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  1. - Top - End - #61
    Dwarf in the Playground
     
    Flumph

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    May 2017

    Default Re: Age of Elysians: A God Game IC

    Edit: copying the actions list to this new page so it's easier to refer back to.
    Spoiler: Divine Actions List
    Show
    Undetectable actions

    Free/Instant: manifest avatar, teleport avatar, shapeshift avatar, interact with the world, perform inconsequential/non-divine magic, attempt to remotely contact other gods - general fluff and flavour basically.

    1 AP/0 DC: influence one mortal (significantly alter the course of their life by compelling them to action, altering their body, killing them, etc.).

    2 AP/1 DC: influence a small group of mortals (~10), influence a small landmark or room, change the weather in a village-sized area.

    4 AP/2 DC: influence a large group of mortals (~100), influence a large landmark or building.

    6 AP/3 DC: influence a village of mortals (~1000), influence a village-sized area, change the weather in a city-sized area.

    8 AP/4 DC: change the weather in a state-sized area, create a basic living species (plant, fungus, micro-organisms), create a basic non-living substance (Type of ore, metal, new element, new dirt).

    10 AP/6 DC: influence a town of mortals (~10k), influence a town-sized area, create an animal species, create lesser magical items (Either more powerful but singular, such as a magic carpet, invisibility cloak, Mastersword, etc. or weaker but replicable, a recipe for health potions, +1 swords, Fire arrows, etc), create a basic magical living species (plant, fungus, microorganism).

    12 AP/8 DC: influence a city of mortals (~100k), influence a city-sized area, create a collection of lesser magical minions (should be a reasonable match for most mortals, such as hellhounds, cherubs, horse-mounted Nazgul, etc.), immortalize a living creature or mortal, resurrect/reawaken mortal or monstrous demigod, create a pocket dimension (must be bounded and unable to hold a population), change weather in a country sized area, create a magical non-living substance (Types of ore, metal, new elements, new dirt, etc.).

    14 AP/10 DC: influence one immortal, create a single greater magical monster (should be challenging for even the best mortals to slay, such as a dragon, gorgon, fell beast-mounted Witch King, etc.), create a greater magical item (requires understanding of magic to use or destroy and is non-replicatiable, such as a phylactery, The Nemean Cloak, The One Ring, etc.),

    Detectable actions

    16 AP/12 DC: influence a state of mortals (~1M) or a small group of immortals (~10), influence a state-sized area, scry a country-sized area, Create a good or bad omen (Omens explained in further detail below, only two per god), create a sentient species, create a +2 domain religious artefact (1 per god, cannot be used by non-blessed mortals).

    18 AP/14 DC: influence a country of mortals (~10M), influence a country-sized area, create a unique ecosystem, scry a continent-sized area, create a plane of reality (can be unbounded and capable of sustaining a population), create a +2 domain/-2 weakness demigod (1 per god),

    20 AP/16 DC: influence a continent of mortals (~100M), influence a continent-sized area, scry the entire planet, create a supernaturally gifted sentient species, assign a chosen people for +2 (1 per god), Creating new law of reality within a system of laws (Such as a new law of thermodynamics, a new element for a magic system, a new feature of metaphysics).

    22 AP/18 DC: influence every mortal on the planet, influence the entire planet.

    24 AP/20 DC: destroy a +2 artefact, confer a -2 weakness to a demigod, banish a god for a turn, create a new system of laws for reality(such as a new system of magic for mortals to use, an objective morality, or a change in physics or metaphysics).

    30 AP/24 DC: destroy a demigod, destroy a chosen people, confer a -2 weakness to another god.

    40 AP/30 DC: destroy a god.

    Secondary actions

    0 AP: Demand the sacrifice of one mortal to generate 4 BP (Standing for Blood Points, BP functions similarly to AP but makes any action done with it detectable.), Consume Artifact (You may destroy your own artifact to double its modifier to a +4 for the turn, this action does not require a secondary action if you apply it to only a contested roll. Cannot be done if the object is being stolen), Consume Demigod (You may destroy your own demigod to triple their bonus this turn to a +6 and remove their weakness for this turn. Cannot be used when the demigod is being kidnapped).

    1 AP: scry one object or living creature (allows you to detect undetectable actions that happen within your scry, effective for the duration of the turn after the turn on which you call the scry),

    2 AP: scry a small landmark or room, demand a sacrifice of 10 mortals to generate 8 BP.

    4 AP: scry a large landmark or building.

    6 AP: scry a town-sized area, demand the sacrifice of 100 mortals to generate 16 BP.

    8 AP: scry a city-sized area.

    10 AP: scry a state-sized area, demand the sacrifice of 1000 mortals to generate 30 BP.

    12 AP: scry a country-sized area

    14 AP Steal another god's religious artefact (contested roll, both parties roll a die and whoever is highest gets to keep the artefact, the defender may use their secondary action to add a +6 to the roll).

    16 AP: Kidnap a Demigod (contested roll, both parties roll a die and whoever is highest gets to keep the demigod though the demigod may refuse to work for another god, the defender may use their secondary action to add a +6 to the roll).

    Notes on actions

    Dueling Actions:: if a god scrys another god's undetectable action and wishes to oppose it, then there are two methods. The first is simply to hinder the roll. You may call on other gods to apply further hinders, even if they do not have scry on the area. The second method is to use your action to directly counter the scryed action (for instance if a force of 100 mortals is influence to invade your temple, you may influence those same 100 mortals to have them all fail), in which case the action with the highest success margin will be deemed the successful outcome. This may be done simultaneously with the first method, so you may hinder their action and perform a counter action at the same time for maximum advantage (the enemy cannot hinder your counter action unless they have their own scry, or it's detectable). If you have already done your action for the turn, then you cannot perform a counter action, the logic being that your god's efforts are being spent elsewhere and thus they are distracted from their scryed area.

    Spoiler: Omens
    Show

    Omens are modifiers that one can put on an area that are built in with a way to nullify this modifier (Of the caster’s choosing). They are inversely powerful to the area that they affect, it takes an action to influence a village sized area to a state sized omen. And a state sized influence to rid a village sized omen. There are two types of Omens, Boons and Curses which are fairly self explanatory.

    Boons:
    Prosperity: Actions on the influenced area take half as much AP for the caster and any allies of his choosing
    Holy Land: A +4 modifier (Of the caster’s choosing) that can be invoked on actions targeting the land done by others than the caster. It also permanently scrys the land but if one acts upon another action such as by hindering it, it will be revealed and treated as a detectable action.
    Zealotry: A +4 Modifier (Of the caster’s choosing) that can be used on actions influencing all adjacent areas to it.


    Curses:
    Decadence:Actions on the influenced are take half as much AP to all but the god who claims influence over the land (It is everyone if no one claims influences).
    Forsaken Country: A -4 Weakness that can be invoked upon the one claiming the land. This also shrouds the actions done to this land to the one who claims it. Leaving them unable to react to any actions inflicted upon it whether they are detectable, used BP, or came aware of it from another
    Tourist Trap: A +4 Modifier (Of the caster’s choosing) that can be used by those who claim land in the surrounding land to affect the area that is cursed.


    The O of Ooeht (23AP+4BP), Ooeht Island

    The worst of the storm had passed, leaving the ground sodden and steaming. Twelve of the Ooeht islanders emerged from the deep forest, stepping over fallen palms, either heaped into barricades by the waves or simply lying splintered on the sand. Some haggard faces looked relieved to see that the worst was over, others distraught at the damage inflicted upon their home. All scanned the horizon, searching for those their kin who had gone in search of the rainbow.

    They did see a rainbow, a beautifully layered band that crossed the sky and disappeared behind their island. But they saw no rafts or canoes. None of their kin returned from their voyage for safety. The twelve had warned them that the ocean couldn't possibly provide refuge in a storm like this. Now only they remained.

    The many limbed prophet who had warned them of this storm, but at the same time seeded false hope, hurtled toward them on the dying winds. As soon as he landed, one young woman stepped forward and pointed a finger accusingly.

    "You liar!" she said. "You killed my family! Begone from this island!"

    "Liar?" The O of Ooeht almost sounded hurt. "But I spoke the truth. The storm came, and drowned all those who did not remain on the island. It happened exactly as I said."

    "That isn't what you said," an old man objected. Women, children, and the elderly made up most of the remnant population. "You said to seek refuge at the source of the rainbow. That's why the others set out, they went to the seek the rainbow!"

    "And where do you think the source of the rainbow is? Hmm?" The O of Ooeht's one uncovered eye flicked from person to person expectantly.

    The young woman pointed past him incredulously.

    "There's a rainbow right there. That is the rainbow. Its source is from the ocean, where it begins. Can you not see? "

    "See? I just flew from over there. I saw no vast tower of rainbow light protruding from the waves."

    "But we can see it!" the woman sobbed.

    "Don't listen to him!" a teenage boy yelled, holding back tears of his own. "He just wants to trick us again!"

    "This is no trick," said the O of Ooeht. "The rainbow is an illusion, visible only in the eye of those who see it. It is you, on this island, who is the source of the rainbow. That is why you now live, while the rest of your tribe died."

    "It's not fair!"

    "Fair!?" the god boomed. The islanders fell back in shock at the god's sudden rage. But no claws came to slay them. The O of Ooeht drew back, tapping his chin, pondering.

    "Yes..." he said, much more subdued. "I suppose you deserve more than just your lives for surviving this trial. The O of Ooeht is not unreasonable. I will give you... A gift! Yes, a grand gift! A glorious gift! I will give you shelter, I will give you means. I will even give you beauty! And you shall be my first chosen, the winners of the first trial. My twelve chosen... Hmmmm... No no that won't do..."

    The O of Ooeht scrutinised each carefully. Then, all of a sudden he pointed to the weeping young woman who had confronted him.

    "Aha! Pregnant! That makes twelve and a half humans, yes yes, just as planned..."

    "I'm... With child?"

    "Yes, a boy. Ideal given the population. Anyway - behold, mortals! I will harness the rainbow, and shackle it to your island to create for you a structure. And, in so doing, contradict everything I just said about rainbows! Tricked!"

    The O of Ooeht nyehehed to himself as he flapped back into the sky, flying towards the rainbow to begin working his divine will.

    Spoiler: Action 1
    Show
    Influence the planet (22AP/18DC)

    The O of Ooeht will create a gorgeous planetary ring around the setting planet, called simply the O. He will do this by catching the rainbow currently crossing the sky at Ooeht, and dragging it wider, and wider, and wider, until it circles the entire world with a rainbow coloured ring (purple segment closest, red furthest).

    +2 Tricks, due to the technology level of the mortals, few will be able to know what the O is when it appears in their sky. Some will think it a cloud, others a great arch. Eventually the truth will become widely known, but many will be tricked in the process.

    +2 Trials, regardless of people's misconceptions about the O, many will be inspired by its sudden appearance. They may take it as a challenge to reach the great ring, to "seek the rainbow" as the expression has become. Some may just travel great distances in search of an origin, others may attempt to fly or climb to it. Either way, the trial posed by the O's mere presence will be felt globally.

    Note: I will spend my 4BP in this action.


    Spoiler: Action 2
    Show
    Influence a landmark (4AP/2DC)

    The O of Ooeht will create a tower in the middle of the island (towers are all the rage this age it seems). He will do this as he creates the O, but using the second arc of the double rainbow over Ooeht. He will contract the rainbow, pinching it closer and closer until it forms a solid vibrant pillar of light. Then he will let it set into an opaque, obsidian like stone that retains its colours as a banded opalescent sheen.

    +2 Trials, to make this tower a gift to the mortals who survived his first trial. And quite the gift it shall be! The stone will never fall except by divine intervention, keeping his followers forever safe from storm or invasion. There will be much space for living, growing vertical gardens, keeping animals, and catching rainwater in pools.

    +2 Tricks, the tower is tall enough to be seen from the mainland. It invites exploration, but those who seek to sail to it without a local Ooeht guide will become easily disoriented, likely crashing upon the rocks and drowning. It's an anti-lighthouse essentially.
    Last edited by Garjel_blah; 2022-02-06 at 09:13 AM.

  2. - Top - End - #62
    Ogre in the Playground
     
    Batcathat's Avatar

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    Default Re: Age of Elysians: A God Game IC

    Cen (19/35 AP), The Great Dismal Swamps of Suiren, beneath the Tree of Knowledge

    Gazad poked the dead body. It was lying right next to the massive trunk of the Tree, broken even against the softness of the swamp. She was one of the ever increasing number of knowledge seekers attracted by the tree over the last few months. Like the rest of them, she had gotten quite adept at climbing the tree to reach the tower at its top, but climbing a tree a hundred times is no guarantee you won't slip the hundred and first time, it seemed.

    "I don't even know her name", Gazad said. "Such a waste."

    "Indeed", Cen agreed, thinking not of the lost life, but of the knowledge that had died with her. What was the point of having mortals gather knowledge if it was stored in their frail bodies? There had to be something else, something lasting. Cen looked out over the swamp as an idea struck him. "Pick her up."

    Cen could sense Gazad's hesitation, but the Host obeyed, taking the dead woman in his arms. "What now?"

    "Take her to the pond", Cen commanded and with some effort Gazad carried the body to the nearest pond, the same one Cen had used to contact the other gods on the day of the Tree. It was one of many ponds now in the shadow of the enormous Tree of Knowledge, yet it appeared deeper than the others, as a small lake with clear water rather than a swampy puddle. Gazad walked into the water and gently laid down the body, letting the water flow over her. Around the pond, other mortals ‒ a mixture of goblins, satyrs and humans ‒ were gathering.

    With barely a whisper, the Knowing spoke to the dead woman. "One last time... remember." As they spoke, the divine power flowed into the woman and through her to the surrounding water, taking her memories with it and spreading them through the pond.

    As the impromptu ceremony finished, Gazad stood up, the body still in his arms. "Her knowledge has been preserved", Cen said to the other mortals. "Dispose of her body as she would have wanted. Then you may share in her memories and share your own in return."

    Spoiler: Action!
    Show

    Create a +2 domain religious artifact (16 AP/12 DC) + 2 Memory
    The Well of Memories is a small pond, connected to a fresh-water spring, right next to the Tree of Knowledge. Whenever someone drinks from its water, they share in the memories stored within the Well, while sharing their own in return. The more they drink, the more knowledge (+4 Knowledge) the drinker and the Well gain from each other (though neither loses the knowledge it shares). If a dead body is submerged in the water while it is still warm, the Well can absorb even the memories of the dead.

    Besides the sharing of memories, the water is also extremely refreshing, especially for the mind and memory of the person who drinks it.


    As the mortals took the woman's body away, Cen remained by the pond. With a thought, they reached out towards two of ther kin. "Skin-Giver. Dragon of the Clouds. I ask each of you for one of the favors I am owed."

    Spoiler: Note
    Show

    Only Kyōdaina Hi and Zemara are asked to return previous favors, but since its a detectable action anyone is obviously free to help or hinder as they please.
    Last edited by Batcathat; 2022-02-06 at 04:23 PM.

  3. - Top - End - #63
    Dwarf in the Playground
     
    OrcBarbarianGuy

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    May 2017

    Default Re: Age of Elysians: A God Game IC

    Ran Moch

    “The human could still attack again.” A satyr Chieftain proclaimed, Sitting upon his wooden throne. “We must be ready for it.”

    Surrounding him with a group of soldiers, many of them The horrors of war with the scars of battles past. “What do you suggest we do about it?” one soldier piped in. “The humans are too massive and organize to simplify whip out."

    The chieftain simply looked at him. “If the race of the satyr is to survive we must come together as one.” Even way down a piece of cloth in the center of the meeting. “This belongs a group og Satyr in a tribe called the Pekunos, We must convince them to join our ranks and expand our territory into Kujumi to help against future invasions."

    “but aren't there other people besides Satyr there?” a soldier asked

    The chieftain smiled as he picked up his spear. “we can remove that problem when we get there."

    “Sir.” one of the soldiers interrupted. “What about the Goblin village of Snap Jaw, It’s directly between us and Pekunos?”

    The chieftain simply lay back in his chair. “They will be wiped out.” He said callously. “To ensure our future Snap Jaw story must end.”

    The soldier got up. “BUT SIR! They have nothing to do with the huAHHHHH!”

    Just then a spear directly hit and struck his head, killing him instantly. “YOU ARE WEAK!” the chieftain yelled out. “We were nearly wiped out by the callous humans if we don’t Do what is necessary we and the Satyr will be the ones forgotten from history.” He then walked up to the now dead soldier and grabbed his spear. He wasted above his head. “We will take the lands of Kujumi To secure our people’s future.”

    Everyone on the soldier cheered on the chieftain.

    ___________
    Kujumi - Snap Jaw

    A small group of goblins stood outside of the village holding various makeshift weapons. There were about 100 Of them.

    “The giant one coming!” A particularly old goblin told Other goblins, Very few of them looked like they could lift a hammer let alone fight the Army That was coming. “One of our scouts has told us that the Giants are moving upon this village.” The old goblin then noticed one of the goblins was not paying attention to him but looking at the sky. “Grizzle!” he yelled at the goblin. “For once in your life stop your daydreaming.”

    “It’s not that Sir…” Grizzle responded as he looked back at the old one. “It’s just I was promised a favor…”

    Old goblin simply faced palmed. “Your imaginary sky Dragon isn’t going to save us!” he responded looking Grizzle in the eye. “We have to focus or were all going to d…” Just then they heard the sound of footsteps. All the goblins booked out of the distance and saw the beasts arising from the hill. There were literally thousands of Satyrs looking down upon the small village.

    The chieftain of the Satyrs looked how upon the pathetic village and pathetic defense. “These green freaks will be on nothing but a small hill.” He then turned to one of his soldiers. “Blow the horn, and commence the attack.”

    The sound of war echoed through the hills. As the Giants descended upon them. Grizzle Along with all of the goblins knew what this meant. Before the end, Grizzle Look to the sky again and did an act of desperation yelled at the sky. “I ASK FOR THE FAVOR! PLEASE!”

    (thud!)

    Just then something landed in between the village and the invading force. The large army of the Satyrs and Small force of goblins looked up at this behemoth that landed in between them. The beast rose up to his feet towering over even the mountains. The beast down upon the Satyr Army.

    The Army was in complete shock, Only the chieftain had the gall to respond. “O…ut of our …way…you...you…”

    ROOOOOOOAAAAAAAAAAAAAAAAAAAAAARRRRRRRRRRRRRRRRRRR!

    With the beast’s simple command the entirety of the Satyrs army quickly turned around and started running right back up that hill, including the great chieftain, who could be heard screaming. “MOMMY I DON’T WANT TO DIE!”

    https://www.youtube.com/watch?v=fEnlNTFy6o0&list=RDMM

    When the Satyrs ran past that hill, out of sight the beast turned towards The goblins. All of them backed away slowly except one. Grizzle Stood his ground. “Boy, what are you doing!” the old goblin asked.

    Grizzle walked forward and raised his hand. “I remember you… Woodcutter!”

    Woodcutter simply nodded.

    Grizzle Smile, Tears running down his face. “You turned out wonderful.”

    The beast smiled back waving to the goblin, looked up to the sky, and with his arms stretched out And all the other goblins watching Woodcutter floated back up To his home above the clouds.

    The entirety of the tribe was at a complete loss for words, The silence went on for minutes until Grizzle responded. “Sky can be quite beautiful don’t you think.”

    Spoiler: Action 1
    Show

    4 AP/2 DC: influence a large group of mortals (~100)
    Influence the entire tribe of Snap Jaw To spread the wonders of imagination and creativity to the world

    +2 Sky: a significant portion of Snap Jaw society will be influenced by the sky, Much of their future architecture and are will reflect that

    +2 Monster: They will worship the monsters of Hi creation and in turn, they will protect the village as it grows

    +2 Imagination(knife): The people of the village will be naturally gifted artists and their imagination will impress the mortals and even the gods with their beauty



    Spoiler: Action 2
    Show

    1 AP/0 DC: influence one mortal Grizzle
    +2 Imagination: Grizzle will become known as one of the greatest artists to ever exist on this planet and will always be remembered.
    Last edited by Godzillarich; 2022-02-06 at 06:51 PM.

  4. - Top - End - #64
    Ogre in the Playground
     
    Xenopax's Avatar

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    Default Re: Age of Elysians: A God Game IC

    Goblins had been carving words into the bones of their dead for as long as they'd been worshipping their nameless god. Yet until recently, it had been a thing of respect only for their own dead, not one of hate for other creatures. A single tribe that called itself the Bonefists started something new though. They had little blackstone and the wood of their trees was hard to cut down...so they started to make weapons from the bones of their enemies, a human tribe that had been preying on them. Whenever they caught one of the human tribe members, the Bonefists would ritually sacrifice them to Da Purple. The Bonefists weren't cruel, and their enemies death was quick. The meat would preserve their kin, and the bones would be engraved with words of hate toward their smooth skinned foes.

    Bit by bit, sacrifice by sacrifice, the Bonefists would begin to exterminate the humans who had hunted them, their weapons aglow with magic they had no words for. When the last of the human hunters had died or ran away, there was a stirring in the Aether as the Da Great Gobbo layed his blessing using the power the Bonefists had given him.

    Spoiler: Action!
    Show

    24 AP/20 DC: Create a new Law of Reality (Rune Magic)
    Spoiler: On Runic Magic
    Show

    Rune Magic revolves around words and laws. By combining sets of words together, as long as they follow the laws set below, magical effects can be created. For example, a rune consisting of Sharp-Activate-Ignite on a bone sword would make a magically sharp sword that could be lit on fire on command. The order of words is very important as well, ex. Ignite-Activate-Sharp would result in a constantly on fire sword that would only be sharp when activated.

    Spoiler: Rune Laws
    Show
    The Law of Structure: An Engraved Rune may not repeat a word or use any proper Nouns.
    The Law of Capacity: An Engraved Rune may only consist of a certain number of words, and to exceed that amount of words invokes detonation.
    The Law of Bone: An Engraved Rune can only be carved on hard items.
    The Law of Resonance: An Engraved Rune tends to function better with things that represent their nature and that of their crafter. For example, a rune of fire will work better on the bone of a magma beast, than that of a sea creature. The bone of ones grandfather will work better than the bones of a stranger.

    Spoiler: A few more examples
    Show

    Clovenfoot-Hurt on a stone sword would cause it to be more harmful toward all clovenfoot creatures.
    Barrier on a simple runestone tossed down would create a small barrier for a moment.


    +4 Greenskins: Greenskins end up being a lot more proficent with Runic Magic than most. They also violate their own laws in the following manner.
    Spoiler: Greenskin Alterations
    Show

    The Law of Structure: An Engraved Rune may use proper nouns. This leads to things like a barrier letting everyone in except a disliked family member.
    The Law of Capacity: Same as with everyone elses, although Goblin Detonations tend to be worse.
    The Law of Structure:
    The Law of Bone: Unchanged.
    The Law of Resonance: The Law of resonance twists to the Goblins own view. A bone of a dog thats harassed the goblin village of the craftsman can be far more powerful than that of even a Kaiju or Great beast. However this can fall apart in the hands of a non-goblin when other non-goblins question it. A goblin is dumb enough and stubborn enough not to question it, but most smooth skins have issues with being given a stick and being told its a powerful fire staff.

    Through

    +2 Greenskins: Greenskins actually do end up incorporating parts of runic language into their common tongue...which can have varied consequences. For example, a goblin yelling at a stick to light on fire and cussing at it can end up actually igniting the stick....or it could ignite his head.

    Spoiler: Secondary Action
    Show

    Da Purple refuses to let his people run away and has them drive out the human hunters. No prisoners are kept for long, and through this war he gives back to the Goblin People.
    6 AP for 16 BP, 100 people have been sacrificed on his altars.
    Last edited by Xenopax; 2022-02-07 at 03:50 AM.
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    the patience to accept what I cannot,
    and CHAINFISTS FOR HANDS. Amen.
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  5. - Top - End - #65
    Dwarf in the Playground
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    Default Re: Age of Elysians: A God Game IC

    Morannan Maklir, 17 AP+4 BP, The Village of Pekunos
    “We must give them time. We are one with the world, so we must treat the world with kind-” The flap of Enceladus’s tent was opened. Two men walked carrying a body between them. The corpse was a bloated and pallid thing having obviously spent time in the river.

    “I found your speaker.” A satyr in deerskin said curtly.

    The mangled hands of Enceladus reached out to touch the dead goblin’s skin. “I was… Just thinking about him.” He sounded far away for a second.

    He snapped back as his blonde haired student suddenly stood up next to him. “Ideals have their limits, Enceladus.” He said, trying to sound diplomatic.

    The other man that carried the corpse stepped forward, he was the medicine man of the village and was well acquainted with Enceladus, but was not among his followers. He pointed to the chest of the goblin. “See this, the flesh has decomposed, but you can still make out very clearly branding work.” He dipped his hand into a bag, covering it in a white dye and traced the burns “This I believe is meant to be a crude bear.”

    “It’s obviously a message from the Bear Tribe.” The satyr in deerskin said. “There may yet be more wars for Pekunos again.”

    “Who's to say that this is actually from the Bear Tribe and not someone trying to frame them!” the blonde man said pointedly towards the satyr.

    “Would you like to rethink what you’re implying, Yesuf?”

    “I am saying. We send our speaker out with others in a mission of peace, and it is not a report back from the monists we hear, but a body found by the nihilists!”

    The satyr drew himself up to his full height, towering over the human. “Would you like me to fish up the rest of the bodies from the river?”

    The human did not back down. “I am not afraid of someone who usurped the title of chieftain from a man after one loss, Tara!”

    Enceladus spat blood on both of them, breaking up the fight before it could start. “Yesuf, I had just talked of treating the world with kindness!”

    “You should be Chieftain! You were before! You are still alive! We are all thinking it, but you refuse the title!”

    Tara snorted, backing off from Yesuf. “Bah, this again. He abdicated. A mortal cannot be chief from one room alone”

    “Enough talk of leadership.” Enceladus said quietly. “I… Regret this. No one should have to kill another, but when the world beats like a drum, we must beat with the world.”

    “Ahahahaha. Have you ever heard of a counter rhythm?” Morannan entered with a cloud of smoke billowing before him. “Tara, you are a hunter, the closest to a veteran Pekunos has. You will train the others.”

    “I will not heed the orders of someone who believes in nothing!” Yesuf quickly interjected.

    Morannan stooped down to Yesuf’s height, his ghastly face reflecting the light of the torches with a dull pallor. “Well… Then I guess you’ll just have to die. Your choice.” the blonde man fell back into a sitting position “Ehehehehe. Begone now! Everyone in the village should be ready to defend themselves when the time comes. This is a reality, not belief. We are targets of many already.”

    The mortals quickly scurried out of the tent and he was left with Enceladus. “Our people are just as ready to kill each other as they are to kill anyone who threatens us.” the maimed man said.

    “Yes, yes. You are astute as always. I know you play yourself the idealist, but you work the strings of men as if they were on a loom. No one would be chief without your say so even if your people call themselves pacifists.”

    “They are mortal, and as all mortals they folly. But we seek a better future.”

    “So you admit that your Monists cannot live up to your ideals. This will be a bloody civil war if it continues, Enceladus. I came to speak of a minor truce between you and I. I am making a protector. One for within and without. He just needs a little… Sacrifice every now and then.”

    Enceladus spat blood in Morannan’s face. “Ehehehehehe. That isn’t a no, Enceladus!”

    Spoiler: Action 1
    Show

    14 AP/10 DC: create the Demon of Pekunos, The Nahqab, Turnipface The Demon of Wrath 4 BP is used to create this creature.
    Turnipface is an inanimate force that inhabits Pekunos and its surrounding forest. He awakens during periods of strife, struggle and war in Pekunos. He is heralded by a great eagle taking roost over Enceladus's tent at high noon, cawing three times, and then dying. He can be called upon to kill one person and anyone who gets in the way of his pursuit of that one person.

    The Ritual to summon him involves making a square of powdered bone and placing a crude effigy of Turnip face, the head must always be made of a carved turnip. They must then draw a symbol of Morannan with their own blood on the effigy while saying “Protector of Pekunos, destroy those that threaten us, the villain [Name Here] must die to save us all!” the spirit of Turnipface will then possess the effigy, imbuing it with a thick bark-like hide impervious to mortal attacks and claws that can cut through any man-made defense. And pursue his quarry until obtained or the body is destroyed. The only way for a mortal to defeat the effigy through normal means is to take liquid made from the grinding of grubs, splash it onto it’s turnip face and then set the effigy on fire. Without the liquid of grub, the demon shall just grow a new body from the turnip after their wooden body has been consumed by the flames.

    Even if the effigy is destroyed, the spirit will return back to Pekunos and recoup its energy till the next summer. There, The Nahqab is kept alive by the honor and blood given to it, and the belief of the village in it. Every year a duel to the death is held between the two individuals voted to be most hated in the village. Typically one from the nihilists and one from the monists though any two people were voted for could do. When one of them dies in the fight, the Nahqab’s power is renewed. But if this fight were every to be stopped, interrupted, or for one of the two individuals were to not die than the Nahqab’s spirit would wither away into nothingness. If one or more of the fighters do not show up to the scheduled duel than the villagers have 42 Hours to track at least one of them down and kill them in some sort of grand hunt.
    +4 Death due to the death it inflicts, and the one that it sustains itself on
    Last edited by Demonjazz; 2022-02-16 at 09:50 PM.
    I prefer a keg of beer!

  6. - Top - End - #66
    Pixie in the Playground
    Join Date
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    Post Re: Age of Elysians: A God Game IC

    Acroth
    The Rotwood - Moth-Eaters Camp


    It’s a frigid midday. The air has a bite to it and the sun shines bright and clear. Atualam steps out from nowhere into the camp of the Moth-Eaters tribe, as is his prerogative, and finds them engaged together in crafting - rather industriously, too. They hardly even look up at him as he trudges through the camp.

    This is all very new. Normally the Moth-Eaters spent their time scrounging in the dirt, picking at insects (thus the name). Now they were…

    Atualam looms over one of the craftsmen. If he had eyes, he would narrow them. “That’s a bow you have.

    “Yes,” the tribesman says, finishing the string and holding it up for Atualam to consider.

    What is there to consider? It’s a bow. Made for shooting. But no one in this stinking swamp had any idea of that yesterday, and now here some backwards bug-eaters were mass producing them. Atualam pans his gaze over to the other side of the camp, where an old woman whittles down sticks, and another affixes sharp ends to them.

    And those are arrows.

    The craftsman swallows, getting the feeling that he’s done something wrong. “Yes.”

    There’s nothing wrong with being ahead of schedule. It’s just peculiar. “Who taught you this?

    “Breksta.”

    Breksta?” Attualam guffaws, a resonant and gravelly sound, “Breksta doesn’t know anything.

    “She’s,” the craftsman pauses to find words that won’t get anyone in trouble, “Changed…?”

    Atualam doesn’t like the sound of that. “Hrmph. Get back to it, then.

    He lurches off, back to the tree line, and vanishes. The whole of the Moth-Eaters sigh with relief at his passing.

    ---

    Atualam finds Breksta a short distance north of the Moth-Eaters’ camp. The impish girl is tracing symbols feverishly into the dirt. Diagrams, runes? Even Atualam isn’t quite sure what she’s getting at. She does not hear him approach.

    For a few moments, he watches her, and folds his gangly arms across his emaciated chest. When Atualam grows tired of waiting, he says, “Breksta.

    She snaps her head around to face him, and even Atualam is surprised to see her face: the runes crowding under her eyes and spiraling across her cheeks, the extra pair of eyes that have manifested in her forehead. All four of them blink at the Prince-in-the-Rotwood.

    The lower jaw of Atualam’s stag-skull-face swings open, then shuts again with a sharp clack! “What the hell happened to your face?

    Breksta narrows her original pair of eyes at him. “What’s ‘hell’?”

    Don’t worry about it. Hasn’t been invented yet,” Atualam chuckles darkly, “You’ve been cutting deals.

    “I have. Knowing for knowing.” She faces him fully now, fiddling with her drawing-stick.

    What knowing could she trade? Something with plants and bugs, maybe. Which were safe to eat, which were good for certain illnesses. Plenty of things that grew and crawled in the Rotwood had their own uses for those brave (or hungry) enough to figure it out.

    That’s good. It’s about time someone besides me knew anything.

    Atualam uncrosses his arms and takes a few heavy steps closer. Not particularly close, but Breksta can’t help but take a cautionary step back anyway. As if Atualam has or would ever hurt anyone himself.

    He tilts his head to one side, regarding her. “I just don’t want you to forget who’s in charge around here.

    “It’s you. Atualam,” she says, quickly, and thins her lips right after, like the words left a bad taste. “The chief of chiefs. The Prince-in-the-Rotwood.”

    They always say ‘prince’ weird. It’s a foreign word to them, outside of its proper slot in time, appearing before them without context. Atualam gave them the word anyway, because he likes the ring of it.

    He cackles dryly, “That’s good to hear. Now, tell me about your new friend. Let’s start with where he comes from…

    It’s a long talk that they have, stretching deep into the night.

  7. - Top - End - #67
    Firbolg in the Playground
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    England

    Default Re: Age of Elysians: A God Game IC

    Kavan, Master of Monsters, Lord of the Deep, The Devourer
    AP: 15 AP+4 BP/35 -> 1 AP + 2 BP
    Remaining Actions: None

    Looking upon his finished tower, greater than he had envisaged from the assistance of many of the other gods, Kavan decided that it was time to get to work. While he hadn't been aware of their creation, he'd begun to notice the presence of the progeny of some of the other gods in the world. That, as much as anything else, was a reason to begun working. Entering the Tower, Kavan began his work, shaping the flesh and scale and carapace drawn from the Tower as if it were clay, making life in his image to serve him - his Firstborn was important, after all, a way to cement his hold here and ensure that the Tower and his progeny would be safe. He lets out a roar as he works, a message to the gods who helped with his earlier creation that he was working on something new - as much as he considered what he was making his, he'd seen the benefits of letting the other gods add their own touches to his work.

    Spoiler: Action 1
    Show

    14 AP/10 DC (Undetectable - Revealed to The O of Ooeht, Ozglint, Morannan, Gorkun, Iustrum, Kyodaina Hi, Atualam and Oculus): Create a single greater magical monster - Rakkar, Firstborn of Kavan

    Rakkar's form is an amalgamation of the sea life around the tower and Kavan's pure influence - its body shape echoing those of Kavan's preferred avatars combined with long, flexible tentacles and hard crustacean-like carapace. Kavan's envisioned role for Rakkar is something akin to a trusted lieutenant, a guardian and watcher over the Tower of Kavan while the god is busy focusing elsewhere, and a being capable of commanding and controlling his creations if necessary. There's nothing to stop Rakkar from going out and causing some terror, of course, and Kavan may well need it to do that while he works on the rest of his progeny, but it's on a relatively short leash compared to the free reign Kavan plans to give most of his progeny.

    Spoiler: Appearance
    Show


    Kavan (total +6)
    +2 Monsters: Besides granting Rakkar its monstrous form and power, a portion of Kavan's influence is passed on to his first creation - it has no divine power, of course, but it does have a greater degree of influence over future creations of Kavan than the norm for his great monsters.
    +2 Oceans: Rakkar's presence brings turmoil to the waters around it - the Tower is often surrounded by large waves and chaotic swells, and on the occasions that Rakkar has cause to go out into the world, it brings that unrest wherever it goes.
    +2 Genesis: The Tower of Kavan does its job, helping Kavan create Rakkar more quickly and ensuring that the monster will keep growing in size, slowly but surely, as time goes oh.

    Ozglint (total +2)
    +2 Magic- Ozglint will assist the Lord of the Deeps in creating his first born. Rakkar will have an affinity for deep sea geothermal vents, spending time near them while slumbering or "off duty". This resonance with the heat of the earth will allow the monstrosity the magical ability to store heat within it's own body like a magical battery, and when this heat is combined with a lungful of sea water being exhaled with great force it produces a breath weapon of scalding hot steam. Flawless (-2 if rejected) The heat absorbing magic of Rakkar's body becomes a vital part of it's biology. It must spend significant time next to sources of great heat, resting and absorbing energy, effectively as part of it's diet. If it does not do so it becomes sluggish and slow, it's body unable to operate at full capacity. I figure it has to hibernate next to a geothermal vent for twelve days a year to keep fully charged. Rakkar gains a thermal sense like some reptiles have, able to locate sources of great heat from formidable distances, so it can always find it's way to a source of energy.

    Gorkun (total +6)
    +6 Greenskins: The Goblins that grow around it treat it like a young godling, raising it like a prince. The choicest sweetmeats are given, sacrifices from nearby villages that do not tithe to the monster god. They help it grow into a strong monster, and as their reward when they reach maturity they take it as their god-beast. They abandon the shores, instead living upon the monster they raised and continue to worship. They carve their runes into it and when it attacks, they spill off it and make sure that none hurt the scion of the Deep Lord.

    Morannan (total +4)
    +4 Death, Rakkar will be able to escape exactly one death in it’s long life if it can find a truly wicked, selfish, and evil person and convince them to take its place when it dies.

    The O of Ooeht (total - 2)
    -2 Tricks, though Rakkar will be a most fearsome beast indeed, he will frequently fall for the old "charge the person but crash into the wall behind them when they dodge" trick. The O of Ooeht finds this hilarious.

    Tower of Kavan
    Through the power of the tower, and the influence of several of the various gods who helped in its creation, Rakkar has the ability to swim through the air like it was water, will have a degree of authority over lesser creations of the Tower, can increase its physical prowess by consuming the souls of those it slays, has a greater ability for learning in its youth and requires planning, study and specialised tactics exploting its weaknesses to slay. It also has the ability to develop feelings of compassion, which if it does happen will likely be directed towards the goblins servants of the Tower.


    Once the first steps were taken towards Rakkar's creation, Kavan turned his attention outwards again. The fishermen by the rocks saw the signs of Kavan's return, and knew what that meant - someone else had to be given up to the god of monsters. This time, however, they didn't choose one of their own - one human is as good as another, they reasoned, and in order to protect their own they went out looking for someone to sacrifice in their place. The trail led to a small coastal village, and a young man who'd strayed far enough from his home to be captured and taken to the rocks. The fishermen were right, it seemed - Kavan didn't care who they were, just that they were offered up to him.

    Spoiler: Secondary Action
    Show

    0AP: Demand the sacrifice of 1 mortal to generate 4 BP


    The sacrifice didn't go unnoticed by the village - a small group had followed the tracks left by the man's abductors and had witnessed everything. They return home with news of the fishermen who made deals with the monster of the tower, of the murder of one of their own, and of Kavan - although the last part was soon unnecessary, as the great serpent had followed them to their homes. Drawing upon the power of the blood he had consumed - of those that were already his, and those that would soon become his, an act that the other gods can't fail to notice - Kavan creates a display of divine power and monstrous wrath that leaves the village a little damaged and very aware of the kind of being they were faced with. The villagers can only watch as the serpent shrinks and grows clawed limbs, the god of monsters adopting a more humanoid form to ensure that his message is obeyed. "Mortals. You are mine now. If you listen and obey, and provide what is demanded of you when it is called for, you will be safe from my progeny, and my oceans will be open to you. If you do not, you will have no protection from them when they are born, and I will offer no mercy when you go out into my waters."

    Spoiler: Action 2
    Show

    6 AP/3 DC (Detectable - 6 BP used): Influence a village of mortals (~1000)
    Once again, Kavan attempts to bring a mortal community under his dominion, offering the carrot of his mastery over the oceans, and the stick of the wrath of the seas and that of this monsters. Besides their plain obedience when called upon, Kavan expects to draw his future blood sacrifices from the village - although naturally they do not need to be villagers, Kavan accepts the blood of strangers just as easily as he does his own - and his progeny may have similar demands.

    Kavan (total +6)
    +2 Monsters: Having made his presence known to them by devouring one of their own in a monstrous form, Kavan's message to the village is a simple exchange - in exchange for their obedience, and tribute when called for, they will be protected from the hostile attentions of his monsters.
    +2 Oceans: Kavan's dominion over the oceans means that his "followers" do get a boon beyond Kavan's mercy, finding the waters calmer when they go out to sea.
    +2 Genesis: As a part of Kavan's boon, those of Kavan's followers who go out to fish the oceans find their catches are larger than before, the Tower's influence over life and birth ensuring that there is enough fish in the water for them to eat.

    Gorkun (total +4)
    +4 Greenskins: The Goblin tribes that are near the villages clean up the remains of the sacrifices and if there aren't any, their prayers are given to Kavan in hopes they get their meal back. Too long, and if the Shamans see that the village has lost the protection of the Deep Lord, they may be attacked.

    Myrin (total -2)
    -2 Dreams: By gifting offerings of effigies in the shape of humans with a piece of hair or other small fragment of their body to the sea the followers of Kavan may avoid having to give tribute to their god. All effects that require faithful sacrifice still function so long as the effigies are gifted and other proper shows of respect are given to Kavan.

    No minion or monster of Kavan will be able to see through this deception.


    Looking beyond the area he was focused on, Kavan notices more great acts of divine might happening. The skies changing, another powerful item being created, and goblins changing the world through inscriptions. Interesting. First, Kavan turned his attention to the ring forming around the sky. He didn't understand it, why one of his kin was expending so much effort for something so meaningless, but then again perhaps that was part of the point - such an act, so beyond the abiities of mortals, would be a constant reminder of their place in the world. Yes. That was good. Kavan decided to lend his aid, reciprocating the turtle god's earlier help. The new artefact, however, only got a cursory investigation before being passed over - the god of monsters had little interest in an artefact like that, and he owed nothing to the god creating it. A monstrous guardian being created by the god of death, marked with the unmistakable scent of blood. That could do with a touch of help from Kavan, and the mere act of creating a creature like this served to elevate Morannan in Kavan's eyes.

    It was the new magic, however, that took most of his attention. On the one hand, he saw dangers in the runes - visions of mortals taking this new magic and trying to surpass their betters with it. However, he did owe the god of the goblins, and their kind was particularly good at understanding their place in the world, and there was no reason his progeny couldn't make use of this themselves...yes. He would help.

    Spoiler: Reactions
    Show

    Helping The O of Ooeth with The O
    +2 Oceans: If those who attempt to seek the rainbow find their journey brings them over water, they will find it tougher going than they expected, Kavan's influence supporting The O of Ooeth's desire for trials and challenges as they struggle with unexpectedly rough seas and strangely aggressive underwater life.

    Helping Morannan with Turnipface
    +2 Monsters: Kavan doesn't see much need to substantially alter the nature of Turnipface, so instead just applies his expertise on the matter of making monsters to enhance his already existing abilities - he was rather a specialist in making things that terrified and killed mortals, after all.
    +2 Genesis: When Turnipface successfully kills someone, the following growing season grants greater yields than on years where he was not used or was defeated.

    Helping Gorkun with Rune Magic
    +2 Monsters: Kavan enhances the ability of monsters to use Rune Magic, making their own flesh, hide, scales and carapace strongly resonant with rune magic that is in line with their natural abilities and powers, and lessening the strain involved with creating such runes. As such, nearly all of Kavan's monsters are naturally talnted fleshscribes (detailed below), although other monsters could potentially make use of this through providing shed scales and the like to chosen runesmiths (and those capable of slaying monsters could potentially make use of their remains for rune magic).
    +2 Oceans: Runes affecting the seas and the natural life within it have a particularly strong Law of Resonance - Engraved Runes with little resonance with the oceans will do little to it, while those with strong resonance can do much more than usual.
    +2 Genesis: Dead wood and bone has resonance towards the birth and growth of plant and animal life respectively.

    Additionally, a tradition develops within the Tower of Kavan, one making use of Kavan's influence over rune magic.
    Spoiler: Fleshscribing
    Show

    Fleshscribes
    Fleshscribing is an art that originates in the Tower of Kavan, from Kavan's monsters using the many goblins and lesser creations that dwell within the structure to inscribe runes into their hides and carapaces to enhance their innate monstrous power. The goblins began to copy the techniques, developing their own fleshsmith groups, and from there it could slowly spread into the rest of the mortal world. Fleshscribed runes are quite selfish in nature, their effects increasing the power of their creators but requiring subordinates to both physically create the rune and to take some of the strain to create.

    Themes: Self-enhancement, minor shapeshifting

    Advantages: Reduced strain for ongoing effects, can mitigate the effects of creating runes through lower-ranked servants

    Disadvantages: Greatly limited ability to directly affect things outside of themselves outside of masters, needs the aforementioned lower-ranked servants to create runes

    Initiate (Carver): Most mortals begin at this stage, learning the basics of rune magic through being directed by their superiors. Unfortunately, this means that they also collectively take a considerable amount of the strain involved in their superior's creation of runes. This means that Carvers are a very important position in any fleshscribe group, but one that nobody wants to be in (while higher-ranked fleshmsiths can take their place, they'd naturally rather not), so their superiors generally take one of two approaches to ensuring they have enough Carvers - those requiring willing volunteers have to strike a delicate balance between giving their subordinates enough reason to stick around (usually the potential to advance in the fleshsmith group and learn the higher secrets of the art, even if few actually achieve it), while those will the will and power to do so instead simply force their Carvers to do their work.

    Naturally, Kavan's creations tend towards the latter approach, the goblins of the Tower forming a large pool of pliable Carvers to direct in their projects.

    Apprentice (Scribe): Fleshscribes that go from Carver to Scribe begin to learn how to actually create their own runes. While fleshscribes can make weak versions of the small, generalist runes that most runesmiths can create, their own more powerful runes are a little unique and can only be inscribed into one type of surface - the bodies of their creator - and can only be written, typically through direction by other fleshscribes. As such, most groups ensure that their Scribes have at least one or two Carvers to help them (the limit for the less experienced, increasing with greater mastery over runes). These types of runes have great resonance with their creator's natural abilities, whether supernatural or natural, and has very little resonance for other kinds of effects. The strength of the runes are also affected by their permanancy, the degree that they are actually a part of the fleshscribe, painted runes being impermanent and weak and carving into the flesh directly and scarring it bringing about the strongest effects but being the hardest to change and remove (tattoos are a commonly used middle ground, particularly since a fleshscribe's reliance on Carvers means that they need to be very sure of their subordinates' loyalty before trusting them to do more permanent work without taking the opportunity to do some real damage). At this stage, Scribes are rather limited in what they can create, their enhancements tending to be quite direct and physically-focused - a mortal making themselves stronger or faster, for instance, or a supernatural being making one of their powers stronger in a similarly direct and inelegant way (such as an aylo using fleshscribed runes to just be able to move bigger stones than normal, or Rakkar making his steam breath even hotter).

    Most of Kavan's monsters begin at this stage, their god not wanting them to lower themselves to the work of servants. They tend to prefer more permanent runes, their tough hides and carapaces meaning they can take the carving process easily and without fear.

    Adept (Shaper): Besides the typical benefits that experience brings (their ability to include more Carvers in their work expanding with their mastery over runes), the main development that marks a Shaper from a Scribe is that of flexibility - a Scribe can develop plenty of experience in making their bodies stronger, but a Shaper has learned how to enhance their minds as well as their bodies, to create runes that take advantage of any supernatural abilities they have in less direct ways, and may even start to learn how to alter their bodies in small ways (although the law of resonance means that these ways still have to be within the limits of what their race could naturally achieve, which is still more than most think). The way their bodies interact with the Law of Resonance becomes a focus at this stage, proving to be the Shaper's greatest obstacle, and as such learning ways of bending the law and designing runes that can draw on that resonance in new ways tends to take up most of their study and learning - for instance, a common step at this point is to learn how to apply the resonance of bone towards birth and growth in fleshscribed runes, leading to rune-based healing and regeneration being a common ability at this point.

    Given some time (not long from their perspective, but a long time for most mortals) many of Kavan's monsters reach this point, tending towards runes that allow them to use their natural powers in slightly different ways (for instance, eventually Rakkar will likely develop runes that alters their breath weapon to be more versatile while still being able to be described as him breathing superheated steam).

    Master (Warper): The Warper is the rare fleshscribe that has learned how to circumvent the resonance-related flaws of fleshscribing in a simple way - if their bodies aren't resonant towards their desired goal, they simply need to change their bodies. The process of discovering the necessary runes and techniques is a somewhat personal one - while some aspects are common between Warpers, the many differences between their minds, bodies and arguably souls introduced many variables and details that the individual Warper must learn how to account for and control. This isn't total shapeshifting, even the best Warpers tending to be at least half their original race, but the shifting they can do can be useful in its own right, although the main benefit of this magic is to expand the scope of future runes, using the resonant traits of their new parts (with the flexible mind of an experienced Shaper) to create runes they otherwise wouldn't be able to, such as drawing on a fish or bird's resonance towards their environment to better explore them, or the resonance of a monster or supernatural race towards their powers to create runes reflecting those powers.

    Strangely, despite the tradition originating with Kavan and his creations, few if any of his monsters will ever reach this stage, tending to have such strong belief (arrogance, arguably) in their natural powers and strength that they stay focused on improving them, rather than considering the possibility of being something different like a mortal might.

    Last edited by Volthawk; 2022-02-20 at 06:09 PM.

  8. - Top - End - #68
    Pixie in the Playground
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    Post Re: Age of Elysians: A God Game IC

    All Manner of Beasts

    Spoiler: Action!
    Show
    4 AP/2 DC: influence a large group of mortals (~100)

    With this grouping of mortals, Atualam lays the foundation for a tradition of beast-taming among the tribefolk of the Rotwood. For now, they will capture and train many of the wolf packs which stalk the Rotwood.

    Later, when their descendents come to settle Acroth, they will know by instinct how to add bears, lynxes, and falcons to their menagerie, as well as the herd animals so helpful to agriculture.

    +2 Prowess: For instilling in them the skill and determination to establish their tradition, and allow them to successfully settle Acroth once they depart the Rotwood.
    +2 Foreknowledge: For telling them of the beasts that lurk beyond the Rotwood, and the methods for taming and domesticating them.

    Starting AP: 11/35
    Ending AP: 7/35



    Acroth
    The Rotwood - Grove of Atualam


    After his stone basin, Atualam makes a throne for himself. Even by the standards of its time, it’s a crude piece of furniture. The packed dirt is held together by an unnatural framework of black roots, which have sprung out of the ground just for this purpose.

    Atualam sits on this throne like a pondersome monarch, slouched one way, chin in his spindly hand. He surveys his chosen subjects: humans, men and women of the Rotwood. Primitive tribefolk all. They kneel and avert their eyes, but cannot hide their restlessness, their discomfort.

    These people aren’t much. Given the landscape they find themselves in, they probably never would be. Fortunately for them, fate had it that Atualam should appear here.

    One of these days, you folk will leave this bog, and Acroth will be your true and proper home,” Atualam intones, only a little bored. “But I’ve got bad news for you about Acroth: there’s just not much to it.

    No ores, no fuels, nothing obvious and easy to use, except maybe the timber and arable land. There were worse places to make a living, but Atualam sees the vague shape of history in the back of his mind. It’s tough going without mineral wealth. And it’ll be tougher still to stand up to the territorial satyrs currently grazing there.

    Someone in the back mutters something. Atualam’s skull snaps in that direction. “Shut up, you moron. I’m talking.

    They fall quiet again. These people have no idea what Atualam is talking about. But what else is new? Does the soil have any idea what the farmer’s doing when he plants a seed? Does the hot iron have any idea why a blacksmith beats it into shape?

    It’s not for them to understand. Only Atualam knows how it all ends. He doesn’t need their trust - only their compliance.

    Atualam grunts and looks back out into the crowd, “I’ll tell you what Acroth does have, though: all manner of beasts. The wolves which hound you here in the Rotwood and more. I’m sure you’ve seen them…

    Indeed they had. Atualam can smell the fetid stench of fear rising off of them.

    Maybe you sought to avoid them. But there is another way. With a little effort, these creatures can become your faithful servants. Now... Listen close. I only ever say things once.

    Compelled by fear or curiosity, the tribefolk lean in, and with many words, Atualam draws out their cunning.
    Last edited by Red Lenses; 2022-02-12 at 05:42 PM.

  9. - Top - End - #69
    Ogre in the Playground
     
    AlexanderML's Avatar

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    Default Re: Age of Elysians: A God Game IC

    24/35 AP

    Myrin and Kilo - The Great Dismal Swamps of Suiren

    It had been a few weeks since Kilo had met the dream-thing called Myrin. While it was hard for him to understand what the flighty thing wanted from him or what it was saying, he was a smart goblin (perhaps a prodigy by his people’s standards) and so learned how to communicate with the thing when it would inevitably meet him in his dreams.

    Those dreams were… odd. They were so colorful and fantastical that he, someone who grew up amid the dismal swamp, would get dazed looking at them. He would try his best to not pay attention to them; since otherwise he’ll get tackled by the dream thing when he least expects it. He really hated that, it made him think of the predators of the swamp, things he was still wary of even if Myrin said they would not attack him anymore.

    That did not mean that the dream-thing was a complete pain, it gave him someone to talk to while Kilo rested after losing track of his tribe. And though he would never admit it, he enjoyed some of the playing Myrin insisted on. They were growing on him dream by dream.

    When it was time for Kilo to fall asleep amid a particularly tall tree he began wondering what sorts of sights awaited him now, with only a moment’s worth of a fake discontented grunt at thinking about Myrin’s insistence on moving around instead of taking in the view.

    Yet when Kilo finally closed his eyes to reality and opened them to sleep he found a black abyss in front of him. No, after a moment staring at it, he realized it held a crimson color and moved slightly. He was staring at an endless pool of blood in front of him under a pitch black sky.

    Looking around himself Kilo found he was back underneath the tree from the first night with Myrin, though it was barren of any spectacular lights it was somehow visible. Weird dream stuff. Standing up and taking a look on the other side of the tree Kilo saw Myrin, huddled next to the tree looking contemplatively at the black expanse.

    “Myrin… wot’s gottan inta ya?” Kilo said, afraid, unsure if Myrin was going to lash out at them for some reason; luckily for Kilo he saw Myrin’s large wings hug their tiny frame like a blanket, their face getting red.

    Myrin looked away from Kilo “I’ze zoggin know, me thinkin bout der lousy lot besides me. Killin and eatin folk.”

    “Wot.” Kilo says deadpan, thinking that at least Myrin was not acting too strangely, they still made no sense. “Stop tryin ta talk right.”

    With puffed out cheeks Myrin looks at Kilo with a child’s glare. “I’m not the only one like me out there. There are a bunch of nasty things that eat peoples death.”

    While eating people was not something that Kilo would recommend he was not innately grossed out by the idea, at least not massively so. “Wot, themz dyin? Natural thing ta do, eat wot ya can.”

    Myrin looked like they were on the verge of shouting angrily, but to Kilo’s surprised they just shrink away crying “They don’t need food!”

    While Kilo felt like he understood a little more why Myrin was so upset, yet the dark gloomy atmosphere still seemed like a disproportionate response. Nevertheless he knelt down and patted Myrin on the shoulder “Nothin yer able ta do, stop ya crying...”

    Myrin looked out towards the dark expanse and ominously said “I can try and make them regret it.”

    Kilo shrugged “Why not? If ya wanna I don’t see why not.” As Myrin was giving Kilo wide eyes he felt a little uncomfortable. “Wot? Me wrong or whut?”

    Myrin shook their head “No. I’m just worried about that.” This earned them another ‘wot’ but they continued “I think I’ll go ahead with it then. I can only hope it will let the dreams be filled with nicer things someday.” They said reaching forward towards the black pool, though unlike before Kilo did not see anything.

    Spoiler: Hinder O of Ooeht’s first action!
    Show
    -2 Psychic: Myrin works to make sure the divine influence of O of Ooeht does not sway the hearts of mortals to pursue it’s trial. The O ring will catch on very little within the hearts and minds of mortals compared to its intended effect; after a generation due to seeing it for so long it will hold as much interest to mortals as looking upon any other celestial body.


    Spoiler: Hinder Gorkun’s first action!
    Show
    -2 Psychic: Myrin subverts the work of Gorkun by re-writing the Law of Capacity into the following:

    The power of runes takes a toll on the soul, with extended use potentially breaking it apart. This process depends on the number and complexity of the runes, as well as the experience of the rune’s owner. No mortal level of power can force another to use runic power to the point where their soul breaks. For future reference this toll on the soul will be referred to as strain for convenience.

    Both writing and using runic magic creates strain, with writing runes creating five times as much as it would to use the rune. A person can recover from straining themselves with time and relaxation, with their capacity for strain increasing slightly proportional to the amount of strain that was acquired (notable life experience increases it overtime as well).

    Using multiple runes together on the same object increases the strain tremendously. Taking on the strain of using a two rune object is something that a person would need to be (lightly) trained for, let alone the strain carving them. As of now at most a mortal could hypothetically use a six rune object, but can only carve up to five. As ages past mortals will learn how to carve in ways that produce less strain (the limit will increase by 1 per age after the stone age).

    Runes give strain to their creators, unless the creator designates someone else as it’s owner or the original creator is dead and someone touches it. Runes that automatically function will inflict the strain automatically, save in the case where it would kill the creator/owner (the rune’s effect fails to function and it has a 50% chance of detonating).

    Detonation occurs if a runic sentence is created that is contradictory.

    -2 Dreams: Myrin crushes the potential for rune-smiths to create highly complex and powerful runes, letting their own dreams destroy them. The images of such runes and the means by which to imbue them with all but minor power (creating lights, making a sword a bit sharper, fire sparks) fail to take hold in the minds of any runesmith, leaving their minds after a single night asleep.

    +2 Physical: While Myrin may attempt to thoroughly limit the power of runes they cannot contemplate the numerous ways in which mortals may attempt to circumvent their curse. Traditions will emerge holding differing words to manipulate reality in ways important to the people developing them, as well as differing techniques by which they carve runes upon objects.

    Such methods will allow mortals to utilize a fraction of the original almighty power of runes. This boon technically allows all the existing laws to be subverted in some manner as well as the curse (it’s recommended to do so cautiously), such as specifying that all objects to be carved from a certain tradition must be metal even if the normal rules of resonance would not allow for that.

    Each god can subtly guide their mortals' creation of runic traditions. Such guidance can only be given to one tradition at a time and will only see completion in-between ages (actions, of course, could outright invent new traditions instantaneously).

    Mortals may only learn from one runic tradition at a time, needing to master one before being able to retain the knowledge and begin learning another (a process that normally takes decades). While the examples shown below follow a certain pattern of progression, this is not strictly necessary, but helps give a feel for how those who use the tradition progress.

    Example Runic Tradition:

    Spoiler: Blazing Boyz
    Show
    Pyromaniac goblins that have developed many strange and manic techniques to create, control, and empower fire. To a proper blazing boy smith, there is nothing worth pursuing more than greater fiery explosions.

    Theme: Fire, explosions

    Advantages: Low strain, comparatively easy to learn.

    Disadvantages: Extreme focus, body mutilation

    Initiate (Black Tips): Those who would learn from the blazing boyz must go through the arduous process of burning their finger tips, then have runes cut onto the burnt ends from masters. Each finger tip needs three runes inscribed on it so this process is typically done over a period of days. Once completed the black tips may begin to remember the words associated with the blazing boyz tradition.

    Apprentice (Sparkyz): After learning the basic words needed to create fire from nothing and the simplest runic carving techniques of the blazing boyz, an initiate wishing to progress must carve the runes for spontaneous fire creation and those for manipulation through careful burns on their own body (detonation is a common fear and is often the determining factor for if someone succeeds here).

    Those that succeed and are thus able to create and move common flames are considered sparkyz. Sparkyz have the ability to make and manipulate flames with less strain than normal and begin learning explosive magic.

    Adept (Boomer): Having survived the learning process on how to create explosions (both the blunt and fiery kind) through countless field tests over the years a sparkyz prepared to take on the next step must find something that had exploded without the use of runic magic (typically something soft struck by lightning but hypothetical mundane explosives work as well).

    Engraving runic properties for explosions away from the sparkyz onto the object, it must then be implanted into their body with some part of it still being exposed to the air (typically this is done crudely by cutting someone open, inserting the object, then closing the wound with fire).

    If this surgery is successfully completed and the rune functions, the apprentice becomes an adept boomer. Boomers may create explosions at will towards nearby objects/people with significantly less strain than normal and may begin learning ways to protect or even undo damage done from fire and explosions (something that many boomers find too boring to pursue).

    Master (Hella Boomer): Through a great deal of exploding and fire making experience, through the dedicated study of the art of tearing things apart, a boomer may make an attempt at the neigh suicidal task of becoming a hella boomer.

    The boomer in question must set up a runic circle of special stones prepared to undo fiery and explosive damage instantly, all made by and still give strain to the boomer. Then the boomer must use an incredibly powerful explosion to completely annihilate themselves into smoldering dust.

    If the preparations of the boomer were sufficient then they will be restored before their soul leaves the pile of dust their body turned into. If this occurs, the boomer is now a master hella boomer.

    Hella boomers gain the ability to mix other runes (learned from other traditions or independent study) into fire and explosions. Such as creating cold fire or silent explosions.


    Spoiler: Hinder Morannan’s first action!
    Show
    -2 Psychic: The Nahqab may be temporarily destroyed by a weapon that a mortal finds to be unique (such as a family heirloom or holy symbol a dead parent made) that they believe can protect them from harm. This must touch the head of the Nahqab, destroying both the demon’s physical form and the object at once.

    For ten years after the Nahqab is destroyed using this method it will show a fear towards objects similar to one used to slay it.


    Spoiler: Hinder Kavan’s second action!
    Show
    -2 Dreams: By gifting offerings of effigies in the shape of humans with a piece of hair or other small fragment of their body to the sea the followers of Kavan may avoid having to give tribute to their god. All effects that require faithful sacrifice still function so long as the effigies are gifted and other proper shows of respect are given to Kavan.

    No minion or monster of Kavan will be able to see through this deception.


    Myrin looked at their hand bitterly.

    Kilo shrugged and asked “Better?”

    Shaking their head in a ‘no’ Myrin frowned, stating “I don’t like that.”

    Kilo stood up with a sigh looking down at Myrin “Welp gotta sap in mind to help?”

    Myrin with a distant look nodded. “Yes… that one from before.”

    “Oo?”

    “The one after the toad. Remember that strange man near the big tree?” Myrin asked, gaining a small smile at Kilo’s flinching.

    “Aye Iz do, he had biggies wit’em, one themz dead. Woz not gitten near that.”

    “Don’t worry so much, he’s more friendly than you think. I… think.” Myrin said awkwardly with the emotion clear on their face. “He’s helped me before so I shall help him again.”

    Spoiler: Help Cen’s first action!
    Show
    +2 Dream: The water of the Well of Memories seeps into the swamp and into the surrounding dream wood. Those that connect to the dream wood in the Great Dismal Swamps of Suiren (or whatever it’s renamed to in the future) will give a small portion of the knowledge they hold to the well automatically when they next fall asleep. Those that are persistent enough may use dream wood leaves from the swamp to gain a small amount of knowledge from the well without having to drink it’s water, with leaves from dream wood trees closer to the well giving a higher chance of success.

    +2 Psychic: Those that drink from the Well will have a small amount of strain (gained from things like rune-carving) healed.


    “Anyway.” Myrin started looking at Kilo with a serious look “You should go back there.”

    “Woz I just say?” Kilo said with an eyebrow raised.

    “Do it. Your tribe is attracted to it, half because they wanna know what it is, half because the tree is so big they want to climb it.”

    This was shocking news to Kilo “Iz tha right? Then Iz suppose I’ll go” he nodded “Thanks, Myrin.”

    Myrin smiled back at Kilo as he awoke.
    Last edited by AlexanderML; 2022-02-18 at 12:22 AM.

  10. - Top - End - #70
    Ogre in the Playground
     
    purepolarpanzer's Avatar

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    Default Re: Age of Elysians: A God Game IC

    Ozglint- 19 AP Remaining, 2 Actions Remaining

    Haastafahn, the Village on the Mountain
    The tribespeople had followed behind Oz, moving from marker to marker until they reached the lost village of stone dwellings. With their hearthstones their homes were warm, but now came the next step in the Great Work. Ozglint, remembering Zemara's words, told them the name of their new village- Haastafahn. Oz didn't remember the origin of this word, but he knew the explicit meaning- an outpost intended to be a crafter's commune. A place where important things were made. It also named the mountain, though this time it used the villager's own language, naming the land Peerless Peak. It began to speak to it's people to tell them more about how their society would function.

    But something caught the god’s attention. One of its peers was attempting something formidable. Something massive, both in scale and in scope. Something… interesting indeed. It seemed that someone else had the same magical sensibilities as the artificial god. Or similar interests, to say the least. Ozglint decided immediately that they wished to speak with the creator of rune magic. It had a thing or two to say about that matter. With an errant thought it sent it’s mana form to meet the other god, while it’s physical form interacted with the mountain people and instructed them in their role in the Great Work.

    ----------

    Elsewhere, in Goblin Territory
    To find Da Purple was both an impossibility and easy as all heavens. By finding a goblin, a god could find a fragment of Da Purple. Yet it was nearly impossible to find anything more than a mere fragment. One of the Fragments of the great goblin god was currently working on a bone spear, carefully slicing words into it with a small black stone that was runed with the word write on it.

    As Oz sent its mana-form to aid the fragment, the Goblin would pick up on something entering the room. It's ears would perk up and it would growl, turning around and flashing a bone carved knife at…nothing?

    Invisible to mortal eyes, Ozglint looked over the goblin in confusion. It had attempted to meet with this goblin god, but now it stood before a feral looking creature. Figuring that there was more to this goblin than meets the eye, Oz looked over it’s work with interest. Oz manifested, taking a smaller, just a bit bigger than goblin-sized humanoid form composed of wood, bone, and other natural materials.

    Your matrices are loose, your calligraphy is lopsided, and your tools are primitive. But… considering the nature of your existence, you have done well. It is good to see the old runes again, and I think you may have even come up with some functional new ones. Overall, commendable, though haphazard. Still, without deific power, those scratchings hold no authority. I will aid you, as I can, for both your people’s sake and my own. However, I have my own conditions…”’

    The goblin didn’t speak to the wood-bone-stick thing. Instead it did as its instincts told it to. It tried to stab the creature. Yet stabbing didn’t work well against anything that didn’t bleed so as it retracted its hand, expecting the creature to die…it began to panic as it didn’t die. Yet a few seconds later, its aura would change, almost calming a bit.

    **”What do you want wood-stone thing?”** A voice would come out, far too deep to belong to the goblin yet still clearly coming from it. It sounded like one would imagine a goblins voice would be, if a goblin was the size of a mountain.

    Ignoring the hapless assault, Ozglint could sense that it was now in the presence of the being it sought. “I want to assist you in creating rune magic. And like you I wish to make my mortals have a unique connection to it. Normally I’d have to work in a flaw, but the explosive potential of your runic script covers that sufficiently. I was also curious to meet the god who moved to make magic more quickly than me. I hope my contributions to your cause serve both our people’s needs. What do your mortals call themselves? And for that matter, what should I call you?

    He wasn’t an idiot. Given a few minutes, he recognised Ozglint for what he was. A god like himself. As such, the unnamed God stepped out of the Goblin, the creature passing out from the sheer exertion of the Divine Spark all goblins had manifesting.The ethereal goblin would speak to the construct in the same voice. **”We’re Goblins. Calsl us what you likes, it makes no difference. I am…”** This was where something strange would happen. He would split and shake, almost like he was having a seizure. Multiple heads would be seen and a hundred different names would be spoken at once before he returned to normal, as if nothing had happened. **”What do you calls yourself false-thing”**

    You may call me Ozglint. I am, in fact, a thing. I was created to save this world.” Ozglint took note of the odd fit that trying to summon it’s name caused the god. That was… concerning. Oz’s own identity was developing slowly, but to have the powers of a god and not know your own name is… disturbing. Reaching out, Oz took the spear and tapped it with its finger, etching a rune into it through force of will. “I know much of runes. I… know much of many things. I will assist you, and in doing so I will write my own provisions into the laws you are creating. Our peoples will be peerless in the art of rune craft. Is this agreeable to you?

    **”Ozglint-thing. What do you want in trade-make? No one does anything for free,”** The Goblin was nodding his head though, his suspicion beginning to die down. Perhaps the fake-thing wasn’t here to take his people. **”Name your provisions,”**

    Oz tilted its head, looking with curiosity and confusion at the goblin god. “I want my rune smiths to be pioneers of the craft. I want them to discover new and innovative uses for the runic language. In that vein, I want them to bend some of the rules of rune craft so that no one will question their skills, much as you have done. But.. I want nothing in exchange. If you hadn’t decided to make rune magic, I would have done so eventually. If you feel inclined to assist me in future endeavors in return for my assistance I will not refuse, but I see this as colleagues collaborating on a project of mutual interest, not as some form of lowly barter.

    **”Deal. However, If you wish to help me as a fellow know-maker I have a want. There is another god-thing meddling with my peoples work. It bends-break the rules, turning them so that the Runes cannot be cast-made as easily. My energy is spent on the great creation. Help me with this and you, Ozglint-thing, and your smiths will be given an extent of the Goblin’s skill at cast-making runes. We both wish-want for the runes to be advanced, but foul interloper wants nothing but to crush what we will make,”** The goblin god could feel his spell going awry in ways that he didn’t like.

    Oz frowned and read the currents of divine magic that surrounded the monumental task of making a school of magic. It lifted it's hand and parted the intentions and meanings until it found the interference that the goblin god mentioned. ""I will do what I can. I do not want the minds of the rune smiths to be poisoned even as their ideas are like children in the crib. I cannot negate another god's will, but I can subvert it with my own. I will do my best... goblin god. But I must return to my own people. I wish you luck in your future endeavors. May our intentions never cross one another negatively." Before it left, Oz reached an artificial hand up and again singed some runes into it's own head. The wood, bone, and plant body collapsed into it's component pieces, leaving behind the pieces of an artificial man. If the goblin took the time to look over them, it would find several runic combinations of words burned into the pieces. Just a parting gift to stimulate the amateur runesmith's mind.

    ----------

    Haastafahn Village Again
    While Oz was negotiating with the goblin god, it was also instructing its people in how to set up their homes, how to work a living from the resources of the mountain. It called for the best and youngest craftspeople of the tribe to come forward, lining twelve of them up. They shivered in the cold, away from the hearthstones that warmed their new homes, and they stared up in reverence and awe at the golem god as it inspected them and their work. They whispered amongst themselves as it checked over their greatest works, wondering what the creature's intentions were. Was it here to punish them? Critique them? Help them? The hearthstones would change their lives for the better, for sure, but at what cost? Mostly they just shivered.

    Simple tools from wood, bone, and stone. Primitive fishing implements for the rivers and streams. Weapons of such basic make that they had as much a chance of catastrophic failure as to wound a foe in combat. Clothes of paltry construction that barely held together. Not for the first and not for the last time Oz marveled at the primitive nature of this world. However, it saw potential, and that is what mattered. "You are the makers of things, and you shall be blessed. I will teach you, and in return you will teach the next generation, and the next. Each generation will take a step closer to perfection. As it should be. If you are ever lost, confused, or hungry for knowledge, look inward, and inspiration will well inside of you. Feel the blessings of Ozglint, and know a fraction of my power." One by one, Oz traced a rune onto the foreheads, sending a pulse of magic into their bodies that changed the very structure of their minds.

    Spoiler: Ozglint's First Action- Influence 12 Mortals AP 2/DC 1 Undetectable
    Show
    +2 Artifice +2 Magic- Ozglint will touch the minds of the best, youngest craftspeople of the people of Peerless Peak, implanting in them a drive to create things. This drive will grow, and once they have achieved mastery in their chosen project they will begin to dream of the next logical step in technological evolution. First they will make tools of wood, bone, and stone. Once they have achieved greater proficiency in this, they will begin to have dreams and visions of mining, smelting basic metals, and creating simplistic metal tools. This won't magically teach them how to do these things or let them skip steps in technological advancement, but it does speed things up a bit.

    Moreover, this blessing is generational. Once the children of these craftspeople come of age, they will begin to have the dreams as well. Furthermore, the odds of these lineages to survive childbirth and childhood are increased dramatically, as well as their birthrate. They will have a strong inclination to reproduce and spread this instinctual drive to craft things. While this starts with just twelve people, if left to it's own devices the numbers will grow exponentially as the tribe grows and keep them on the cutting edge of technological development.


    When night fell and his people returned to their homes to dream, to fornicate, and do whatever else fleshy beings do, Ozglint left their stone body in the center of the stone village, a reminder that it was watching over the people of Haastafahn. It's manaform rose into the sky, then dissipated into a sentient, powerful cloud to hang over the region. Ozglint preferred to have a corporeal avatar, but sometimes getting a perspective on the bigger picture was helpful. It looked down at Festinnog, Peerless Peak, and the surrounding mountains and valleys. It also turned it's attention to the workings and maneuverings of the other gods. It had work to do. Work on a grander scale than it's previous actions. Gathering it's power, it began to work to shape the currents of intention, magic, and probability to it's own design. First, it would bless Peerless Peak.

    Spoiler: Ozglint's Second Action- Create an Omen of Prosperity over Peerless Peak and the surrounding mountains and valleys- 16 AP/12 DC (Detectable)
    Show
    +2 Artifice- Ozglint will inspire the people of Haastafahn to etch runes that channel divine will throughout the mountain and the valleys. This makes the area more receptive to the divine will of Ozglint and any gods it sees fit to include. Carved into rocks, trees, assembled with stones, and carved into their homes, these runes will become permanent parts of the landscape over time. It will become a tradition of the villages to inscribe these runes pretty much everywhere, and restore and replace any runes that become tarnished, worn, or faded.

    +2 Magic- These runes are a conduit of divine purpose and intention that ease the strain of divine magic significantly, making more and greater works possible on the entire mountain. To mortals these will appear as everpresent runes covering everything in the terrain, but to gods the manaweave of the omen is obvious- twelve stars of energy arranged in a visible constellation over Peerless Peak that is both interesting and inviting- a welcome mat that says "please knock and be welcomed" to potential collaborator gods.

    EDIT- Weakness- Flawless-No flaw applied. -2 to the roll. Still a success.


    Spoiler: Messages to Other Gods Calling for Aid with the Omen
    Show
    Spoiler: Message to Zemara
    Show
    "Come, my friend. Aid me in the creation of this omen, and you and I will create wonderous things on my mountain. It will be the canvas of the Great Work, and from here we will build the lever that will move the world. It may even be... beautiful... in it's own way."


    Spoiler: Message to Kavan
    Show
    "I require assistance in erecting a magical construct over my mountain. If you have the means, I would request your assistance. I will create wonderous things for them with it's aid."


    Spoiler: Message to Orgo
    Show
    "I would request your assistance in erecting an omen. It will be a labor of love for my chosen people, and will make it easier to create a better world for them."


    Spoiler: Message to Kyodaina
    Show
    ""I would request your aid in erecting an omen above my mountain. It will allow me the ability to create great works of awe and imagination on this planet."


    Spoiler: Reactions
    Show

    Spoiler: The O of Ooeht- Help
    Show
    ++2 Artifice +2 Magic- Ozglint will lend his divine willpower to the creation of the rainbow O around the planet. It's perfect circular shape (much like Oz's constellation in the sky), will inspire craftspeople to create wheels, hoops, and other circles, mimicking the rainbow in shape and color. Flawless (-2 if rejected) The O will not be the steady celestial body that was intended. Sometimes it will look larger, sometimes smaller, sometimes the colors will be mute and faded, sometimes they will be bright an vivid. The attraction to "chase the rainbow" will likewise surge and fade seasonally. Once astronomy becomes more developed the mortals will realize that these changes are set in a pattern that cycles precisely over 12 years, but until then the mercurial nature of the changing rainbow ring will fascinate them and create a myriad of superstition, leading to more Tricks.


    Spoiler: Cen- Help
    Show
    +2 Artifice +2 Magic- Ozglint will assist in creating the Well of Memories. Those who drink from the well will find they have an urge to craft and create. Projects and ideas from others who share in the knowledge pool may be recreated or manifested years later by future imbibers. Knowledge of technology and progress will be prominent in the shared thoughts. Flawless (-2 if rejected) the magic of the pool fades if the water is removed from it. The effects are lessened and lessened until, after twelve days it is just regular water. This has no effect on the water in the pool- the source remains as effective and potent as it ever was.


    Spoiler: Unnamed Goblin God- Help
    Show
    +2 Artifice +2 Magic- Ozglint will assist in the creation of rune magic. In addition to the mechanical assistance, Oz will seek to mitigate Myrin's meddling. While the dream god sends mind effecting dreams to suppress the creation of impressive pieces of runework, Oz will send daytime visions of a simple piece of runework- a rune stone necklace with the runes for "no dream" carved into it. This runestone lessens the effects of these dreams, allowing runesmiths peaceful sleep. While it does not negate the effect entirely, it does make them quicker to dismiss the creativity crushing visions of Myrin's hinder.

    In addition, runesmith's blessed by Oz will gain an exception to the rule of Structure- part of his runic tradition will be the use of one specific form of proper noun- family names. A creation etched with a family name will enhance the benefits of the other runes when being utilized by a member of that family, reduce the strain, and reduce the chance of detonation. This will create legacy artifacts passed down through families for generations that each family member can add runes to as they go.


    Spoiler: Morannan- Hinder
    Show
    -2 Artifice -2 Magic- Ozglint will hinder the creation of them demon. Rather than a crude effigy, the construct body of Turnipface must be crafted to exact specifications out of ritualistically significant materials (turnips harvested at midnight under a full moon, herbs that have to be harvested under a half-moon at midnight and burned during the ritual, a body formed of a very specific and uncommon wood harvested on at midnight with no moon, with Morannan's symbol crafted precisely with the blood of twelve members of the community who agree that the hit is necessary and voluntarily give their blood for the ritual, all utilized within a month of being harvested so it cannot be stockpiled). This hinder turns the ritual summoning from something any desperate fool can do to something that a trained ritualist must complete over the course of a month, leading to a class of witches/warlocks/holy people who are proficient in making it happen. This will discourage summoning the creature frivolously and make it so someone has to be REALLY hated by a community to get assigned as a target, reducing the amount of summonings and therefore the amount of death significantly.


    Spoiler: Kavan- Help
    Show
    +2 Magic- Ozglint will assist the Lord of the Deeps in creating his first born. Rakkar will have an affinity for deep sea geothermal vents, spending time near them while slumbering or "off duty". This resonance with the heat of the earth will allow the monstrosity the magical ability to store heat within it's own body like a magical battery, and when this heat is combined with a lungful of sea water being exhaled with great force it produces a breath weapon of scalding hot steam. Flawless (-2 if rejected) The heat absorbing magic of Rakkar's body becomes a vital part of it's biology. It must spend significant time next to sources of great heat, resting and absorbing energy, effectively as part of it's diet. If it does not do so it becomes sluggish and slow, it's body unable to operate at full capacity. I figure it has to hibernate next to a geothermal vent for twelve days a year to keep fully charged. Rakkar gains a thermal sense like some reptiles have, able to locate sources of great heat from formidable distances, so it can always find it's way to a source of energy.




    Ozglint- 1 AP Remaining, Secondary Action Remaining
    Last edited by purepolarpanzer; 2022-02-22 at 06:35 PM.
    The Bear is Back.

  11. - Top - End - #71
    Titan in the Playground
     
    HalfTangible's Avatar

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    Default Re: Age of Elysians: A God Game IC

    Progress was slow. Far too slow.

    Iustrum had expected resistance, of course, he knew war. But his empire had barely grown past its initial holdings. Rain, misfortune, and even satyrs dogged his every footstep. His creed had spread far and wide, but it had not united the tribes. Greenskins were allies, satyrs foes, and now that his ways of war were known they had lost much of their shock value. It would be slow going from here.

    And Iustrum knew who was to blame.

    Morannan. Snafuu. Cen. Ozglint. Myrin. Zemara.

    They had done what they could to stop Iustrum's great work; the unification of humanity through conquest, to pull all of mankind under the singular aegis of the war god. They had succeeded.

    And Iustrum would respond in kind.

    "He who stands against me... stands briefly."

    Spoiler: Hinder Morannan
    Show
    -2 War: At the end of Turnipface's rampage, those who witness the death know exactly who summoned it to kill and why. This will provoke conflict among those who desire a death for the sake of revenge.

    -2 Honor: While Turnipface cannot be beaten in battle, it can be restricted to certain rules by issuing a challenge. The mortal decides the challenge, but it must be one Turnipface could reasonably win (a mortal could not, for instance, declare a 'not-being-a-murderous-spirit contest). And if the mortal wins, then Turnipface instead returns to Enceladus' tent and caws again for the next hunt.


    Spoiler: Hinder Ozglint
    Show
    -2 War: The runes and the crafting thereof begin to fracture the people of Ozglint's land. Its people gather around certain runes and charms, treating those who craft or live near other runes with resentment and suspicion.

    -2 Honor: Devotion to Runecraft becomes the most revered and honorable pursuit there is, to the point of obsession and in some cases the near-exclusion of all other professions.
    Last edited by HalfTangible; 2022-02-15 at 10:35 PM.
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  12. - Top - End - #72
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    Default Re: Age of Elysians: A God Game IC

    Ozglint- 1 AP Remaining, Secondary Action Remaining


    In his cloud form, Ozglint sensed the war god tampering with it's ritualistic rune craft. This was expected, but still unpleasant. It sent a simple message to the other god.

    Spoiler: Message to Iustrum
    Show
    A strike for a strike. This is fair and balanced. If your future endeavors do not threaten the works of my friend Zemara, then I hope this is the end of unpleasantness between us. I hold no ill intention towards you or your empire, but I will continue to support my allies against predation. May your future wars be elsewhere, unrelated, and successful, god of conquest.
    The Bear is Back.

  13. - Top - End - #73
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    Default Re: Age of Elysians: A God Game IC

    Influence Immortal
    Orgo sighs at his inability to create the virtues. However, he is still a god. He can instill these virtues in just one person. Such a thing will be accompanied with the gift of immortality. This man will be wise in all the virtues, and he will teach these virtues to other disciples, one by one. Those who follow his virtues will be blessed in their lives with love relationships, not just romantic ones, but in familial love and even friendship. The world be a happier place, at least for those who are blessed by the Wiseman.

    Spoiler
    Show

    -14 Create one Immortal The Wiseman knows all the virtues and is the first White Mage. But he can't teach others magic only virtues.
    Last edited by DarthArminius; 2022-02-14 at 12:20 PM.
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  14. - Top - End - #74
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    Default Re: Age of Elysians: A God Game IC

    24/35 AP

    Myrin, Kilo and his tribe - The Great Dismal Swamps of Suiren

    It took a few days for Kilo to find his tribe again near the big tree, the bunch interested in it the ways Myrin had predicted. For a while Kilo had to explain why they should not go near the big tree, since most of them seemed to not care that there were biggies there as well; but once they finally believed him about the scary man there they decided to not visit the tree up close (at least to Kilo’s face, he knew many of them would still try and get a peek).

    When it came time for Kilo’s nightly visit with dream-thing he was not too surprisingly greeting with a smug looking Myrin standing not too far away from him amid a field of tall prismatic grasses (Kilo’s taken note that Myrin really likes rainbows). Immediately he levels his brow and says in a lecturing tone “Oy, don’t ya go lookin so smug there, I’mz the one that wadded through da swampz.”

    With a huff and a smile Myrin gave a short nod. “True. Have you spoken with anyone near the Tree?

    “Nah, woz ther ta talk ‘bout? Rather keep me distance.” Kilo said shaking his head. Really, the biggies there frightened him, and he was too afraid to ask what they were doing there. “Uhh, Myrin?” he asked.

    “Yes?” they replied with a tilt of the head

    “I’z git ya like ta help folk, could ya do some of tha weird hand wavy stuff again fer me?”

    Sure! The mountain will be a wonderful place I’m sure.” they said cheerily.

    “Wot, no-”

    Spoiler: Help Ozglint’s second action!
    Show
    +2 Dream: Those that live upon the mountain are given momentous dreams upon reaching the age of 14 that help guide them to the career that they would find fulfilling and would serve the community the best. Such dreams can, of course, be ignored; yet it is a rare individual that does not find a dream job to be at least somewhat tempting.

    +2 Psychic:The strain for rune-crafters may be created with noticeably less strain than what is normally inflicted on a rune-smith; but such runes are tied to the mountain and fail to function when away from it.


    As Myrin gave Kilo a raised eyebrow he furrowed his and yelled out in a somewhat embarrassed manner “Tha’s na wat I meant! Please don’t ya go missin wit me bout dis.”

    Ok ok. What do you want?” Myrin asked, suddenly giving Kilo a searching look. Even the wind started to blow the grass in his direction like it was listening in.

    “Uhhh-” Kilo hesitated not really knowing himself “Well Iz been thinkin bout the beasties round ‘ere, includin those weird biggies. Waz hopin ya could help wit that, like… make us bigga or move thingz like wez do er.”

    Myrin frowned. “I could certainly try, but it would be very hard for me and the others would know and mess with it like how I’ve manipulated what they’ve done so far.” giving a sigh Myrin smiles at him reaching out a hand “But I can try, if you’ll wait for me.”

    “Wot…?” Said Kilo, surprised at the sudden request.

    Myrin nodded, then looked up at the bright sky of this dream “I’m not suppose to be here very long, Kilo. By stars or whim of time I’m here for now… but the time will soon come when I’ll enter a deep dreamless sleep I’m not sure I will awake from for a long long time.” While they were looking away from Kilo they could see tears building up in Myrin’s eyes, the air around them becoming cold and darker as Kilo guessed at how long Myrin would be gone. But they turned back to Kilo, arm still outstretched.

    “I want someone to know I was here, to remember me, and wait. Can you do that for me- Kilo?”

    Kilo was struck there for a moment, staring at Myrin before similarly tearing up “Yer… what? Are ya dyin? Itz only been a few moons, and yer ‘bout to- to-”

    With a confident smile Myrin shakes head “I promise it won’t be forever, and I’ll still be around for a time before then. Will-

    Kilo rushed over and grabbed Myrin’s hand “Course I’m gonna wait! Ya’ve helped me out twice now, goin a third soon…. Least I can do! Now cheer up and do yer fancy stuff!”

    Myrin’s eyes widened for a second before they were positively glowing, the bright light around them sparkling. With a nod and a laugh Myrin said “Then wake up and find my help there, and come back soon.

    Spoiler: Action 1! (Create Supernaturally Gifted Sentient Species)
    Show
    -20 AP - Create Supernaturally Gifted Sentient Species - Shifters:

    (Bonuses in the spoiler below)

    Born from the dreams of the Myrin come alive, these creatures phase into existence as if they were always there in a myriad of places that no one is looking at.

    A shifter has two shapes they may assume. That of the earthly-form and that of the divine-form (or magical-form, name can depend on who you ask).

    (-2 Physical) In their earthly-forms, shifters appear as incredibly small frail humans whose average height is a head below a goblin’s. The exact physical features vary depending on the type of shifter they are; yet they share carnivorous baby teeth that are partially replaced with omnivorous ones when they grow older and fur around their necks and thighs.

    The divine-form of the shifters are incredibly varied depending on the type of shifter. This divine form typically offers a few supernatural powers or enhanced physical attributes related to the type of divine aid they received.

    It takes till puberty for a shifter to be able to shift into their divine-form, with it being a somewhat challenging task to reverse for the first time.

    If two shifters from different races mate, it's the mother's divine form the child inherits (though some aesthetic changes maybe noticed).
    Spoiler: Example/What Myrin’s going to manifest in the swamp - Aylo
    Show
    Appearance:

    In their earthly form the aylo have peacock feather patterns on their water-resistant fur, with the color depending on the sex of the individual. The males carry brown/red, females white/black, and hermaphrodites green/blue. Head hair is typically a shade of green or brown. Atop their head are a pair of small horns.

    While transformed into their divine form aylo appear as large peacocks with clawed forelimbs used for both walking/swimming and crude grasping. Able to fly they can soar the skies for only a short while before needing to rest extensively. Most transport in this form is conducted through walking or swimming (when the feathers are wet the aylo cannot fly).

    Aylo Features:

    + Aylo can use their minds to manipulate nature. Moving stones, charming fish to move a certain way, or shifting the growth of trees are all examples of how this power can be used. Sentient species and manufactured creations are unable to be manipulated with this ability. Using this power strains the soul (in the same manner as Myrin's hinder on runecrafting does, even if that action does not go through), however the strain is noticeably less than normal when using these natural powers. Such skills take years or even decades of practice to fully master as the Aylo attunes to the world. (+2 Psychic)

    + When an aylo dies their soul does not begin the slow disintegration most others are forced to endure. Instead the soul is transported to the nearest dream wood tree where it may freely look out of any ‘eye’ on a leaf connected to the tree. If someone connects their mind to the dream wood tree the soul that resides in it may appear in the person’s dream as if they consumed a dream wood leaf, and if the person has consumed leaves from multiple trees before sleeping the soul may choose to move to a different tree. If the tree the soul resides in is destroyed or the soul wishes to depart then it begins to disintegrate like any other soul. (+2 Dream)

    Aylo Personality:

    Aylo are commonly harmless, passive people and are uninterested in politics and social affairs beyond the scope of their local village or town. Due to their capricious nature they find it hard to focus on one task at a time, preferring to spread their focus on multiple projects/relationships at once, seeming to have a knack with such a lifestyle.

    Those that respect their lifestyle and bring no harm are welcome among the aylo with open arms, with goblins in particular being seen positively due to their similar chaotic natures.

    Kilo's becoming an Aylo.
    Last edited by AlexanderML; 2022-02-17 at 10:46 PM.

  15. - Top - End - #75
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    Default Re: Age of Elysians: A God Game IC

    Snafuu: Ran Moch

    It was good that she had given the satyrs a head start in understanding their role in the path of a satyr, but she could not keep doing that indefinitely. She would need a way for them to decide for themselves when they are ready to move along the path of the satyr. She began thinking as she sat at the base of the Snafuu tree, leaning on some of its roots. She looked up at the tree and thought about how best to test her satyrs and guide them along the path to being proper satyrs. Stable hooves and long horns. Enjoying the simplicity of life and the path to stability. She looked up at the might branches of the tree and how they were displayed confidently.

    That is when it hit her. Trees are the satyrs of plants. Of course. That was the answer. With a wave of her hand, a door appeared on the tree but instead of a door knob, it had two holes perfect for ramming her horns into. As she did so the door in the tree opened, revealing a stair case down into the roots.

    As she descended the stairs, she shaped the land inside. It would be a mighty forest though it would not serve as anyone's home. She wove her magic into it to help guide satyrs, yet she feared she would not be enough of her own. She may require help for the creation of her root system. She sent out four deer to deliver the requests for aid.

    Spoiler: Action
    Show
    Starting AP: 15
    Create a pocket dimension: 12 AP/8 DC
    Snafuu creates the Root Forrest. This pocket dimension will be accessible from any Snafuu tree. To enter a satyr must use their horns to open the door. From there they will descend and be given the option of two paths. One path will allow them to travel between Snafuu trees more rapidly than going over land. The other path leads into the Root Forrest where the satyr will face a trial in order to move forward along the path of a satyr. The most intense trials are those of the unstrung who are not yet aware of their place along the path. Their trial will continue until their place is found. The trial is simpler for those who already have a place as they need only prove to the forest that they are deserving of the next rank.

    +2 Clovenfoot

    Some people shall be invited to this, with the specifics being detailed below. The people currently invited are Atualam, Cen, Oz, and Zemara. Though I did have an idea to invite one more later.


    Elsewhere

    Each of the deer satyr is sent to invite a different god to partake in the guidance of the satyrs. They relay the following messages.

    "Oh Prince in the Rotwood, though you likely had foreknowledge of my coming, I none the less relay an invitation from Snafuu, the goddess of satyrs for your aid in guiding her people along their path. She seeks to create a trial to enable them to prove their prowess and achieve their goals. If you are interested, she will await you in the Root Forrest."

    "Oh great and knowledgeable Cen, though you likely already know of the reason for my coming, I none the less relay an invitation from Snafuu, the goddess of satyrs for your aid in guiding her people along their path. She seeks to create a trial to enable them to increase their knowledge of themselves and their desires, allowing them to improve themselves. If you are interested, she will await you in the Root Forrest."

    "Oh Imperfect Creator, I am here to relay an invitation from Snafuu, the goddess of satyrs for your aid in guiding her people along their path. She seeks to create a trial to help her people improve themselves however she lacks the magical expertise to enchant her trial properly. If you are interested, she will await you in the Root Forrest."

    "Oh Zemara, the favorite of neighbors, I have come to relay an invitation from Snafuu, the goddess of satyrs for your aid in guiding her people along their path. She seeks to create a trial to enable them to move forward in their metamorphosis towards the ideal satyr. If you are interested, she will await you in the Root Forrest."

  16. - Top - End - #76
    Firbolg in the Playground
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    Default Re: Age of Elysians: A God Game IC

    Kavan, Master of Monsters, Lord of the Deep, The Devourer
    AP: 1 AP + 2 BP
    Remaining Actions: None

    Kavan wasn't particularly impressed with what he was seeing in Ozglint's domain and the amount of effort he was putting into protecting and assisting one group of mortals - mortals needed to know their place in the world, to live and die and struggle as they were supposed to, not be carefully looked after and coddled by a god - but, despite that, he helped in the project. Ozglint had helped him multiple times already, after all, and if nothing else Kavan was someone who repaid help given in full.

    He was aware of the meddling Myrin had made in his business, and the thought of a retalliatory strike at the other god's creations had come to mind, but...no. The interference he had faced was barely an inconvenience, and this new life that was being created interested him. A new mortal race he could have a hand in creating...yes, this was an opportunity he shouldn't pass up. These ones would serve as an example to the others on how things should be. His help does come with a warning, however, that he was not a being of unlimited patience and sooner or later further interference in Kavan's affairs by Myrin would be met with retalitation.

    Spoiler: Reactions
    Show

    Helping Ozglint with Omen of Prosperity (net +4)
    +2 Oceans: Close by to Haastafahn, a new spring forms, creating a pool of water. However, unlike the norm for spring water, this water is the same as that found in the seas of Festinog - potentially a useful source of salt, if the villagers can exploit it properly.
    +2 Genesis: Across the area covered by Ozglint's omen, life flourishes a little more than it did before - nothing was there that couldn't grow there before, but there seemed to be more of it around.

    Helping Myrin with the Shifters (net +6)
    Kavan creates a new type of shifter - the akir.

    Spoiler: The Akir
    Show

    Appearance
    In their mortal form, the akir are hairless (besides the fur that all shifters have), their eyes black and beady and their skin tones running a gamut between blues, browns and reds. In their divine form, the akir stand a little taller than a human, their strong bodies entirely covered by a crustacean-like carapace of the same colour as their mortal skin. In this form, the akir are fully amphibious (being merely good at holding their breath in their mortal form), although not particularly gifted at swimming, particularly since they sink rather than float when transformed (they can walk underwater pretty well, though).

    Features
    • +2 Monsters: In their divine form, the akir have the ability to shift one of their lower arms into a sharp crab-like claw, ensuring that they are always armed if circumstances leave them without their normal weaponry.
    • +2 Oceans: Akir are gifted with an understanding of the oceans and the life within, and are adept sailors - their abilities in this regard aren't outside of the abilities of mortals of other races, however, but ensures a solid baseline ability in related fields and means that dedicated akir can become very proficient in one of those areas with less trouble than usual.
    • +2 Genesis: While akir reach puberty (and gain access to their divine form) at the same age as other shifters, the physical aspect of puberty is greatly accelerated - it only takes a year or so for an akir between starting puberty and being as grown as they ever will be.

    Personality
    Above all else, the akir are a devout, loyal people. They might not end up all following the same god, or fighting in the same side of a given battle, but typically an akir will have a found a god, group or cause to commit to in their early twenties, and an akir who has made their commitment is very difficult to sway from their course. Even if their chosen cause isn't strictly to the service of a god, they still value worship and paying homage to the gods relevant to their situation (even an akir dedicated to a specific god will pay due respect to other gods unless it is forbidden by their god).

    As such, the process of finding something to devote themselves to is very important to the akir. In the year or two between first gaining access to their divine form and being a fully-grown adult, the community trains the young akir to ensure that they are ready for the next step - leaving their homes. Typically moving in groups, the young akir are expected to wander the world, honing their skills and mastering their divine form, working in various fields for various people, until they find a cause to commit to. At that point, they settle again - Akir with the same commitment tend to gather together, forming communities that are constantly in a degree of flux as newly of age akir leave on their journey and new akir decide to commit to the cause and settle there.

    Naturally, the akir have a strong martial tradition, and although akir may end up serving their chosen cause in a variety of ways besides fighting, much like any mortal, there is still a cultural expectation that they know how to use their divine form well and that, if necessary, they are willing to fight and die for their beliefs.


  17. - Top - End - #77
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    Default Re: Age of Elysians: A God Game IC

    There was a new beast in the forest. One of the meat-finders had reported that there was a massive colourful bird-thing. Normally Redmouth wouldn't care much. It was something to avoid-hide from at worst, eat when it was weak at best. Yet the meat-finder had told him two things. The first was only of middling interest, that it turned into a small smoothskin and back. The second was that it smelled delicious, like the best meat he'd ever had...and as such, it was worth an expedition to meet, kill and eat. Preferably in that order.

    Redmouth and his hunt brother-kin would take to the trees. Big-large things didn't look up. It was the weakness of bears, and he was hoping it was the weakness of the bird-thing. As he grew closer, he could tell that his meat-finder had told no lies. The scent on the air was delectable, and it took all his willpower to not attack the bird-thing immediately. The other goblins would gather around in position, and only when the bird-thing was in the perfect position would they attack.

    Bird-things would fly so the wings were speared to it's body by two of the goblins. Bird-things would run, so it's legs were stabbed by another two of the goblins. Yet they didn't let their guard down, ignoring any screams of pain, pleas for mercy or vows of revenge coming from the bird-thing. It's fault for being meat.

    Redmouth wouldn't panic as a rock head-boomed one of his fellow goblins. The bird-thing liked to use rocks, so be it. No different than a bear-paw. He'd pounce from below and use his sharp teeth given by the Purple One to tear out the bird-things throat as it squawked and fire shot out from it's wings. That was...different. Most beasts didn't have fire. However, the tearing out of the neck ended the fight in favour of the goblins with merely one casualty, and three injuries from the flames of the firebird-thing.

    The corpse was seperated once they got to the camp. The meat was seperated into six portions. One for the Shaman, three for the warriors and two for Redmouth. The head went to the shaman, the organs to the warriors and the Heart to Redmouth, as was his right as chief. They would raucously feast and laugh, not noticing the changes that Redmouth went through until morning!

    Spoiler: Hinder for Myrin
    Show

    -2 Greenskins: The magic that permeats the Shifters is corrupted within the stomach of a Goblin. The first of their kind was a Goblin and as such, they would always resonate with the greenskin. Through the consumption of the flesh of a Shifter, a Goblin steal their powers for themselves. They gain a divine form similar to their own form, but far larger and musclebound, as the Goblin is already the race closest to the divine. However, rather than controlling the things of nature, they control all things that nature had no hand in creating. Even if it is grown in harmony with nature, the touch of a mortal corrupts it to a Goblin Shifter. Earth that has been tilled, Fire that has been sparked, Electricity that has been bottled are more estoric examples of what they can command, but they mostly stick to runestones and spears. They call themselves Bloodjaws, in the name of the first of their kind. Also, Shifter meat is extremely tasty to the point of almost being a drug to the average goblin.


    [Will type fluff later]
    Spoiler: Help for Oz
    Show
    +4 Greenskins: Goblins subtly change the runes, but not out of malice. Instead, they make sure these runes have actual power (as far as they know). They teach the people how to carve runes of fertility, of protection, etc. into their doors and nature so that the Gods know what they want.


    Spoiler: Help for Kavan
    Show

    +6 Greenskins: The Goblins that grow around it treat it like a young godling, raising it like a prince. The choicest sweetmeats are given, sacrifices from nearby villages that do not tithe to the monster god. They help it grow into a strong monster, and as their reward when they reach maturity they take it as their god-beast. They abandon the shores, instead living upon the monster they raised and continue to worship. They carve their runes into it and when it attacks, they spill off it and make sure that none hurt the scion of the Deep Lord.


    Spoiler: Help for Kavan 2
    Show

    +4 Greenskins: The Goblin tribes that are near the villages clean up the remains of the sacrifices and if there aren't any, their prayers are given to Kavan in hopes they get their meal back. Too long, and if the Shamans see that the village has lost the protection of the Deep Lord, they may be attacked.


    Spoiler: Help for the OOOT
    Show

    +6 Greenskins: A group of goblins begin to follow the arch, and stubbornly refuse to let anyone convince them that it isn't a bridge. They wander across the land, speaking of the Goblin-Turtle who made a bridge to endless treasure. The treasure-seekers amass quite a following and will eternally circle the world until they find the bridge!
    Last edited by Xenopax; 2022-02-16 at 02:02 AM.
    Omnissiah grant me the strength to change what I can,
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    and CHAINFISTS FOR HANDS. Amen.
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    when an imperial knight says it wants to stick you in a large arena in which to fight to the death, you can't exactly say no.
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  18. - Top - End - #78
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    Default Re: Age of Elysians: A God Game IC

    Ozglint- 1 AP Remaining, Secondary Action Remaining

    While in it's cloud form, working on the undertaking of covering the area around Peerless Peak with runes, Ozglint sensed aid coming from other gods. Gods who it did not expect. It also sensed more great works being done by gods. It also heard the plea of a satyr messenger who journeyed to its mountain to pass a message on from the god of cloven hoofs. In a flurry of activity, Oz lent its might to other's causes, sending thought missives with the aid.

    Spoiler: Messages and Reactions
    Show

    Spoiler: To Myrin
    Show
    Your aid in erecting my omen is much appreciated. I will lend you aid in the creation of your people as well.
    Spoiler: Helping with Myrin's supernatural race
    Show
    Oz will create the Taylot, a new variant of the Shifters.
    Appearance- In their earthly forms the Taylot look like other shifters- small humanoids with fur around their thighs and necks. Taylot fur is a riot of reds, browns, yellow, and oranges for males, browns, blacks, and whites for females, and some combination for rarer sexes. The hair on their head is generally a periwinkle blue.

    Their divine form is much like their cousins they aylo with some notable exceptions- their forms are like massive turkeys with a plethora of colors, while their feathers take on a metallic sheen that serves as body armor strong enough to resist common weapons. They are physically imposing and dangerous, as well as defensive. Capable of limited flight, Taylot also gain power when they come of age and they begin to develop magical talents.

    Taylot Features
    +2 Artifice- Taylot have a strong connection to sites of natural resources, forming a bond that can only be broken in death with the land. They are stewards of woods and mines, ensuring that any harvesting is done safely and responsibly. They are not opposed to their resources being used- far from it, they celebrate the process of refining raw materials into finished goods, and extract tolls of finished goods for their own homes and lives in exchange for their resources. If people attempt to plunder or misuse the resources they guard then the Taylot will call in numbers from surrounding areas and swarm the offenders in their divine forms, using talons, beaks, and their magic to deadly effect.

    +2 Magic- Taylot all have magic that grows and change as they age. From a young age they are gifted illusionists, masking their presence and their homes from outsiders with potent camoflauge and hiding magics. However, as they grow older and their bond with the land develops, they gain more fearsome supernatural powers in their divine forms. They can animate trees and stones to aid them in fighting abusers of nature, summon flames, and develop an aura of fear that makes mortals turn and flee rather than face their sharp spurs and deadly beaks.


    Spoiler: To Snafuu
    Show
    I will aid you in making your teleportation trees. In exchange, would you consider aiding me in erecting my omen surrounding my mountain?
    Spoiler: Aiding Snafuu
    Show
    +2 Artifice- The Snafuu trees will naturally begins to develop whirls and knots in their wood. If follower of the Path paints over these whorls they can gain a better understanding of the routes of the teleportation system and reduce their odds of getting lost or ending up somewhere nasty. If traced onto a surface these swirls make serviceable maps.

    +2 Magic- The Snafuu trees will be open to friends of the satyrs as well. If a satyr willingly passes the horn of a deceased satyr to a non-satyr, that person will have access to the teleportation trees just as a clovenhoof would. The trees also gain a sense of their surroundings and can deny someone the ability to pass through to a tree that is in a dangerous area (such as a forest fire or an ambush).

    Flawless (-2 if Rejected) Snafuu trees require dedicated cultivation to grow to the point where they are usable for teleportation. If left to their own devices and grown in the wild they do not possess this ability. However, if a mortal prunes then, feeds the soil, treats it with care, and waters the tree throughout it's life cycle it will become a teleporter tree. This will prevent the trees from growing where they are unwelcome.


    Spoiler: To da Purple
    Show
    Thank you for your aid, my collaborator. May this be the second step along a path of companionship and comradery between your people and Peerless Peak.
    The Bear is Back.

  19. - Top - End - #79
    Pixie in the Playground
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    Post Re: Age of Elysians: A God Game IC

    Movements in the Sky

    Spoiler: Action!
    Show
    4 AP/2 DC: influence a large group of mortals (~100)

    With this grouping of mortals, Atualam lays the foundation for a tradition of astrologers and astronomers. With crude glyphs and woodhenge configurations, they will track the passing of seasons, celestial phenomenon, and the processions of Otellia’s quarrelsome triplet moons.

    This tradition will form the basis for a surprisingly accurate calendar, once the advent of writing becomes more widespread, and allow their descendants to plan their agricultural activities more successfully.

    From an orderly harvest, stems an orderly society…

    +2 Prowess: For instilling in them the skill and patience to establish their tradition, and make their future transition to a sedentary culture easier.
    +2 Foreknowledge: For telling them of various celestial phenomena and giving them the means to predict them.

    Starting AP: 7/35
    Ending AP: 3/35



    Acroth
    The Rotwood - Grove of Atualam


    Some months later, a new lot of tribefolk have been herded into Atualam’s grove. Atualam watches the kneeled assembly from his throne with the same impatient indifference as the first group.

    These were the ones ill-fitted for this age. Not unlike Breksta. Sickly and introspective, studious and reserved. They had no business surviving in tribal society. Yet here they were all the same. There was not enough nurture among their peers to repress their nature.

    Someone in the far back sneezes and is shushed by her immediate neighbors. Atualam sneers. “Look at you poor fools. It’s a wonder your idiot friends keep you around.

    Maybe their peers were hoping Atualam would eat them. How much residual power would he have gotten, he wondered, if he killed them all? What an intrusive thought. They grimace nervously at the ground, unwilling to challenge the Prince-in-the-Rotwood’s assessment.

    Just the same,” Atualam continues, “When the time comes, Acroth will belong to you as well. There’s a place even for the likes of you in the coming world.

    For a time, anyway, before the Great Unwinding takes its course and everything dissolves to the blood-black abyss. But that was a problem for Atualam alone. He picks idly at the arm of his throne, stripping pieces of root and flicking them aside.

    He issues a ragged, belabored sigh, “Let me tell you. The sad state of your tribes stems from ignorance. You’ve all got no concept of time. Without that, you can’t prepare for the future. You can only scavenge and scrape and - just barely - survive. Upright animals. Pitiful.

    But that ends now,” Atualam says, righting himself and leaning forward, “I will show you how to measure your days and track the procession of the stars. Then, maybe, you will be good for something among your kind.

    They did not understand, but the sharper among them pretended to. They look up at Atualam and watch him, ready to receive whatever instruction would make them, as he put it, ‘good for something.’

    Listen closely, friends. And then, tonight, we'll observe the sky… Together.

  20. - Top - End - #80
    Dwarf in the Playground
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    Default Re: Age of Elysians: A God Game IC

    Spoiler: Help O’s First Action
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    +4 Death, everyone will be told that you can obtain life after death if you reach the great rainbow. However in actuality, this life after death is being a ghost for about a year after you die. TRICKED!


    Spoiler: Help Cen’s First Action
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    +4 Death, Not only will the living be able to share their knowledge but so will the dead. If a corpse is still intact (As in missing no major parts), what the past life believed to be it’s greatest moments will be still within it and could be transferred to the well.
    -2 Austerity, This does little to show off the power of Morannan himself.


    Spoiler: Help Kavan’s First Action
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    +4 Death, Rakkar will be able to escape exactly one death in it’s long life if it can find a truly wicked, selfish, and evil person and convince them to take its place when it dies.


    Spoiler: Help Gorkun’s First Action
    Show
    +4 Death
    Morannan creates the Runic Tradition of The Guardian Wolves, that wards off fatal blows by tattooing runes on your body.

    Themes:Nakedness, Protection, Strength

    Advantages: Superior physical abilities, protection of one’s body, low concentration

    Disadvantages: Nakedness, easily identifiable, does not protect the whole body, can be high strain

    The Guardian Wolves can only use their runes once they are naked. With the exception of a single wolf pelt that they may wear. They will always glow a bright blue in this state to let others know there is a wolf among them, but are not necessarily active. There are five runes that they mark upon their skin. These runes can be obtained in any order with the exception of Naked which must always be taken first as it connects all other runes together, and that of Berserk, which requires the foundation of the other runes to be written.

    The first rune is Naked. This rune increases all of their physical abilities to superhuman levels, with the proportional strength, speed, and reaction time of a wolf. With the sole exception of their toughness. Theoretically anyone can take this rune but an untrained body would be unable to handle the strain and they would quickly destroy both their body and soul in the process.

    Another rune is Guardian, to obtain this rune, one must swear to protect something physical. It can be an object, person, place, etc. But it must not be owned by them and must not be able to be kept on their person. Guardian wards off blows that strike against the runes on their body. As well as allowing greater endurance and stamina when active. The power of this rune is tied directly to their resolve in protecting what they have sworn to protect. If what they swore to protect ever fell or was destroyed, they will lose the power of guardian forever.

    Another rune is Blood, to obtain this rune, one must find another with the runes of the wolf and swear a blood oath with them. Taking the blood of the other and mixing it into the ink of their tattoos. When they are close and the rune is activated, the strain of the ruins becomes halved so long as they stay in close proximity to each other. One can only take one blood oath in their lives so if the other dies, it cannot be redone.

    Another rune is Guide, to obtain this rune one must spend a month living alongside the wolves. Eating and living as they do. When this trial is done and the rune is applied to their skin, it can be activated to give them the superior senses of a wolf as well as allowing them to instinctively track down that which they have sworn to protect, and who they have sworn a blood oath with

    The last rune is Berserk. No trial is needed for this as it is deemed the other trials to be sufficient enough. It can only be activated on three occasions, when the wielder believes they are about to die, or their blood brother is, or that which they have sworn to protect is about to be destroyed. When activated they have exactly five minutes of life left. In these five minutes, they gain the speed of a cheetah, the strength of a mammoth, the coordination of an eagle, and the stamina of a grizzly bear. They have no protection in this state, but are able to continue moving through any damage they take so long as their body is still able to support them.


    Spoiler: Hinder Myrin’s First Action
    Show
    -4 Death, Not even the shifters can choose the time they die. If the shifter’s choose to enter a dreamwood, they will infect the tree with disease that will slowly rot away it’s roots and destroy the tree in less than a decade’s time.
    +2 Austerity, Morannan would much rather destroy their souls as a show of power.
    Last edited by Demonjazz; 2022-02-17 at 09:35 PM.
    I prefer a keg of beer!

  21. - Top - End - #81
    Dwarf in the Playground
     
    OrcBarbarianGuy

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    Default Re: Age of Elysians: A God Game IC

    Kujumi

    On a simple dirt road a bunch of goblins pulled along a cart. Walking in front of the group was an old Goblin who did not look particularly happy. " oh boy do I have some Choice words for them." The old Goblin thought as his crew headed towards Pekunos.

    However, when they got into eyesight of the village they noticed something different.

    There were many who had started to take up nudism. Not a particularly strange thing in these tribal times during the spring months, but it was mainly that one particular nude human was circled by many others from the village as he brandished a large branch others and yelled about them being monsters.

    "Um sir..." One of the Goblins interjected to his Chieftain. "... is this normal for this Village?"

    The goblin Chieftain simply shook his head. "First the humans of the north go crazy, then the satyrs attack and then a giant monster comes from the sky and now whatever the hell is going on around here. Is everyone on this goddamn Planet taking crazy pills?" The chieftain mumbled to himself as he and his group simply moved along trying to not make the situation more Awkward. " let's just trade our items and get out."

    The chieftain and others of the village paid the goblins little notice as they continued to throng the man.

    "I can see your spirits! Your demons! The-"

    "Calm down! You have been possessed by an evil spirit when you communed with the gr-" The raving man simply went up to the speaker and screamed madly into his face.

    "Okay, enough of this." A particularly large satyr with black fur stepped up to the man. By the crude gold necklace around his neck, one could tell he was Tara, the chieftain.
    The raving man swung his branch, which was easily caught in one hand by Tara. And he then used his other hand to smash his fist into the back of his head. He went down like a sack of turnips.

    Tara grunted noisily as he turned around to address the goblin visitors. He simply extended his wineskin to them. "Unburden yourself and drink. We live in interesting times but we can still be good hosts."

    The Goblin and their chieftain didn't say a word as they started pulling out a bunch of fish from the cart. After the fish were fully loaded off the cart the chieftain turn towards Tara "you know Tara, when we told you about that Invasion force coming from the north we suspected you would have helped us." The chieftain said trying to hold back his anger. "If our village fell so would yours and all the humans and goblins who lived in these lands."

    Tara ate a thick turnip soup next to a human man with black hair who ate the same thing. The human spoke up first. "We are a peaceful tribe. If such a force had made it to here. We would stand no chance and have to flee this forest. We would need all our soldiers here for that."

    Tara snorted. "Too much onion." The chief slurped down a bowl of wine before he spoke. "The other day we were teaching the villagers how to use a bow. A fight broke out, ten of our hunters were needed to break it up. It only stopped because a shrine caught fire. The hunter's were needed for that as well. "

    The chieftain simply took some of the turnip soup given to him and started to go gulp it down. "We are all lucky that the sky bailed us out." He commented as he put down the bowl. Just then the other goblins started to pull something out of the cart. "Anyway we were supposed to give you this huge log to get more turnips out of you but unfortunately one of our goblins got a little bit... frenetic." What they pulled out was a beautifully carved totem that completely stunned everyone in the village, they all bask to its Beauty. The visiting goblins started to look back at the villagers with confusion. "Well... hopefully you can still use this for building material." The clueless Chieftain commented

    Tara was too busy staring at the goblin to notice the totem. "... I wouldn't recommend a goblin to eat turnip soup" He edged a plate of venison closer.

    "Oh. Oh my word. I could not imagine a greater gift for us. We should erect this somewhere in the center of the forest, don't you agree. "

    The chieftain looked confused at the black-haired man, then a smile crept over his face. " well you know this High piece of art it's only the beginning of the art that we are willing to trade with you." The chieftain then stuck his hand out. "Tell us a piece of art you want and we will give it to you for slight increase in our trade deal.

    The human's eyes lit up. "Oh, oh, yes. I do believe I have a subject matter. But it is a bit hard to explain. Do you remember Enceladus? Our old chief? He is in a quite extraordinary predicament at the moment."

    "I will need say though on the final details of this relief. It is a sensitive topic here. Politically and religiously." Tara said.

    Enceladus, the chieftain remembered him. What were they talking about, what's going on with him. But to the chieftain it was best not to ask questions, he's had enough weird **** for a lifetime "No need to worry." The chieftain explained. "Just give us the detail of what you want the art piece to look like and we'll make it."

    "No, no. You don't understand, you see Enceladus, well he is-" The human sputtered

    "This needs to be seen to be believed. We want your artist to come here, sculpt from the image in front of him." As Tara spoke, he sent someone to get a small box, and brought it forward, opening it. There was a single golden ring inside. "We are willing to pay quite well."

    The chieftain thought to himself trim self for a bit. " I'll have to ask my Superstar artist to come." The goblins loaded all the supplies they got from the trading onto the cart. "I will come with just the artist in a few days." The chieftain said as they started to pull the cart away from the village. "I hope this isn't too weird" he thought to himself.

    (a few days later)

    On that same dirt path, two goblins walked. Grizzle and the chieftain. " Grizzle this is an important task you must handle. Are you ready?" The Chieftain told his new Superstar artist. Grizzle was sweating profusely, every single piece of his body quake. " I'll do it for the village." He said nervously as they walked into the village

    As the goblins entered, the once raving man, now clad in a small loincloth, handed them flower wreaths. Perhaps ones that were too big on the diminutive goblins. Tara and the man with black hair, the new speaker of Enceladus quickly showed up.

    "The gods have been kind to us. Or at least one god." Tara snorted.

    "Less kind to our friend Enceladus." The speaker said.

    "Hmmph. Many men would die to be in his place despite the... Limitations." The group neared the large tent, thronged by a small group of flower clad nudists.

    Grizzle turn to his Chieftain "Um sir... why are they nak.."

    " I don't know..." the chieftain interrupted "just go with it."

    Grizzle looked up at Tara "Let's get this over with, bring me to him?" He said nervously

    A woman in a dress made of grass stood outside the tent near a goblin in a crude linen robe and mask. "This may shock you, but please. Keep an open mind as Enceladus explains himself." The woman said.

    "As the medicine man of this village, I speak with authority that this is the best state that Enceladus can be in." He handed them a medicine bag of crushed roses. "Also, this if you need it for the smell."

    Finally the two entered the tent and looked upon the mangled body of Enceladus. He motioned slightly to have two of his followers tending to his wounds and needs to leave. "Welcome. I am Enceladus the Everlasting. Sit, please. My tale is a long one and my throat sore." The speaker quickly opened his waterskin and carefully fed it to him. "Thank you, Marin."

    Both the Goblins just stared at mutilated satyr in pure silence. "Um well..." the chieftain stated breaking that said silence. "... a lot has changed since we last met, Enceladus."

    Meanwhile Grizzle at this point was visibly shaking. "Um ummm iiii hi." He frantically mumbled out.

    The Chieftain continued "We were told about making a great art piece for you."

    "Not for him! Of him!" Tara said gruffly. Rolling out a sheep skin and handing Grizzle a container of black paint. "Can you sketch him as he talks? Enceladus will want to tell you his story I am sure."

    Enceladus gave a weak nod, slightly adjusting himself. "This body is a consequence of a terrible act that I had do-"

    "Stop." Tara said. "Stop trying to make yourself more presentable. I want this carving to be you as you are. Sit naturally."

    Gristle let out of Big Gulp has he picked up his brush. " okay...."

    The chieftain sat down next to Grizzle. "Try not frighten the boy, he is easily terrified, you wouldn't want him to mess up this piece.

    Tara snorted. "He's staring at the closest thing there is to a living corpse and he's frightened by me?"

    Enceladus had his speaker bring him a bag. "You can lead a sheep to water, Tara, but not force it to drink. Stop for now, artist. There's nothing to be afraid of, I am like anyone else though able to do less." He slowly opened the bag before chewing carefully on what he ate. "It's honey. One of the few things all my followers can eat. At least in moderation. We will be here a while so let's get to know each other."

    "You're not being paid by the hour." Tara said promptly.

    The chieftain cursed under his breath when he heard about the conditions of the pay.

    "It's okay..." Grizzle said with a nervous smile "I'm just a bit jumpy is all. He then got to work. "I have to say there's been a lot of weird things happening lately." He said as he worked his magic. " a year ago something scary cloud thing took one of my sculptures and the next time I saw it it was... well a bit bigger." He took his eyes off his painting for a second and looked at Enceladus. " and... now I'm drawing a painting of a dead guy who's also somehow alive. It's quite a lot to take in."

    "Not dead." Enceladus corrected. "I still hunger, thirst, grow tired, sleep. All the things any other mortal does. I am simply kept from death, and kept from health as well."

    "A creature in the clouds?" Tara enquired.

    "The great Morannan Maklir did once say there were other gods." The speaker said.

    "Less than a fortnight's travel though?"

    "Whatever that thing is I don't feel comfortable that it has a brother." The chieftain interjected. "The being of sky saved us however I fear what her kin would do."

    "Okay I got the outline done." Grizzle said as he put down his brush

    "Already?" The chieftain asked.

    " I still need to shade and color it." He then reached out his hand to his Chieftain. " give me those colors we be brought out earlier."

    The chieftain smacked. "I'm honestly impressed kid." He said as he handed him the extra colors

    "... Different colors?" Tara inquired. The rest of the tent looked equally intrigued. "We've only ever used black, sometimes white."

    Grizzle smiled. " I've been working on ways of using other colors for a while, it's great for spicing up the totems." He continued to brush at lightning speed. "... I can tell you guys how to make the other colors later." He put his brush down and grabbed his canvas. "That should do it." The goblin artist said as he turned his painting towards Tara and then Enceladus. Many people in the tent we're speechless at the painting. So many things that can be done with a simple picture they did not think was possible.

    Even Enceladus, a previously worldly man looked impressed. "New colors, huh? That's a lot of them. We spent years to just get white. I've seen other colors, but this is... Hmm, yes. This is green, but this is not the same greens as coastal towns. No Malachite, I take it. You should feel honored to have such a rare artist like this in your tribe, chieftain."

    The Chieftain nodded. "I underappreciated him for awhile but now I see...his Daydreams have a benefit after all."

    Grizzle got up and handed Tara. "Here you go, I hope it was worth your wild." the two goblins then started to walk out of the tent.

    Tara grumbled as he brought out a small bag from his waist. "I want you as a teacher. Come back next week and we'll have those interested ready. Here's your pay for today." He handed the goblin small beads of jade and onyx.

    Grizzle simply stared at the shiny rocks then looked. "...ummmmmm..."

    "He'll take the deal!" the chieftain yelled out. "Looks like your a full time employee now."

    "...ummmmmmm..." Grizzle mumble blankly

  22. - Top - End - #82
    Titan in the Playground
     
    HalfTangible's Avatar

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    Default Re: Age of Elysians: A God Game IC

    He was tired. So very, very tired.

    He'd tried to claim humanity as his own, and he'd failed. But it had still cost him a great deal of power. Iustrum felt like a man ending a long day of hard work; even without success, time marched on.

    As he laid down to rest, he charged several of his soldiers - 100 in total - with taking care of his body, weapons and armor until he awoke again to lead them to victory. They would last until then.

    Spoiler: Action 1
    Show
    Influence 100 mortals.

    +2 War: Iustrum selects only the finest of warriors for this sacred task, those whose will was as iron and who had been well blooded in battle.

    +2 Honor: To be the personal caretaker of a sleeping god is not a task to be undertaken lightly. It is a duty that will last centuries at the very least, and possibly longer. But to those of the truest faith and most steadfast honor, it is a burden worth shouldering.
    Hate me if you want. But that's your issue to fix, not mine.

    Primal ego vos, estis ex nihilo.

    When Gods Go To War comes out March 8th

    Discord: HalfTangible

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  23. - Top - End - #83
    Ogre in the Playground
     
    AlexanderML's Avatar

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    Default Re: Age of Elysians: A God Game IC

    Even as Kilo and Myrin spoke to each other the dreaming shade was at work amid the dreams of Kilo’s kin. There they appeared as a merid of forms familiar to the goblins, such as family or friends, at times even a peacock when the goblin in question was not hungry. There Myrin negotiated to see if they could agree to help each other.

    Myrin’s negotiations primarily came down to asking the goblins to care for their dream woods, the swamps of Suiren, and to hold all sentient life as precious as they do their own. In return they would be gifted new friends created by Myrin and the blessings of the dream god and perhaps others.

    A few other small goblin and human tribes were similarly offered the same, even a satyr family that had made its way into the swamps.

    Spoiler: Second Action! (-4 AP Influence ~400 mortals)
    Show
    The Suiren Culture:

    Shaping the beginnings of settled life amid the Suiren Swamps. Multi-species villages where the inhabitants work side by side, though the majority of the inhabitants are goblins (and aylos if the shifter creation action succeeds).

    Suiren communities are formed around dreamwoods they plant in the center of their villages and towns. Homes are most often built on trees or stilts above the swamp, with either fish-farms beneath them (when water is below) or insect farms (when there is some land to work with). Humans and other creatures able to eat plants may be found with orchards of fruit or some other kind of vegetation being farmed.

    +2 Dream: The Suiren’s use of the dream wood shapes their culture in various ways that deeply impact their lives. Thus they have become experts in the use and care of this magical plant. The main use of such plants in day-to-day affairs is nightly gatherings of the community within various dreamwoods; where people can use the shared mindscape to relax, share gossip, or in the case of children- have their lessons given to them by teachers (it let’s the children help their parents during the day while letting them be educated).

    Suiren communities will often share dreamwood leaves between each other to facilitate communication, either for shared holiday dreaming events or to send for help in the case of a problem one village or town alone cannot manage. If a threat were to emerge (say a roaming human or goblin tribe harming Suirens) then multiple communities can respond to the threat at once.

    It is the sacred task of the Suiren’s to make sure that the dreamwood does not take over the natural vegetation of the Suiren swamps.

    +2 Psychic: The Suiren people are openly friendly and trusting to outsiders, giving smiles and aid to those who are in need and do not abuse the care they wish to give; however, that does not mean that they are easily exploitable or foolish. The Suiren people have an enhanced level of analytical analysis and thus can judge where danger lurks and when lies are told far more easily than most.

    A note on Suiren Runecrafting
    If runecrafting comes into existence then Myrin will use their ability to form a tradition to create the Suiren Dream-Makers.

    Spoiler: Dream-Makers Tradition
    Show
    Those that take runes into the world of dreams gain great influence over them and with time gain the ability to drag others into them or to even bring dreams into reality.

    Themes: Dreams and illusions

    Advantages: Advance dream manipulation, forcing the power of dreams onto others in the waking world.

    Disadvantages: Cannot use the no-dream rune, must be asleep to carve new runes, cannot make runeic-objects with dream-runes.

    Initiate (Dreamer): Those that begin their studies into the craft of the dream makers must first learn how to completely master the skill of lucid dreaming without outside aid (such as dream wood leaves). Such skills are usually acquired by having more experienced members of the tradition slowly ease them into self-reliance while teaching them lucid dreaming techniques.

    Once this task is accomplished the dreamer may begin learning the runes of dream makers. The most basic of which is the ‘Anchor-Dream’ rune which makes manipulation of a section of a dream very difficult to impossible, forcing a pseudo-reality on those that have their dreaming selves near it.

    Apprentice (Day-Dreamer): A dreamer that becomes familiar enough with the basic runes of the dream makers may opt to try and stay awake for multiple days in a row; each day consuming dream leaves connected to trees where a master dream maker waits.

    With each passing day the master dream maker will be able to get closer and closer to touching the mind of the awake dreamer till eventually the dreamer will be so close to true sleep that the master will be able to inscribe a special waking dream set of runes upon the mind of the dreamer.

    These waking dream runes will forever appear within the dreams of the now Day Dreamer, near impossible to destroy without previously damaging the mind of the day dreamer. (These runes also make it impossible for the day dreamer to learn runes outside the dream maker tradition till mastery is achieved.)

    Day dreamers may inscribe new dreaming runes upon their own mind that now persist while they are awake, allowing the day dreamer to put others to sleep and even generally guide how a dream will proceed. A day dreamer must be careful about how many runes they place in their mind at once, for if they attempt to add more than a comparatively strong rune-carver could carve into an item then a detonation occurs; causing a massive headache for weeks as all but the waking dream runes leave the day dreamer’s mind.

    A day-dreamer attempting to overcome the power of another rune-carver’s no-dream (or similar) rune results in a contest of strain endurance. If the rune-carver with the no-dream rune is the loser they are forced to dream.

    Adept (Prismatisist): (Will be finished later)

    Master (Fantasizer): (Will be finished later)


    Invites for second action: Kyodaina Hi, Cen, Orgo, Ozglint, and Zemara

    AP 0/35





    Myrin and Orgo, On the Coast of Lemuria:

    Along the coasts of the jungles of Lemuria a sad peacock flew above the warm breeze looking down below with feathers fluttering behind them. Eventually Myrin spotted the one they were looking for, the failed bringer of Virtue to the world. Appearing in a new guise as a human girl in white robes covered in black peacock feathers they approached with a wave of the hand and a smile that was only a little forced. “Hello, are you the Virtue maker?”

    "Ah yes. Quite a disappointment, that little endeavor. I just suppose some of us gods don't approve of my guidance over mortals. You would be the one called Myrin?"

    Somewhat surprised, the girl said not so calmly “W-what? People know me?” After a moment they calmed down “Right… Iustrum, humanity knows my name now. Yes, I am Myrin.” With a sigh she nods “And I can understand the others feelings, even my own were quite conflicted on the matter. It can feel quite bad being told your bad.” Myrin realized that the sentence they said was not worded quite right but was unable to come up with a better way of phrasing it.

    "That does not mean it was not worth trying! If you believe in something it's good to try and bring it about!"

    "Thank you for the advice. Now what brings you to this place?"

    Sorry if I was interrupting you in a task of yours, I would love to help you.” they look to the side “But, yes, I am here for aid. My friend, Kilo, and others close to me will find it hard to exist in this world due to Morannan’s rot entering any tree that holds a soul. Might you help me face this?

    "Of course. I will bless the trees, and make a means for their survival as a species. If you don't mind, I would appreciate a meeting with you at another time one of these days."

    With a relived sigh Myrin put a hand to their chest "My thanks Virtue Maker, and I am more than willing to speak with you later. I hope that whatever you are working on now is a success."

    "Myrin, I am teaching a mortal wiseman the ways of the Five Virtues. He is to be the first White Mage. I am curious, could you perhaps teach him things of your own, in relation to the Five?"

    Myrin tilt's their head curiously "Maybe. How long is he suppose to last doing this? Till we return?"

    "He would be ageless. Perhaps needing long periods of sleep in-between his waking days."

    Myrin nods "Then I shall gift him a way to always return if he was to be harmed, and dreams of where the Virtues are most needed."

    Spoiler: Help Orgo's first action!
    Show
    +2 Psychic: The Wise Man shall have an unbreakable soul that cannot be manipulated or destroyed by any means they do not explicitly approve of. If death claims his physical body the White Mage's soul shall be able to wander the world as it pleases unseen, then when he desires he may spend an hour remaking his body. This body need not be the same as before, say he was destroyed by a goblin tribe for being a non-goblin, he could remake his body as a goblin.

    An hour's worth of meditating can release the soul without death of the physical body.

    +2 Dream: The White Mage shall have dreams leading him to where the Virtues are most needed, with hints on how to best apply them in a given situation.


    Spoiler: Help Myrin's first action
    Show

    +4 Love: The trees can survive and thrive under any condition if someone cares for them, such as a forester or gardener. Also, eventually the cared for tree will bare fruit, which can be used as a cure for the disease souls cause.
    Last edited by AlexanderML; 2022-02-19 at 06:11 PM.

  24. - Top - End - #84
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    Default Re: Age of Elysians: A God Game IC

    Morannan strung up a fish net between two dowels set between palm trees. Making the first ever hammock, which he promptly laid down in. He swung in the tropical breeze, drinking some alcoholic substance out of a coconut. "Yunno, O. I think everyone has to have an alcohol they like, and I think I'm gonna find yours." O was nowhere in sight, and in reality Morannan had no idea if the other god was listening to him, but talked with authority. "You should try this, it's got honey in it!"

    The ocean, slowly calming after the recent storm, appeared to distend above the horizon. A mound of displaced water was surging towards the island. At the last moment before crashing against the beach, the mound erupted, propelling the O of Ooeht onto the sand where he landed hidden in his shell and began to tumble like a wheel under his own momentum. In a spray of sand and salt water, he came to rest at the side of Morannan's cutting edge hammock, and began to carefully extract his many appendages.

    "Hmmm, I do have respect for the humble bee," the O of Ooeht admitted, eyeing the coconut with curiosity.

    "Ahahaha! You are a hoot, Big man!" He offered the coconut to O, the mixture in it was a sickeningly thick and sweet concoction. "Big man... Big... Big O! Yeah, Big O!" He produced a wine skin from his robe and started drinking from it. Getting up from the hammock and wiping off liquid that ran down his chin. "So, did you hear? That goblin god and his followers forgot his name." If Morannan had eyes, they would have sparkled with mischief.

    The 'Big O' of Ooeht took a sip from his coconut, pulled a face, but managed to hold it down on this occasion. Morannan's off-putting beverages were beginning to feel like a trial, and the O of Ooeht didn't shirk trials lightly.

    "I did not hear of this," he said, swirling his drink. "In all honestly, I don't think even I, the O of Ooeht himself, remember his name."

    "No, no. I'm sure I remembered his name, it was..." Morannan threw his wine over his shoulder and produced a goblet of mead from his robes. "I'm sure it will come to me eventually. They say a bit of mead keeps your mind sharp, yunno." He downed the entire goblet, the cup already filling itself up again. "Of course, they say a lot of mead makes you forget!" Morannan chuckled to himself, looking deeply into the horizon. "You see that island?" He said pointing to one far in the distance. "I heard that one has goblins on it. I've got a great plan, Big O! It's absolutely great! You'll love it. I think we need to play one of those, uh, tricks you love on the goblins. Ehehehehe. My treat."

    The O of Ooeht appeared to renew his interest in the conversation.

    "A trick, you say?" he asked, one pair of hands rubbing together conspiratorially in front of him. "A trick is a good treat indeed. Are we going to curse them into remaining half dead on the floor for eternity like we did the last one? That was a pretty good trick nyehehe."

    "What?" Morannan looked genuinely taken aback by the sadism of his friend. "No. Me and Enceladus have a... Complicated relationship. I wouldn't just do that to anyone. Just follow my lead, I'll meet you on the island. Morannan pulled back his great bow and launched an arrow far into the sky.

    As it landed, he appeared in the same location as it did. However, it landed at the top of a tree canopy. Sending the surprised Morannan tumbling down several yards through the trees before landing on his back with a thud. "Don't drink and fly, kids. Ehehehe." Morannan dusted himself off with one hand and used the other to fill his gullet with mead. "Hello!" He said to a small group of goblins cooking bugs around a fire. "I am the god of Death! Sent here by your goblin god to clear up confusion on his nature!"

    "And I am the O of Ooeht!" said the O of Ooeht, landing like a catapulted boulder beside Morannan with a spray of sand. "God of that island over there, with the rainbows. I endorse this proclaimation."

    "Huh? What confusion? We pray to goblin god, and he give us food when we hunt."

    "Ah, you see, you wouldn't even know it happened. Now tell, me what is that goblin god's name."

    "Da Purple?"

    "No, it's Da Big Goblin!"

    "Nuh-uh! It's actually Gorglug!"

    "My grandfather has been worshipping Goblino for decades!"

    "You see, an evil god, Muh-Oan Ash rises from the bowels of the earth in the form of vaporous..." Morannan chokes back a laugh. "Gas, and invades the dreams of goblins and makes them forget such things. You see, your god is above Muh-Oan Ash and constantly battling him and forcing him back into the ground."

    "Oooh! No wonder we no know his name. Tell me great god, what can we do to avoid him?"

    "Oh, you'll know him by his smell."

    "What does he smell like?"

    "What does who smell like?" No one could truthfully tell if Morannan was smiling with his skeletal features, but he raised his chalice up to cover his face.

    "What does Muh-Oan Ash smell like?"

    Morannan covered up his laughter by drinking. Which just caused him to choke and sputter strangely as he turned his back towards his audience. "Oh, sorry. I'm just so overcome with emotion discussing this terrible god. O please take over for me." He said the last part through giggles, whispering to O "If he bent down, he'd figure out!" He stopped his laughter by biting down on his own bony hand.

    "Very well..."

    Fortunately the O of Ooeht's habit of always covering his face made his expression no less enigmatic than Morannan's skeleton grin.

    "It is a smell most foul, Muh-Oan Ash, but it's exact nature may at times vary. Fruity, stale, tinged with the rot of death. Beware the smell of Muh-Oan Ash that comes quietly, with barely even a hiss, for this is when it is at its most deadly!"

    The goblin audience stood rapt with attention as the many limbed god spoke. "It is as dad said. Panther that you do not hear is most dangerous panther."

    Morannan regained his composure, dusting off his robes yet again as he finally turned around. The goblins looked up to the huge satyr "Great death god, you came to tell us Da Purple's true name. Please tell us."

    "Oh, yes. You see, he was destined for greatness so was given the strongest name that a mortal could possess. His name was..." Morannan paused for dramatic effect. "Hugh Dongus Ina Butthole."

    "Hmm..." One goblin scratched his chin. "That no sound right."

    "No. This is a truly strong name. There's a name no stronger. Each part with great meaning. You see Hugh means strong." The goblins all nodded their heads. "And why the Butthole family is the most prestigious of goblin animal studies. You see, the Butthole family were the first to discover that almost all animals had a butthole. But plants did not. So they had the organ named after them."

    "Hmm, yeah that makes sense. But what rest of name mean?"

    "Oooh. It's escaping me right now. Must be all that drink. Do you remember great O of Ooeht?"

    "I believe so," the O of Ooeht tapped his chin thoughtfully. "Yes, yes. 'Dongus' is a reference to a quotation from Da Purple himself. When he announced that he would attack the fearsome and hateful satyr, the other goblins said that it would be too dangerous. Caring not for their warnings, he proudly proclaimed 'danger is my middle name', which in the tongue of the local tribes is translated as dongus. Thus, Hugh 'Dongus' Ina Butthole." He nodded sagely. "Oh, and I believe that Ina is a standard greenskin honourific."

    Morannan drank deeply from his chalice, drinking some sort of primitive ale. "Yes, yes! This is all true. So you should honor your great god by naming your children such great names as... Snrkt... Butthole and Dongus! I'm glad that I'm willing to clear all of this up." Morannan seemed to suddenly remember something as he finished his ale. "Oh, and yes. Make sure not to bury your dead where gas rises from the earth. For that is where Muh-Oan Ash resides."

    Spoiler: Morannan's second action
    Show
    6 AP/3 DC: influence a village of mortals (~1000) Morannan spreads the tale of Muh-Oan Ash and his constant battle against Hugh Dongus Ina Butthole to the villagers.
    +4 Death, for teaching them proper burial rites
    -2 Austerity, Really he kinda showed that he was not all powerful here




    Spoiler: The O of Ooeht Reactions!
    Show
    Help Morannan create Turnipface
    +2 Trials, because the O of Ooeht is most pleased by the ritual used to honour Nahqab.
    +2 Tricks, to make it common practice among the youth of Pekunos to dress themselves in the guise of Turnipface, running around and frightening people into believing that they are his target. Mostly this will just be harmless fun, but on nights when the real Turnipface has been loosed upon the region, then confusing him with a mimic can be a matter of life or death...

    Help Gorkun create rune magic
    +2 Tricks/+2 Trials, to add an interesting but technically challenging exploit to the system of rune magic. This will be referred to as the Law of O. If a rune statement is written in a circular arrangement such that the statement curves back on itself, then the statement may produce a unique compounding or recursive effect. For instance, a jug with "fill-water-convert-steam" that is written around the circumference of the jug such that it could be also read as "convert-steam-fill-water" will have both statements simultaneously true. Filling the jug with water will heat the water into steam, and heating the water into steam will fill the jug with more water. The result is a jug that endlessly jets steam out the back. Congratulations, the goblins have jet packs. Obviously this sort of thing is dangerous and will more often than not cause a detonation.

    Hinder Kavan's creation of Rakkar (nyehehehe)
    -2 Tricks, though Rakkar will be a most fearsome beast indeed, he will frequently fall for the old "charge the person but crash into the wall behind them when they dodge" trick. The O of Ooeht finds this hilarious.

    Help Myrin create the shifters
    +2 Trials, the O of Ooeht tracks down a shifter and eats it, promising them may trials.
    Last edited by Demonjazz; 2022-02-22 at 05:04 AM.
    I prefer a keg of beer!

  25. - Top - End - #85
    Ogre in the Playground
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    Default Re: Age of Elysians: A God Game IC

    Snafuu

    Feeling all that could be done about setting up the trials for her people Snafuu decided they could also use some leadership. She gathered a small group of satyrs who had thus far managed to pass furthest along the path of the sheeple. She spent time giving each a different mission, creating a council of masters with which to lead her people. She then sent them out to spread their knowledge far and wide among the satyrs. At which time, she marked the original tree with their symbols before leaving the Ran Moch.

    Spoiler: Action
    Show

    3 AP. Spend 2 AP Influence ten people to create a council of masters.
    +4 Clovenfoot

    The ten masters are each masters of a different realm of satyr culture. In all honesty Snafuu gave them more responsibility than taught them anything. Each of them is responsible for a different task as well as spreading a specific type of knowledge among the satyr people. Replacements for the council will be chosen as needed.

    Below I have a chart outlining the master title, their task, and what they are expected to teach any and all satyrs they can.
    Master Task Teaching
    Hoof Create an offensive fighting style for satyrs. (Perhaps kick boxing esque.) This new hoof style.
    Horn Create a defensive fighting style for satyrs. This new horn style
    Path Develop a system for determining when someone should undergo the trials Guide along the path
    Flock Expand the flock by recruiting more satyrs and teaching other settlements about the path Teach outsiders the path
    Root Plant more Snafuu trees Spread knowledge of how they work and how to care for them
    Branch Master the manipulation of Satyr String and Hoof Hoops Teach others the tricks of making them
    Lore Create and update a formal history of satyrs (here and elsewhere) Spread this knowledge
    Fore Find ways for satyrs to improve and expand Spread your findings
    Trash Develop methods to minimize waste among satyrs Teach the three Rs essentially
    Ash Learn ways to heal destruction Teach medicine and thematically similar practices

  26. - Top - End - #86
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    Default Re: Age of Elysians: A God Game IC

    Cen, The Great Dismal Swamps of Suiren, beneath the Tree of Knowledge

    Kneeling by the Well-to-be, Gazad put his hand into the water. It was cool to the Host's touch, but Cen could feel it metaphorically boiling with divine power. It would most likely come to be and to fulfill its purpose of preserving memories. Yet another step towards their goal. But who would preserve the Well? Cen could feel their power fading, both their own and their Host's. Gazad was aging and would eventually die. Cen was... not quite sure what was happening to themselves. The thought of something unknown was both an uneasy and an exciting one.

    A village was starting to grow beneath the Tree of Knowledge, built by the people enticed by it. Humans, goblins and satyrs working together, whatever strife existed between their peoples forgotten in the shade of the great tree. So far it was nothing but simple huts of wood and stone, but nonetheless a sign that people intended to stay. It was a start of something, though not even the Knowing knew quite what. It would have to be enough for now. They just needed a little push in the right direction.

    Gazad stood up, having learned to anticipate Cen's needs. "Come here", the Knowing called out, loud enough to be heard by everyone, even those high up in the Tree or the tower atop it. Quickly, everyone gathered around the Well, some tired from labor, some just awoken or recently arrived, but all of them eager to listen.

    It was time for an important lesson.

    Spoiler: Action!
    Show
    Influence a small group of mortals (2 AP/1 DC) – Creating the Keepers

    The Hallowed Keepers of Living Memory (or just the Keepers) are a monastic order of Cen worshipers, dedicated to the preservation of knowledge (+ 4 Knowledge) in general and the Well of Memories in particular.

    A lot of their mission is practical care for the Well and the people who visit it – keeping things clean and orderly – but they also work to gather and spread knowledge, frequently traveling out into the world to find new information and to spread word of Cen and the Well. Because of the Well of Memories' ability to learn from the dead, the Keepers have also become the traditional handlers of the dead in some communities, whether or not the body of the deceased is actually lowered into the Well.

    As the one qualification to join the order – usually after a few years as an apprentice – is a sufficient dedication to their mission, the Keepers are open to everyone, regardless of species, gender or anything else. Some of their members join with cennites to become cennfai, but it is neither required nor expected. Keepers who aren't cennfai tattoo (after initially drawing it on as apprentices) four eyes on their forehead, as a way of honoring the cennfai and Cen themselves.

    Although they are not forbidden to have other interests or relationships (whether romantic, platonic or familiar) outside of the order, they are expected to be dedicated to it above all else.

    Being a rather small order, the Keepers' organisation is rather simple, each year electing one of them to lead them as First Keeper (also known as the Watchman of the Well). Although revered and respected, cennfai have no more official power in the order than any other Keeper.

  27. - Top - End - #87
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    Default Re: Age of Elysians: A God Game IC

    Ozglint- 1 AP Remaining, Secondary Action Remaining

    Ozglint could sense that its time on this plane was waning. It would return, but not before a long, restful slumber. With the desire to craft made innate to its people, its land in the process of being primed for divine action when it woke, and the world shaping up in so many new and interesting ways, Oz was... content. It took a moment to confirm that word was appropriate, then acknowledged its use was valid and that made it feel even more content. But before it's rest could begin, a few more things came to its mind that needed doing. And the dream god was asking for help with shaping a society. Oz' cloud contracted and then expanded, sending more influence into the world before the long night began.

    Spoiler: Help Myrin
    Show
    +2 Artifice- When the first dream wood tree falls, the people will feel inspired to craft the remains into a crown for the chieftains of the villages. This will mark them as Dream Lords, and the close physical connection with a dream tree will give them more sway and say in the shared dreams of their people.

    +2 Magic- The caretakers of the dream wood trees will form an innate connection with their charges. Their touch will allow them to shape and change the growth of the wood in new and artistic fashion over long periods of time. Nothing powerful or overtly magical, but they can change the color, shape, and patterns of the dream wood as it grows. This magic can be learned and developed, but it is a process that takes years of communion with the tree to fully train and learn.


    Spoiler: Runesmithing at Peerless Peak
    Show
    By focusing entirely on the process of carving, etching, and smithing runes into objects, the Runesmith's endurance grows much faster than it would for most people and they master more intricate and lengthy rune phrases. Passed down over generations, runesmith's equipment grow stronger as it is handed down within family lines. Each and every runesmith has a maker's mark that bears some minor flaw as a homage to the Imperfect Creator, imprinting a miniscule flaw into whatever they make.

    Runesmith Rankings-
    Assistant: Those who begin to walk the path of the rune smith begin their journey forbidden to craft runes. They must show dedication to the trade through learning the runic language, learning sums and writing, and managing the day-to-day activities of the forges, whether it be carrying heavy materials, getting food for the runesmith they are learning from, creating non-magical items, or cleaning the area. More experienced rune smiths do not hesitate to hand down unseemly, filthy, or difficult jobs to the assistants, as this hazing is seen as a way to separate those who will dedicate their lives to the craft from those who simply wish to learn without hard work.

    Apprentice: When an assistant has proven their dedication to the craft, they are allowed to start smithing one word rune items. They begin to be responsible for the simplest creations, pumping out tools and weapons for the community in great numbers. Apprentices start earning a percentage of their sales in wages. They also begin to assist their masters in more complicated rune craft, first observing, but eventually using their increased skills over the assistants to create higher quality base items for their masters to craft. An apprentice eventually can move on to two word rune items, and once they can reliably produce them without assistance they graduate to Journeyman status.

    Journeyman: Once an apprentice has mastered two word rune items, the world is their oyster. They can begin their own forge, they can craft as they please, and they can bring on assistants and apprentices of their own. However, if they fail to keep learning and progressing their craft they are quickly relegated to obscurity. Journeyman who wish to gain esteem within the community must master more and more rune words, create more and more sophisticated items, and must begin building their legacy for future generations. Journeyman runesmiths master three word rune items, and if they wish to be remembered within their community they must begin to work with four word rune items. However, some Journeyman reach too far too fast now that they don't have more experienced masters to keep them moving at a glacial pace, and more than a few push their limits too far and burn out. These are treated as cautionary tales, though items that are created through death are highly sought after, believed to be of stronger magic and higher quality if they are the runesmith's swan song.

    Grandmeister: Runesmiths who manage to refine their craft enough to create five rune word items (or more, as they become available) are known as Grandmeisters. They are the elite, creating items for the greatest of heroes and the wealthiest of patrons. Grandmeisters are treated as revered members and advisors of the community, with almost as much say as the leaders of the community. They are allowed to use any forge they wish, though many choose to retire once they achieve the status they have devoted their lives to. Their endurance to strain is legendary, and the items they create can rival the works of the gods themselves.


    Spoiler: Secondary Action- Scry Corun (1 AP)
    Show
    As it's power waned, Oz turned its gaze to Zemara's immortal crafter, hoping to observe the undead artist into the next age.
    Last edited by purepolarpanzer; 2022-02-20 at 08:25 PM.
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  28. - Top - End - #88
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    Default Re: Age of Elysians: A God Game IC

    Oculus, Plains of Belli, Ran Moch - 15AP & 4 BP remaining

    Oculus leapt over the crimson sands of Red Teressi and onto the green hills of Ran Moch, carefully avoiding a passing rain cloud. Even a god did not like to get wet. Here, though, he found what he was looking for. A land of both men and satyrs. A bubbling cauldron of potential spectacles, just waiting for the right spark.

    He reached across with his claw, redirecting a starving satyr foraging party so that the path they were following would lead directly to a village of human farmers who had just finished gathering up a particularly bountiful autumn harvest. More than they could eat, at least in the short term.

    "Maybe they'll share?" Oculus thought to himself. But he doubted it.

    Spoiler: Action 1
    Show
    12AP, 8 DC - Influence 100,000 mortals (approximately 50,000 satyrs and 50,000 humans) across Ran Moch with:

    +2 Spectacle: Everlasting antagonism, bleeding into civil war at times, will grow between the two species, being transmitted from those affected to all their biological descendants. No affected human will ever willingly accept a satyr as his lord and vice versa.

    +2 Sacrifice: The only way such ammosity can be overcome is if an affected mortal witnesses a great sacrifice on their behalf by a member of the opposite species.


    Spoiler: Action 2
    Show


    Note 4BP applied to this action:

    8 AP/4 DC: Create a basic living species with:

    +2 Spectacle: The Ocuvirus, commonly known as strongman's fever, can infect all mortals and indeed animals of any kind. The Ocuvirus will at first cause a mild, cold-like illness which tends to last a few days. After recovery, though, the patient will suddenly find they have enhanced strength, which will last for around three months after. The extent of the strength boost is inversely correlated with the original strength of the patient -- adult humans and satyrs in their prime will notice only a small difference, while goblins, human toddlers and invalids of any species will be many times stronger than they originally were. What the mortal decides to do with their newfound strength is up to them. Infection can reoccur after a year.

    Last edited by The JoJo; 2022-02-22 at 05:25 AM.

  29. - Top - End - #89
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    Default Re: Age of Elysians: A God Game IC

    Spoiler: help The O of Ooeht
    Show
    : Influence the planet
    +2 monster and +2 sky: Monsters will become attracted to this ring (occ: I'm sure this won't go bad in any way.)


    Spoiler: Help Cen
    Show
    +2 domain religious artifact
    +2 monster: monsters will also drink from the water, which will help them empathize and understand Mortals better

    +2 imagination: Drinking from the water will help increase your imagination as well, helping people craft many Fantastic pieces of Art.



    Spoiler: help Gorkun Tu'Shaal
    Show
    : Create a new Law of Reality
    +2 monster and +2 imagination:: Those who have favor from any monster ( including the ones not created by Hi) Can ask to draw from their power by Channeling an art piece representing the monster carved with the runes



    Spoiler: Help Morannan Maklir
    Show
    create the Demon of Pekunos
    +2 monster: Turnuphead, Will has a natural affection for his monster cousins. And will respect them and their choices. It will also have the ability to love others.

    +2 Sky: He can fly short distances. So it can get the people and hug them (ooc: Hi does not understand what she’s doing)

    +2 imagination: The monster will inspire Many pieces of art in Pekunos


    Spoiler: Help Kavan
    Show
    Create a single greater magical monster - Rakkar,
    +2 monster: Kavan and Hi monsters will have compassion and family bond with each other.

    +2 Sky: The clouds will act when Rakkar is near settlements. So they can be ready to give him and give them love and hug.

    +2 imagination: People will be extremely fascinated with Rakkar, Dedicating many pieces of artwork to its image


    Spoiler: Ozglint
    Show
    Create an Omen of Prosperity over Peerless Peak and the surrounding mountains and valleys

    +2 imagination: These rooms that dot the land Will inspire the cultures around the area. Much of their art will be reflections of runes.


    Spoiler: HelpMyrin
    Show
    : Create Supernaturally Gifted Sentient Species
    +2 imagination: The creatures will all be distinctly unique from each, All looking like a painting coming to life.

    +2 sky: they will be able to touch and manipulate files clouds to form into their own shapes.
    Last edited by Godzillarich; 2022-02-20 at 04:15 PM.

  30. - Top - End - #90
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    Default Re: Age of Elysians: A God Game IC

    Cen, The Great Dismal Swamps of Suiren, beneath the Tree of Knowledge

    Looking into the Well of Memories, Cen could see flashes of what the other gods were attempting, sensing rather than seeing what was happening. Some were of little to consequence Cen and the goal they were working towards. But in some, there was a potential that could not be ignored. Perhaps not as steps towards the goal, but certainly walking in the same direction.

    For a few moments, the image in the Well stabilized on Myrin's vision for the Surian Swamps.

    "That seems nice", Gazad said, apparently able to see at least some of what the Well was showing.

    Cen looked at the people around them, who in many cases had abandoned their previous lives and traveled for weeks or months to reach the Tree. Perhaps 'nice' was worth considering too.

    Spoiler: Help for Myrin's 2nd Action
    Show
    Although based around the Tree and the Well, many of Cen's followers (whether cennfai or ordinary mortals) also live in other parts of the swamps, either permanently or as wanderers, going from place to place to learn and to teach. In either case, they often take the role ‒ officially or not ‒ as scholars and teachers, spreading knowledge (+ 4 Knowledge) throughout the Surien swamps. Sometimes this takes the form of actual schools for the village younglings, other times of individual tutoring or simply by being the person willing to listen to questions and answer them to the best of their ability.


    Then there were the changing children of Myrin. They too could have a part to play, adding a somewhat more... independent group to the rigid focus of the cennites.

    Spoiler: Help for Myrin's 1st Action
    Show

    With Cen's influence, a new variant of shifter is created: Yasani.

    Appearance:
    Even compared to other shifters, Yasani are quite small and seemingly frail in their earthly forms. Their most prominent feature are their eyes, being at least twice the size of most other mortals' and with irises colored anywhere between bright pink and deep purple. Although not as prominent as their eyes, the Yasani's teeth are also somewhat oversized. Less noticeable is that their fingers are also unusually long and have four joints each. Their hair and fur is also usually purple, though dark enough to seem almost black.

    Even in their divine form, they are still quite small, becoming perhaps the size of a goblin at most. Most notably, they grow insect-like wings on their backs and four extra eyes on their foreheads (if the surroundings are dark enough, all the eyes of a Yasani in divine form give off a soft purple glow).

    Yasani Features:

    As hinted by the size and number of their eyes, Yasani are gifted observers, being able to see not only well but in complete darkness and capable of seeing that which is beyond most, such as the heat a creature gives off. They are also able to process what they see at an amazing speed, being able to quickly analyze and draw conclusions.

    A Yasani is also able to mentally reach out to any Yasani it has met before, transmitting anything from a simple greeting to complex knowledge (+ 4 Knowledge) or even memories over great distances. To some degree, they are also able to use their abilities on non-Yasani, though it requires physical contact and the contact is fleeting at best (it becomes a little easier if the other party is willing, but even then it's not exactly reliable).

    Perhaps related to their mental abilities, the Yasani are also capable of learning new languages at amazing speed, frequently being able to speak new languages within hours of meeting a speaker (though it still requires their "teacher" to be at least somewhat cooperative and patient).

    Yasani Personality:
    Just as the god who had a hand in their creation, Yasani are often defined by their curiosity and thirst for knowledge. Most of them are introverts by nature, usually preferring to observe and analyze than taking a place in the proverbial spotlight. Although almost any new knowledge is of interest, most Yasani develop some particular interest that they pursue with a passion. This pursuit makes many Yasani into nomads, traveling the world alone or in small groups, often making a living as couriers of a sort, as any Yasani can be easily contacted by any other and pass along a message.


    A rainbow spanning the entire world. There was a certain poetic beauty to it, Cen had to admit. And of course, any attempt to make the mortals reach for the sky ‒ literally or not ‒ was one worth supporting.

    Spoiler: Help for O's 1st Action
    Show

    + 4 Knowledge: Adding to the work of the O of Ooeht and Ozglint, the sight of the O will not merely inspire mortals to reach for it or to replicate it, but to seek out new knowledge of any kind.


    Sensing Cen's weariness, Gazad laid down on the soft ‒ although rather muddy ‒ ground. So much to do and their strength fading. Despite the will of god and man, all six eyes closed one after the other.

    There was always tomorrow.

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