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  1. - Top - End - #151
    Ogre in the Playground
     
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    Default Re: Lords of Creation: The World Madly Spins (IC Thread)

    A Misunderstanding
    Spoiler: Earlier
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    Quote Originally Posted by Writtensanity View Post
    A Misunderstanding

    Lythilia, the jet black harpy at the head of the Wild Daugthers that had arrived at Solace was two things; confused and pissed.

    Even before the Solar had arrived she'd been annoyed. These were ELVES, she'd heard about them and she knew that these were the slavers that she was supposed to be hunting, but there was nothing here, just panic and some goats.

    It hadn't taken long for some of the scouts, some bonded with Blind Spectes reported that their companions didn't smell any panicked monsters. The settlement might as well have been empty as far as the Wild Daughters were concerned. Lythilia sent some of her companions off to the surrounding mountains to ensure that the Elves weren't hiding anything, but they returned empty-handed too.

    Lythilia's confusion was at it's height when the world had strobed for a moment, blinding light searing out of the plane of Solace. Resplendent Solars erupted from the mouth in the mountain, followed by the dimmed Solari. Originally, Wild Daughters scattered into the air, taking off in any which direction, but a few stalwart ones, and most importantly Lythilia stayed in line. As the Solar sat down, a safe distance away from her, most of the Wild Daughters fell back into line behind their 'leader' though they didn't know if they were spectating or about to be a brutal experiment in a Solar's power.

    Before almost any progress could be made in communications between Birdsong and the many different languages the Solars tried, a second sun appeared in the sky for a moment, before it crashed down to Earth on a peak barely high enough to protect the assembled harpies from its heat. The Fang Phoenix that arrived spread its firey wings, all 300 feet of them, to cover the sky and snatch the attention of the Daughters, and likely everything else for miles.

    The Fang Phoenix didn't have a mouth to open, instead, it turned its head to Lythilia and birdsong rang through the heads of all the villagers and all of the daughters. Once Lythilia responded, the creature turned to the Solars.

    "They are confused by this Village. They know the Elves are slavers of the mother, but this village does not have slaves. "

    Lythilia cried up to the phoenix.

    "They want to know who you are if you are not the Elvish chainmasters."

    The arrival of the phoenix would stagger the mortals who weren't hovering above the mountain valley floor. Cowering a bit, looking to each other as they considered what exactly their magical abilities could do to such a beast, the councilors became much less certain of their odds if this came to conflict. Turning to face this new threat, Cassius and the other two Solar would float up beside one another to interpose themselves between their mortal allies as the bird.

    And then the phoenix spoke.

    The chattering between the mages stopped. Cassius also stopped at that, tilting his head at the phoenix as if struck by the sudden realization that the bird was more than just a giant grumpy fire chicken and it had a brain in it. Fortunately, Ennis was there to grab his fellow solar's arm before his fellow archon could say this and make an oaf of himself. Varral, meanwhile, turned back to his gathered sticks in order to decipher the words written on them.

    Translating what the phoenix said to the elves and solari that had accompanied the three archons, Ennis would put up his hands defensively as the collected mages took the accusation... poorly. Cassius, still acting as Renarr's representative in this negotiation, told the phoenix, "These are elves... and descendants of elves. But they are not slavers like you accuse them. In fact, some of them were themselves enslaved by priests of a tyrannical and uncaring goddess." Elves did live for some time, after all, and some of the eldest members of the council were of the first generation that had fled Kerima's lands.

    One of the solari made a rude gesture at the various birds... which Cassius hoped the birds would not understand. "They... would appreciate not being referred to as such."

    He waited for a bit longer as elves talked to him, and then he told the phoenix, "The elves that you want, and their whole stagnant empire, are to the west, across the oceans and seas. The journey there was long and difficult for these mortals, and they wish you the best of luck if you choose to take it." Cassius's tone as he says that is neutral, friendly even, and the wish is delivered with genuine flare. "Now... who exactly are we talking to, and could you stop terrifying the citizens, please?"

    Farewell Friends
    Amerith would have stood up when the phoenix arrived, the Archon of War beginning to shed radiance once again as it looked, for a moment, like her talents might be needed. Oh, yes, Zariel might be the one who did the monster slaying things more, but fighting such a monster would still be a challenge that was worthy of her skills... and then... it just... talked. For the second time that day the solar sat down, radiance fading and thrill melting away into a disappointed sulk, and she stared at Solace's portal. So she was the only one that saw when Renarr appeared on the platform beside her.

    The goddess attempted to hide her arrival, blanketing her presence as well as she could from the semi-divine senses of the legendary beings near her, but even now raw divine power began to leak from that shell. Renarr's ascension was close at hand, and nothing would be able to stop that process now that it was started.

    The goddess looked... exhausted when Amerith stood up and bowed. Gentle words drifted to the archon of war, telling her, "Oh Amerith... don't let that be my last sight of this place." The archon's head turned up at that, and she rose, uncertain what her goddess meant. Renarr's smile was patient as her most devoted follower's confusion grew. "This will be the least fair to you. I know that after the battle with Wan'shi you changed." The solar said nothing. What she had been, who she had lost, meant nothing now. "I'm going to have to go for a while."

    That finally drew a response. "Go? Very well. Where do you need me to go?" The archon asked, standing at full attention. She may have a solari child that such a sudden disappearance would disappoint, but her duty was to Renarr. They would understand.

    Shaking her head the goddess told her, "No, my loyal guardian. I go somewhere you cannot follow me."

    Amerith's confusion returned as she tried to understand. Talking one step towards Renarr, then another, the solar held out her hand and said, "But... my goddess. I am your sword. Where you go I fly beside you. Who you stand against, I defeat. As you command-"

    "No, Amerith. No." The words, snapped at her, would draw the archon short mere steps away from the goddess, close enough to almost touch her. "Just... please. Listen. I can no longer be within this world. My time grows short. I must go. And where I go, you cannot follow me."

    Betrayal. Another sense of agonizing loss that her passionless face did not show shot through Amerith's body like a lance. After losing her other half, Amerith had relied on her position as Renarr's blade to keep her grounded, and now she was being tossed aside. Abandoned. Again.

    A hint of emotion must have crossed her face, or perhaps Renarr simply knew her archons well enough, because the goddess' expression softened and she closed the distance between her and her guardian to draw the solar into a tight embrace. "I will not be gone forever. The others will look for me, they'll think that I am in danger, or that this is a test. I need you... to keep it all together while I am gone. I will return to you, Amerith. I will not abandon you forever." The archon found herself clinging as tightly as she could to the goddess, as if to deny the laws of reality itself, as Renarr whispered her final words on the First World.

    "Find something to live for while I am gone."

    And then, like so many motes of light, Renarr disappeared from the surface of the First World, her passage silent and witnessed only by her most loyal servant. A servant who now stood in the center of a wellspring of power, one last gift from Renarr before she left, and who stood straight, muttering and assuring herself. "She will return. She will return." And Amerith would assure that the empire was still standing when Renarr did.

    In a new realm
    Spoiler: A collection of deities
    Show
    Quote Originally Posted by Razade View Post
    Rong Tou: The Plane with Many Names

    The first true divine feet upon this new expanse alerted Rong Tou immediately and with a simple jump they were present. With a bow, Rong Tau swept a hand over the vast city that surrounded them. "Illustrious one whose touch graces the sand, I am Rong Tou. Would that I have met you sooner, as I would all my kin, but the Void Serpent had chased me here to this empty and unfinished place and I scarce could leave it out of fear. Your presence...has the snake been vanquished at last?"

    With another small hop, Rong Tou was gone, then again appearing perched on the roof of the simple church. "This is my home but it is no place for a least Divinity such as myself. I made it in hopes to bring the bright shining stars to meet but none came. The place lingers on the edge, I fear I will go with it should it return to the Void. To invest is to use, there is nothing else to offer here. Though should there be? A meeting place where none may harm you, a realm to trade without fear of war, is a far greater resource than anything I could provide. A home, safe from the Serpent, a home safe from other Gods who might do war upon you. So long as the mighty city of Heping stands no God may cause grievous wounds to another. The laws of the city are as absolute as I can make them with my limited power. To cause harm on another God, no matter how minorly divine they may be, is to incur the wrath of Rong Tou and to be cast once more out into the cold Void."
    Quote Originally Posted by KragBrightscale View Post
    Abu Dhahab, the plane of many names

    The celestial serpent devoured many, there is no shame in having hidden and sought refuge, I myself hid at first too. Vanquished? I do not truly know. It was defeated long ago and its body separated, yet traces of its aura can be still be felt even here, and it’s essence has saturated the first world.

    Though I participated in the battle to put a stop to its rampage, my role was insignificant, and had it not been for the threat to the people I created and creation itself, I would have preferred to let it be. Unfortunately, the snake did not show any ability to communicate and seemed to be driven mad by its intense hunger, else persuasion might have been used instead of violence.


    Looking around at the city, Abu Dhahab step up on top of a steeple for a better view. The desert tribes had built a few cities near the coast, but few places in the Wadi could support a city as big as this, and none were as orderly in layout. If what Rong Tou said about the future of this place was true, it would definitely be a lucrative market for him to deal with.

    To invest is to use? Makes sense. This place is still undeveloped without much that could offered except the promise of future prospects. If this truly becomes a safe place where deities meet, a place of trade and prosperity, it will be a place I want to be.

    With a step forward Abu Dhahab appeared in front of Rong Tou again. Holding out a scaled hand he gathers his divine power.

    I am willing to invest, and willing to agree to a non-aggression pact for this place. I have yet to see direct confrontation and combat between deities on the first world, but the snake left a prophecy before its defeat of wars between the divine, so I am also willing to assist in enforcing a law that protects the peace. Let us make this a formal agreement, for I am one who keeps his words.

    I, Abu Dhahab, agree to contribute to the formation and stabilization of this plane and to invest towards its future development, I agree to uphold its law of non-violence and to help enforce it should that be necessary. This I agree to in exchange for part ownership and the right to live here and conduct business here, and the promise of non-violence towards myself.

    Shake my hand if you find my terms acceptable, I don’t think I am asking for too much, as this is what you offered. Consider it but a formality, as I have yet to develop a method to keep other deities from breaking their oaths, but with this I will at least know if and when they do.

    I was inspired by your laws that apply to deities, so this is my first time trying it out, perhaps such an agreement could be used to help enforce those laws.


    Abu Dhahab starts releasing some divine energy into the space around him, immediately the plane gains some more stability, and the effect starts spreading slowly throughout the city. Golden sand swirls over some strategic locations and a few buildings get worn down and replaced with large courtyards and open squares for future market places. One of the many churches also gets eroded by the sand and out of the swirling stardust, tall narrow towers emerge, connected by numerous small bridges and wrapped in stairways. At the base of the towers, walled courtyards and a gathering hall also forms.

    Surrounding the city with the exception of its official gates, a powerful mirage appears, giving the illusion that the city stretches on infinitely. Should anyone attempt to walk through it from inside the city they will find themselves appearing at the direct opposite side of the city. This also protects the city from intrusion, as those attempting to enter from places other than the gate will find themselves turned around and moving away from the city without them realizing. The affected area is not fixed, and allows for expansion. As long as construction outside of the current city limits is approved by the authorities, the mirage will shift to include it.

    Although not visible on the surface, valuable resources such as ores, rock salt, and other mineral deposits grow underground, ready for anyone who digs deep enough to discover.

    This is still but a mirage, but with a though it will be reality. Take my hand, and I will be onboard.
    Quote Originally Posted by Zelphas View Post
    At the Center of an Untended City

    Hetta feels a sense of... something, something like nostalgia, as she steps through the worlds and into the new ring-like plane. Once again, she looks around a circular plain, unsure of what to do next. Once again, she finds herself at a loss, certain that something important is... missing, here. Draconic claws flat against the cobblestones of the road, Hetta folds her humanoid arms, looking around and... waiting to see what comes next.

    Behind Hetta, unseen and unknown by the goddess, her shadow twitches and boils, fragments snapping off to scatter throughout the world, each piece containing a tiny shard of power to become more than the average shadow is.


    Renarr's rejection from the First world sent her spiraling through the endless eternities, aimless, fluttering between places half formed and fully realized. She could have, at a moment's notice, settled herself within Solace or Nocturne, those realms calling to her drifting soul like distant, waiting homes. But she didn't want to go there now. The mortals that were starting to populate these place would demand her attention, pull her and push her to keep acting and changing the realms to suit their needs, and she was... tired. Pulled too many places at once. Her people needed to learn to be self-sufficient, and while the Suzerain could teach them, she knew that the moment she returned she would immediately begin taking command and responsibility for the whole mess once more.

    She needed a place that she could rest. Where she was not the only divinity to call upon when something inevitably went wrong or was needed.

    So it was that her drifting brought the goddess to the half-formed realm at the edge of the realities. Forming from the mists, appearing first as a well of darkness before coalescing into that pale young woman, Renarr stood behind Abu Dhahab and listened to the contract being given. She felt Hetta's arrival, and saw the splintering of the Great Maker's shadow to create custodians to maintain the realm. And she felt that there still was not a full stability to the place, despite the contributions of three separate deities. Letting out a long-held breath, the goddess stepped out, looking at the church and all the streets of the realm. It was ordered enough, had room to expand, it could be a home to many peoples... but why should she give the little bit of divine power she had left to finish this creation, when there were so many other realms that could use her touch? Then Renarr faced Rong Tou.

    That face was so, so very familiar.

    Casual interest in this plain became tinged with sympathy. Where had Renarr seen that face before? That was it. Similar, so very similar, to Amerith's, almost a twin... but then, why did that matter? After all, the Creator had made many iterations of each minor divinity, there was bound to be some crossover, right? It did not make a difference if this one shared the same face. Yet still.

    "You have started a fine plain, but your inexperience shows." Renarr starts, "The contributions of my fellow gods have helped some, but this realm is still unstable. Even now, the mists are beginning to close in closer, and I can feel the divinity expended slipping... But your goal is a worthy one." Holding up her hand, the goddess of the sun, night and shaper of multiple realities held the last parts of her excess divinity in an orb. "Mortals should have a place where they can come, free from all the interference of the gods, their own squabbles back home, or the interests of nations. A place safe from predation. A place that will protect them, without any strings or blessings required.

    "Let this be that place."
    And with that proclamation, that orb of divinity dissolved and the plain became much more solid. That ripple brought more than just stability, though, and each god would feel as if there was now a fifth presence with them, watching them, judging their every action... and then ignoring them. The plain itself now had a semblance of life beyond its shadowy golem custodians, a presence that would manifest itself only when someone broke the peace.

    It was only then that Renarr turned to face the lizard and Hetta, and she states, "Also. I have never seen either of you before, have I?"

    Search for the goddess, the first forces
    Renarr's full disappearance would go unremarked at first. After all, Solace still blazed in the sky, the Solar didn't fall apart, and the world didn't come to an end. And besides, Renarr could disappear among them to live the life of a common citizen of the Shaline empire, or she could have traveled to another land, which were both things she was known to do. So as the first year passed without her returning, her mortal followers did not pay it too much mind.

    By the time the tenth year passed, though, a stronger sentiment of worry had begun to take hold. Where had their empress gone? Renarr was not among the citizens of the empire, all of them had been checked and their bloodlines were accounted for. So she must have left at some point, to explore the world. So why had she not come back?

    Not for a second did the idea that she had just abandoned them get seriously considered. Renarr was too devoted for that, and she would have told someone about it. No. She must have been captured by another god, or trapped by a curse left by the serpent and its disturbingly growing cult. Perhaps she had found a civilization that needed her help more than theirs. Perhaps this was a test to see how the mortals of her realm would react, and she wanted to see how they would get her to return. There were no other explanations for her long absence.

    Regardless of why she was gone, the mortals of the Shaline empire were determined to figure out where she had gone. And they made plans to retrieve her and bring her back to her now-empty throne.

    Travelling north, Zariel lead a team of his disciples beyond the Spine Airie mountains and into the rolling plains. Consumate monster hunters and explorers that they were, this expedition was as much meant to find out what awaited any inland expansions for the empire as it was meant to find traces of the vanished goddess.

    Traveling west instead, Ennis and Varral would make their way towards the great marshes, where they hoped to find the kobolds. They hoped to find someone able to contact Lor, and hoped as well that the mirror god would have some news or inkling of where to find Renarr.

    And all the while, Amerith stood beside Renarr's throne, telling anyone who asked, "She will return." And not a thing more.

    Spoiler: AP actions
    Show
    Starting AP: 2

    -1 AP; Blessing - A Place of Power: The platform in front of the entrance to the First World's portal to Solace has been invested with power. While it's strongest just in front of the gate, this wellspring of divine might extends to the outskirts of the First World portion of the Shaline Empire's capitol city. The blessing greatly enhances the power and will of anyone who is faithful to Renarr and the city's people, empowering them to face foes that would normally be far beyond them. An apprentice mage at Solace's doorstep could defeat a direwolf, while a solar could fight the Suzerain (as he currently stands) to a standstill.

    This blessing does not extend into Solace itself, it just makes the entryway nearly impossible for an enemy army to assault without direct divine support

    -1 Joint Weave Plain; The Concourse Arbiter: The plain of Concourse is a semi-sentient being that is aware of all actions that take place within its boundaries. Able to see the sprites of others and to sense when violence is being inflicted within its realm, this world spirit is dedicated to one thing alone: ensuring that no mortal being causes harm to another without swift and semi-disproportionate retaliation. Because of this being, war between the races, regardless of which side start it or which faction a creature belongs to, is incredibly rare on Concourse simply because being caught by the Arbiter carries with it a potential fate worse than death.

    To mortals the Arbiter seems capricious, striking at many murderers and violent instigators long after they finish one job, or just before they can start to sew discord. In reality, the realm has a strict streak of divine justice that bases itself off of the sprites of beings within it rather than some other arbitrary criteria. Judgement can therefore be momentarily diverted by magic that protects minds, but the plane can brute-force its way past such protection unless it is divinely powered, and will do so should a being remain shrouded for too long. It also seems to be slow at times, and to preemptively strike wrongdoers at others, simply because of the time it takes for these sprites that are drenched in violence and violent intent to manifest.

    The Arbiter only cares about violent crimes, such as assault or murder, and it only cares about them if they occur on the plain of Concourse itself. Crimes of lesser nature or from a different plain are ignored entirely. The Arbiter can manifest an avatar and it can take control of Shadow Golems in order to inflict punishment. These judgements are always spectacles, are extreme, and only very rarely end in the quick deaths of the guilty. A being that wages war within the Concourse, for example, will be taken by the Arbiter and flayed on a street corner, only to be healed and then for the process to begin again until that being has suffered one year of torment for every year of life their actions stole from their victims. The Arbiter never shows mercy, but direct divine intervention can pull a mortal out of the proverbial (and sometimes literal) fire.

    Total AP expended: -2

    AP remaining: 0

    Domain progression:
    Order (Retribution): 10 (Create hero: Suzerain of Night, the Stars in the Sky, the Serpent Moon, Craft Society: Shaline, Create Organization: Blight Land Chapters, Create Organization: The Council of Radiants, A Place of Power, Joint weave plane: The Arbiter. And with that, the domain is CLAIMED)
    Life (Twilight): 2 (Sub-race: Solari, Blessing: Suzerain's chosen)

    Renarr now has 5 domains and ascends to lesser deity

  2. - Top - End - #152
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    Writtensanity's Avatar

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

    A Misunderstanding

    "They should be afraid," the Phoenix communicated flatly, "they are my prey, if I were not here on the will of the Mother it would be the end of this Village and all of those in it. I am like you Solar, I am of Solace and as long as Solace shines on my body I cannot die." The phoenix folded its wings, which made it somewhat less intimidating though the creature was still at least twenty metres tall. "But food that has caged itself is hardly a hunt. And this is not my huntsday."

    Finally, on being asked its name the Phoenix shook its head. "My name is not in this language of Solace. The mother speaks my name, as she did before this encounter began."

    With a proper translator I didn't take long for the Harpies to understand the situation, but it was clearly still confusing for the harpies to have members of the race who were so... separate from one another. After a quick clean up of communications, the Wild Daughters took off. "They will be back this evening, they are sorry." The phoenix spread its wings to take off but paused to speak directly to the Solars. "Should we meet under different circumstances Solar, I will not be so civilized, it is not my preferred state. Though I look forward to reigniting after falling to you."

    Hours later the Harpys returned, most of them not in Wild Daughters dress, and they were even joined by some Harpies from outside the militant organization. They brought a bounty with them from across the Aerie. Mountain Goats, smaller birds and the rare horses from the plains below the Aaerie. Assembling the offering of food took a while, but eventually, there was a feast being prepared for the Elves and the Solari under the light of the portal to Solace.

    ---

    The Orcs Meet Reach the Aerie

    It was perhaps serendipity, that the first Harpy to run into the Orcs was Derdia an Elder matriarch covered in scars from her years as a huntress and multiple battles aginst other clutches before the Harpys had joined and organized. Her clutch, all daughters of her past sisters waited on perches above while she landed in front of the Orcs.

    First, she chirped at them, but when they didn't respond in birdsong she shrugged. She took out a small writing stick and etched a short message of welcome and 'sorry we can't talk' onto it with her talons. After she was done carving she took one of the javelins from her side, a deadly weapon made with a lethal tip carved from one of her shed talons and flipped it around so the back end faced the Orcish leader. A possibly unreadable message, and a gift.

    Spoiler: OOC:
    Show


    This is essentially offering to teach the Orcs the Spear Craft/ Javelins mundane concept.



    Predator, Not Prey 3: Not in the Aerie anymore.

    After waking up and suddenly having an arm three times the size of her neck tuck around her back Floria tried to shoot up, but that was something she'd typically do with her wings, but the only response she got from them was pain and staining against tightly wrapped bandages. The food that Floria had sometimes seen the Kobolds eat scattered down the bed and she couldn't process the gibberish that the centaur was spouting.

    After half a moment and a very panicked centaur, Floria pushed herself up with her arms of all things. After the second to process, she got a decent look at the centaur. The kobolds had been right that they looked shockingly similar to the Harpys on the top half. In fact, she could tell that she was looking at a young centaur. Either that or the centaurs were all super young.

    Floria took several deep breaths and then held up a feathered arm toward the centaur, trying to represent 'sorry' as she said it in birdsong. She'd never had a talent for speaking the Koblold language out loud, and it didn't seem like this creature could anyway.

    The centaur Quli, offered another small piece of bread, and Floria tentatively tasted it. And honestly-

    She didn't see what the Kobolds made all the fuss about. It was clearly edible but it didn't have the blood or sinew of proper food. She didn't spit it out because it would have been rude and she was hungry but she imagined it was fairly obvious that she wasn't a fan of the food.

    After several more bites Floria looked around for her writing stick or something to write on, as soon as she found it she wrote to the centaurs in Kobold to see if she could talk to them that way, otherwise, well-

    She'd heard from her clutch mothers how hard it had been during the original meeting between Annathena and Neela.

  3. - Top - End - #153
    Ettin in the Playground
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    Default Re: Lords of Creation: The World Madly Spins (IC Thread)

    Kerima - Planer Crafting (continued)

    Her initial design done and the method by which land could be populated complete she began her second task - warding from the serpent, she had studied the blood of the creature and now had sand from Abu Dhahab which she took apart and analysed it it was formed from the serpent also she noted but purified as a counteracting agent - she had long considered using the creatures own blood as a poison against it and the other deity had similiar thought seemingly.
    But she didn't use if for anything other then analysis - no instead she wove her own varient without the potential of taint and spead the nature of it across her eternity - if creatures tainted by mana entered if they were loyal to her they would have it burn away harshly but be cleansed, others would also have it burned away but much more forcefully likely destroying anything below a deity in scope, and leaving those who survived free of the taint.
    It wasn't safe yet to do this with Corrla but as she had mentioned to the other deity she had plans for that also.

    Then she called on the true names of all her fallen worshippers since they had first drawn breath and provided them with there paradise - empty planes populated with nothing suddenly sprang to life as the Khet of her fallen reformed and filled with the Ba and then the Ka to finally form the Akh, as her plane was enfused with the essence of health she allowed the body to reform in its most pristine condition, providing her people remained loyal in this second life they would have eternity.

    And as she did lands began to form from the minds of her people - they would not be able to change them on a whim but the creation was magestic.

    She gazed as her creation for a time - truely the dead gods of the world might have been the greatest of them she realised, they had never sought to her knowledge conflict with others and the tools they had left were truely the works of greatness - and were now making her plans possible.

    Spoiler: Action
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    Current 7 AP.

    Weave Plane: Her plane is a mana free zone the very essence of it rejects what she regards as a tainted form of power, some of the interconnected planes are now populated with her faithful who have died previously in whole health, mind and soul.
    Magic (Divine) 8/10

    I will spent the rest of the points over the week, if anybody wants to notice and interfere feel free.

    Remaining AP 6.

  4. - Top - End - #154
    Orc in the Playground
     
    PirateGirl

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

    The aftermath of the Great Underbeer Plague and the arrival of the Weshesh shattered the gnoll peoples in a number of ways.

    In the east, the aggressive colonization of the Orcs had disbanded the burgeoning tundra pack-tribes. Most had simply returned to the desert, taking up their ways of nomadic scavenging once again. Some, however, had joined the Weshesh, their disdain for Kassa matching well with the Weshesh's rejection of the gods. The remainder filtered south, into the lands of the centaurs; the pack-tribes themselves were disbanded, with some integrating into the sedentary agricultural villages of the centaurs, some joining the Eastern Feet of Clay, and some forming into traveling caravans of herbalists, entertainers and news-bringers; a sort of adapted version of the Sandsong, making great use of the growing networks of inns and way-stations. However, despite their general good relations, the tension as the centaurs' attitudes towards outsiders began to harden could be keenly felt. No gnoll was welcomed to their councils, was made privy to the workings of their great wind-devices or the magic of their clay servants. And as occasional deserters from the cause of the Weshesh began to filter southwards as well, the suspicion and tension only grew.

    Meanwhile in the west, the lands of the Ufrot-Assag, this division could be even more keenly felt. The effects of the plague had been catastrophic; dozens of pack-tribes had been torn apart by newly-minted mutants and direwolves, culture and stories lost forever as the desert rapidly became more hostile. The reaction was severe. Some cut off all trade with the lizardfolk republics and merchants completely, cursing the ones that had brought them the drink of ruin. Others, especially in the south, outright joined the Kalarian League, or turned fully to banditry. Old inter-pack tensions, soothed by generations of (relative) peace fostered by trade and the Feet of Clay, inflamed once again; the years following the Plague saw some of the worst tribal wars in living memory.

    The Feet of Clay, meanwhile, were forced through many changes to deal with these breakdowns. They had to expand, and expand massively; recruiting hundreds, building many new headquarters, and becoming much more organized than their free-wandering forbears. Their training as well as their heavy presence and de-facto headquarters in the relatively untouched (by the underbeer plague, at least) city of Wahat Aralha left them uniquely able to try and restore order in the many other devastated oasis and coastal towns. Whereas before they had been primarily confined to the desert and its oases, the plague left them much more integrated into the societies of the Red Coast as well, ending up as the de-facto enforcers of law in many places. This left many of the tribes of the Wadi Alsahali feeling abandoned, alienated; many complained that the organization had become disconnected from the desert people - the gnolls - that they had traditionally come from and served.

    So when the Ufrot-Assag - frayed by internal tensions; mistrusting of the mercantile outsiders who had visited the plague upon them; partly disillusioned with the organization from the east that had, in the eyes of many, abandoned them for the trade-cities; with relations and trade already partly cut off by the physical intercession of the orcs - saw the plainsdwellers' attitudes toward them begin take a cold turn, many took it as little less than hostility. The Ufrot-Assag was a culture that valued ongoing relations of usefulness and exchange of knowledge and skills more than exchanges of possessions; when the knowledge and skills of pottery-making and golem-crafting were withheld, this signaled to some of the northern tribes that the relationship was no longer of great use; at least, not as great as it once had been. And in the way of the Ufrot-Assag, there was no need to keep what was not of use - it must be salvaged for what parts it can, especially in desperate times such as these. Despite the efforts of the Feet of Clay, raiding of centaur caravans began to rise once again; and the Western and Eastern Feet of Clay, once known for their frequent cooperation in the northern borderlands, began to drift apart, as old lines of communication began to decay and fail.

    However, desperation also bred innovation, scrambles for power and survival amid the smoldering conflict and strife. Though some returned to old ways, others searched for new ones. A few tribes turned to the strange, quiet art of Rune-Carving, developing a cult-like fascination with the libraries of ragged glyphs. These gnolls carved them into their tools and weapons, and through them gained power not dissimilar to the ones granted to users of Underbeer. A few, however, went further, fascination degenerating into fanatic obsession as they covered their weapons, then domiciles, then bodies (patterns upon patterns of beads woven into their fur) in dozens of them. These tribes were not often heard from again.

    Others - primarily the ones who had maintained good relations with the Lizardfolk, and had access to their more precise tools of measurement - looked for inspiration within the plague itself. Their greatest apothecaries attained carefully-collected samples of the tainted liquid and began to experiment, dissect, looking within its essence for the source of this death and misery, subjecting it to the rigors of herbalism and the old arts of Synthesis. And within its depths they found something new. Something powerful.

    Spoiler: AP Actions
    Show

    Total AP: 2

    Create Mythical Sub-Concept (Synthesis): Alchemy [2AP]
    Discovered through careful study and experimentation with Underbeer and the Wolfsbane fruit, Alchemy is, in essence, the arts of apothecology and Synthesis, refined and applied to Mana or Mana-infused ingredients. Alchemy can be used to refine and control mana, breaking down and distilling it into forms that can be harnessed into physical liquids, gases, and some solids.

    Mana, harnessed in this way, is not very stable; it is a writhing and twisting fragment of divine life, forced into a dead physical form. As a result, the products of alchemy are not often meant for consumption. They deal more in the principles of energy - things to be *weaponized*, or applied to industry. It can create explosive powder bombs, powerful acids, inextinguishable fire - and possibly, many stranger things yet, if new materials and more advanced tools can be created to use it with. It is also capable of producing some powerful magical curatives or magic-altering potions, but the few consumable things it creates often come with permanent side effects. Alchemy is also quite expensive to engage in, requiring precise tools of measurement and exotic ingredients; only the richest and most advanced societies can hope to engage in it safely, though there are many who engage in it...less safely.

    Craft(Apothecary) 10/10 - Portfolio Gained

    2-2 = 0 Remaining AP


  5. - Top - End - #155
    Bugbear in the Playground
     
    ezekielraiden's Avatar

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

    Seasons of Departure, Moments of Arrival

    As Arkhos swam through the void on a moonbeam to return to the First World, he felt ripples in the fabric that was Creation. Several things happening--at least, at a god's perspective--very nearly at once. Great powers flexing, straining against the confines of what the First World could be, before pulling away. Clear signs, even without directly casting forth his sight, that other deities had grown. Somehow, he knew that that was simply the way of things. Just as mortals could strive and grow, so too could gods, in their own ways.

    But there was a second sensation, related but distinct. A reverberation, an echo of power--something outside, and yet also inside. Something enclosed, and yet open to all other places. Within that outside-inside place, Arkhos felt multiple powers gathered. A golden opportunity, then, to meet his forebears. To meet so many at once might prove a challenge, but he held out hope of a pleasant one. He could tell, at the very least, that Renarr's radiance shone there; her divine aura was quite distinctive, and many of his memories included it even before she had struck Wan'Shi.

    It would not suit to sally forth without thought of how to approach these deities, forebears or at least elder siblings. But with at least three divinities present...giving a gift to each of them would tax him significantly. He would need to understand them better at the very least, and that would take time. Lor had been an easy choice, seeing the wound that the blade of light had left on its surface. Wisdom bade Arkhos look first, and then decide.

    This left the question of how to reach the place where these gods gathered. Arkhos puzzled for a time--the layered skein of reality hung unperturbed by his motions. Lacking success, he turned his attention to Renarr's works, perhaps the first such gates to exist in Creation. Though it was not at first obvious, he soon realized his error. There was no "front door," so to speak, no obverse passage or thoroughfare to this hidden boulevard. For the time being, at least, only a god's postern could grant access. Like as not, no mortal creature could make the journey at all, or if one could, only with a god's helping hand. His curiosity piqued; what could bring a gathering of deities there, particularly given their newfound power? He opened the way for himself, and left the First World entire.

    Entering the outside-inside place, he looked about. Empty. That was the most literal and precise descriptive it could have. Not void, as in a total absence of anything whatever, but open, awaiting, anticipating. A city without citizens, a temple without believers, an orchard without trees, yet ready to receive them. Such fantastic potential--the chance to tell the story right, from the ground up, without want or injustice or misery. Arkhos felt he should not commit too much to it, for it would still be worth telling his own story, but this place was too hopeful, too great an opportunity to avoid.

    Those were thoughts for a future time, however. In the present, there were shining sparks of divinity here--presumably those who had given this dream shape and solidity. Renarr, he recognized. The others...unknown. He could sense some resonance with works he had seen from the Serpent-Moon, standing beside Lor, but he did not know--he held no memories--of whose name or spirit had wrought them. This warranted caution, but not an overabundance thereof. Wan'Shi's curse was not so dire that deity should fall upon deity merely on sight.

    Of course, there was no real way for one called the Shining Wyrm to approach without the flash and fire of his form revealing his whereabouts long before he could speak or identify himself. Doubly so, with the queen of light and night present. He did as best he could. (Was it truly so strange a thing, for a god to walk with shy step, unsure? No mortal eye would see it, so the question could not be answered, not yet.)

    "Greetings to you," he said. "I could not but sate my curiosity at the making of this place, and the meeting of so many. Though some of you are new to me, thou art not, Lady Renarr. I am Arkhos, come to meet and to honor both those who quickened my spark, and all those who work to build up our Home." He felt he should say more, but knew not what to say. Among them, he could see likeness in each; the sheltering wings of one, the scale-clad form of the second, the radiance of Renarr, even the gleaming eyes of the fourth, dark-haired one. Again, he felt hope that the fate laid out by Wan'Shi could be defied, just as the Serpent who spoke it had been.

  6. - Top - End - #156
    Ettin in the Playground
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    Default Re: Lords of Creation: The World Madly Spins (IC Thread)

    Kerima - Planer Crafting (continued)

    With the realms in place and with life teeming within them, she moved to her next task - mortal life was not eternal and offered eternity most would eventually grow weary. This led her to create a process where her faithful could relinquish there lives for the greater good - the souls then be reformed to suit her needs but she intended to create those creatures later once the plane was settled and after some had a chance to fade away.

    In the meantime she choose one of the demi-planes for the final resting place of Sen and possibly other deities who had passed that she might encounter - delving into the thoughts of The Shelled who had honoured the deity she allowed some undeceased shelled to heavily influence the plane creating an ocean of water with much life for turtles including the Titan Turtles which she now saw were another creation of the dead god, with no predators but infinite amounts of renewing food and scattered islands.

    On one island she created a shrine to the turtle and set her divine powers to ensure that no force below a deity could access it, then she warded the body in a statis field where it would not rot or decay and would provide healing energies to the corpse - she suspected that the deity was dead but could it live again - she was unsure if it did she would not seek to hold it.

    Next she shifted over to another blank plane and placed a single unremarkable rock in it, which she then thematically linked to the concept of writing to note all of written records save for those that made use of mana in the writting as such was anathematic to the overall plane, she surrounded this rock with the same level of protection as the shrine to Sen - she didn't know the goddess of the south's name or methods but felt that an appropriate marker of there passing should be had.

    Spoiler: Actions
    Show

    Weave Plane (3/4) - Magic (Divine) 9/10
    - She has a method where souls can forgo life if they wish to become something greater and has setup the basis for the tomb planes.

    Likely should have done this all at once but mulling over different ideas for it, likely finish tomorrow and ascend the day after.
    Last edited by dancrilis; 2021-06-02 at 10:42 AM.

  7. - Top - End - #157
    Dwarf in the Playground
     
    Kobold

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

    Instability in the desert, and the Union of Northern Market Republics

    The escalating instability of the region caused many Lizardfolk in the central and southern regions to leave their home and move elsewhere. The beginning of the age of piracy had hit the Market Republics where it hurt. Their wallets and their Merchants. Some Lizardfolk moved to the new colony in the Oasis of the sea in hopes of starting over, while others were determined not to surrender their sandy homeland so easily and regrouped in the North where pirates had less of a presence.

    Occasionally an entire community that had been centered around a river archon’s oasis packed up and traveled in caravans under the continued protection of the river archon who left with them. Some oases dried up as a result, but most of the archons were careful to ensure that the vital source of life would remain.

    The Lizardfolk who remained in the south were but a shadow of their former populations. Those who dared not make the long journey west of north tried to seek refuge amongst their trading partners. Kobolds had been some of the first to trade knowledge with the Lizardfolk and shared some similar features, so fleeing merchants went there first. Those who were accepted would set up small shops or settle amongst their new people while working to better themselves and make a modest living. If their knowledge, skills, or even just their labor could be put to use in exchange for food or other necessities that would be a worthwhile trade.

    A few of the Mutajahil, having no home market or bazaar to return to, tried to establish new routes completely outside of the Desert. These caravans eventually stumbled upon the diverse collection of races that seemed to have congregated at the very south of the continent. Feathered people, and fragile looking people without scales or feathers to protect themselves, brand new markets to explore.

    The only regions in the red coast and Wadi Alsahali apart from Wahat Alraha where Lizardfolk society still stood strong were in the northwest. These parts were far enough from the threat of the newly formed pirate coalition to prepare themselves for defense. Although the underbeer disaster had caused widespread chaos for a while, the influx of new warriors and merchants along with the eventual arrival of the Ascetics helped restore order.

    The series of crises and the displacement and relocation of large populations had the leadership of the northern markets concerned. The loose connections between independent cities needed to be strengthened, and by something more than the promise of wealth through cooperation and competition. So they gathered One year during the annual grand bazaar, all the most influential and respected leaders of cities, towns, markets, and tribes in the North.

    For weeks they debated how to face the growing threats nearby and the roles and steps each of their communities would take moving forward. Unlike before, where simple verbal agreements and handshakes would suffice, it was necessary to bind themselves together. As if echoing Abu Dhahab’s own proclamation on a distant plane, this gathering of leaders also solemnly declared their promises and loyalty to each other and their dedication to the greater good of the union’s people and markets. Each of them flipped a gold coin and asked for the Lord of the Desert to hold them accountable. Thus, the U.N.M.R was formed.

    Martial prowess had never been valued as high before, and in many communities in the united city states, now formally established as the United Northern Market Republic, it became normal for all citizens to participate in at least basic breathing exercises and combat training.

    With the salt flats cutting across the center of Wadi Alsahali being an uninhabited zone due to its inhospitable environment, and the rocky edge of the Wadi bordering the frozen plains to the northeast, the U.N.M.R on circle continent had a strong defensible border.

    Outposts and towers were built along the coast and across the top of the rock formations that formed the northeastern border. Orcs and the Xen had been decent business psrtners so far, if you looked past the one’s silence and the other’s odd obsession with deities, but things had been getting out of hand in the desert and there was no need to put oneself at risk by not having basic defenses.

    The Sand Skimmers overhauled their fleets that roamed the salt flats to give them combat capability, and Crocodilian sailers also built new lightweight ships on the coast. These new sea-sailing vessels were long and narrow twin hulled ships with large sails built for speed. Long range combat was not so developed amongst Lizardfolk, and strong bodies reinforced with Ki were deadly in close quarters, so closing the gap quickly was the priority in ship design at the time.


    Divine Accountability

    Having just uttered his own promise, Abu Dhahab was surprised to hear the chorus of other voices asking him to hold them accountable for their own promises.

    With a smile, he flicked a finger and the gold coins that had been spinning in the air on the first world vanished in front of the shocked faces of the gathered leadership, before appearing in Abu Dhahab’s coin pouch. A payment in exchange for a service rendered. With another thought, he sent out a whisp of divine power back to the first world, he hoped they wouldn’t regret their decision.

    Curse of the Desert

    Yazan was a Crocodilian merchant who had hit a wall in his career while still young. The regional instability and tension made markets hard to predict. An unlucky run in with some a pirate ship manned by Geckokin and gnolls had lost him the wares he had painstakingly collected and was hoping to sell at the yearly bazaar. The incident got him in major debt to a black market dealer who agreed to cancel portions in exchange for being an inside man reporting to the pirates which caravans had most wares and least protection, and what route they had planned to take.

    This lasted a while, and Yazan found he had a knack for socializing and getting information out of his future victims. The veiled shadow recognized his talent and promoted him higher up and canceled his debt in exchange for his service. On the outside, Yazan maintained the illusion of being an upright and successful merchant who always had a good selection of wares to sell. Things were going well for him until his last assignment.

    It was a gathering of market leaders, and somehow he was invited. He had never expected his career to land him amongst the most wealthy and influential merchants in society. The meeting went well, he had found out a number of key secrets that would come in handy for the bandits. Like the others he flipped a coin and enthusiastically declared his loyalty. The coin disappeared but he’s seen party tricks before.

    Leaving the meeting he slipped away and went to report to his black market contact. This information would be extremely valuable, he knew it. At a small store selling dried fruit, Yazan used his predetermined phrases and his as invited to the back room to meet the owner. His heart nervously thumping, it always did whenever he came to report, a mixture of excitement and anticipation of payment, guilt and shame for betraying others like him, and the thrill of doing something in secret.

    Standing in front of his contact, an elderly Lizardfolk merchant with a scar across his jaw, he opened his mouth to start, but no words out. Instead, sand poured out between his teeth. Surprised, he spat it out and spent a whole clearing his mouth. After a drink of water, he cleared his throat to try again.

    This time he got a few sentences in before he stopped. His contact was looking at him weirdly and it was a little unnerving.

    An itch on his arm made him glance down, and he was horrified by what he saw. Large patches of scales had crumbled into sand as he scratched himself, resulting in open wounds that were strangely not bleeding. Yazan started panicking when his finger suddenly cracked and fell off, and he yelled for help. Running for the door, he was tripped by the guards who quickly pinned him to the ground. It wouldn’t do to have the contact exposed.

    Yazan’s struggle ended as suddenly as it began as the violent tackle knocked his head against the ground. The guards soon noticed the lack of movement and jumped back terrified when they noticed their informant’s entire body was petrified and slowly turning to sand. They looked to their boss for instruction when all that was left was a pile of sand and some empty clothing. The agent sighed and stood up, grabbing a nearby broom he swept the sand out onto the street. It was best not to think about it.

    Despite the suppression of the story of Yazan’s fate, there were others who broke their promise and turned to sand. Some witnessed the curse happening as the traitor ran into the streets yelling for help and repenting for their misdeeds. And so a new understanding spread amongst the Lizardfolk, sacred promises made with Abu Dhahab as the witness were strictly enforced as the threat of the curse was very real.

    Spoiler: AP action
    Show

    AP: 1

    Curse (Oath-breakers will either have mouthfuls of sand, their skin dry out and crumble, or their whole body start to stiffen before turning to sand) -1 AP

    A promise/agreement/oath/pact if undertaken with Abu Dhahab or “The Lord of the Desert” being called on to be a witness the will now have divine punishment as a consequence for breaking it. The power of the curse and its intensity depends on the number of individuals involved in the agreement either as witnesses or participants and the number of individuals who would be affected or harmed directly or indirectly by the breaking of it. Abu Dhahab is being capable of understanding the situation and judging the seriousness of the promise, so while a child’s promise can still be valid the punishment for breaking it would be light such as finding sand in their bed, their cup, or their food, so more like a warning in those cases.
    Compulsion (Contracts) 2/10

    1 -1 =0 AP remaining

    Last edited by KragBrightscale; 2021-06-03 at 06:46 AM. Reason: Clarification on the Curse

  8. - Top - End - #158
    Titan in the Playground
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    Sep 2014

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

    The Orcish Islands/Corrla/Circle Continet/ETC

    Along the many routes the Orcish Islands took, small cities began to spring to life both on Corrla and the Circle Continent. They however were not Weshesh cities, but open to any and all the cultures their lands held. Certainly the Weshesh took part in the governance of these places, and many within the Archipelago with their Shelled and Sahaugin brethren, but the Weshesh seemed most interested in exchanging ideas. What was more, fledgling Mage Academies began to take shape alongside the many temples to many Gods, teaching all the use of Mana in a more refined and careful way. They were small yet, but in time they would grow.

    This expansion of course meant that the Orcs, and their floating island fortresses, were growing into flotilla, the fleet of the Weshesh slowly expanding as they turned forests to barren land, mountains to pits and put the many in their ranks to work. They were, mostly, a hearty people, the Shelled given over to design while the Orcs broke their backs in dark tunnels and quarries. Soon even Sentar began to look less like a tropical island from its shores. Several ports were open on the Weshesh's main base but inland vast walls and castle fortifications began to rise.

    The Birds and the Orcs

    Strange bird creatures were not what the Orcs expected. They were used to the other races here, lizard and horse and so many others but those that took to the sky? It was not a realm they had ever thought to conquer, never thought there might be need to worry of others conquering it. It was Todagog Todash that strode forward, one of the Under Orcs, bred and raised in the depths of Xen learning. A mage. It saw the use of these spears, but there was more here. The Lizards had taught them trade, but it would be the Orcs that would teach this continent the meaning of commradere.

    For the spears, Todagog promised they would offer the Harpies the knowledge of mana and its uses. But more, for in exchange with a trade line to their mountains, to bring them the exotic things of the islands and the far shores, they sought more than a mere exchange of ideas. They offered the arm of friendship, of mutual protection. If the Harpies would only align with the Weshesh over the many factions of this land, the Weshesh would be as brothers and sisters to them.

    Rong Tou: The Meeting Plane

    The raven haired Fiend was moments from reaching out and shaking the hand of this new God but retracted it discreetly in the wake of all these new faces. There was Renarr of course, the Hateful. Hetta, the Lazy and...something new. Something born from the war...something...dangerous yet perhaps not to her or the other Fiends if handled. Each God placed their own power in the realm, hurdles to work through to be sure but while they were distracted with one another, she slipped away back to where she was reborn. Back to Garganta. Back to prepare.

  9. - Top - End - #159
    Ettin in the Playground
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    May 2009

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

    Kerima - Planer Crafting (Finish)

    With the planescape created she and those who she deemed worthy honoured she began to establish her palace, the entire plane was a fortress teeming with life utterly bound to her will, it acted as the center of the multiverse she had created and a hubway for all the various demi-planes - hosts of her people were simply created to populate it seperate from those who had formerly lived on Corrla, the souls of these were designed from the instance of creation to be loyal to her to manage all her wants and needs, and keeo the planes functioning.

    With this action her planer territory was complete, ideally all she had to do now was shut the door and she could have eternity in peace and contentment without needing to consider any of the other deities - but she had one task left to do on the first world before that.

    Spoiler: Action
    Show
    Weave Plane (4/4) - Magic (Divine) 10/10
    - Build and populated herself a palace that acts as the hub for all her demi-planes.

    Claimed: Magic (Divine)

  10. - Top - End - #160
    Dwarf in the Playground
     
    Kobold

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

    Meetings on the Concourse

    The arrival of more deities in the empty city did not go unnoticed. The first two to show up were familiar to Abu Dhahab. Hetta, the silent hard worker, a stable and diligent individual who had reminded him of the satisfaction found in hard work, and the bright one, Renarr’s name he had learned through the stories of Nafura. He hadn’t personally spoken to her before, just seen when she crashed into the snake before leading it out into the void where it eventually was defeated.

    Abu Dhahab watched as they too infused the young plane with their powers, adding some of their own touches to the place. It seemed he would be sharing this new venture with them.

    The third deity who burst into the city with gleaming scales and fancy feathers was one the breath lizard had never seen before. It looked and felt familiar somehow. Another lizard, but younger. A promising youth.

    Out of the corner of his eye, he noticed Rong Tou silently disappear. Clicking his tongue in mild disappointment, he retracted his hand. To leave him hanging and not accept his promise, was there something wrong with what he had said? He didn’t think so, but why would someone not agree to such a simple promise? It would have put him more at ease knowing they agreed to some basic terms, she was even the one who had put them forth. And why did she just leave without greeting the others?

    It wasn’t really his business where or what she was doing, so he moved to meet the others. He’d just have to ask her if there was something wrong with making a promise later.

    We meet again, Hetta. Our previous collaboration was a magnificent creation, I look forward to working with you once more.

    Renarr, though we have not spoken before, you may recognize me from the great battle. My contribution to that fight, however, pales in comparison to your own. I do not know much else about you, but I hope our cooperation will be peaceful and productive.

    And you, fellow scaled deity. I am pleased to see another being similar in appearance to myself.


    With a quick martial gesture of greeting, Abu Dhahab’s scales shifted in color like a chameleon. Starting from its dull sandy color it flickered through a series of colors, sapphire blue, emerald green, clear white like diamonds, various shades of green, yellow and purple all similar to precious gems or metals that Lizardfolk had come to value, until stopping at pure gleaming gold.

    I am Abu Dhahab, creator of the Lizardfolk, patron of trade, and founder of martial arts. Rarely have I had a need to use that ability, but your magnificent scales inspired me to use it once more.

    It is a pity you missed the chance to meet with the one who was here before myself. She had a way with words, a talent for the theatrical, and would likely have presented the place better. Perhaps she will return, but until then...

    Allow me therefore to wish the three of you welcome to this newly formed... space, or whatever this is. I do not know yet what it will be called, but it appears to already be a gathering place.

    This place will hopefully become a safe place of refuge, a place of meetings, a place where conflict is set aside. Already woven into its fabric is the restriction against harming others like ourselves. Have a look around, choose for yourself a place to call your own, for there are many temples and buildings, but no mortals to fill them yet.

    Fellow scaled being, tell me your name so I may address you properly. Although you did not provide divine energy to stabilize this place, it was no longer needed. I see no reason why you shouldn’t be allowed to claim an empty space for yourself here too, so feel free to make yourself a home. Provided you agree to the terms of non-violence.

  11. - Top - End - #161
    Barbarian in the Playground
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    Default Re: Lords of Creation: The World Madly Spins (IC Thread)

    Shadow of the Daystar
    Silph and Dia
    Letting Dia talk, Silph considers her plans and desires and he rubs at his chin, considering just what could be done to act on them. How could his goddess help her enact those plans? Most of it seemed like a personal quest or the actions of a full coalition of gods acting in tandem... but then it hit him. "Dia. To make good on your plans, you would need a true neutral ground. A place where mortals of all stripes could come and coexist, without any kind of interference or national pride to get in the w-" But before he could truly propose anything, Dia began to zip around at the speed of space, and the twice-blessed archon, not expecting the sudden shift, pitches forward and slams face-first into the bottom of her boat.
    An interesting proposition. But how to realize? Ideally it would be accessible by all. Regardless of distance. And protected. By a neutral. Party...

    Silph feels the boat slow to a halt, nearly launching him out of it.

    Strange. I did not notice it earlier. But I sense... Renarr. And Abu Dhahab. And others. But. How to get there?

    A grinding noise came from beneath the boat, and Silph watched as the floorboards began to twist in on themselves, followed by his legs, followed by everything. In a moment, Dia imploded in on herself and vanished in a twinkle of light.
    Meetings on the Concourse
    Abu, Renarr, Hetta, Arkhos, Dia and Silph

    As Abu Dhabab spoke, a fishing boat untwisted itself from space and nearly crashed onto the ground, but found itself cushioned at the last moment by the hand of a deity - a faceless humanoid figure with enough sprites flowing over their skin that their energy forms were actually visible, flashing all the colors of the visible spectrum of light. They were draped in a cloak covered with stars, not moving or bending with the cloak but rather appearing as if the cloak itself were a window to the night sky. They gently set the boat down and watched the others, catching the tail-end of Abu Dhabab's speech and learning the purpose of this plane.

    "Silph. I have an idea."

    (If their sudden appearance were to distract any of the deities from Abu's explanation, the figure would gesture as if to say "No, go on!" patiently waiting until Abu was finished and contemplating their potential role in all this.)
    Last edited by SpeedWitch; 2021-06-03 at 11:59 PM.

  12. - Top - End - #162
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    Default Re: Lords of Creation: The World Madly Spins (IC Thread)

    Orcs in the Aerie

    Initially, reactions to the Orcs spending time in the Aerie were cool to lukewarm. Most Harpies paid them no mind, after all there was a brood of Harpies in the Great Marshes and some of the Harpies of the Aerie had even seen a Kobold or two. Other races weren't common, but they were also expected.

    The Orcs hand in friendship was also met the same way at first. Much of the discussion resulted in the idea that the Harpies had the Aerie, and other races could barely live there, let alone thrive, there wasn't much of a reason to get out there and work with the Orcs directly. Those ideas lead the conversations at first.

    Then the other side of the argument started to come up, though there weren't that many CLEAR benefits to the Harpies right now from a relationship with the Orcs, there also weren't any clear downsides, and the relationship with the Kobolds had been nothing but positive for the Harpies. In the end, the answer was clear, the Harpies and Orcs would be friends, working with one another to provide things that the others could not.

    That said, some Harpies also approached the Orcs with more than just an extended hand.

    The Wild Daughters cut off from their purpose of freeing the enslaved monsters by an ocean they didn't know heard of the Orcs sailing across the oceans on moving islands and powerful ships. It didn't take long for them to approach the orcs and propose a... joint effort.

    After all, the same strikes that would tear down established monster tamers would leave destabilized land, prime for settling.

    In preparation for their offer, and to help show the power of the Wild Daughters, a devoted child, Ghalta, gave herself to the Wild Manifesto and birthed something new to arrive, primarily on the Turtle Islands.

    Spoiler: AP ACTION: Wilds Manifesto
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    Create Monster: Cost Lowered with the Wilds Manifesto - New Cost 0



    Jade Kings are massive owl-like creatures that are native to the Turtle Islands, the Spine Aerie, and sometimes end up nesting on top of mana pools on coastlines the Islands have recently visited.

    Unlike most creatures, Jade Kings don't eat traditional food, instead of hungering for magical energy, such as mana or that provided by Worship magic, except for Druidic Worship. This means that the birds, passively, emit an aura that dampens and consumes some of the energy made by casting spells, reducing their effectiveness.

    The Jade Kings store the magic in large spines the grow for their entire lifetime. If one trusts a creature enough they are willing to pass on a piece of their stones, which can be carved into idols that carry the magic dampening effect.

    Attempting to remove a spine from a Jade King without it being willingly offered will cause the pent-up magical energy to suddenly unleash all at once, resulting in devastating, varied and uncontrollable effects.

    Sailors know that, if you feed a Jade King underbeer, it will fly in the direction of a leyline, and thus safe land.



  13. - Top - End - #163
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    Default Re: Lords of Creation: The World Madly Spins (IC Thread)

    Kerima - Revenants

    As she intended to leave this reality behind she and setup a shrine to the dead goddess she felt that she would forgive the intial transgression, having listened to prayers for so long she had a much better understanding on the limitations of mortals now and she was somewhat impressed with how the southern continents new deity had not bothered her with some system of vengence for targeting her people.

    Traveling back to the site where she had created the first revenant she forged a connection ot the revenants native to that continent and pardoned them - from now on they would be free of the change unless they interfered with her people, they could return to their mortal lives, moreso she let them know that attacking her servents or any god would cause them or any who took on their flesh to revert but other then that they would be free, moreso she let them know the cause of the curse - they have killed a deity and so had been punished, but leniency was possible as they had avoided seeking to repeat the transgression.

    Kerima - Sheperding her People

    With the revenants taken care of she secured the souls of her people, weaving a net to capture them and bring them to her afterlife, much like how she recreated the works of the dead goddess to revive all her deceased faithful she used the same principle to secure her people and sort them into her plane where the design of that would allow them to create a suitable environment for them, it would also allow the unfaithful a chance to have an afterlife should they wish.

    Kerima - Ascension
    Her work done she was ready to leave - but the first world was not ready for her to vacate on her own timeframe, the world began to reject her almost as soon as her peoples eternities had been secured, it was an odd and somewhat violent conflict between her desire to not bend to the whims of another and to figure out what was occuring even as the ground beneath her began to fracture - no not merely the ground she noted the reality, and not merely this one but she could feel the connection to her own plane was experiencing it also.

    Realisation dawned on her, her plans were wasted - this world was a lynch pin in reality, all reality, and she had grown too powerful for it to support - if she remained it would break and take her and everything else with it. She was reminded of her conversation with Abu Dhahab where she had offered by way of speculation the question of a being infinitely more then they were and how even given the choice to rebel or serve the only reason that rebel was a potential choice was if the other being allowed it. She didn't know if this world had an intelligence beyond her or if she was dealing with a basic structure of reality that she could not oppose - but either way her choice was clear stay and die or leave and forever know that this world needed to be protected to protect any others and herself. It grated on her - but she was rational about the lack of control of her destiny.

    Rather then immediately depart to her own plane she instead moved to the void around the planet until the fracturing stopped and witnessed as the cracks repaired themselves - she wondered if any other had even noticed them forming without having a reason to be aware of them, and examined if there was lasting damage - scar tissue as it were - and found some but proving that it had not always been there would be difficult, but she also noticed an area on the first world where the cracks had less impact some city of the far continent from her own, one populated by elves she noted although that was largely meaningless to her current interests.

    If it warded against the cracks she was interested in how it did so and if it could be made permenant - and then spotted the reason, there was a portal created to another plane which bled some of the energies from that plane into the first world safely, she decided to be reckless for a moment and appeared in this portal area to examine it from the inside and see if it would also move to reject her, she stayed for a minute ignoring any that might see her or attempt interaction and then having seen what she wanted left to her own palace - it wouldn't reject her yet but if her power increased even this would be unsuitable.

    Then she mulled her next move - it was no longer possible to merely ignore that world.

    Spoiler: Actions
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    Curse: Supressing the Taint
    Revenants now revert to their base creature and remain so unless they take an active part in opposing people dedicated to Kerima or attacked any deities - the curse would however pass to any who took of their flesh.
    Life (Evolution) 9/10

    Blessing: Uplift the faithful
    When people dedicated to Kerima die they pass to her plane as if being called by their true names, when people who are not faithful to Kerima did they can request her shelter and so get brought along also but they experience heavy indoctrination as part of the process.
    Life (Evolution) 10/10

    Life (Evolution), claimed.
    Ascended.

    AP Remaining: 2,

  14. - Top - End - #164
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    Default Re: Lords of Creation: The World Madly Spins (IC Thread)

    Hetta, noting the steady convergence of deities upon this new plane (as well as the disappearance of one...), turns to face the group and considers for a long moment before opening her mouth to speak.

    Then Abu Dhahab says her name, so that takes care of itself. She nods to the lizard god in recognition and faint thanks, closing her mouth and settling back to listen to the group speak instead. Her attention is split between the godly conversation and the movement of powers outside and around them; she focuses in on that for a moment, and is able to glean just enough to realize that some other deity has done something with the... buts of mortals that weren't quite as mortal as the rest of them. There was already a Law in place that guarded against waste, so Hetta was approving of the action (whatever it actually was), but something still bothered her, ever so slightly. Alternatives--more than one option--seemed to be another implicit Law from her observations, but as of yet there was no one else who was doing anything with the souls of mortals except this one other god. Perhaps...

    Hetta realizes slowly that she has lost the thread of the conversation, if indeed much conversation has gone on as of yet. Her divine energies were still rebuilding after her ascension, so any plans for working and building would have to remain for a little longer, at least. There was no god of Proper Manners that Hetta had discovered, making her less concerned about her lapse of focus, but it still would not do to simply ignore the gods before her, so she focuses back on the Plane she currently stands within.
    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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  15. - Top - End - #165
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    Default Re: Lords of Creation: The World Madly Spins (IC Thread)

    The expansion of the Kalarian League was rapid; fleets of skilled bandits, led by sorcerers and mutants, swept across the southwest corner of the continent, claiming dozens of villages, while pirate fleets of light, fast ships claimed island after island of the Jisr. Though it had been discovered in the north, the networks of the Veiled Shadow soon brought the art of Alchemy south; and, with their newfound riches and steady supply of Underbeer to extract Mana from, they were in the perfect position to make use of it. Their experimentations came primarily in the form of new and dangerous elixirs: brews that enhanced and altered magical power to an explosive degree, turning their magic-wielders into berserkers that descended on towns like living maelstroms. Meanwhile, they accepted the Weshesh-built towns and mage academies within their territory quite happily - aiding in their construction and defense and even offering some of the secrets of Alchemy to the academies in exchange for further refinement of their sorcerers' abilities - so long as they respected the authority of the League and its councils.

    This was no mere ragtag alliance of bandits, now; within a few short years they had become a mercantile power in their own right, one that controlled the primary mouth of trade to the Jisr Archipelago, as well as the main trade routes between the Red Coast and the Great Marshes. Little commerce happened there now without the approval - and tax - of the League. But their growth could not last forever; the northern merchants had power of their own to bring to bear. Caravans protected by powerful illusions began to cut across their territory, and northern scouts began to bring reports of organized opposition: bands of armed skimmers in the wastes, powerful combined units of Zahd Ascetics and Feet of Clay in the towns, outposts and new fleets protecting previously vulnerable shores. The work of a new organization, it was said. The Veiled Shadow could not even obtain much information on them; large parts of their web of informants had gone dark, as word of some new and powerful curse that turned sacred oath-breakers to sand filtered south. Still, as surely as the Lord of Sand protected their enemies' secrets, he could protect theirs as well; and the Veiled Shadow's operations were soon themselves guarded by many layers of sanctified oaths. (Though they had to be careful, as the consequences of swearing contradictory promises were...unpleasant.)

    With the northern merchants mostly recovered and beginning to steel themselves, the League's raids into the central territories began to meet with less and less success. So they began to cast their gaze elsewhere, to softer targets, stretching the power of their still-limited fleets to its maximum. In the west, attacks on the eastern shores of the colony of Jazira Alsahali began to escalate in frequency and severity; and in the east, the kobolds of the Great Marsh began to notice brazen logging camps cropping up on their borders, hauling away timber with which to build the League's expanding fleets. It was clear that the Kalarian pirate-barons were not satisfied with a mere sliver of the Circle Continent, or a paltry handful of western Jisr islands; they desired more.

    ---

    Kassa and the Concordance of Divinity

    The one who knew herself as Kassa had wandered the Circle Continent for many, many years now, content to ignore the other divinities in favor of the many tales and spectacles of the mortal life that crawled upon the world. But she had begun to feel it, thrumming within the ground and air itself, becoming more powerful with each whisper and tale she passed on. A pulsing, a pressure, rejecting and rebelling against Kassa's every movement, like a body trying in vain to eject a leech that had grown too fat, an infection that had grown too dangerous. A body that would, soon enough, begin to die if she did not leave it. Her time as a wandering beggar-god upon this world was growing short.

    And as the pressure grew, Kassa could begin to sense something else as well; a hollowness beneath the skin of reality, places that were there and not-there. Much of it, she could tell, was empty and dead, save for a few growing but weak mortal twitches here or there. But in one hollow, in particular, she could smell life - divine life like hers. And in such great concentration, too! Kassa had never heard of such a concordance of deities; not since the times of the Serpent War itself. And though she had known them only through stories, she would be forced by this world to go and reckon with them personally soon enough. So, burning with curiosity, the Goddess of Worms burrowed beneath the skin of reality, following the surge of divine vitality until she found herself in a skeletal carcass of a city - clad in fancy stone but bereft of life - and, positioning herself nearby as the figure who could only be the Great Lizard himself finished speaking, Kassa silently began to observe.

    And so, any one of the assembled who happened to cast a wandering eye across the empty buildings might catch a most peculiar sight half-shadowed in one of the doorways; an old and withered gnoll woman, clad in filthy tattered rags, fur tangled and knotted and braided with countless chipped bone-white beads. Watching.
    Last edited by zzzzzzzz414; 2021-06-04 at 02:49 PM.

  16. - Top - End - #166
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    Default Re: Lords of Creation: The World Madly Spins (IC Thread)

    Birds and the Sun
    The promise of the phoenix of eventual conflict between itself and the solar it spoke to, in particular, would get a somewhat-uncertain chuckle from Cassius, who wasn't certain if the great flaming bird had enough of a sense of humor to be joking. He wasn't like Zariel, who would relish the sudden challenge and go to face the beast immediately, Cassius was an emperor. While he was not afraid to fight, a battle between two immortals was not something that appealed to him. "I'll... pass that invitation along." He mutters, shaking his head as the translator takes flight.

    But future violence put aside, there was still something to do. Varral had cracked the code on the language of the birds, and he attempted to teach it to the elves and solari that had gathered around him. It wasn't particularly helpful that evening, since mortal minds just didn't learn that quickly, and Varral wasn't able to practice any of the vocal components of the language, but it did allow him and the other Solars to make glowing runes in the air in order to converse with the bird people.

    And knowing that the temperamental bird people would be returning was enough to get the rest of the Shaline society to react. While the harpies might be more diplomatic when they arrived, it was decided that preparing for their arrival would be for the best. So when the harpies came, they would find tables already set up, filled with exotic fruits and grains grown from seeds from Corrla, maps and charts of the lands that their exploring ancestors had created, and entertainment provided by apprentice mages and wind knight apprentices that had been assigned to monitor this place.

    That second group wasn't particularly common, but the colonists of this land had not entirely abandoned their naval brethren. Their ties to Marreill had been strong enough over the last few centuries had remained friendly... and that would become relevant soon enough. For now, and for the purposes of this party, it was enough for them to demonstrate that there were sapient mortals that could take to the skies as well, a demonstration that would hopefully help the empire and its nomadic allies relate to the harpies a little bit better.

    Kerima at the Mouth of the Sun
    When Kerima arrived at the mouth of Solace's portal, she would be met with some initial shock, but then apathy as a surprising amount of people moved back and forth through that divine gate. While there were still stories told about the oppression of Corrla and it's mad goddess and priests, not many people here had actually experienced that oppression or the journey it spawned. And Kerima just... wasn't recognized.

    At Solace's doorstep, the tyrant goddess' growing divine presence would have a muted effect, the realm of Light that she stood upon easily able to withstand her power... almost like it had been designed to hold a rising divine power. She would also see that what had once been a splinter of a splinter population had grown massively. On the First World, the mountain valley city must have had tens of thousands of people living within it, and within Solace almost half again as many people constructed buildings from the stones of light that they found within the Sun to work with.

    After only four mortal centuries, these people were clearly more advanced than they should have been. Divine teaching granted to the Marreill society had been passed on to this splinter colony, so their technology, while still rudimentary compared to the rest of the Circle Continent, was still over-all more advanced than that of Corrla, and their population... well. Solace's nature, one that promoted the health of those within and around it, reduced the need for sustenance and removed the need to sleep or even rest beyond a small amount, clearly had something to do with that, but this was still a relatively small area. The peninsula that had been settled now had multiple smaller towns and dock settlements, sure, but this society was still tiny compared to the over-all size of Corrla.

    The only being that really gave Kerima a long look was Amerith, who had taken up residence at the entrance to Solace as she waited for Renarr's return. The Archon of War was using a finger to scorch sections of wood like a scribe would scribble on a piece of parchment, and she was writing... awful poetry. Beside her were other slices of wood with poems, philosophy, carvings and attempted painting. Only the painting showed any signs of promise. After determining that the goddess wasn't a threat, Amerith returned to her attempts at making art.*

    Zariel's Great Hunt
    The Slayer made multiple initial expeditions north, to map out the inland routs through the mountains and to determine just how fertile the lands there would be for hunters and his true foray into the unknown in search of "clues" as to what had happened to Renarr. In truth, the Solar really didn't expect to find much, and he didn't particularly care. Instead his motivation came from the signs of great beasts that lay out in those wild planes, upon which he could test himself, and he would gladly use the excuse in order to hunt these monsters.

    Leaving with a force of 1,200 of his disciples, elves and solari both who were dedicated to finding and defeating the great evils of the world (even if at that time they were more of a loose coalition of mages and huntsmen than they were an actual religious military order,) Zariel made his way north. Once passing through the mountains, he had his expedition split into groups of 60, companies that were small enough to forage and care for themselves without needing to settle down or colonize, but large enough to be dangerous and close enough to be within half a day's travel of the groups to their left and right. And flying above them, the Slayer watched and waited for any foes that would actually challenge their progress.

    Spreading West
    While Zariel went north and had his fun, Ennis and Varral progressed to the West with their own expeditionary force, one of less than 200, and reconnected fully with the permanent Marreill colonies that had been left behind there. The original city of boats served as a rudimentary capitol for this nomadic society, though given colony ships made up the bulk of their population and strength it was hardly of strategic importance beyond resupply and general fleet meetings. Still, many of their ships maintained a representative within this place, and when the eldest elves of the Shaline Empire, the last of the first generation to establish that realm in fact, finally returned to their once home, they found old friends and family that they had stayed in touch with using the Wind Knights and their messengers, but had not seen in centuries.

    There would also be enough representatives here to tell the Solar that Moiraithe had seemingly vanished. While the Wind Knights and Windweaving both still functioned as before, the Saorsa and the voice behind the two had at first grown distant, and then vanished entirely.

    It was... disturbing to the Solar. First Renarr and now Moiraithe? Magrius's presence had faded as well after the battle with Wan'shi, and that made it a trend that did not sit well with the archons of light. These fading and disappearing gods spelled something potentially disastrous for the longevity of the divine in general, and made their quest to find Renarr all the more pressing.

    Promising their nomadic cousins aid in the quest to find the god of Winds and Freedom, the Shaline empire set up an embassy within the (slightly) major ports of the Marreill society and began to integrate themselves within the crews of colony ships and exploratory fleets. Using this connection, they would encounter the Ghuls for the first time, and also finally make "landfall" within the Great Marsh...

    Hello Kobolds, Renarr's people have finally arrived. And, like glowing banners at the front of a great Marreill ship, the two archons would announce their presence with a complete lack of subtlety. After all, they were hardly trying to sneak around here, and they had plenty of questions for the Great Teacher's flock.

    The Suzerain - Looking for Fertile Isles
    The Blight Lands, while they had become more habitable and an actual force on the isle of Corrla with the introduction of veneration, were still an awful, awful exile state. While the ones that were more land-locked didn't have much they could do about this (outside of the few that had the Suzerain's blessing who could leave and enter Nocturne), those near the southern coast would have a sudden, golden opportunity the moment that the presence of the Jisr Archipelago became common knowledge among them, and the largest of these Blight Land chapters would begin to take advantage.

    Using the gifts that had been given to them long ago by Moiraithe when they first refused to leave the lands of their birth, technology that was only half-remembered and that the Suzerain had to seek out and learn so he could re-teach the mortals, these Blight Lands people would forge boats and begin to sail south. While this meant they left main-land Corrla, the islands that the mortals eventually settled upon were the ones closest to the southern peninsula, and they were able to convince themselves that this meant it was, in fact, still a part of Corrla. They had not abandoned their home, they had simply expanded it, even if it still likely hated them and they grew more and more cold to it by the month.

    The blight land chapters that began to establish themselves upon these isles would not abandon their old holdings entirely. After all, the unfaithful were still driven into that blasted landscape, and many of the more arrogant and prideful still refused to leave, so they could not justify pulling their roots entirely. But the number of people who had enough of hardship still steadily grew, and as they grew so did their ability to establish proper trade with the scaled folk who passed through their lands on the way to Corrla, and also their ability to trade with orcs... and the Xen.

    Warned about it by the Suzerain, Underbeer was not a particularly traded for commodity within the blight lands, as their peoples had enough of the flesh-modifying things. But the paths to power and magic were eagerly delved into, especially by those who worshiped Renarr** and who were warded by their faith against the effects of mana's negative side effects. The metal tools that trade with the Orcs brought also helped to properly establish these colonies faster than they might have otherwise, though it would still take them time to properly grow.

    As for the pirates that plied the waters, well, these people were used to the hardship of paying tribute and being deprived of their resources, and they suffered that loss. For now, they were too weak and the struggle too potentially dangerous to risk any violent confrontations. But the Suzerain watched. And if a pirate vessel burned down a village as an "example" or for the pirates to make sport of the settlers within, sometimes it would simply... disappear. Unexpected and unexplained. Clearly that coastline was just cursed, as some of the Gnoll sailors would eventually begin to claim.

    A Meeting of Gods - Concourse
    The arrival of a further two gods, one that Renarr had only felt impressions of and one that she had never encountered in a meaningful way before, would make the goddess momentarily warry, before she remembered that the point of this realm was to be a meeting place. So Renarr would nod in welcome to Arkhos as he introduced himself, stifling her instinctive reaction to mistrust him because of his serpentine form, and she would look at the trickster goddess as well, knowing her nature despite the disguise, and tell them both, "Greetings. And welcome to the Concourse, or the Convergence, or whatever it is you would wish to call it. If you have outgrown the mortal world and do not wish to make a realm of your own, then I invite you to stay here for a time." It was, after all, one of the reasons why she'd helped make this realm.

    "Hetta, from Solace I witnessed your creations, and I walked the continent that you formed around your great pit. The people who now swear their allegiance to my cause have a home because of you, and I must thank you for that." Despite the words, it almost seemed like Renarr regretted that fealty somehow.

    "Abu Dhahab, yes. I remember you now. You were the one who stopped the serpent from sucking the Circle Continent up, and you served as a wonderful distraction for me while I... rested after my own failures." Shaking her head slightly to clear it, the Daystar aspect took control again and she states, "We should have worked together more closely. Had I been able to rely on your physical might and had we coordinated, perhaps we could have kept the serpent away from Solace more effectively, and the serpent's blood would not have so blighted my home and the Void. Let us not make that same mistake twice. Here we will be able to create a new realm, and that realm will not have the same petty squabbles and failings of the mortal world we left behind. That said... I feel the first step to properly making this place and populating it is to make it so actual mortals can come here without assistance. Perhaps we might host a portal within the lands of your worshipers?"

    Of the metallic serpent, Renarr actually did not know what to do. She looked him over and then said, "Arkhos... I did not mean to create a new divine when I struck the serpent down. But if that is where and when you were born, then at least one good thing came of it. Tell me, what is it that you desire to do in this world?"

    Rong Tou's disappearance would be noted, and would trouble Renarr slightly. Why had a fledgling like that made this plane and then just... abandoned it when others had chosen to finish her work for her? And why did Renarr feel like she knew that goddess? Amerith's twin died because of the serpent's curse, the spark completely snuffed out, and the strange young goddess hadn't even had the slightest tremor of romance in her divine aura, so that couldn't be it.

    When he was brought to the realm, Silph would prove his mettle by hitting the ground in a perfect three-point landing, the cobbles shifting lightly under his feet but otherwise letting him catch himself on his hands and feet rather than his face, as one might have expected. If you life was nothing but misfortune, you kind of became a badass just to survive in it. When Dia spoke to him, the solar mutters back, "Huh. You have a plan too? Well, I know that Renarr also had an idea brewing too, which was a second idea that I didn't tell you about because I thought I would have a little more time to propose it before we met up with her..."

    Despite the suddenness of it, Dia's appearance would bring a genuine grin to Renarr's face, especially seeing Silph beside her, and she gave the river goddess a little wave. But instead of moving on immediately, the goddess of Night and Day gestures for her ally to join her and she proposes, "Come here, my friend, I see you are well and that Silph managed to actually find you without losing any more of his bits. Now, there is something I would ask you. Abu Dhahab, Hetta, Dia, working together we managed to wave this world from the serpent, and we curtailed the effects of its rampage. That unity is what won us the day within that struggle," Well, that and an incredible amount of violence, "and a continued alliance should prove useful to us for matters of this nature in the future. While an archon I know was more knowledgeable in these things than me, I believe that if we bring our divine power together to form a Court of Gods, we will be stronger than we are alone."

    Spoiler: Side Note
    Show
    *Renarr had, after all, told Amerith to get a hobby. Or something like that. Telling someone to find a reason to live is just fancy talk for "Find a hobby," right?

    **As either the Twilight Goddess or the Eternal Night, as the Daystar aspect is a very, very fringe cult in the lands of Corrla, since she's cast in a semi anti-hero role as a Kerima-like figure. But more positive than the Goddess of Tyranny, since the Daystar wanted only dominion of the heavens, and cared little for the world itself (at least, in the most uncharitable versions of the fables)

  17. - Top - End - #167
    Bugbear in the Playground
     
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    Default Re: Lords of Creation: The World Madly Spins (IC Thread)

    Abu Dhahab and Hetta. Names to remember; fellow-singers to find common tune with. A fellow-traveller, and the warm fire to return to after a day's journey. And of course, Lady Renarr, in her phases. Arkhos was pleased to see Abu Dhahab's resplendent colors; perhaps more of this likewise-scaled god had shaped his own birth than he had realized. A serendipity not to be ignored.

    Quote Originally Posted by KragBrightscale View Post
    It is a pity you missed the chance to meet with the one who was here before myself. She had a way with words, a talent for the theatrical, and would likely have presented the place better. Perhaps she will return, but until then...
    Something left Arkhos uneasy at such sudden exit. He could not judge, not without knowledge, but to depart in this way...it was not good. Who flees when none pursue? Such thoughts troubled him, as he wanted to think well of his comrades in divinity. He forced himself to set those thoughts aside, however, and listen to Abu Dhahab's introduction.

    Quote Originally Posted by KragBrightscale View Post
    Allow me therefore to wish the three of you welcome to this newly formed... space, or whatever this is. I do not know yet what it will be called, but it appears to already be a gathering place.

    This place will hopefully become a safe place of refuge, a place of meetings, a place where conflict is set aside. Already woven into its fabric is the restriction against harming others like ourselves. Have a look around, choose for yourself a place to call your own, for there are many temples and buildings, but no mortals to fill them yet.

    Fellow scaled being, tell me your name so I may address you properly. Although you did not provide divine energy to stabilize this place, it was no longer needed. I see no reason why you shouldn’t be allowed to claim an empty space for yourself here too, so feel free to make yourself a home. Provided you agree to the terms of non-violence.
    "Fear not, O progenitor mine. I am Arkhos, and I wish no violence on any, even those whom I would thwart, those who maim or steal or bleed their charges dry. I have learned well the lesson of Lor and its Blade of Light: even in necessary defense, violence marks the soul. We can but learn to live with those scars; we must choose to live beyond them." Looking again at Abu Dhahab, and reflecting on what he had seen from Lor's lofty perch, he considered. "I shall have a gift for thee, and for Hetta of the Hearth; indeed for all who gather here, with a moment's work to prepare. But let us enjoy the coming-together for a while longer. There is but one season of first meeting."

    Quote Originally Posted by Gnomes2169 View Post
    Of the metallic serpent, Renarr actually did not know what to do. She looked him over and then said, "Arkhos... I did not mean to create a new divine when I struck the serpent down. But if that is where and when you were born, then at least one good thing came of it. Tell me, what is it that you desire to do in this world?"
    "I desire..." Arkhos paused. This was not an idle question; indeed, given the nature of divinity as he lived it and saw it in others, Renarr's piercing light reached for the heart of the matter: What are you? He was aspiration and memory given form; the hope made flesh that life would go on, and the living cenotaph of those who had gone. "I long to see not just the world that is, but the world that may be, and the growth of what is best and noblest in our mortal children. I yearn to bolster and remember those who lay their final measure on the pyre, that others might live. I seek to ennoble those who give their word and keep it, because the law written upon their hearts is stronger than any steel."

    As he spoke, he turned his thoughts to a nearby courtyard. Not, as it might have been, the most ostentatious of the choices--for there were many, far more than needful with even this gathering of gods. Instead, it was that which, when one walked its circuit, the center yard could be seen from nearly anywhere. A place for remembrance, and as a reminder. The Cynosural Cenotaph: the empty tomb for all who die alone, in the dark, where no one would ever know or see. A focus for their light, that it might guide the souls of the living.

    "I give to you assembled gods, my forebears and my elders, a blessing in this plane, for the children who will follow after. Those who speak true, here in the meeting-place, shall be heard true. No fear of false witness, nor half-measures that lead astray, for any who speak plain will shine to the eye and resound to the ear."

    He looked about, and realized there was at least one more deity whom he had not met. He did not know the god's name; he knew only of the works thereof, beings wild and free, so unlike his nature and yet loved and cared-for as only a parent can. "If I may beg your leave, with this and my oath to stand by you in building up our Home, I would fain seek out one last god, who has not joined us, perhaps in seeking to care for their charges. Perhaps one of you knows them? Their offspring ride the flowing winds."

    Spoiler: AP Actions
    Show
    Create Artifact: The Cynosural Cenotaph (utility, discounts Bless) 4 AP (reduced by the Tangible Wish) [Domain: Good (Self-Sacrifice) 5/10]
    The Cynosural Cenotaph is an eternal monument to all those who die to save others, especially those who do so alone and unmourned. None are interred within, but many are welcome to leave their written memorials or apply to have memorials engraved on it. Arkhos personally reviews these memorials, and when possible, tries to retain sprites of them so others can remember in the future. In particular, at the most visible part of the monument, as many names as Arkhos can gather of those who died fighting Wan'shi are recorded.

    Bless: The Honest Voice 0 AP (reduced by the Cynosural Cenotaph).
    Anyone who communicates the whole and unvarnished truth while located in the Concourse is given a subtle but real sign that they speak truth (or write, etc.) Written words may have some distinctive shimmer or color; spoken words have a richer timbre; even sign language and other nonverbal communication is so noted. Speculation and imagination do not have this effect, even if the speculation is in fact true--only what the speaker (etc.) has witnessed qualifies. Many conversations never trigger the effect, so it is NOT a reliable lie detector: it only highlights the intentional effort to speak the whole truth accurately.

    In-progress domains:
    Liberation (Aspiration) 9/10
    Nobility (Leadership) 2/10
    Good (Self-Sacrifice) 5/10

    AP before spending: 4 + 4 (rollover 5/29) = 8 AP
    AP spent: 4
    Total AP remaining: 4
    Last edited by ezekielraiden; 2021-06-05 at 03:32 AM.

  18. - Top - End - #168
    Barbarian in the Playground
     
    Writtensanity's Avatar

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

    The Egg of Flocks Hatches once more. The shell cracks and shatters into a thousand pieces, which then reform leaving the intact egg intact on top of the Aerie.

    The first sighting of Seliodons is less than a day later.

    Spoiler: AP ACTION - Egg of Flocks
    Show




    Create monster: Seliodons

    Seliodons are large, almost horse-sized, creatures that inhabit most of the circle continent, only avoiding the cold areas, and the higher parts the Spine Aerie.

    Seliodons are friendly on a scale of monsters, often following or running alongside Caravans and other travellers. If offered salt, or insects Seliodons will keep close with individuals for a time, allowing them to occasionally be used as emergency beasts or burden, or guides.


    The main thing preventing their consistent use in polite society is that their extendable tongues (Up to 7 feet!) are covered in highly corrosive saliva that is especially effective against metal. A moment of affection can suddenly turn into thousands of gold in damages, and there would be absolutely no way to keep them in a metal cage.

    Because of their wild and varied plumage, Seliodon clothing accessories are sometimes used as a Harpy status symbol, showing how far a Harpy has flown away for the Aeire to find a Seliodon with a different coat.


    AP COST reduced by Egg of Flocks

    AP COST = 0


  19. - Top - End - #169
    Barbarian in the Playground
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    Default Re: Lords of Creation: The World Madly Spins (IC Thread)

    Shadow of the Daystar
    Herrend and Alkyone

    Sitting on the surface of Nocturne (after having been displaced from his boat), Alkyone reached around for more sprites from the River Dia, and came up empty-handed. That threw him off for a moment, then he looked back down at the bone running through the fishing rod and knew what constellation to make next. Reaching out and around his own head, he plucked sprites out of the air and began tossing them out as Herrend blabbed on beside him.
    Spoiler: AP Usage
    Show
    Hetta's Spear
    Alter Land (0 AP)
    A constallation of a spear, representing the original spear that drove into Wan'shi and birthed the golems. The depiction of this constellation varies from chart to chart, sometimes as a blank obelisk sometimes with dozens of golems poking their heads out of it, sometimes with Hetta herself tossing it, and very rarely with the Serpent on the receiving end.
    When looking up at this constellation for a long period of time, one is drawn into the memories of Alkyone's own birth and fight against the Serpent: feeling the rush of battle, the sensation of encountering different godly auras, the pain of being slammed by the serpent against the sun, the horror of seeing your kin caught in its maw, and the feeling of emptiness that comes from reaching the battle's conclusion. Some even hear the echo of the Serpent's prophecy while reliving this memory.
    Ironically, similar to a golem's Divine Thoughts, one forgets all of these experiences the moment they look away from Hetta's Spear.

  20. - Top - End - #170
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    PirateGirl

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

    Kassa and the Concordance of Divinity (Verse Two)

    Kassa tilted her head as the Twilight Goddess turned and acknowledged her. She had come merely to observe; she had not planned on interacting. Especially not with the bright-scaled one's "gift" making things more...interesting. But she hadn't planned on not doing so either. And what was life, without a bit of interest?

    Grinning widely, Kassa stepped out from the doorway, the unnaturally deep shadows sliding away to reveal the other half of her face: a skull, wreathed with mushrooms and dripping with red viscera.

    "Thank you, kindly, for the invitation,"
    Kassa said, turning to the assembled gods. "Mortals know me as many things, but I know myself as Kassa. Please, forgive my appearance; and my lack of a gift. I'm afraid I cannot offer anything like your blessing, o generous shining one," she continued, turning to Arkhos, "for alas, I am merely a beggar and teller of tales, a patron of squirming and desperate things. And I am wearied from my long journey. Perhaps I shall stay here for a while. But not yet; there is still a bit more for me to see and hear in the world of mortals, I think."

    "I would never presume to stand among you legends, those who slew the Great Sepent itself," Kassa wheedled, "but, if you think that the services of a wrinkled old liar such as myself may be of use, I would be more than happy to provide them. And if your wish is for mortals to know of this place and settle it, for tales of it to spread - well, that much, at least, I can do. They are always looking for more territory, mortals. Always bickering and grabbing and stabbing for it. I am sure whoever seizes the door of this place will be glad to hear of more of it! Ah, but ignore me, I am a terrible rambler."

    Not a singular word of what Kassa spoke carried the shine of the Honest Voice.

  21. - Top - End - #171
    Troll in the Playground
     
    NecromancerGirl

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

    IDIX
    The Ascension


    Who are these Ghuls, and what is their relationship with the so-called "Sisterhood" Navigators' guild?
    Shortly after the Sisterhood is firmly established in an area, a small community, or Lodge, of Ghuls appears nearby in some unwanted piece of Wasteland. This pattern has suggested to investigators before, but this researcher has taken the unprecedented step of actually asking them about it.
    Though the Sisterhood seems primarily made of local recruits, I was allowed to interview one of their leaders, a Ghul named Acis'sej who claimed to be uncountably ancient. She(?) also confirmed that the Sisterhood is run by Ghuls.
    But this, she is quick to clarify, is not because of any prejudice or racism or any suspect reason. Rather, she claims, that the Sisterhood's members transcend lifetimes, and only a "female-bodied" sister can "reincarnate" a dead sister, and since most new recruits are both young and male, it stands to reason that the most senior members are Ghuls, while most bon-Ghuls are only in their first lifetime of service.

    They were open about the fact thaf their group is a cult of a goddess called "Idix" not a name, but a phrase in their language "The Gift of the Unseen Hand" and they invited me to meet her during one of the holy rituals!

    This took the form of a holy meal with three plates.

    The first was, apparently, the flesh of a dead Ghul! (I was later informed the unfortunate was not a Sister, as imbibing thwir flesh allegedly grants secret powers only the initiated may be given) Afraid, although, I would later learn, without much reason, I, in fact, partook.

    The name of the deceased was "Rifuth" who now "slept in the Womb of Nabbar" but part of his(?) Body had been preserved for the ritual. (I would later learn that Ghuls eat rotten flesh, but they are willing to use preservatives to safe gusrd guests)

    The second was a flower, said to live in the lands of the far south, and symbolize the ''Aurora " a natural feature like our own magnetic pole, but, for some reason, glowing and in the sky.



    The third was a strange broth, of which I know nothing.

    After this, we all went into a sudden stange sleep, where I dreamed I was in a atrange place, in the company of a strange Skeleton of an animal.

    This bears further investigation, but there
    seems to be no immediate threat.


    Memory Stick submitted to the University of Al-Abad

    Spoiler: AP actions
    Show
    Starting AP 8
    Weave plane 4 AP The dreamlanda
    9/10 War(psychic Warfare)

    create portal 2AP The Aurora
    11/10 Land (Tundra)

    Blessing use magic to travel the portsl
    War (Psychic warfare)
    10/10
    GNU Terry Pratchett
    Survived Total War: Mandate of Heaven as The Witch-Doctors
    Thrived in Empire! 7 as the Sakura-Jin

  22. - Top - End - #172
    Barbarian in the Playground
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    Default Re: Lords of Creation: The World Madly Spins (IC Thread)

    Neela eyed with wariness the new cities of the orcs, apparently open to all. Many kobolds joined them, of course, as they integrated easily into most cultures that welcomed them. Especially ones who were so open to the trade of ideas. Neela didn't stop them. It was not the way of Lor to control people, except in the most dire of circumstances. But these, she knew, were still the people of the Great Serpent. So she spoke of care and vigilance and helped to build the library-forts, before letting her fleet feet carry her away once more, back to her beloved marshes, which were also in peril, in the regions nearest the sea, where bandits were tearing away the ancient tress that preserved Lor's paradise. Lor wouldn't have interefered with someting so minor, of course, but she wasn't Lor. And so, she came and, there, too, the library-forts grew and spears, javelins and bows, weapons from the centaurs, remade to fit kobolds, bristled on them.

    And so, when announcement came that solars were coming to kobold shores, Neela was near enough that she could greet them herself, only fitting for those that were so close to a deity that an avatar of one would be the one to great them. She appeared in the harbour as they approached, as silently and easily at moonlight, to wait for them. Of course, seeing such powerful divinities so near, many kobolds were struck with awe, though many more were furiously carving their observations on carving sticks.

    Spoiler: AP
    Show

    Rollover
    1 + 5 = 6

    Teach Mundane Concept (Archery)
    0 (Jewel)

  23. - Top - End - #173
    Barbarian in the Playground
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    Default Re: Lords of Creation: The World Madly Spins (IC Thread)

    Meetings on the Concourse
    Abu, Renarr, Hetta, Arkhos, Kassa, Dia and Silph
    Quote Originally Posted by Renarr
    "Arkhos... I did not mean to create a new divine when I struck the serpent down. But if that is where and when you were born, then at least one good thing came of it. Tell me, what is it that you desire to do in this world?"
    A new divine? Dia looks upon this deity with curiosity, surprised that Renarr was able to create a god - something The River thought only The Creator could do. They had never seen this deity before, and yet there was something oddly familiar about him...

    Glancing over at the gnoll woman, she wonders if this goddess was also born after The Creator's time.

    Quote Originally Posted by Arkhos
    "I long to see not just the world that is, but the world that may be, and the growth of what is best and noblest in our mortal children. I yearn to bolster and remember those who lay their final measure on the pyre, that others might live. I seek to ennoble those who give their word and keep it, because the law written upon their hearts is stronger than any steel."

    As he spoke, he turned his thoughts to a nearby courtyard. Not, as it might have been, the most ostentatious of the choices--for there were many, far more than needful with even this gathering of gods. Instead, it was that which, when one walked its circuit, the center yard could be seen from nearly anywhere. A place for remembrance, and as a reminder. The Cynosural Cenotaph: the empty tomb for all who die alone, in the dark, where no one would ever know or see. A focus for their light, that it might guide the souls of the living.
    Dia silently approves of this, already feeling a kinship between herself and this newborn deity.

    Quote Originally Posted by Silph
    When Dia spoke to him, the solar mutters back, "Huh. You have a plan too? Well, I know that Renarr also had an idea brewing too, which was a second idea that I didn't tell you about because I thought I would have a little more time to propose it before we met up with her..."
    "We'll have to compare notes, then -"

    Quote Originally Posted by Renarr
    Despite the suddenness of it, Dia's appearance would bring a genuine grin to Renarr's face, especially seeing Silph beside her, and she gave the river goddess a little wave. But instead of moving on immediately, the goddess of Night and Day gestures for her ally to join her and she proposes, "Come here, my friend, I see you are well and that Silph managed to actually find you without losing any more of his bits.
    Dia found themself feeling... apprehensive? The last time The River Dia had spoken to Renarr, they had reprimanded the dual goddess for accidentally incinerating archons. Dia still felts a bit of anger towards the goddess for this, but... Look at how tired she is. To Dia, Renarr seems to be in even worse shape than when the two had first met, despite Renarr's obvious increase in power.

    Glancing back at Silph (but unable to emote their wariness), Dia approaches the congregation, mimicking the gait of a robust caravan guard - Deities are supposed to look proud and powerful, their sprites told them.

    Quote Originally Posted by Hetta
    Hetta realizes slowly that she has lost the thread of the conversation, if indeed much conversation has gone on as of yet. Her divine energies were still rebuilding after her ascension, so any plans for working and building would have to remain for a little longer, at least. There was no god of Proper Manners that Hetta had discovered, making her less concerned about her lapse of focus, but it still would not do to simply ignore the gods before her, so she focuses back on the Plane she currently stands within.
    Having grown accustomed to the strange little flecks of memory (that now took up the majority of her physical form), Dia can't help but spy one of Hetta's thoughts floating out on a sprite chain - it didn't seem as if many other deities picked up on it, which Dia takes note of. Walking up beside the goddess, Dia is able to read the desire for a way of safeguarding souls, and their interest peaks. They would keep that little thought tucked away under their cloak. For now, small-talk.

    "Silph is certainly the most persistent archon I've ever met. Apparently he's nearly been eaten five thousand three hundred sixty times." For a moment, Dia's voice was replaced by Silph's as they quoted him. "I don't know whether that means he deserves a reward or a chaperone." A sprite blossoms on Dia's face to reveal a grin Silph would recognize as belonging to the Solar who was left behind to interview Alkyone.

    "It's good to see you all again. And some new faces as well. I have a similar query to Arkhos'. Tell me: where is The Mirror God? Or the god with the eyes of fire? Or the great bird that crafted creatures from the fires of the daystar to fight the Serpent?"

    Quote Originally Posted by Renarr
    Now, there is something I would ask you. Abu Dhahab, Hetta, Dia, working together we managed to wave this world from the serpent, and we curtailed the effects of its rampage. That unity is what won us the day within that struggle," Well, that and an incredible amount of violence, "and a continued alliance should prove useful to us for matters of this nature in the future. While an archon I know was more knowledgeable in these things than me, I believe that if we bring our divine power together to form a Court of Gods, we will be stronger than we are alone."
    Dia's smile only widened recalling the Surzerain; something about that archon appealed to her. "I agree. Unity between the gods will safeguard the lives of both divines and mortals. To that end: I propose we invite our archon siblings into this court. Many archons helped defend the Circle from the Serpent. It will benefit us all to have their aid in building this place."

    Quote Originally Posted by Kassa
    Grinning widely, Kassa stepped out from the doorway, the unnaturally deep shadows sliding away to reveal the other half of her face: a skull, wreathed with mushrooms and dripping with red viscera.

    "Thank you, kindly, for the invitation,"
    Kassa said, turning to the assembled gods. "Mortals know me as many things, but I know myself as Kassa. Please, forgive my appearance; and my lack of a gift. I'm afraid I cannot offer anything like your blessing, o generous shining one," she continued, turning to Arkhos, "for alas, I am merely a beggar and teller of tales, a patron of squirming and desperate things. And I am wearied from my long journey. Perhaps I shall stay here for a while. But not yet; there is still a bit more for me to see and hear in the world of mortals, I think."

    "I would never presume to stand among you legends, those who slew the Great Sepent itself," Kassa wheedled, "but, if you think that the services of a wrinkled old liar such as myself may be of use, I would be more than happy to provide them. And if your wish is for mortals to know of this place and settle it, for tales of it to spread - well, that much, at least, I can do. They are always looking for more territory, mortals. Always bickering and grabbing and stabbing for it. I am sure whoever seizes the door of this place will be glad to hear of more of it! Ah, but ignore me, I am a terrible rambler."

    Not a singular word of what Kassa spoke carried the shine of the Honest Voice.
    Dia's smile vanished. Having watched Arkhos spread the Honest Voice throughout the plane - something that failed to be triggered by Kassa - and filled with the sprites of merchants who know a bad deal when they heard one, they immediately grew suspicious of the gnoll, but said nothing. They would let the other gods respond to Kassa first, gauging their reactions.
    Last edited by SpeedWitch; 2021-06-06 at 05:39 PM.

  24. - Top - End - #174
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    Kobold

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

    Quote Originally Posted by Gnomes2169 View Post
    Spoiler: Blightland chapters meet Lizardfolk merchants
    Show

    The blight land chapters that began to establish themselves upon these isles would not abandon their old holdings entirely. After all, the unfaithful were still driven into that blasted landscape, and many of the more arrogant and prideful still refused to leave, so they could not justify pulling their roots entirely. But the number of people who had enough of hardship still steadily grew, and as they grew so did their ability to establish proper trade with the scaled folk who passed through their lands on the way to Corrla, and also their ability to trade with orcs... and the Xen.
    Quote Originally Posted by zzzzzzzz414 View Post
    Spoiler: Pirates attack Jazira Alsahali
    Show

    With the northern merchants mostly recovered and beginning to steel themselves, the League's raids into the central territories began to meet with less and less success. So they began to cast their gaze elsewhere, to softer targets, stretching the power of their still-limited fleets to its maximum. In the west, attacks on the eastern shores of the colony of Jazira Alsahali began to escalate in frequency and severity; and in the east, the kobolds of the Great Marsh began to notice brazen logging camps cropping up on their borders, hauling away timber with which to build the League's expanding fleets. It was clear that the Kalarian pirate-barons were not satisfied with a mere sliver of the Circle Continent, or a paltry handful of western Jisr islands; they desired more.
    Jazira Alsahali - Development, Trade, Pirates

    The early years of the Lizardfolk colony were exciting times of discovery and rapid growth. Unhindered by lack of resources and space, or the presence of competition, coastal cities quickly sprung up and thriving markets were established. Quartz, Copper and Turquoise were found to be abundant on the island and new crafts were developed.

    Quartz’s hardness and sharpness when split made it suitable for use in small tools that the jewelers soon adopted. Turquoise was immediately popular, and used in the now much more detailed jewelry that was being exported. Some tried to carve quartz and succeeded in making clear crystalline drinking vessels and carafes.

    Copper was soft enough to make into tableware and ornaments and started seeing use too, but with gold and silver being already in use it was slower to catch on.

    Merchants traveling west traded with both the worship obsessed Corlans as well as the outcasts that had settled on an island off the coast. Seeing the outcasts constructing simple ships and ships experimenting with sailing, the Lizardfolk gladly passed on their own knowledge and experience on those subjects.

    The quartz vessels were particularly popular amongst the priests on Corla, their beauty and clarity making them suitable for ritual use. The outcasts, having less valuables to trade at the time, seemed more interested in exchange of knowledge and food.

    The easy days didn’t last, however, as the pirate barons that cut them off from circle continent soon followed them in expanding westwards.

    A lightning raid by a pirate fleet was the first indication to the merchants that their troubles had followed them. Catching several merchant ships in the port, the pirates plundered and pillaged them and the harbor before escaping with their spoils.

    The mirages of the caravan blessing didn’t work at home, a fatal loophole in their protection that the merchants had overlooked. The blessing had allowed for their fleets to slip past blockades and skirt around pirate fleets safely, but they were no longer safe at home.

    Turning to to their wisest society members, market leaders and merchants sent representatives to the ascetics of Zahd’s Jazira Alsahali branch to ask for advice.

    The Tome of Enlightenment

    Manar was the the youngest among the seven elders of the ascetics of the colony. Keeper of the order’s library, she was considered knowledgeable about most subjects Lizardfolk had encountered.

    Meeting with the representatives she put forward some ideas which she was surprised they hadn’t done yet. Watch towers and fortifications seemed obvious to her, though her frequent interactions with the kobold librarians at headquarters had been where she heard of building forts.

    Recruiting the abundant martial artists in their communities to form militias that could be assembled in a rush should an enemy be spotted. Another simple idea, but this might not be enough to be truly safe.

    Looking at the representatives who seemed both relieved to know what to do next and disappointed that the solutions weren’t anything exciting, Manar added that she would check the library for anything else that could help. A few nods and salutes later, the guests had gone back to implement her ideas, leaving her in silence at last.

    Walking slowly over to the tower that was the library, she passed a field where one of the other elders, an old crocodilian, was instructing the latest batch of initiates in basic Ki exercises. Entering the library, she nodded to the kobold caretaker who was dusting the shelves and carefully handling the precious carved tubes and rolls of hide that contained the wisdom passed down for generations.

    She did not know how, but the few Kobolds who joined the order always seemed to find a way to work in the library, and they did a great job of it too. The library back at the headquarters on circle continent was much larger, and was still managed by the first kobold to ever join the order.

    Tracing her fingers gently over the various writings she searched for something relevant. Shipbuilding, metalworking, sailing, all she found was already widespread. Then she saw something that caught her attention.

    A large rectangular object wrapped in a protective hide cover. It was buried underneath a few other texts that had just been acquired and needed sorting. Picking it up, she brought it over to a nearby table.

    The object was as thick as her tail and about one foot-length in one direction and a foot-and-a-half in the other. Untying the cord that bound it, she dusted off the front cover and found that there were words written there.

    “The Tome of Enlightenment”

    Excited, Manar quickly opened it, this was another text, though in a form she had never seen before. The first page was just the title again followed by a short note to the reader declaring that knowledge was to be shared rather than hoarded. Nodding in agreement, she tried turning to the next page, only for the whole book to start glowing.

    Jumping back in surprise, Manar watched as the pages flipped on their own until they stopped at a page. Curious, she leaned forward to see the written content only to notice that what was there were beautiful golden symbols. Before she could read them, the symbols flew off the page and started spinning around her, multiplying and splitting into numerous other symbols.

    Manar entered her state of meditation almost reflexively and immersed herself in the feeling of enlightenment. New knowledge poured into her mind and she began to smile, what a wonderful experience. Eventually the symbols faded away leaving a blank page. When Manar reached out to turn to the next page, the book snapped shut and refused to open again.

    Understanding something, Manar nodded in acceptance. No new knowledge would be given to her until until what she had received was passed on to others. Going over what she had just learned, she began recording it on a blank tube to preserve in the library, then she would make a few copies and send them to the representatives that had visited her earlier.

    Knowledge of common metals, copper and tin, and how to combine them to create a metal that was strong filled her mind. Various tools and applications of the new alloy flowed through her as she carved out her knowledge in excitement. This would change many things.

    Lizardfolk and the Dawn of the Bronze Age

    Tools made of bone and rocks only get you so far, and Lizardfolk craftsmen had been longing for something better to work with. The problem with bones was that their quality and strength were heavily dependent on the source. Most of the easily acquired bones belonged to small animals whose bones were that strong, and if heigh quality bones were wanted, someone would need to hunt or find the corpse of some legendary creature or terrifying monster.

    That’s why, as soon as the knowledge of how to make and work bronze was first discovered, it spread rapidly throughout Jazira Alsahali. Soon Lizardfolk warriors started carrying bronze tipped spears and bronze blades s d throwing knives, sailors would add bronze rams to the front of their ships, and merchants would start using coins made of other copper alloys.

    Timsah - Admiral of the Jazira Navy

    Her first voyage was cut short when news of pirates attacking the fleet’s home port reached them while they were docking at a kobold coastal town. The message had been sent through the kobold message delivery service, and as soon as it had arrived the fleet commander decided on returning to defend their homes.

    The navel battles that followed were brutal, with many ships and crew lost on both sides. During that time Timsah steadily proved her capabilities and rose to captain her own ship the Leviathan. The ship was a bireme, a long warship with two sets of rowers on each side and a smaller group of warriors who could engage in boarding.

    Manned entirely with hand picked, veteran, Crocodilian Ki practitioners her crew could propel the ship at an incredible speed. Timsah won several victories against the pirates, but in the end she too retreated and migrated west to join the new colony.

    Timsah stopped her reminiscing to do the final checks on the recently built Leviathan ll. Her previous ship had reached the end of its service as the damage from successive battles took its toll. The new ship was built in the same general style as its predecessor, but this one had a large bronze ram at the front set just below the waterline. The ram had been ornately made to look like the head of a crocodile lurking just at the surface, a design that appealed to Timsah’s taste. This ship would provide a nasty surprise for the pirates.

    As gnolls were known to have adverse reactions to metal, the ship’s deck, railing, and other details had decorative ornamentation of gold. Some of the warriors even coated their claws with powdered gold.

    Her warriors equipped with and trained to use their new bronze spears Timsah set sail. With twelve other ships under her command, all newly built and armed with rams and bronze weapons, the newly formed Jazira navy sailed east to confront the pirates.

    The first battle with the pirates after the new advancement saw Timsah turn the tables on the would be aggressors. The pirates in this encounter were one of the smaller groups who were used to softer targets, they were surprised when the ships they usually had to chase sailing in their direction. Where the merchants blind? Or were they hoping a peaceful surrender would let them keep some of their wares? Fools.

    The excitement of finding easy prey turned to anger and fear as it soon became clear that the merchants were trying to crash into them. The leading bireme accelerated suddenly and cut through the water at high speed as Timsah’s rowers used their Ki to power their stroke.

    Merchants rarely showed such ruthlessness so the pirates were too slow to avoid the impact. The new bronze ram punched a crippling hole into the pirate ship’s hull causing water to to pour in.

    Their ship sinking the pirates scrambled to board the other ship, only to be welcomed by the gleaming tips of long sharp spears wielded by Ki-enhanced warriors. Timsah herself was at the frontline roaring with bloodlust as her muscular scarred figure wielded her new bronze glaive and sliced through the smaller Geckokin and Gnoll pirates that had climbed on board.

    Leaping from her ship, she swatted a winged lizard mutant out of the sky before it could unleash its corrosive breath. Following her lead the veteran ki warriors also counter-boarded the pirate vessel.

    Only one pirate ship escaped the massacre, but the Jazira navy had taken losses too. Several of the new ships had been lost to strange exploding concoctions and mutants unleashing their untamed magic. For the most part though, the Ki-user could fight equally against the magic user by using their own energy attacks, and several of the pirate ships had had sunk before they could initiate a boarding after getting pierced by the rams. In the water, none of the pirates could hope to beat the prowess of the Crocodilians.

    Quote Originally Posted by Gnomes2169 View Post
    Spoiler: A Meeting of Gods - Concourse
    Show

    Abu Dhahab, yes. I remember you now. You were the one who stopped the serpent from sucking the Circle Continent up, and you served as a wonderful distraction for me while I... We should have worked together more closely. Had I been able to rely on your physical might and had we coordinated, perhaps we could have kept the serpent away from Solace more effectively, and the serpent's blood would not have so blighted my home and the Void. Let us not make that same mistake twice. Here we will be able to create a new realm, and that realm will not have the same petty squabbles and failings of the mortal world we left behind. That said... I feel the first step to properly making this place and populating it is to make it so actual mortals can come here without assistance. Perhaps we might host a portal within the lands of your worshipers?

    Now, there is something I would ask you. Abu Dhahab, Hetta, Dia, working together we managed to save this world from the serpent, and we curtailed the effects of its rampage. That unity is what won us the day within that struggle… and a continued alliance should prove useful to us for matters of this nature in the future. While an archon I know was more knowledgeable in these things than me, I believe that if we bring our divine power together to form a Court of Gods, we will be stronger than we are alone."

    Intrigued by the idea, Abu Dhahab moves closer to discuss the topic.

    A tragic battle that saw the loss of so many lives, and yet the essence of the snake remains and saturated the world. I hope no such need to fight will ever arise again, but it is as you say, should that time come it would be of benefit to all if we stand united.

    Glancing at Dia and Hetta who seemed to be momentarily distracted, he continues.

    The four of us do share that common history, and there were others too who stood with us against the snake, yet that is an ominous foundation to build on. What basis is there for continued unity if the external threat that it was based on is gone?

    I propose we define a new goal or purpose that the new alliance or court could work towards, if that is what we wish to do. So what thoughts do the three of you have for our future cooperation?


    Turning to Arkhos and Kassa, he then explains.

    Arkhos, though we share many similarities and your words and blessing align with my own values, I still wish to wait and see more of what you stand for through your future actions. Should we form this alliance, and you find yourself wanting to join, it would not be too late to decide then.

    Kassa, your people and mine have shared the deserts of circle continent for quite some time, and while few other races have connected and bonded as closely with the Lizardfolk, your people have also been the race that has caused the most harm to my people. Nevertheless, it is thanks to your people that my own have needed to grow again and overcome the stagnation that threatened to halt their development.

    The gnolls’ tales of your perceived betrayal, which I cannot confirm, and the traces of your presence that I have noticed in connection to several catastrophic events make me concerned, however, and give me the impression that our values do not align.

    While this place is indeed open to all, and you may rest here or even reside here long term, I do not see our alliance as something that would suit your values, or even appeal to you. I am however, someone who values self improvement, and if you show yourself to change and align yourself with our alliance’s ways, I am happy to reconsider my stance. Until then, please understand when I do not extend you a warm welcome.


    Spoiler: AP actions
    Show


    Ap: 0 +5 (Rollover)

    Create minor artifact (the Tome of Enlightenment) -3 AP

    A divine favor, the time of Enlightenment mysteriously appeared in the library of the order of Zahd on Jazira Alsahali. The time large thick book wrapped in a protective hide cover and bound with a cord. When a fated mind, who’s thirst for knowledge is recognized by the tome tries to open the book, it will flip to a page with knowledge it deems suitable. The new knowledge will be directly transferred to the reader’s mind, and that knowledge will need to be spread before they are granted a chance at opening the book again. After imparting it’s knowledge the time will shut itself and remained impossible to open until the next fated mind touches it.
    Mind (Enlightenment) 3/10

    Create Mundane concept (Bronze Working) -0 AP (Free due to artifact)

    Welcome to the Bronze Age, Lizardfolk now have access to bronze weapons, tools, and bronze rams for their ships.
    No portfolio progress due to being free

    AP: 5 -3 = 2 remaining
    [/b]
    Last edited by KragBrightscale; 2021-06-06 at 07:20 PM.

  25. - Top - End - #175
    Ettin in the Playground
    Join Date
    May 2009

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

    Kerima

    She sat on her throne for a long time - or what felt like a long time at least, she would have been happier to sit on it seething for eternity at the hold the first world had on her but she also knew because of that hold she had to take action, she just wasn't sure what action to take. The logical one was to deal with the other deities and explain the concern about the first world security and establish a council to ideally revert it to how it had started and then enforce rules to leave it alone - but she doubted they would accept that, they had no reason to trust her and more importantly she had no reason to trust them multiple of them had decided that interfering in other matters was a good idea and so she couldn't be sure they wouldn't try to actively take about the base structure of reality in order to seek to improve it.

    She choose to focus on the mortals for a time they had solved many problems on their own or with limited assistance and so perhaps they could relate - while the scope of the problems might be different they might have some limited insight she decided. They had mastered their problems via trial and error, careful research and a willingness to make mistake, caverns were dug out, buildings erected, the animals brought to heel - so that was it see a problem carefully analysis apply what you have learned and don't be afraid to make mistakes.

    Yes she could use this she had a better understanding of the first world now and so could likely create an agent to hold her power and carry out her will and providing that it didn't fail utterly well she could try again until she got it right.

    The soulstuff of the faithful who had chosen to embrace oblivion had initially been set aside for a different task but now Kerima took them and molded them into a a single entity one that was linked much more closely then herself to the first world where there souls have been birthed and so could likely walk it without concern for how powerful it could become and one who would be utterly unfailingly loyal to her by its very nature, the basic structure of the creature done Kerima infused it with an incredible amount of divine energy to ensure that it could do its job correctly.

    Birth of Dranera

    She didn't remember which moments were her first moments, being created from the souls of those who had passed she remembered all their lives she knew their families as her own, their acts of compassion or cruelty, she was effectively the embodiment of the people of Kerima. She saw them as family and friends but she was also imparted a lot of Kerima's own knowledge and for the first time she saw the goddess properly - she loved the deity who she couldn't help think of as a mother but she knew now that Kerima likely wasn't capable of returning the feeling largely wrapped up in her own issues as she was and didn't have much time or interest in the issues of others, help she had given was either a passing fancy or to counteract some other deities interference.

    Still she loved her mother and would assist her as best she could - but if she could combine tasks of protecting the structure of the universe with helping her own people she would.

    Dranera Assumes Power

    Assuming control of the priesthood was a simple matter as the goddess communicated the change to her faithful that they would be guided by Dranera directly going forward and with her own knowledge of the cultures of her people she was able to quickly assume a position as the earthly embodiment of Kerima's will and speaking with her mothers authority - that done she began to issue reforms, few were stubborn enough to remain revenants after they had turned so they became almost a thing of the past on Corrla virtually overnight, and with the majority of those in the blightlands being more willing to embrace the ideas of worship to a higher power she decided that an olive branch should be extended, food and healing was made available to those who were not wanted criminals and the most aggressive priests were moves to the problem areas where the criminals congregated and along the border with where the orcs had established themselves.

    She also created a far more structured legal framework with criminal laws and civil laws and a host of trade laws to ensure ease of understanding - she considered driving the orcs from the lands but choose instead to have a wall constructed to contain them but she would let them make the first move if they sought further expansion - she did send a delegation to approach the orcs to lay out clear boundaries masking herself in the body of a humble servant as she did so, and sent another delegation to the lizardmen who has appeared on her shores to trade - her people were instructed to treat the lizardmen well if they obeyed the laws of the land, particularly the trade laws - and learn what they could from them by way of commerse, ship building and any other talents that the newcomers were willing to share.

    She setup a system of taxation on the sale of goods to allow for the laws to be unheld also and used this revenue to improve roads, and develop shipbuilding more formally rather then the primitive boats they had used upto now for river travel - if the world was coming to Corrla then they would be ready for them.

    The elven beastmasters were granted offical recognition for the contribution to the society of Corrla particularly given the massive increase of avian wildlife which had emerged in recent years, and below ground the goblin hordes were offially granted recognition as the defenders of Corrla - these two groups working together would be focused on the defence of the people were the dwarves would be more focused on matters of faith and resources and the humans would be focused on acting as support for all groups as needed.

    Beastmasters and Seliodons
    Where the beastmasters had started to master their talants against aggressive creatures they were surprised to find a helpful animal that didn't need much training, one that agreed to be useful by itself for a time at least, as such odd though it might be the beastmasters didn't seek to tame the Seliodons and formed a more beneficial relationship with them children quite liked the animals and they didn't seem dangerous so while they were trained in how to behave it was more the training one would give a child then a beast of burden. Whether this attitude occured naturally or because the new ruler of the land seemed to quick like the creatures is a mystery for the ages.

    Spoiler: Actions
    Show

    Starting 7AP

    Create Avatar (Dranera) 3AP
    - Dranera appears however she wants she is closely linked to the evolution of life and has an inherent understanding and control of it, she could appear as a earthworm or a dragon or some combination of the two as easily as she could an elf or a dwarf, lizardman or orc.
    In the most part however she appears as a simple goblin woman.
    She also maintains a very fine control of her power, normally appears as a powerful priestess to those who can determine such things but no more then that her more advanced divine nature does not shine through unless she wishes it to.
    War (Tactics) 3/10.

    Create Mundane Concept: Infrastructure - 1AP
    - Roads, bridges and walls are fairly simple if you have the materials to construct such and the will to do so.
    War (Tactics) 4/10.

    Create Mundane Concept: Trapping - 1AP
    - The elves and goblins working together perfected the talent of capturing things and this knowledge spread quickly to the rest of society.
    War (Tactics) 5/10.

    Organisation: Elven Beastmasters - 1 AP
    - While the elves had been advanced in there use of animals both natural and not, now they have an actual mandate to continue it from secular authority and some funding to do so they got a lot more serious about ensuring that any and all creatures or threats could be put to use.
    War (Tactics) 6/10.

    Organisation: Goblin Hordes - 1 AP
    - With recognition and a role to play in wider society the goblin hoards quickly focused themselves to deal with any and all threats that might emerge.
    War (Tactics) 7/10

    Remaining AP 0.
    Last edited by dancrilis; 2021-06-06 at 08:47 PM.

  26. - Top - End - #176
    Orc in the Playground
     
    PirateGirl

    Join Date
    Jan 2019
    Gender
    Male2Female

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

    Kassa and the Concordance of Divinity (Verse Three)

    Quote Originally Posted by Abu Dhahab
    Kassa, your people and mine have shared the deserts of circle continent for quite some time, and while few other races have connected and bonded as closely with the Lizardfolk, your people have also been the race that has caused the most harm to my people. Nevertheless, it is thanks to your people that my own have needed to grow again and overcome the stagnation that threatened to halt their development.

    The gnolls’ tales of your perceived betrayal, which I cannot confirm, and the traces of your presence that I have noticed in connection to several catastrophic events make me concerned, however, and give me the impression that our values do not align.

    While this place is indeed open to all, and you may rest here or even reside here long term, I do not see our alliance as something that would suit your values, or even appeal to you. I am however, someone who values self improvement, and if you show yourself to change and align yourself with our alliance’s ways, I am happy to reconsider my stance. Until then, please understand when I do not extend you a warm welcome.
    "Ah, you honor me far too much, Father of Coin," Kassa said with a dismissive wave of her claw. "Truly, I am little more than a teller of tales and spreader of secrets. The bandits that ravage the Circle Continent do not do so at my command - ha!" She chuckled dryly, almost more of a cough than a laugh. "No, I do not think any would follow a commandment from one such as I, even if I cared to give one; alas, gnoll and lizardkin alike curse my name. Life is rather prone to making catastrophes on its own, I'm afraid. I merely give my knowledge and assistance to those desperate enough to ask; help them achieve the bloodshed they already so richly desire-" Kassa grinned, and suddenly began to change, dissolving into a pile of worms that reformed into a new figure - a young, ragged, yellow-scaled geckokin girl with the same half-skeletal face. "-whoever they may be. I prefer not to take sides among them - it's so very easy to become complacent and rotten with the power of a god behind you. Can lead to all sorts of bad blood in the end. Surely you, Father of Coin, he who keeps the oaths of merchant and bandit alike so long as payment is made, should appreciate that most of all? Gnoll or Lizardfolk or Centaur or Kobold - all are equal in the eyes of the gold-counters. Or unequal, as the case may be." Kassa giggled and did a childlike twirl, arms spread wide. "So as you can see, I'm afraid I have no 'people' to call my own, or bring to heel and control. None of us do, in the end. Not truly. Life is far too willful for that. Though I do hear tales of some who think otherwise." Kassa changed form again - this time a human woman in rotten leather armor, hair silvered with age and with one arm a bloody stump.

    "Where is the Great Tyrant, by the way - surely the master of one-third of the world cannot be uninvolved in its protection?" she rasped. "I have heard tales of many gods, in fact; The Burning One, The Eaten God, The Mother of Monsters, The Shelled One, The Guiding Wind - and yet, before me I see only five. Why, even the Great Teacher has yet to appear; an ill omen for an alliance of protectors, I think. Still, I suppose one cannot blame them; the lives of mortals are so very interesting to watch, after all. And it is as you said - what harm is a dead snake?"

    --

    Captain Amani Uftariq twirled the carving-stick between her claws and sighed once again, sending another puff of smoke up towards the ceiling of the lavishly-decorated study.

    She had been wrong.

    The decorated crocodilian councilwoman was quite thoroughly unused to being wrong. Used to making the occasional mistake, sure. Used to taking gambles that didn't pay off. Used to decisions that had unintended consequences. All part and parcel of being a Kalarian leader, in both war and politics; though her successes greatly outnumbered her failures, one couldn't win them all. But never, in the course of her long career, had Amani had all of the information clear and in front of her, knew as much as could be known about the opponent, and been simply, thoroughly, and incontrovertibly wrong.

    She held up the carving-stick again, squinting at the pale wood with her three good eyes as if hoping for it to suddenly and miraculously shift. It wasn't a large stick; the colony's response, it seemed, hadn't required one. But what the message lacked in length it certainly made up for in...color. She hadn't even heard of some of these insults. The Jazira Alsahali colony's feelings on the League's offer had certainly been made very, very clear.

    Amani reached for the tube containing her own copy of the League's message to the Colony and scanned over it once more, looking for some sort of mistake, some sort of error, some hint as to what could have gone wrong. As with the previous ten times, none revealed itself. It was, simply, a good deal: preservation of their own self-governance and autonomy. Full representation on the Yellow Council. Access to the Circle Continent once more as well as the extensive networks of the Veiled Shadow. And all at a downright generous tax rate compared to some of the mainland territories. It was more than enough, Kareem and the others of the Red Council had insisted, they would surely take it; and she had agreed. They should have taken it. She certainly would have taken it.

    And yet, the little white stick held the simple truth: the deal had, it seemed, not been good enough. Amani tossed the question of why over and over in her head, still unable to extract an answer from it. Perhaps their relationship with Corrla and the Weshesh had left the colony feeling more comfortable than she'd assumed. Perhaps she'd underestimated their confidence in their growing fleets and the abilities of their Ki warriors. Perhaps she'd simply misjudged their pride. But whatever the reason, they had given their answer. And so here they were.

    Amani leaned back in her chair, scratching the underside of her snout. The councils would not be happy. Well, maybe Odkar would, but the rest knew their fleets were already stretched rather thin as-is. But she also knew they would not seriously consider backing down. Odkar, Samija and the rest of their allies on the Red Council had been howling for blood for months, and most of the Yellow Council and Gray Councils agreed; the trade corridors to Corrla were simply too valuable. And furthermore, backing down now would look like nothing less than surrender, weakness. A reputation of not backing their threats could lose them more than just the Jazira Alsahali.

    Amani had little doubt in the outcome, though it would no doubt be paid with unnecessary amounts of blood. The League's soldiers and ships were better, and they had far more of them. The Ascetics' Ki techniques were unlikely to be much of a match for their sorcerers, alchemy and Chosen. And the gold and rams, while neat tricks, were already being adapted to by their captains. She had no idea what the colony expected to get out of this. They reminded her like nothing else of an isolated stirge she had seen one time, cut off from its swarm but still trying valiantly to take out a Crocodilian warrior on its lonesome. It had been killed immediately, of course, but you had to admire the thing's moxie. She'd almost felt sorry for it.

    Captain Amani twirled the white wooden carving stick again and, with a click of her claws, it was consumed in bright azure flames, the blue light reflecting off her toothy grin.

    You know. Almost.

    Spoiler: OOC
    Show

    No AP spending for right now. KragBrightscale, first RCR roll is all yours.
    Last edited by zzzzzzzz414; 2021-06-08 at 12:12 PM.

  27. - Top - End - #177
    Titan in the Playground
    Join Date
    Sep 2014

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

    The Orcs and the Birds: An Agreement

    The Orcs were, to put it mildly, not particularly concerned on the details of why these bird people wanted to war. They were an aggressive people, prone to violence among their peers merely as a social convention and an excuse to fight was really all they were looking for. The Orcs would provide ships and supplies to these Harpies in their war, their cities open for any of the Sisters to land within and protract a war. It was perhaps not known by many of the other continents how the Weshesh viewed Corrla and its peoples though it was unlikely a surprise that their view was not positive. Unlike the Circle Continent, Corrla had resisted and attempted to repel them and any method of cutting or disrupting their power over the continent was a win for the orcs.

    The Orcish Machine: A Treatise on Orcish Technology

    Orcish Ships: It is said when the Orcish Islands first drifted from parts unknown they merely traveled in hollowed out shells of giant turtles that are indegenious to their island homes and of which they make armor and many other supplies from. To our surprise in short order, with the trade from both continents, the Weshesh as they call themselves set to the task of their own shipbuilding that rivaled any of the established powers. In a decade the Orcs were riding upon vast, flat ships that rose high out of the water and to which any number of smaller vessels could dock. Much in the way these broadships as we refer to them can dock with their island fortresses. The combination of these large vessels with vast stores for trade goods and smaller ships have proven effective as they sweep through narrow passages and through the under-currents the Orcs seem to know so well.

    Orcish Fire Powder: I have not seen the creation of this strange substance with my own eyes but I have witnessed its powers. The Orcs with their strange magic will open portals above enemy ships or even cities and drop large crates of their Fire Powder at height. The result is explosions of a mundane variety that rip to pieces stone and flesh with equal ease. I have known many Orcish Admirals to place spent iron slag, rocks and even dead animals within the crates as well for various effects. The results are horrifying though the Admirals have assured me there are other purposes for this powder that they are not at liberty to share. I have witnessed many an Orc use the powder to cover a wound and with the application of fire, it seals even grievous injury closed though I dare say many would not have the stomach for such remedies.

    An Orc Before the Trade Lords

    It came that one of the many Orcish Fortess Islands came to dock among the free cities of the Red Coast. In its time the Weshesh had grown more regimented, more structured. Gone were the days of simple landing parties. Now they were great trade caravans headed by diplomats and scholars, those that knew the people around them. Signs of trouble had been brewing in the Islands for some time but it seemed now war of another people had taken over. War was bad for business even if they were not involved and it was thus at the Admiral Sharkfang Ogblorg came to speak to the Lizards of this plight and blight upon their own trade.

    A Sahaugin before the Pirate Lords

    The saying goes that one could not pee into the ocean without risk of angering a Sahaugin underneath and it seemed this evening as the Sahaugin delegation slipped from the waves into the Colony. They were unlikely a strange sight, the Weshesh used their Sahaugin members for such intimate island level dealings often though generally within sight of one of the ominous broadships not far from the coast. Under the moon tonight, no ships were present. Only the big gaping mouths of Sahaugin looking to trade and their strange fish eyes that gleamed in firelight.

    Spoiler: AP Actions
    Show

    AP: 5AP

    Create Sub-Concept (Planar Magics) - 1AP: Through Xen arcanology and Orcish know-how, the Weshesh have learned to pry the very power of the Planes to their will through mana. The Weshesh use this mostly in the formation of portals, allowing for swift transport across their battle islands and flotillas though they are not unaccustomed to other uses. [The Planes (Portals) 3/10]

    Create Advanced Concept (Gunpowder) - 2AP: Through Xen science and the bounties of the deep, the Weshesh have created blackpowder. It's applications are, at the moment, minor but it is a ladder, not a race. They guard the creation of black powder to the death, blowing it and themselves up if there is any certainty that enemies might get their hands on it. [War (Invention) 2/10]

    Create Advanced Concept (Orcish Ship Building) - 2AP: Being a primarily disparate people and long travel times through the underdark, the Weshesh have adapted to their new island homes. Orcish ship building is highly advanced, creating large broad ships and fast clippers both capable of reaching out into deep ocean waters as well as docking at their mobile island forts. Orcish shipbuilding is a carefully guarded secret much like black powder. While they will not sink their own ships if capture is a concern, any Orcish ship not in Orcish hand is an immediate target for sinking or retrieval.[War (Invention) 4/10]
    Last edited by Razade; 2021-06-22 at 02:07 AM.

  28. - Top - End - #178
    Troll in the Playground
     
    Griffon

    Join Date
    Mar 2012

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

    Quote Originally Posted by Gnomes2169 View Post
    Zariel's Great Hunt
    The Slayer made multiple initial expeditions north, to map out the inland routs through the mountains and to determine just how fertile the lands there would be for hunters and his true foray into the unknown in search of "clues" as to what had happened to Renarr. In truth, the Solar really didn't expect to find much, and he didn't particularly care. Instead his motivation came from the signs of great beasts that lay out in those wild planes, upon which he could test himself, and he would gladly use the excuse in order to hunt these monsters.

    Leaving with a force of 1,200 of his disciples, elves and solari both who were dedicated to finding and defeating the great evils of the world (even if at that time they were more of a loose coalition of mages and huntsmen than they were an actual religious military order,) Zariel made his way north. Once passing through the mountains, he had his expedition split into groups of 60, companies that were small enough to forage and care for themselves without needing to settle down or colonize, but large enough to be dangerous and close enough to be within half a day's travel of the groups to their left and right. And flying above them, the Slayer watched and waited for any foes that would actually challenge their progress.
    Zariel's 60-person companies encountered the Centaur villages of the south fairly quickly. The village inns, unused to such a large group of new arrivals so quickly, were stretched to their limits to accommodate them, but they did so as best they could. The village chiefs met with each company shortly after their arrival, welcomed the obviously trained and armed people to centaur lands.., and told them politely to leave. There were different levels of politeness and civility, different levels of warmth and coldness, but the message was essentially the same in each town: the centaurs welcomed visitors upon their lands, but a band of non-centaur warriors had no place there. They were free to return to visit the centaur lands if they wished, but not as an army.

    If the groups pushed on farther north, the next village they encountered was far less friendly. They were still allowed to the inns, inns which now were able to handle them much better, but centaur hooves are faster than most other feet, and the centaurs no their ancient lands better than any interloper. This time, the message from the town chiefs was exactly the same in every village: "We do not want or need your army. Go back, and if you return, return as visitors, nothing more."

    At the third village, a representative of the Feet of Clay met any band still pressing North. The inns would only house them for one night, this representative told them, and the northern, eastern, and western gates to the town would be barred until they left through the southern gate. Go back. The centaurs do not want you.

    The nearest villages farther north of this were ringed by centaurs from the Feet of Clay and by their Golems, centaur-shapes of hard clay with implacable stares and stiff, powerful movements. The head of the Feet of Clay contingent in these places had a writing-stick prepared to read to the "new arrivals": "Three times now, we have told you to leave our lands, that we did not want or need an encroaching army. Three times now, you have ignored our words. Our town gates are now closed to you, our hospitality withdrawn. If you continue to press northwards, we will see you not as an exploring force, but as an invading army, and we will treat you as such. Go home. We do not want you here."

    The Clay Dragon of the Deep

    Unfettered by the careful shepherding of the centaurs, almost ignored due to the many problems plaguing the western edge of the Circle Continent, the "lost" Clay Dragon was free to rampage as it wished--and rampage it did, tearing a swath of destruction and hunger through the Wadi Alsahali almost due west until it reached the sea. Once there, a small trading vessel saw this enormous earthen beast plunge unheeding into the foam, simply rushing into the waves without making any attempt to swim. The trading vessel never shared this news, however; the Clay Dragon had been coming for them, and even underwater it could leap very high.

    Soon enough, the various races and peoples of the Jisr Archipelago began to hear stories of ships capsized and dragged into the sea by a clay creature festooned with bits and scraps of seaweed, by a titanic beast rushing up from the shoreline to devastate a small island before sinking back under the waves. The Clay Dragon raged east and west, north and south along the entire Archipelago, moving randomly, going wherever it could find food--and with food so plentiful, its movements were nearly impossible to predict.

    Spoiler: OOC
    Show
    The "Lost" Clay Dragon Curse has been migrated to the Jisr Archipelago. If I need to spend another AP to make this a curse, I will do so; just let me know.
    Last edited by Zelphas; 2021-06-08 at 08:32 AM.
    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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  29. - Top - End - #179
    Barbarian in the Playground
    Join Date
    Jun 2018

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

    The library-forts grew, in the plains near the places of the orcs, in the Great Marshes, near where the bandits would make their raids, and everywhere else where kobolds felt in danger inside, all who were considered friends were welcome, kobold and not. And, especially, in special rooms that were built in each of them, for kobolds needed frequent bathing, this was much more than a luxury, in drier climates, for those who were made for the swamp. And especially thanks to the kobolds' skill at finding water, a blessing from their distant desert ancestors, each library had a special room made for them to satisfy their need. But it wasn't only kobolds who appreciated a bath, so, as it went, other librarians occasionally were invited, then were expected to come as a matter of course, joining kobold librarians, visiting kobolds, soon, simply people who lived nearby and, soon enough, simply any who wished to join. Sometimes, a token fee was taken, often, not, though donations were always appreciated, of coin or labour. And it wasn't long before all libraries had these public baths, often fed by great troughs, which carried the water from afar when none was available nearby, built by the increasingly skilled kobold builders, who had gained experience while building their strong forts.

    Spoiler: AP
    Show

    Create mundane concept (Public bath)
    6 - 1 = 5
    Engineering(Public Works): 0 + 1 = 1

    Create advanced concept(Engineering)
    5 - 1 = 4
    Engineering(Public Works): 1 + 1 = 2

    Create advanced concept(Aqueducts)
    4 - 1 = 3
    Engineering(Public Works): 2 + 1 = 3


  30. - Top - End - #180
    Ogre in the Playground
     
    Gnomes2169's Avatar

    Join Date
    Jan 2013
    Location
    Derp
    Gender
    Male

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

    The Shaline Empire - First Expansion, Crowning a Fleet
    The integration of Marreill into the Empire was likely faster than most had anticipated, but it was hardly unexpected. While the naval, nomadic wanderers had little need for their land-based colonies, the fact that they were useful resupply points was always going to be an important factor, and the more land-based peoples of Shaline made those ports ever more valuable and prosperous. The connection the two societies shared also made it easier for them to integrate with one another, and their shared cause of finding their lost gods united the once-refugees even more tightly.

    It wasn’t a hostile takeover. In fact, had things gone differently, it may have been the Empire being integrated into the older society. However, one major factor in Shaline’s favor was just how much faster the empire’s population grew, and its access to important resources like lumber gave the land-locked society an edge. Also, the continued shepherding of the Archons and their children, especially the influence of Cassius, would preserve Shaline values more fully once all was said and done.

    Ultimately it was a peaceful takeover, and the cities that were absorbed by the Empire would retain a level of freedom reserved for trusted vassals, but beyond a few colony ships that stubbornly refused to join a central power, Merrail was effectively no more. In its place was a newer, stronger empire, one that used the Wind Knights and the Magi both to crew their vessels, and who formed the backbone of a new fleet. The Shaleill Armada took to the seas, defending the empire’s colonies from pirates and attempting to chart the shores of the Circle Continent and the new Jisr archipelago alike in search of Moiraithe and Renarr.

    The largest duty of the fleet, however, was to note and curtail the expansion of the Orcs and Xen into territory that the Shaline Empire had already claimed. This may not have happened yet, but the Empire was wary of any major power that was expanding like they were, and after learning how widespread the orcs have become by word of mouth from their navy, the empire of Light refuses to let their homes become host to an unknown society’s influences. Better to join forces with the Lizards and Kobolds, in their eyes.

    Lands of the Kobolds - Archons Arrive
    The arrival of Ennis and Varral, and their wide-spread welcome, would leave the more bookish Solar somewhat withdrawn. Varral had been meant to be a god of research and privacy, and while he may not have truly ascended to those lofty heights, that abandoned destiny still had a large influence over his personality, and the researcher preferred to be a background character in the narrative of nations.

    Which was perfectly fine, because Ennis was more than happy to take the spotlight. Floating from the deck of his vessel before it could reach shore, a cloak billowing behind him dramatically and a suitably theatric glow to his skin to herald the importance of this moment. Behind him, Varral approached with the grace of a goose, and despite all of the coaching the other archon had given, he simply wasn't up to the regal standard that Ennis displayed.

    Landing first, the more sociable archon walked over to Neela to begin talking, and his voice would be soft and inviting. "Hail, champion of the Teacher. It is good to finally meet the people of Lor. From what I hear, and see now, our cultures have a lot of things to catch up on."

    Behind him, Varral had stepped over to a group of the kobolds that were recording this meeting, reviewing their notes and theoretical numbers calculating the limits of a Solar's potential capabilities. A method of measurement of mortal (or immortal, in this case) might and potential he hadn't thought about before. But these numbers... the range was far too large, and he couldn't possibly lift that much weight, right? Instead of joining Ennis like the two had been planning, the scholarly solar would get completely sidetracked by collaborating with his fellow intellectuals, attempting to quantify and give better estimates that he and these small, scaled individuals could test...

    Cassius watched his fellow Solar for a time, and then shook his head and turned back to Neela. And just like that, Varral was gone again. It was... fine. Varral was a terrible diplomat anyway, even if he could learn written languages faster than any being he'd ever met, and that would have been useful in this matter. "Time waits for no one." Cassius says, putting that matter out of his mind. "Renarr and the Goddess of Winds have both disappeared. Across the seas, powers begin to shift, and a roving band of violent idiots has overthrown the peaceful peoples of a dead god. Monsters flood the world, avians and hounds alike, and opportunists pick at the outskirts and weakest parts of society like scavengers at a corpse. Problems were minor in the time of the serpent have been allowed to fester and grow, and we have lost our guidance in matters of how to deal with them." That had been more than the archon had been meaning to say, but... exhaustion filled his voice. When the portal to the first world had appeared, he'd expected more time to rest and to enjoy the fruits of his struggle, of the sacrifice he and the others had made. Nothing was ever that simple, was it?

    "It would be best to face these growing concerns united, to form treaties to make this so, as our gods once did. So." The Archon of empathy flashed Neela a smile, and said, "Let's figure out how we can do that, yes?"

    Zariel’s Hunt - The Lands of the Centaurs
    The army hadn't been expecting a warm welcome from anything that was on this side of the mountains, to be honest, so that first meeting with the centaur, peaceful as it was, took them by surprise. They did not linger long in those first villages, the novelty fading rather quickly as it became clear that what they were looking for was not here, after all, while Zariel might not care much one way or the other if they actually found signs of Renarr's passage here, his disciples did and would not stay long in a foreign place that did not help them in their quest, but simply knowing there were peoples here willing to be peaceful was... intriguing.

    The second meeting the expeditionary force had with the locals would more accurately fit the expectations of the elves and solari that had joined here. While they had been prepared for hostility, simple wariness was also something the force had a plan for, and so, once that second message was given, Zariel's hunters turned... and headed west. Towards the lands of the gnolls and lizards, rather than pressing farther north. Many of the members who venerated both Zariel and Amerith scoffed at the notion that this paltry force constituted a full army, but they still turned none the less.

    Except for one company. That one group, who Zariel flew over every third day to mark the progress of, instead put their weapons and equipment on a sled, not abandoning them entirely but trying to show the centaurs that an attempt was being made to be less of an army and more of a diplomatic force. They went to the next village north with intentions to talk peacefully, and to see what the centaur would respond to better... thus their intentions no longer held Zariel's interests.

    Flying over the centaur's lands, the archon began to grow a bit bitter. Where was the challenge that he so craved? Ever since fighting the serpent, everything else seemed so small, so mundane. He needed something to push his limits, something to truly get his blood pumping. Perhaps if he could find that phoenix... wait. Now what was that?

    A massive entity of clay moved below, harried by centaur who likely did little more than tickle it. A beast that simply ate... and ate... and ate... Oh yes, that was something worth his attention. Descending like the wrath of a solar deity upon the Clay Dragon, Zariel revealed himself to the centaur for the first time as he flew to challenge the the clay dragon. He might, in face almost certainly would, lose horribly in this first round... and that was fine. No matter how many times or lives he had to try, this was one beast he would manage to best. He just needed to figure out how to hurt it, or stop it in general. He had to battle it, learn how it functioned.

    And then he could make it stop.

    Corrla and Jisr Archipelago - The Noldan Republic's Rise
    The change wasn't loud or proclaimed by an endless stream of heralds, nor was the day marked by some momentous sign or holiday, though for the people living there it would become a momentous occasion regardless. Slowly, steadily, the people of the blight lands escaped to the Jisr archipelago, settling those close islands in an ever growing rate, and they reveled in the freedom they were afforded. The freedom to worship whoever they wanted, or no one at all. The freedom to stay in one place and to move somewhere else simply because they wanted to.

    Why had their ancestors stayed in Corrla? Sure, a new being had united the continent now and things had become better, but there were still revenants, still persecution of the godless, still discrimination against those of other faiths even if it was no longer as violent or overt. And people were still pushed into the hell of the blight lands.

    Well, at least along the south that was no longer going to be accepted. Though they lacked the wanderlust of the people who had split away to form Marreil, the sea still offered these goblins, humans and elves a freedom that they had longed for, and with that freedom they fully split from the non-blighted Corrla mainland. Within the Jisr archipelago, a republic was born. Each of the islands that was home to a colony had its own system of rule, but while they were separate they were also united in their sense of community and their desire to remain independent from the mainland that had shunned them for so long.

    The Suzerain continued in his role as an advisor to this newborn republic, though he pointedly stayed out of any position that directly asserted his will over the government, and his blessing became much wider spread as they began to use Nocturne as a home away from home. In fact, the realm of elemental night was so used that it became considered one of the "islands" of the republic, continuing to function as a refuge should tings turn too dire, and this then was where the new nation received its name.

    The Noldan Republic was born. And they were done paying tribute to the pirates and lip service to Corrla.

    Planar Magic - Extraplanar Augmentation
    As the republic rose and the Shaline Empire made its first expansion, the mages and priests within both places experimented with and tapped into mana in new and interesting ways, and in their experimentation they found a connection between the distilled divinity of mana and the wide-spread divinity of the planes that had been crafted by divine hands.

    While that connection would eventually lead to these nations learning how to make stable portals, like the Weshesh and Orcs showed they could, the Nolduri and Shaline peoples first discovered how to infuse their own bodies with planar magic in order to take on the traits of those divine places and to enhance their own magical might. Someone who could draw upon Nocturne was able to travel the shadows and make of themselves an insubstantial, dream-like wraith. Someone who could hold the fires of Solace blazed as a nigh-immortal beacon who's wounds sealed with starfire as soon as they appeared. A channeler of Kerima's plane of law, which held divine essence even if it, like Nocturne, wasn't filled with mana, could for a time subvert the natural laws by imposing new commands atop them.

    The Shaline Empire shared this new magic with the kobolds freely, while the Noldan republic held it to themselves to give them an edge over any that might seek to take their freedom once more.

    The Suzerain took this new magic, practiced with it as he had practiced veneration, considered its power and potential, dissected its every secret... and found traces of Renarr's influence. And, as he was want to do, the Archon of Night left the mortal world to pursue that mystery, leaving the new republic behind for a time. He went to the Concourse instead.

    Concourse - The Gathering of Gods
    The meeting of the gods was progressing far, far better than Renarr had at first hoped. It seemed that most of her fellow deities, even the younger ones, were willing to work together if a proper cause was given to them. But first, there was the matter of the trickster...

    To Kassa, Renarr would remain exactly as warm and inviting as before. The lack of a fully truthful statement did not seem to bother the twilight goddess, and in response to her offer, Renarr said, "If you spread stories of me among my followers, then tell them what you wish. Let them know that I am out here, waiting, but embellish and take what liberties you desire with the telling. But whatever lies you tell them, know that this is the truth." Crimson eyes locking with the liar's unflinching gaze, Renarr proclaimed, "They must learn to stand on their own. I will not always be there, and I cannot return to the First World to help them any longer. So let them learn to deal with deception from your tales while they are at it."

    Turning her gaze back to Arkhos, she nods to the dragon god's desire, and he says, "Your gift is welcome, and the world will be better for it. If you should ever find need for allies or wish to join our cause, the conclave we are crafting here will be more than happy to welcome you."

    And, finally, she looked back to her fellow elder deities. To them she said, "As for that council and our alliance, Abu Dhahab, you are right that we have vanquished the serpent, and thus bested the most direct threat to the First World. However, that does not mean that everything has magically become safe or better." Using light and shadow, she conjures illusions of mana's influence on mortals, on the underbeer. direwlves, pirates and clay dragons, of runes that drive their practitioners to madness, and wasted blightlands that still refused to heal even so many centuries after the serpent's death. "Wan'shi's influence still remains. It shapes the flesh that was left behind in the darkest places of the world, and beings who would kill or break the spirits of all who willingly give worship to us now rove the First World upon the shattered isle of a dead divinity. Other gods create chaos and monsters, some maliciously and some unknowingly or without any care. And we all but one of us has made something that had unintended consequences." The images resolved into Solace, the Clay Dragons, and Abu Dhahab's curse of sands perhaps being more prolific than he'd intended.

    Dia, having been careful, had nothing for Renarr to display. Had Lor been there, the goddess of twilight wouldn't have anything for him either.

    "This council would focus on the preservation of mortal lives and freedoms. We would not turn a blind eye towards the predations of the opportunists, and we would remain vigilant to the influence of the serpent and how, even in death, it appears to continue to grow. We would look at the consequences of our own actions, and try to mitigate some of the fallout there as well."

    It was at this moment that the Suzerain appeared, between her and Dia, and Renarr would grin softly at seeing her companion in this place. Letting out a long sigh, the Daystar faded over to her Eternal Night aspect, who said, "We would preserve mortal will and the mortal ideals of our followers. Preserve their choices and their individuality. And thus, I think I know exactly who should lead this council."

    The Suzerain's expression was confused, and he stood to the side, a respectfully silent witness to this council that he'd apparently walked right into the middle of. He did shoot Silph a concerned glare, signaling the other archon to catch him up on what was happening, but the twice-blessed just grinned and shrugged at his old companion, staying respectfully silent for once in his immortal life as well.

    Herend and the Starmaker
    While the Archiver was interested in the works of the golem that floated above reality, and he frankly stayed longer than he should, Herend had other duties that he needed to attend to and he could not stay up in the skies forever... but he did return whenever he could. Each time, after he'd catalogued the new creations of the gods that he'd been able to find, Herend made sure to capture a collection of sprites, or a wraith or two, so that he could bring them to Alcyone for the formation of a new constellation.

    It seemed to make the golem happy, after all, so what was the harm in letting that continue?

    Spoiler: AP actions
    Show
    Starting AP: 0

    Rollover: +5

    -2 Form Racial Society - the Noldan Republic: From the blight lands of Corrla a colony has separated itself and drifted away, settling new lands without the infestation of the serpent's blood, where no power-mad priests can command them, and where they can negotiate from a place of strength.

    The Noldan Republic is a proud naval confederation founded by the Suzerain from the unwanted outcasts of Corrla. While things may have become less hostile for these previously faithless people in their original homeland, there are too many bad memories and too much bad blood for them to forgive Kerima's flock, and now that the colonies in the Jisr archipelago are stable enough, a true exodus of the southern blight land chapters has begun.

    While the Suzerain is their champion, and veneration of him and worship of Renarr's Eternal Night aspect are the most prevalent faiths within the society, the Noldan Republic is not ruled by a singular divine authority. Instead, the coalition of islands has elected leaders, one secular ambassador and one religious ambassador of the primary faith of the island, that form a central Senate that is located upon the largest island south of Corrla. Each representative has a vote in matters of government and state, and a simple majority is all that a policy needs to pass, with one representative on the council chosen by the Suzerain (note: this is not the Suzerain himself in disguise) to break any ties, but who does not vote otherwise.

    Beyond that central elected power, each island is given freedom in its own government and administration, including how each island elects its representative. For example; some are religious monarchies that have their central power select their representatives from the three most popular choices given to them by the people for each category, others are true democracies with their own small council, others are republics who's majority party leader acts as the Secular representative while the minority leader represents their religion in the central council. Etc.

    Travel between the islands and the southern coastal blight land chapters is never restricted, and many of the people of this republic can enter Nocturne. In fact, Nocturne is starting to be settled in earnest thanks to the Suzerain's blessing and how it has spread, and is considered its own "island" for the purposes of Noldan's government.

    NOTE! While this society has inherited the Blight Lands Chapters organization, that does not mean it was removed from Corrla. That organization is now officially a part of both societies.
    Domain acquisition: Life (Twilight) 4/10

    -1 Create Organization - The Shaleill Armada: The pride of the Shaline Empire's fleets, and the keymark of the alliance, and vassalisation, between that empire and the Marreill peoples. While there are still independent colony ships that refused unification, and the former city-states of Marreill are effectively freeports with light-handed Shaline administrative oversight and control, the land-based colonies are now a proper part of the empire and have become towns and cities in their own rights.

    The Shaleill armada is an enterprising entity, protecting trade and the island colonies that are starting to be created as these mortal followers look far and wide for both Moiraithe and Renarr. At the moment this means that they serve to protect the Empire's lands from pirates and potential Orc and Xen invasions. They also act as forerunners, scouting out potential colony locations in order to ensure they are safe for settlers that are sure to follow afterwards.

    Any being that serves in the Shaleill armada for at least 10 years is automatically made into a member of the 4th caste, and ship admirals, captains and their first mates are often treated as if they were members of the 3rd caste, though only admirals have true influence over the government, while captains and first mates are more honorary members of that level of society.
    Domain acquisition: Life (Twilight) 5/10

    -1 Split Mythical Subconcept - Mana Subconcept; Planar Magic (Augmentation/ Transposition): A shared concept with Razade, this form of Planar Magic involves a mage connecting the mana that has infused their body to the divine energy inherent in each of the extra-planar realms. That connection makes their body into a channel for the traits and elemental alignment of the plane they touch, greatly increasing the potency of aligned spells that the mages perform, and making them into a temporary source of mana of that element for other near-by spellcasters. This sphere of planar influence can also dampen diametrically opposed magic, though few planes have such strong opposition at the moment. (Solace and Nocturne weaken cold/darkness and heat/light respectively, Kerima's law plane reduces the effects of mana in general but chaotic magic the most, Concourse weakens war magic and violent emotions, etc)

    Augmentation and Transposition do not require the channeled plane to be filled with mana. It simply uses mana to bridge the gap between mortals and the divine in a person's soul, connecting them to the pure, un-distilled spark of divinity that is in the plane of the gods. For this reason, Worship could also be used to access Augmentation and Transposition, since worship also connects mortals to gods and that functions as its own catalyst, but it gives a far more limited access to which planes that can be channeled, since Worship can only connect mortals to a single god.

    This version of planar magic has 3 schools of expression. Each of them describes activating this magic as "opening a gate" to the plane, and how that "gate" is used determines which school is being channeled:
    1. Turned Outward: A gate turned outward expresses itself in the most overt form of augmentation, since the spellcaster effectively uses this magic to throw chunks of their channeled plane at their problems. This also sheds a large amount of the plane's influence and is the most useful school for mages in general, given the gate is left wide open and power pours forth from the spellcaster in a tide, coloring and enhancing any mana-based magic that they weave. This school of augmentation can be maintained for the longest of the three, with almost no physical side effects after the gate closes.
    2. Turned Inward: When a gate is turned inward, its influence instead suffuses the mage's body, greatly enhancing the channeler's physical abilities. While this still leaks a bit of influence to those around the spellcaster, making associated spells cast by others slightly more potent, the majority of the magic goes directly into the creature themselves before returning to the plane it was drawn from. While hard on the practitioner's body, this school of augmentation is less rough on the spellcaster's soul than a gate turned outward, and in a fit person can be maintained for almost as long as an outward turned gate. This form of augmentation ends up enhancing the mage's personal magical capabilities the most, and is the school that can be used in places that are naturally low or lacking in mana (since the practitioner is calling and storing divine energy in their own body, instead of immediately releasing it to saturate areas already filled with mana.) Once an inward-turned gate is closed, practitioners are reported to feel weak and find the world muted, as if they had gone into sudden withdrawal.
    3. Fully Embraced: This form of Augmentation is often called Transposition and combines both of the other schools. Once this school is activated the spellcaster surrounds themselves in the gate and saturates their body with the plane's influence, allowing them to exist within both their channeled plane and the world in which they stand at the same time. This places them physically into a pocket plane where both realities exist simultaneously, allowing the practitioner to become ethereal and then to either step into their channeled plane from the First World/ wherever they happened to be, or to “skim” that plane and teleport over short distances at a rapid pace. This form of augmentation can only be held safely for mere moments, and radiates a massive amount of power to near-by mana practitioners whose magic aligns with the channeled plane. Only the most skilled of mortals can use this school of augmentation, and even they often feel sick if they use it more than once without resting.


    Note: Since this style of magic opens a portal in the soul of a mortal to a realm crafted by the divine, it is inherently risky. Drawing too much at once and opening a gate too wide or for too long, while useful and capable of making a truly awesome display, leaves creatures at risk of burning themselves out, literally cutting out their ability to use and channel mana for extended periods of time as their bodies and soul need time to heal the metaphysical damage.

    The most experienced practitioners of this variant of mana have "calluses" on their spirits that grant them massive resilience to this drawback, but they also become numb to all but one plane's influence. This means that the most experienced practitioners of augmentation and transposition are actually the least versatile in the planes they can tap into, while the younger and less experienced practitioners are the ones able to draw upon any plane, though their displays are paltry in comparison.
    Domain acquisition: War (Preservation) 1/10

    -1 AP; Create Pantheon - The Vigilant: A domain made from the gods who faced down Wan’shi at the start of the world, and any like-minded younger deities who might want to join in. The tenants of this pantheon are simple: Strive to preserve more than you harm, take responsibility for the messes you make, and protect mortals and the world they live in from divine destruction.
    Renarr will vote for the Suzerain to be the pantheon’s leader (mechanically it will be her, but fluff-wise, which is what matters here, it will be him,) she’ll vote for the first Sphere to be Protection, and she’ll use her PAP to make a church for the pantheon in the Shaline empire/ Noldan republic, the later of which worships all of the pantheon gods anyway.
    Domain acquisition: War (Preservation) 2/10

    Total AP expended: 5

    Remaining AP: 0

    Domain progression:
    Life (Twilight): 5 (Sub-race: Solari, Blessing: Suzerain's chosen, Noldan Republic, Shaleill Armada)
    War (Preservation): 2 (Create Pantheon, Split Planar Magic: Infusion/ Transposition)

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