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  1. - Top - End - #91
    Troll in the Playground
     
    Griffon

    Join Date
    Mar 2012

    Default Re: Lords of Creation: The World Madly Spins (IC Thread)

    In the Pit of Making

    There is no response from within the pit, but a set of clay steps slowly rise up to make it simpler to move down. Abu Dhahab can follow the sounds of digging and scraping deeper within the depths of the pit, passing by the occasional Golem Archon mining clay out of the walls or organizing the clay into different colors. The archons, given thought and shape by the apssing of another god, nod to Abu Dhahab as he passes, but otherwise remain focused on their work.

    Hetta is in a large chamber deep within the earth, fashioning an abstract shape out of blue-black clay. To her right stands the Lump, abandoned bits and swirls of clay around it, watching its master work with a blank lack of emotion. In between Abu Dhahab and Hetta lies the body of the dead Clay Dragon, though it is nearly unrecognizable from its brethren now except in form. Bits of clay and dirt have collected onto the creature, smoothing out and blending together until what is obviously muscle and bone lies on the ground now. Two large chunks of multicolored clay have fallen on its shoulders, bending and flattening over time into large, membranous wings. Hetta's power circles over the creature, seemingly an unconscious side-effect of being in her presence for too long; this is not the first time she has accidentally brought something to life, after all. Still, the creature does not stir or wake; it lacks something, and Hetta is too distracted by whatever has caught her fancy to finish it.

    At the other god's presence, Hetta glances back, once; then she returns to her work.

    Spoiler: AP Actions
    Show
    2 AP

    Create Legend Subrace (Earth Dragons) -2/3 AP: Born from the shell of a Clay Dragon and the extra clay touched by the hand of Hetta and discarded while she worked to make golems, Earth Dragons can be any color that clay can also contain and have a strong connection to the earth, preferring to make their lairs underground or within mountains. Since they come from the things that Hetta threw away while perfecting golems, Earth Dragons are naturally willful, prize freedom very highly, and often have large personalities. Abu Dhahb will add the last AP to make these dragons happen, so he can add more information to how they work once he does so. (Domain Progression: Magic (Golems) 5/10)

    2 - 2 = 0 AP Remaining
    Originally Posted by Xefas:
    "I need the Goblins in phalanx arrangement. Sky Blotters in the back! Swissles? Assume the Swizzle Stick Formation! We're going in!"
    What Pokemon am I?
    Spoiler
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  2. - Top - End - #92
    Orc in the Playground
     
    PirateGirl

    Join Date
    Jan 2019
    Gender
    Male2Female

    Default Re: Lords of Creation: The World Madly Spins (IC Thread)

    A list of stories, which may or may not contain truth.

    The Emergence of Kassa

    Born of Creation
    Abandoned by Creator
    The Gods seek to delay the inevitable

    The stars will fade and fall into the oceans
    The light of the Sun shall grow abominable to those on the lands
    And the cold winds of Nocturne will blow across the deserts, turning all to stone
    There is no escape
    There is no hope
    All will be consumed

    The Gods in their envy shall rise up
    Deserious, vain, and greedy
    Their little soldiers, primed and plain
    Will fall to chaffe, or unsown grain
    Empty bellies grumble, the plates of Gods bare
    Covetous, neighbor will take from neighbor
    Allies born in conflict
    Locked forever in first meetings

    When the Gods do war across Creation
    And the time grows nearer now
    Their duty to keep their creations safe
    Will distract them from the gate
    In their fallow absence
    Their punishment await.
    It was with those words - the serpent's last curses as its essence boiled away into the void, condemning the world to ruin and rot before finally dying - that the one who knew herself as Kassa blinked, stirred, and decided that it was finally safe to emerge from her hiding spot.

    The ages had dulled and blurred the time before the Serpent war, the age of the Creator - but Kassa remembered its end with perfect clarity. She remembered the suddenness of it, the mouth of the void itself seeming to open infinitely wide before snapping shut, tearing through holy hosts of thousands like vapor - and Kassa knew the emotion that would come to define her existence. Fear. She remembered knowing, down to her divine essential core, that she would do anything to avoid that mouth. She remembered running, blindly fleeing to the world below, stomping and kicking and shoving other godlings into the waiting jaws behind, digging frantically into the earth she found there, coating herself in filth and mud and making her divine essence as small as possible. And there she waited, and listened. She waited as the earth buckled and transformed around her. Waited as other gods pulled life from the soil. Waited as the heavens themselves shook and rang with the fury of the Serpent War. Kassa had many vices, but impatience was not one of them. She would not risk the danger of fighting that thing; she would wait as long as it took.

    But now the serpent was dead. And at long last Kassa could allow her curiosity to burn away her fear. With some difficulty, she pulled herself from beneath the ground, and looked about in awe; the land around her had changed greatly during her vigil, becoming a land of ragged cliffs, rock, and sand. She had no body of her own, so she quickly pulled one together from the rags, bones and dust she found around her and set off, determined to see what had transpired on this world during her absence.

    Kassa wandered the circle continent for quite some time, stealing guises and supplies as she went, hungrily devouring the knowledge and stories of this place and its people, as well as the divines - others like her, she assumed - who had survived the serpent's feasting and had begun breathing life into this land: the great lizard, the clay-mother, the guiding wind, the tyrant-across-the-sea, and many others. The teachings and crafts spread by the Skull-Headed-One in particular Kassa observed with rapt attention and approval, watching with careful interest as the lizard-people stripped the corpses of the dead for every usable bit - nothing left to waste. It resonated with her, in a way that felt oddly right yet somehow incomplete; and within her, ideas and desires she could not place began to grow.

    [Spoilers for length]

    Spoiler: Kassa and the Swamp
    Show

    After she had roamed and begged from camp to camp and village to village for many days and nights, amassing stories and leaving little but empty foodbags in her wake, Kassa found herself deep in one of the swamps of the Great Marshes, far from any settlement or civilization. Kassa's eyes settled upon the massive, towering trees in particular. These were trees that had been rooted here almost since the dawn of creation, with trunks wide as five men, bark like stone and canopies that cast the whole place in eternal twilight. Kassa looked up at the ancient things, and felt an odd sort of distaste bubble in her gut.

    It just seemed such a...waste, didn't it? All that life, all that potential; all poured into a single thing, one that would only grow bigger and suck up more, too grand for any disaster to shake or tool to cut. All that sun and water and soil that might otherwise go to the worms of the ground, or the struggling, wilted saplings at her feet. Kassa thought again of the bone-shapers and the teachings of their fiery Skull-Headed God. To prevent the waste of the dead was all well and good. But what if the waste was still alive?

    Kassa cast her gaze down to the stagnant water below, where fungi and mushrooms fed on the wood of fallen branches, breaking down and decomposing them. This was good; but what, she thought with a little grin, if they didn't have to wait for death? Kassa lacked the inventive spark required of true creation. But she was a skillful thief. With one hand, she plucked a bit of fungus off a log; she felt its hunger and fed it with divinity, with a desire for more. With the other, she took one finger and bored a hole into the trunk of the great tree, deep into its woody heart, and placed the fungus there.

    It took many days for her work to come to fruition, but fruit it did. The bark began to come off in gray flakes and chunks, bright crimson fungus sprouting through the holes as sickly yellow leaves rained down. With a mighty roar and crash heard for miles, the first of the great wooden giants was slain. But, as Kassa was delighted to see in the coming days, it didn't stop there; the little fungus was surprisingly adaptable. It quickly spread, not just to other plants, but to living animals and even dead ones, corpses pulled along and compelled to spread spores by their newly-appointed master. As she left, the swamp around her seemed painted with blood, as the worms and flies swarmed upon their new feast.

    As she continued her trek into a non-infested portion of the swamp, Kassa decided to try her hand at something else. She observed the many mosquitoes that swarmed the marshes, biting and sucking the nutritious blood from the larger animals. They themselves were then eaten; the blood was thus cycled widely and freely. Not bad, she thought; but still, the great boars, the massive alligators, the big cats and other large beasts - they all seemed barely affected. And they all held so much blood; enough to feed thousands of smaller things or more. If sharing a little blood was good, a lot was surely better, no? Kassa firstly snatched a pair of mosquitoes, and fed them a bit of her own divine blood. So delicious, so filling was the treat that they grew swollen and monstrous; far moreso than their fragile insectoid wings could carry. Thinking quickly, Kassa deftly stole two sets of bats' wings to fasten to them, and in addition several fangs of venomous snakes, fashioning them into claws that could latch onto and numb their prey. Work done, Kassa released the two fell things, watching in satisfaction as they drained a massive hog in moments. The swamp was their home for now; but their hunger would spread them further, she knew, on to prey on the massive beasts of the plains and deserts as well. And their greed would of course lead to corpulent death, leaving the squirming things of the ground with a grand feast indeed.


    Spoiler: Kassa and the Jackal Runt
    Show

    Having had enough of the swamps for now, Kassa meandered back northward, towards the site of her arrival on the First World, and, wandering in the desert, came upon an interesting sight. A large pack of jackals had found the carcass of a great hippo; a rare and quite fortunate find, for Kassa could tell from the ribs showing through their skin that they were on the verge of starvation. The many blights caused by the serpent and the expansion of the lizardkin tribes had clearly taken a toll on their hunts. And so she could also tell that even a meal this great would not be enough to feed them all. Kassa watched as the biggest among them muscled their way to the center, pushing away and snapping at the others, asserting their authority. And at the edge she noticed a runt; thinner, weaker, closer to death than the others. Without this meal, he would quite assuredly die; and yet, after a few moments of struggle, he seemed to give up. Accepting his fate.

    What a thoroughly absurd thing to do, Kassa thought. Taking the form of another small, weak jackal, Kassa crept around the edge of the feeding frenzy; a few of them snarled suspiciously at her, but otherwise seemed to dismiss her. They had other things to focus on, after all. After a moment's searching, Kassa picked up a small, triangular stone off the ground and ran her claws across its edges, sharpening it to a fine point, before skulking over to the runt.

    "There isn't enough, you know," Kassa whispered in his ear in the simple language of jackals. "Will you really sit here and die as your brothers and sisters eat their fill? Do you truly care so little for the breath in your chest, the warmth on your back, the taste of fresh blood? The spark of life within you? Someone here must sacrifice it, after all. So tell me, will it be you..." Kassa hissed, pressing the stone into his paw, "...or one of them?"

    In that moment, something filled the jackal's eyes, and his paw closed around the stone, fingers curling in a way they hadn't quite been able to before. The runt rose up on his hind legs and, hesitating only a moment, plunged the sharpened stone into the back of his largest packmate's neck.

    It took a moment for the realization to spread; the others stared frozen at their dead brother, and the now-standing runt looming over him, confused, incomprehending. "Now is your opportunity," whispered Kassa. "Seize it." The runt nodded and, turning to the others, began to speak, in a tongue like theirs but fuller, more complex. He told them that he had indeed killed the strongest; that this stranger had given him knowledge and power; power that could also be theirs. They could embrace this new strength, and live; or kill him, reject it, and die. The truth of the stranger's gift lay before them. After a moment, one of the jackals drew closer, sniffing this stranger curiously; then came another, and another, desperation overcoming their fear. And so Kassa grinned, and began to whisper. She told them the stolen stories of tools, of armor, of weapons, of building. She told them the stories of the bone-carving lizards, and the great swollen cities with their food-laden caravans. The more she spoke, the more the jackals changed, spines drawing upright, forepaws becoming clawed hands. Over the next many days and weeks she taught them; showed them how to make the corpse-crafts of the lizardkin and the bows of the distant horsekin; showed them the best methods and tools with which to prey on the great fat caravans; showed them how to draw from the animals, not just life and power as the lizardkin did, but death and weakness as well, mixing plants and animal parts into potent poisons (though they could not yet grasp the full art of Synthesis). They created a new name to distinguish themselves from the mere animals they had once been; and so the jackalkin, the first Gnoll Pack, were born.


    Spoiler: Kassa and the Gift of Silver
    Show

    Kassa wandered the desert valley for some time, teaching more jackals her secrets. The gnolls thrived and excelled, and the pack after some time swelled and split into more nomad-tribes. Kassa had taught them well indeed, and they ate better than any in the valley had in a long time, feasting on stolen goods and reveling in "coins": curious shiny objects that, for some reason, the lizardkin were eager to give up many useful things for.

    She had perhaps, Kassa thought, taught them too well. She observed as the gnoll-packs grew more settled and complacent in their dominance; she watched as they began to cease robbing, and instead extract coin from the fearful caravans for the mere threat of robbing. Stagnating. All things needed a check, lest they become corpulent and wasteful like the grand swamp trees and the grand swamp beasts. So Kassa decided to make one.

    Kassa took the guise of a frail, elderly gnoll and approached one of the gnoll encampments one evening as they rested and celebrated their conquests, complaining to them of her hunger and weariness. "Please," she begged, "share with me just a little of your food and comfort, and in exchange I will brew you a potion; one to make you strong, and protect you from weakness and corruption." The gnolls, not recognizing the stranger but feeling pity for her (and filled with excitement at the offer of greater power), accepted. So Kassa took a bit of their fur and blood, a few herbs and roots, and the final, most important ingredient - a piece of silver, generously provided from the gnolls' growing hoard - and began to brew, filling a great clay cooking pot with bubbling gray fluid. Once finished, she bade everyone step up and drink their fill; and they did, allowing Kassa to slip into the night unnoticed.

    She did the same to the other gnoll tribes; and after some time, screeches, yowls and curses began to echo down the valley as the effect of her brew became clear. The precious gold and silver ingots they had taken began to burn and boil their skin and foul their lungs; Kassa had made the essence of the metals toxic to them. But, as she had suspected, the curse was not distributed evenly: the largest and greediest of them had drunk many times their due, while the smallest had gotten barely a sip. And so when the largest ones dove back into their piles of treasure, the metal did not merely burn them but burned into them, sticking to their flesh, the curse sinking its claws deep into their being. They ran into the night screaming in agony as the magic tormented them, began to twist them, pain wiping knowledge and self-awareness from their minds. And so the first Direwolves were born.

    Kassa left the valley, a satisfied smirk on her face, as the anguished cries of her brothers and sisters echoed behind her, cursing her betrayal.


    Spoiler: AP Actions
    Show

    Create Monsters - Crimson Blight (1AP)
    The Crimson Blight is a group of closely-related parasitic fungi found in the central swamps of the Great Marshes, immediately identifiable by their bright blood-red color. Once these fungi infest a living tree or plant, they can kill it in a matter of weeks; however, its effects on animal matter are much more horrifying. A living infected creature will first begin acting erratically and aggressively. Then, after a week or so, they will "die", but keep moving, fungus beginning to sprout from its body as the organism takes full control of their limbs and uses their body to spread itself. Dead carcasses can also be "resurrected", provided they are mostly intact. The infecteds' mindlessly aggressive behavior actually makes them quite easy to kill; however, killing them also spreads a cloud of spores, and the meat, if not carefully treated, will lead to infection if eaten.
    [Death (Plague) 1/10]

    Create Monsters - Stirges (1AP)
    A stirge is a mosquito-like creature about the size of a bat, with a long proboscis, leathery wings and sharp, venomous talons. Its primary diet is blood, which it obtains by latching onto and draining other creatures, using its venom to numb its prey. Solitary, they are not terribly dangerous, but they tend to hunt in large swarms, who can provide enough venom to paralyze a large animal and then collectively drain it in minutes. Unlike most animals, they have no regulator on hunger; a stirge, given sufficient prey, will feed until it cannot move. They cease hunting only briefly to mate, laying eggs in stagnant freshwater. Though they prefer wet, humid environments like swamps, they can breed and multiply anywhere that there is standing water. They tend to target large, warmblooded terrestrial animals, but they have poor self-preservation instincts and will attack almost anything.
    [Death (Plague) 2/10]

    Create Race - Gnolls (2AP)
    Gnolls are bipedal, desert-native canid beings roughly 4-5 feet tall, with prominent snouts and speckled fur ranging from brown-gold to gray. They primarily walk upright, but can run quickly on all fours if necessary. Their diet is omnivorous, though primarily meat, which can be easily torn with their large, sharp teeth. All gnolls share a unique magical curse; gold and silver, along with any other precious metal used commonly as currency, will burn their skin, and cause any who stand too near large amounts too long to grow nauseous. The intensity varies, but it is universal.
    [Craft (Apothecary) 2/10

    Teach Mundane Concepts - Language, Archery (Gnolls)(2AP total)
    [Craft (Apothecary) 4/10

    Create Mundane Concept: Poison-Crafting (1AP)
    Kassa has taken much far-flung knowledge and refined it, teaching the gnolls how to create various poisons from herbs, fungi and venom glands, with many effects ranging from sleep, to paralysis, to sickness, to death.
    [Craft (Apothecary) 5/10]

    Create Mundane Concept: Simple Medicine (1AP)
    Kassa has also taught the gnolls how to make new and better medicines and poultices, stopping disease or infection and treating wounds.
    [Craft (Apothecary) 6/10]

    Create Mundane Concept: Banditry (1AP)
    Kassa and the gnolls have refined the skills of other, lesser brigands, creating tactics and tools of ambush and stealth, as well as ways of hiding their tracks and following the ones of their targets.
    [Deception (Thieves) 1/10]

    Teach Advanced Concept: Corpse-Crafting (Gnolls)(1AP)
    [Craft (Apothecary) 7/10]

    Create Racial Society: The Pack-Tribes of Ufrot-Assag (2AP)
    Named for the valley they first came from (translated roughly as "Scar of the Traitor"), the Ufrot-Assag tribes are wandering nomad groups composed primarily of Gnoll families, spread across the northern and central sands of the Wadi-Alsahali. They are hunter-gatherers, but many also supplement their findings with regular raids on trade caravans and outlying villages in the region; Ufrot-Assag raiding parties are infamous for their swift surprise tactics and poisoned arrows, as well as their odd practice of leaving any gold or silver untouched. They are also skilled apothecaries, able to create many types of poison and medicine from the animals they hunt, in addition to weapons and hides.
    Gnolls first became sapient through the sharing of stories and skills, so they hold knowledge, and the passing-on of knowledge and skill, in high regard; though they have no written language, they have a very well-maintained oral tradition of shared fables and craft-knowledge. Their elder crafters and storytellers are even more venerated than their warriors. Elders thus form the informal "leadership" of their relatively loose and egalitarian societies. The various pack - tribes have many grudges, rivalries and fights over territories; betrayals and skirmishes are common. However, multiple tribes will form together to face outside threats, so long as they are not mortal enemies.
    The Gnolls' relationship with Kassa the Traitor is complex; she was the one who gifted their kind with knowledge, but she also betrayed the first gnolls, cursing them and creating the Direwolves, the Ones-That-Must-Not-Be-Hunted. She is thus a gray figure, revered or reviled by a few, but mostly portrayed as a flighty and cruel trickster, more sister than mother. Reverence of Magirus the Shaper, Elder of Corpse-Craft, is more common, picked up from various geckokin*.
    [Deception (Thieves) 3/10]

    Create Monsters - Direwolves (1AP) A direwolf is a magical predator found across the Wadi-Alsahali. They are massive, abominable creatures of desiccated skin, dried bone and tarnished metal, in the rough shape of a canine 5-6 feet tall and 8-11 feet long. They do not eat or sleep, propelled only by the powerful curse that created them. They wander aimlessly through the sands, blindly lashing at anything that crosses their path - including each other- with massive teeth and claws. However, they shy away from any worked metal. Its touch is like burning poison to them - silver, in particular, is near lethal to them. However, metal that actually touches a direwolf's form, if not immediately withdrawn, will "stick" to it, becoming part of its form and enveloped in its magic. Though few in numbers, even a single Direwolf is incredibly dangerous.
    [Death (Plague) 3/10]

    Direwolf's Gift - Curse (1AP) Any metal that touches a direwolf's form will become deeply cursed: degrading more quickly, causing blisters and rashes to the skin of any who touch it, and causing illness to any who stay close to it for too long. The curse affects gnolls and other canine creatures more severely, and may cause them to turn into direwolves themselves. The curse can be spread by touch; metal that touches cursed metal will become cursed itself.
    [Death (Plague) 4/10]



    Spoiler: OOC
    Show

    Planned Domain Progress:
    Deception (Thieves): 3/10
    Death (Plague): 4/10
    Craft (Apothecary): 7/10

    Remaining AP:
    2/16

    *Implies some geckokin-gnoll interaction that hasn't been worked out yet and that I don't want to handwave. Can change according to discord feedback.
    Last edited by zzzzzzzz414; 2021-05-25 at 07:33 PM.

  3. - Top - End - #93
    Barbarian in the Playground
    Join Date
    Jun 2018

    Default Re: Lords of Creation: The World Madly Spins (IC Thread)

    Perhaps if the Kobolds had known of the threat caused by the new fungus sooner, they would have been able to react better. Or perhaps not. But as it was, it wasn't until the first few great trees had mysteriously fallen that scholars had noticed and begun to investigate. Not until the first of those had fallen prey to the fungus that worry began to spread. But when those began to rise again, it was much more than mere worry that gripped the populace. And by the time that the great city of Turkal fallen, destroyed under the weight of its own dead, it was clear that desperate measures needed to be taken. Simple things like restraint or compassion could no longer be afforded to this menace that clearly threatened the entirety of the Great Marshes and all who lived within it. An this came to be the Order of the Dead. Donning crude protections against the scourge that they were sworn to contain, they were all things. Respected and reviled. Seen as the greatest villain and the greatest heroes of all of koboldhood, certainly cast away from all others, they gorged on underbeer to gain the mutations it conferred. From it, they gained a resistance to the debilitating effects of the fungus as they still lived, their dimmed eyes could more easily withstand the fury of flame and their sickly red scales were toughened to their heat. For fire was their weapons. And it is yet not know whether their callousness was also a mutation or merely a consequence of their mission, of the Great Purge, when a vast area around what is now known as the Plaguelands was scorched to ashes, with nonthing allowed to escape the blaze, not plant, animal or otherwise, for the living was known to carry the fungus as well as the plague. It was only later that it would be understood that, with sufficient time and sufficient isolation, it could be determined whether one was infected or not. But at that time, that was not there. All there was was fire. And since then, the Order of the dead has kept this place, maintained the Deadlands in order to keep the Plaguelands contained. And whenever signs of the fungus become known elsewhere, it is well known that they will descend upon it and destroy all that it touched with brutal efficiency.

    Spoiler: AP
    Show

    Create Organization(Order of the Dead)
    2 - 1 = 1
    (Protection(Guardianship) 3 + 1 = 4)

    Create Mundane Concept(Quarantine)
    1-1 = 0
    (Protection(Guardianship) 4 + 1 = 5)

  4. - Top - End - #94
    Dwarf in the Playground
     
    Kobold

    Join Date
    Nov 2019
    Location
    Home, Social Distancing
    Gender
    Male

    Default Re: Lords of Creation: The World Madly Spins (IC Thread)

    Hard Work, Silence and Satisfaction
    As Abu Dhahab ventured into the Pit of Making, he spotted the busy deity working with the clay around them. There was a brief moment of eye contact. Abu Dhahab nodded politely and didn’t disturb the deity any longer, instead taking a closer look at what else was down in the pit.

    He spotted the Lump, which was an odd being. He could feel the raw potential inside it, and at the same time it seemed to be extremely mundane and simple. There were other creations spread around the pit. Sculptures in the shape of various creatures, some which he recognized other that had yet to exist.

    There were golems in the pit too. Hard at work like their creator, Abu Dhahab could tell that this was not forced upon them, but a task they willingly participated in. It was as if the simple yet hard labor gave them endless satisfaction.

    At that moment, Abu Dhahab thought back to the time he spent creating the vast deserts and carving out the red coast. It was indeed a time where he felt fulfilled and at peace. Creating the Lizardfolk, teaching them, and working as a merchant were also special moments.

    Inspired, Abu Dhahab decided to do some work right there. Looking around for an idea of what to work on, he spotted something unattended in near the edge. Taking a closer look, he saw that it was another sculpture, though the size and details that went into it were more than many of the others he had seen.

    A large body, similar to its creators own lower half, but with what seemed to be the head of a crocodilian? Abu Dhahab sensed the vitality within it, dormant, but powerful. It was as if this was an open invitation to collaborate. No one seemed to mind when he sat down near the clay dragon to get to work.

    Drawing up metals and colorful translucent crystal from deep within the ground, Abu Dhahab started shaping and carving it into glimmering scales. The sculpture seemed to already have most of its interiors completed, so that’s what he worked on.

    Time went by as the two deities worked in silence, the peacefulness only interrupted by the Lump’s occasional roaming to see what others where doing.

    After crafting a mound of scales, Abu Dhahab patiently attached them one at a time to the great sculpture so that they overlapped perfectly. Most of the scales where gold forming a base on which patterns of silver and other precious metals could be seen. The crystals were arrayed down the Earth Dragon’s spine and tail.

    Taking out a few of WanShi’s scales, the Great Lizard ground them down and purified them before mixing it into molten mix of other metals. The alloy turned blue as it reacted to the mana in the air.

    The hardest and sharpest crystals were almost black in color, and Abu Dhahab shaped into horns and claws. Carving them full of narrow channels he then inlaid them with the blue alloy.

    Standing back, Abu Dhahab admired his handiwork. It was truly magnificent. He could feel that it only lacked one step before it would be truly alive, as if it’s potential was bursting to break free and blossom.

    Tossing the extra gold and crystal that he hadn’t needed to the Lump, Abu Dhahab called out to the other deity working not too far away. He thought he had spotted them glancing over occasionally, though maybe that was just the lump.

    The creature is almost complete. As the first to work on it, and the one who put the most effort into its creation, I think you should be the one to put the finishing touches. All it needs is a pair of eyes.

    Stepping back to give the silent crafter their space, he waited for them to finalize their collaboration.

    Banditry and Hostile Neighbors
    The deserts of Wadi Alsahali had never been safe places. The main factors being the sun and the lack of water.

    The beating hot sun, that reminded the Lizardfolk of the legends told by the living river Nafura, made travel by day almost impossible as the sands would get hot enough to cook with (which many people did, meat left out on the salt flats in the dry heat is one of the most common food to bring on long journeys).

    Lack of water meant desert dwellers needed to dig deep to find any water, and those that ran out would end up as dried husks, that eventually get worn down by the endlessly shifting sands.

    There had been numerous natural disasters that resulted in massive losses of life and property, then came large birds. Some soared high, living creatures of flame, yet another reason to avoid travel during the day. Most of the birds that settled in the desert were large flightless ones. Long powerful legs, with sharp talons and a beak made for tearing flesh. These birds inspired terror in traveling merchants for a long time.

    With the development of caravans and sand sailing, many merchants could avoid or protect themselves from the carnivorous birds, but now there were predators that specifically hunted groups of merchants.

    A fierce yet sly group of doglike people had started forming groups that attacked and pillaged. These bandits often hid amongst the rock formations caravans would have to pass, ambushing the Lizardfolk merchants from above with rocks, or shooting arrows from a distance.

    The worst hit were caravans of ordinary Lizardfolk merchants. Geckokin were light and small enough to make use of sand sailing, so their caravans were more like fleets of highly mobile skimmers. Only the greatest strategists among the Gnoll bandits had managed to successfully disable some skimmers before they could escape.

    In a way, Geckokin had a lot in common with the gnolls, preferring smarts over brute force. There were even rumors of a fleet of sand skimmers that had gone rogue, willingly trading with gnolls and even robbing other Lizardfolk. The black market already worked on anonymity, so selling stolen goods was easy.

    One could say, that the merchants who ran the black markets were some of the few who actually saw the appearance of gnolls as something highly profitable, for who was to know if under the dark cloak of the merchant in front of you was a lizard or something else.

    Crocodilians on the other hand were a group that highly prized personal strength, with most young crocs getting intense martial arts training from their parents or whoever was most accomplished in martial arts in their family. This, combined with their thicker and tougher hide and scales meant any attempts at robbing them would be a brutal fight with lots of casualties.

    This lead to the most numerous of the three races to also be the most targeted. Softer targets that couldn’t escape as easily, times were rough until some merchants learned that paying a toll for passing through certain Gnoll controlled areas would buy them some safety.

    Things started improving, and caravans had decide between taking the long route to avoid bandits, or pay the toll to use the short route. Then suddenly, gold stopped being able to buy safety. Something unexplainable seemed to have happened amongst the gnolls, as they no longer would want anything to do with gold or other precious metals.

    Some merchants took this as great news. Their wealth would finally be safe from the bandits. Unfortunately, merchants usually relied on having goods to sell, and those were still desirable to the bandits.

    Spoiler: AP actions
    Show

    Create Legendary Subrace (Earth Dragons) -1/3 AP (split with Hetta)
    Huge wingless dragons that like caves and mountains where they can find precious ores and minerals to eat. While they do also eat meat and other things, the ores and minerals in their diet gets refined and absorbed by their scales, bones, claws and horns. Depending on what an earth dragon eats while it is young, it’s coloring and scale material will differ.

    Being made from the remains of fallen archons and golems the dragons often absorb fragmented sprites that are drawn towards the essence of who they belonged to. Due to the ever present mana in the environment, and some dragons ingesting condensed mana crystals, instincts of hunger and greed sometimes become overdeveloped. This results in a wide range of personalities where a archon’s divine inclination either suppress, balance out, or strengthen those instincts.

    Earth dragons reproduce, but at a slow rate, and the dragon eggs may just seem like a large mineral rich or ore containing rock. With long lifespans and no natural predators, their numbers are usually kept to reasonable levels due to conflicts between dragons.
    Combat (Unarmed) 8/10

    AP: 1 -1 = 0 AP

    Last edited by KragBrightscale; 2021-05-19 at 09:58 PM. Reason: Too long, spoilered for convenience

  5. - Top - End - #95
    Troll in the Playground
     
    NecromancerGirl

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    Default Re: Lords of Creation: The World Madly Spins (IC Thread)

    Idix
    Meanwhile, the Birth of the Sisterhood

    In the days Abu Dhahab sojourned among the Ghuls, many dreams came to the Ghuls of the Black and White Lodge.
    The first was to go to a seemingly random spot in the cost, where they found a dying creature, with skin like a whale except for a crest of hair like a penguin atop his head. Laup, who found the creature, the Foreigner, knew he could not be saved. But, he could be preserved! Laup gestured, trying to get him to say his name, so his Ren might be remembered. "Thurier" croaked the dying elf.
    After Thurier passed his flesh was cut up small, passed across the Lodges to the oldest-bodied. But a few extra bits were taken to the Lodge of Many Trees
    At that same time, the rare, psychoactive Pink Pudding Slime was found and cultivated. Combined with the knowledge spread by Dreamwalker Acis'sej, it allowed telepathic communion. Though it only grew wilf far inland, a breeding culture was brought to Many Trees along with the morsels of elf and the carefully transcribed Ren of Thurier.

    Laup couriered the items to Many Trees on the ladt night before the Crocodilians and their Lord were to leave.

    The Ghuls insisted the visitors all partake of a special soup, a lavender broth with traces of an unidentifiable meat. That night, as the mortals slept, they dreamed of Idix, and of flying. Of vast rafts like cities, and of shaping the winds. And the Crocodilians remembered much of the Land of Cliffs and spires, for pieces of deas Ghul were mixed in, frozen until now by the vague images that Idix used to communicate with her flock.
    Abu Dhahab could tell these few had been given a gift by Idix, but the extent wasn't yet manifest.

    After Abu Dhabab left his journeymates to visit the great sculptor, the Crocodilians each partook of the Pink Pudding, the cultures of which they kept even as they liquidated most of the dryad flesh, oozes, and scrimshaw brought back as trade goods.

    They found themselves speaking to Naluluri and each other. The Ghul spoke "We are sisters, now. Male-bodied or Female-bodied, it mstrers little. You have eaten of Ghul flesh and are the Ka of Skidi. You have eaten of the flesh of the Elf called Thurier, and are of the Ka of the Sisterhood of Navigators. You were the first to come to our land as friends, so Idix shares her gifts freely with you.
    Take them and spread them! But remember your Sisters when the lines between the powers are drawn, and do not serve our enemies, nor will we serve yours"

    "Spread our Sisterhood, but be careful, our techniques are powerful and should be protected from outsiders. Know, too, the one called Thurier is our sister now, and your friend Zaki has passed, but sleeps alongside the former elf in my womb"

    Spoiler: AP actions
    Show

    Starting AP 1+4(rollover)

    Create society 1AP
    The Sisterhood of Navigators is a transnational group devoted to offering sea and air travel to anyone not working for Kerima. They accept anyone, regardless of sex, gender, or race, willing to pay cult to Idix, eat sentient flesh, and forswear all loyalty to Kerima. All sisters, regardless of race, have access to Psychometry, Pharmakeia, boating, fishing, ooze herding, Prana Bindu, martial arts, navigation, and Windweaving
    War(psychic Warfare) 4/10

    Teach mundane concept- Navigation 1AP
    Imbibed with the flesh of a dead gale knight, mundane techniques of determining location were spread by Psychometry to the Sisterhood

    Nature (Tundra) 7/10

    Teach Mythic Concept- Wind weaving 2AP
    Alongside mundane navigation was learned the power to shape wind to make sea travel safer and limited air travel possible

    Nature (Tundra) 9/10

    Remaining AP 1
    Last edited by Feathersnow; 2021-05-20 at 04:41 AM.
    GNU Terry Pratchett
    Survived Total War: Mandate of Heaven as The Witch-Doctors
    Thrived in Empire! 7 as the Sakura-Jin

  6. - Top - End - #96
    Ogre in the Playground
     
    Gnomes2169's Avatar

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    Default Re: Lords of Creation: The World Madly Spins (IC Thread)

    Suzerain and the Tyrant
    The Suzerain considered that question in silence for a few moments, seeming to be deep in thought. For a time it seemed he might not even respond at all, but slowly his left hand trembled at his side, his chest heaved as he took in a deep breath, and... he laughed at Kerima. The laughter was cold, without mirth, as if someone had insulted him in such a ridiculous way that it was his only response.

    "You think... that I can speak for Renarr? Oh, I don't even worship her, let alone answer for her actions." In fact, his lack of faith in the goddess had been how they had hunted revenants as well as they did in the Blight lands. After all, an archon of his statue, with command over the Strands of Night that he had, holding no subservience towards the deity that supplied that power? That would be a lodestone of heresy for the cursed beings. "Oh, yes, I have advised her on occasion, but she acts in the way that she believes is right. And when she's right, I support her, regardless of her reasoning. And these... tools of yours." He said, plucking a strand from the divine energies arrayed before them, with a signature matching the divine power that he wielded, "Well. Let me see if I can explain why I agree that they deserve annihilation."

    "Goddess, you state that free will must be allowed. You tell mortals that they are free to step forward without prostrating themselves before a divine altar, even as you press the tip of a spear against their throat. You tell these same mortals that they can step to the left or right and worship other gods to avoid that spear, yet you dangle them over a pit of serpents and you create a system of laws that demands that they be subservient to you above all others." Holding up a finger, with genuine rage in his voice, the godling adds, "And before you say it, you made that your first law. The law more important than any other, the one that all mortals who follow you must follow and see enforced. If you didn't see how this would drive them to persecute those who turned from you, then fix your eye sight. You're a full god. Blessed and ordained by the Creator. I'm certain that wouldn't be a problem for you. And if you saw what would happen and did not..."

    He seems to cut his own thoughts off through a conscious force of will, his jaw grinding as he seems to battle something internally. Waving his hand over his shoulder and turning his back to the goddess, not even registering the changes being done to the plants and landscape around him, the Suzerain states, "Find Renarr and ask her these questions yourself. This 'gnat' has nothing more to say to you." And he begins to walk back towards the community he is helping in the blight lands. Muttered as if to himself, he adds, "This gnat does not know if he can speak for himself."

    The Suzerain - Teaching
    The Suzerain was not an omnipresent teacher. He often entered different places within the Blight Lands, helping to drive away the revenants, to help them build and scrape a living in the wastes, before moving onto the next community to discover their trials and tribulations. He did not listen to those too proud to accept his help, who told him to leave, because he honestly did not care what the arrogant had to say. He was not there for them. They could afford to spurn him and his assistance. Those he helped could not.

    Eventually he became a well known, sometimes mythical, figure among the outcasts. A wanderer who appeared at his own whims, and left when his own criteria satisfied him. When he was challenged, he brushed aside his foes like children armed with wooden spoons. And life became a little bit... better. And he talked. About far away peoples, conflicts, histories that had already been shrouded in myth. And some people listened to what he had to say. Mostly about the war of the Serpent and the Gods and Archons that stood against the world eater, since that's what so many of the children and their curious parents wanted to hear. Some people asked questions, wanted to know about these places beyond their own broken homes. About the gods who slew the serpent, and heroes of distant shores.

    The Suzerain did not know enough to answer these questions.

    So he returned to wandering, going to the Circle Continent to walk its lands, listen to its people talk about their gods. To discover what those mortals said, what the gods taught them. What they valued, at least to his understanding, and when he returned to Corrla, he brought these lessons with him.

    Of Renarr he knew the most, so when asked about the Eternal Night he told them, "She is a contradiction. Light and dark, Day and Night, unfettered Truth and secret Desires. Her temper is fiery, her wrath terrible, and it makes her hesitant to act. Because she cares for life, she is gentle, and the harm she causes scars her heart as the war she waged on Wan'shi scarred her body. Learn from her consequences, how to consider what your actions might bring before you make them. And how to be warry about being too hesitant to act."

    Of Dia he said, "The river goddess had her own archons here, loyal to her, but in the way of children to their mother. She acts to protect hopes, dreams, and as a shield for mortals against disaster. When Renarr was prepared to hide from the world and from the consequences of Solace's creation, Dia was the one who pulled her into the world and called her to action. From her, learn that all life has its worth, how to hold to your convictions and desires, even when the world would punish you for them. Learn also the value of community, how holding up and inspiring others can bring about true change."

    Of Hetta he said, The great maker works tirelessly within her pit of clay, pulling from the earth wonder after wonder, work after work, always trying to understand the ways of the world and its forces. From her learn how to master your world, to bring life from this blasted land and to make it serve you, for even here, in these twisted lands, life finds a way. But also be warry, for she teaches that one can discover truths but not understand what they mean, and a shallow understanding can lead to monstrous creations, like the clay dragons that roam the circle continent even now."

    For Abu Dhahab, the Suzerain said, "Ah, the lord of commerce teaches that everything has a price, that all actions carry with them a reaction, and that must be weighed and considered. His is a path of enlightenment through self improvement and the bonds that create societies, though at times he does not think enough before he acts and puts himself into dangerous situations, as he did when he struck out against Wan'shi alone. From him, learn the value of what you create, and also learn to have a healthy sense of caution, for you are not an immortal god lizard who will be alright despite the odds being stacked against you."

    For Magirus, the Suzerain taught, "The lessons of this god is simple. Everything has a use. Waste should be looked down upon, punished even, for all the things of this world and the worlds yet to come can be made into something more than they currently are. He chooses to focus mostly on corpses, but the ideal is rather universal."

    When they asked of the last Godslayer, Lor, the Suzerain was quiet for a time, and then said, "The Mirror God shows reflections of what could have been, of what is, of what is desired. It is a teacher, and like a teacher it illuminates the parts of us that we are aware of, but do not wish to confront. From Lor, learn how to look back on your actions, and how to look forward to the person you want to be. Ask yourself if you are walking the right path, or if you have strayed and become someone you no longer recognize when you look at your own reflection.

    Whenever he was asked about Wan'shi, the Suzerain remained silent until someone finally changed the subject.

    When a curious few, typically of the younger generations who had been born into exile, asked about how he viewed Kerima, earning him and them scorn from the others, he told them, "In truth, I do not envy her. She is a goddess of life and order, and those two aspects carry with them inherent conflict. Life seeks to grow, to change and reach without any restraint. Order seeks to impose its own will upon the living, to bend life into a shape where its inherent chaos can no longer taint the laws and restrictions it imposes. Unlike Renarr, who has a set dichotomy where darkness retreats before the light, but then fills in after the day has gone like the flow and ebb of the tides, Kerima's very being, her disparate aspects, are in eternal conflict. She often goes too far, perhaps favors order too much, but... that is how I understand her."

    When asked why they should care about these distant lands with their exotic, far-away gods, gods who would never find them, gods that would never care about them, the Suzerain told them, "I did not tell you about them so you could prostrate yourself before these gods. You already know they are flawed, fallible like all others. Your lives are testaments to this fact. I teach you these things because the gods are more than powerful beings, they are personifications of ideals and pieces of the natural order. Anyone, regardless of their faith, can learn from them. Some, like Renarr and Kerima, are living contradictions and show us that we can hold those conflicting ideals without shame. Some, like Dia and Abu Dhahab, can be role models for advisors and leaders."

    I teach you also their mistakes. So that you can understand how they have their own limits, understand how they fail at a metaphysical level, so you can understand that your own failures are not caused by some inherent flaws in your being. No one, and nothing, is perfect."

    So why should we worship them?

    "For the same reason you believe in your community leaders, and the same reason you follow the examples of your elders. Because you find something worthy in them, a cause to dedicate yourselves to, something righteous or deserving. But that choice is yours to make, to act upon. Not mine to force upon you. Not some god's to demand or ordain. If you find none of them worthy, or if you do not need some divine symbol to stand in for your own morality, then spit in their face and turn away, forge your own path."

    And so many in the Blight lands still rejected the worship of the gods. But even among these godless a group formed around a champion, a prophet. Their faith in the Suzerain was not easy, it did not bring them magic or power right away, would not protect them from the revenants, and it did not have a willing idol to worship, as the Suzerain rejected the notion out of hand. He was no god, but for these few that did not matter. He was their protector, their teacher, their savior. And that was enough for them.

    Renarr - The Circle Continent
    Renarr waited within Marreill long after her presence was novel, a goddess simply curious about the peoples who lived there, who looked in upon them and from time to time granted some small miracle or boon when it was needed. She kept her influence subtle, redirecting a falling timber here, keeping a fire from spreading there, encouraging an honored community elder's body to heal from disease just a day or two faster than it should... never something as overt as the creation of the portal to Solace that could still be seen from the heart of the mobile community.

    She did not leave because she was waiting for the expedition that was gathering to go and explore this portal to the new realm. Most of that expedition was composed of elves, who's longer lives gave them a larger incentive to find a place that was larger and more secure than their goblin and human peers. There were still humans and goblins, of course, who simply wanted to wander and explore Solace's many layers, but they were adventurers, not settlers. They were not yet weary of travel, and would likely rejoin Marreill to continue their wandering in time. The elves... were tired of moving about. Were tired of the lack of stability. They just wanted to finally sit down and rest.

    They would find it in spades there, at the southern valley of the Aerie Spine mountains. They would also find twelve radiant beings awaiting them.

    Well, awaiting Renarr, at the very least.

    Flying down to their goddess as she arrived as a pair, two of these beings approached the Dawnstar while the others either waited or talked with the harpies who had taken notice of the portal and continuously slipped past the Solar who barred the way. One of them was the twice-blessed archon, Silph, who bowed to Renarr as a courtesy when he landed, but quickly righted himself. The other, a woman with the bearing and expression of a heroic statue carved from marble, would kneel as Renarr approached, and refused to stand until the goddess commanded it of her. This was Amerith, the only other surviving commander of the Solars who had battled Wan'shi besides Silph.

    As the elven settlers began to set up camp, and the human and goblin explorers plotted how they would scale the mountains to explore Solace now that it was revealed to them, Renarr conferred with these two Solar and then set a plan into motion to organize her remaining archons, how to use them to change this world.

    For Silph's part, he was soon flying off to find where Dia had gotten herself to. He was to be Renarr's liaison with that goddess, a promise that she remembered the river goddess' words, and would work to protect this world more wisely than she had at the start of creation. But Silph was supposed to go beyond that and find the other gods who had stood against Wan'shi, so that the gods could confer on the serpent's prophecies and on how they would respond now that the beast was dead, but its influence still remained.

    Spoiler: The Solars
    Show
    So, finally time to expand upon these individuals, now that they have access to the world and can finally be relevant to the P L O T.

    First thing, some ground rules about these archons: Solars are archons that all share a single, potent blessing bestowed upon them by Renarr. This blessing is divided equally among each Archon, meaning that if a Solar dies, then the others grow more powerful. Should only one Solar remain, they would theoretically hold equivalent power to the Suzerain of Night.

    That said, being as restricted in population and potent as they are, actually killing a Solar and keeping them dead is incredibly difficult for a non-deity to accomplish. They are connected to Solace, and unless their soul is separated by powerful magic that creates the metaphysical tether, it will be draw the fallen Solar back into Solace to form a new body should their current shell be killed or destroyed.

    The twelve Solar are divided into 4 separate Virtue courts, and each of them represents one of the aspects of those Virtues that Renarr's faithful (especially her Dawnstar aspect) extol as the basis of their religion. Very few Solar remain in a particular position for very long, and sometimes multiple Solar can take up the same mantle at the same time when the need arises, but in general this is what mortals classify these godlings as:

    The Court of Society/ Nations (depending on who you ask)
    • Cassius, Archon of Rulers: Cassius is a serious individual who sees it as his responsibility to nudge societies and their rulers onto a path that will make their countries stable and just. He is an advisor, called upon to be an impartial, if compassionate, judge by many courts on matters of proposed laws and judgements for serious crimes. He is often associated with good kings and wise counselors, and his name is often invoked by those who want to appear to be good and just.
    • Bruss, The Planner: Bruss is the strong, silent Solar, the one who teaches through action rather than words, and who is often dedicated to the actual construction and distribution of societies. He's also interested in matters of trade, and is often invoked in diplomatic disputes over border territories, in both cases being seen as a symbol of a fair deal for both sides.
    • Thill, Archon of Growth: Thill is a motherly figure, seen as a bringer of good harvests and full houses. She helps with the logistics that come with growing populations, and is seen as a patron saint of parents and guardian of children.


    The Court of the Divine
    • Silph, the Emissary: Silph is known as the Unfortunate, for misfortune always seems to befall him. To the point where it is actually predictable, and he's apparently developed a natural resilience to being all that affected by it. If you know a piano is going to fall on you, after all, you can jump out of the way... most of the time. Silph is also known as the Twice-Blessed, because his arm is a gift from Dia, making him a rare archon that has more than one aspect applied to him. Given he has the influence of two gods already, that makes him the perfect herald and emissary for Renarr to the other gods of the world.
    • Herend, Archon of the Archive: Herend is Silph's scribe and assistant, and probably the only being in existence that can understand the Twice Blessed perfectly despite all the layers of sarcasm. The two have a brother-like bond, and it often seems like they finish each other's sentences and jokes... because they may have rehearsed for those situations ahead of time. Herend works as an archivist for all the creations of the other deities, and he is ever looking into the activities of the divine so that he can report it to the other archons.
    • The Watcher: This archon has no name beyond their title. The Watcher never moves to a different role, and often stays within Solace, watching Gargantua from the surface of the sun in a tireless vigil. The Watcher is always alert to the influence and movements of Wan'shi's unused flesh, and is always attempting to assess the danger posed by any particular piece of Wan'shi's legacy. Since it seems the serpent refuses to accept it is dead, the Watcher's work is never done. They are a saint of inquisitors and others who resist the influence of Wan'shi's cults.


    The Court of Guardians
    • Amerith, Archon of War: Once one half of a twinned deity of love, Amerith was never finished by the creator, and this left both of her halves as easy prey for Wan'shi and vulnerable to Solace's scorching presence. Fortunately, both of them were rescued by the Suzerain's protective shell, and both of them became Solar back when Renarr first forged the race. Unfortunately, Amerith's other half did not survive the battle against the serpent, and she watched her paired love become petrified within the void in an instant. While she was always a bit militant, that loss broke something within the archon, and now she views herself as nothing but Renarr's weapon, her tool to combat evil, and she has given herself fully to that cause. She is a patron saint of honorable warriors, and may very well inspire the stoic hero trope in this world.
    • Ilmas, Archon of Healing: Ilmas is one of the least war-like of the Solars despite his typical position within the court. While he is often present in conflicts, it is as a healer that comes to bind the injured and to cure the maimed rather than a combatant himself. He also goes to communities that suffer from plagues and other outbreaks, lending his aid to mortals there to train healers and to cure the diseases himself as best he can. He is, unsurprisingly, an inspiring figure for doctors and other healers.
    • Zariel, The Slayer: Zariel is the archon that is in the First World the most. He's also the one that ends up needing to remake his body the most. This is because he is adventurous, seeking out monsters that could be a threat to mortals and societies in order to challenge them, often founding and joining expeditions into the wilder places of the world. He is the champion of adventurers and explorers because of this.


    The Court of Compassion
    • Hellita, Archon of Love: The solar of families, lovers and other such emotional stuff. Despite being the most common representative of this virtue, Hellita feels like she is a pretender, always comparing herself to what Amerith could have been had the world not been so cruel, and so she always pushes herself harder than the other Solar in the court to live up to her title. She is an obligate pacifist, never harming mortals, and her magic has been modified through a conscious effort to enchant and ensnare the hearts and minds of others. She is often involved in a dozen romances at the same time, but she lives each one out to its last day, and because of this example she is often a patron saint to couples both young and old that hope to spend the rest of their lives together.
    • Ennis, Archon of Empathy: Also known as the Peace Maker, Ennis is an outgoing yet thoughtful individual. This solar gathers as much information as he can about the conflicts he witnesses and the people who are involved in those disputes, doing his best to understand the factors and ideals on all sides so that he can bring about the right (in his eyes) solution. His understanding of others and their motivations are why he gained this title, but despite his general favoring of peaceful solutions, he is still willing to fight and slay those who are cruel and twisted. Because sometimes, understanding where a person comes from and what drives them does not redeem them, it only makes it more important to see them stopped.
    • Varral, Archon of Understanding: While he may seem a strange inclusion in this court, this dispassionate archon is still a being who exemplifies the virtue. Calm and reserved, this archon seeks to learn, to delve into the workings of the world and its peoples and all the things that make it tick. And once he figures something out, he then begins to think of ways to apply that lesson to the world in a way to make it better than it was. While it may be a quiet and subtle effort, and thus often thankless, it is all in the name of improving other's lives. Those who he inspires are the support staff and other individuals that keep the world running, but who never have songs written about them like the great heroes of yester yore.

  7. - Top - End - #97
    Ettin in the Playground
    Join Date
    May 2009

    Default Re: Lords of Creation: The World Madly Spins (IC Thread)

    Kerima
    She noted the creature leave but didn't pay it to much attention its understanding of choice and consequence seemed lacking to her but more importantly it didn't seem to have any answers on the serpents curse - and she wondered if it could in fact have answers, the curse would impact it as well as other creatures and all were largely not relevant, only if it affected entities at her level did it ultimately matter and if she was unable to determine if she was affected or not then it was unlikely that others could either.

    The free will of mortals was easy, they had it because they were allowed to have it - for deities they simply had it no allowance was needed, so how could one determine if they were impacted, the serpent was likely not powerful enough to override a deities free will - but the thought that it might could cause the prophesy to be self-fulfilling.

    Priest of Kerima
    Though the Suzerain remained in the blight lands where the priests avoided except to occassionally ensure that corruption was not seeping out some of those who listened to him did occassionally leave, either to speak to family or because the life outside the influence of Kerima was not what they expected from freedom, these people told many stories much of which was ignored as the rambling of criminals and madmen but occassional stories that emerged did ring true with what the priests knew from the river archons. These potential revelations might have been more distruptive to society except for these lesser divinities having shared much of their knowledge with the priesthood and so having a seperate entities confirm much of it didn't truely impact society, those who rejected Kerima - and society at large - were unlikely to embrace other entities who offered even less in return, especially while Kerima's faithful held control over the levers of power and law itself derived from her word.
    Still the priesthood monitored the situation for disruptive elements - particularly information regarding the entity that became known as 'the storyteller' was treated as something monitor carefully.

    The Dwarven Clans
    With the advent of mining and the avoidance of conflicts with the goblins the Dwarves entered a golden age - and it was during this time that the first Dwarven Clans formed, dedicated specifically to the interests of their own race rather then society at large this was certain to cause conflicts with the priests of other races and so became a struggle for the entire priesthood, traditionally priests were above racial distinctions and a goblin priest could order an elf to do what they wanted but as many dwarf priests were also the heads of clans and objected to their people following the words of other dwarven priests let alone non-dwarven priests tensions were certain to raise in the priesthood, made worse as the dwarves considered themselves incorruptible as they had never turned from Kerima as others had done.
    The compromise came from a somewhat unexpected source - the river archon Xill represented one of the largest underground rivers on Corrla while a faithful priest was always somewhat surprised by the fervour of mortal, and as one who provided much clean water to both the dwarves and the goblins she was respected by both and had the ear of her sisters on the surface who could influnce the human and elven priests. Her comprimise was thus - the priests of a race will lead that race, and matters that affect multiple people will be brought to the priesthood for review and decision making - no longer would a goblin be able to dictate how a dwarf should worship but nor would a dwarf be allowed to determine that an elf was out of line, the expection being of course the laws handed down directly by the goddess who the entire priesthood were obliged to uphold.
    The dwarves for there part were satisfied with this - and began their great works to honour the goddess, building temples in her honour from the stone they had extracted and overtime allowing those secrets to the other races.

    Kerima herself did visit these temples when she noted the concentration of prayers being held in them rather then in private - and deemed the change in society good, the priests were now justified in splitting the races and the faith of the dwarves (and some others) increased through this recognition.

    The Elven Beastmasters
    Many of the elves lived on the coast and so were the first to be impacted by the arrival of the Hallowcallers, ripples went through the coastal regions as unlike the revenants who were a known threat and only then to the unfaithful no one knew were these new horrors had come from, as a largely peaceful people the only responce was to rely on faith and to pray. One faithful elder who in his youth had never had the devotion to become a priest and whose great-granddaughter was in the path of one of the creatures called to Kerima in a silent prayer, and for whatever reason the goddess chose to answer "this time I save you next time you control it", he found himself and his great-granddaughter back in there hut safely, but the divine task was clear he would learn about these creatures and all creatures and how to bring them to heel.

    Starting with simple animals, birds for alarm, dogs to hunt, cows to milk or eat - all animals were to serve the goddess, and once he and his family knew this it was time to move on to the true goal, revenants were known and nearly harmless to the faithful unless provoked - but could them be guided, could they be trained and controlled, the answer was yes - sure it seemed unethical to some but if you had a member of the unfaithful you could use them to guide the revenants where you needed them and have them perform basic tasks, the final test of the mans life was to find and tame a hallowcaller and over years - longer then a goblin lives - he did so learning the sounds to bring it to bare, learning to get it to go where you wanted, and even learning to have it carry you were you needed to go - the goddess had set the man a task and he had completed it, he died content.

    His family took the secrets and made use of them, taming the creatures for Kerima and her people, and some even became priests - revealing the wider world of magic to them were they noted the sprites for the first time, and made use of them by examining the stray thoughts of individuals or by assisting people with matters that had been pressing at them.

    Spoiler
    Show

    AP 5:

    Form Organisation (1AP) : Dwarven Clans
    - This forms the ruling council for the dwarven people, each clan head is a powerful Priest of Kerima and the race is especially devote, but the clans are mostly about improving the lives of the dwarven people rather then matters of faith which are left to the Priesthood to handle - skilled craftsmen might infact outrank junior priests in some clans subject to the structure the head priest has established.
    Magic (Divine) 6/10

    Mundane Concept (1AP) : Masonry
    - Initially developed by the dwarves who remain the masters of the art, this skill has been spread to the other followes of Kerima over time.
    Society (Advancement) 7/10

    Mundane Concept (1AP) : Animal Husbandry
    - Initially developed to a basic level when animals and mortals first came in contact, this skill was mastered by a family of elves who sought to unlock greater secrets, this is not about a specific animal but more about how any animal can be made to serve.
    Society (Advancement) 8/10

    Advanced Concept (2AP) : Monster Husbandry
    - The true goal of life is to master others, and this is what an elven family spent many years developing - even the fiercest monsters can be tamed and made to serve, it may not be pleasant but the safety of the community and the glory of the goddess can justify any actions.
    Society (Advancement) 10/10

    AP remaining: 0
    Unlocked domain/portfolio: Society (Advancement)
    Last edited by dancrilis; 2021-05-20 at 03:12 PM.

  8. - Top - End - #98
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    Default Re: Lords of Creation: The World Madly Spins (IC Thread)

    In the Pit of Making - The Final Part

    Hetta looks up from her work, glancing over at the newly-formed creature on the ground and the lizard-god who had remained for a reason still unknown to her. She remains frozen for a moment. Well, collaboration is within the rules of godly work, as their actions regarding the Golem Archons have shown. She moves over, her humanoid hands taking the gold and crystal from Abu Dhahab and beginning to work them like they were fine clay.

    Hetta's draconic forelimbs, however, move forward, reaching towards the new dragon's empty eye sockets and then through them. The clawed limbs work unseen for a long few moments, then withdraw, just in time for Hetta's humanoid hands to finish their work. The eyes are two orbs of clear, silvery crystal, shot through with flecks and specks of gold; the pupils are currently empty. They will be filled with the first material meal that the new Earth Dragon eats, and the same will be true for every Earth Dragon born from now for as long as the race ends.

    As soon as the eyes are inserted into their sockets, the Earth Dragon shivers, scales clinking and falling into place. It blinks once, then opens its eyes fully, the orbs unseeing until it takes its first meal. It begins to rise, until one of Hetta's draconic limbs lands on its head, stilling the creature immediately. It lets out a low hiss, a garbled word similar to the Lizardfolk tongue but slightly different. Hetta does not respond. She is about to send the new creature off to what will be its new home, but she pauses, glancing over at Abu Dhahab. The god seemed fond of words, and it did have a hand in this creature's creation.

    After Abu Dhahab speaks (or a significant pause), Hetta waves her humanoid arms once. The Earth Dragon, first of its kind, disappears, reappearing far away in the mountains of the Wadi Alsahali. Crossing her humanoid limbs, Hetta looks at Abu Dhahab, tilting her head slightly. He has her attention, for the moment; did he want anything else?

    South, where the Great Marshes, the Spine Aerie, and the Everrun Plains all meet

    Keli Limpfoot walked through the odd new towns of Kobald and Harpy on his route, always being careful where he set his foot on the soft, strange ground. Not many centaurs became traders, and fewer still left their ancestral lands, but a childhood injury had left Keli unable to put all of his weight on his right forehoof, and the careful walking this injury necessitated meant that he was uncommonly good at traversing the spongier, more uneven lands at the edges of Kobald territory. He wasn't the fastest trader, by any means, but he could go farther than most centaurs could, and even with his injury centaurs still warmed up more easily to their own kind than to others.

    Keli nodded and smiled to those who knew him and greeted him on his route, whistling tunelessly in response to a few harpies (who responded with an outburst of noise that he always hoped was laughter). Many of his kin were still suspicious of these new air creatures, especially when so many other winged beasts are a danger. Keli wished they could come and see this land, where the gentle Kobalds lived with these new races in harmony; it would do well to allay some of their suspicions.

    A sudden sight makes Keli stop short, his surprise almost allowing him to ignore the flare of weakness and pain in his right forehoof as he balances awkwardly on it for a moment. There was a creature walking through the town which he has never seen before. From the waist up, it looked like a centaur, but... where were its legs? Where was its tail? Where was its fur? Some discreet inquiries among the learned Kobald scholars gave Keli this creature's name, as well as a bit of where they came from. For perhaps the first time, Keli sought out one of the writing-sticks of the Kobalds, eager to keep this new discovery in writing. It seems he still has some stories to tell, after all.

    North, where the Everrun Plains meet the Guardian Glacier

    The centaurs had heard of the new race appearing in Lizardfolk lands, creatures who had fur like them and used their bows, but were otherwise almost completely different. The caravans between the two races had suffered because of these new people, and some of the centaur tribes had suffered as well as a result, but no sign of these "gnolls" had been seen beyond the Wadi Alsahali. Until now.

    Rumors of a pack of non-Lizardfolk creatures walking on two legs near the far-flung centaur town of Icewatch was enough to alert the Feet of Clay troop nearby. Led by Telo Farshot, the group of twenty galloped to Icewatch with all speed and began searching the area for signs of the new arrivals. The centaurs were tense, their bows half-strung and ready. They disliked the idea of fighting against other sentients, but the stories they had heard from surviving caravans was enough to keep them on their guard.

    Spoiler: OOC
    Show
    Earth Dragons now exist! They are currently in the mountains to the north of the Oasis, but they will most likely spread to any mountain that they can get to (who knows what will happen to them if they go to the Underdark...) They are fully sentient, though they have not yet been taught anything that the other races know.
    Originally Posted by Xefas:
    "I need the Goblins in phalanx arrangement. Sky Blotters in the back! Swissles? Assume the Swizzle Stick Formation! We're going in!"
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  9. - Top - End - #99
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    PirateGirl

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    Default Re: Lords of Creation: The World Madly Spins (IC Thread)

    Quote Originally Posted by Zelphas View Post
    The centaurs had heard of the new race appearing in Lizardfolk lands, creatures who had fur like them and used their bows, but were otherwise almost completely different. The caravans between the two races had suffered because of these new people, and some of the centaur tribes had suffered as well as a result, but no sign of these "gnolls" had been seen beyond the Wadi Alsahali. Until now.

    Rumors of a pack of non-Lizardfolk creatures walking on two legs near the far-flung centaur town of Icewatch was enough to alert the Feet of Clay troop nearby. Led by Telo Farshot, the group of twenty galloped to Icewatch with all speed and began searching the area for signs of the new arrivals. The centaurs were tense, their bows half-strung and ready. They disliked the idea of fighting against other sentients, but the stories they had heard from surviving caravans was enough to keep them on their guard.
    The pack was not at all difficult to find; even in the fading light of the evening sun, the signs of their passage were clear: a wide trampled path through the grasses, headed due west. If the obviousness of their trail didn't make it clear that this was no stealthy pack of bandits, their appearance confirmed it. Though the strange, dog-like creatures were alien in appearance, the tiredness and pain in their faces was still clear enough. The group numbered a little over thirty, many of them seemingly small children or wrinkled elders. All were stooped with exhaustion, tongues lolling and tails drooping. Many seemed to be nursing serious injuries as well, deep cuts and gouges wrapped in bandages; a few especially grievously wounded ones were being carried on stretchers by the strongest among them. And yet, despite this, there was an unmistakable hurriedness to their gait, a simmering desperation just beneath panic. Children struggled to keep up with their striding parents, who kept tossing glances over their shoulders at the horizon. It was one of the strong-looking youths who first spotted the centaurs; her eyes widened, and she immediately began trying to communicate something. Her growling, guttural language was incomprehensible. But the meaning of her wild gestures was unmistakable.

    DANGER

    CLOSE

    LEAVE

    But at that moment, a sound split the evening air, impossibly loud; like the raging wind of a storm but more ragged, more guttural. A shape appeared on the the horizon, silhouetted on a hill by the orange light of the fading sun. Distant, but the centaurs could tell it was massive-easily over seven feet tall. It was like a nightmarish shadow of a wolf, jagged and bony, hanging scraps of flesh and skin fluttering in the breeze, the massive scraps of copper and bronze embedded in its rotten hide gleaming like fire.

    The beast finished its howling and lowered its head. It scanned the plain before it, froze for a moment - and began to bound towards them.

    The gnolls began to run.

    Spoiler: OOC
    Show
    No AP spent.

    Zelphas, I'm leaving exactly how they end up dispatching this thing/how the fight goes up to you. Feel free to take control of the Gnolls as well; a few of them are in fighting shape and have shortbows, poison, and daggers, but they also will not get close to the direwolf (or its remains) under any circumstances.
    Last edited by zzzzzzzz414; 2021-05-20 at 04:38 PM.

  10. - Top - End - #100
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    Default Re: Lords of Creation: The World Madly Spins (IC Thread)

    The Feet vs. the Direwolf

    Telo Farshot called his warriors to a halt, looking over the band of the old and the young. These are obviously not warriors, or bandits, they looked like... a memory surfaced, kneeling by the Kobald storyteller as she recounted the reason the Guardian Glacier existed, as well as the birth of the Feet of Clay. They were refugees, that was the word. Like the progenitors of the very organization he and his band were sworn to, these people seemed to have been run out of what was once their home, unable to return. The surprising compassion which welled up at this realization was soon undercut by caution, as one of these creatures began to desperately gesture at Telo and his troop to leave.

    Then the howl split the air, and Telo knew he had only so much time to react. "Spike Circle, centered on me!" he shouted, turning to gallop directly between the running gnolls and their terrifying predator. Around him, the members of the Feet of Clay began to scatter seemingly at random around the open field. "Close the circle after the others are free! After!" Telo called out, continuing to move. He found the point directly between this monster and its prey, came to a halt, and began calmly to fire.

    Five arrows found their mark in the direwolf before it reached him, and yet the creature did not falter. Telo pushed down the weight of dread with centuries of instinct from centaurs fighting the Clay Dragons; they would never fall, so why despair when they do what is expected? Still in that stillness of concentration, Telo drew another arrow, heedless of the creature's disgusting stink, its claws bearing towards him. Just as the creature seemed close enough to strike, another centaur flashed by its flank, sinking three arrows into its right side in quick succession. Instinctively, the direwolf turned to snap at this new interloper, but she was already away. Telo, seizing the moment of distraction, leapt backwards... and found himself filling a gap in the circle of wheeling, firing centaurs.

    And so it went. The centaurs cantered around the direwolf in a continuous wheel, firing arrows into it with careful, measured rhythm. Every time the direwolf chose a target and leapt forward, another centaur would detach itself from the opposite side and approach, drawing the wolf's attention and keeping it penned into the center of the ring. They misjudged the direwolf's speed at first, and three centaurs fell before its attacks, but soon enough the rhythm was tight. A few of the braver, healthier gnolls, seeing the centaurs fighting, took up their own bows and joined them. This led sadly to two more deaths, these times by gnolls who didn't fit into the rhythm immediately. It wasn't until much, much later, once the language barrier was overcome and the two races began to talk, that the centaurs learned of the origin of these creatures and why they were such a danger to the gnolls, but even in this first battle they discovered that the smaller races could not come near teh large wolf without sickening and perhaps being attacked. And yet, the direwolf seemed to seek them out specifically; so the slower, smaller gnolls became the chokepoints and decoy targets in the great wheel, the centaurs using the rage of the direwolf to make it vulnerable and attack even more.

    At some point, the centaurs began to sing, a simple ringing song meant to keep the arrow shots and hoofbeats in time. The gnolls could not understand the words, of course, but their snarls and snaps were adequate percussion.

    Then, much to the surprise of the centaurs (who had already sent outriders to the nearest town to warn them that a Clay Dragon-like beast had arrived and would need containment), the direwolf, filled with arrows, exhausted from lunge after lunge, slumped down and died. A few more arrows were shot into the carcass before Telo could call a general halt, the centaurs so used to fighting a deathless enemy that the death of this one came as a real shock to them. Slowly, the canter became a trot, then a walk, and finally they stopped, looking over the six dead--three friends, one enemy, and two who could only be called allies after a battle like this--and across at the living, faces both old and very, very new.
    Originally Posted by Xefas:
    "I need the Goblins in phalanx arrangement. Sky Blotters in the back! Swissles? Assume the Swizzle Stick Formation! We're going in!"
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  11. - Top - End - #101
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    PirateGirl

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    Default Re: Lords of Creation: The World Madly Spins (IC Thread)

    It was dead.

    It was dead.

    The shock from the gnolls in the assembled circle of warriors was, if anything, even greater than the centaurs'. Direwolves were not hunted. Direwolves were not prey. Direwolves did not die, except at the claws of another Direwolf. Direwolves were indomitable, forces of nature, the divine curse of Kassa the Red-Fanged made flesh. Direwolves were things to run from, hide from. A mortal could not kill one any more than a scarab could kill a sandstorm. That they and these horsekin warriors had done so was...unthinkable. Unprecedented. Nothing short of miraculous. Some of the elders (who had regrouped with the others who'd fled, at a makeshift camp distant from the fighting) refused to even believe it until they saw the beast's corpse for themselves.

    What followed was jubilation like none the pack-tribe had ever known. Their stores of food were limited, but they feasted as well as they could nonetheless. The living hunters, gnoll and horsekin, were praised and celebrated, the gnolls' wounds tended and bound by the healers. The grateful healers, through much gesturing and indication, rather insistently attempted to offer aid to the wounded horsekin as well (it helped that Ufrot-Assag gnolls were quite expressive in their speech). Those that accepted would find their injuries cleaned and bound with remarkable skill, treated with strange ointments and poultices that soothed their pain. Old stories and songs of the victorious living and honorable dead were recounted, and new ones were created by the Elder Storyteller, recounting the great battle with much gusto to the bright and eager-eyed children. Even a few horsekin, who didn't understand a word of Gnoll, might nonetheless find themselves briefly enraptured by the sheer emotion and drama of the performances. As the night wore on, the rites of passing were performed; the dead hunters taken aside and ritualistically stripped, their flesh returned to the ground and their skin and bones crafted into tools and weapons, carrying their spirit onwards. And as the fires died, the elders conferred, discussing what to do next about these powerful outsiders.

    The gnolls remained camped near the village of Icewatch for several more weeks, offering more medical aid (and bone-carved tools, though those were quickly rebuffed) to any who needed it as a sign of goodwill and gratitude for slaying the beast, while trying to learn more about these strange people, their land, language and customs. They kept a wary but distant guard over the slain direwolf. The metal must be buried, or somehow disposed of, the gnolls explained once they knew enough of centaur tongue to do so; it will poison any wolves, dogs, or gnolls that come near it, creating more direwolves.

    Tempered by gratitude from the gnolls though it was, the distrust between the two societies did not thaw overnight; though this pack-tribe had not been one of the bandit ones, the stories of slavering, fiendish dog-marauders were remembered well by many centaurs. And the gnolls, for their part, found much of their culture confusing; in particular the idea of burying one's dead, rather than carrying their bones and spirit with the pack, seemed wasteful, almost blasphemously disrespectful. Still, as their grasp of the centaurs' language improved, the gnolls were able to learn more of the Everrun Plains, of its goddess and of the Feet of Clay who had so bravely aided them.

    And one morning, the village would awake to find three gnolls approaching, three of the warriors who had survived the great battle with the Direwolf. They explained, in fragments of halting Centaur tongue, that they wished to join the Feet of Clay, to learn more fully of their ways and return them to their own people.

    Spoiler: OOC
    Show
    A bit of a time-skip covering a bit of what the gnolls do next; Zelphas, I leave it to you to describe what the centaurs' reactions are, and how the Feet of Clay end up responding. If they do decide to accept the gnolls I can do another little follow-up detailing how it spreads back in gnoll lands and how the traditions are adapted.
    Last edited by zzzzzzzz414; 2021-05-21 at 02:57 PM.

  12. - Top - End - #102
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    Default Re: Lords of Creation: The World Madly Spins (IC Thread)

    The Feet of Clay Step Westward

    The centaurs thought by their forms that the gnolls would be strict carnivores, just as they were strict herbivores. The fact that they could eat and enjoy the bread and new sweets of centaur society was a welcome surprise; it was difficult to hate a race, the centaurs had found, when you can sit at the same table with them and eat the same food. They had been forewarned about the practice of stripping and...repurposing the dead by the stories of the Lizardfolk, but seeing it in person still disturbed many. The widely differing concepts of what counts as "respecting" the dead was perhaps the highest hurdle between the two races.

    And yet, the centaurs and gnolls found another unlikely commonality: their views towards their creator-god. Hetta had made them, it was true, but she had also made the Clay Dragons, their ancestral enemies, and she had never explained to them why she had done so. The most devout offered up concepts of strengthening the race or keeping them from growing complacent, but the fact remained that Hetta was the source of both blessing and curse to the race she had made. And so, the centaurs found an odd sort of camaraderie when they heard the broken accounts of Kassa, the god that had given the gnolls their hands and their wealth and then stripped it away by trickery. The two gods could not be more different, and yet they were also similar.

    At first, the centaurs of Icewatch respond to their new neighbor's request with... confusion. Since it was born from the mass destruction of ancestral homelands, the Feet of Clay has always been a centaur society. The Feet of Clay contingent debated this idea for several hours; they had worked most closely with the gnolls and so had the strongest sympathies for them among the centaurs, but centaurs had been made by a goddess of Order, and so new concepts were honestly difficult for them to grapple with. The almost-comically circular conversation was disrupted by a young centaur named Raki, who eventually was called Deepmind, when he asked simply if there was anything in the rules of the Feet of Clay that prohibited other races from joining. No one there, even the most learned members, could remember such a rule.

    A delegation was sent to the headquarters of the Feet of Clay, bringing to them the request from the gnolls. There, the debate raged for weeks, with several conservative members up in arms against the inclusion of these "bandit" people who they knew so little about. Throughout this, however, Raki's patient question was repeated again and again, and again and again there was no answer. The Feet of Clay were never specifically stated to be centaur-only, which from a certain point of view meant that they were always open to the inclusion of other races.

    Eventually, three full months after the first direwolf of the east was slain, an official delegation arrived in Icewatch and the new semi-permanent settlement of gnolls nearby. (The gnolls may have been expecting to return to their nomadic ways, but the centaurs knew the value of good medicinal knowledge, and after the first unfortunate exchange they paid the gnolls in bread, wheat, and information on how to properly plant and tend small fields of their own.) The delegation had an official document, with plenty of official language even in the simple tongue of the centaurs, but the gist of it was told clearly to the gnolls: their wish to join the Feet of Clay had been accepted. For the first time, non-centaurs were given the clay-tipped arrows that marked the organization, and the Feet of Clay began to spread outside of centaur lands.
    Originally Posted by Xefas:
    "I need the Goblins in phalanx arrangement. Sky Blotters in the back! Swissles? Assume the Swizzle Stick Formation! We're going in!"
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  13. - Top - End - #103
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    Kobold

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    Default Re: Lords of Creation: The World Madly Spins (IC Thread)

    The First Earth Dragon

    Abu Dhahab watched with interest as the earth dragon was given eyes. He was initially surprised when the Hetta silently paused while looking at him, then he understood.

    With a chuckle, he realized that he had been categorized as someone with many words. Turning to the dragon that stood there cocking its head and taking in the sound of the golems mining, he noticed it seemed to enjoy the rhythm. The other deity was still waiting so he quickly said a few words.

    Auratus, first of your kind, through patience and diligent work you were created, may you too find satisfaction in physical labor as you dig rock and soil. A part of you comes from divine beings, may their memories guide you to your destiny.

    With a sudden hand movement, the dragon was gone. Sent deep into some mountain where it would dig and eat minerals until it was several times its current size. Eventually a second generation would emerge and then a third.

    Turning to the productive deity nearby, he wondered if she ever spoke.

    I have heard of your name through the tales that spread to my people, Hetta. It was a pleasure to join you in creating once more.

    Do not feel pressured to speak, your silent labor has tought me something valuable. I came to thank you for doing your part in defeating the Devourer, and leave now wiser than when I arrived.


    Crocodilian seeking Adventure, Timsah faces the Bloodsuckers

    The tales of the three sailors who had accompanied an old merchant and mysterious warrior gained popularity amongst those living along the red coast.

    There had been many exciting stories about trades with exotic four legged people and of dangerous forays into the swamps, but crocodilians had never been the main characters. This time was different.

    Sailing the rough seas near the red coast, crocodilians were generally the best crewmen a lizard could ask for. Strong, sturdy and excellent swimmers. Although some joined caravans to act work as guards (especially with the emergence of banditry) fishing was still the most common occupation.

    It wasn’t until the three croc heroes returned with knowledge of how to use nets to fish that the industry really took off. Previously fishermen were using tridents to spear large fish, which was both dangerous and labor intensive. Several fishermen would work to gether to drive the schools of fish towards shallow bays where the others waited with spears and tridents.

    Now a single crew could bring in a haul as large on their own, freeing up more crocs to pursuer the latest trends : sailing and exploration. Crocodilian ships were now attempting to sail around the continent. They’d seen islands before and sailed around them, how much bigger would the island that contained the desert be?

    Timsah was one of these new adventurers. Having sailed since she hatched on board her parents ship, she’d always felt more comfortable out on the big blue. Spending much of her free time on training her body and martial arts she became well respected amongst other sailers in the area. When news of the voyage to the south spread to her fishing village, she immediately knew this was for her.

    A couple months later, she was on board a merchant vessel as first mate and sailing south east around the coast. The ship was part of a small fleet, and several other ships could be seen sailing nearby. Seeing the massive mangroves as they sailed along the edge of the swamps was an amazing experience, though it came with danger.

    A small dark cloud rose out from among the trees as they passed by, and when it got closer someone yelled,

    “bloodsuckers!”

    Immediately the more experienced merchants locked themselves in their rooms and yelled for the crocs to dive into the water. Throwing stones at the cloud a few crocs managed to take down a some of the oversized mosquitoes. Normal mosquitoes had no chance at piercing a Crocodilian’s hide, and while it was definitely possible, it wasn’t easy for the larger ones either.

    Merchants trading with the Kobolds had started encountering the horrible bloodthirsty creatures and found that crocs were again the best defense apart from escaping and hiding. Diving into the water, the Crocodilian crew stayed near the ship waiting.

    The cloud descended on the ships, and the blood crazed beasts flew around searching for prey. Crocs only had part of their bodies exposed and swatted any the came close into the sea where they flopped around in anger trying to approach but lacking the ability to swim.

    Other crocs stood out on deck and used martial arts to deflect all incoming beasts creating mountains of corpses around them. Eventually these would get bitten a few times and need to retreat to the water.

    Timsah felt her heartbeat quicken as her body prepared itself for combat. These large bugs knew no fear and would always fight to the death. Taking a deep breath, she regulated her heart rate and steadied her nerves. Standing on deck with a few of the other warriors, she felt anticipation building up.

    When they finally arrived at her ship, Timsah unleashed a barrage of lightning fast punches and kicks, her tail also slapping out with deadly accuracy. The fight went on and Timsah lost track of her surroundings.

    It was almost as if she didn’t need to think, her body moving on its own to intercept, strike, and crush bugs near her. It felt like she was swimming, moving though something thick as everything seemed to slow down.

    Then she felt it. A warmth flowing through her, like blood but more at the same time more special. She felt the warmth flowing from near her stomach to her right hand. Then with a loud yell, she thrust her palm forward toward the remaining bugs. A faint image of a giant palm materialized in front of her palm and it flew forward, knocking the rest of the bugs into the sea before fading.

    A wave of exhaustion and nausea overwhelmed her as she slumped down on the deck. That had drained her of everything she had, and though she was losing consciousness fast, she smiled. Ki.

    that point and she passed out. When she awoke, she spotted a tall mountain spire through her cabin window.

    Spoiler: OOC
    Show

    Crocodilian ships can now be encountered along the coast near the great marshes and spine aerie. They usually have a few merchants on board who would be keen to trade their salt m, dates, and jewelry amongst other stuff.

  14. - Top - End - #104
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    PirateGirl

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    Default Re: Lords of Creation: The World Madly Spins (IC Thread)

    The gnolls settled into this new mode of existence with some trepidation; many of the elders felt that the idea of adopting these foreigners' customs as their own, or settling in this new land as they had begun to, was foolish and dangerous, incompatible with the ways of life that had served their many forbears well. These complaints only increased when the centaurs themselves could not decide on a course of action; this entire endeavor was clearly a waste of time. After months of waiting for this delegation of centaurs to return, many insisted it was time to move on.
    But others pushed back; Aruhya Ufraghar, the gnoll who had first warned the centaurs, later to be known as the first and greatest of the Western Clay Feet, was chief among them.
    "They did the impossible. They slew a Direwolf," she insisted. "We would be dead if not for their knowledge; too many have already died without it. I will stand here until my bones become ash and the sun becomes stone rather than allow that knowledge to be lost to us."

    And so, the gnolls waited. The strange brown loaves of the centaurs were curious; similar to some of the flat breads of the lizardkin, but different. And the knowledge of how to raise their own from this soil (so much more fertile than that of their homeland!) was greatly appreciated. And soon, their patience was rewarded; the first of the Western Feet of Clay were inducted. And though many went with their Feet of Clay brethren when they returned to the Wadi-Alsahali after their training, many stayed, finding this place rich and fertile for settlement. They were the first, though they would not be the last.

    The new-minted Feet of Clay were at first met with suspicion upon their return to the lands of the Ufrot-Assag. The tales of a slain Direwolf were scarcely believable; and these strange, now-tribeless gnolls brought with them strange ideas, strange accents, strange gods, strange promises of what could not be true. The gnolls knew well to scarce trust a stranger offering gifts, even a stranger that looked like one of your own. But their results spoke for themselves; and soon their numbers swelled, the stories of their deeds spreading across the pack-tribes.

    The roles of the Western Feet of Clay were twofold. The first and largest was the elimination of monstrous threats; armed with the tactics taught to them by the centaurs, the Feet of Clay acted swiftly to hunt down and destroy many of the Direwolves wandering the dunes, securing cooperation where they could with the geckokin to dispose of the cursed remains. They fought too, against the new swarms of blood-sucking beasts emerging from the south; when their usual archery proved less than sufficient against these smaller, more agile foes, they developed new tactics of weighted nets and blood poisons to combat them. Through them, the threat of Stirges and Direwolves to all desert-dwellers was much reduced.

    Their second role was in safeguarding the oases. Though many knew and revered the Great Oasis of Nafura, the many smaller oases were also of great importance to the Ufrat-Assag, vital places for rest and refreshing of water supplies for all its pack-tribes - including those that were mortal enemies. An oasis becoming a site of conflict between two tribes - or worse, becoming contaminated by Stirges - was a great catastrophe. Neutrality and peace had to be maintained; and the Feet of Clay, in absence of set tribal lands with set "laws" to uphold like their eastern brethren, became the ones to maintain it, as well as the small amounts of infrastructure at each oasis. They at first merely ensured that any who visited were allowed to rest and take water without interference; but as their influence grew, they soon became the source of a sort of informal over-law among the Ufrat-Assag. It became clear that pack-tribes known to prey on the caravans of the Centaurs would be barred from oases under Feet of Clay protection. And as certain pack-tribes began to open "trade"* with some of the geckokin, preying on their caravans became disfavored as well.

    And so, over many generations - due in part to the influence of the Feet of Clay - relations between the Ufrot-Assag and the merchant republics of the Lizardkin, as well as the tribes of the Kobolds, began to soften. The gnolls did not participate in the bazaars, nor deal much with traveling merchants; however, they did establish relations with certain cities and settlements for certain goods, trading their medicines and poisons for tools, weapons, and ingredients of the apothecary arts that couldn't be obtained in the desert, brewing swamp fungi and venoms into many new mixtures. The Feet of Clay extended their oasis taboo to protect them as well, and so, though many powerful bandit-tribes still remained, their numbers shrank as they were increasingly separated from the rest of the Ufrot-Assag - even as their members, by necessity, became more skilled, and more connected to the expanding black markets.

    The musical instruments of the kobolds, in particular, were wildly popular, and spread widely; every storyteller of the Ufrot-Assag soon had some. These new instruments, along with the wandering of the packless Feet of Clay, soon inspired the emergence of another group; calling themselves the Sandsong, they took on roles as wandering tellers and gatherers of stories and information among the many pack-tribes of the Ufrot-Assag - and, increasingly, among the settlements of the Lizardfolk and Kobolds as well.

    Spoiler: AP Actions
    Show
    Starting AP: 2/16

    Create Organization: The Sandsong (1AP)
    The Sandsong are a group of travelling storytellers and singers, not part of any particular pack, but rather wandering freely among the various pack-tribes of the Ufrot-Assag and occasionally the settlements of the Lizardkin and Kobolds, almost always with an instrument or several, operating sometimes in bands of 3-4 but often solitary.

    Their unofficial roles within the Ufrot-Assag are twofold: first, they help to promote unity and levity among the often disparate and distant tribes, as well as between the tribes and outsiders. They ensure these groups' stories are told and shared with each other, keeping the breaches between pack-tribes from becoming large enough to escalate to conflict, as well as warming relations between gnolls and outsiders. Secondly, they act as conduits and preserves of news and information. They bring knowledge on the whereabouts of monsters, of disasters and great upheavals, of new developments in foreign and distant lands; many Clay Feet rely upon them for information. They also ensure that stories and knowledge do not die if a particular elder or tribe does, spreading them far and wide instead, and searching for stories and tales that have been isolated or near-forgotten. Many are devotees of Dia, The-River-Who-Watches-Lost-Things.

    Remaining AP: 1/16


    *
    Spoiler: The Ufrot-Assag, Trade, and Skill
    Show
    The Ufrot-Assag do not place much stock in possessions; they generally make, hunt and gather what they need as and when they need it, with a small amount preserved for emergencies. The idea of having and carrying things for the pure purpose of *maybe* selling them, as the merchants of the Lizardkin do, seems useless and wasteful to them; a wholly unnecessary expenditure of energy. The Ufrot-Assag thus do not often carry or make the excess goods to trade with bazaars or traveling merchants (and they certainly do not carry coin); and many question the value of trading their things for others' things when they could simply take those things instead.

    However, the Ufrot-Assag do value skill, the knowledge of making, very highly. Skill is considered the foundation of unity within a pack-tribe: you help and remain with your pack-mates because they are useful to you, and you are useful to them; you survive together. "Stabbing the Knife-Carver" is a common gnoll idiom for sabotaging and ruining yourself. For this reason, pack-tribes are often quite egalitarian and open to outsiders; blood ties matter little, so long as you have a skill useful to your pack-mates. And likewise, it is not uncommon for willfully useless members to be exiled. (Of course "useless" has many meanings; even the weak and infirm of body are very frequently trained as respected storytellers. Some pack-tribes, however, are crueller.)

    So, as they began to explore relations with other societies, it did not take long for them to expand this attitude to others. This village uses their skills to make things that are useful to us; therefore, we do not prey on them, and use our skills to make things that are useful to them. So, though they do not often participate in markets, it is not unusual to make specific arrangements with specific settlements and villages: we give you all the medicine you need, you give us all the herbs we need; together, we survive.
    Last edited by zzzzzzzz414; 2021-05-22 at 12:18 AM.

  15. - Top - End - #105
    Barbarian in the Playground
    Join Date
    Sep 2014
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    Glitter Demiplane

    Default Re: Lords of Creation: The World Madly Spins (IC Thread)

    Silph - Fishing on Nocturne
    You'd think it'd be easy to find a giant flying river of stars long enough to split the Circle in half - not so if that river is hiding in the sky at night. Or beyond. Silph circled the world three times before trying the portal to solace and skirting around the Daystar. At last, he spotted the River Dia flowing atop the entrance to Nocturne, a small wooden boat at its center. An old lizardfolk was sitting in it, red light gleaming in his claws.

    Silph touched down across from him, and the lizardfolk stood-up, sinking what looked to be a lightning bolt stuck to a string through a flaming red orb. He then pulled back a shoot of bamboo in his other hand and then swung it forward and up at the void, the string attached to both both rod and hook carrying the orb up and away, across a distance so far and vast not even Renarr had devised a measurement for it. It faded into the darkness, then shone in a burst of light that instantly eviscerated countless of Wan'shi's spawn, and sent countless more scattering across the void. Where there was darkness, a star now shone, red as dawn.

    "Huh. Thought we'd get at least halfway through before someone noticed us."

    A young kobold girl sat behind Silph, idly kicking her legs - he didn't know when she got there or how. "So, Surz need a ride back?" she asked, smiling. Silph noticed right away that behind her crooked teeth, there appeared to be no more flesh - it was as if the back of her skull was missing, though he couldn't confirm that from this angle. "Don't think I can help with that one. Strangest thing: you'd think making big fiery balls of gas all over the place would warm things up, but apparently the void's gone colder than Nocturne these days. Probably got our recently departed snake-friend to blame. Should probably give it a better name than 'Snake'... anyways, I've just been hanging out with papa Alcyone here, trying to mimic what mortals do when they need to think long and hard about things."

    The lizardfolk yanked his line back across the vast distance of space and glanced over at Silph, his crocodilian eye briefly turning clear as water to reveal clay and stone underneath. Then he turned back, casting his line out, yanking a star across the cosmos and tapping it lightly with one finger, before hooking it again and tossing it back out in a new location. He repeated this process several times, a pattern slowly emerging from the void.
    Spoiler: AP Actions
    Show
    Starfisher Rod
    Create Major Utility Artifact (Alter Land, 5 AP)
    Crafted from memories and infused with Dia's power, this rod can fish up stars in the void, reel them in as a harmless ball of light, and recast them elsewhere. The stars can also be inserted with sprites while in ball form, making them a permanent part of the star. This effect can be used to create unique patterns and constellations that stick out to mortal eyes, whispering memories to them from across the void.

    Alcyone Salmon Constellation
    Alter Land (1 0 AP)
    A red salmon fish, also known as alcyone salmon, a name that popped into the heads of the first star-cartographers. This breed of salmon went extinct after Wan'shi devastated the northern coast of Circle Continent. Those who gaze up at this constellation long enough can perfectly visualize the natural life cycle of an alcyone salmon, swimming up and down a nameless river across the Everrun Plains.

    Stargazing
    Create Mundane Concept (1 AP)
    With the stars settled into place, mortals will naturally stare up at the stars at night, finding patterns, crafting stories, and admiring the beauty of Wan'Shi's scales. This activity will only grow more popular as more constellations are formed, inspiring artists across the world.

    Remaining AP: 0
    Last edited by SpeedWitch; 2021-05-22 at 06:44 AM.

  16. - Top - End - #106
    Barbarian in the Playground
     
    Writtensanity's Avatar

    Join Date
    Apr 2014

    Default Re: Lords of Creation: The World Madly Spins (IC Thread)

    Neela awoke to chirping birds in the middle of the night. Chicks. One of her mother's last sisters must have passed during the evening and-

    The Harpy shot up with a start, the last thing she'd seen was... impossible. A creature both small and infinite. The kind of thing you saw in a dream you couldn't remember when you woke up.

    Neela had been awake for all of it.

    In her claws, still clutched against her chest, the midnight talon drained light from the room. Neela looked down at it with sudden understanding. It looked like it was just a talon, but she could feel that it was a gift. a Donation from The Mother.

    Neela had seen the Mother like Annethenia told her she had before she hatched and would once she was ash. The mother had started the cycle, and the Harpies would shard until they returned to their lives as mighty Phoenixes eventually. Neela was just part of the cycle, but now she was part of the cycle holding something given to her by the beginning of it.

    As Neela thought, the talon in her fingers hummed and the Harpy knew what she was going to need to do. It was going to hurt, but it was the only way to use the gift that the Mother had given her.

    Neela dug the talon deep into her skin, leaving a long scar, black as the talon itself, and poured her blood onto the floor of the room. Somehow this process stopped hurting past the first few seconds.

    Words and ideas seeped into the floor and spread out, spreading to the Harpies and Kobolds. Neela's greatest eventual contribution skipped years of development and hatched right now.

    Spoiler: AP ACTION
    Show


    Using the Briettia's Talon for a discounted - Create Mundane Concept Action


    Translation - A series of structured rules that apply to languages and writing, allowing for faster more efficient translation of the language systems used by different races.

    Ap Spent: 0

  17. - Top - End - #107
    Barbarian in the Playground
    Join Date
    Jun 2018

    Default Re: Lords of Creation: The World Madly Spins (IC Thread)

    The Harpies had understood Kobold Neela's plight and, after her collapse, she had been laid alongside her Harpy namesake to recover. And her exhaustion had been so great that even the darkness of night hadn't woken her up, only stirring once the Harpy began to cut into herself, only fully awake once she was done, seeing, then, the dark, dark scar and the blood on the floor. Immediately, and in a practice move, she took her flute from its holster and brought it to her lips. "Neela! What happened? Are you alright?" she asked, her song... perfect. The melodies just as they should be, even the tone of concern suffusing the piece in just the right way. She had been nearest when the blood was spilled and, in her distress, hadn't realized her sudden mastery of the Harpy language.

    Spoiler: AP
    Show

    ROLLOVER

    0 + 4 = 4

    Teach Mundane Concept(Translation)

    0 (Jewel)

  18. - Top - End - #108
    Dwarf in the Playground
     
    Kobold

    Join Date
    Nov 2019
    Location
    Home, Social Distancing
    Gender
    Male

    Default Re: Lords of Creation: The World Madly Spins (IC Thread)

    Jabal Alsalaam
    Returning to the desert, Abu Dhahab stopped by to see how Nafura and the golems were doing. Although there were many oases dotting the arid land he had created, none were as large or beautiful as Wahat Alraha. Being maintained and cared for by the living spring of water herself the place had somehow become an important destination for all races that have inhabited the desert.

    The blessed sands surrounding the oasis provided special protection against cursed creatures and unnatural ailments, while the golems could defend against larger beasts that threatened the sanctuary. Having participated in the fight against the Devourer, they managed to fend off the marauding clay dragon that occasionally roamed too close without too much trouble.

    As a result, a thriving town had organically sprung up nearby, markets were held weekly, and several nomadic Gnoll tribes would stop by from time to time, their storytellers gaining a following amongst the more permanent inhabitants. A few Kobolds had set up a post for their message delivery system, and started growing a few of the plants in the oasis that they used for writing on. Music was growing in popularity and some craftsmen had succeeded in using hide stretched over a frame to create rhythmic percussion instruments.

    Such a large gathering of various races was naturally a little chaotic. While Lizardfolk discussed their ideas for the development and regulation at certain gatherings in the marketplace, other races had their own forms of leadership. Differences in culture and practice led to periods of unrest though nothing escalated to full on combat as Nafura and the golems were a deterrent.

    Thus a tense peace was maintained until the feet of clay arrived. An organization dedicated to protecting and skilled at maintaining order, their presence quickly resulted in an overall improvement in the situation. Nafura and the golems, weary from all the liveliness of mortals, were relieved that they no longer had to intervene to keep the peace.

    Abu Dhahab, on the other hand, enjoyed the busyness, the hustle and bustle of the marketplace. Roaming the streets shaded by date trees he noticed that while this was definitely a special place for mortals, as was his intent, it no longer was a place of tranquility for the weary. The golems had hidden themselves as soon as order was established, and Nafura communicated discomfort at being stagnant for so long.

    Walking a little to the north of the oasis, Abu Dhahab saw the rocky plateaus and mountains in the distance. That would work, he thought and stuck his hands into the sand.

    With a gentle pull, he raised his arms, and in front of him, a tall plateau was formed. Rising to a hight several times that of the desert rock formations it pierced through the clouds. Steep cliffs surrounded it, and there was no way to reach the top yet.

    A lot of sand was kicked up with the rise of this new land feature, and the skies were obscured for a week. The people living at the oasis nearby took shelter within their buildings and tents unable to see what was happening outside.

    Remembering his recent enlightenment, Abu Dhahab got into the satisfying detail work of carving out steep stairs into the newly formed rock, wrapping it around the plateau until it reached the top. He carved channels for water to run down from above without washing across the stairs, and connected them all to the oasis.

    At the top, Abu Dhahab carved out a smaller space for Nafura to rest before inviting her to move there. From now on, she would primarily stay at the top, but would also flow down the channels and refill the oasis. Returning to a state of motion would definitely be more comfortable for the river archon.

    The golems too, were invited up to the top, where Abu Dhahab demonstrated true martial arts and methods for cultivating Ki, giving each of the seven different sets of techniques. Not interested in the happening of the mundane world, the seven would remain on Jabal Alsalaam passing down their skills to those they deemed worthy, eventually becoming the revered elders and guardians of a new organization.

    Creating more of the holy sand, he filled a trench with it around the top of the rock. This would protect those who dweller here later from harm and corruption. Creating some fertile soil and bringing up some date trees and other plants the place had become a paradise of vitality, a stark contrast to the surrounding landscape.

    The Ascetic Order of Zahd

    As the dust cleared and Abu Dhahab went on his way, the people of the oasis finally noticed the change in landscape. This was obviously a divine act, for who else could shape the world with but a thought?

    The new rock formation stuck up in front of them, and a seemingly endless stairway climbed up it past the clouds. Water cascaded down weaving through the pathway up, sometimes passing beneath it with the natural bridge crossing the water, other times passing above it as the path passed through a tunnel. A hint of green could be spotted here an there along the channels the water took, but the top was impossible to see without ascend the stairs personally.

    Some were eager to see this new land for themselves, packing some supplies and setting off, but few made it to the top. The grueling climb, and thinning air made it almost impossible for ordinary mortals to ascend. While water was readily available, the hike up takes days so those climbing would have to bare the burden of carrying their own food.

    The first group of hikers thinned out quick, and soon it was only those who had trained their bodies that remained. This was a mix of different races. Crocodilians with strong bodies, lightweight Geckokin, Lizardfolk who had awakened Ki, even a couple Gnolls and a Kobold were amongst the first to climb to the top.

    At the top, they were met with Nafura herself who explained that this was to become a holy place, where people could search for truth and inner peace while training their bodies and disciplining their minds. Those who could forsake their mortal ties and selfish desires would be welcomed to stay, otherwise they would be asked to leave after a day of rest and recuperation.

    Those that chose to stay were questioned individually by the golems and tested for their potential. Aptitude for martial arts and Ki training was not a hard requirement, but living there would be harmful for anyone who could not achieve at least a basic level of Ki cultivation.

    News soon spread from those who returned from the peak, of a beautiful place separated from mortal affairs, and dedicated to cultivation, discipline, peace, truth, and martial arts. As people traveled to visit the place over the next years, the group of initiates residing at the top became a larger community.

    Each initiate had their own daily tasks to fulfill, and the community was entirely self sufficient as food was grown in the fertile soil. Daily exercises lead by the most senior members taught everyone the foundational basics until they were good enough to seek a personalized technique from the golem elders. When teaching, the golems made use of their adaptable bodies to take on the same form as their students, ensuring the optimal compatibility between them and their techniques.

    Eventually some members were allowed to descend and establish a presence in the mortal societies below. Defending the weak, caring for the poor, defeating monstrous beings that threatened communities, and looking out for potential seedling who could be invited to join.

    Eventually the group became known as the Ascetic Order of Zahd, whose members were referred as ascetics, monks, or Zahids depending on who you asked.

    Spoiler: AP actions
    Show

    AP= 0 + 4

    Alter land (Jabal Alsalaam) -1 AP

    A towering plateau rising from the sand into the clouds with a winding stairway leading to the top. A river archon lives at the top providing water for the community and sending water down to the oasis below too. Protected from corruption and unnatural evil with the blessing of holy sand, the place is a sanctuary for martial artists and those who seek tranquility and enlightenment.
    Combat (Unarmed) 9/10

    Create Organization (Ascetic Order of Zahd) -1 AP

    The monastic order headquartered on Jabal Alsalaam. They are not limited to any one race, and don’t discriminate against any either. United in their pursuit of truth, enlightenment and inner peace, they live a communal life of discipline and selflessness while honing their bodies and minds through meditation and martial arts.
    [b]Combat (Unarmed) 10/10
    Portfolio acquired

    4 -1 -1 = 2 AP remaining.

  19. - Top - End - #109
    Titan in the Playground
    Join Date
    Sep 2014

    Default Re: Lords of Creation: The World Madly Spins (IC Thread)

    Garganta, Occupied

    In the wet steaming air of Vast Garganta, the 12 Solar who had lost their very lives in the war against the Void Serpent Wan’shi, frozen by the winds of Nocturne, had slowly begun to melt. There in the very body of the ancient God Foe, their small divine spark mingled with the miasma of mana that dwelt in that pit and slowly, ever so slowly, that which had fallen began to rise anew. The Great Abyss was empty, devoid of life, but as the first took their breath and assembled in the depths of mighty Garganta.

    Rong Tou, beautiful and elegant as she had been in life, was standoffish and cold as the meeting drew together there in the belly of Garganta. Dark of skin and hair with clever eyes of emerald she was not who she had been when she was the twin of some Solar. Love was not in her nature, but her tongue was honey laden and sharp. She, like her former savior, was the cold of shade drawn from the sun. With her every whisper she cursed Renarr and worked to undo the Goddess’s works. Their special Gift was to appear as a God in truth, not merely some lesser thing.

    Huu was second to the meeting, apathetic yet present all the same. Most like the Orcs, she was draconic and broad but not in a muscular way. Hers was the broadness of sloth, her belly hanging over her legs, a diaz carried by unseen forces. She spoke as Hetta, when she spoke at all. Huu made all who came forward slothful and hesitant, such that few could stand to fight her face to face.

    Wan Lee Suk was a slender and meek thing, ever concentrated on that which shined. Long fingers grasped at anything valuable, tongue snaking out to wet dry lips. How like a worm he was, slithering here and there for greater power in the assembled. When those who asked, he would speak the name Abu Dhahab, but only if the price was right. Wan Lee Suk knows the price of all things, merely at a glance.

    Fah Ling was two sides of a single coin, transmutable yet harsh when any conflicted or contradicted their current form. Vain and ill-tempered, they arose such a fury when not respected that it is said mortals would cry blood at their appearance. They demanded Worship as only Kermia could. Fah Ling’s voice can command any mortal in hearing, and trap those of weak heart to their bidding.

    Ahn Fang was born with wings, yet they were fragile things. Grounded for they were too afraid to fly, too quiet to show their majesty. They walked wherever they might go, their feet bloody and raw. They were Moiraithe, should any ask, yet too scared were they to speak their name unprompted. Ahn Fang can summon mighty storms with a thought, strong enough to strip flesh.

    Hou Zhe Fu had died twice. First when the Solar Winds of the Sun had blasted them, yet they clung to life all the same, finding the breath to stagger into the warm embrace of Renarr only to die from the cold. Half their body was rotten and blue, the other charred and black. They chewed their lips for food, and rasped Idix when joining the roll call. Hou She Fu cannot die, or so the stories say. Even chopped to bits, one day, Fah Ling will return. It will be Wan’shi and Fah Ling that will witness the end of all Creation.

    Dae Gim was a languid thing, more swap than river and Dia was their facade. Never committing to one side, they simply traveled between their brethren, eager to help but too concerned with their own state to be of help yet basking in glory when it was given. Dae Gim knew all the stars in the sky and can speak prophecy.

    Xin Sik Woo fawned over themselves yet refused their own image, the most beautiful of the Fiends. Always a mirror in hand, the Fiend was bitter when any would look upon them and compliment. They spit back offenses and cruel jabs at those that witnessed them and with their words made it reality. Their most vile words were reserved as Lor, acting as a dark mirror to honest thoughts. Xin Sik Woo can transmute flesh with but a word, or drive mortals insane with harsh words.

    Kyu-hyun was a speedy thing, eager of action and conviction. Of the Fiends, they alone were most motivated and found easy worship in the Shelled for they took over the appearance of Sen the Turtle God whose body now lay within Garganta. Kyu-hyun can be many places at once, in many guises.

    Kyung Nam strove to create yet could only build that which would harm. A great blacksmith yet poor of quality in much else, they offered twisted metal things in place of honest work. Magrius, the Shaper, would be their name claim yet even this they overwrought and wielded like a weapon of war. Kyung Nam can transform their body into any weapon and wield it with mastery.

    Ye-Won Sok wore armor unlike the other Fiends, more durable even than they. Behind this mighty armor, they remained silent for an affliction had struck them most foul yet they possessed as all knew great qualities yet to be seen.Ye-Won Sok breathes disease and their touch is poison to all they will it to consume.

    Geon Yu then was brave Briettia, though they were not so brave and not so Briettia. Too eager to rest on the many eggs of demons yet unformed, they watched from the mighty roosts of Garganta than join the roll call. Geon Yu can create temporary monsters from their clutch.

    And here then were the twelve Fiends and with a meeting in the dark pits of their home, the mission had begun. Rong Tou gave her bow, for she was most active of the 12 and had Gods to fool.


    The Birth of the Reclaimers

    Deep in the dark vast tunnels, the Xen worked. Many of their kin had been placed inside the crucibles. The transformation was at hand. As the birth cries of the Fiends rippled out, the appointed hour struck and there as mana was flooded for just the briefest of moments with the corrupted Solar’s power, the crucibles sprang forth. What had once been Xen had transformed, a true blessing from The Void Serpent. No longer were they wirey, black things that shunned the light. They were tall, broad shoulders and heavy of muscle and unashamed at their nakedness. In the dusky light of The Underdark they crept, slowly converging upon the greatest of the Xen cities. Where once had been silence in the gloom, voice echoed out. The Orcs had their own tongue, not speaking in the mind like Xen. Harsh, cruel, and guttural, fit for warsong and foul language. It was the language of a child, the Xen understood, and they would set to teach their betters so they might walk in the light of day. That would take time, time the Orcs were not eager to wait on nor were the Xen able to argue. The path towards the Serpent had begun and this was yet one of the many challenges the Exile would command.

    In the dark they were clothed, given tools and weapons and in the tunnels they traveled. There they were spoken to by the Xen, their children taught to listen to their teachers, that there was an order they must obey, for the Orcs were not merely fit to eat and slay. They were to be God Killers. Their hands would be the hands to break the Moon, to free the Serpent, to become masters. Even as they spoke however, the Xen knew. Knew that things had changed. No longer would their homes be silent, no longer would they be working to a singular goal. They were to the Orcs as grandparents were to grandchildren, their number few but their purpose large.

    Firespine Island

    The first Orcs to crawl to land came out where Wan’shi had devoured the Earth itself, called to the violent peaks of their God’s fury. They stood looking out over the ocean to the many small peaks that dotted the horizon before turning to the vast wall of ice that blocked The Circle Continent. Their inheritance was fire and ash, small creatures to feed off of yet a promise for more. The most fertile and advanced continent was on their doorstep and they would soon say hello.

    Turtle Islands

    From the central volcano of the center they slowly came. First it had been the Xen in the twilight of the Turtle God’s slumber, dressed in shells of their own making to mask their appearance further. They had traded, learned the mind magics easily for they were naturally telepathic, and made good on the trade off with the Shelled. In time they simply integrated with the peoples of the Turtle Islands, moving about the other islands as they saw fit.

    It was, like with all other meetings, simply to glean information, to prepare for the true Reclaimers. When the Orcs arrived to the Turtle Islands their meetings were less friendly, less focused on trade. For in those many years the Turtle God had gone silent. Abandoned their people, to languish, to witness the vast wave that swept the world, to weather the storms, to see volcanic islands rise from the sea. The world had almost ended for them but no one interceded on their behalf. The Orcs came with a message, their Faith. Wan’shi and the Twelve were the only way. The Gods had abandoned Creation to their favored peoples and only the Weshesh could rise to the Void and take the Gods in their halls.

    Many Shelled refused the offering to join the Weshesh and took to the seas to find new lands. To speak of the Orcs and their Gods and their ways but many remained and became one with the Xen and the Orcs. While the Xen were the caretakers and teachers of the Weshesh and the Orcs the royalty, the Shelled would find no small job of their own. With the powers of mental manifestation, they were tasked to build, to repair, for they could do so with mana and mentalism in ways the Orcs could not with Worship and mana.

    Far from the volcanic peaks of Firespine Island, the Orcs of the Turtle Islands reported food aplenty, though with long travel in the Underdark and no method to preserve it, the islands were a breadbasket only for the Orcs present. It was here however, free of the struggle so many other units suffered under, the Orcs received their second lesson of the Xen. Structure. Where once the Weshesh were a singular people, now three walked under their banners.

    The Weshesh were built around the Orcs, that much was known, yet all had their part in the slowly growing cities and homes they built about the islands. Castes slowly began to form between the roles present. The Shelled found themselves fully within The Builder caste while the Xen fell quickly into the scholarly class, the only ones who knew how to write or to trade. The Orcs would one day fill both, and many more, to be detailed later.

    Rong Tou: Spire Aerie

    With a step the Fiend Rong Tou slipped into the First World, and immediately sensed it. A piece of the Void Serpent yet dwelled here. With another jump she slipped to the Spire Aerie though made no hostile move. After all, she was a God for any and all to see, and a God should not be so rude as to start with violence. Instead the fair Rong Tou observed, searching only for the Void Serpent's piece.

    Spoiler: AP Actions
    Show

    AP: 4

    Create Legendary Sub-Life (Fiends) - 3AP:
    Fiends are powerful demonic beings though one would not know by looking at them. Humanoid, looking much like Solars or even Elves or Humans of the First World, Fiends are in limited supply. Only 12 in Garganta, they are a mockery of the first 12 children of The Creator. Fiends can teleport from Garganta to the First World natively, bypassing the Void as well as produce feats of mana without any mana present as they are powered by the stuff on a fundamental level and exude it all around them. Fiends also have unique powers granted to each along with highly durable flesh, not needing to sleep, breath or eat. [Life (Demons) 7/10]

    Create Sentient Sub-Life (Orcs) - 1AP:
    Orcs are tall, broad shouldered, muscular and humanoid. Orcish skin color tends to be muted olives, browns, rust reds or dark grays depending on where they are born though they are a highly morphic species and can have skin tons of bright colors along with markings. Orcs have thick tusks on their bottom jaw and serpentine or draconic features though these are also highly morphic. Orc men tend to be taller and broader than women, where women tend to be slimmer and faster. Orcs in general have a deep connection to mana, can see in the dark, endure extreme weather and temperature and have a potent sense of smell and hearing. [Life (Demons) 8/10]
    Last edited by Razade; 2021-05-22 at 05:47 PM.

  20. - Top - End - #110
    Barbarian in the Playground
     
    Writtensanity's Avatar

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    Apr 2014

    Default Re: Lords of Creation: The World Madly Spins (IC Thread)

    ,Briettia: Spine Aerie

    Rong Tou's presence in the Spine Aerie wasn't quiet for long. her form, mostly humanoid but without wings, was an oddity to the Harpies of the Aerie, and more importantly, the might Fang Phoenixes, bright as the sun, bowed to her in reverence.

    Phoenixes were born during the creation of the moon and Spine Aerie and had infinite lives. Their memory of the divine was immaculate, they could feel it in the air and gave Rong Tou that same respect that they gave Briettia. The Phoenixes' reaction drove excitement among the Harpies, who flocked to watch the divinity.

    The Harpies scattered a moment before the Phoenixes sprung to action, circling Rong Tou and cutting off any prying eyes. Once the air was clear, the Phoenixes left to hunt, and Rong Tou was alone on one of the higher peaks of the Aerie.

    Until she wasn't.

    A gale heralded Briettia, who'd been halfway across the Aerie when she'd heard the news of another divinity. She had met others before, once, and it had been for violence that she regretted. This time had to be different.

    Briettia spoke for the first time.

    "Welcome Goddess, to my home, the Aerie."

    Briettia swept one of her wings, casting the feathers and remnants of empty nests on this peak out to the winds while leaving full nests untouched. "Pardon my curious children, they have no knowledge of Gods other than myself. I've kept the Divinities I've met at arm's length but- I do not know you."

    ---


    A Tale of Two Neelas

    Harpy Neela nodded to her friend when they asked about them. "Of course something wonderful has happened but I don't know how to describe it! I need to tell you." Harpy Neela took a knee and started scratching out her message again in the Kobold text that she'd been working on. Similar to the song, it was perfect.

    It wasn't until several minutes of the pair going back and forth that they realized many of the other villages, Harpy and Kobold alike, were staring at them. They had been communicating, both in writing and song, perfectly for their entire conversation without stopping. Sentences had been shared between experts before, but something like this was unheard of.

    At first, they wanted to explain it as happiness guiding their hands, but when Harpy Neela touched Kobold Neela they suddenly both understood. There were methods and rules to the song they could both sing, but thousands of hours of study had melted away between them, and suddenly ideas that had felt so infinitely arcane, the difference in languages, melted away to- to something that could be taught with a bit of patience and time.

    Through this method, the Harpies adopt writing in the style of the Kobolds rather than trying to make their own. Though the different mouths and vocal chords of the species make vocal communication difficult, with translation it's much easier for Harpies to fully learn the written language and integrate better with Kobold society.



    A Step Over the Line

    The Hollowcaller cried out to the empty sky as the Elvish family tried to convince it to come back inside of the evening. It had been their loyal pet for months, having been broken in and brought to heel by the followers of Kermia. It was far from the only Hallowcaller that had been made to work as a scout and come back to the same roost each night.

    Never again.

    The starlit sky had been blocked out, for just a moment by the Goddess of Motherhood, wearing her other face. She hadn't hatched Hallowcallers from the Egg of flocks to see them become the horses that they preyed upon. The Hallowcaller felt her will, and it rebelled against the life it had been forced into.

    Whether it killed its masters or not was irrelevant, what mattered was that the Hallowcaller was free, and others would be too...

    Spoiler: AP Action: CURSE
    Show

    ROLL OVER (Current AP 5)

    Curse - Wild Blood

    The monsters of the world were created as monsters, not mundane life, and they would prove to be more chaotic and powerful than chains could consistently contain. Similar to how lions and tigers will randomly turn on their keepers on Earth, the monsters of Briettia's flock will never be tamed by blood. They may be kept, they may be used, but without warning they would revert and the fox would be in the hen house.

    This affects all monsters, including those previously mentioned as partners by some races like Terrorbirds.

    AP COST 1

    Domain Contribution: Society(Wilderness) 4/10

    Last edited by Writtensanity; 2021-05-27 at 10:29 AM.

  21. - Top - End - #111
    Bugbear in the Playground
     
    ezekielraiden's Avatar

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    Default Re: Lords of Creation: The World Madly Spins (IC Thread)

    Prologue I: To Fight and Die in Starlight

    The might of the gods was great, and none of the little godlings held any hope of besting their contributions to this battle. But still they fought, despite knowing the lethal cold of Wan'Shi awaited. Some did it for pride, others for vengeance, many for love of their Home, but none did it to save themselves; to join Renarr and Lor and Dia and the others against that vast hunger beyond the lot of gods, against Oblivion Alive, was nothing short of suicide. They all knew this well, but nonetheless did they join the gods, these archons whether golem or not, united by one will, souls bent toward one aim. They who fought had nothing to lose, for they knew there would be no difference between losing now as fighters, and losing in the blink of a godling's eye as cowards.

    Some--perhaps many--died ere they touched the beast, scattered on winds of tooth and talon or consumed in a fury of flame-beyond-flame. Those who made the journey fought with truly single-minded focus; some were crushed under the Serpent's coils, some unready for the Void's bitter bite. But they were many, so, so many against the Serpent's one, and the planes themselves tremble before such unity. Each blow was but a pinprick, a gnat's itch, a flea's bite; by itself, any archon would have been nothing, not even worthy of the Serpent's attention, let alone its ire. By the thousands, though? The millions? Even the mightiest would feel their touch.

    With so many, focused so intently on a single goal, what of the thoughts, the memories? These warriors had no time to focus on retaining anything that might split from them, lest they fail to break free of the Serpent's timeless menace. So did the dark of the Void shine, to those with eyes to see them, with nigh-uncounted lights. None, of course, near so bright as Renarr and her works, none so great as to catch Lor's ceaseless gaze, but real nonetheless: the hope-against-hope of so many that the fate that is Wan'shi, that Wan'shi is, could be defied, overcome, surmounted.

    The godlings were not alone, however. The gods' children joined them, albeit fewer in number. They, too, loved their Home and would not abide its loss to the Nothing-that-Hunts. And they, too, went to fight and die in starlight, that others might live. Whether their sacrifice paved the way to victory, or simply filled the time before Renarr and Lor's telling blow, none can say. But when that light came, the light of the Sun-of-War, and the light of Truth-that-Sears, they all took their deaths with hope, and breathed their last in the mana of Wan'Shi.

    Prologue II: In the Wake of War, Came Words

    Last breath, first words. A poetic end, if indeed anything can be the "end" that which is Ending itself. The words cut through reality, not like a hot knife, but a frigidly cold one, the vivisector's scalpel piercing through walls and worlds like the thinnest skin. Words pregnant with prophecy, filled with fate and fatality alike.
    Spoiler: The First and Last Words of Wan'Shi
    Show
    Born of Creation
    Abandoned by Creator
    The Gods seek to delay the inevitable

    The stars will fade and fall into the oceans
    The light of the Sun shall grow abominable to those on the lands
    And the cold winds of Nocturne will blow across the deserts, turning all to stone
    There is no escape
    There is no hope
    All will be consumed

    The Gods in their envy shall rise up
    Deserious, vain, and greedy
    Their little soldiers, primed and plain
    Will fall to chaffe, or unsown grain
    Empty bellies grumble, the plates of Gods bare
    Covetous, neighbor will take from neighbor
    Allies born in conflict
    Locked forever in first meetings

    When the Gods do war across Creation
    And the time grows nearer now
    Their duty to keep their creations safe
    Will distract them from the gate
    In their fallow absence
    Their punishment await.

    Creation shuddered for a moment under the weight of this death-wail, and then all was still for just a moment. For the first and perhaps only time, all of creation stood silent and still, a fleeting instant of shock and listening. Only time could tell whether this was the calm after the storm, or merely the storm's eye. Or perhaps, in some way cognizable only to those for whom existence is as malleable as clay, it was both, and neither.

    One small part of the battle-wreckage remained disturbed by the words. A remnant of ice and light, earth and essence that evaded the sight of other gods--and yet it seemed to call to it many of the Sprites that were strewn about by the Serpent's thrashing. Compacted from the parts of slain divinities, it yet harbored some tiny, trembling ember of life. Into that spark, the fuel of memories went. Memories of fighting on despite the horror before and beneath, memories of giving everything to save another that might never be seen again, memories of sublime pride at standing upon the shoulders of gods to fight a common foe. Memories of light overcoming darkness, unity vanquishing entropy, hope surmounting despair. Memories that lived on, even as those who lived them did not.

    From this, and the rich mana bled by Wan'Shi under Lor's blade of light, the spark quickened. Defiant to the last, the spark reached out toward the light and life of the First World, what it remembered--from so many lives--giving the ultimate measure in the vain hope of victory. So much yet could be done! So many stories yet could be told!

    Fate and Defiance: The Tangible Wish

    The spark strained against its confines and the dying of the lights. To fall into the final rest now would be a travesty, unacceptable. No. It would not, could not surrender so. If the Serpent could be defied, so too could this. Of course, the tomb does not open its doors lightly, but the tomb is a quiet place, ill-ready for the throng of a thousand, thousand voices crying out in unison. As they did, the difference between many and one became thin, indistinct. The debris drew closer to the First World, until it fell in searing brilliance--an echo, perhaps, of the light that had so wounded Wan'Shi. But this light did not destroy; instead, it smelted, forged, unified, until it slammed into the Guardian Glacier--where yet more sprites joined its song.

    Formed as it was, this nascent god could not have avoided some semblance of the dark Serpent's form. But where Wan'Shi was dark and cold, clothed in sinew and flesh, this was bright and warm, and its mantle shimmered with scale and feather. Strong, as the hearts had been that beat as one so Creation might endure, but svelte, twice refined in flame and twice quenched in ice. In form, glorious; yet in motion hesitant, at least at first, for though it--he--had memory of limbs and locomotion, these were new-forged and only just coming to know their strength.

    The child-god rose from the caldera-crib, riding the air on resplendent wings, simultaneously as fresh as a newborn babe and as old as the oldest memories that made him. He remembered them all--and always would. That, too, was part of the glory. Indeed, it was the greater part; to know, to be born from, those who had given their final measure, knowing they would in darkness fade. For no greater love has a soul than this: to lay down its life for another, not for crusades or fame, but alone in the dark, where no one would know or see or remember. No one, except him.

    "We will remember you. We will remember that you once lived. We will. This, I swear, until the stars grow cold and the sky entire falls into the sea. For I am..." He paused, considering, remembering. And then he knew. "I am Arkhos, and in Oaths shalt thou find me."

    He looked out, across the vast sea. So many stories yet to tell. So many memories, yet to be lived. The world had proven it could defy fate, at least this once. What else might it achieve, in defiance of prescripted fate? "Ere we begin, a foundation needs must be laid. No--not foundation, it is yet too early for even that. A tool needs must be shaped, to shape the founding stone."

    What tool could work the very shape of reality? Perhaps one of like mold to his own, but smaller, more focused. Yes, something built, something beautiful and beloved, though born from grit. The red beaches of the West held something of its like. Little things, found in shelled creatures, things that gleamed in soft colors of dawn. A pearl: layer upon layer built up. From a large shell, old and gnarled, one that surely must have remembered some few early days of the First World, he took a pearl and poured some of his power into it, granting it further layers and lustre until it filled his taloned hand. Its value would be beyond mortal counting for its size alone, but hollow gaudy baubles held no interest to Arkhos. Instead, its surface shone with more than just lustre. Remembering Lor, Arkhos gave this pearl reflections not of what was, but what might be. Something both of the physical world, and of the hoped-for world. The Tangible Wish.

    It would be the first of many works for Arkhos. Fate and defiance had not yet found the final play of their game, not yet. Before he set about his other labors, however, the Shining Wyrm felt thanks due to his divine parents, those who stood in might and majesty against Wan'Shi. They would surely wish to know the memories of those who joined them were not lost.

    Spoiler: AP Actions
    Show
    Create Artifact (5 AP): The Tangible Wish (utility, discounts Create Artifact) [Domain: Liberation (Aspiration), 5/10]

    Remaining AP: 11/16
    Last edited by ezekielraiden; 2021-05-26 at 02:01 AM.

  22. - Top - End - #112
    Titan in the Playground
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    Sep 2014

    Default Re: Lords of Creation: The World Madly Spins (IC Thread)

    Rong Tou, Briettia: Spine Aerie


    Rong Tou was as cool as always, watching the display with her measured gaze with faint smile knowing that it was all for her though feeling little. When she was alone she leaned down to pluck a single smoldering Phoenix feather from the ground, blackened and almost ash yet somehow the delicate thing remained strong in her fingers as she tucked it carefully into her dark hair. She was all smiles, though they did not reach her eyes, when the Goddess of this peak came calling, offering a slight bow. "I am Rong Tou your Eminence, you whose children would tame the wind and whose song sings forth beauty across the mighty plains of this land. I come to you in this late hour for as the Void Serpent Wan'shi did war across the heavens I could not stake claim to my true domain, the very corpse filled sky you see above when the Sun has sank beneath the horizon, the true Empress of the Void. Yet as I gaze out onto this land, so devastated by godly hand and serpent alike, I see no room for my own children to grow without conflict. Is this the way of the Gods who slew the serpent? Surely if there must be war, it would be to bring peace?"


    The small Fiend turns, gazing out from the mountaintop to the vast shield of ice. "Ah, but my manners your Eminence, you whose talons are sharp like obsidian and whose plumage is the envy of all who take witness, a gift for you. We are sisters, yes?" She turns once more, holding out a fiercely burning orb of gold. Oh how it shines beneath the sun, glinting and glamouring so. It has no power, no use, simply a bauble. "For you, your Eminence, you whose cry sounds like thunder and whose flock which migrates rolls like storm clouds." Rong Tou holds their hand out, the trinket hovering over glove covered fingers, blazing all the brighter.

  23. - Top - End - #113
    Troll in the Playground
     
    Griffon

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    Mar 2012

    Default Re: Lords of Creation: The World Madly Spins (IC Thread)

    Within the Pit of Making

    Hetta's claw carves a careful rune into the side of the clay creature standing before her. as the rune is completed, it begins to glow, lighting up all the other markings across the figure in one flash of blue-white light. The light subsides, but does not fade entirely, simply outlining the marked runes all along the clay figure's body. The newly-made Golem turns and begins to dig at the rock and clay of the pit, its movements precise and mechanical. The Lump watches with muted interest.

    Hetta nods to herself, finally satisfied. It had taken much trial and error, so much so that the entire Pit of Making was littered with various sculptures and statues, but she had finally re-worked the Golem archons into a simpler, more straightforward concept. No personality or thought existed in these new creatures, simply rules to obey and the energy to obey them. Much simpler, much more straightforward. Hetta looks over to the scroll of arcane runes which she prepared over her experimentations, each sigil clearly marked and notated with what rule it imposed and how to combine them. To a mortal, it might be a life's work to discern them all, but the simplest runes could be picked up by almost anyone with an interest in them. Now to find the mortal to give this scroll to... Hetta picks it up carefully and turns here gaze towards the centaur homelands.

    Behind her, noted by the Lump but unnoticed by Hetta herself, one of the unmarked, discarded statues turned its head, just a tiny fraction.

    On the Red Coast

    The gods-cursed statue was smiling again, Szadi knew it. At least its teeth weren't red this time.

    The statue, being a rough figure of a Crocodilian made out of clay, had been a gift from the centaurs, a commemoration of the trading relationship between the two races. To be honest, the Lizardfolk hadn't known what to do with the thing; they knew the centaurs were a proud people, so they couldn't just destroy it, but it didn't have much value to be sold. The statue had bounced around from town to town, bundled along with a trade deal as a "bonus" each time, until a group of Crocodilian sailors struck with a bizarre (for Lizardfolk) bit of pride in place had purchased it deliberately to set it up in the harbor square of the town. Szadi passed this statue countless times on his way to work in the stalls, or on his way to the underbeer pub for his nightly needs, or on the way home afterwards, and had barely even looked at it.

    Then, two weeks ago, his gaze had slid over the thing as always... and been arrested by the glint of red. The Crocodilian's mouth was open, but... hadn't it always been closed before? He couldn't remember. In any case, the teeth were modeled in a deep scarlet clay, which was unusually macabre for centaurs--at least, for what he'd heard of centaurs; Szadi had never met the mammals himself. His musings lasted only a moment, pushed aside by the profit and loss of the day and the slow build of craving for underbeer that had been his life for years. He heard about the strange death in the marketplace that day; the night before, someone had been mauled in their bed, killed and seemingly partially eaten. He didn't put the two together until another day, another red smile, and another death.

    Szadi shook his head. His friends were right; he had been overindulging on underbeer, and it was muddling his thoughts. Statues did not eat Lizardfolk. It was nonsense. Turning up his snout at the grinning clay figure, Szadi resumed his walk towards home and his bed.

    The clay crocodilian's eyes followed him. He did not notice.

    Within the Dwarven Halls

    The door had stopped shaking, but Dhokhus dared not unbar it. The attack had been sudden and swift--one moment, he had been walking the halls of the temple and lighting the candles at the plinths of the revered ancestors, doing his duties as a lowly young priest with the proper zeal and devotion. The next, a massive blow to the head had sent him crashing to the floor. He still could not believe what he had seen. Kerd the Faithful's statue had lifted itself from its plinth and struck at him! But it wasn't Kerd, not anymore. The statue had claws, and strange wings, and its face... it's face....

    Dhokhus stared at the door, debating whether it was safe to find the head priest, and what he could tell him if he did. "A statue came to life and attacked me?" Who would believe that? The wounds on his head might give him some credence, but if the thing was still out there... he glanced around the room, looking for something to help him. Extra candlesticks, a mop, a bucket, a pair of granite, clawed feet--

    It had found its way inside, impossibly. Dhokhus never found out how. It was upon him before he could raise his eyes, his throat crushed before he could scream, the magic of his devotion torn out and consumed along with utterly unnecessary amounts of flesh and bone. The new gargoyle left its meal in the closet, the blood absorbed into its granite skin, and resumed its place upon the plinth, waiting for the next priest to come by alone.

    Spoiler: AP Actions
    Show
    Rollover! 4 AP

    Create Mythical Sub-Concept (Golemcrafting) -2 AP: Golems require three things: a physical body, generally a humanoid one (though skilled crafters can use animal or even stranger forms); a magical source (mana is the easiest and most plentiful, but not the only possible source); and at least one Rule written in runes upon their forms. The golem will follow whatever rules are written upon it until it is destroyed; it can have and follow open-ended rules such as "Obey". If a golem has contradictory rules written upon it (such as "Kill" and "Never Kill"), it will tear itself apart upon activation, releasing all its magical energy in an explosive burst over a large area. Centaurs are the first races given the set of rules needed to create Golems. (Domain progression: Magic (Golems) 7/10)

    Create Monsters (Living Statues) -1 AP: Due to a quirk in the creation of Golemcrafting, the concept of "statues" has been imbued with the ability of these statues to come to life if the conditions are met. Any statue or sculpture depicting a living being can, if exposed to enough magical energy, become a Living Statue, a mindless automaton driven only by the need to find and consume more magical energy. The magical energy needed to turn a statue into a Living Statue is relatively low for statues of sentient beings, higher for animals, and extremely high for currently unreal or impossible creatures. Since mana rains down from the sky, any and all statues that are outdoors have at least some chance of becoming Living Statues. Living Statues seek out magical energy until they run out of energy themselves, after which they become inert once more. (Domain progression: Magic (Golems) 8/10)

    Create Monsters (Gargoyles) -1 AP: If a Living Statue manages to consume a certain amount of magical energy before its reservoir runs out, it is transformed into a Gargoyle. Gargoyles have slightly above animal level intelligence and a sadistic streak; they are ambush predators whose only desire is more magical energy, but they also seem to revel in terrifying and wounding their chosen prey before consuming them. When hiding, Gargoyles look like the statues they once were, but when attacking they can manifest stony wings (if they had none), claws, and large, jutting fangs. Gargoyles can last much longer than Living Statues without magical energy as fuel, but will eventually starve to death if denied for too long, crumbling into dust. (Domain progression: Magic (Golems) 9/10)
    Originally Posted by Xefas:
    "I need the Goblins in phalanx arrangement. Sky Blotters in the back! Swissles? Assume the Swizzle Stick Formation! We're going in!"
    What Pokemon am I?
    Spoiler
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  24. - Top - End - #114
    Dwarf in the Playground
     
    Kobold

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    Home, Social Distancing
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    Default Re: Lords of Creation: The World Madly Spins (IC Thread)

    Prelude to Ascension

    Abu Dhahab was pleased with how Lizard-society had developed. He enjoyed spending time amongst them, hearing their stories, and observing them live out their mortal lives. He had been with them since they first drew breath, born from his own flesh. He had given them intelligence and raised them up to be both shrewd businesspeople and noble warriors.

    Soon, however, he would have to leave all this behind and no longer walk the lands he had created in person. He could feel the time approaching, the moment of his ascension. His time amongst the mortals was not just frivolity, there were important experiences that had helped him step towards his enlightenment.

    Surprise and Fear were some of the first emotions he had experienced. Surprised by his sudden existence, and the sudden disappearance or demise of his creator. He was still Confused as to what had happened back then, it all being too quick. Overwhelming Fear, caused him to hide in Shame as his fellow divinities where consumed, burned, and frozen.

    It was only after he created his own land and people that he experienced positive emotions. Happiness at the Lizardfolk’s initial successes and interaction with their neighbors, he shared in their Joy at celebrations during the annual grand bazaars. He watched with Amusement as they came up with rituals and sayings in his honor, and partook in a few himself.

    With the return of the serpent and the ensuing destruction, Abu Dhahab felt Sadness at the losses his people suffered, shedding tears of Grief for the first time. With Compassion, he tried to help them recover, but the snake would not cease.

    Anger burst forth, suppressed too long by Fear to be held back any longer, and in recklessness he attempted to drive the snake back on his own. Injured during the battle in the void, he felt the same Pain his people had felt. When the fight was over, Relief washed over him, though the omen of conflict to come brought back his Doubt.

    The newfound Peace was strange to him so he wandered around in Hope of finding what he was missing. In the south, he was Disgusted by the divine punishment that had plagued the people there for generations, and Intrigued by the mortals’ funeral rituals that allowed them to live multiple lives.

    Traveling east, he met another deity and remembered the Satisfaction of pouring everything into what you do. His journeys had taught him much of what it was to be mortal, and he was almost ready to ascend to become a true deity.

    He had done much for the Lizardfolk personally, and while he would still look out for their well being, it would be from a distance. He hoped the tools he had provided so far would allow them to surmount future challenges.

    Jisr Archipelago

    He had one more trip to make, a new place to explore while he could still walk the land. And one more act to do before then too, another opportunity to work the land personally with his hands.

    Things had begun shifting as new divine beings were establishing themselves on the circular continent. New peoples were making it their home and as populations grew, so did competition over land and resources, conflict was increasing as the snake had foretold. To continue to flourish, the Lizardfolk and other races would need more space, and that’s what he intended to provide.

    From the southwestern edge of the Red Coast, Abu Dhahab began walking across the water towards the other continent he had heard of from rumors and seen from space. He walked slowly with measured steps, stopping whenever the nearest land to the east was almost out of sight and raising up an island.

    Many islands would be spacious enough to support a large tribe. Some were larger with tall mountains where large birds started nesting. Others were flat, with grassy plains and only small shrubs. Others still were overgrown with massive trees. There were small sandy islets too, though only one island was large enough to have a proper desert. Remembering the land of the ghuls, he raced his path somewhat to get nearer the cold, resulting in a few islands getting plenty of snow each year.

    As he worked and made his way across the ocean, he found several volcanic islands that must have sprung up when the great devourer struck the land. Knowing the soil there to be fertile, he included them in the archipelago too. He did not stop to design and shape each island, and a large number of the islands were just simple rocks or mounds raised out of the sea whose purpose was to guide sailers towards the next island.

    The journey took months, and by the time he arrived at Corla, sailers had already started exploring the islands closer to the red coast. Eventually, there would be some who ventured further west to arrive on a foreign continent and they would understand. These islands were a bridge, connecting continents, people, cultures, earning it its name “The Jisr Archipelago”.

    The Lizardfolk who ventured east were particularly excited about discovering a large desert island. Dry, sandy, rocky, with palm trees and other vegetation only along the coast. It was perfect, unoccupied and just like the deserts back home. Soon small settlements would spring up, and the major Lizardfolk organizations would all establish a secondary headquarters on the island.

    Spoiler: AP actions
    Show

    AP: 2

    Create Land (The Jisr Archipelago) -2 AP

    A chain of islands stretching from the circle continent to Corla in an arced path that brings it south and closer to the land of cliffs and spires. There are islands of all types, and sailers will have an easier time making the journey between them as each island isn’t far from the next.
    Travel (Caravans) 8/10

    2 -2 = 0 AP remaining


    OOC: rough map will likely be added to discord at some point.

  25. - Top - End - #115
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    Default Re: Lords of Creation: The World Madly Spins (IC Thread)

    Briettia: Spine Aerie

    The Lady from the Void was verbose. Though her voice sounded strange, to Briettia, so far from birdsong, she weaved words into lyrics and tunes that matched the most blessed of the Harpy Choral Singers. Briettia accepted the bauble she offered, the midnight of her talons clashing against the harsh sunlight beaming off of the miniature sun.

    "I do not know if we are sisters, it is hard to give a name to beings that come from nothing. I fell from above the Sky, but that doesn't mean that the Sky is my mother and its children are my sisters." Briettia crouched down, holding her free hand over one of the eggs on the peak the pair had met on. "This is the daughter of a Harpy," she said, "and these are her sisters."

    "Unless," she picked the first egg out of the nest and infused it with divine power, "you speak of sisters in the way my Daughters do. Family far apart, somehow related by creation."

    "If I call you sister, you must know what I am, and what I create," Briettia explained, and the shell of the egg cracked. Briettia motioned with her wings for Rong Tou to grab the egg as it was hatching, "and help me create it if you wish to act as family."

    Spoiler: AP ACTION - Create Monstrous Race
    Show


    Paying 1 AP for 'Create Monstrous Race' action, offering many points of creation to Rong Tou.

    Limitations - Monster Must be Avian

    Result: Mockingbirds: These creatures are made of soot, always traveling alone however in truth they are hundreds (if not thousands) of birds in one. These monsters, once they have found a roost, will spread, being a general nuisance. They have the gift of speech and while mostly they say useless things, they have a knack for discerning one's greatest shames, which once found they will qork incessantly. They cannot survive in the First World long, appearing from gates and planar tears to merely squark obscenities at those they encounter before turning to ash

    AP Spent: 1
    AP Allocation: Sky (Flight)
    Domain Progress: 7/10
    AP Remaining 3
    Last edited by Writtensanity; 2021-05-27 at 10:44 AM.

  26. - Top - End - #116
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    Default Re: Lords of Creation: The World Madly Spins (IC Thread)

    Silph and the River
    The archon took in the sight of the river goddess and her companions, and he shook his head. Now what in the name of the First World was this?

    Drifting over on waves of light to join them, the Solar would shudder at the close proximity of Nocturne's gate and he stopped beside the boat. Now what in the world...? Looking over his shoulder, the twice-blessed archon asked, "So Herend, what do you make of this?"

    The other archon, a slab of slate in one hand that he scribbled on a bit in order to record the creation of new stars with, looked up and noted, "Hmmm... not entirely sure, but it does seem rather illuminating, doesn't it?"

    That drew a bark of laughter from Silph, who moved over to sit beside Dia and the lizardfolk. "Well I'd say that's just about the most clever thing I've heard you say in three years, Herend."

    "Ah, and here I was doing so well at being blissfully inane. Now I've gone and raised expectations for future conversations."

    "Alas."

    Nodding solemnly, the scribe agreed, "Alas indeed."

    Finally, the Solar would look at Dia's mortal guise and look her over for a bit. "And as for you... do you know how hard you are to find? Renarr finally opens up a portal and sends me every which way to meet up with you again, and where are you? Sitting outside the Suzerain's realm. Fishing." Coloring his words with a little bit of feigned pain and insult, he informs the goddess, "I'll have you know that in my search, I was beset upon by no fewer than two phoenix and one of those mini serpents that thought it could burrow into Solace. All because you couldn't just fish in a lake like a normal person. Oh well, you aren't the most unstable being I kno- Oh. Speak of the snake and he shall appear." The solar looked down towards the First World as he said that, and a new pair of figures rose up to pass them.

    One was the Suzerain. In his hands there was a squirming goblin that looked a bit malnourished and incredibly scuffed and terrified. The archon of night didn't even slow down as Silph waved at him.

    "Hey, uh, Suze? What are you doing with that mortal?"

    "Mortals think that Nocturne is just a part of the void. They can't see it in the night sky, apparently. I'm showing this one." The Suzerain explained, stating that as if it was the most logical thing in the world.

    "Uh... Suze? That's a mortal." The emissary pointed out, shivering as a breeze from Nocturn passed him over.

    Still not stopping, starting to move past Dia's river form in fact, the Suzerain asked, "Yeah, and?"

    Silph looked back at Herend, who shook his head and shrugged to signal it wasn't their problem, and then the solar looked at the back of the Lord of Night. "Well. Alright then. I'm sure he knows what he's doing. So Dia... caught anything good yet?"

    Suzerain and his Flock
    The real reason the Suzerain had been carrying the goblin was that he was trying to show the boy he had nothing to fear. Not from Nocturne, at the very least.

    On his last visit to the mortal world, the Suzerain had travelled from Corrla to the Circle continent using his most standard route and... that turtle island he'd passed over every time he made the trip had been gone. While he'd known the island floated, the fact that it had just disappeared was new, and deeply disturbing. Where had it gotten off to, why had it moved so drastically?

    It had not taken too long to find it, but what he saw was... troubling. The peaceful turtle people now seemed to be under the thumb of a new race of mortals, mortals that he had never seen the likes of before. He shook his head at this, and made sure to carry the word of these creatures to Renarr as he also approached to receive a boon from her. A parcel of divine power to shape as he needed.

    He obtained it.

    And then he returned to Corrla.

    His flock had grown among the outcasts, and while he was no true god the Suzerain still felt responsible for these people. The lack of food, the danger of the revenants and all the coastal birds, the potential danger of these new 'orcs,' all of these things concerned the Lord of Night. His people deserved better. They deserved a sanctuary. And while the portal to Solace was still far away... the sunlit realms were not the only refuge that Renarr had created.

    With a wave of his hand and words of potent binding, the Suzerain used Renarr's power to craft a blessing, one that could bring his mortal followers to Nocturne, that could save them from this mortal realm of living death. Some of his followers accepted his offer and found that the Strands of Night simply took them there in the blink of an eye. Others required a bit of... encouragement.

    Either way, travel between the First World and Nocturne had finally begun, even if this heavenly realm was a bit less developed and much less populated than its shining cousin.

    Birth of an Empire
    The elves that had come to settle the coastal valley beneath the portal to Solace would have begun to expand their population. The initial expeditions into the realms of light had proven promising, though the paths there were narrow and somewhat difficult to traverse, and the sun itself had little within it to sustain a growing population, much like Renarr had told them. Still, the properties of the plane on mortal life had begun to be explored, and soon enough there would be the outskirts of a town forming within Solace proper.

    And then, another breakthrough was discovered. Because entirely by accident, the archons started to have children with the elves that were making this new community.

    Strangely, the Solars who discovered this compatibility would not be from the Court of Compassion, much to Hellita's chagrin. Instead, oddly enough, the first child of a solar would be born from Amerith, and the second and third (twins, of course) would be fathered by Zariel. Both from casual relationships these gods had with some of the mortals that they had taken responsibility training for war.

    Some of the elven elders, mostly those who had made the initial journey from Corrla, were immediately suspicious of this seemingly random occurrence. How could the Solar and the elves breed? To them it seemed like a trick of the divine, and perhaps it was something that Renarr had created, but if she had it was only so the colonists and her solars would work together more closely. Bonds of family tended to work like that, after all.

    Many among the younger generation took this interbreeding as a sign that the expeditions into, and colonization of, Solace was blessed by Renarr herself, and so revered these children for that perceived pact between them and the goddess. Soon enough, being related to one of these beings that would become known as Solari was known as a good omen among their society, which continued to grow and grow...

    Eventually, the majority of the population of this society became sedentary, settling in and claiming the gate to Solace as their permanent home, though some of the wanderlust inspired by Moiraithe would stick around, inspiring the citizens of Shaline to form expeditions into the rest of the Circle Continent, or into Solace itself, to find all the hidden secrets that the plane might hold. And speaking of...

    Start of an Expedition
    The goblins and humans who had accompanied the elven settlers so that they could explore the depths of Solace left shortly after the first buildings on the First World side of the portal had started to be created. It was time to see just what they could find, and how many layers deep they could reach, and so they set out on what they assumed would be the last adventures of their lives.

    Unbeknownst to them, Renarr had given this expedition a gift of longevity, which their presence in Solace would expand upon, meaning that these mortals of the Lost Expedition would live for hundreds of millions of years, should they continue their explorations. They would return long before this, but before that fateful day this expedition would return home only to discover how much everything had changed. Their expedition would delve the farthest, even those manned by the Solari.

    Shame it would take so long. Not that they would know that, as time had less and less meaning the closer to Solace's core one managed to become.

    Renarr and the New Gods
    Renarr sensed two new divinities upon the Circle Continent, one near and dimmer, and the other far and bright, almost as bright as her. She considered these two for a few moments, but instead of going out to challenge them, she stayed beside her portal and simply waited. If they proved a challenge or hostile force, the goddess would act accordingly... otherwise, she apparently had a society of mortals to nurture and lead.

    Spoiler: AP actions
    Show
    Starting AP: 0
    Rollover: +4

    -2 AP; Create Racial Society - Shaline, the Radiant Empire: Shaline is an empire that spans realities. While it was born in the First World at the southern end of the Aerie Spine, easy access to Solace gave its peoples the chance to truly expand. Since the realm of Light's properties reduces the strain of resources on the mortals who live within it, greatly reducing their need for food and water, the population of this society was able to explode, despite the over-all land mass they were able to claim on the First World.

    However, Solace is unable to sustain farms, since everything there is made of light and there is no soil and true water to plant seeds within, and whatever life is native to the plane tends to be motes of sentient mana or the cast-off sprites of those 'buried' within the radiant realm. There are also no trees, and the soil itself is just semi-solid light, which means that building materials for the houses in Solace have to be imported. So to feed and shelter their growing population the peoples of Shaline maintain a part of their civilization upon the First World, and this society is happy to work and trade with any that would come to them.

    Being descended from the peoples of Corrla, even if they were renegades, this society inherited a nack for the construction of a government, though the laws are much more lax than those of the homeland they left behind. Their hierarchy is as follows:
    1) The Empress: Renarr. While some of the eldest elves were weary of placing a goddess at the head of their new society, Renarr's role is incredibly small compared to Kerima's. She effectively only gets involved in politics once priests get into a theological debate, a new foreign society is discovered, a god needs to call on her or her empire, or the empire goes to war. Beyond this, she is a near-mythical and revered figure, but is not a part of people's daily lives.
    2) The Solar. These are seen as Renarr's emissaries, her immortal representatives within Shaline, and they are seen as an extension of her will. The Solar only go where they are needed and avoid making rulings in Renarr's name unless she specifically tells them to, but there are some notable exceptions. Cassius effectively serves as the head of state for the section of Shaline in Solace proper. Bruss and Thill rarely leave the first world colonies, and help administrate trade and resource distribution. And Hellita often visits her children, who tend to be provincial governors and the like, to catch up with how they are doing.
    3) Firstborn Solari and major members of society, such as Mayors, provincial liaisons, ambassadors and the heads of merchant houses. While being directly born of a Solar might not grant any overt advantage to a mortal in terms of power, it definitely does in terms of social standing and solari directly benefit from this. Firstborn solari in general often receive the best education (directly from Solar themselves), have long lives to perfect their craft, and find themselves favored for positions of power within Shaline. However, other members of the races within the empire can still achieve this status if they can prove themselves to be proper leaders.
    4) Other Solari and notable mortals of other races. Beings of this tier are the lowest rung that is allowed to own property within Solace itself. While solari of every generation belong here, certain high merchants, famed warriors, magi and priests are also able to attain enough influence and reputation to gain access to this boon. This tends to be a wealthy class, and out in the First World these people often find themselves in positions of authority, such as being the heads of a city watch, or the masters of a caravan.
    5) Pretty much everyone else. While there are no slaves in Shaline, the mortals who do not share any perceived divine connection to Renarr will find it hard to advance to the higher echelons of society, though this hardly means they are abused. It is just difficult for them to gain access to the lands within Solace that are mostly reserved for the Solari, lords and ladies of their society, and their families.

    As for the laws of this society, it changes based on the specific location. In general, theft or slander are frowned upon, assault is punishable with imprisonment, and murder and treason are dealt with by swift, efficient executions within Solace itself. Some colonies are more lenient on the stabbing, however. The only universally true law is that worship or veneration of Wan'shi in any form is punished with exile.

    -1AP; Create sub-race - Solari: The children of Solars and certain mortal races, specifically a subrace of (in order of common ancestry) elves, goblins, humans and dwarves (which are functionally non-existent, due to their overpowering loyalty/ connection to Kerima.) For reasons yet unknown, these races are the most compatible with the Solar, though given the archons are basically constructs of mana that likely has something to do with their spiritual ancestry than anything genetic.

    Solari physically resemble their mortal race in proportions and size, but there are a few stark differences. Their skin color ranges from a deep burnished copper to a bright, ashen white, their eye color can fall under any of the color spectrum (including ultraviolet, though only the direct children of Solars seem to have that trait), and their hair is golden or white.

    Despite the otherworldly appearance, this race is hardly particularly supernatural. While they have some natural resilience to heat and light (granting them resilience to fire and radiant damage, to put it in D&D terms,) and their eyes function perfectly in the dark, these beings have nowhere near the power needed to elevate themselves above other mortals. Their most notable magic-like trait is their longevity, and most Solari will live even longer than elves by two to three times. This leads them to a similar problem as elves, as the most ancient of Solari will slowly become withdrawn and aloof from the concerns of 'more' mortal races.

    The direct children of Solar, the first generation specifically, are naturally inclined to mana magic, and seem to be able to master it faster than other solari. Their lifespans also seem to be longer, though at that point these ancient beings no longer die of old age anyway, as there are enough beings who would seek to cause harm to Renarr, or accidents will happen, so such longevity is basically an arbitrary number.

    While the first generation or three of these mortals were born of a true pairing between a Solar and one of the mortal races, solari themselves always breed true with the other compatible mortals. This has lead to the younger generations becoming less and less directly connected to the Solar, and an eventual reduction in the population of non-solari around the portal to Solace in the mortal world. Because of their incredibly long lives, and the general importance placed on the light born and how much having a Solari in the family is seen as a good omen in Shaline, this race will eventually be able to populate nations, despite the humble beginnings of just a few dozen beings born in some hidden away refugee town.

    When a solari dies, it is customary to return their body to Solace, where it will disappear into the star itself and become one with the light. Their sprites sometimes cling to them until the end of this journey, and are sustained for a time by Solace before they too eventually fade.

    -1AP; Blessing - The Suzerain's Chosen: The Suzerain has given his blessing, and a small fraction of Renarr's power, to some of the mortals that worship him. These mortals can now transition between the First World and Nocturne without the use of a portal, and without needing to physically travel into the hole in the sky. This blessing protects those who invoke it functionally immune to Nocturne's chill and to lesser natural frosts, and allows these mortals to function as normal within Nocturne, instead of being half-asleep like most mortals that visit the realm wold be.

    The Suzerain and his most fervent disciples is Corrla are the ones who determine who gets this blessing, and it is automatically stripped from (and cannot be given to) any mortal that is unwillingly, or unwittingly, transformed at a physical and spiritual level. So Revenants that form in Nocturne from someone who had this blessing will be unprotected and instantly frozen, while lizardfolk who drink too much Underbeer without understanding the cost will suffer a similar fate.

    Total AP expended: 4

    Remaining AP: 0

    Domain Progress:
    Realms (the Heavens): 10/10 (Create plane: Solace, portal to Solace (in void), create plane: Nocturne) (Purposefully not taking this until ready to ascend)
    Order (Retribution): 6 (Create hero: Suzerain of Night, the Stars in the Sky, the Serpent Moon, Craft Society: Shaline)
    Life (Twilight): 2 (Sub-race: Solari, Blessing: Suzerain's chosen)

  27. - Top - End - #117
    Titan in the Playground
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    Default Re: Lords of Creation: The World Madly Spins (IC Thread)

    Briettia, Rong Tou: Spine Aerie


    Rong Tou holds out her hands, taking the egg with a sparkle in her otherwise distant eyes. "Such a fine gift, I am humbled by your generosity." she intones, bowing low. "I will return to you in time, but this little one must away. Another sister should share in our meeting. We must set this world right. Await my return as I long to see you, sister." Then Rong Tou was gone. No motion or sound, simply away. But not far.

    In the city city of gleaming light, there Rong Tou slipped through. It called to her, that impressive Gate, and at its base she set the quickly hatching egg down upon it. "Fly." she whispered, and there too was she gone. From the egg spilled a cloud of soot in the shape of bird wings and each took flight through the Portal. A Planar scourge that even spread along with Rong Tou to Garganta.

    Spoiler
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    AP: 0

    Spending the 1 granted AP on

    Mockingbirds: These creatures are made of soot, always traveling alone however in truth they are hundreds (if not thousands) of birds in one. These monsters, once they have found a roost, will spread, being a general nuisance. They have the gift of speech and while mostly they say useless things, they have a knack for discerning one's greatest shames, which once found they will qork incessantly. They cannot survive in the First World long, appearing from gates and planar tears to merely squark obscenities at those they encounter before turning to ash.

  28. - Top - End - #118
    Ettin in the Playground
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    Default Re: Lords of Creation: The World Madly Spins (IC Thread)

    Corrla - The arrival of the Shelled
    The shelled that arrived on Corrla had a difficult time, through fate or chaos those who landed on its shores were those who retained or had developed faith in Sen the god of their origin - they had fled the orcs who spoke ill of the gods and made their way across the sea ... and there they met monsters, the revenants did not recognise faith in dead gods and began to seek to end their torment on these new people. The Shelled fought back as best they could but what hope they did have against an ever expanding host of monsters.
    None.

    Nearly the entire population of shelled were converted into revenants before the people of Corrla even knew they existed - and that would have been the end of them except for one a Shelled called Nuza who fell into a cavern and landed in the river Xill - the river archon heard the creatures prayers and saw them for what they were true prayer to an entity that had existed and would likely have protected them except that it was gone, and so tapping into the mind of the turtle man she instructed it to beg Kerima for help instead and deposited the creature back on the surface safely.

    Nuza didn't know how the water had spoken to its mind but understood the message and Xill didn't really expect intervention for Kerima but had done her duty as a priest, however when Nuza prayed Kerima did in fact hear and did take an interest - the revenants purpose had been to punish criminals and to mandate faith, it was an oversight on her part that faithful people could be abandoned by thier deity and the goddess could be cruel and harsh and had no interest in the standards others might try to hold her too, but she did hold herself to some personal standards, mistakes could be corrected.

    Turning the revenants back to shelled was a somewhat complicated process that required fine tuning of the body mind and soul, but she set herself to the task fairly, the Shelled would be welcome on Corrla providing that they worshipped her from then on - and now they knew that - some were tramatised by the whole experience and left the land again, but many stayed and mingled with the natives, some of whom treated the shelled as almost blessed creatures as afterall Kerima's touch could be noted on them and that was very rare.

    Of course that made the life of Weshesh on Corrla much more difficult as now the society knew them as enemies of the gods and this seemed to mean enemies of Kerima, word spread slowly but it spread all the same.

    The Retrieval of Sen
    After fixing the shelled Kerima had a different problem - their previous faith had been genuine and she could see it had pointed to a divine being who was blocking it or was absent, she had no particular interest in most works of other deities except that she would prefer them to stop rewritting reality on whims, but that meant she didn't particularly wish to interfere with their works either. Still it grated on her to have her revenants used to punish those who seemed innocent of any actual crime, and having taken many of them apart and put them back to gether on many different levels she was confident they had not erred against what she regarded as correct behaviour.

    Noting the phantoms of divine power she brought herself to the presence of where most of it lay, expecting to find more of a trail which might point to the actual divinity or to its reasons - instead he found herself looking at a small turtle, only enough to fit in a humans hand, and dead.

    She saw no actual wounds on it, nor why it may have died, had it simply expanded its energy and died unable to support itself in creation, or had it died when the serpent attacked creation swallowed invisibly as a speck of dust in a tornado, she could not say - it was only now that she looked around to where she was and noted the landscape, construsted of dead flesh she determined not a true deity as near as she could see but likely close enough for most purposes, and with a lot more energy then the corpse in her hand if she didn't miss her guess. Still not an immediate threat but not a place she wanted to stay, she decided to take the turtle and store it somewhere that she thought more appropriate.

    The Beastmasters consider the avian rebellion
    The beastmasters were a careful bunch, normal animals could be difficult and these that seemed unnatural were even more so - still once an animal was brought to heel it normally stayed that was, the hallowcaller not returning to its nest was a blow to the families wealth and prestige, but not as bad as the stories that emerged later of beasts attacking their handlers or owners, killing some and maiming others.
    These outbursts were rare and a skilled owner could normally see behaviour in them before it occured it which point the beast could be killed, freed or retrained subject to the will of the local priest. Some sought vengence against the rebellious birds - they could hardly rebel if they lacked wings, legs and were muzzled so there cry could only be used at the will of the handler, and they would still be viable for breeding, but for now those voices were mostly quited by calmer heads - the birds might be tempermental but no more then many wild animals could be.

    The Dwarves and the Gargoyles
    Many people might treat the corruption of their work to be a curse, others might think they had angered the goddess, some might even think to walk away from their culture and try a different path ... they dwarves were not many people, they toiled because they liked toil, and worshipped because they liked worship, and dealt with hardships because frankly they liked hardship.
    If statues were coming alive and killing people that was just a hardship to overcome, something to be figured out, put in its place and used if needed or suitable for some future hardship.

    The first few attacks were surprising but the priests knew how to create wards and consistently developed new ones - setting an area to surveil was time consuming and rarely used but it was not impossible, and once one did that the stories of statues moving and transforming was determined, the next step was to solve the issue. Destroying the statues was possible but seemed wasteful and many dwarves liked making statues to honour their people, so instead a number of options were tried and tested, bars to contain the statues, fusing the statues to some base material, and for highly skilled priests simply cursing the creatures to form from sandstone or the like which could break easily if needed.
    Some even began to see about taming the creatures as they had heard some elves were doing.

    The Goblin Hordes
    Goblins were not like the other races, they breed fast and died young and so needed consistently more and more space, this also resulted in goblin priests caring little about the lives of normal goblins - and before the priesthood granted racial control they cared little about the lives of non-priests at all, leading to the deaths of numerous people in early mining accidents for areas that needed to be build fast rather then well. This lack of appreciate for life was prevalent in goblin culture - and before the laws of Kerima prevented killing without authorization most problems were solved with a quick murder.
    With the prohibition on killing and a further prohibition on targeting other races goblin society looked inward, priests - even friendly ones - would wars against each other simply to wittle down the numbers, and provide a show to spectators, gambling on the outcome of mass battles was popular where the stakes might be bragging rights or being sent to some front line somewhere.
    Still the goblins quite enjoyed the lives they had - full of excitement, and their priests knew that they likely had the greatest fighting force on Corrla - even if much of it was hidden in the darkness.
    Last edited by dancrilis; 2021-05-25 at 05:03 AM.

  29. - Top - End - #119
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    Default Re: Lords of Creation: The World Madly Spins (IC Thread)

    Awakening

    Mana, the essence of the great serpent rained down across creation, from the first continent to the farthest reaches of space. Many scholars have pondered whether The Shrouded One was either created from or drawn to the mana, yet it still remains unknown. Khalor was transfixed and ensnared by the Truth, unawares of the carnage and creation surrounding them. That is until this flood of energy caught their attention. Curious, they drifted from their place in the vast nothingness to the outskirts of the First World, watching, waiting and observing. They could sense the other gods, but Khalor was confused at their actions.

    "They are here, but they do not see. They create life, but shelter them from IT̟͐.̺̈́ ̗͠W̨̚hy d͙̃o͕̿ ̨̄the̛̻y̛̪ ̮́noţ͝ k̙͐now?̺̕ W͆͢ḩ́y̼͐ ̟͆d͋ͅo the̠̔ỵ̒ hi̘̽d̼͗e?̙̀ W̩̅e͒͟ ͕͘mu̯̾st ̨̲̐̐s̰͔̄̅ḩ̗̄͡o̺̙̽͊w̡͖̐̐ ̱̐̂͟t̘͓̊̓h͎̩̏͠é̟̺̑m̼͈̂͡.̲̗̏̾.̬̟̾͂.̛̖̞̈

    Enlightenment

    Khalor landed on the first world, still murmuring to themselves. The first mortals they came across were shown everything, but that merely left them in broken gibbering messes. No matter, they were in no rush... Khalor instead tried something else, to distill the smallest essence into a single geometric symbol, the true representation of the word. Through this, all will come to know, all will see. The Shrouded One walked amongst the mortals, through their markets, villages and cities, spreading this knowledge to anyone who would listen and learn.

    Spoiler: AP Actions
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    Spoiler: Create Mythical Concept - Rune Magic
    Show
    Runes are the simplest form that mortals can manifest the Truth. Every object or word has a particular rune associated with it. In order to inscribe or enchant a rune, the individual must 'comprehend' the meaning of the word. The power of the rune scales with the depth of the individuals understanding.

    For example, someone can inscribe the rune for 'fire' onto a rock and heat it, but only say an arsonist or pyromaniac could make it burst into flames with a singular rune. The more runes inscribed on an object, the more powerful the effect becomes.

    Spoiler: Curse (or Bless from Khalor's view) - Glimpses of Verity
    Show
    In order to use and sustain rune magic, the individual opens themselves up to a small amount of otherworldly influence, whether they are aware of this or not. This will always take the form of strange abstract dreams, whispering voices or a general sense of unease. The amount of this influence correlates to the number of runes the individual is maintaining.


    AP Spent: 16-4-1=11

    Domain Progress
    Runes (Enchantment) 4/10 (Create Mythical Concept: Rune Magic)
    Dreams (Nightmares) 1/10 (Glimpses of Verity)

  30. - Top - End - #120
    Dwarf in the Playground
     
    Kobold

    Join Date
    Nov 2019
    Location
    Home, Social Distancing
    Gender
    Male

    Default Re: Lords of Creation: The World Madly Spins (IC Thread)

    Weary Shelled find shell-less Relatives

    Some of the Shelled had felt something was off about the recent arrivals to their island abode, the sudden shift from a peaceful paradise to hearing proclamations of conflict, revenge, and gods. Yes, the wave had been terrifying, but they were all excellent swimmers, so most of the damage had been to the island itself and their construction.

    Thus, they left, bidding farewell to their most respected leader and pillar during the times of uncertainty. Renna had chosen to remain with the islands, loyal to the duty given to her by their creator until either she perished or the sanctuary tides fade. Along with her, stayed most of the population including those too young or too old to make the journey.

    Saddened by their farewells, small groups of Shelled left the islands in search of a new place of peace. Some rode the titan turtles as they left, the only other creatures they had seen who resembled them.

    Arriving at the red coast, a small group of the shelled and their giant simple kin established a small village on an uninhabited island. Soon they were discovered by Crocodilian fishermen who introduced them to the continent they had arrived at.

    The Crocodilians were surprised to find a group of people who looked vaguely like lizards, but had hard shells on their backs. The Shelled were equally surprised, these so called Lizardfolk seemed closer to them physically than their homeland’s other races, yet they too did not have the security that came with having a shell.

    With time, new generations of shelled would come to call the red coast their home. Some of the original refugees had learned martial arts, and quickly grasped Ki. Though slow and steady on land, their movements resonated strongly with this mysterious energy. A few of the most dedicated Shelled made the arduous journey across the sand dunes, miles from the waters they had always lived besides, arriving at Jabal Alsalaam.

    At its peak, they found a welcoming community, people of all kinds of races that walked the path of selflessness, discipline, and self improvement. The Shelled were particularly good at the meditative Ki exercises due to their visualization techniques, with some rising to positions of leadership and passing on their knowledge.

    Abu Dhahab Wanders around Corla

    Arriving at the continent he had heard of yet knew little about, Abu Dhahab decided to explore. No Lizardfolk travelers had ever made it so far from their desert homeland, so his presence was a surprise to every place he visited.

    Starting from the outskirts, small villages and towns, he played the role of a merchant, selling dates, salt, and other wares not usually found on the continent. His friendliness overcame some of the initial distrust, and his wares were popular.

    From the people, he heard the stories of the land, of the society, the priests who were both authoritative rules and compassionate healers. He heard of the widespread worship, and observed as religiously themed songs and stories were taught to the next generation.

    He was kindly warned of the revenants and enthusiastically invited to join in the worship of Kerima by some concerned grandmothers, for that would guarantee his safety. He met priests and told them of the Lizardfolk who lived in a dry sandy land, yet thrived through trade with their neighbors, and how more of his kind would likely cross the sea to arrive with time. He also let them know that while the Lizardfolk merchants likely wouldn’t settle on the continent or participate in worshipping Kerima, they already had a deity watching over them so there was no need to worry.

    Wandering through a couple blighted zones in the south, he saw the people who had learned to survive despite all odds. A resilient group, yet also pitiful. Tossing out some of the holy sand he had made, he treated some of those who suffered from overexposure to mana, and other unnatural afflictions. He sold his wares there too, at discounted prices and in exchange for whatever the people offered.

    Finding out that these people were already familiar with many of the deities that he had met, Abu Dhahab told a few more stories, of the land where many of those deities reside, and shared the news of others like them who had successfully made the journey across the sea and established themselves there. He told tales of a frozen land, where yet another people had faced the threat of revenants for generations and still stood strong.

    Many places he went, he did not show himself, and some places he just vanished when it was clear he wouldn’t be welcomed any longer. With scales shifting to match the surrounding, he camouflaged himself to just silently observe the various peoples, until he had seen enough.

    Although his appearances would definitely be noticed when priests and others reported meeting him to their superiors, Abu Dhahab had not used his divine energy and there was no hint that he was anything other than mortal. Another deity would likely recognize his identity when meeting in person, but Abu Dhahab was interested in experiencing things for himself before meeting Kerima or any others who might be there.

    His prior knowledge was limited to the stories passed on from those who fled Corla, and his encounter with revenants. Such a one sided negative account might affect his attitude and judgement so he purposefully sought to learn more before first and avoided detection until he was ready.

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