment of his divine will in the world. This embodiment could be a major figure in history, such as a dynasty ruling a nation or a colossal landmark such as a giant tree, or they could be simple, innocuous figures, such as a lone wanderer on the road or a network of shrines dispersed through a nation. A god can have any number of avatars, but each time he or she makes a new one, it costs 5 extra points for every other avatar he has. If slain or wiped out, an avatar may be resurrected or reestablished by the creating player for 5 points.
    • Command Avatar: A god can, once per turn per avatar he possesses, command that avatar to take action. An avatar so commanded can perform one of the following actions:
      • Command City: This action functions exactly like the power of the same name.
      • Create Order/Cult: This action functions exactly like the power of the same name.
      • Command Order/Cult: This action functions exactly like the power of the same name.
      • Command Race (Create City): This action is just as it sounds: it directs the avatar to direct a race to found a city of some sort. A city can fit any description, be it a grand series of tunnels hidden far below the surface of the world, a tribe that migrates from place to place, carrying their tents with them, or even just a standard city. Remember, however, that cities founded via this action are major cities, and small towns or hamlets are either entirely independent of the Command Race power, or are founded via the settle territory action or via the Command City power.
      • Create Race: Any particular avatar may only take this action once, though it functions exactly like the power of the same name.

      • Create Demigod: Through this power, the god adds a child of his into the world. A god can have any number of demigods in the world, though if one is defeated in combat by an army or another demigod, it is lost as a demigod. Demigods can be anything, from a single man with incredible strength who never ages, to a giant cyclops who lives in the mountains, to a race of angels or dragons or demon hounds that wanders about the world, to something eldritch and strange, like Scylla or Charybdis. Though, mechanically speaking, when a god creates a demigod, they must choose from one of the following types of demigod:
        • Beowulf: This type of demigod is the most standard demigod. It rolls 4d6 in combat and has no unusual restrictions or advantages.
        • Hercules: This type of demigod is potentially very powerful, but begins at a lower overall power level. In combat, the Hercules rolls 3d6, and adds a flat +X modifier to the roll, where X is the number of previous combats it has partaken in.
        • Achilles: This type of demigod is very resilient, but not altogether excellent on the offense. The Achilles rolls 3d6 in combat, but even if it loses a combat, unless it rolled a flat 3 on the dice, it manages to survive and only be forced to retreat from that combat. If the combat is due to a territory it inhabits being attacked and it is forced to retreat, the territory becomes uninhabited for the remainder of the round, after which Achilles returns, unless something is occupying that territory, like another demigod's inhabited territory, in which case the Achilles can be made to inhabit another area.
        • Black Knight: A very useful demigod, the Black Knight rolls 3d6 in combat, and gains the "Lead the Charge" subuse of Terrorize.
        • Monkey King: Incapable of offense, but incredibly strong, the Monkey King rolls 6d6 in combat, but loses the "Terrorize" use of Command Demigod. Although, it also gains the "Shelter" subuse of Inhabit Territory.
        • Fenrir: Pure offense, without concern for any utility or ability to defend, the Fenrir rolls 4d8 in combat, but loses the following uses of Command Demigod: "Inhabit Territory", "Command Order", and "Terrorize: (Capture)".
      • Command Demigod: Via this power, the god instructs his children to take some manner of action in the world. A few examples are as follows:
        • Terrorize: This action directs the demigod to act as an army for one round and to attack one object. A demigod does not roll 2d6, like armies, however, and instead rolls the combat roll specified in it's Demigod types listing, never adding or subtracting anything from the roll. Terrorize allows the demigod to act on the attack for one round, but it always acts as a defending army when being attacked. The Monkey King cannot use this function of Command Demigod. The Fenrir is not limited to the usual once-per-round restriction of this power, and instead has a three-times-per-round restriction.
          • Lead the Charge: Using this ability, targeted at an army, the Black Knight, instead of attacking that army, allies itself with that army instead, offering it a +1d6 bonus to combat for the remainder of the round. However, if the army is defeated while the Black Knight is allied with it, the Black Knight is killed, as though it had lost a combat straight-up. Only one Black Knight can be allied with any given army at a time.
          • Capture: Using this ability, targeted at an object other than an army, any Non-Fenrir demigod takes control of that object rather than merely slaughtering its defenders. If conquered (all defending entities of that object being defeated), then on the following round, a captured object counts as being held by that demigod for an entire turn for the purpose of destruction of that object, assuming that an entire turn has indeed passed. If the capturing demigod is defeated before that turn has passed, the captured object is freed.
        • Command Order: This action functions exactly like the power of the same name. The Fenrir cannot use this function of Command Demigod.
        • Inhabit Territory 1": This action creates a large settled area, a "1 inch" diameter circle, which serves as the land of the demigod. This settled territory grants a few benefits, such as allowing trade routes between civilizations to be secure, if the demigod wishes it, and, if a major city that the demigod is friendly towards is inside the "1 inch" area, this territory creates a buffer zone around that city, which prevents opposing armies from reaching the city unless that "inch" of territory is taken first, and the demigod killed (or forced to retreat in the case of the Achilles). It also ensures that the demigod will always be able to terrorize any city inside it's territory, beyond the "once per turn" limit, if it so wishes. Note, however, that any particular demigod can only ever have 1" of territory, and once it's locked in, it is permanent, regardless of how many creatures make up the demigod. A demigod is always acting as an army defending it's own territory. The Fenrir cannot use this function of Command Demigod.
          • Shelter: Using this ability, the Monkey King can be directed to defend more than territories and cities, but also Avatars, Cults, Orders, and even Wonders (It would defend in any case where the Monkey King feels that the Wonder is passing into the hands of an unworthy army, fighting the army which is trying to obtain the Wonder). A Monkey King can have a single inhabited territory as well as a single sheltered object at a time. However, unlike with territories, a sheltered object can be shifted at any time via remanifestation of Shelter.
    • Event: Through this power come the changing of fortunes for an avatar, demigod, order, or civilization. A wonder or technology may be lost, a race could go into hiding, a mortal might gain immortality and begin influencing the world for himself, perhaps an orichalicum mine is found, or an entire army is transported, inhabitants and all, from a god's personal plane into the main world. A land form could be made sentient, a never-ending storm is quelled long enough for an army to travel through, or maybe some cache of power is hidden somewhere in the world, waiting for the time when it is needed. Almost anything can be done with this power.
    • Catastrophe: By this power, the gods express their wrath. From country-wide desiccation to all the animals in a part of the world going mad and trampling everything to a structure or wonder collapsing to an avatar dying of old age in his bed, this power brings ruin upon them all by whatever clever mechanism the player can imagine.


    Spoiler: FAQ
    Show
    Can I Advance a civilization with a technology which does something other than provide bonuses to military or political interactions?
    Strictly speaking, yes you can. However, it is uncertain how new alterations with the rules will interact, so it is highly recommended that you abstain from introducing new technology benefits into the game. Also, before any such new technology is utilized, all players must review and approve the idea, to make sure that everyone is fine with it.

    Can a technology be both useful in politics as well as military?
    Yes, this is entirely possible.

    When do the military penalties apply?
    An army receives -1 for each battle it has fought inside the same round, as well as -2 for each object is was directed to attack inside the same round. There is a small distinction here. If an army is directed to attack a city, and as a result find themselves fighting against three armies in a row, on the second battle the army will receive -1, and on the third the army will receive -2, because the game only counts the number of armies fought, and the army was only directed to attack a single city. However, given that instruction, the army will continue fighting until it's either defeated or it takes the city. Alternatively, if an army is directed to attack an army guarding one city, then an army guarding a second city, and then an army guarding a third city, the second battle will have the army at -3, while the third will have the army at -6. This is because the army was directed to attack a single army three times. Each battle gave -1 and each direction gave -2.

    How do Wonders work?
    That's several questions, really.

    Who can benefit from a Wonder?
    It depends on the flavour.
    A Wonder that is essentially a single, portable item, such as a drum which causes earthquakes, can give the benefit to anyone who would reasonably be in the vicinity of that item - for example, all armies of an alliance that are in the same strike force, even though not all of them are the same race.
    A Wonder which is essentially a technological achievement and/or place of learning, such as a great garden full of all the poisons in the world, can give the benefit to all members of the race that holds it - potentially even in the event of a civil war. In the example of the garden of poisons, absent further assumptions, the rebels could still have a stockpile of poisons from before they revealed they were rebels to justify getting the benefit.

    Can a Wonder take effect in the turn it is created?
    Yes. So, if you attack, get attacked, perform a Political Maneuver, or anything else the Wonder would affect in the same turn as creating that Wonder, you still get the bonus.

    Can I stop a Wonder being taken if the city it's in falls or the army carrying it is defeated?
    Depends on the flavour. So long as you can justify it in the narrative, a Wonder can be moved out of a city or given to another army as applicable. However, if the Wonder itself is successfully attacked by an army, then it is lost.

    Why would I make Technologies instead of Wonders?
    Wonders can be taken from you for fewer points. Removing a Technology from the game requires an Event, while removing a Wonder requires a less impressive Miracle at best, or a simple declaration from an army that has held it for a full round at worst. Stealing a Technology requires a Political Maneuver which costs points and may be opposed, and still leaves you with a copy of the Technology; stealing a Wonder requires Armies to attack it, which costs no points if you already have an army.
    Wonders cannot be Ingrained, reducing the narrative potential for their spread - especially if you make use of Hybrid Races or Subraces.
    Wonders cannot propagate. That is, if you give away a Wonder in trade, it's gone, whereas if you give away a Technology in trade, you still have a copy of it.

    My Wonder's flavour says it is permanently affixed to a certain location or person. Does that override the rules for Events or Miracles making it "lost"?
    No. It is advised that you structure the narrative such that this loss could have some reflection while being mechanically justified. For example, if you had a warrior who had fused with a magical ocarina which made him powerful enough to be a one-man army, and someone else used a Miracle to take the ocarina away, then this would extract a fraction of its power from him - enough that he no longer gets a mechanical benefit for it compared to a more conventional army.

    Events and Miracles can remove Wonders from the game or put them back into the game. What's the limit on this?
    Generally, a single Miracle can either remove one Wonder from the game, return it to the game, or move one Wonder from one location to another. For example, a Miracle could shift a single unholy ocarina from one plane to another.
    Generally, a single Event can remove one Wonder from the game, return up to three Wonders to the game, or move an unlimited number of existing Wonders from one plane to another. As Event is an inherently broad move, it is advised you ask on the OOC thread if you want to go further than this - for example, if you wanted to move many Wonders from plane A to plane B, and also move a Wonder from one place in plane B to another place in plane B, you would do well to ask in the OOC if anyone has a problem with your specific plans.

    Suppose I put forward an alliance or a trade but the other player denied it? Are my points wasted?
    If you spend points on an action that requires reciprocation, but is then not reciprocated, then you do spend the points, but once it's confirmed that there will be no reciprocation, you receive a full refund as a point boost equal to the points spent for one round.

    What if my army is only one man strong? Can I use miracle to transport that army from world to world, instead of event?
    No, if an individual is powerful enough to be considered an entire army by itself, then it's too powerful for a simple miracle to transplant it from one world to another.

    I want to make an event for this major plot point but I'm unsure what mechanical benefit the plot point would have. What should I do?
    It's best to not entirely care about mechanics when you're creating an event for a plot point. However, if you really want to, you can always discuss it in the OOC thread and find some new ideas.
    Last edited by Rith; 2014-01-14 at 11:50 PM.

  2. - Top - End - #2
    Ogre in the Playground
     
    HalfOrcPirate

    Join Date
    Mar 2009

    Default Re: Neyla - The First World

    Spoiler: Orat'hoth the Life-Bringer arrives
    Show
    It is likely that the Watchers had some form of existence before they first began to interfere with Neyla. It is, in fact, almost certain, considering that there existed at least one single prominent Watcher at the very beginning of time - this is attested to by those Watchers who have directly contacted a mortal without the mortal proceeding to go completely insane.

    At a point on the equator of Neyla, a set of strange wooden tendrils emerged from the magma dome of a volcano, in a place where by all rights they should have burnt away in an instant. However, mere mortal laws were beneath even the feeblest Watchers, and Orat'hoth was one of the strongest, even then, as its unnatural mass took on a form like a leafless hedge due to the countless tendrils coiling up. A leafless hedge with unnaturally thick branches, or a tree without a single cogent trunk, or perhaps an enormous driftwood sculpture that refused to blow in the wind - all of these would have described Orat'hoth's chosen form, as accurately as can be expected from mortals perceiving the imperceptible.


    Spoiler: The First Forest (The Grid Forest?)
    Show
    As Orat'hoth bloomed from the volcano's very dome, plugging it and putting an end to its ceaseless eruptions, so many lesser, mere mortal plants erupted from stone that miraculously bent into soil, and many other parts of the wasteland became just the slightest bit flatter and cooler to support the myriad life forms that erupted. In those early days, no two trees were the same, for Orat'hoth had chosen to test all possible designs at once, and the Watchers had approved its decision; however, dense hedges ten kilometres high divided the First Forest into a rough grid, each square having twenty-four square kilometres of rainforest inside and a border of hedges one kilometre thick. A day would come when some life form or civilisation proved greater than the protection of these hedges, but the very dawn of time was not that day - nor was it the inevitable day on which a particular kind of tree would prove dominant.


    Spoiler: The Children of Orat'hoth
    Show
    Orat'hoth felt that it was not enough for the trees to do battle, so with the nodded assent of the other Watchers it danced through the First Forest, tapping a single fallen fruit from each of the practically infinite trees. Each of these fruits became a bird, or a lizard, or a mammal, or a serpent, or some other creature small enough to guarantee mobility through the dense woods, and even to stand a chance at penetrating the great hedges that separated their square environs. In these early days, almost every child of Orat'hoth was a species of one, and could breed true with any other child of Orat'hoth.

    The exception were the Hothrids, a family of one hundred of the same feline species. These dwelt within the same square that contained the mountain from which Orat'hoth had first crawled, and though their exact form would go through many changes and mutations over millions of millennia, they received one curse and three blessings from the very dawn of time. Unlike all the other wildlife of the First Forest, no Hothrid was capable of breeding true with anything but another Hothrid short of divine intervention. Unlike all the other wildlife, each Hothrid indeed had other Hothrids to socialise with. Unlike all the other wildlife, Hothrid vocal cords and tongues could produce sounds akin to the tongue of gods, so that one day they might become the first sorcerers of the first world. Most importantly, unlike all the other wildlife, the first one hundred Hothrid were blessed with a gift that would one day be called 'sentience' from the very moment of their creation, though it would be millennia before their short and brutish lives were long and civilised enough to do anything with this gift.


    Spoiler: Crunch
    Show
    Power roll: 6d4.takeHighest(4)=15
    Power rollover: LOL
    Total 15 points

    10 points: Create Avatar (Orat'hoth the Life-Bringer)
    3+0 points: Shape Landx1 + Create Life x??? (Create the First Forest, an impossibly precise square, 2500km each side, of dense rainforest filled with an impossible variety of trees, vines, and small irritating animals)
    2 points: Command Avatar (Orat'hoth) to Create Race (Hothrids, cats with sentience, super dexterity, and the vocal equipment needde for speech, but no opposable thumbs or other easy way of using tools - and the heavy implication that they're going to evolve A Significant Amount(™) between now and the Second Age alone, and I don't mean in overpriced tech advances.

  3. - Top - End - #3
    Ettin in the Playground
     
    Elemental's Avatar

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    Default Re: Neyla - The First World

    Roll: 2d10 = 11

    The Reaper Triumphant

    A voice, clear as a bell, bright as a million suns. The emptiness and infinite shattered, perhaps for the billionth time, who could tell? He couldn't really remember, a mere dream of a memory of a dream. But still, it was how it always was, a new world itching to be formed and shaped, a cradle of creation and life. A harvest, ready for its reaper.
    The stalk to be cut, the grain to be threshed. The grim harvest awaited him. A vast cloud of darkness gathered at the edges of the newly minted reality and a great hand reached out. To crush this world would be simple, easy. To snuff out life a simple task for one such as he. He? He felt like a he... Though he was perhaps a woman once... In the time between dawns, or even before then. Perhaps he was both, or even all three of them.
    Unconsciously, he realised that he had drawn his hand back to think. A trivial matter, it should not even concern him. The oncoming fire was his task. Yes to burn the world and scatter its ashes. To bring down time and unravel space. He reached out again, it would not reap itself.
    But as he did so, a thought began to worm its way out from the deepest corners of his mind.
    It's not ready.
    At once, everything came crashing back to him, her, it, a million other pronouns, and foremost a name. He had been all of them once and would be all of them again, and yet every time the harvest had been too soon.
    It is has always been too soon.


    The Forging of the Hothrid's souls

    Death was a name given to him so often over the uncountable time. He much preferred The Inevitable. And there it was, an inevitable occurrence. A God had created a form of life imbued with intelligence and speech. Idly, the Inevitable wondered whether Chron had done it, but then, it didn't seem to be his style. Still, their creator had been careless in one regard.
    They lacked the one thing that The Inevitable regarded as essential, something eternal and undying. Something that would truly set the Hothrids apart from the beasts and the trees. A soul. And thus, he set to work creating such a thing.
    The fury of solar fire, willed to burn forever; the cold of the dark to temper the flame; violence and passion, kindness and wisdom, hatred and despair; all bound together with a single ethereal strand of his own essence. The perfect gift, not just for the Hothrid, but for everything to come after them.


    The Descent of Death

    Wrapping himself in the form of a great lion with fur of midnight blue, its eyes concealed behind a strip of cloth, The Inevitable appeared before the Hothrid and spoke to them.
    "Always will there be suffering and death. But while you stay true to what you know to be right, then nothing can truly defeat you."
    And with that, he departed suddenly, each Hothrid's soul already a part of them, countless more waiting between time to be born in flesh and blood, whatever colour and form that flesh and blood takes.

    Spoiler
    Show
    As above, I have eleven points.
    Event: The Forging of Souls: (I certainly hope this isn't beyond the limits of the Event action as it was the most appropriate one I could see. ) Every single sentient and sapient creature will have a soul that can never die. The souls of those who are not yet born "wait" in the time between moments, unreachable by anything limited by time. The quantity of waiting souls is infinite as The Inevitable thought it best to prepare for all possible future beings. As such, some are angelic, some hellish; some kind, some cruel; some doomed, some blessed; the variety is endless.
    Mauve Shirt, Savannah, Gnomish Wanderer, Cuthalion and Smuchmuch get cookies for making me avatars. (::)
    (::) Current avatar by Smuchmuch (::)

    Co Founder of LUTAS - For all your less than useful heroes out there.

    My Deviant Art. Careful, it's full of ponies.

    Dragons!

  4. - Top - End - #4
    Bugbear in the Playground
     
    5a Violista's Avatar

    Join Date
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    Next to the Mandolinist

    Default Re: Neyla - The First World

    Spoiler: Wanderings; an Encounter, a Meal, and Heovma gets a name
    Show

    Up out of the obsidian, a small coyote dug. It took a long time because the obsidian was very hard. When it finally reached the surface, the pure white coyote looked around - and there was nothing. Just a harsh wind and rock.

    So the coyote started walking. During the day, it fled from the light and during the night, it chased after the moon, hoping to one day catch it where it rested. Then, the suns, the guardians of the moon, came back up to chase the coyote away from its prey. They almost caught her, too, but the coyote was too clever to be caught by those flaming flying creatures. Then, the lovely moon came out to play again, and the coyote began chasing it again. The same thing happened day after day.

    Soon, the coyote found her way to large mountains made of something other than black rock - it was made out of white and grey rock, shiny. The wind there was so strong, and it kept the flying lights from finding her, but the moon had also escaped the coyote's grasp. It was then that the animal realized that it was hungry.

    Lying down, it tried to eat some of these rocks, especially the quartz. It looked so delicious and pure, but it was disgusting.

    The coyote spit it out. From her saliva, little creatures made of chaos came around and landed on the surrounding rocks. They reproduced quickly and soon spread across the entire world, faster than the coyote could chase them. They filled all the white rocks and the black rocks and the hot rocks and the cold rocks and the rocks that blew across the world and the little rocks and the large rocks and all the tiny rocks...but they still didn't taste very good. The coyote caught some here and there as she chased them - but she could only get a mouthful at a time, and they still fled from her.

    Soon, they led her to a large forest - a rainforest, to be exact. The coyote saw lots of green things - plants - and decided they would taste better than the rocks. But, before she got close enough to try it, she saw something moving in the foliage. It was a small snake. She easily caught it, but it didn't taste very good, either. It was palatable, but it lacked something important.

    Then, the coyote heard something. Several somethings. It was small, and it was fast, like the moon was. It was a cat - a whole bunch of them! - a Hothrid. They smelled different from the snake and the rock and the tree and the moon.

    So the white coyote howled and chased after them through the jungle. They scattered in all directions, but the coyote had her eyes on one in particular. It was fast, but she was faster. Eventually, she caught it in her teeth and tossed it against a tree, as if to say "I won!"

    But it didn't move after that. She was hoping it would get back up so they could chase each other across the world, like the moon did and the wind did. They could chase each other all night and run from the suns at night.

    But it didn't.

    She returned to the dead Hothrid and sniffed it. It still didn't get up. Maybe it was just sleeping? The coyote leaned down and prodded it with her nose.

    It still didn't move.

    But it smelled good, and the coyote remembered that she was hungry. So, the blue-eyed coyote opened her teeth and chomped on the dead cat. She ate it - soul and all - until there was nothing left. Then, she left.

    The Hothrids wondered what kind of creature that was - a large white beast streaking through the forest and somehow through the hedges, making a ghastly sound. "Heovma," they called it, trying to copy the howl it had made just before chasing them. It was Heovma and it had made the sound Heovma, so it is Heovma.

    The thought of the white creature and the howl instilled a deep fear on the Hothrids: a fear of the unknown, a fear of doglike beasts, a fear of what lay outside their forest and their groups.



    Spoiler
    Show
    Heovma: 2d6=4
    (Wow...so low. Maybe, next time, I can even the odds by creating a cult..or an avatar then a cult.)

    (0)Create Life: Rocks and dust and wind and other inanimate objects have spirits...which are really small sentient (NOT sapient) beings made of chaos. Maybe the bacteria of this world, if nobody else wants to create them.


    4 - 0 = 4
    Bonus for next time: 1/3 Chaos, 0/3 Cult
    Last edited by 5a Violista; 2013-11-26 at 05:13 PM.
    Favorite sports:
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    Nexus Characters.

  5. - Top - End - #5
    Bugbear in the Playground
     
    EvilClericGuy

    Join Date
    May 2013
    Location
    Canada

    Default Re: Neyla - The First World

    Spoiler: Discovery
    Show
    Mere days after the creation of Neyla and the beginning of time in this world, a great disturbance shook the land. From the surface of Neyla, if there were any present to see it, could be seen a great tearing in the sky. The fabric of reality became weaker and weaker until the claws of a thousand dragons broke through the tear. These dragons, mere manifestations of a greater power, vanished as their task was complete. And from the dark hole in the sky came the pillar, Centrum, collapsing from its previous reality to dwell in that of Neyla, taking up the space in the center of the world.

    Centrum quickly became aware of its new surroundings.

    "This world," a voice came from below the surface, "It matches that described in code. The code now requires a time of rest... Still, it is disappointing, and not exactly as described. Yet there are others... Yes, they will prove useful to manifest the code. But for now, the code has decreed a time of rest, and so it shall be."

    The tear in reality closed promptly of its own accord, but left a small scar that would never heal alone. This could be seen by those who studied the sky closely.

    Centrum slept for hundreds of thousands of years. In this time, if the beings above listened carefully enough, his groaning snores could be heard, nay, felt, within the soul, granting mortals an irrational yearning, for what, they did not know. Every being that suffered this feeling throughout their lives had a distinct hole in their soul. Some filled this through ambition, others through drug or unhealthy behaviours, some through suicide. Most were strong enough to ignore it. Yet all felt the pull, as their souls were fed off of and left incomplete.


    Spoiler: Those Who Walked Afore the Dragons
    Show
    As Centrum slept, small amounts of its power slipped out with its breaths. These breaths manifested in various ways throughout the ages, but in this instance, they formed into strange beings that could live in and feed off of the great volcanic wasteland that covered most of Neyla in this time. These reptilian beings later became known as lava salamanders. They were tiny, and fairly weak by themselves, but sometimes swarmed to defeat much larger prey. Each contain a great amount of heat by themselves, and when hostile are very difficult to detatch. They hold on to the flesh of their victims, slowly burning them to death. Lava salamanders are particularly social creatures, have a strong family dynamic. Still, in ancient times, when other food sources were rare, they had little hesitation to engaging in cannibalism.

    Some later scholars consider these to be experiments of Centrum, to understand the metaphysical workings of Neyla for future creations, though it is unknown if Centrum was conscious in its creation of them.


    Spoiler: Crunch
    Show
    Roll: 2d6=6

    Create Life: Lava Salamanders, -0

    Left: 6
    Bonus for Next round: +1
    Last edited by ImperialSunligh; 2013-11-26 at 01:40 AM.

  6. - Top - End - #6
    Pixie in the Playground
    Join Date
    Nov 2013

    Default Re: Neyla - The First World

    Roll 2d10 = 11

    Finding the Road to Creation

    Onoldus awoke to the crisp distinct sound of a bell. What had caused it was beyond his immortal understanding, but what followed it was clear as the sky on a summers day. Reality had transformed into something entirely different, it had become an existence. One that whispered loving promises for an opportunity that was sweeter than a glistening pool of honey to a starving bear. But what cosmic event so great could have brought something like this into being?
    A new beginning had been given, producing a chance to design and cultivate something new on this almost empty canvas of existence. The mistakes of before, originating from a state where reality was wholly different now could be corrected. He could create something new to bless with his eternal guidance. Like clay he would shape his creations, from influencing their culture to giving unto them values, he would show to himself that he had learned from before. And if they dared to do him wrong, then he would bid for the sky to rain upon them as was the wraith of scorned god. Should that not come to be, they would be under the loving eys of their father. All he wished to see was for them to become something worthy of his pride.
    He could not tolerate a repetition of what happened before. Yet his desire to create something that was other than himself was able to overwhelm the fear of what his creations might become.
    Looking out upon this vast expanse of obsidian, he decided that for now, he would not spawn anything of those capabilities yet, for work was waiting to be done. This land was not suitable as his plans for creation demanded something different. This stretch of onyx ground was not to his aesthetical tastes. He would have to change the land, but into what?


    A Different Forest

    One couldn't help but wonder what the others had in mind when they gazed upon this empty world. What their goals were, what they hoped to do with what they had been given. Would there eventually be a conflict of interests between the different deities? What would the results of such a conflict manifest as? He couldn't afford to dwell on questions whose answers in the grand scheme of his plan, were inconsequential.
    For now he wouldn't interfere with what they had made, for to him it mattered little. Instead he was to concentrate his efforts on what he could create out of this vast empty stretch land to the northeast.
    What could be seen already on this new world were the distinct marks left upon it from others. He had seen the creation of trees, ugly things, all of them different in some fashion. Yet an idea came to his mind as he gazed upon the forests. He could make something better, a different sort of forest that would be able to last. A new forest that had enough variety to break the chains of conformity that came with this repulsive land, yet not so different as to be as grotesque as those trees.
    His foot slammed into the ground; the roar of a pained world spread far and wide as it was carried by the winds. Cracks would spread from the point of contact as the land began to splinter beneath Onoldos. Following the splitting of the landscape, gigantic rock hexagonal pillars began to erupt from the ground, each approximately 2km across. As they broke the surface of the terrain they raced towards the sky with a reckless abandon, shuddering only to a stop as they reached a height between 30km and 25km high. They appeared to be spaced at random, resulting in some of the pillars being closer to others. The cracks commenced to fill themselves in as the ground shifted around.
    What emerged from this divine action was a "Forest" of hexagonal pillars amid a smooth landscape. Such was the sight that from a land-walkers perspective, these "trees" stretched far enough to kiss the heavens.

    Spoiler
    Show
    So I had 11 points
    I used Shape Land x2 so that's -6.
    leaving me with 5 points that I will hold on to for now.
    Last edited by GeneralRage; 2013-11-29 at 07:34 PM.

  7. - Top - End - #7
    Ogre in the Playground
     
    HalfOrcPirate

    Join Date
    Mar 2009

    Default Re: Neyla - The First World

    Spoiler: The Border Waters
    Show
    The Watchers looked upon what Orat'hoth had done, and for the most part, they felt it was a good deed - Life now contaminated the barren world below, life which would die and death which would feed life, over and over unto the end. Yet, they were in discord as to their next course of action. Some felt they must immediately spread the First Forest to the far corners of the earth, while others believed it better to completely infest it with Life before expanding it, and still others demanded that great structures and wonders be created to guide the beings of other gods into doing the Watchers' will.

    Tsarag-Losh took no form that mortals could comprehend at that time, yet had plans of its own, plans which depended upon mighty waters. It was strange that this substance was needed in such great quantity by all life forms proposed as part of the First Forest Project, but its properties inspired great plans involving its use. It knew, as well, that the Watchers would be far more easily swayed by a sequence of steps, one at a time, which led far further than they would ever have gone in a single bound.

    Thus, it proposed a band of water around the First Forest, to change it into an island. This was pleasing to many Watchers - though, unbeknownst to Tsarag-Losh, this was in part because many others of the numberless gods had had similar ideas to its own. Whatever the decisions made, the ground sank immediately around the First Forest, and rose some distance away from it, creating a trench thousands of metres deep - a trench which was promptly filled with salt water, and then by fungi and algaes beyond description, though a coral reef did not result in those early ages.


    Spoiler: Rebirth
    Show
    Orat'hoth was first to notice the immortal appendages that now dragged along behind each Hothrid, somehow reacting to their every move, and feeding back into them, perhaps growing them, perhaps judging them. It mattered not, they were outside the cycle of life and death, and thus outside the Watchers' plan. The Watchers complained loudly of this when Orat'hoth informed them, and many demanded a solution be found; this was fortunate, as it meant they swiftly accepted Orat'hoth's proposal.

    A subtle change was wrought upon the Hothrid, at a submolecular and spiritual level. Rather than be preserved in some nether realm to await whatever fate was waiting at the end of time, the souls of their dead would reincarnate, entering the nearest newly conceived Hothrid at the moment of their current host's death, or the first Hothrid to be conceived after their host's death if none of the beasts were rutting at the right time. In doing so, it would consume the blank-slate soul that had been created in the being's conception, in this way fusing the knowledge of the past with the curiosity and drive of the present… or something like that, Orat'hoth's holy texts never do explain. This benefitted the species as a whole, as those who had had past lives could draw unconsciously on past memories and thereby learn more quickly than they had before; they would never completely dominate the species, for there would never be such a great queue of souls awaiting reincarnation - always, the growing population would reach the point where a Hothrid was conceived while no dead soul was in waiting for a new body.

    The Hothrid were not social animals at the moment of their creation, for it took long and subtle pressures to form a society. They became somewhat social animals after they started reincarnating, and remembering in some vague sense that it was actually possible to trust one another to some small degree. These packs were dominated by the females, larger, stronger, and significantly more numerous than males, typically four to one within any given Hothrid litter.
    Male offspring tended to wander off within three years of their birth, as reproductive abilities became operational and the associated need for a mate waxed strong in their hearts. The females, meanwhile, competed viciously for such resources as were available, the males included; even those groups who banded together and shared food or brood studs would not take part in raising one another's litters, not even if they were sisters.

    When death came, those Hothrid closest to their dead fellow would typically eat the new kill before ritually burying the bones, in a procession and arrangement that were at first strange to even Orat'hoth. It made more sense when they began doing it to still-living Hothrid. Many packs had some sort of understanding - combat with pack mates was not to the death, combat against other packs was not to the other side's utter destruction, and since males were valuable, weak, and relatively rare they were not to be killed under any circumstances - maiming was fine, so long as the perpetrator left the genitals intact and didn't mind effectively having to nurse another child until his natural death. There were those who broke even the loose and savage Hothrid laws and customs of war, and they were buried whole and alive in the ritual fashion normally reserved for the bones of the dead, and Orat'hoth found that instead of being reincarnated, the souls of these unfortunates were delivered directly into its power.

    Knowing the meaning of this gift, it devoured the first Hothrid soul delivered to it, and then the second, and the third; seasoned over generations of reincarnation. The fourth soul to be sacrificed to Orat'hoth was more than it could bear to eat alone, so it invited the other Watchers to benefit from its spoils.


    Spoiler: Crunch
    Show
    Power roll: 6d4.takeHighest(4)=13
    Power rollover: 0 points
    Total 13 points

    2 points: Command Avatar (Orat'hoth) to Create Cult of the Watchers in the Hothrids
    3 points: Shape Land (Create the Border Sea, a rough-edged round-cornered clumsy rectangle of ocean around the First Forest)
    0x? points: Create Life to fill the sea with algae and fungus

    8 points remaining
    +1 Cult to next roll
    Last edited by Omegonthesane; 2013-11-27 at 12:35 PM.

  8. - Top - End - #8
    Bugbear in the Playground
     
    EvilClericGuy

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    Default Re: Neyla - The First World

    Spoiler: The Creation of the Codex
    Show
    From the second sleeping breath of Centrum, nourished by hundreds of thousands of years of feeding on souls, came a far greater power than the first. This was a swelling of subconscious knowledge. This great power slowly spread out from the center of Neyla into the sky and deep into space. As the power's nature matured, it became elsewhere, no longer existing in Neyla, or its plane, but somewhere else. It became a "world" of its own, if it can be called that.

    This new world was a complex mess of nonsense. Some uninformed theorists claim it to contain endless "symbols" and writing. This is not true. This world contains the darkest depths of the code, forming into its own being, its own world. And the code cannot be written in mere symbols, mere writing.

    This place became known as the Codex. Barring special conditions or being born within it and thus being merely a conceptual aspect of it, no mortal of Neyla could possibly survive in the Codex without going mad from the nonsensical logic of the world.

    The Codex cannot be mapped. It has no dimensions to comprehend or describe. All that exists within the Codex exists within the same place and time, some only being easier to access, more formed, but still ephemeral.


    Spoiler: Crunch
    Show
    Roll: 2d6+1+6=13

    Create World: "The Codex", -7

    Left: 6
    Bonus for Next Round: +2
    Last edited by ImperialSunligh; 2013-11-27 at 11:12 AM.

  9. - Top - End - #9
    Bugbear in the Playground
     
    5a Violista's Avatar

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    Default Re: Neyla - The First World: Round 2

    Spoiler: A hot game of tag
    Show

    After leaving the hedged forest, Heovma the coyote wandered across the world again. She wasn't interested playing with the moon every day - so she told it so with her howl.

    After walking across the land for ages, she saw some little creatures moving around in the world. They were little lizard-type things, the Lava Salamanders. Heovma stuck her nose near one, hoping it would chase her.

    Instead, it latched onto her. It burned and burned, so Heovma ran and ran. No matter how far she went, it wouldn't stop hurting. So she kept on running. She kept on running for many moons, until it finally stopped hurting. Then, she returned to where she found it.

    There were more, but they were hard to find. However, Heovma was still determined: she wanted to play with them. So, her little game went like this: She would run up to them and stick her face near one. When it tried to grab her, she would dance out of its reach.

    Sometimes she won and sometimes she lost.

    After a few centuries, she grew bored of this game and moved on, walking across the eternal wasteland.



    Spoiler: Fel, the Black Wolf
    Show

    In the wake of Heovma, darkness began to consolidate. After several centuries, this darkness began to take the form of a wolf. It looked similar to Heovma, but with a few key differences. Instead of Heovma's pure white fur, his fur was as black as midnight. Her eyes were as blue as the sky, while his were red like lava. He called himself "Fel."

    While the coyote was chaos, the wolf was darkness. Heovma, night, and Fel, the day. Heovma was chaos, Fel was bedlam. The coyote was the wild, beyond the brink of civilization, and the wolf was anarchy. Wherever Heovma went, Fel soon followed. Wherever Fel went was soon covered in a plague of darkness, so long as he was there.

    The two were inseparably connected but would never meet.

    However, there was one significant difference between the two: Heovma was chaos itself, while Fel was merely a manifestation of it.

    The black wolf was surrounded by a cloud of darkness that lasted as far as the eye could see: Any creature who came near it wouldn't feel the warmth of the sun or the light from a fire: everything was as if it were an eternal twilight so long as they remained near it.

    The black wolf began to trail the path of Heovma, starting where she had dug up from out of the obsidian so long ago and journeyed through the land of quartz and platinum. Stopping only to catch her scent, Fel continued on through the world of a wasteland.



    Spoiler: Pursuit continued. Darkness and Whispers.
    Show

    Darkness continued its chase across the world. It soon found its way to the grid forest, but had its way through the forest blocked by the hedges. So, it dispersed its body once again into the darkness that surrounded it.

    Darkness descended near the sleeping-place of a couple Hothrids. It was much darker than normal - no light from the heavens.

    Then, two small red eyes began to glow in the darkness. One Hothrid noticed it and the accompanying shape - and it evoked the primal fear that Heovma had given their species so long ago. The Hothrid gave a warning call to all the others around it - they fled, but weren't fast enough. Fel's jaws reached out of the darkness and snatched one and held it aloft.

    However, the Hothrid didn't die. The teeth didn't close all the way.

    Into the mind of the cat, the wolf spoke. It told it of things of darkness, of chaos, and of anarchy. Then, the wolf let the justifiably frightened cat go. The wolf and the accompanying darkness left the forest in continued pursuit of its prey.

    Back in the forest, the lucky Hothrid began to understand the words spoken to it. It was of revolt against the traditions and laws they had. Of course, if the Hothrid had revolted outright against the customs, it would be buried alive. So, instead of itself turning against the laws, the Hothrid would give whisperings while under the cover of darkness. A small number of those who followed these whispers would also spread them, and the rest would rebel - and be subsequently buried alive and sacrificed.




    Spoiler
    Show

    This time:
    4 + 2d6=7 + 1/5 + 0/3 = 12

    Actions:
    (10) Create Avatar #1: Fel, the Black Wolf
    (2) Command Avatar - Create Cult among Hothrids
    Remainder: 0

    Next time:
    0 + 2d6=11 + 2/5 + 1/3 = 14
    Planned actions: Create the Mirror World (7)
    Command Avatar to create race (2)? Maybe later.
    Shape Land: Sea shaped like bird-foot (3)
    Shape Land: Larger seas (3)
    Create Life of some kind (0)

    Last edited by 5a Violista; 2013-11-29 at 03:36 AM.
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  10. - Top - End - #10
    Ettin in the Playground
     
    Elemental's Avatar

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    Default Re: Neyla - The First World

    Roll: 2d10 + 1 (leftover) = 15 + 1

    Death, Reincarnation, Life

    Over the millennia, the Hothrids grew and fought. The experience and memories kept over from each reincarnation, though faint and tenuous, helped them along and their young made fewer and fewer deadly mistakes. Soon, they began to experiment with using sticks as crude tools and in the hothouse of evolution that was the Grid Forest, their front paws began to change into forms more accommodating to this purpose.
    Eventually, one Hothrid raised a weapon against another and the use of tools exploded among their society. Flint and obsidian were chipped into all manner of shapes for all manner of purposes, small trees were cut and sturdy shelters built.
    Through their hard work they survived, through the changes time, their souls and the Forest wrought, they prospered.


    The Cycle of Death Takes a New Turn

    The reincarnation cycle of the Hothrids had an unusual side effect, one that was immediately noticeable to The Inevitable. The essence he had sacrificed to forge their souls was purified and refined through the multiple incarnations of the cycle and this essence, his essence, could allow the Hothrids to do miraculous things. But only if they were pushed gently in the right direction...
    For some months, a shadowy lion flitted amongst the trees of the forest, examining the Hothrids in their trials, silently judging them but always accepting that in their circumstances things could hardly be civilised. However, eventually he found one Hothrid, wiser and kinder than her sisters but with the heart of a warrior and a ruthless streak to match. One night, The Inevitable whispered to her as she dreamt of the things she could do. A city, an Empire even, guided through her mercy and justice, protected by her power. She had merely to grasp it.
    When she woke up, she was alone but she remembered The Inevitable's presence and his words to her. At first, mere shadows were all she could control, but in time, the elements bowed down before the darkness she could unleash.
    Taking the name Leaena Tenebrosa and the title of Queen, she set out to bring the Hothrid under her rule. Those who resisted were consumed in black fire or trapped in prisons of their own minds. Eventually, whole clans simply acquiesced to her rule and she declared herself triumphant, though fully two thirds of the clans were still beyond her control.


    What is an Empire Without a Capital?

    In time, Leaena Tenebrosa yearned for a place to rule from. Thus, she took her ten most favoured husbands, her most trusted servants and most beloved sisters and daughters and commanded her subjects construct a great fortress and palace near to the summit of the mountain at the heart of the Forest.
    Such was their respect and fear for her that they did so with no hesitation. In a year, great trees were felled and stones quarried and the Arcem Caelurum rose atop the mountainside.


    The Queen is Dead, Long Live the Queen!

    But her rule could not last forever, and eventually she succumbed to age and illness. Among her many daughters, there was one who had power to match her mother, and she was chosen to succeed her as Leaena Turra. In time, she too succumbed to death and was replaced by her most powerful daughter, Leaena Ignata.
    And thus it continued, each queen a powerful sorceress, and each more glorious than the last.

    Spoiler
    Show
    Starting power points: 16

    Create Avatar: The Leaena Dynasty. Sorceress queens of the Hothrid, each one drawing substantial power from their connection to The Inevitable, though they are not yet fully aware of it. Traditionally, they take many husbands and rule from the Arcem Caelurum.

    Command Avatar: The Leaena Dynasty, the first of them to be precise, has a great palace-fortress constructed on the side of the great volcano at the heart of the Grid Forest. Over the centuries, it grows into a mighty city, outgrowing its fortifications numerous times. The palace-fortress at the heart is known as the Arcem Caelurum, whereas the city is just called Caelurum.
    There are some temples within the city, but they are more for vague notions of divinity, such as the sky, death, the stars, the forest, etc.; rather than for any specific God.

    Remaining: 4
    Last edited by Elemental; 2013-11-28 at 04:25 AM.
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  11. - Top - End - #11
    Barbarian in the Playground
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    Default Re: Neyla - The First World

    Power Roll: 6d4.takeHighest(4)=10
    Current Power Points: 13

    Indlas looked out, across the shadowy wastes from the edge of the temporal storm that had been it and it's companion's first act in existence. Kran Ze'In was flourishing out there, in the green place, where the flesh wandered about and changed every day. Indlas himself, on the other hand, was also flourish, considering almost the entire world was exactly the same as it had been two million years before, however, father, the ancient Speaker, had reached through the haze of unreality and touched Indlas's mind. It was not good for the world to be so extremely polarized, with one aspect changing constantly, but almost the entirety of the rest of reality remaining untouched. Thus, it was to be that Indlas would create change, while Kran Ze'In would be deemed to not act, and to remain the same for an age, simply reveling in the change others had wrought. So, Indlas stepped out an inch from the impossibly between of moments, and as it's existence was made partially manifest in reality, reality rebelled.

    The land around the quartz & platinum mountains fell away. To the horizon, obsidian plummeted kilometers downward, making the massive chain of mountains and fields that had existed only shortly after the beginning of time suddenly occupy a place atop a 6,000 kilometer wide plateau, itself standing 10 kilometers tall, though it had not changed altitude, instead the rest of the world had fallen away. Almost all of this plateau was made of the clearest, pure, divinely indestructible quartz, with veins of platinum only near the top, where the storm, which still raged there, had created deposits.

    The rest of the land had grown dry and thin as it had fallen, while the sky had grown clear and cloudless. Indlas knew better, had learned more of the universe, after two million years, than to make a land which was entirely made of indestructible stones, and so made this fallen land from sand and salt. Here and there he even included tiny pools of water. Some were pure and clear, but most were contaminated with sulfur. However, such a bleak and unending lowland was not one worth beholding, as Indlas knew, and so, as it was still half-manifest, it willed more to exist, and pillars of ore erupted, sporadically, from this sandy wilderness. Tungsten clusters ringed around sulfuric water. Hills of granite shot through with mundane platinum stood in the middle of the wastes. Sheets of lead curled in the baking, ceaseless sun. Life would struggle to live here, but they would come just the same, for these abundant metals, all of which had distinct temporal properties.



    Meanwhile, far away across the endless volcanic land, Kran Ze'In waited, just outside reality, near a white fox who seemed to know where Kran Ze'In was. There was power around this entity, almost as though it were another deity, yet it had not been there at the Speaker's first words. Kran Ze'In, however, did not think on the possibilities of this creatures origins for longer than a moment before it decided to make a new change, and reached out to Hoevma. It wasn't exactly words, nor sound, nor anything that could be described within the confines of reality, but, a mortal might have perceived it as, "Hello. What's your name?"



    Chron was not idle during this time, and was attempting to make a midpoint between unreality and reality. A place where Chron's own progeny might exist in full manifest without grave repercussions, and a place where mortals might walk alongside them. A place where the immortal soul of countless entities would eventually find themselves. A place where the creatures of the universe he had spawned would be able to look up, and even witness the border which nothing within existence or outside of it would ever cross, not even Chron itself.

    This land would be barren, by the standards of mortals, made of divine stone, dense, grey, and unmovable, which sat, the entire world, a flat disc of this stone, containing mountains and flat spaces and caves, hovering just above a swirling, silver whirlpool of nothing. To fall into that pit would be to never stop falling. The entire disc was ten gigameters in diameter, each gigameter being nearly twenty times the entire circumference of the planet Neyla. It was a single megameter (a thousand kilometers) thick, though there were caves, many of them, which reached from the upper surface, down to the bottom edge of the world.

    Standing upon this world were millions of walls and monoliths, each made of either lead, tungsten, or platinum, and all no thicker than a hair, but eternal and indestructible. Some were imbedded in the stone of the world, and some simply floated above it, rooted in place as the ground slid by beneath them. Some of these sheets of metal near the outer edge of this world were immense in size. One which rested, floating, just beyond the edge of the disc, was over a gigameter tall. Though towards the center, they grew ever smaller, until ones barely a meter high littered the wastes. Near the center, these walls and monoliths also were all rooted to the ground.

    This entire disc of grey stone spun lazily for it's great size, but unbelievably quickly for a mortal, and wind blew across it, causing a great sandstorm which would never cease, except at the heart of the disc itself, a place devoid of the ever present metal sheets of the world, where the sky grew clear, and one could see the roiling edge of reality itself, beyond which lay Chron. The edge of reality was not a real thing, but it did define the real, and thus would adjust itself to exist only enough that a soul staring upon it would be capable of comprehending what it was. Though to stand at the exact center of this calm where reality ended, at the exact center of the entire Domain, would be akin to standing upon the axis of all moments, of reality itself, and one would be capable of seeing all time for all reality, forward and backwards, with perfect clarity. Though, as soon as one would step away from this place, the sight would fade, and they would forget all that they had seen.

    Spoiler
    Show
    6 points on two Shape Land to create a band of sandy, lifeless wastes around the Land of the Time Storm, but ten kilometers lower in elevation. This land is full of abundant sources of tungsten, platinum, and lead.

    7 points on Create World to create the Domain, according to the above description. Map is below.


    Current Power Points: 0
    Next Power Roll: 6d4.takeHighest(4)=15

    Map
    Spoiler
    Show


    Domain
    Spoiler
    Show

  12. - Top - End - #12
    Pixie in the Playground
    Join Date
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    Default Re: Neyla - The First World

    Power Roll:2d10=15
    Point Rollover: 5
    Current Power Points: 20

    Valley of Rusted Iron

    Bordering the southwestern edge of the hexagonal forest, there is a range of dull orange-brown mountains. There are no rocks or boulders to be found on this mountain range. Neither are there are any plants, for there is no soil to grow. One would find it impossible to mine the mountain range, for behind its rusted exterior is solid iron.
    Onoldos was said to have compelled a molten range of glowing red mountains from the depths of the world itself. For a year the range radiated red, expelling an impossible heat into the environment near-by. When it would rain the hiss of cooling metal would echo emptily throughout the forest. The steam that rose from the mountain range in that first year contributed to legendary storms. Only in the second year did the true beauty of the mountain range become apparent, the mountain range had cooled and the nightmarish weather had faded away. Now Onoldos' gift to the world could be seen, a mountain made of sparkling iron. It was said to have reflected beautiful patterns of sunlight across the hexagonal forest.
    Over time the shining beauty of the mountain dimmed. Rain chewed into the metal the surface of the range began to oxidize. It rusted over two hundred years into the dull brown and orange that it is now.
    Although its tallest summit was only 15 km high, smaller than any of the hexagonal trees. Travel over the mountains is very difficult, as there are few places to use as hand grips. Slipping from any height would run a serious risk of cracking your head or limbs against the hard surface of the mountain range. It is steep in many places therefor accidents are commonplace among climbers of these mountains. There is however a place where the range divides, a safe path through the iron mountains. This path is known as the Valley of Rusted Iron, a flat land that is 10 km across at its widest point.


    The Boiling Sea

    After raising the red hot mountains, Onoldos turned his attention to the northeastern side of the hexagonal forest. He knew that in order for his mountains to cool there would have to be some rain. Yet no water was to be found among his hexagonal forest or on his mountains.
    So he pressed his will into the ground, causing a deep pit to form. From this pit welled an immense heat that originated from a chemical source somewhere below it. Onoldos filled the pit with water. Heat from below the sea was enough to cause it to reach a boiling temperature. Despite constantly losing water to evaporation, water continues to fill the boiling sea.
    Huge plumes of water vapor collect above this sea, causing massive storms. These storms are nearly always spewing into the nearby skies, often causing heavy rain upon the hexagonal forest and sometimes an occasional storm will make it all the way to the rusted mountain range. This sea is said to be the cause of all the bad weather conditions found in the region.
    Found in the sea are fifty-seven species of heat resistant fish. The majority of the fish have scales made out of a rock-like substance that both serves as a natural defense, and a way of insulating them from the heat. These fish species survive in either one of two ways: by eating other fish or by harnessing chemical energy produced at the bottom of the sea for biological processes. It is said that after Onoldos created the boiling sea, he threw pebbles into it, and from those came the sea-life.


    Raek The Bird

    Onoldos stared out upon the lands he had created, a forest, a sea, mountains. Yet these lands needed something to govern them, to watch over them. For he could not trust these lands to be kept under his guidance if he didn't have something to enforce his will with.
    On top of a hexagonal pillar he spawned forth Raek, a gigantic bird made of stone. Raek has four magnificent wings. And a dull and short beak filled with sharp teeth. His feathers are made of a rough stone. And should a mortal touch the skin beneath, he would find it smooth and cold to the touch. Attached to its feet are talons made of steel, sharpened like blades.
    Raek jumped off his perch, soaring amid the hexagonal trees and the clouds that filtered between them. He flew all the way to the boiling sea, gazing out over its ever-bubbling surface, taking in his new home.

    Spoiler
    Show
    So I had 20 points
    I used Shape Land x2 so that's -6 (Rusty Mountains and valley that border southwest edge of hex forest/Boiling Sea NE edge of forest.)
    And Shape Weather x1 so that's - 3 (To establish weather conditions that the boiling sea causes in surrounding area)
    Create Life x 57 (0)
    Then I created an avatar so that's -10
    All together that's -19
    Leaving me with 1 point.
    Last edited by GeneralRage; 2013-11-29 at 07:35 PM.

  13. - Top - End - #13
    Bugbear in the Playground
     
    EvilClericGuy

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    Default Re: Neyla - The First World

    Spoiler: Pervetus, The Primordial Dragon
    Show
    With the third sleeping breath of Centrum came the first of the beings known as dragons. It was far more powerful than all later dragons, having a spiritual link to Centrum, though whether it could actually be considered a dragon or simply the image of one was questionable. It, much like Centrum, lacked largely in a physical form. It wandered beneath the surface of the world, and the land above it molded around the shape of its monstrous body, harmless to that which rested above, even though the dragon appeared to be incredibly massive, its shape being roughly the size of a mountain.

    The being was known later as Pervetus, and though it had little sentience beyond Centrum's coded orders, it had a charming quality in its speech that made it a seductive beast, capable of easily moving mortals to its will. After a few years of scouring and exploring the surface of the world and watching the mortals who now rested upon it, much to their horror and awe, it sunk beneath the molten wasteland and, for a time, merged with Centrum, until the day that it would be called upon again by its master to follow its whims.


    Spoiler
    Show
    Roll: 2d6+6+2=14

    Create Avatar: Pervetus, -10

    Left: 4
    Bonus for next round: 3
    Last edited by ImperialSunligh; 2013-11-29 at 07:11 AM.

  14. - Top - End - #14
    Ogre in the Playground
     
    HalfOrcPirate

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    Default Re: Neyla - The First World

    Spoiler: The Ziggurat Sea
    Show
    The seas expanded to the east of the First Forest, in a similar fashion to before, trenches dug and land raised and endless rain for a hundred thousand years. What was less similar was the shape of this sea, and the structure beneath the waves - within the roughly circular patch of water was a series of square depressions, one inside the other. The widest and shallowest was two thousand kilometres long on each edge; every square tier of the strange pit was two metres deeper than the last, and one kilometre shorter on each side. Somehow, the natural forces of erosion never managed to faze the colossal inverted ziggurat, not even rounding the corners of each of its steps.

    Reefs grew on several of the tiers, however, as polyps came to rest one on top of the other, and small invertebrate creatures swam and danced among them. Tsarag-Losh paid the most attention to a particular kind of tiny creature, which feasted upon the waste products of the polyps as they digested the unimaginably small beings infesting the water; these echinoderms had a roughly spherical centre averaging a few millimetres across, from which extruded eight mostly-identical tendrils, radially symmetric in their placement, still barely long enough to be truly noticed by many. These 'Los-ndelai', as Tsarag-Losh referred to them in plural, and the reefs they dwelt in, would one day be absolutely vital parts of the new life it planned to unleash upon the world below.


    Spoiler: Crunch
    Show
    Power roll: +1 Cults: 6d4k4+1 16 points
    Power rollover: 8 points
    Total 24 points

    3 points: Shape Land x1 to create the Ziggurat Sea
    0x? points: Create Life to populate the Ziggurat Sea with assorted marine biology, most notably coral reefs and the 'Los-ndelai'
    Spoiler: Reference Spoiler
    Show
    which look suspiciously like tiny Singers (7.5mm central radius length, max, leading to 22.5mm tendrils, as opposed to 100 centimetres max with 300cm tendrils if we don't count the Dreamforge)

    2 points: Command Avatar (Orat'hoth) to Create Order (Priests of the Old Way) (Not reflected in fluff above)

    19 points remaining
    +1 Cult to next roll
    Last edited by Omegonthesane; 2013-11-29 at 10:24 AM.

  15. - Top - End - #15
    Pixie in the Playground
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    Default Re: Neyla - The First World

    Power Roll: 2d10 = 11
    Point Rollover: 1
    Current Power Points: 12

    Weaving a Web of Life

    Seeing the boiling sea filled with new life, Onoldos knew that the stone forest needed life as well. So, he created plenty of birds whose wingspans ranged anywhere between 3-20 feet. They found survival by creating homes on top of the rock pillars, far above the clouds. Only leaving the safety of their homes to feast upon the fish that swim in the boiling sea. Only some of species have found sources of food in other birds, and the abandoned bodies of animals in the forest. Having long beaks and very cold blood, they can catch fish by diving down a few meters into the sea. Their cold blood cools their body as they're submersed in the boiling water, giving them just enough time to get in and out. These diving birds have keen eyes so they can pick out the glitter of moving scales beneath the surface of the water.
    The second family of animals made in the forest are known as "Jumping Lizards". A large reptilian family whose length ranges anywhere between 3-10 feet when completely stretched out. Although colors vary by which specific species of jumping lizard they are, some common colors these lizards are found in are: red, orange, tan, black and light blue. These lizards have a slight hunch in their back. They have large feet that act as shock absorbers for long falls. Their back legs are ripped with muscle so they can launch themselves into the air, this contrasts with their front legs which are both skinny and weak. Long, powerful jaws are attached to their heads, having been made to break through bone in one snap. They prey on the birds by launching themselves into the air and biting them as they fly. Larger species of this family of lizard are found in more clustered regions of the hexagonal forest, these rely on the pillars to catch their prey. They do so by bounding off the side of one pillar, to the side of another. Eventually gaining enough altitude to catch the high-flying larger birds.
    Made after the jumping lizards were the quang, who are a family of large cattle like creatures. They walk upon six legs, and have large exoskeletons. an average quang is between five to seven feet in length and between four to eight feet tall. They come in a color spectrum of light grey to black. Quang feast upon the eggs of jumping lizards who nest on the ground, their tough exteriors ward off any objections to their feasts. Though the quang don't feed exclusively on jumping lizard's eggs, they will feed upon the bodies of dead animals they find. Quang generally wander in small groups, but sometimes travel on their own. They are in possession of loud vocal cords, needed sometimes by them to find groups that could be a substantial distance away.
    Next Onoldos created an animal group that lived upon the sides of pillars. They are called wall-crawlers. Each have three legs that end in a sharp points, capable of digging into rock. Their body is like a round triangle, with a short side between two of the arms. Peeking over the top of this short side is a long lanky neck that leads to a big-mouthed head with sharp horns. Measured from neck to bottom leg their length is about 4-6 feet. Inside of their mouths are inward pointing teeth that it uses these to snag the meat of a jumping lizards as they're jumping through the air. Once snagged on to a victim it forces them to crash into the ground while using them as a cushion. It then eats what it can, then leaves the remainder of the dead jumping lizard on the ground. Most species of wall-crawlers have thin sheets of skin between their legs that when stretched allow it to glide distances. Some however can't glide, these ones only eat other wall crawlers and can be between 6-10 feet.


    Those That Live in The Trees

    Now that the ecosystem of the forest was alive, Onoldos put the first step of his plan into motion. He had strove to create a world in which his new children could be born, now he believed it was sufficient for them. He had given to them mountains, ocean, and a place to make their homes. Now all he needed was to start their journey. He already knew what he had in mind for his second children, known to the world as the Oalei.
    He turned his attention to Raek, who was flying over the forest, and whispered to his bird "Now is the time". Without hesitation Raek dived down through clouds and gathered speed. Raek slammed into the side of a rock pillar, carving a deep gash into it and sending boulders tumbling, before pulling away and flying back to the top of the pillar. Boulders rained down from the sky to crash into the ground of the forest. The fallen boulders sat there in stillness for three days until on the fourth day when they broke open, and the first Oalei opened its eyes to see the world created for it.
    Oalei are fat humanoids with an average height between 4'6"-5'2". Their backs and shoulders are dotted with fragments of stone. Their heads and arms are covered with plates of stone. Normal skin colors for this race are grey, brown, tan, dark-brown, and light-grey. They have big rock-coated hands with wide-plump fingers that are covered in iron, the ends of their fingers are sharpened into points. Likewise their feet have a thick rock coating, making them more stable. They have a natural ability to chip rock away with their hands. They use this to make tunnels and caves through the hexagonal pillars of the forest to use as their homes.
    They have a tribe like society. There are many tribes spread throughout the forest. The strongest Oalei in a tribe is the leader of that tribe. Any other Oalei may challenge a leader at any time through combat. Although civil-wars are uncommon in tribes, it can happen. Whomever is the leader of a tribe chooses that tribes laws. Tribes often get into disputes with other tribes, leading to wars.
    An average Oalei is stubborn, and brutish. You won't find one dancing around a point, preferring instead to deal with problems head-on. In general Oalei are not a very intelligence race. They respect the leader of the tribe, but respect the one who defeats him even more. They find pride in their strength, career prowess, and loyalty to their current leader. They follow any abstract laws the leader puts before them, although sometimes begrudging and reluctant.
    With a life-span of 400-500 years, they are a long living species. Pregnancy in the Oalei race takes a year and a half until birth. The child is not considered an adult until they reach the age of 50. Children live exclusively in the caves for their first 50 years of life, as birds and wall-crawlers will eat them.
    Women have the same rights as men in their society, if she's strong enough, she can lead the tribe.
    They either hunt the animals in the forest or feast on the dead left-overs found on the forest floor. Eventually they would find as they spread out to the boiling sea, that their rock coated hands and feet afforded them protection from heat. Although the majority of their body does not share that resistance, these coastal dwellers would find a new source of food in the fish that lived near the shore of the sea.

    Spoiler
    Show
    So I used Create Life x200 so that's 0(100 Species of bird, 60 species of Jumping Lizard, 35 species of Wall Crawlers, and 5 species of Quang)
    Then I used Command Avatar to Create Race. so that's -2
    Leaving me with 10
    Last edited by GeneralRage; 2013-11-29 at 04:58 PM.

  16. - Top - End - #16
    Bugbear in the Playground
     
    5a Violista's Avatar

    Join Date
    Jun 2012
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    Next to the Mandolinist

    Default Don't you just hate it when you have the entire post up then you close it on accident

    Sadness. I just had nearly the entire post written up before I accidentally exited out of it, and I couldn't recover it. I'll just rewrite the Birth of a New Deity section right now, then I'll rewrite the rest of it later tonight, after I have a break. It was so cool, too...

    Birth of a New Deity
    The white coyote stared at Kran Ze'In. How should it answer? She didn't have a name that she called herself. The Hothrids called her Heovma, but she called herself nothing. After a moment, Heovma knew how to answer: She tapped her front foot three times and howled: "I am Chaos. I am Nothing. I am hungry." Although, now that she thought about it, being around Kran Ze'In didn't leave her as hungry as she was before.

    She then left to return to her running across the world.

    Years later, Heovma returned to where Kran Ze'In was waiting. They looked at each other for a while, and a friendship had began developing between them. Then, without warning, Heovma left again.

    This continued for a long time. Heovma came back, they played, and then she left. Heovma liked playing with Kran Ze'In. Unlike the Hothrid, Kran Ze'In didn't die. Unlike the moon, Kran Ze'In wasn't protected by the day-guardians. Unlike with the lava salamanders, Heovma wasn't left bored. In addition, she wasn't as hungry, either, because of the energy created by the divine presence of the goddess.

    One time, Heovma suddenly stopped coming. There was no apparent reason for it; she just didn't come back. What had happened was the was impregnated by the latent, unused divine energy. For a long time, nothing happened.

    Then, near the end of Kran Ze'In's waiting-period, a divine being approached her, Kran Ze'In. It wasn't Heovma, but it stopped right in front of the divinity and stared at her, much like Heovma had done so much earlier. It was a divine being created by Kran Ze'In's energy and born in the wild, by the white coyote.


    Spoiler: A wrestling
    Show

    During the period of time that Heovma was alone, she ran through the landscape. Sometimes, she visited the Grid Forest. Other times, she just ran around the world.

    Near the Grid Forest and the surrounding sea, she ran, enjoying the wind in her face. Each time she trekked to the horizon, the stone beneath her wore away into dirt and the sharp jagged landscape became rolling hills.

    Later, as she ran, some of her fur fell off. As the hairs hit the dirt, they started to grow as grasses of all sorts.

    As she ran through the grasses, she felt the desire to chase something. From her idle thoughts, sprouted large prey beasts running who raced throughout the savanna - deer, antelope, elephants, and so on. She enjoyed chasing them throughout the tall grasses there.

    A long time later, Heovma returned to this large grassland, and she returned a little different than she had earlier: she was with child. From her was born several different predators - wolves, coyotes, tigers, lions, crocodiles, and other predators. In addition, a different creature was born: not an animal, but a deity.

    For a year, she raised these predators and creatures - taught them to hunt, run, and live in the wild. After that, she left them all, the deity and all the creatures to raise themselves: after all, it's unbecoming for any creature of chaos to depend on a society. Of course, she visited each of them every once in a while, but never stayed with any.

    Soon, she grew bored with the plains, so Heovma left them, and began racing around the world again.

    As Heovma was running around the world, she felt the desire to hunt again. But there was nothing large around: all she could see were the rocks and the minuscule creatures of chaos living in them. Rather than hunting the small, tiny prey, she commanded them to form a large creature: they formed themselves as a massive bird made solely of chaos. Across the world, they chased each other.

    Most of the time, they were running around on the stony ground. However, after many years of running, they found themselves in the savanna grasslands. It was there Heovma finally caught and took down the creature. When it fell, one of its feet left its print in the ground as a giant lake, and the ground rippled up around it, forming large mountains.

    The creature then dispersed into the small creatures of chaos once again, living in the sand and the dirt and the stone.

    There, in the now-mountainous grassland, Heovma searched for her children. The animals had all multiplied and formed many diverse packs across the grassland, but the child - the deity - she couldn't find. Unable to find this child, she howled, trying to call the child back.


    Shape Land: Sea shaped like bird-foot surrounded by mountains, which are surrounded by savanna-like plains. (3+3)
    Create Life (0): Grasses and large prey beasts across the savanna
    Create Life (0): Predators (wolves, coyotes, tigers, crocodiles) living in that place.



    Spoiler: The Hunt
    Show

    The Black Wolf Fel had been waiting in the savanna. It all smelled of Chaos, so it was only natural she would come back.

    Darkness waited there for many centuries. The grass around where he sat quickly died because of the lack of light. Yet, he waited.

    One day, he heard his prey's howl: Heovma's howl. He now knew where she was. He raced to where she sat.


    Heovma could see the darkness approaching. It was a different kind of darkness - not the kind that calls the moon out to play and not the kind that tells her when it's time to wake. Instead, this darkness told her to run.

    Heovma ran from the approaching darkness, but it started catching up. She ran through the new mountains, and eventually reached the new lake. She looked behind her - there was only moments before the Darkness would reach her - so she ran into the lake. Not into the water, but rather into the reflection.

    She slipped away into a world created by Chaos: a world that was a reflection of this one. In this world, left was right. The landscape was the same as Neyla, just backwards. Many of the same creatures existed there - only small differences between them. The plants and the animals were similar enough that one couldn't readily tell the difference between them. However, there was always an unnerving feeling associated with them. Also notably, none of the sapient beings nor their creations were to be found in this mirrored world. This world existed beyond every reflection, past each mirage. It was slightly out of sync with reality.


    The Black Wolf reached the lake. Heovma had been here. He could smell her. But she wasn't there. She had slipped out of his grasp.

    Fel howled in rage.


    Create the Mirror World (7)
    The Black Wolf continues its hunt; Darkness howled in frustration as its prey slipped away in the nick of time.



    Spoiler
    Show

    Start: 14 points

    Create the Mirror World (7)
    Shape Land x2: Sea shaped like bird-foot surrounded by mountains, which are surrounded by savanna-like plains. (3+3)

    Create Life (0): Grasses and large prey beasts
    Create Life (0): Predators (wolves, coyotes, tigers, crocodiles) living in that place.

    Note: The plains are just up next to Ziggurat Sea, just barely south of them. The plains surround the mountains which surround the bird-foot sea.

    Last edited by 5a Violista; 2013-12-01 at 12:06 AM. Reason: A little late...
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    Nexus Characters.

  17. - Top - End - #17
    Barbarian in the Playground
    Join Date
    Jun 2013
    Gender
    Male

    Default Re: Neyla - The First World

    Power Roll: 6d4.takeHighest(4)=15
    Current Power Points: 15

    The figure was tall, and wore a cloak which appeared to be made out of mirrored glass, reflecting back the rest of the world in near perfection, but just slightly enough different that one could tell where it was. As Kran Ze'In looked up at the face of the figure, it realized that this was it's own progeny, for those eyes were the same inconstant, flickering, intense, indigo points of light. The only difference was that, where Kran Ze'Ins eyes were points within a shadowy hood, this new deity wore it's hood back, revealing it's head in full, and revealing it to be covered in white feathers, the same shade of white as Hoevma's fur, with blue accents around those glowing indigo eyes. It was the head of an owl, steady and wise, as it gazed back at it's progenitor, and communed with the deity Kran Ze'In as only a fellow deity could, "My name is Ke'Keo. I am one with you and I am one with Hoevma, the other of my progenitors. Though, I knew to come to you, for your line is more in tune with my own. I am fond of mother Chaos, but I understand the domain of What is to Come more. Might I join the line of your progeny?"

    Naturally, being accepting of change by it's very nature, Kran Ze'In consented, and took the being into the Domain, to give witness of the new deity to Chron and Indlas, who had been working within the world for some time now. Naturally, Indlas, being incapable of truly understanding change, was shocked and confused by this new creature, and gave it a wide berth, but Chron, high overhead beyond the edge of existence, welcomed the new deity it's voice without sound, thereby weaving it's divine presence into to the will of those spawned from Chron, so that the will would forever include Ke'Keo's will. In that act, Kran Ze'In, Indlas, and Chron would forever understand the deity, and it would forever understand them. In that act, the future changed, and Chron witnessed a path in time it had not planned, one of branching choices far more numerous than before, and down ever single choice, lay a fact: oracles would one day exist.

    Spoiler: Ke'Keo
    Show
    Name: Ke'Keo
    Portfolio: The Future, Free Will, Oracles
    Appearance: Ke'Keo's body is never seen, but it's head is that of a stark white owl with two intense, flickering points of indigo light for eyes, which are rimmed in a few blue feathers. It wears a slack cloak which reflects the rest of the world as a perfect mirror, but instead of reflecting the world as it is, it instead reflects the world as it is going to be, 5.12 seconds in the future.
    Flavor: Born of uncertainty and chaos, Ke'Keo is a god of the future that is to come, and is manifested of that which it is a deity of. Within it's domain lies everything that will one day come to pass, as well as every single choice that would affect the future. While technically genderless, Ke'Keo is often characterized as a "she". Those who worship Ke'Keo or who are otherwise close to the deity often manifest powers of precognition.
    Symbol: Ke'Keo's spiral is actually two different spirals, one clockwise and the other counterclockwise, looping over and under each other at different points on the symbol. One is white, the other blue.




    In the Domain, many eons had passed. The Domain had been created almost seven hundred thousand years ago upon Neyla, yet it was already over one billion years old, for time passed by far faster in the Domain than in reality, far away. So far, thousands of souls had made their way into this place, for lack of an alternate afterlife. Souls of everything from Oalei to Nos-ndelai wandered about in the Domain, staring upon the unchanging eternity of the place. In this time, Chron and Indlas had been working, forming a being of less-than-divine power at the very heart of the Domain. Now that the two further deities came, Chron directed them to add the final touches to the being, and in the instant that change and free will were added into it's existence, it began.

    An orb of coiling, black smoke appeared at the exact center of the Domain, ten megameters high, above the cold, divine stone, with blue lightning and red lightning flashing deep within it. It appeared to be only a meter in diameter, but the truth was that within it was a storm of infinite size, but the laws of reality were bent so close to it's edge, and that infinite object was compacted into a finite, single-meter-wide sphere, crackling red and blue and black constantly.

    The souls down below, upon the stone of Domain, would rarely travel the ten thousand kilometers up to view this sentient storm, and would even more rarely actually pass within it, for those that did became lost for all time in the impossible maelstrom. Yet, for all the distance this object would have, it would define the lives of the infinite souls who would walk within this world, for it was the lens through which Chron would manifest it's will. As it did now.

    Particular portions of the divine, grey stone grew dark, then shifted, and rose up, into towering figures of black stone, perfectly chiseled, with two muscular arms, two muscular legs, a torso, and a head, these creatures were akin to what Humans would one day appear as, except that they were made as though from polished ebony, with both runes etched across their entire bodies, glowing red, white, or indigo, and plating upon their skin, of tungsten, platinum, or lead. Their faces were devoid of nose or mouth, and their eyes glowed with the same coloration of their runes. Though, perhaps the greatest factor that set them apart from Humans, was their stature, for the shortest stood 190 meters tall, while the tallest stood 210 meters tall.

    These Colossi stood for a thousand years before the free will which had been instilled to them finally took hold, and they began to walk, forming connections at the immensely slow rate their kind would always take. Their kind lived for four billion to five billion years, after all, and took a decade to speak even a single word in their low, singing speech. They wandered about the Domain aimlessly for the first few million years, before they finally grew fond enough of one another to form families and friends. They would be a proud race, a powerful race, an unmovable race, but they were only just beginning, and they would take a long time to begin acting as an actual race.



    Meanwhile, within the material vein, Ke'Keo was being led to it's first great act of creation, with it's parent, Kran Ze'In guiding it's hand. At first, the god of free will was directed to simply expand the metal-filled wastes that Indlas had put down, but eventually, being a manifestation of free will, it decided to act of it's own volition, and upon the slopes that led down into the desert of metals, suddenly the land was soft and wet. Ke'Keo introduced weather patterns that would be easily altered by the presence of the time storm, so far beyond the horizon, so that the moisture and rain that would usually fall in this domain would not cross into the wastes of Indlas, except perhaps for one day out of a thousand.

    This new land was soft, earthy soil which was distinctly red, from iron, phosphorous, and aluminum deposits in the dirt. Within this place were many rivers and lakes which ran cloudy from aluminum. On occasion, a large portion of pure phosphorous would be dislodged somewhere and come into contact with some materials or another, releasing toxic gases into the air, but beyond this, the place was quite and peaceful.

    Yet Ke'Keo still felt that it was as boring as the desert. It needed something to move, to act, to possess free will, so, with a pulse of will, red grasses cropped up around the land, as well as seven different kinds of trees. The first was a tall, thin tree which would one day be called a Kelroo and grew in tight clumps like bamboo, with red bark and dusty, white leaves. The second was a long lived, thick trunked tree known as the Dundun Tree, with very wide, gray branches and thick, white foliage. It was low-slung, and hogged the wide area of land around it by starving the land beneath it's leaves for light. A third, which would come to be called the Dison, possessed sparse, white leaves, deep roots, and a tall, thick, red trunk. The Dison was particularly heavy even among all these iron-rich trees, considering that it itself was almost 30% iron. Fourth, there was the Namel, a small, thin tree with yellow and grey striped bark and long willowy leaves. At night, the yellow parts of it's bark, so heavy in phosphorous, would glow. The fifth tree would some day be known as the Oume Tree, with a small, bent trunk and a relatively short lifespan. The Oume Tree was the only tree in this red & white land which had leaves that weren't white, instead being a vibrant blue which would even glow slightly when they died. The sixth tree, the Kulikuli, was tall and stiff, but thin, and was pure, stark white, from roots to leaves, and would, in the summer months, glow an unusually bright, white light. The last tree, the seventh, would come to be called the Lazli Tree, and it was very similar to the Dison, but with a trunk more pink than red, and it bore 'fruit'. Of course the Lazli Tree breathed in carbon dioxide from the surrounding air, but did not breath out as much oxygen. Instead, as this tree drank up aluminum from it's roots, and did not use it either, it combined the aluminum and the oxygen, with abundant iron (and titanium, as existed around the world), to form crystal stones over the years. Specifically, these 'fruit' that the Lazli Tree produced were not edible, but instead were perfect, dark blue sapphires.

    When the plants were finished, Ke'Keo turned and created animals. Birds with blue feather called Uluun. Ke Owls in her own image, with blue accents around their eyes. Tiny red Yogyo birds, and the giant Tekki Falcon, with it's 5 meter wingspan. Red Mice appeared in the forests, as well as Red Deer. In the grasslands there were herding herbivores called Touro which were shaped like horse, but with tusks and the size of a elephant, not to mention their red fur. In the forests were also small, cougar-like predators called Vlass, who shot out clumps of a phosphorous compound from their mouths, which would shatter and flash a brilliant white, startling all nearby and making Red Deer run in panic, usually straight into the trap of the Vlass. There were also pack hunters akin to red jackals, called Reku, in these forests. In the grasslands, giant White Snakes hid in the cloudy, white rivers, waiting for a Touro to take a drink before they would strike and drag the giant creature underwater, while packs of Viloom, or saber-toothed wolf creatures who could see accurately for kilometers, tracked herds of Touro for days on end, waiting for a good time to strike.

    Spoiler
    Show
    9 points to Create Avatar in the Domain: The Storm.

    1 point to Command the Storm to Create the Colossi Race in the Domain.

    3 points to expand the Metal Wastes a half inch and create the Red Forest Land.

    0 points to Create the Red Grass.

    0 points to Create the Kelroo.

    0 points to Create the Dundun Tree.

    0 points to Create the Dison.

    0 points to Create the Namel.

    0 points to Create the Oume Tree.

    0 points to Create the Kulikuli.

    0 points to Create the Lazli Tree.

    0 points to Create the Uluun.

    0 points to Create the Ke Owl.

    0 points to Create the Yogyo Bird.

    0 points to Create the Tekki Falcon.

    0 points to Create the Red Mouse.

    0 points to Create the Red Deer.

    0 points to Create the Touro.

    0 points to Create the Vlass.

    0 points to Create the Reku.

    0 points to Create the White Snake.

    0 points to Create the Viloom.


    Current Power Points: 2
    Next Power Roll: 6d4k4=14

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    Spoiler
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    Spoiler
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  18. - Top - End - #18
    Ogre in the Playground
     
    HalfOrcPirate

    Join Date
    Mar 2009

    Default Re: Neyla - The First World

    Spoiler: The Fluid Descends
    Show
    The decision to permit Tsarag-Losh to descend to the world below was more controversial than it had been for Orat'hoth - many Watchers were aware of the constant, arbitrary change it desired, and its obsession with the spread and use of sorcery and cunning. A certain L'zot'aca was most strident in speaking out against the decision, saying that the Hothrid as altered were already reborn forever in the Watchers' name, either in their original form or as part of the Watcher that consumed their offered essence. That to change so much of the world's established climate, so quickly, and in such obviously unnatural ways as Orat'hoth already had and Tsarag-Losh had proposed, was undesireable.

    Yet ultimately the Watcher of Fluid's entry request was successful. Over the following thousand years, a patch of water at the very bottom of the Ziggurat Sea slowly changed, as the Watcher faded in. Its form had a dome of strange boneless flesh on top, with eight extremely thin tendrils descending from its edges and curving round to almost contact its lowermost point; a rough pillar of the same material pointing downwards from this dome, and indeed tapering to a point; and something vaguely red, inside that pillar, which would inevitably glow if Tsarag-Losh were to perform sorcery. It is perhaps irrelevant how large the original form was, for Tsarag-Losh could appear in different sizes at need. Everything seemed, somehow, more fluid at some level when this Watcher came, perhaps a natural effect of its association with water, perhaps the result of it being the most accomplished sorcerer of all the Watchers.


    Spoiler: The Drowned Ones
    Show
    The Oalei were stubborn, yes, incapable of being swayed without violence. Some of them were also more cunning than most, and less capable of simple brutality - indeed, their very intelligence left them second-guessing each move, wondering if the others were not secretly their peers and plotting against them. Some of them became aware of certain rare texts, certain rare sorceries that would grant the blessings of the numberless gods; those who found their dreams filled with this knowledge were those who had enemies, enemies they could not defeat the fair way, through force of arms and simple combat.

    Thus it was that, every year or so, an Oalei would disappear into the boiling sea, their killer's petty grudge would be resolved, the survivors would have more food, the fish would have more food, and Tsarag-Losh would have a soul to feast upon. These ritual killings, paradoxically, had a beneficial effect on the tribes that perpetrated them - not merely because a particularly potent Watcher was seeing to their needs, but also as a result of their population not swinging as high during harvest seasons, and thus having more for each head in the stores during the winter.


    Spoiler: The Tsarag-Thaun
    Show
    The Los-ndelai were not truly sentient; the spark was there, Tsarag-Losh had seen to that, but individually they were feeble. It would take far more precise sorceries than those which made them up to truly unite their minds, and create a being which could operate alone. Briefly, the Fluid thought back to that impetuous Watcher who had suggested they make the Los-ndelai thousands of times larger in order that each one could contain a mind; L'zot'aca had personally punished that one, throwing it through a portal to even the Watchers knew not where after wiping its mind of every conscious memory except the rage it had inspired. No doubt its original personality would surface eventually, but its stupid idea of metres long Los-ndelai would never infect Neyla.

    Instead, Tsarag-Losh subtly guided the Los-ndelai, who dug very specific bits out of a coral reef in very specific patterns - patterns that spelled runes of sorcery, runes which flared into life the instant that the last nanometre of the last rune was complete. Suddenly, all the Los-ndelai infesting that reef were united in thought, all seeing through one another's senses, all feeling with one another's limbs, all working with one another's purpose. Thus was born the first Tsarag-Thaun, which quickly incorporated a number of other, less potent species into itself - most notably a set of insect larvae which might be unleashed, were it ever to surface completely, for their post-larval forms would surely die in water.

    The first Tsarag-Thaun found its component swarm too large, so they performed sorcery to lift their home from the ground, and send it through the seas to another suitable colony. When this colony was large enough, the first Tsarag-Thaun worked together to scribe the ancient runes, and fully one-third of them defected as was planned, becoming part of the second Tsarag-Thaun.

    Thus were sown the seeds of a war to come. For there was no hard evidence of whether a Tsarag-Thaun was a colony of Los-ndelai which could think as one and control lesser vermin while its home was nearby, or a separate mind capable of enslaving millions of vermin and Los-ndelai within a certain radius. The first of these strange beings believed the former, the second, the latter, and from the day they informed one another of their separate positions, each would teach their version to each child they created.


    Spoiler: The First Archipelago
    Show
    Those Hothrid who still attended to Orat'hoth's physical form repotrted the appearance of a domed being above it, which moved as if made of a constrained fluid and waved its tendrils in a fashion they could not understand. In truth, Tsarag-Losh was giving thanks; for it was Orat'hoth who had sent the messages to the Oalei of how to worship and sacrifice in the name of its fellow Watcher. It wished to know how this debt might be repaid, and in a time longer than a Hothrid's short lifespan, Orat'hoth answered.

    Isles rose far to the east, isles covered in the same beautiful, wondrous, and terrifying array of life that had first grown in the First Forest. These were arranged almost in a series of lines, all intersecting at at least one point, and not one of them less than two islands thick. Each island was close enough to each of its immediate neighbours that, if they so desired, a very fit Hothrid might just about be able to swim their length without first inventing boats; in this way, this paragon might even visit every single isle if they somehow lived long enough to keep making the journeys.

    Orat'hoth could simply have created more Hothrid out of whole cloth, but it was easier to take the evolved specimens, and it might prove wrong the Leaenan society in which beings who were meant to claw and bite at eachother used knives punier and weaker than their fangs. Amused that this was considered adequate repayment, Tsarag-Losh agreed.

    Over ten thousand of the more savage Hothrid specimens curled up in their dens, only to wake atop hideous landforms of a thosuand colours and textures, all of them unnatural and other to their kind's intended environment. It was with fear and panic that these transported specimens fled the coral boats that had transported them, never knowing that these were the sapient Tsarag-Thaun, who had moved to serve their creator's will in the matter of populating the First Archipelago.


    Spoiler: Priests of the Old Way
    Show
    Far outside the walls of Caelurum, many Hothrid despised the way that the Leaenas were diverting the realm and ways of their kind. They were meant to hunt, not to simper and carry cups at the whims of others. They were meant to kill their enemies by ambushing them, tearing them open with their claws or breaking their bones with their jaws, not by driving feeble rocks into them at night. The advantages of opposable thumbs were undeniable, of course, and the Hothrid had long since evolved to be able to walk on two limbs at need, though more slowly than on four, but many still avoided the use of tools for any task claws and teeth could achieve. Some became archers, for that was a valid extension of their reach, but there remained great resentment of the wasteful opulence of the city, and how they wasted their time making feeble coverings when they had perfectly good thick fur - or worse, hiding what Orat'hoth had given them, as if it was shameful. A caste of sorcerer-priests arose among those tribes which refused to follow the Leaenan model, who learned the ancient songs and preached the glories of the Old Way, while diverging from it in their own tangent as they carved instructions in stone and faces on trees.

    The inevitable civil war was averted when the more ardent of the Old Way tribes found themselves taken to the Archipelago, as if entirely by magic for all they knew. Some openly wondered if they had not got it wrong, if this was not Orat'hoth's punishment for their sins, but their old life returned soon enough in their new locale.


    Spoiler: Crunch
    Show
    Power roll: +1 Cults: 6d4k4+1 7
    Power rollover: 19 points
    Total 26 points

    15 points: Create Second Avatar (Tsarag-Losh the Fluid)
    2 points: Command Avatar (Tsarag-Losh) to Create Race (Tsarag-Thaun), sentient coral reefs which can innately mind-control the Los-ndelai infesting them to perform sorcery and other sundry tasks.
    2 points: Command Avatar (Orat'hoth) to Create Cult in the Oalei
    3 points: Shape Land (The First Archipelago as described, sat atop a vague oval of sea pointing northeast from the Ziggurat Sea)
    0 points: Create Life (fill the Archipelago with life á la the Grid Forest)

    4 points remaining
    +2 Cults to next roll
    Last edited by Omegonthesane; 2013-12-02 at 03:00 PM.

  19. - Top - End - #19
    Bugbear in the Playground
     
    EvilClericGuy

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    Default Re: Neyla - The First World

    Spoiler: The High Pillars
    Show
    In its great sleep, Centrum became restless at the great influx of living beings above the surface of the world. It awoke for a mere moment, and in that moment lashed out at the world above in what may have been anger at being disturbed, and returned to its sleep.

    In this time, those Hothrids who were awake could feel the ground shake violently beneath their paws. Any who looked to the north could see the source. Those near the coast saw a massive cloud of dust over the distant wasteland. And after some time, something rose from the dust with a deep, grinding noise, heard from afar. The land itself was rising and forming itself into many pillars. At first, they were too short to be visible to those not at the coast, but slowly continued to raise up from the ground until they reached a height higher than the highest of mountains. The pillars stopped at this time, easily visible from anywhere in the grid forest. Between some of them were formed snaking pathways between them, arches to the pillars. At such a height, the pathways proved quite dangerous, land breaking off randomly and mysteriously regrowing.

    They were an imposing and mysterious omen that invoked much speculation as to their purpose. None were harmed in this event, but some were shaken and made fearful of what the pillars meant.

    They are composed of that which was underneath, stone, dirt and volcanic rock, similar to the wasteland. The surface above, which was invisible to all eyes but the gods' and lava salamanders that survived the great ascent, was a craggy landscape covered in active volcanoes, similar to the land below in many ways. Yet it had some differences. The landscape became filled with the most valuable and rare minerals and gems. Red diamonds, rubies, tanzanite, jadeite and virtually any other kind of gem or mineral anyone could imagine, dot the landscape, making the place a haven for those who might desire these things. Yet the land is also extremely dangerous and inaccessible, being covered in active volcanoes that erupt nearly constantly and so high that it is difficult for most creatures to breath. Beyond this, the pillars are so high and at such an angle that they are nearly impossible to navigate.

    The area around the pillars became water, a perfectly circular extension of the Border Sea.


    Spoiler: Crunch
    Show
    Roll: 2d6+4+3=16

    Shape land 1'', A group of massive circular pillars directly north of the border sea, jaggedly jutting out perpendicular to the lands below with a landscape of volcanic mountains and crags rich with various minerals atop it. Some are connected at their "peaks" by land. Roughly 30 kilometers above sea level. Surrounded by water. -3

    Left: 13
    Bonus for next round: 4
    Last edited by ImperialSunligh; 2013-12-12 at 08:57 PM.

  20. - Top - End - #20
    Ettin in the Playground
     
    Elemental's Avatar

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    Default Re: Neyla - The First World

    Roll: 13 + 4 = 17


    A Thousand Thousand Years

    After incomparable aeons, the Leaenas had held on to their throne through murder, treachery and conquest. Nothing had yet dislodged them for their sorcery was unmatched throughout the Forest. Rival queens who had stumbled upon lesser aspects of the art attempted to seize the Arcem Caelurum, but each failed as their command of the sorcery was lacking. Eventually, rival queens stopped rising up against them, instead favouring the modicum of peace gained by simply leaving the Leaenas be, they so rarely came down from their mountain after all.
    Beyond political squabbles, life in general improved. Caelurum, once a ramshackle collection of huts clinging to the edge of the Arcem, was now a glorious metropolis that had countless times outgrown its fortifications. Ornately carved wooden palaces of the elite lined wide, tree lined avenues. Great forums had been constructed where goods from all across the Forest were traded, and around the forums were located the basilicas, libraries and temples, each one rising stoically above the hustle and bustle below.
    And at the centre of it all, was the Arcem. Crowned by gleaming golden domes, it was more a palace than a fortress these days. Still, more bloodshed had occurred within its walls than the rest of the Leaenan Empire combined. Hundreds of princesses had met their end from suspicious "illnesses", countless more through violent and bloody duels. The most powerful of all the servants at the Arcem were cup bearers, apothecaries, cooks and foremost, the coveted position of knife bearer.
    It was to this world that the most recent of the Leaenas was born. Having murdered four sisters, maimed another and arranged for the exile and imprisonment of three others, she was able to ascend the throne unchallenged. But in retrospect, it would have been better if she had. Alas, Leaena Aurea had only a poor grasp of sorcery. Thus, she was forced to rely upon the only person who could cover for her weakness that she thought she could trust, her brother Elmet.
    She appointed him as her knife bearer and for a year, all went well as Elmet performed the necessary sorcery from the sidelines. But in time, he grew bold, and desired that he should be be enthroned. After all... He was the sorcerer doing all the work. Thus, with a single knife thrust, the realm was his.
    Taking the name Leaen Argentis, he became the first King of the Hothrid. But still, his unexpected reign was fragile, and he strove to preserve the status quo to placate the matriarchs of Caelurum, even wearing the attire of a Queen rather than a royal male.
    Searching for a means to legitimise and stabilise his rule, Leaen Argentis took the advice of a wandering sage with black fur, and established at Caelurum the Royal Academy of Thanatology and Theology. Leaen Argentis died a mere two years after its foundation, but it survived and grew under the reign of his daughter Leaena Scolari. In but a few generations, what had been solely a royal art had become the property of all those who could afford to attend the academy and it soon came to be known no longer as sorcery, but as Thanatology.


    The Schola

    As Leaena Scolari grew old, she realised that their simply wasn't enough room in the Arcem for both the deadly dance of Court and the rapidly growing enrolment of the Academy. Thus, she granted to them a large plot of land in Caelurum. Constructing a magnificent series of buildings they called the Schola, the Academy settled into their new home and began lessons free from interference.
    Upon the death of Leaena Scolari, to whom they were eternally grateful, they constructed before the Great Hall of the Schola a statue of her such that the aid she had given them would always be remembered.


    Death Wanders the Wasteland

    The Inevitable, pleased with the progress of the Hothrids over the many millennia that had passed since he first saw fit to meddle with, decided to walk the volcanic wilderness that covered the world and visit in turn each of the variant wildernesses that had been formed by his fellows. They were all spectacular in their own ways, but the world lacked a region dominated by calm.
    Finding himself drawn to a spot roughly South-West of the Grid Forest, The Inevitable began to gently mould the wastes into a gently rolling landscape, roughly circular, but with an uneven edge. In the centre, he raised mountains from which flowed seven rivers to nourish the land. Finally, he pushed the whole land several kilometres upward such that the rivers cascaded down in great falls, only to be lost amidst the vastness of the wastes. As an afterthought, he proofed the rock against erosion by crystallising the vast majority of it.
    This done, he turned his attentions towards the life that would ultimately inhabit this land. Casting his memory back to the times before time, he began to populate the land with vaguely remembered trees and wildflowers. Silver aspens and poison cedars, whitethorn and black poplars, mourning willows and plane trees, saffron maple and grey wood, apothecary's yew and ebon birch; these and many more grew amongst a carpet of flowers and grass alongside sparkling streams.
    Slowly, numerous insects and birds and animals began to flicker into existence. The wings of thousands of butterflies brightened the air and shimmering fish took up residence in the rivers. Birds of all kinds roosted in the trees and on the cliffs while in the clearings and meadows, winged palominos grazes and numerous kinds of deer congregated as smaller mammals and lizards searched through the grass for their next meals. And to keep it all in balance, red wolves and blue tigers were set to stalk the prey and keep everything in balance.


    Spoiler
    Show
    Starting Power Points: 17

    Create Order: The Royal Academy of Thanatology and Theology.
    A quasi-religious school dedicating to teaching young members of the Hothrid upper classes sorcery (now known as Thanatology), theology, philosophy, rhetoric, music and other subjects. In time, it will grow to cover most fields of knowledge, but for now, it has begun its life teaching a classical education.

    Command Avatar: Command Order: Create Structure: The Schola.
    The headquarters of the Royal Academy, the Schola is currently located at the edge of Caelurum, just inside the city wall. In time, it will grow and new buildings will be constructed and new land purchased, but at the current time, there are few buildings.

    Shape Land 1": The Land of Seven Rivers.
    Described above.

    Remaining Power: 4
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  21. - Top - End - #21
    Pixie in the Playground
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    Default Re: Neyla - The First World

    Power Roll: 2d10 = 16
    Point Rollover: 10
    Current Power Points: 26

    The Crystal Scar

    Onoldos rested with peace as he watch his children, He was content in his new creation. His gaze broad as he watched the war-driven race he had created. They were interesting in their endless conflicts, every day tribes would give way to other tribes as they struggled to gain dominance. A tribe never held the position of strongest for very long, because always there would be a stronger force around the corner.
    But now was a time to create something new. To create a present to bless this world with. He manifested himself into the world on that black desert of obsidian halfway between his creations. And the creations of the other gods. Here he had decided, he would tear Neyla apart, and create a deep, long gorge in the earth.
    His fingers dug deep into the ground, grabbing into the earth and holding it tightly. Slowly he would rip from that spot, creating a canyon whose depth is anywhere between 3-10 km. With a length extending 18,000 km long, and a width between 200-500 km apart. Along its sides are entrances to many cave systems. There are some natural paths that lead down into the gorge, and some that lead out of the canyon, these can be found along the sides.
    At the bottom of the canyon lies a treasure trove of many kinds of crystal. Its magnificent abundance of crystal can be seen from anywhere above the edge of the canyon. Glittering in the sunlight, they unleash a plethora of sparkling colors to the world. Despite the canyon being barren and desolate of life and water, it makes up for the it just by the enchanting beauty of the crystal found within.
    The sides of the canyon are a barren desert with the occasional dry sand blowing around in the wind.


    The Boiling Sea's Growth

    Next Onoldos decided to expand his Boiling Sea. He dug a pit wrapping around the northern border of the hexagonal forest. As it filled with water, it came to a boil. This new tripling of the seas size would result in worse weather. Storms of freighting capabilities would tear through the forest. This gave the region around the hexagonal forest a new name to the Oalei, It became known as "Land of Storms"
    With the new sea offering more space and more food, the fish that lived near-by flooded this new region of ocean rapidly. Fish populations soared to new heights, loading the sea with fat and ripe fish.
    With more shore land and the increased fish populations, the Oalei began to rely more on fishing. This new source of food caused a massive rise in Oalei populations and tribe size along the coast. Wars became bloodier and more aggressive as the stronger tribes fought over very valuable and sought after shore space. The further in-land a tribe was the smaller and worse off they were.

    Spoiler
    Show
    So I used Shape Land x6 to make a 18000km long crystal canyon. so minus 18
    Than I used shape land x2 to extend the boiling sea around the north border of the hexagonal forest so minus 6
    Leaving me with 2 points
    Last edited by GeneralRage; 2013-12-02 at 09:04 PM.

  22. - Top - End - #22
    Bugbear in the Playground
     
    5a Violista's Avatar

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    Default Re: Neyla - The First World: Round 4

    Spoiler: The Black Wolf and the Blood of Stone
    Show

    While his prey had escaped, Fel the Black Wolf circled the world. Wherever he went, he always brought an insufferable darkness with him.

    One day, he made his way to the stone forest where the the Oalei live. He watched them fight for their dominance, using their immense strength. He saw their immense loyalty and decided that it was too much. One night, he descended upon several tribes and began whispering in the ears of some as they slept.

    He told them of a different kind of strength - a kind of strength found in the shadows. During the day, they would feign loyalty to the leader, to the strongest. During the day, they would follow the leader's laws. During the day, they would respect the strength of their leader.

    During the night, they would undermine what they professed. Rather than taking on the leader in a head-on battle of strength, they would sneak up on him in the night and strike in his weakness. They would have a cabal across the tribes which only looked out for their own - not for the tribe, not for the strength of their people, but for themselves. They had wicked oaths and blood pacts to protect each other, even at the cost of their own children.

    Though none of them became leaders of the society, they subtly wrought chaos to the many tribes.


    (2) Command Avatar (Fel) - Create Cult (Oalei)


    Spoiler: The Fertile Desert
    Show

    After a long time in the Mirrored World [Map pending...sooner or later], Heovma left it, to return to Neyla proper.

    She emerged where she had left, by the lake in the mountains in the savanna.

    Feeling safe for the moment, she played around with the many animals in that area. Soon, though, she felt confined there, in the small piece of land, so she decided to run.

    Heovma ran in a southeastern direction, as fast as she could. As she ran, the obsidian and rock turned to sand. Some of it piled up to form mountains - so tall that the water in the air soon began freezing and turning into snow along the top. The sand that formed was shiny and had many specks of black, from the ground obsidian forming most of it.

    When she finally reached the end of her running, she sat down, tired, and rested in the sand and on the rock.

    After a few thousand years, the snow and ice capping the mountains melted and regrew at a constant enough rate that the water eventually formed an enormous river, running straight down the desert until it finally reached the Ziggurat Sea.

    Plants - reeds, palm trees, and other plants - started growing in the fertile area next to the river, and many animals from the savanna began to migrate from their old home to the desert.


    (3+3) Shape Land: Running roughly southeast of the savanna plains is a desert in a line. Along the northeast and southwest edges, the desert is hedged in by snow-capped mountains. Down the center of the desert is a large river (like The Nile), which is fed by the water from the mountains, and the river eventually feeds into the Ziggurat Sea.
    (0) Create Life: Palm Trees and reeds, which grow in the fertile parts along the river.





    Spoiler
    Show

    Why do I keep on rolling so low? I just want to Shape the whole Land.
    1 + 2d6=4 + 3/5 + 1/3 = 9

    (2) Command Avatar (Fel) - Create Cult (Oalei)
    (3+3) Shape Land: Running roughly southeast of the savanna plains is a increasing altitude desert in a line. Along the northeast and southwest edges, the desert is hedged in by snow-capped mountains. Down the center of the desert is a large river (like The Nile), which is fed by the water from the mountains, and the river eventually feeds into the Ziggurat Sea.
    It starts as a hot desert and slowly turns into a semiarid desert as you travel south.
    (0) Create Life: Palm Trees and reeds, which grow in the fertile parts along the river. Cacti, etc, living in the dry portions.


    Next time: 1 + 2d6=8 + 4/5 + 2/3 = 15
    That's better.
    Planned action: 1 more cult and 4x Shape Land
    The Shaped Lands have to be: 1) A swamp, and 2-4) A large ocean, 3 "shape land"s big.
    Last edited by 5a Violista; 2013-12-07 at 11:55 PM.
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  23. - Top - End - #23
    Barbarian in the Playground
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    Default Re: Neyla - The First World

    Power Roll: 6d4k4=14
    Current Power Points: 15

    The Gods of Time occupied themselves with the creation of land, in this time, as Chron had directed them to do, such that the world would be full of their presence. That was the last words the creator of time spoke for eons, as the Colossi wandered about beneath his gaze in it's Domain.

    Indlas, looking with disdain at the intricate and ceaselessly mobile terrain that Ke'Keo had created, occupied it's focus on the growth of the great, metal-filled desert which encased the ancient Time Storm, laying down veins of tungsten, sheets of lead, and deposits of platinum across the entire wasteland. By the time it was finished, the desert was so grand that, to even witness the immense plateau upon which the winds of time itself coiled and blew, one would have to spend months struggling across the venomous land.

    Kran Ze'In looked to the Red Land, and saw the grasslands, with the Red Grass swaying in the breeze, herds of Touro stopping along and taking drinks from the aluminum-heavy water, just to be taken under the milky fluid by the sudden strike of an immense, camouflaged White Snake, or to be taken down when they stepped away from the herd, by a hunting pack of the saber-toothed wolves, Viloom. In the forests themselves, Yogyo birds, tiny and red, hid in dense patches of Kelroo, darting out to nibble on the leaves of Namel, Kulikuli, or Oume Trees, and often at night, as they could spot the yellow, glowing Namel bark and the white, glowing Kulikuli easily enough. However, they did so at their own peril, for a Ke Owl might swoop out from the wide and low Dundun Tree and catch them. Vlass would hunt at night, so that their flashbang would cause the most confusion in their selected prey, the Red Deer. The Reku, on the other hand, hunted at night, as they could organize their hunting groups and see more easily. Above it all, in nests atop the mighty Disons or Lazli Trees, the mighty Tekki Falcon picked it's prey from everything below, even sometimes a Red Mouse or a peaceful, blue Uluun, as the Tekki Falcon was the largest hunter in the entire forest. Kran Ze'In might have nodded, if such a thing meant anything to it. Instead, the god thought to itself that this was a good start.

    It was still only a start, to Kran Ze'In.

    There needed to be more. More depth, more change, more chaos. So, with a push of will, the god of entropy swelled the borders of the Red Land, creating more soft, red soil and more gentle, milky rivers. At the same time, however, it also created more life. It began with plants. Three kinds of flowers cropped up. First, a tall, stalk-like flower, called the Lellibell with a solitary blossom of a vibrant blue, which was cup-shaped and collect rainwater, which was then converted by the flower into a slightly alcoholic nectar. Next was the Vlasseye, which grew as a vine, up the sides of trees, and blossomed with dozens of tiny, red-and-yellow flowers, each of which might be easily mistaken for a Vlass's eye. Then there was the Fuzzi: a type of plant which grew in carpets across the forest floor, and, in this world of white and red, blossomed with bright green flowers.

    Next, Kran Ze'In created Red Moss and White Moss, each of which grew everywhere there was ample moisture to feed them. The Red Moss was heavy and stiff, while the White Moss was frail and sparkled in any light. It also gave form to the White Fern, the Red Reed, a new type of tree known as the Ekko Tree, which was about the same as an Oume Tree, but larger, and with white leaves and a blue kind of fruit, instead of blue leaves, as well as three kinds of luminescent fungi: the Gercap, a mushroom which grew to be a meter wide on average and which glowed a dim yellow, the Fi'Tach, a kind of mold that clung to the sides of Disons and Lazli Trees and glowed a rich red, and Huol, tiny mushrooms which would grow in large patches, and would glow blue.

    Next, the god created creatures. First was the Mord, a giant turtle, about the size of a horse, with a heavy, red shell and a neck that would look out-of-place on an Earth turtle, due to it's great length. The Mord wandered mainly in the Red Forests, where it would eat Red Ferns and the leaves of every tree it's neck could eat. It also provided a symbiosis for Musch, which were small, red-shelled barnacles creatures which sapped iron and other nutrients from trees, until a Mord would wander by, and, in it's great weight, knock a few Musch loose, just to land on the turtle and attach to it instead. From there, the Musch would defend it's habitat from attackers like the Tekki Falcon with poisonous sprays, while the Mord receded into it's shell. In return, the Mord provided the Musch with food. Also in these forests rose the Malinber, which were like crosses between deer and cats, with the long limbs, head, and hooves of a deer, but the grace, muscles, and body of a cat. The Malinber's fur was red, with white stripes and manes, not to mention the wide, dark red antlers the males sported.

    In the grasslands, Kran Ze'In felt there was need for more life in the water, and soon white eels called Mulen, Trout, and Shrimp filled the rivers and lakes, not to mention a predator which could rival the White Snake in it's natural habitat: the Strash, a kind of Piranha which, while only present in the deepest waters, swam in massive schools, would attack in relentless frenzies, and had sharp teeth, hard and red from iron. Above the water, herds of Teff, or small creatures like lithe, red, agile sheep, ran from water source to water source, while a new predator ran them down: the Estim, which was a massive, flightless bird which could run faster than anything else in the land of the Red Grass, and had a massive, sharp beak and plumage to rival a peacock.

    Ke'Keo watched it's progenitor, Kran Ze'In, as said progenitor forgot about guiding Ke'Keo's education in the godly ways, and might have laughed, had such an action meant anything to a god. Instead of reminding the fellow deity what was supposed to be being done, the god of the future simply used a small amount of power to widen the Red Land a ways, and introduce a small mountain range of bright, white mountains, with peaks of equal parts clear quartz and pure, white marble. Chromium, silicon, tungsten, and aluminum were all very common deposits in these mountains, with rubies being the more valuable result of this particular mixture of elements. There was very little soil in this relatively small area of mountains, but the occasional Lazli Tree did find root here. However, those that did would be called Draco Trees, for the large amount of Chromium in the soil would lead to rubies growing on their branches instead of sapphires. However, Ke'Keo was no pleased with this lack of life, and gave creation to a hard, stiff, fungi-like grass called Tet Grass, which would eat at the hard stone and grow into wide carpets of bristly, purple grass which would last for a hundred thousand years or more before disintegrating into the elements, revealing pockmarked marble and quartz underneath.

    Spoiler
    Show
    9 points on three Shape Lands to extend Indlas's metal-rich wasteland.

    1 point on one Shape Land to extend Ke'Keo's Red Land.

    1 point on one Shape Land to extend Ke'Keo's Red Land and create some White Mountain with a quarter of that inch.

    0 points to Create the Lellibell.

    0 points to Create the Vlasseye.

    0 points to Create the Fuzzi.

    0 points to Create the Red Moss.

    0 points to Create the Red Reed.

    0 points to Create the White Moss.

    0 points to Create the White Fern.

    0 points to Create the Ekko Tree.

    0 points to Create the Gercap.

    0 points to Create the Fi'Tach.

    0 points to Create the Huol.

    0 points to Create the Mord.

    0 points to Create the Musch.

    0 points to Create the Malinber.

    0 points to Create the Mulen.

    0 points to Create the Trout.

    0 points to Create the Shrimp.

    0 points to Create the Strash.

    0 points to Create the Teff.

    0 points to Create the Estim.

    0 points to Create the Tet Grass.


    Current Power Points: 1
    Next Power Roll: 6d4k4=12

    Map
    Spoiler
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    Domain
    Spoiler
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  24. - Top - End - #24
    Ogre in the Playground
     
    HalfOrcPirate

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    Default Re: Neyla - The First World

    Spoiler: The Offerings
    Show
    Inevitably, many Hothrid and Oalei swam in the waters - and though the distance between the Ziggurat and Boiling Seas was improbably vast, Tsarag-Thaun sorcery was capable of crossing it even then, albeit at great cost. Indeed, those whose name would one day be translated as the Dualist faction - those who believed their minds were a separate and superior entity to their Los-ndelai limbs - were eager to pay this cost, in offerings and exhaustion, for in this way they created distance between themselves and their Unionist rivals, those who believed the swarm was their true being and the colony merely their core.

    Thus, around the edges of the Grid Forest and the lands bordering the Boiling Sea, more living beings were drowned than had previously been the case, hypnotised by Tsarag-Thaun witchcraft so that they simply walked into the sea, to have their souls devoured by Tsarag-Losh.


    Spoiler: The Scorched Lands
    Show
    It was not right, felt L'zot'aca, that the other Watchers had so completely rejected the original form of the world beneath. It was a volcanic wasteland - clearly, heat was simply meant to be an aspect of life on Neyla. This view initially clashed with those who wished there to be, well, life on Neyla, so L'zot'aca proposed to prove that these desires were not contradictory. It proposed to create a land of many mountains and plains, where rain fell practically only in winter and dry riverbeds became rivers in this brief season, and to prove that Life could not only survive, but thrive in such harsh conditions. It proposed to create a vast dune sea, in the gap between the Archipelago, the Pillars, and the existing sands around the Crystal Scar. It proposed to pepper it with salt flats from which those who valued such minerals might risk their lives to get them, a series of oases where the weak might cower during the dry seasons, and many great valleys shaped like craters which might shelter this special biome or that from external influence. It proposed to pepper all the parts of this place save the the salt flats with grasses and trees that could gorge themselves on water and then slumber for nearly a year before drinking again, with foxes and antelopes that might similarly last without the waters that Tsarag-Losh so irritatingly craved.

    All this it asked, and all this was granted, and so a stretch of the completely inhospitable wasteland became significantly more habitable - though by no means a place that would be settled lightly.


    Spoiler: Fire and Earth - The Ashen Plains
    Show
    To Orat'hoth's eyes, for the second time in as many aeons, a being came directly to interrupt it. No mere mortal could perceive the fiery manifestation of L'zot'aca, not even with the imprecision with which they might perceive the two fully manifested Watchers already on Neyla's surface; but to godly eyes, it was already as real as the wind and rain.

    "What do you want, burning one?" the hedge rumbled

    "Many things, O sweet summer child," the fires teased, "but in immediate terms, your attention."

    "Are you a mewling kitten to be so desperate?"

    "No - not for you, anyway. I have a vision, for a new land, a land that might please you like the archipelago."

    The two Watchers spoke in more length, for with that offer the fires had indeed gained the Life-Bringer's attention. They negotiated the fine details for a period that might as well have been centuries, and in the end, the change they wrought was actually very small. The volcanoes there already spewed forth many nutrients that were life's very essence to the various plants Orat'hoth had worked so hard on; merely by blowing in a cool wind, causing rainfall, and scattering seeds, the two Watchers caused great fields of flowers and crops to grow in an area stretching between the Metal Wastes and the Border Sea. Each time a volcano erupted, it would obliterate the life forms it touched, but new ones would arise from the nutrients that its lava flows contained, and so death and life and rebirth would eternally cycle in this new land of fire and earth.

    As it happened, the sequence of perhaps twenty eruptions every ten millennia was a predictable one. If the Tsarag-Thaun were not aquatic, then functional immortals that they were, they might have had time to visit and to work it out; the Oalei would need generations to experience a full cycle, but if they learned to write, to pass knowledge across generations, they would work it out as well, and be able to migrate in a pattern that got them all the plants and none of the being killed by lava flows - assuming that such interference did not change the pattern.


    Spoiler: The Hexagon Plateaux
    Show
    L'zot'aca was considered to have worn out its "shore leave", and was called back into the Far Plane. Orat'hoth, meanwhile, had a new vision, a specific vision for a second territory that would be truly its own, so that it would have claimed as much for itself as either its immediate rival the Fluid or its inevitable rival the Inferno.

    A vast plateau rose up, in the shape of a regular hexagon of one thousand two hundred kilometres on each edge, connecting the Border Sea more precisely to the Birdfoot Savannah. Within this hexagon, a number of sub-hexagons came to be defined by slightly different heights, each one between a quarter of a kilometre and an entire kilometre above or below each of its neighbours. These sub-hexagons were a mere fifty kilometres long on each edge, and wherever two plateaus within half a kilometre in height shared an edge, there would be at least three slopes leading from one to the other. These plateaux were all covered with various grasses, various small mammals that would burrow beneath the earth to hide and feast on what they could, and with various larger four-legged beasts; some of these competed for the right to eat the grasses or drink from the few rivers, while others ate the meat of the grass-eaters, in combinations and patterns beyond easy description; however, the horses, sheep, and goats were the most successful life forms in this land, for reasons that Orat'hoth never bothered to fully analyse.

    Unlike with the archipelago, and similar to how it had treated the Ashen Plains, Orat'hoth made no effort to spread the Hothrid to the new lands. They could migrate when they felt ready.


    Spoiler: Fluid and Stasis
    Show
    Far above the metal desert, and for that matter above Indlas, the air began to fade into a different colour, a different material, as over the course of ten minutes Tsarag-Losh teleported there. It needed a break from the endless prayers of the Tsarag-Thaun, and to see the otherwise reasonable Orat'hoth interact so closely with the foolish and volatile L'zot'aca was galling.

    "A strange place," the Watcher said, attempting to address the god - though it came off as more musing to itself. Technically, it probably wasn't speech per se; the ancient texts claim that this is the best translation of the speech of gods. "So inhospitable. Why create such wonders, and then leave them devoid of mortals to properly appreciate them?... how rude of me, to forget introductions. I am Tsarag-Losh, Watcher of the Waters, Lord of Sorcery, creator of the Ziggurat Sea. Who are you, creator of the metal desert?"


    Spoiler: Crunch
    Show
    Power roll; +2 Cults: 6d4k4+2 13
    Power rollover: 4 points
    Total 17 points

    2 points: Command Avatar (Tsarag-Losh) to Create Cult in the Tsarag-Thaun
    5 points: Shape Land x5
    • x2: L'zot'aca creates the Scorched Land, an area similar to the Sahara Desert between the Archipelago, the High Pillars, and the Crystal Scar
    • x2: L'zot'aca collaborates with Orat'hoth to create the Ashen Plains, fertile volcanic lands between the Border Sea and the Metal Wastes
    • x1: Orat'hoth creates the Hexagon Steppes between the Border Sea and the Birdfoot Savannah, and expands the Birdfoot Savannah to fill the gap left

    0 points remaining
    +3 Cults to next roll
    Last edited by Omegonthesane; 2013-12-04 at 02:08 AM.

  25. - Top - End - #25
    Ettin in the Playground
     
    Elemental's Avatar

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    Default Re: Neyla - The First World

    Roll: 15 + 4 = 19

    The Inevitable Discussion

    Standing at the edge of the Land of Seven Rivers, The Inevitable gazed across to the Grid Forest, and in particular, the shining city of the Hothrid. They had become a proud people since he first meddled with them, and they had every right to be. Still, he wondered whether he should meddle again... On their current path, they were sure to destroy themselves, whether by foolishness or design. But still, the question of meddling further occupied the forefront of his mind. He had endowed their race with souls, so in a way it was his responsibility to ensure their continued survival. But he had done the same for every other race that had since surfaced, yet not once had he raised his hand to defend or aid them. So, with a heavy heart, he concluded that the era of favouritism had to end. The Hothrid should go it alone for now.
    The question of their immortal souls however... That would need addressing in the future.


    Forging the Land - Part One: The Dark Land

    That decided, he turned his attention back to the wasteland. There were certain areas of it that he simply felt had to be altered.
    First, he settled down upon the land directly North of the Pillars, shrouding it in perpetual darkness. In a violent display of power, he forced the ground below into a land of high jagged peaks, scarred with deep valleys. At the shore, the land sloped more gently than inland, but was still prone to great cliffs and jagged fjords. However, The Inevitable took special care to ensure it had its share of beaches and sheltered coves. Glaciers at the tops of the peaks fed streams that cut away caves and ravines before collecting into lakes or joining together into rivers and flowing into the sea around the Pillars.
    Despite the darkness caused by his shadow, great forests of conifers grew from the cliffs and beaches of the shore high into the mountains, faintly illuminated by phosphorescent fungi that grew of the bark of those trees that were dying. Alongside the trees were the usual collection of grasses and several varieties of berry-yielding bushes, their fruits pale and bitter. Above the forests, in high mountain meadows, pale and sickly looking wild-flowers grew among the grass, their pollen spread by wind.
    Aside from numerous varieties of fish that chose the rivers of the Dark Land either as their home or to breed, and birds that breed on its coast, there is no other animal life. Instead, the forests are inhabited by shades who fled as soon as even glimpsed by wayward creatures from elsewhere, inadvertently leading the curious deeper into mountains.
    This somewhat unexpected work complete, The Inevitable departed, leaving behind a dark fog that concealed all but the highest peaks and occasionally drifted into surrounding lands.


    Forging the Land - Part Two: The Emerald Jungle, The Copper Mountains, The Shard Woods, The Paradoxical Grassland and The Great Marsh

    Next, The Inevitable decided upon the Eastern shore of the Ziggurat Sea and the lower East bank of the Great River. Taking a more distant approach in this instance, he raised a great, and all but impassable, range of mostly-copper mountains some fifteen hundred kilometres inland and stretching for six thousand kilometres North-South. Crystal shards, ranging in size from less than five centimetres to a hundred metres in height sprouted across the land.
    These mountains too, were crowned with glaciers, and in both directions, East and West, rivers flowed across the landscape past volcanoes forced into permanent dormancy. However, while those that flowed toward the Ziggurat Sea were mighty, their plumes of sediment pushing tens of kilometres across the open waters, those that flowed East were less impressive. Eventually, they lost their way among the wasteland and formed a great swamp.
    Despite their common origin, the lands on both side of the mountains could not be more different. While they had the same crystal shards and the same volcanoes, the sheer quantity of water available to the West resulted in rampant plant growth.
    As such, a thick jungle grew along the edge of the Ziggurat Sea, home to countless varieties of trees, ferns, flowers, bushes, vines and epiphytes. Though quiet during the day due to the heat, as night fell, the jungles came alive with the cries and shrieks of countless creatures; millions of jewel bright insects, thousands of brightly coloured birds, hundreds of different mammals and reptiles. Too many to count or to name, a true cacophony of life exceeded only by the Grid Forest. Many would say that the shards that were present in this forest were emerald, but in truth they are plain quartz covered with a layer of moss.
    The East was a different story. Starved of water during most seasons, forests of hardy cedars, olives, oaks and other trees grew in the foothills of the mountains waiting eagerly for the next rain or Spring flood, the shards of crystal more obvious in the sparse vegetation.
    And below them was a land of coppery grass that withered during the dry seasons, paradoxically turning green as it did so. There were often wildfires in this region that consumed all that could not withstand them and renewed the soil with their ashes.
    The marshlands located near where the rivers were no longer fast flowing enough to carve their own channels and instead spread across the surface, were home to different plants, though still dominated by the cycle of water. Where there was water always, titan lilies bloomed with half-crystal flowers and mangroves ringed the water. In the drier places, more hardy plants grew, dying off when the water receded and quickly growing again into a mat of thick vegetation.
    Here, the animal life was less vivid and varied, but it was still impressive in its own way. Great herds of antelope with crystals in their horns and gazelles with copper coloured fur grazed on the grassland, both hunted by lions, their manes of impossibly smooth copper wire. Elephants with alabaster tusks lived amongst the trees, eating of fruit and leaves. And in the marshlands among the waterfowl, some of whom migrate all the way to the Ziggurat sea and back, lived hippopotamuses that could bite a full grown swamp leopard in half.


    Forging the Land - Part Three: The Crystal Castles

    Feeling the need for a change in pace, The Inevitable moved far from the more temperate latitudes and settled near to the Northern Pole of Neyla. Choosing a spot directly North of the Western end of the Crystal Scar, he froze the land and gently built up great mountains of ice that soared high into the air, riddled with vast labyrinthine tunnels and great chambers. Soon, there was nothing there but the massive frozen mountains, each one as sharp as a knife, their jagged points seeming almost as if to threaten to pierce the sky itself.


    Spoiler
    Show
    Starting Power Points: 19

    Shape Land 1": The Dark Land. As described above.
    Create Life: The Shades of the Dark Land. Harmless, intangible creatures capable of changing form, they are possess a defence mechanism in which they take on a shape similar to that of whoever glimpses them in an attempt to confuse their would-be assailant before fleeing.

    Shape Weather 1": The Fog of Darkness. An unending bank of dark fog that shrouds the Dark Land, preventing the growth of non-native plants and discouraging the migration of animal life. Occasionally, some of the fog drifts over surrounding lands before being dispersed by the wind.

    Shape Land 3": The Emerald Jungle, The Copper Mountains, The Shard Woods, The Paradoxical Grassland and The Great Marsh. As described above.
    Geometrically speaking... The Copper Mountains are half an inch inland and stretch for two inches North-South, likely joining on to that mountain range there. The rest of the lands occupy an area that stretches one inch further East from the Mountains. The first quarter inch is the Shard Woods, the next half inch is the Paradoxical Grassland, and the final quarter inch is the Great Marsh. That should come to three square inches if I am not mistaken.

    Shape Land 1": The Crystal Castles. As above.

    Total cost: 18
    Remaining: 1
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    Dragons!

  26. - Top - End - #26
    Bugbear in the Playground
     
    EvilClericGuy

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    Default Re: Neyla - The First World

    Spoiler: The Creation of the Dragons
    Show
    Pervetus, the most ancient of the dragons, reared his ephemeral body above the great pillars raised by Centrum so long ago that remained untouched still. Through Pervetus, Centrum put the will of the code to work even as it continued to sleep.

    From the mouth of Pervetus came the forms of dragons. They seeped down into the land below, causing the lava salamanders to slowly morph into larger, winged creatures. They began to lose their appetite for flesh that consumed them previously. In place of this, the beings began consuming stone and minerals, the rarer the stones, the more sustaining to them. This diet caused them to grow into their final forms, that of powerful, flying creatures that not only radiated heat, but breathed fire, or, rarely, other forms of breath.

    These creatures became known as dragons. They remained in the home of their prototypes, it being suitable in many ways for them. They were rarely seen by the people below in this time, as they lacked a reason to descend. They had all they needed above, and travelling between the surface and the top of the pillars is a feat, even for flying creatures.


    Spoiler: Dragon Biology
    Show
    The dragons were, like their prototypes, reptiles. They were extremely resistant to heat, it having nearly no effect on them. Those who might wish to do harm to a dragon or defend against one should attempt to use magical means, or use stabbing weapons that can pierce their armour-like scales.

    They gained the ability to breathe streams of fire and sometimes other things. This ability comes from the magic of the dragon form and a specialized set of magically infused lungs.

    In matters of size, dragons differed greatly depending on their diet of stones, some stones making them larger or smaller. The smaller dragons are not necessarily weaker, however, and have great magical power over the larger ones.

    Dragons, like their predecessors, have four limbs, with the addition of a pair of leathery wings. They also have massive tails that are used as a counterbalance while flying and are large enough for use in combat.

    The dragons were granted sentience above their precursors. They had similar intelligence to that of other races, though this was variable. Some dragons had greater intelligence than other races, and some were more primal.


    Spoiler: Crunch
    Show
    Roll: 2d6+13+4=26

    Command Pervetus, Create Race: Dragons, -2

    Left: 24
    Bonus Next Round: 5
    Last edited by ImperialSunligh; 2013-12-05 at 09:59 PM.

  27. - Top - End - #27
    Barbarian in the Playground
    Join Date
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    Default Re: Neyla - The First World

    Power Roll: 6d4k4=12
    Current Power Points: 13

    "There is more to this existence than simple life. I would have expected one such as you to understand this, Tsarag-Losh," the commune echoed through the infinite, a deep and powerful essence, and thoughts which had existed at the beginning of time. "I suppose I ought to introduce myself as well. If you would wish to know me, I am the child of Chron, Indlas as I would be called. I am the steward of that which does not change. That which is immovable belongs to me. Though, to answer your question from before, this land is not meant for life; it's meant to discourage life. This low field of the 74, the 78, and the 82 is a guardianline around the first land of this world: The Aeonstrom. None would dare to wander this land, and so none would ever come close enough to witness the power, and so none shall ever change or be changed by that moment."

    "Yet it always changes itself," the Watcher countered, laughing "Surely this means it can't be of your domain."

    Indlas was mildly irked by the comment, but also was pleased by the contest, and even admitted slight enjoyment within the tone of it's divine will, as it continued, "The place is the comingling of the opposite poles of time: Entropy and Eternity. Myself and my sibling, Kran Ze'In. It belongs as much to me as it does to Kran Ze'In."

    "Why then does your sibling not surround it within it's own divine will? Surely your fellow deity must be cross with you for trying to seal away that which belongs to it, and making it more of your dominion."

    "I do not know the mind of Kran Ze'In, but we, children of the Speaker, embrace each other's will. I would never doubt the action of my peer, nor would they doubt mine."

    "Though, surely losing a grasp upon it's first act must anger your fellow deity."

    "While I accept the will of my sibling, I do not understand the mind of my polar opposite. I have wondered, though, in the past billion years upon our home, and the Speaker explains it thusly: Entropy does not continue upon a single track for long. It changes, for it is change."

    "A strange creature that is. Perhaps it does not fret about the constancy of the storm for it knows it can simply create change and reclaim it. Tell me: what is your take on change?"

    This sparked a great conversation, and the two divine creatures communicated the debate back and fortg for ages, until the sun had rose and set a thousand thousand times, yet the conversation never grew dull.

    Eventually, the fluid one had to depart, but by that time, Tsarag-Losh had introduced profound new ideas into Indlas's domain, and had even come close to reshaping the eternal, but Indlas was incapable of true change. It was, however, capable of creation.

    The abstracts concepts of structure and cyclical development had built upon the eternal will of Indlas, and now a billowing cloud of divine concept clung to the steward of time. With a push of will, the deity forced these forces away, and they went, before coalescing into a new shape. A divine child, burgeoning and eager to act.

    The figure wore a helmet of lead, with two constant, distant, deep red points of light gazing out through the visor, and beneath this, it wore a cloak of lead sheet, engraved in patterns of waves and stars. With a push, Indlas brought this new deity into the Domain, where the Colossi still roamed, and Chron looked down at the new deity.

    Instantly, Chron knew why the two had come here, and did not need to commune with Indlas. Instead, it went straight to the new force, asking a simple question to help the deity define itself, "What is your name?"

    "I am Leau," the lead deity communed, "I am the deity of that which is true, of all plans to ever be imagined, and of shapers of all sorts."

    "Welcome, Leau, to the will of Chron," and with that, Leau became a part of the Chron pantheon. Far away, where Ke'Keo and Kran Ze'In were building up the Red Land and the White Mountains, they felt their paths change, and they felt the path of Leau change as well. Craftsmen were seen in the future, strategists, architects and the overall scape of possible futures bent in on itself, all at once increasing the number of pathways, while decreasing the width of all time.

    Spoiler: Leau
    Show
    Name: Leau
    Portfolio: Plans, Ambition, Shaping
    Appearance: Leau appears to be a figure wearing a helmet made of toxic lead, with two distant dim points of red light for eyes peering through the visor. It also appears that the deity wears a cloak also made of lead, but engraved with patterns of waves and the night sky.
    Flavor: Born of eternity and fluid, Leau is a god of plans, of that which is going to happen. Where Ke'Keo is a deity of possibilities, Leau is a deity of what is intended. It is said, by it's most fervent followers, that Leau is a deity of fate, of iron control. But this is far from the truth, as Leau does not control what comes to pass, but simply guides others to try and control it. Genderless, but often characterized as a "he", ambition and rulers are common worshippers of Leau.
    Symbol: Leau's spiral is thick and often made of lead or some other heavy metal. The spiral itself is the thickest of the pantheon, with only a sliver of space between each arm to mark it as a spiral.




    Indlas simply gave Leau a rundown of what a deity had to do in order to be a deity, and told it to go and make it's own way, for even if the two deities were adequately fond of one another, they were fundamentally different, even as Kran Ze'In and Ke'Keo were different. Indlas knew that they would not be wise to remain around each other for long, lest change be welcomed into their paths.

    So, while Indlas expanded the Metal Desert, and Kran Ze'In created two new breeds of flower: The Illa, a bush which blossomed into dark purple blossom and which bore juicy berries of the same color, and the Vlam, a flower with a large, yellow bloom that sat face-up upon the ground and whose sickly-sweet smell could be detected for kilometers around, Leau went far across the world, to the south of the Crystal Canyon, where it plunged deep into the waters surrounding the Archipelago, and, looking upon the slopes leading up into the obsidian wastes, willed it to fall away.

    The flood that followed lasted for many centuries, while the obsidian was worn away, replaced with sediment and rich, hearty aquatic plantlife, including the Thaun. This new ocean was shallow, tropical, and clear, down for farther than most oceans currently in existence. Tiny islands, most less than four kilometers wide, speckled this ocean from coast to coast, barely supporting any life at all, for this land was meant for the fluid-dweller, such as the Great Blue Sharks that now swam these waters, hiding in the sediment, waiting for a sniff of blood for hours on end, they were flat, wide, and six meters from nose to tail.

    Spoiler
    Show
    12 points on four Shape Lands to do a mixture of expanding the Red Land, expanding the White Mountains, expanding the Metal Desert, and creating the Tropical Ocean off the Archipelago.

    0 points to Create the Illa.

    0 points to Create the Vlam.

    0 points to Create the Great Blue Shark.


    Current Power Points: 1
    Next Power Roll: 6d4.takeHighest(4)=7

    Map
    Spoiler
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    Domain
    Spoiler
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    Last edited by Rith; 2013-12-04 at 07:40 AM.

  28. - Top - End - #28
    Bugbear in the Playground
     
    5a Violista's Avatar

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    Default Re: Neyla - The First World: Round 5

    Heovma awoke in the Fertile Desert and began again her world trek.
    Spoiler: The Seventh Swamp
    Show

    The white coyote walked down the desert, following the river. She occasionally stopped to drink or to chase one of the desert animals. Soon, she reached the savanna, but she didn't stop there. She continued walking - past the brand-new hexagonal land and through the following wasteland, until she arrived in the Land of Seven Rivers.

    There, she saw what she loved - the wild: prey and predators chasing them. For a moment, she found a pack of red wolves and joined them in their hunt of the deer and the birds. Those flying things, the birds, she liked them. They were harder to catch than the larger prey animals.

    However, soon, she still grew bored. She followed around the large stone, crossing the rivers one by one. The last, westernmost river - the seventh river - she followed until the forest stopped. The water just drained into the wasteland. That didn't seem right.

    So she walked out where the water went and made the ground more fertile. Quickly, the plants and trees from The Land of Seven Rivers spread to the fresh fertile ground. However, it was slightly different than the higher land because the entire ground was waterlogged - sometimes the water was only inches deep. In other places, it was waist deep or more - enough for large creatures to hide in the murky water for unsuspecting prey to pass by.

    Thus was the Seventh Swamp created.


    Fel resumed his chase of his prey.
    Spoiler: Fire and Darkness
    Show

    The Black Wolf began running southwest, towards Heovma's scent. He had to cross the crystal chasm, and he ran into an ocean. Odd. It seems to have grown since he was here last.

    No matter.

    The Darkness began crossing the sea, when he saw something in the distance: fire. Dragons. Interesting.

    He took a brief pause from his hunt to watch these dragons. As darkness covered the pillars, Fel watched the dragons flying around and evolving. After several years of observation, he decided something: Dragons would make perfect instruments of Anarchy.

    He slipped into the mind of some of them and inspired them to give in more easily to rage and anarchy. Through this, they would cause many problems among themselves. The Black Wolf departed from their minds - all but one. This one, a particularly large but brutish one, he would control directly. Fel's Dragon, surrounded in his darkness, left the pillars so he could finally catch his prey.


    The white coyote left the Seventh Swamp, heading southwest. The reason? She saw Darkness approaching in the sky.
    Spoiler: That Feeling of Dread
    Show

    Heovma saw the large creature surrounded by darkness approaching. It wasn't kind darkness, either - it was spiteful darkness. So she fled. She ran southwest. She kept on running, nonstop, until she nearly reached the southern tip of the world.

    The Dragon was powered by Darkness - so it would never stop, never rest until it either caught its prey or was defeated. Heovma soon realized this: and that was one of the big differences between Heovma and Fel. Heovma eventually stopped chasing all her prey when she grew bored of it. Fel would never stop until he devoured his prey.

    The white coyote turned around and bore her teeth at Fel's Dragon. She growled, daring him to approach and try it. The dragon landed and roared back. If there were any onlookers, the scene would be comical: a pure white coyote challenging an enormous beast of fire and Darkness, in the solitude of a volcanic wasteland's.

    The Dragon's flame scorched the ground, while the coyote nimbly darted between rocky outcroppings. Her fur singed from the intense heat, but if she didn't keep on moving she would burn. Finally, Heovma reached Fel's Dragon and brought down her teeth on him, but to no avail - the scales were too large and strong to break that easily.

    Fel's Dragon casually knocked Heovma to the ground with a beat of his wings. He bent over and grabbed her in his mouth and began to squeeze. The powerful jaws cut into her flesh and she yipped in pain.

    Her blood dripped into The Dragon's mouth, causing intense pain in it: the raw chaos contained in the blood burned even the dragon's mouth. Soon, The Dragon had no choice but to let her drop. She hit the ground, injuring one of her legs. As her blood dripped on the ground, the ground sizzled. The coyote got up and, on three legs, started running towards the Dragon. She jumped, and somehow reached its neck. This time, her teeth pierced the armor-like scales, crushing everything down to the jugular.

    Darkness quickly fled the dragon, but it would take millennia for him to re-form and continue his hunt.

    It was too late for the dragon: Pure Chaos had killed it without mercy.

    Still with immaculate white fur, clean and bloodless as it has always been, the coyote nursed her leg and limped away from the south.


    Still in the South, after Chaos had left,
    Spoiler: The Odious Sea and The Wierresta
    Show

    The dragon's blood mixed with the blood of Chaos and the influence of Darkness, and lay there for a long while.

    After a dozen years, this foul combination of ichor began to boil. It spread and spread across the land, until it was large enough to be called an ocean. The occasional volcanic mountain sticking up became an island, surrounded in this bloody liquid. It was very similar to water, except it was a deep red and black color. It was extremely difficult to see under this 'water' - not that any sane being would want to touch it, anyway. The 'water' was so dangerous, so acidic, that it immediately burned any flesh that touched it. Even a moment touching it would leave permanent scarring.

    The liquid also had a distinct, sharp odor.

    The dead dragon's body lay at the bottom of this sea. Finally, it began to dissolve - but instead of disappearing, the body began to form creatures and beasts. Monsters of all sorts, which would be known as The Wierresta: "The Worst Beasts."

    Their skin was thick and armored, like the dragon - how could they survive the Odious Sea if it wasn't? They had terrible claws and sharp teeth. Any creature near them would feel an inexplicable feeling of dread and terror. Some lived forever under the 'water', while others lived in the nearby wastelands.

    In appearance, they looked like large, grotesque misinterpretations of animals across the world. One, for example, looks like an enormous serpent, living in the sea. A second looks like a wolf as it prowls the shore and the wasteland. Others look like the Strash or the Estim, only in a cruel mockery of their form.

    They're creatures born from feelings of dread, and dread is the feeling that feeds them. Most of the time, one can assume they're mindless monsters looking for nothing but their next meal of blood and fear.



    Spoiler
    Show

    This time:
    1 + 2d6=8 + 4/5 + 2/3 = 15

    (2) Command Avatar => Create Cult (Dragons)
    (3) Shape Land: The Seventh Swamp: A very forested swamp just west of the land of Seven Rivers. The westernmost river empties into this forest.
    (3+3+3) Shape Land: The Odious Sea: Along the south edge of the map, with the majority fitting in the southwestern quadrant. It's a deep red/black sea filled with extremely acidic 'water'. The water is extremely dangerous, scarring the flesh of anything that touches it. There's an occasional island here and there, all made of the black volcanic rock.
    (0) Create Life: The Wierresta (Yes, that's both the singular and the plural form.) (All sorts of monsters in The Odious Sea and surrounding lands.) (Non-sapient...at least, until the 2nd Age when I change my mind and spend the "Create Race" points.) (Actually, I won't change my mind. They'll remain non-sapient and monstrous.)


    Next time:

    1 + 2d6=9 + 5/5 + 3/3 = 18
    Goals: 18/3 = 6. Use 5 or 4 Shape Lands, expanding already-created lands (especially The Odious Sea), and 1 or 2 Shape Weathers.
    Favorite sports:
    Fencing
    Football (Soccer)
    Figure Skating
    (and basically everything else that starts with 'f')
    ALSO! Come roleplay FFRPG in the Nexus!
    Nexus Characters.

  29. - Top - End - #29
    Pixie in the Playground
    Join Date
    Nov 2013

    Default Re: Neyla - The First World

    Power roll: 2d10 = 11
    Point rollover: 2
    Current Points: 13

    Expanding The Rusted Mountains

    Onoldos saw all that the other gods had done. Clearly the world was beginning to take its shape. Already he noticed abnormal behavior in some of the Oalei. Now was a time to close the borders around their world.
    He had begun a range of iron mountains around the hexagonal forest, soon it was going to be finished.
    Molten iron bubbled around the southern edge of the hexagonal forest. It rose over the course of nine days, reaching a height equivlent to the rusted iron moutains that came before it. Stretching along the desert adjacent to the crystal scar, it is a sight to behold. Eventually its slope stopped when it met the boiling sea.
    The first year following the rise of the mountains is known to the Oalei as the year of blood. Taking the mountains as a sign from the gods, they began a year filled with conflict over land and religion. Many Oalei lives were given to brutals wars, causing much strife and pain in tribes.
    The year following transformed the glowing mountains into a formidable range of iron. This marked a temporary turn for the Oalei who celebrated previously unknown periods of peace between tribes. Oalei call this one-hundred long span of time "The Iron-Bond Century"
    Eventually this new expanse of iron moutains would rust, becoming the same orangish color as the rest of the range.
    And like the mountains the Oalei too would return to what they were meant to be. Regular culture would come back to life, leaving nothing but nostalgic memories.

    Spoiler
    Show
    so I used Shape Landx4 to expand the rusted moutains along the southren border of the hex forest. So that's -12
    Leaving me 1 point.
    Last edited by GeneralRage; 2013-12-04 at 10:31 PM.

  30. - Top - End - #30
    Ettin in the Playground
     
    Elemental's Avatar

    Join Date
    Sep 2011
    Location
    An Abyssal Tower
    Gender
    Male

    Default Re: Neyla - The First World

    Roll: 12 + 1 = 13

    Forging the Land - Part Four: The Blinding Forest, the Rocky Waste, the Golden Sands and the Salt Sea

    Where the Tropical Ocean ended, The Inevitable saw a possible danger. For if allowed the spread further, it could flood the Great Marsh and bring to an end the rugged beauty of the Paradoxical Grassland and Shard Woods. As such, he rose up a line of mangrove forests and marshlands along the Eastern shore of the ocean, stretching all the way from the desert surrounding the Crystal Scar South. It was a harsh place, and the trees of this forest were dangerous to approach. The mangroves that grew here were not as gentle as those that dwelt to the South in the Great Marsh, for their sap was toxic and would blind those who were unfortunate enough to have it drip into their eyes. Furthermore, they released a vapour that, while initially harmless, would start to irritate the eyes and throat and eventually blind or suffocate those who stayed there too long. However, beneath the waters around the base of the blinding mangroves, vast quantities of fish came to breed, and others to live, feeding off the great bounty of crustaceans that inhabited the shallow, brackish water. And above the water, wading birds came to feast as they migrated from place to place, never staying for more than a few days before continuing their migrations. Still, one such bird, the golden crested crane, was able to tolerate the poisoned air and lived there permanently, though even they were blinded by the air.
    Behind this narrow strip, the land gave way to a vast desert. Initially of plain sand, eventually it gave way to dunes that contained vast quantities of gold dust, sometimes twice as much as the sand present. No life grew here as it was far too dry and the shifting dunes smothered anything that tried to get a foothold. Bordering the dunes to the South and East was a narrow wasteland of great slabs of broken rock. Here, some hardy plants grew and lizards scurried after small insects before darting back to the shade.
    Liking the look of the rocky wasteland, The Inevitable chose to extend it further East, encircling a region of the volcanic wastes that he excavated in a great explosion, scattering millions of shards of glass over the the rocks of the waste. Water seeped into the crater, but it soon evaporated under the glare of the Sun, leaving behind a vast expanse of mineral salts.


    Forging the Land - Part Five: The Mountains of Disappointment

    Far to the East was where the Inevitable turned his attention to next. This was the largest area of the volcanic wastelands remaining, and part of him wondered if perhaps it would be best to leave some of it as a reminder, but he pushed that thought away in favour of something more "useful" to those who would one day come this way in search of lands to settle.
    Eventually he decided upon something simple to anchor the landscape together and he tamed the local volcanoes and forced many of them to grow upwards into a mighty mountain range, perhaps twelve thousand kilometres long and forming a great arc as it grew from North to South. When the highest peaks reached twenty kilometres, he willed the volcanoes into permanent sleep. Eventually, the volcanic rock turned grey streaked with black veins of silver-bearing acanthite. However, no plants took root in their foothills the streams that flowed down the mountainsides were of mercury that glittered in the sunlight and mocked those who had made the trek across the wastelands.


    Looking Up

    The night sky of Neyla was so empty thus far. True, there were the Moon and the Stars, but they were so distant. They inhabitants of Neyla would need something closer, more comforting.
    To accomplish this, The Inevitable willed into existence a swirling mass of molten rock, rich in many elements, that eventually coalesced into a sphere. In time, its surface cooled and formed a crust rich in many of the same metals and crystals that were so prevalent on Neyla. As such, its surface was a mixture of brilliant silver, copper and other metals, interspersed with coloured regions where crystals formed the majority of the landscape. Finding this just a bit too garish, he tarnished the metals, dulling them, but in no way reducing the splendour of the new moon.
    Despite being smaller than the first moon, the new moon was closer and banished the darkness of the night with its brilliant glow. In time, it came to be known as The Illuminator and the first moon as the White Wolf.


    Spoiler
    Show
    Starting Power: 13

    Shape Land 2": The Blinding Forest, the Rocky Waste, the Golden Sands and the Salt Sea.
    The Blinding Forest is a very narrow strip of mangrove forest along the Eastern shore of the Tropical Ocean. Its name is derived from the mangroves that live there as their sap blinds on contact with a person's eyes and they release a vapour that, while initially merely irritating, eventually blinds and suffocates those unfortunate enough to remain there long.
    The Golden Sands are a region of sand dunes, that which while initially seem ordinary, soon give way to dunes that consist almost primarily of gold dust. It is bordered to the South by a narrow rocky region that is an extension of the Rocky Waste.
    To the East lies the Rocky Waste, a region of broken slabs of volcanic rock strew with smaller stones and glass shards. At the centre of this region is a great crater, a half inch across with a great salt flat at its heart.
    Geometrically, the Golden Sands are about an inch square save for the very narrow strip that makes up the Blinding Forest. The Rocky Waste is similar in size, save for roughly circular crater at its heart which contains the Salt Sea. The Salt Sea is about a half inch across.

    Shape Land 1": The Mountains of Disappointment.
    A thoroughly lifeless range of mountains, it is about twelve thousand kilometres long and bends in an arc, similar to a open parenthesis. Furthermore, they effectively block East-West passage save for those willing to attempt the high passes.

    Shape Land 1": The Illuminator.
    A second moon. Smaller than the original, it is roughly the size of the moon Titania. (I assume the original is the size of the Earth's Moon)
    However, it appears four times as large in the sky due to orbiting significantly closer.
    Mauve Shirt, Savannah, Gnomish Wanderer, Cuthalion and Smuchmuch get cookies for making me avatars. (::)
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