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  1. - Top - End - #61
    Ogre in the Playground
     
    RedKnightGirl

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    Jun 2006
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    Not in Trogland

    Default Re: [IC] LoC: From Blood Divine

    Caw, The Free Goblins

    Caw flew away at the end of the conference To have his hobgoblins hunt down those golems was a fine idea. He perched by his statue and waited for someone to come. Now, that goblin would find himself blessed beyond measure. And indeed the first to come was simply a goblin. He came speaking about his father, how he was sick and even the acolytes could not heal him. Caw trilled. The goblin - Taqar - was prostrate immediately. His mind filled with the knowledge of the red golems and a demand to hunt them down. But, he felt something more - something pulsing through his veins. He fled - he kept running till he could run no more - he kept running towards the Tranquil Sea. He camped out and then begun running. Some saw him and laughed or derided him, but some started running too. Even a few Hobgoblins ran with Taqar. One of these were Qaniin who had been investigating ways to get to the Underdark. Even an Acolyte was taken over by the fervor.

    They got to the wall. Some eighty of them. They ran through the gaps in the wall and then paused. This was to where they were running too. As the gentle breeze went by - a few of them summoned the Comfort out of it, although many went back to bathe in the comfort of the wall. Quaniin pushed her hand towards the sand and a pit was formed, another hobgolblin somewhat embaressed at having followed a goblin joined with her - a thin layer of the tranquil sea appeared over the pit. A goblin slid over that thin layer. The goblinoid were in joy using their powers in the silent place.

    Taqar surveyed this. He built a podium from the sand - "We have not been given these powers for fun. We have been given them to slay the red golems."

    This stirred something in all the listeners, they were obliged to agree. However, one goblin who had lived near the border - having joined the convoy only eight minutes ago - had a different form of resolve. She had seen a red golem in person, she had seen a corpse it had left behind. For her it was more personal. But she followed behind like any of the others, sliding through the sands behind Taqar.

    Spoiler: AP
    Show

    11 AP =11 AP - Create Organization Charge (Statue of Caw): The Hunters of the Tranquil Sea. The Hunters are a goblinoid organization hose members mostly reside on the other side of the wall; returning to Free indeed to bathe in the Comfort at the Wall. They're currently lead by a goblin and they hunt monsters. It is an organisation that many are born into, but it requires having Tranquil powers.
    7 AP = 11 AP - 4 AP: Create Mythical Concept (Tranquil): Tranquil is a magic that only works in the Tranquil Sea. It allows for the physical control of the desert, easier transport across it, as well as control of the remaining Sigh - perhaps to concentrate it against a foe, or turn it into Comfort. [Domain: Earth (Defenses) 7/10 AP]
    6 AP = 7 AP - 1 AP: Bless: Some Goblins and Hobgoblins have Tranquil powers, or will be bor with them. These goblinoids will be drawn to the Tranquil Sea. [Domain: Earth (Defenses) 8/10 AP]
    4 AP = 6 AP - 2 AP: Create Advanced Concept: Traps and Pits [Domain: Earth (Defenses) 10/10 AP]

  2. - Top - End - #62
    Ettin in the Playground
     
    Gunhaven's Avatar

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    Mar 2014
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    Ozarks, Missouri
    Gender
    Male

    Default Re: [IC] LoC: From Blood Divine

    Skies above Aria
    Slowly Neul and Scamall join forces once more as they leave Cynux behind and begin their lazy journey to the other lands that populate the World. Eventually they begin to pour down upon Aria, skirting around the corners claimed by the gnomes and goblins, and cut their way through the central continent where the Sea of Tranquility once existed. Neul's rains brought forth a new slime that absorbed the plants that began to invade the former Sea of Tranquility as well as the Lliad and Gaineamh that ate the soil and sand, respectively. What's more the slimes stopped differentiating between what they ate, simply absorbing indiscriminately and occasionally spitting out one of the other slimes when they split.
    Scamall's rains saw lakes start to dot the landscape. Most of them were barely oases surrounded by grasses, moon flowers, or sunset poppies. A few of them were lakes big enough to be clearly visible from the clouds. And the largest one could be considered a proper inland sea, mirroring the crimson eye that was Grahmore's Tear. What was quickly found by the sapient life of the land was that none of the water was good enough to drink and, in fact, was barely good enough for the plants that surrounded them.

    Spoiler: AP Expenditure
    Show
    Starting: 5 AP (1 + 4 Rollover), 2 Artifact Charges (Alter Land, Create Monstrous Race)

    0 AP - Alter Land - Pockmarks of Aria - Where the Sands of Tranquility once called home (and now where the moon flowers grow), Scamall has caused hundreds of pools to form filled with brackish water. They range anywhere from small oases to a central sea the size of Dead Sea with the water generally being non-potable in quality.
    0 AP - Create Monstrous Life - Glaswellt - Vibrant green slimes that consume plants and seem to gain extra energy from the sunlight they absorb. They get their green color from the chlorophyll they absorb from non-magical plant life, such as leaves and grass. They otherwise act as any of the other slimes created thus far, using pseudopods to defend themselves and knock down leaves from hard to get canopies and sucking up all the plant life they can.
    1 AP - Curse - Impure Collection - Slimes can now absorb materials that they're not primarily composed of. When they split if they happen to have enough such impurities to make a slime they'll create a small slime made of such material. Otherwise the impurities are left behind in a haphazard pile. The most common cause is Lliad and Glaswellt eating up a bunch of soil and plants at the same time, helping add to the slow consumption of plants. Going towards Life (Oozes)
    1 AP - Bless - Residual Magic - Slimes that happen to consume magical materials reflect those materials. At the moment this is most evident in Glaswellt consuming the various flavors of blessed plant life. Going towards Life (Oozes)

    Domain Acquired: Life (Oozes)

    Ending: 3 AP
    New job, who dis?
    I'll check in the evenings when I get home from work / take a break from whatever game has claimed my soul.

    Your understanding is appreciated.

  3. - Top - End - #63
    Ettin in the Playground
     
    thethird's Avatar

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    Jan 2013

    Default Re: [IC] LoC: From Blood Divine

    She whose light is shed, Underdark

    The contraltants, the gnomes under the earth interest She whose light is shed greatly. She observes them, how in their unity they bring harmony with songs to the Underdark. She appreciates it greatly, it remembers of how the first Janxi started telling stories. Pondering much she goes back to the Melanier to see how they fare.

    They fare poorly. Where earlier the Melanier were black on white, simple and straightforward, generations have brought change. Now there are Red, Yellow, Blue, and through them dissent. And that dissent has brought the attention of entities of emotion. The demons are drawn to the Melanier like moth to a flame, adapting to their wiles and breeding excess. But such dissent also creates art. When red clashes with yellow orange sparks, and when blue tops red violet thickens. It's on that miriad of warring colors deep in the underdark that She whose light is shed starts to see the flash of inspiration.

    And thus the houses are born. The most ancient and honorable house of Black, it's line extinguished, obscured, disappeared. All mourn the most ancient and honorable house of Black. Keep them in your prayers, so what befell to them doesn't happen to you. And hush the rumors of Black's last scions, none have been sighted for centuries.

    The most severe and bountiful house of Red. Red like blood, red like fire. Red spreads. It's hard to not find a red somewhere. Red charms and red guiles, giving unto others to make them more red, and what that doesn't work taking from others. The most severe and bountiful house of Red, balancing thinly between charity and greed, is the first house to rise to dominance, wanting to turn each of the other houses into Red. After all, Red is the color of blood, and She whose light is shed cares not for whose red is shed, only that it is.

    Spoiler: AP
    Show
    Initial AP 6 + 4 (rollover from the 5th, yeah I am slow)

    Create Society (AP 2) The Melanier Houses occupy each some region of the underdark and represent each an extended, clanish, family and their close knit associates, embodying a color. Almost everyone within a house can trace a familial relationship to the core family of the house, wether real or fabricated. Houses are rife with political strife and turmoil, literal demons not helping, their lead families having to work to maintain power. This power struggles are normally contained by providing an outside enemy, wether a monster, another race, or another house. Conflicts between houses are artistic and ritualistic in nature, and after what happened to House Black rarely genocidal, as the snuffing out of colors displeases She whose light is shed greatly. Melanier house leaders tend to be rather... mad, representing the most extreme swings of their color. Wether this is because they are pure in that color, or due to inbreeding is politely never discused. [Craft (Painting)]

    Bless (AP1 - 1) Red is the color of blood, and fire, but mostly blood. Red wants to make other colors red, wether by giving itself away to them or by forcefully taking them and turning them into red. Red is thus the most reactive of colors, fitting for the color of iron rusts.

    Red aether is as reactive as its color. Red is very easy to transform into energy, specially caloric energy, if you want to make a fireball red aether is the way to go. Red is so volatile that red aether is almost impossible to mix with other colors, but when it does it enhances their power while draining at their durability. On itself Red aether makes one more insatiable, wanting what others have, this as a group makes red users territorial, and community minded, wanting those within their territory to be Red and their territory to grow. Red thus enhances charity, giving to others, and in excess greed, wanting from others.

    Create mundane concept (AP1 - 1) Writing this deviated as a concept from painting, where painting wanted to convey meaning/stories by representing what happened, it has started to evolve into hyerogliphs, standard ways of representing things that are starting to be divorced from their literal representation. From there it has evolved into runes, the few black inklings that remain being used for writing and keeping the scholars bane at bay.

    Left over AP 8.
    Last edited by thethird; 2022-02-14 at 11:09 AM.
    Thanks a lot Gengy for the awesome... just a sec... avatar. :)

  4. - Top - End - #64
    Ettin in the Playground
     
    Devil

    Join Date
    Aug 2021
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    Brisbane, Australia
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    Male

    Default Re: [IC] LoC: From Blood Divine

    The Stranger finished his sojourn among the works of gods and men; and nothing within his sight defeated his instinct: all things were the buckling children of the lost progenitors, orphaned and warped; and every fumble for greatness or beauty rang with undeniable confession. This truth - that everything except that truth was lies - contained within itself such poisonous, manifold profundity that it would take from now until the end of time for him to completely parcel it out to the First world, and all those in it, and over it.

    But time, fortunately, was a thing the Stranger had. What he did not have, what he needed, was a place over whose parameters he was the sole sovereign; for the lesser gods would without question rebel against his revelations. And so, spreading out a hand against the fabric of the world and pressing the other hand flat beneath the first, he drew his digits apart, and in doing so split the world. Not in half, certainly; not a rough bifurcation or starkly noticable division. But a fragment of the substance of the First world peeled free under his insistence, snapping taut in the cosmos; a displaced, shadowy membrane of the world of which it had been a part. The wicked daimonitsu flocked to it at first, but found it dry, and painful, and anguishing to occupy; and so they danced between the First World and this new Frail world, preying on lives in the former, retreating when rebuked to the latter to stalk the dry places in bitterness and hunger.

    Spoiler: OOC Actions and AP Spends!
    Show
    Weave Plane - The Frail (3AP - Toward Progress (Envy))

    The Frail is a parallel plane shaved off from the substance of the First World from a dimensional vector that only gods can perceive clearly, and mortals with dim, sourceless dread. The Frail manifests as a bleak, color-bleached version of the First World in which everything is undeniably worse in almost every way. The rivers are brackish and sickly. The trees are dead, or withered. The sun is a guttering, pale star that burns, but barely illuminates. When mortals or events in the First World alter the world in some way, the Frail sluggishly responds with its own parody: a new mortal city will generate a ruined, jackal infested counterpart on its Frail side. Demons are native here, returning here when expelled roughly or 'killed' in the First World; but vacant of mortals to feast on, it is a horrible realm of starvation for them.

    There is nothing in this place that could be appealing to mortal races. May the gods help any of their flock who end up there, by some cruel twist of fate; for no one else will.

    Curse - The Kenning (1AP - Toward Violence (Wrath))

    At the moment the Frail was created, and henceforth into the future, intelligent races of all kinds in the First World possess a faint, ineradicable instinct that the world is in some way broken or askew. The manner in which they deal with this instinct is almost always to ignore it, and only experience the unsettling uncontentment it provides at the weakest points in their lives, and taking the shine off the best. But particularly introspective and philosophical species might pick and ponder at The Kenning, potentially spending their lives trying to discern its purpose. In most cases, the impact on lives is negligible.

    Gods are able to perceive the reason for The Kenning clearly: part of the essence of the First World has been pried away and stretched thin into a realm of its own. It leaves a kind of 'scar' on the substance of the world that reports this amputation to divine observers; but not a clear reason why it was done.

    11/16AP, before Rollover.

  5. - Top - End - #65
    Bugbear in the Playground
     
    ezekielraiden's Avatar

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    Jul 2018

    Default Re: [IC] LoC: From Blood Divine

    Strange ones, dragons. In some ways, they're like us, with scales and claws and such. But in other ways...so different. I've only met one, though he was a big one. All red and gold, with claws like curved swords, but you'd think he was just some village elder, the way he talked. Was in the forum a town over, looking for more buyers Folk over there say he's always good for a chat, that all the old dragons are, the ones that come from the big mountain, far away. Can't say myself, only heard him, didn't talk directly. Old Erechtheia, the quarrier, she says she had a conversation with one, long time back. Asked a lot of patient questions, and shared some hot drink. Guess they just like to know things, and tell others.

    -- Witness report from farmer Yiannis of Petraea, Tales of the Dragons

    Thyssia, though peopled soon after its creation, remained in large part a wild land. It was of course not helped by the machinations of the Stranger, whose curse upon all forms of knowledge carried outside the mind itself hampered any efforts at growth. With time, however, its people soldiered on regardless, and families became clans, clans became tribes. Eventually, a loose collection of tribes came to call upon one another for aid and for benefit, as they learned the valuable resources of their lands and began putting together the foundations of a true society. Having no more specific name than the land they all called home, they called it the Thyssian League; perhaps unimaginative, but descriptive.

    Sophia, she of wisdom and shell, who spoke first to the Maker, was a mendicant teacher wandering across the League. Her preference always was to draw lessons on the sand, where she could. If the writing faded ere long, best to embrace that trait. It certainly helped make her students less slovenly in both the lesson and the imitation!

    "No, Aristos, this is not the way. You fight uphill! Ceding the high ground to your opponents before the battle is even joined. You have heard, but you have not listened. Speak. Tell me what you are thinking."

    Aristos was the son of a local chief, her pride and joy. Athletically, of course, there was nothing to fault about him; he had a fine form, the marriage of strength and grace, his vivid-green scales fair gleaming in the noonday sun. His mother knew that thews were not enough, having fended off multiple efforts from others to unseat her or take the lands her group called home through trickery or nighttime attacks. With these things, Aristos struggled. His eyes were keen, excellent for the hunt, but against the opponents of the mind, those eyes grew dull.

    His response left much to be desired, using many words to say very little, hardly more than "I attack the first thing I see." She shook her head. "Go. Return to your mother for this day, Aristos. Perhaps tomorrow I shall have a new lesson for you." The boy clearly looked disappointed, but bowed his head before racing off back to the huts.

    -----

    In the waning hours of the day, she walked alone along the beach. "Maker, how can I reach this boy?" she said, to no visible ears but her own. "He is not without hope. But he sees the sand and not the beach. He sees only the tip of the spear."

    Above, Arkhos watched. Her question was warranted. This child of leader's egg and leader's blood wanted to soar higher, wanted to rise to the occasion, but struggled to find his wings. So did Arkhos breathe across the trees just inland from the beach, sending leaves to fall toward the sand; and also did he brush with his fingers, rippling the waves of the sea toward the shore, carrying stones and shells.

    Sophia continued her walk. She did not ignore the motions around her, but the bulk of her focus remained on her current predicament, while the sun declined toward the sea with brazen color. The swirl of leaves caught her sight, and wise eyes saw the strangeness of their motion. A sign? Perhaps...but of what? "Leaves...dancing with stones..."

    The trees whispered Arkhos' words. Not light, not making, but knowledge.

    The boy understood the hunt, and the race. What if--could the hunt be re-cast? Yes...from the stones and the leaves, the quite literal pieces began to fall into place. Skill and cunning, not by lesson direct, but by the competition of the game. "Thanks be to the First, who goes before," she said, as much a direct expression of gratitude as a ritual prayer.

    -----

    "So...if I want to win..." Aristos said, brow furrowed.

    "You must topple the enemy leader, yes. But there are obstacles in the way, those loyal to the enemy side."

    "Okay. Are you sure there's still a lesson today...? This doesn't seem like a lesson..."

    "Then let us play, and forget lessons for a time."

    So they did. Several times, Aristos lost--to mistakes, to forgetfulness, to a lack of planning. But slowly, he began to learn. The next day, he played better, actually giving Sophia a challenge. The day after, he begged to stay the lesson for the next day--because he had begun to teach a friend to play. She knew him well enough to know the words beneath the spoken: so I can learn without you knowing. With a calculated show of reluctance, she agreed.

    -----

    Within ten days, every child old enough to understand the rules was playing, and Aristos was doing well. He even managed to beat Sophia herself, once or twice. After a few further days, to be sure the progress had stuck, she began collecting her things, preparing to move on.

    "Must you truly leave, Master?" the boy asked. His eyes fair glistened, as though he were ready to weep. How unlike the boy she had met earlier that season.

    "You know I must. Wisdom is not idle, and I must not be either. You have learned what your mother asked me to teach you, and you have begun to teach it to others. You are, already, a better student than I had hoped for. You may live to be better still, assuming you win more battles than you do games!" The affection in her voice blunted any barbs in her words.

    He took a deep breath, and seemed poised to say something grander, but then relented. "I learned how much I must learn, from the best. Some day, when I take my mother's place, I will keep watch for you every day, Master. Even if the road is your land and the ship is your house, you will always be welcome in mine."

    She smiled, the wrinkles spreading across her blunt face and slender neck. "Do not doubt that we will meet again, Aristos. There are many years left in my shell. I expect a grand hall when I return!"

    Sophia would not be disappointed.

    -----

    As Arkhos looked down upon his creations, he saw that his gift of words, like the gift given by his siblings in divinity, grew and changed in strange ways. He did not wish to take this from them. The children built these words themselves, unprompted, perhaps the purest expression of imitating the gods. A rising of knowledge. To douse that flame would be counter to who and what he was. But already he could see how the difference of words could tear apart, rather than build up.

    He spoke again, into the air, into the words themselves. Though the tongues of mortals would wander far, one wanderer should always recognize another. In their journeys, the needs of life, the simple things shared over campfires and traded at crossroads, these would never be too great to learn in short order. True knowledge would require true effort, but the very start would not be doused ere it even sparked.

    And his light became a little more solid. If he noticed the change, he made no sign, even to eyes that could see him.

    Spoiler: AP Actions
    Show
    AP: 3+4 (rollover 2/5) = 7/16 AP on hand

    Create Racial Society (2 AP): The Thyssian League, a collection of allied tribes across the continent. Different tribes within the League may have very distinct views on things, but they see this variety as a strength, reflecting the innate variability of the haphai race, and any other races that might wish to join. As the continent is relatively large and still mostly uninhabited by sapient beings, most residents (currently all haphai) are focused on exploration and pioneering at present.[Travel (Adventure) 6/10]

    Create GUA (4 AP, discounted by the Making Word, discounts Create Mundane Concept): the Learning Word. Spoken to a person properly prepared, the Learning Word opens the mind of a mortal to spontaneous reasoning about ideas, or to perspectives not previously considered. Such prying open of minds and thoughts is no simple matter if one wishes to preserve the sanity of the subject, however, so it must be used sparingly. [Magic (Runes) 10/10: Domain acquired]

    Create Mundane Concept (free, via the Learning Word): Games of skill and cunning. The Thyssian League teaches many skills not via books and recorded information, but through practice in games akin to chess and go. Each tribe or group may have its own particular games it favors, but the rules are usually not too complex, so that they can be recited from memory without needing to write them down.

    Bless (free, via the Prime Radiant): The Wandering Tongue. Even if two travellers share no language whatsoever, they will find it unusually easy to pick up the necessary basics to communicate important things for travellers. This blessing does not convey fluency, and does not really help with anything but basics (relating to food, water, shelter, dangers, resources, basic greetings/requests/gratitude etc.)

    7-2-4 = 1/16 AP remaining

    Domain progress:
    Travel (Adventure) 6/10
    Sun (Revelation) 7/10

    Acquired Domains:
    Luck (Hope) (initial)
    Law (Oaths) (initial)
    Magic (Runes) (acquired 2/12)

  6. - Top - End - #66
    Ogre in the Playground
     
    GameOfChampions's Avatar

    Join Date
    Apr 2014
    Location
    Canada

    Default Re: [IC] LoC: From Blood Divine

    Heavens Law

    Antares looks upon the Archons in their eternal quest, or at least it will be eternal its only been a short while so far. The archons are trying their best but after attempting to give their gifts to anyone and anything, the Archon who spent 3 years attempting to teach a group of slimes orderly formations and buildings was very persistent. The Archons were good at their eternal mission but they lacked a certain, 'everymans' understanding of the world. The other mortal races seemed to be innovating and growing at a speed that his Archons were unable to match. Even when they went to help the mortals they rarely learned.

    Maybe the Archons needed the equivalent of a little sibling race to aid as the race grew and grow in turn. A race to dwell on the first world that can call upon the archons for guidance and power while the archons can watch over them and aid them. this race would have to be more in line with the creatures of the first world and less living beings of light crafted in the heart of a star.

    Antares takes the experience he had in creating the Archons and his time looking upon the creatures and races of the world. He begins with the shape, much like the archons he crafts them in roughly the same shape, humanoid. Unlike the archons he creates the new race out of flesh and bone. Smooth skins coming in all the variations of the stars, mortal flesh and bone, organs like the rest of the creatures. Then Antares starts to add his personal touches to make them more like their elder sibling race. Eyes made of a combination of flesh and light, always able to see no matter the light. A slight touch of light woven into the various parts of the body to always give a faint glow. Finally a few slight abilities like imbuing their light into objects and using their natural light to enhance existing light sources.

    Antares looks upon the new race with, what would be glee in another god but in him was just quiet pride in himself. The god brings himself down to the surface where he sows the seeds of the new creation, the Star-Spawn. Tens of thousands sowed across the continent of Cynux among the deserts in small tribes and clans.

    Finally a mortal race, something to be guided and moved to order. A race to aid the others of this world in a larger manner then his archons or even he could ever do.

    These Star-Spawn would be born under the most deserving star he decided, all born on this night it would aid in their immediate survival. Those born in the world would be blessed under the constellation brightest in the sky that night. Each constellation different and unique, bringing something new to the world. Some may bless inherent abilities or aid in the use of magics while others may give a little bit of skill towards one activity or another. His Star-Spawn will not be the only ones to benefit from it though, from the Jaxi to the Gnomes to the Goblins all born under the sky.

    Spoiler
    Show
    AP: 14/16
    Create Race (2 AP): Star-Spawn
    Blessing (1 AP): Blessings of the Constellations: All born under the sky get a minor blessing depending on the constellation they were born under.

    AP: 11/16

    Domain: Heavens (Light): 5/10
    Domain: Civilization (Order): 8/10

    Rolleover: +4
    AP: 15/16
    Last edited by GameOfChampions; 2022-02-19 at 07:16 AM.
    "Facilis Descensus Averni." - Virgil, The Aeneid

    “Why would I want to win anything other than a beautiful game?” - Patrick Rothfuss, The Wise Man's Fear


  7. - Top - End - #67
    Troll in the Playground
    Join Date
    Jul 2015

    Default Re: [IC] LoC: From Blood Divine

    Memoirs of Synessa, the Cloudfisher

    Of Awakening Alteration
    I never met Tresaltoi. Many people find that strange, but it is the truth. The Cezesa were then, as we remain now, a people widely scattered. Even an endless voyager such as I cannot visit all their haunts. Further, though many would consider it blasphemous to say so now, for the greater part of his life Tresaltoi was not seen as a remarkable person. Quite the opposite even, he was a hermit who lived alone on a tiny speck of an atoll painting crabs on turtle shells.

    It was only when he was old, his strength fading and the lonely life no longer one he could manage, that he climbed the great cone of Osselb and engaged in debate with the sphinx who dwelled there for sixteen straight days. Try as I may, I have never been able to learn which sphinx it was, and now I think it was none of them, but Nathces itself reflected in that form, suited to the expectations Tresaltoi brought with him. Anything less seems unequal to the discovery attained.

    The great insight of Tresaltoi was that of connection: ‘as from the one, as to the other; as from the other, as to the one’ or so it is commonly summarized. He recognized that all aspects of life, material and energetic, flowed continually without end, always cyclical. He believed this held not simply to observable phenomena, but to the fundamental essence of the world itself, the aether. He thought that, with the proper tools, the flow of aether could be shifted, changed, and twined. Not only by the hands of gods or legends like dragons and sphinxes, but by mortals. I am told, in a forever amusing tale, that he used my harpoon and I as an example of this phenomenon, more than once. Very flattering, I must say.

    Though the details of the great debate are lost, it seems Tresaltoi was fundamentally correct. Mortal hands can shape the flow of aether; if not by pure will as the gods do, then by proxy using formulae and knowledge. The sphinx gave him the foundational tools of this practice and Tresaltoi’s lifelong study of crabs allowed the implementation of the method upon those creatures. This was the beginning of the mystic practice now known as Biomancy.

    Alterations unlocked by Tresaltoi were limited, but their potential knew no bounds. He swiftly attracted many disciples who sought to learn the method, and duly recorded the formulae and principles he’d discovered in chant and image alike. Though all his paintings have long since crumbled to dust, they have been passed down, and if one can find and impress a sphinx, those ancient formulas will be revealed again, the same as they ever are.

    Only a few years remained to Tresaltoi after he assumed this revelation, and therefore I missed the chance to meet him. His followers and friends raised a stele on the flanks of Osselb after he was given back to the crabs. I recall that monument, though it has long since been reclaimed beneath the mountain’s flames along with the school begun there after his death. His legend will never be forgotten, for the discovery he made only grows across the ages as our knowledge of nature and numbers increases. There are many schools now, and biomancers of all origins. I can only imagine how far it will reach.

    Neay, the Sea of Disdain
    Third of the children of Nathces and Ordaeus was Neay, the Sea of Disdain. Neay contained within her a fragment of fire, and a great mass of ash, and hers was a world of contrasts and haze. The seas of Neay were shallow and broken up everywhere by mountains bursting forth from the deeps on fiery plumes. Rain and wind fell endlessly, stirred by the ashen sky, and the mountains themselves crumbled back into the deep with stunning swiftness in the measure of landscapes. Cool beneath those dark clouds, forests covered the lower slopes in emerald. Fallen leaves and needles filled the streams and bays, enough to turn even much of the seas brown.

    Beneath the waves the seas choked in the embrace of endless forests of kelp and other weeds above their stony bottoms. Life ran riotous here, but vision was constrained. Many creatures ranged among the sunken forests, from the base to the breakers, and even out onto the stony shores. Every changing, all suffered and fled when the skies turned ashen, for though Neay suffered this abundance, she did not welcome it. All that lived here learned to hide itself from sight, for to be noticed was to face deadly attention, and no predator was so great as to be immune from the swarm.

    Spoiler: AP Actions
    Show

    Create Mythical Sub-Concept (2AP)Biomancy – [Travel (Exploration) 10/10] Nathces, acting as a sphinx, reveals the foundational secrets of the magic of biological manipulation to Tresaltoi, an aging merfolk hermit. Biomancy functions be means of the manipulation of the aetheric flow found within all living beings, and the connections between them. It depends both on the knowledge of the properties of living creatures as obtained through natural history and mastery of the mechanics of aetheric flow through comprehension of the mathematics of fluid mechanics (aether being conceptualized as a fluid with unique properties). The power of biomancy therefore grows with increases in biological and mathematical knowledge. The main capabilities of biomancy are augmentation, healing, and shapeshifting.
    Weave Plane (2AP+Artifact Bonus)Neay, the Sea of Disdain – [Animal (Amphibious) 7/10] Neay is a lacustrine planet with heavy volcanism and high rates of erosion. It is a cool world with extensive shallow seas, rocky shorelines, and kelp forests. The world is very fertile, including rain-soaked coastal forests, but is chocked by constant ash, making it shadowy and dim. Vibrant colors are very rare, even underwater. Neay hangs in the void above the sun but is not presently visible.
    Starting AP: 0 Rollover Gain: 4 Spent: 4 Remaining: 0
    Domain Acquisition: Travel (Exploration)
    Now publishing a webnovel travelogue.

    Resvier: a P6 homebrew setting

  8. - Top - End - #68
    Ettin in the Playground
     
    Gunhaven's Avatar

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    Default Re: [IC] LoC: From Blood Divine

    The Coasts of the World
    There was a subtle shift to the world as Neul and Scamall continued their meandering path over the world and Uisge-blessed clouds continue to rain down on the surface. It started off innocently enough with sentient things that journeyed inland finding the temptation to sleep grow stronger with each step away from water. Then there was an overall calm and content feeling for those that found shade under clouds or plants in such areas. But then slimes began to attack travelers that went inland more often and that the land itself seemed less forgiving away from rain or coast.

    Spoiler: AP Expenditures
    Show
    Starting: 7 (3 + 4 Rollover), 2 Artifact Charges (Alter Land, Create Monstrous Life)
    1 AP - Curse - Restful Shade - While on land and under some sort of shade (preferably rain clouds but foliage or underground work as well) sentient creatures find it easier to fall asleep and stay asleep longer. This doesn't apply to coastlines where people are able to get the work down necessary instead of enjoy a nice little nap. This applies anywhere on the first world that isn't coastlines or riverbanks. Going towards Ocean (Coasts)
    1 AP - Curse - Unfriendly Wilderness - The further one gets from coastlines the more dangerous and less forgiving the land becomes. Slimes attack random travelers in the deep forest, the water turns brackish when it isn't touched by the sea, and those who decide to travel deep within one of the continents find their equipment needing near constant repairs. This applies anywhere on the first world that isn't coastlines or riverbanks. Counteracting The Rising Road, Going towards Ocean (Coasts)
    2 AP - Curse - Calming Land - Sentient races become apathetic when they can't see the sea. While it's not quite as damning as the Sigh was and they'll still be able to survive, there isn't as much curiosity or drive to better themselves. Weirdly enough there is an increase in apophenia and delirium among those who maintain a curious nature, as if they need more of the sun's light to get that previous motivation. This applies anywhere on the first world that is inland and above ground where they could see the sun in the first place. Counteracting Light of Inquiry, Going towards Ocean (Coasts)

    Domain Gained: Ocean (Coasts)

    Ending: 3 AP, 2 Artifact Charges
    Last edited by Gunhaven; 2022-02-15 at 04:09 AM.
    New job, who dis?
    I'll check in the evenings when I get home from work / take a break from whatever game has claimed my soul.

    Your understanding is appreciated.

  9. - Top - End - #69
    Pixie in the Playground
     
    SamuraiGuy

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    Default Re: [IC] LoC: From Blood Divine

    As the Kin of Contralto spread throughout the great cavern of the Crystal Womb, they began to fundamentally change the cavern. Rocks and minerals were cleared for the creation of permanent structures; moss and fungi that had grown for centuries undisturbed were suddenly plucked for food consumption. And so it was that the Contralto discovered their first problem; the waning of the sacred Sunset Fungus. So common had the practice of consumption become, the fungus itself became scarce! It began to cause a small panic.

    Fortunately, gnomes are clever and smart, and they immediately began to work on solving this problem. The Fellowship of the Dream, nominally in charge of the fungus, waited to see how many fungus there were. They then did a count of all the gnomes in each of the villages of the Contralto, to see how many gnomes there were in each. And thus, it began that each village was allowed a certain amount of the fungus each week, to be divided up however the clan saw fit.

    But that only delayed the problem. Soon, they began to study how the fungus came to be. Spores, was the answer. So, they introduced a spore onto a rock, and bega to wait to see how long it took the fungus to grow. At all times, a member of the Fellowship of the Dream would watch, counting the hours it took for the fungus to grow. They observed that the measurement of visible growth of the fungus could be seen in increments of 60; and thus, that is how their number system began. Until they were able to grow it continuously, and thus, they further were able to increase the supply of the fungus to each clan.

    Soon, this number system and units of basic addition and subtraction were shared with all of the gnomes of the Contralto. From this spawned the ideas of multiplication and division, and soon, it was being used for the creation of more and better structures. They began to experiment with shapes, and different geometries; thus, they learned to calculate the length of a triangular structure based upon the length of two sides.

    It grew from there.

    Spoiler: AP Actions
    Show
    Create Advanced Concept: Mathematics. Based on a numeral 60 system, the Kin of Contralto develop a system for controlling the supply of their food and Sunset Fungus. This later expands into helping them design structures.
    4 AP- 2 AP= 2 AP


    Spoiler: Domain Progress
    Show

    Craft (Technology): acquired
    Art (Music): acquired
    Earth (Metal): acquired
    Craft (Musical Instruments): 3/10
    Race (Gnome) 2/10
    Math (Geometry) 2/10

  10. - Top - End - #70
    Firbolg in the Playground
     
    Ralasha's Avatar

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    Default Re: [IC] LoC: From Blood Divine

    Ooc: Has it really been over a week? Holy crap!

    Chandrilla stares downwards, consideringly. Something is missing, magic now exists, but what are they doing? Does this really make lives better?

    A pulse goes outwards, and certain, less malevolent demons find themselves bound to locations or objects, their vet being vecoming something closer to divine, but most certainly benevolent, or at least benign.
    Another pulse goes out, this time obviously from the moon, as some individuals begin to notice their ability to commune with certain objects or locations.

    Their communion with these spirits gives them access to magics, healing as an example.

    Sometimes these spirits teach them lore, which plants are beneficial, or how to locate ore veins, and the like.

    Shamanism quickly spreads like wildfire, as do the Fey, granting healing, and perhaps playing pranks as is their nature.

    The woe, as the Fairies call it diminishes as they spread.

    Spoiler: ap
    Show
    +3 AP (I overdrew, oops).
    5 AP to start.
    2 Create Sub-concept: Shamanism. Ritualistic Magic/spirits, totems, potions, healing magic. 2: Magic (Healing)
    Blessing 1: Genius Loci (Local Gods, specific to a location ro object.) 1: Undeath (Souls)
    Magic (Healing)
    Remaining Ap: 3
    Spoiler: Domains
    Show
    Claim Domain Protection (Purity)
    Sun (Dawn)
    Darkness (Dreams)
    2: Life (Fey)
    4 Knowledge (Astronomy)
    1: Water (Tides)
    1: Undeath (Souls)
    Last edited by Ralasha; 2022-02-17 at 03:01 AM.

  11. - Top - End - #71
    Titan in the Playground
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    Default Re: [IC] LoC: From Blood Divine

    Dragon and Sphinx: the Pure Sea


    The dragon regarded the Sphinx, the first thing it had met in the endless oceans, with mutual respect and courtesy. "We have been tasked to explore the Planes and to bring life to the far reaches of Existence. The Loom spins endless on, and the Master of the Peak so decrees. To these endless waters, we bring a foundation. The first of three, small gods born of and for the fonts that extend by the will of your creator" From the many scales of the dragon, it presented a pearl and in the opalescent shine came forth vast boats each with a manlike being to tend to its pure white oars.



    Spoiler: AP actions
    Show

    AP: 4

    Create Legendary Life (Sokotsutsu) 2AP + Artifact Charge:
    Sokotsutsu are minor divinities that ply the waters of the Pure Sea. They accept pacts with mortals but currently, cannot reach the First World to do so. They appear as men with large beards of seaweed and oars carved from birch wood. [The Void (Illusion) 6/10]

    4AP - 2AP = 2AP
    Last edited by Razade; 2022-02-17 at 11:20 PM.

  12. - Top - End - #72
    Ettin in the Playground
     
    Gunhaven's Avatar

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    Default Re: [IC] LoC: From Blood Divine

    Spirit Plane - Uisge
    Uisge continued to gaze apathetically upon what It helped create and almost seemed pleased with the increase in activity from people sleeping more. Yet the dreamers would often times find themselves ambushed in the middle of the night by a roaming monster. At worst they'd end up a vengeful spirit and cause more of a ruckus in the waking world, at best their soul would quickly join the plane. A measure of pity was taken on them if for no other reason than Uisge not wanting to deal with the consequences that restless souls could bring.

    There was a slight ripple throughout the Plane as Uisge gave those that dreamed a little boon. Those untethered souls related to the dreamer would visit them in their sleep until their soul joined the plane to offer advice or last words. In addition those who dreamed and shaped the ectoplasm of the plane found their dreaming bodies protected from wandering monsters. They were small things but Uisge hoped, as much as an apathetic deity could, that it'd ease up on the slight increase in restless souls plaguing the waking world.

    Over the Elevated Woods
    Scamall and Neul joined forces once more over the massive forests that were called the Elevated Woods in Aria and began to pour down on a land once again. Unlike when they were created, however, their rains were concentrated and the deluge bore through the trees and stone until they threatened to penetrate the world entirely. Then, after a week, they split and meandered away again. In their place they left a small collection of rain clouds that would help turn the Woods into a jungle and a waterfall that pierced the continent. The gnomes would eventually call it the Long Fall as it went from the top layer of the Elevated Woods all the way down into the Underdark. The pool at it's base would eventually trickle to all corners of the cave system, helping refill aquafers throughout the world.

    Seemingly spawning from such a pool was another species of slimes. These were different from their cousins and instead used acid to slowly eat away at the stone and metal that they found underground. While there was rumors among those that called the Underdark home of these Clach absorbing enough blessed metal to mimic their properties the reality was that most of them never gathered up enough to be composed solely of one kind. Instead they tend to be mostly stone and a mish mash of metals, which also helps explain the increased number of Gaineamh underground.

    Spoiler: AP Expenditures
    Show
    Starting: 3 AP, 2 Artifact Charges

    1AP - Bless - Protected Dreamers - Those who practice Somnomancy (or otherwise are heavy dreamers) find their mortal forms protected from danger. They'll still die from natural causes but monsters no longer ambush creatures dreaming. Going towards Spirit (Ectoplasm).
    1AP - Bless - Ancestral Visions - Sentient races find their dreams growing more detailed with a mark increase in ancestral visitors. Going towards Spirit (Ectoplasm).

    0AP - Alter Land - The Long Fall - Leading from the top of the Elevated Woods and all the way into the Underdark is a massive waterfall. It's fed by a permanent group of rain clouds over the Woods.
    0AP - Create Monstrous Race - Clach - Dark gray slimes that drift away from the pseudopods of other slimes and instead attack with acid, Clachs are composed of stone and trace metals. When they've had their fill they'll sometimes spontaneously create a Gaineamh depending on how much stone they've managed to eat.

    Ending AP: 1 AP
    New job, who dis?
    I'll check in the evenings when I get home from work / take a break from whatever game has claimed my soul.

    Your understanding is appreciated.

  13. - Top - End - #73
    Titan in the Playground
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    Default Re: [IC] LoC: From Blood Divine

    The Sages of Scale: The First World

    It is said that as the First World, the table of Creation, maintained and the cruel gods reveled as dark curses and misery befell the mortal species it was the Sages of Scale, quiet and among the Mortals, that gave the balm of truth as violence washed over the lands. They spoke these tennents in silent places, when the mortals would listen, far away from the Gods who would only rain further violence upon the mortals if they discovered they knew the truth.

    All reality is a lie.
    Suffering and peace are the same.
    To suffer is to be at peace, to know this is divine.
    Those that do not know it, suffer most.
    Those that know it are free of suffering.
    When mortals see their souls they see no death.
    When a mortal sees rightly, they win completely.


    Spoiler: AP Actions
    Show

    AP: 2

    Bless (The First Noble Truth) - 2AP: One expects violence in a crapsack world like the First World and it is the condition of mortal life to suffer, die, be reborn to suffer and die once more. With this knowledge, life is easier, for no one can possibly expect a better life than what they are granted. Thus it is odd that one would do mortal harm to another except for self defense, for it is improper to end the suffering of another. The Gods must be mad. [The Void (Illusion) 8/10] - Cancels The Kenning

    2AP - 2AP = 0AP

  14. - Top - End - #74
    Ettin in the Playground
     
    Devil

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    Default Re: [IC] LoC: From Blood Divine

    In the Frail, amid the flickering, cold campfires and ragged tents that were the unoccupied, mockery City of No, a convention of malefic spirits held court with one another, bickering and jousting. The Stranger was present in such gatherings - but he had long since chosen to allow the work of his hands to perform its own perverse activity. Acting directly was a less pure vindication of his crooked ways. He was present here, felt and known, in the smoke wisping off dying embers, and in the glint of unwarm light off the glossy backs of dark, many legged forms shuttling from one crevice to another in this ruin of a place no one had ever lived in. No one, of course, but the damned and damnable spirits who chittered and hushed in Words Beneath Words.

    Thus spoke the daimonitsu called Pride:

    I have spoke with lords and chieftains,
    in their yurts, and huts, and reef-dens,
    be they creatures furred, or feathered; finned or scaled;
    And from this I have concluded,
    that corruption is eluded
    where a strong man or woman's ambition prevailed.

    Thus I put to you fine tempters,
    That you ought become pre-emptors,
    And make your mortals crave their own demise;
    Only robe demise in glory,
    And they'll tell themselves the story
    That any moral failing justifies.


    This was an agreeable sentiment. The parliament of temptations had found vices generally more difficult to inflict when the temptee quickly came to hate it. But to make a mortal delight in their own descent was a trick of more finesse - and, perhaps, a superior effort. But not all were swayed; and Wrath had a rejoinder of its own.

    Thus spoke the daimonitsu called Wrath:

    I have heard the gentletempter
    and I'd call myself 'dissenter'
    to the bill of wisdom they profess as prime;
    for it has been my conviction
    that the best source of affliction
    is to drive your mortal to the Sin Sublime.

    When a girl becomes a killer
    She will quickly seek to fill her
    vision with distraction, deep and vile;
    and when a man murders another
    whether foreigner or brother
    He will kill the next one with a growing smile.


    And so Wrath and Pride made argument over whether it was better to conform the sin to suit the mortal's desires, or deform the mortal's desires to suit the sin. And after a time, with a voice like a thousand chitinous legs rustling through eachother's frenzied steps, the Stranger adjudicated:

    I am pleased with all your actions,
    driving mortals to distractions
    and the slow unravelling of their gods' design;
    and I find I'm quite agreeing
    with what each of you are seeing
    in your journeys out upon our Path Malign.

    So have ourselves a wager,
    'twixt the Dreamer and the Rager,
    and we'll see who can demonstrate the right;
    and toward this noble doing,
    each receive this new imbuing
    to magnify your skill, and cunning might.


    And so, marked in no pages and recorded in no songs, was the First Wager; between Wrath advocating the traditional power of the Sin Sublime, which is the slaying of mortals by other mortals; and Pride, whose machinations tended towards a less primal, more adaptive strategy of temptation. And they went into the world, each with their legions, and made sweet havoc with their new power - and the mortals stirred in their passage, unaware.

    Spoiler: OOC Actions! Opportunities for YOU!
    Show

    Create Hero - Pride (2AP towards Glory (Pride))

    A prince among demons, elevated by the Stranger to strive in the world to enhance the ambitions of mortals to the point where they become destructive and wicked.

    Create Hero - Wrath (2AP towards Violence (Wrath))

    A prince among demons, and the primary advocate within the parliament of tempters of murder, which those creatures call the Sin Sublime. Like Pride, this creature has been uplifted from its peerage to promote its brand of evil in the world.

    BARGAIN OPPORTUNITY: WRATH.

    I, as a player, will commit three of my AP collaboratively to making Advanced Concepts around the theme of war and destruction. This offer is available to the deity whose flock engages in direct, unmistakable, large scale war with another flock. This represents the manoeuvring of Wrath, inspiring minds towards destructive industry and bloody havoc.
    Just let me know in the Discord, or in a Direct Message, so I can mark this bargain as taken.

    BARGAIN OPPORTUNITY: PRIDE

    I, as a player, will commit three of my AP collaboratively to making Advanced Concepts around the theme of grandeur and glory. This offer is available to the deity whose flock begins a tradition of the sacrifice of mortals. They may be captives, or lower castes within your flock; my only stipulation is that there is some kind of priesthood that performs this and that the powerful elements of your flock are willing to overlook it, at least for a while. In return, that flock will find its artists, experts and great minds more capable of grasping their lofty ambitions and turning them into broad enhancements for their people.

  15. - Top - End - #75
    Ettin in the Playground
     
    thethird's Avatar

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    Default Re: [IC] LoC: From Blood Divine

    She whose light is shed, the underdark

    With the waterfall appearing doleuk stirs and as she does the melaneir move. The blue pushed away by the bellicose red take unto themselves to explore this new path. It takes long but soon blue reach out to the land of the gnomes and to the desserts above. It's blue the first melanier to be born under the stars and probably the only for long. In fact to most outsiders the blue melanier aren't blue, but simply melanier.

    But as they go upwards Doleuk goes deeper.

    Spoiler
    Show

    Bless AP1-1: blue is the color of the sea and the sky. Vast and unfathomable, blue confronts one with their space in the universe, and one tends to be small when posed against it. Those who overcame it through logic can feel their place in the world and through diligence and work improve. Those that don't fall into sloth.

    Create concept AP1-1: Nothingness, Doleuk holy symbol is the circle and can be used to represent the absence of something or basically nothing.

    Create plane AP3: The labyrinth is a place of darkness and emptiness where one cannot trust their senses.

    Bridge plane AP2: the outer layer of the labyrinth overlaps with the deepest parts of the underdark.
    Last edited by thethird; 2022-02-19 at 09:50 AM.

  16. - Top - End - #76
    Bugbear in the Playground
     
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    Default Re: [IC] LoC: From Blood Divine

    To Quench Inferno, Kindle Peace

    Sophia wandered onward, coming upon a group of haphai of form more like her own, shelled and early-wizened but long of life. Yet in acts, they could hardly be more apart. These haphai, who called their people the Spheke, were divided in a way Sophia had never seen before. Where other haphai had taken their differences as strengths, these were divided by even the finest differences. Colors or patterns of scale or shell or eye, height or weight, gender or age--anything and everything that could divide them all too often did, leaving them roving, constantly ready for a fight. Sophia herself had to repeatedly evade attack, thanking Arkhos for the providence to avoid being more than slightly injured. Her supplies kept her safe, but these immediate barbs made any learning or teaching impossible.

    After a day of these frustrating encounters, she finally came upon a singular Sphex willing to speak with her, albeit only after making her peaceful intentions known. The woman's name was Enyo.

    "You are a wandering teacher, then? What do you teach?" she said. Her way was swift, whether with word or sword.

    "I am, yes. I teach many things." Seeing Enyo's face darken, she hastened to add, "I do not say this to evade! There are many things I know, and I have taught many things to many students. I have taught paupers and princes. I have taught them to evade ploys and to sing sweet and low. I follow the call of Arkhos, to aid others in reaching excellence."

    Enyo calmed significantly. "Then perhaps you will teach me. You know we Spheke divide. We once tried to work together, but we could not agree on what was great, what was worth striving for. Our elders fell into bickering. When words failed us, we chose to act. Each against all. When we have each found our greatness, we shall all be great."

    Sophia was silent for a time, and saw that her newest student had no problem with letting silence go as long as needed. "I see. Yes, I think there are lessons to teach here, if you will tolerate my companionship."

    "We fight, but we are not fools. If you are content to make me great, I will not complain."

    ------

    As days turned to weeks, Sophia observed, and sated Enyo with small morsels of wisdom--enough to tide her over, but the teacher knew the student would not be satisfied with such small offerings forever. She saw that the Spheke did have many among them who had great skills, in the rare moments where peaceful contact between two groups (usually other families) occurred in the wilderness around. This far from the ocean, the land was oft treacherous and full of beasts, so she also saw two picked-over corpses that must have died recently, perhaps even around the time she arrived in this land.

    "You have seen the corpses, Enyo. Tell me, why do they happen?" The two of them trekked along a game-trail through the wilderness, Enyo ready with her spear.

    "They were weak, unable to reach greatness."

    "And removing them makes the Spheke greater?"

    Enyo scoffed. "Of course. Would you say that keeping the feeble and incapable would make us stronger?"

    "I only ask to ask. But how many have you seen since the last cold season?"

    "I do not track the dead. But perhaps...a dozen?" There was a trace of annoyance in her voice, but more confusion, unsure why the teacher would ask.

    "And the Spheke raise more than a dozen young in that time?"

    Enyo stopped, her spear held frozen in the air, before slowly drawing back. She turned back to look at Sophia. "...no. Well, there might. But not often."

    "Then the greatness must outweigh growth, yes? Fewer Spheke, but each greater than before?"

    "...it must."

    -----

    Their journeys took them nearly across the full breadth of land where Spheke lived. It was not, strictly, correct to call the land "claimed" by the Spheke--they were so dispersed, so isolated, they could easily have been swept aside by a concerted effort. Enyo had become progressively quieter over the weeks since the question about the dead, eventually coming to say little more than single words, when she spoke at all.

    Sophia scrabbled against the ground with the end of her walking-stick, and smiled. "Aha! There is flint here, we need not even dig for it. This is useful, and I know the secrets of knapping it to make--"

    "Stop! Stop this fountain of foolishness, old woman. I see what you are doing." The words exploded out of the woman, as though the dam holding them back had finally broken.

    Sophia gave her a genially blank look. "What do you see, Enyo?"

    "You have tarnished my thoughts of my people! You have...you have accused us all of being weak, too weak to ever even try to be great! You...you have come here to destroy us, to destroy the Spheke and our way of life!" Despite the fire in her words, there was darkness in her eyes, and her spear remained pointed low.

    "I have not accused anyone, and you know this. You know I do not think you are weak." There was a fire in her words, too, but it was a different fire. Not a wild inferno. This was the light in the hearth, the glow of the forge, the signal in the high tower.

    Enyo turned away, as though wanting to hide her emotions from Sophia's sight, even as she knew it was fruitless. "We...we have slain ourselves. Our way is folly. To try...to try to make us each great will only lead to the end of our ways. And there is nothing that can be done. If there are still enough to save, there are too many to rally together. We...I...were doomed to fail as soon as we bickered."

    Sophia approached slowly, and placed a hand on the taller woman's shoulder. That she did not even flinch was evidence enough that Enyo had accepted defeat. Leading questions were not the weapon to use now. "You are correct that you have been slaying yourselves. But you are wrong that there is no way forward. If you--the strongest will I have known in my years--are able to see this yourself, others can too. You are now ready for the real lesson."

    Enyo's eyes, still swimming with tears, flashed to Sophia's. "How? We are the spear that strikes itself." But with the fire burnt out, there was now a place for a different spark, a spark of hope.

    "Sit with me, Enyo, when next we find a place for sitting. I believe, in his grace, Arkhos will answer your question and show you the way forward."

    -----

    They sat together a long time, both doing little more than listening, at Sophia's insistence. And Arkhos spoke, in the wind, in the leaves, in the nearby stream. At first, almost directly audible, then quieter, and quieter--forcing both haphai to listen as intently as possible, setting aside distractions.

    "Open your eyes, my student. What have you heard?"

    "I..." She hesitated. "I have heard that, that we were not wrong to try, but we were wrong to struggle alone. No one rules alone. No great woman came to be without parents, friends. Teachers."

    "Indeed. How do you now know this?" This, Sophia was certain, was the true heart of the lesson. To understand Arkhos' words was vital, yes, but it could not change the Spheke without the method.

    "I have seen, heard, the Way." The words were simple, even for her, but spoken with unshakable certainty.

    "The Way?"

    "It is...I have silenced the clamor, quenched the inferno that once drove me forward. And when its roar and light were gone, I could hear, and see. We are each a whole, and also a part. We are each one life, and also of life." She grappled for the words, unused to speaking such things. "Like...flint, with one stone flaking off another to make it sharp."

    She looked forward, past Sophia, and saw nearby a cluster of flowers, unfamiliar to her--strange enough in its own right, as she had weathered these wilds all her life. But then, one by one, the flowers bloomed, and glowed a beautiful blue, the blue of the center of the summer sky on a cloudless day.

    "This is a sign from Arkhos. And in his name, I name you anew: no longer the war-born Enyo, now you are Antheia..." And here, Arkhos spoke again, but only to Sophia, "For the flower of hope, the elpis, has bloomed before your sight."

    It would be many years--and many deaths--before Antheia changed her people's ways. No change worth making was ever easy, or it would already have been done. And Antheia knew this change was worthy.

    To Kindle Greatness, Strike the Flint

    Aristos surveyed his domain. His mother, already dulled of scale, had chosen to pass the role of leader to her son, now full-grown. He wasted little time--indeed, he had already begun to consolidate his power among the up and coming generation. Of course, he had also made inroads among his mother's supporters, even more than those she knew and encouraged. He had feigned surprise when she quietly began to tell him that she intended to abdicate; in truth, he had been prepared for her choice for months. Sophia's lessons stuck with him, and while he did not neglect his other strengths, his canny leadership became the keystone of his work.

    Yet, even with his tribal lands secured, he felt...unfinished. Surely this was not the only thing to aspire to. Remembering his beloved teacher, he went out to the beach, and wrote upon the sand with driftwood. The words washed away into the surf, once, twice. Hours passed; no doubt his advisors would be deeply displeased, but he knew it was needed.

    And right he was. After the third time writing his words, he felt a change in the air, and stood. The light-form of Arkhos approached in silence, leaving no footprints on the sand. "My son. What troubles thee?"

    Aristos was silent for a moment, collecting himself as this was quite a bit more intervention than expected. "Great Father, I worry...my life has no higher purpose. No growth. I have duty, and I know it matters. But the calling you gave us, I feel I am not following it."

    "Thou yearnest for purpose, having achieved that to which thy life was honed."

    "Yes. I feel...lost."

    Arkhos gestured out to the islands on the ocean horizon in one direction, and to the deeper wilderness in the other. "Thy domain lieth well within thy reach, but verily, I tell thee, thy reach remain untested. Be it by union, challenge, or pioneer, reach out. Claim that which is not yet thine. Rise in power and authority. Remember the lesson I wove into all haphai: together, you are strong, mayhap stronger than even I know. If thy leadership be worthy, thou and thy successors shall receive the Mandate to rule. If not, thy subjects shall know their loyalty wasted upon thee."

    "Truly...? But how shall they believe me? My words carry none of your authority."

    "In this, thou shalt speak with my words, so long as they are spoken true. Now go, and walk proud."

    Knowing that it would be even worse to return after nightfall, Aristos bowed low and left, as ordered. Arkhos watched the man retreat across the beach, then turned toward the wilderness. Walking toward the trees, he made for other places, other leaders to speak to. In time, one of them should claim the Mantle, and Thyssia would rise yet higher.

    His footprints, crisp in the fine sand, washed away in the waves.

    Spoiler: AP Actions
    Show
    Total AP: 1+4 (rollover 2/12) = 5/16

    Create Artifact (4 AP, discounted by Making Word; discounts Create Monstrous Life): The Seeding Word. As Arkhos called forth life from the earth of Thyssia, the echo of that creation may call forth new life as well. The seed of life finds a way, wherever it may blow. [Travel (Adventure) 10/10: Acquired.]

    Create Mundane Concept (free via Learning Word): Meditation. It works pretty much exactly the way you would think meditation does. As the guy who made that hilarious "History of Japan" video might say, "You could make a religion out of this." This is the first true spiritualist tradition among the Thyssians, but is not capable of any actual magic. Some magical things may recognize or react to meditation, but it is not a way to use Magic.

    Create Monstrous Life (free via Seeding Word): Elpis flowers. Beautiful and somewhat mysterious, the elpis flower can grow very nearly anywhere, though rarely in large fields, usually only in small clumps. Ordinarily, it is just a pretty whitish-grey flower. When it is in the presence of intense emotion of various kinds, however, it will glow various colors in response. Joy, rage, camaraderie, inner peace, grief, all of them manifest as colors on the flower. Perhaps there will be other uses or benefits to them, but at present, that's all they are, emotion-bonded curiosities. (To anyone familiar, yes, I'm shamelessly stealing these from FFXIV. I'm okay with that.)

    Bless (free via Prime Radiant): the Mandate of Heaven. Leaders of the League who show wisdom, courage, honor, and justice will be blessed by fortune itself, finding crises easier to resolve and great achievements easier to reach. Leadership which fails to uphold these virtues, however, will find even minor concerns grow in difficulty and ordinary goals a struggle. The people of the Thyssian League owe their loyalty only to those who have preserved the Mandate of Heaven. At its inception, the Mandate is not yet held: no single leader has united the League yet. But this gives incentive for them to move toward a more united front.

    Remaining AP: 5-4=1/16

    Domain progress:
    Sun (Revelation) 7/10

    Acquired Domains:
    Luck (Hope) (initial)
    Law (Oaths) (initial)
    Magic (Runes) (acquired 2/12)
    Travel (Adventure) (acquired 2/19)
    Last edited by ezekielraiden; 2022-02-19 at 01:06 PM.

  17. - Top - End - #77
    Troll in the Playground
     
    NecromancerGirl

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    Default Re: [IC] LoC: From Blood Divine

    Commentary



    Little is known of the Buidheite Priesthood of Evrukos' origin. There is distinctly no connection to The Wild One or The Dog God. This is appropriate, as they are the guardians of that which us distinctly unnatural, as opposed to those divinities, which are always associated with nature..

    What is established is they were the first potters and early found ways to learn new arts through their magic.


    Spoiler
    Show


    1 APCreate organization- the Buidheite Priesthood of Evrukos
    A Priesthood devoted to transmutation magic and the Virtue of prudence. Associated with the color yellow.
    Race (Rabbitfolk) 6/10

    3AP Create lesser utility artifact (Mundane concept)- the Golden Kiln- a mysterious rite by which Buidheite priests learn new ways to transform objects
    Travel (metaphorical) 9/10

    Create Mundane concept (artifact)- ceramics

    1 starting+4 rollover
    4 spent= 1AP Remains
    Domains-
    Magic (Foci) Starting
    Animals (domestic) Starting
    Travel (metaphorical) 9/10
    Land (beasts) 4/10
    Community (partnership) 5/10
    Race (Rabbitfolk) 6/10
    Legend (folklore) 3/10
    GNU Terry Pratchett
    Survived Total War: Mandate of Heaven as The Witch-Doctors
    Thrived in Empire! 7 as the Sakura-Jin

  18. - Top - End - #78
    Titan in the Playground
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    Default Re: [IC] LoC: From Blood Divine

    The Sages of Scale: The First World

    Seeing mortals lay about in shade when work was to be done, the Sages moved to preach the second Truth for what was there to life but the arduous and the attanable if it were only thrown away. A life of rest was an illusion of pleasure, to deny one of suffering was to leave them unmotivated and simple, a slave to the will of Gods could no sooner break their chains if pacifed than a fish could fly or a dog could meow. If all was pain, then better to face it, to turn from pain not in temporary slumber but by breaking the wheel.

    All reality is a lie.
    Suffering and peace are the same.
    To suffer is to be at peace, to know this is divine.
    Those that do not know it, suffer most.
    Those that know it are free of suffering.
    When mortals see their souls they see no death.
    When a mortal sees rightly, they win completely.

    The source of suffering is the same source as peace.
    They are two sides of a single coin, a bridge between life and death.
    To be inactive is to experience a lesser death.
    To maintain vigor is to experience a lesser death.
    To live is to suffer, to find peace in the prosperity of moderation.
    Be not yoked to the Gods and their suffering for they too are illusion.
    To be Divine is to be removed from the cycle.
    Sloth merely delays, to be weary from toil merely delays.

    Spoiler: AP Actions
    Show

    AP: 4AP - Rollover

    Bless (The Second Noble Truth) - 2AP: Avoiding pain does not motivate to greatness for the only true escape from suffering is to take one from the cycle entirely. Sleeping to avoid pain merely delays and intensifies the suffering one might have. This is the second noble truth, that only through struggle can one truly be free. [The Void (Illusion) 10/10] - Cancels Restful Shade


    Zhang Shu Ascends to Lesser God, barred from The First World.

    4AP - 2AP = 2AP
    Last edited by Razade; 2022-02-19 at 12:49 PM.

  19. - Top - End - #79
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    GameOfChampions's Avatar

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    Default Re: [IC] LoC: From Blood Divine

    First World

    Antares touches down in the confused disorderly world he has been looking down upon. He is among the deserts of Cynux where he had placed his people. They have been admirably attempting to live up to his desires of an orderly life but they were too young, too new, too under pressure of all the gods meddling and laying down their curses. He looks upon his people with fondness and gathers himself, they needed more organization to truly start to move forward and he was just the one to aid them in that.

    Antares waits until the noon sun is high over the desert, the Star Spawn slumbering away the heat of the day. He enters the dreams of a dozen different clan leaders, the largest and most influential ones around. He weaves subtle magics in the minds of the leaders, making them desire the creation of a great city. The next day he sees the strands of fate start to form, wrapping around the 12 leaders and knows they are on the path. The final step he does for the soon to be city state is find the perfect spot for them. Deep in the desert with deep wells of water below them and rich resources of metals and gems.

    The final move is one made for all of his people and any other race that enters the soon to be created Gleaming City. He brings down a star from the heavens, placing it gently in the center of the future city, a massive beacon of pure light softly glowing at all times. Bringing the star down created something new, a beautiful type of magic to mimic the innate abilities of Archons and more. The knowledge to use this new magic is implanted into several of the members of those tribes and others of the Star Spawn. Finally the star at the center of the gleaming city can grant a boon to using the newly christened Lunomancy.

    Antares watches the years pass and the tentative city bloom into a full grown city with more and more clans joining for the population to continue sky-rocketing. The Lunomancy aiding them in fighting off the growing monster threats and competitors. As the city swells it starts to gain new problems, the new government has formed under the original twelve tribal leaders. They form the ruling council with each seat belonging to their burgeoning noble houses. They elect a dictator to rule for 20 years with control over the growing city state, able to lead their people firmly and with direction. The government is focused but unable to focus on just his goals of order and structure.

    Antares figures it worked the first time so why not a second... or even third? He walks hidden among his people, seeing who among the Gleaming City is truly attempting to follow his teachings and push his agenda. He finds many proudly following his agenda and his ideals. However who among them could be leaders? He searches for months before realizing the solution. He lets the stars light lead him, he follows those who the light has blessed the greatest. Finds two among the city that are embodiments of his ideals. Auria is passionate about eh laws of the city and study of the natural order of the world. Lapis is a powerful zealot whose light burns with his passion as he burns out raiders and monsters alike. They will be fine leaders.

    He sets about finding like minds for both of them and implants the suggestions for them. Soon two new groups arise among the Gleaming City. The Antarean Crusade and the Wordly Law. An offensive arm of his ideals to spread order through the world and another to aid in the law and organization of groups and cities as well as studying natural order.

    As he rises back to Heavens law he sees the great success of his organizations, he realizes that while societies may be the great heart of his ventures on the first world organizations will be the veins, bringing the lifeblood of his ideals to new groups. They would not be the last groups he would be making after seeing the success of them. He only had so much time to dedicate to it though, he needed aid in his missions. The answer, like many things, lay among the ordered stars. The ideals for his organizations.

    Antares traveled among his stars, looking for the perfect cluster. He found them a long stretch looking almost like a rope or a belt. Imbuing the stars with his power even further he concentrates the power of the mighty stars and weaves them into a glowing powerful belt around his form. Touching them with the inspiration of mortals, pulling on the link between dreaming mortals looking at the stars and the stars themselves. His Antares Belt shall provide inspiration to groups for millenia.

    Spoiler
    Show
    AP: 15/16

    Form Legendary Sub-Concept(2AP): Lunomancy Magic
    Form Society (2AP): The Gleaming State
    Form Organization (1AP): The Antarean Crusade
    Form Organization (1AP): Worldly Law
    Form Utility Artifact (5AP): Antares Belt (Organizations)

    AP: 4/16

    Domain: Heavens (Light): 7/10
    Domain: Civilization (Order): 10/10
    Domain: Government (Dictatorship): 7/10

    Rollover: +4
    AP: 8/16
    "Facilis Descensus Averni." - Virgil, The Aeneid

    “Why would I want to win anything other than a beautiful game?” - Patrick Rothfuss, The Wise Man's Fear


  20. - Top - End - #80
    Ettin in the Playground
     
    Gunhaven's Avatar

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    Default Re: [IC] LoC: From Blood Divine

    The Sky Above
    From where the two divine artifacts danced around each other above the Elevated Woods, they went their separate ways. Behind them trailed clouds of their own that refused to dissipate or budge as bands were formed. From these clouds slimes formed, including the newest one. Unlike others that were content to roll across the ground these Niwl began to bounce through the rains and slowly took to the skies. Pseudopods and small bursts of pure oxygen helped direct them and when they got large enough they burst in their own, second long, deluge while others of their kind were born to drink deep of mist and rain.

    When they got to the edges of the world they bounced back and began a new journey, slowly tracing upon the world they rained on a new fixture above sea and land. While other clouds would form, release their deluge, and disappear these blessed features formed a permanent land above the world that was composed of mist and vapor instead of rock and grass. From below they were simple clouds that provided a constant source of life giving water, from above they traced a haphazard bow upon the land as if Uisge, the Ceaseless Downpour, was calling the world a gift.

    The Tunnels Below
    Slowly Clach ate into the rock and metal of the Underdark and slowly deposits were found, mined up by unthinking slimes, and deposited in their acidic residue. Some metal was magical in nature, which made those that somehow managed to acquire enough to be considered purely that material magical as well. The first such pure clach was one that managed to be born into a vein of Scarletite and, through a connection to It’s creator, It was the first to realize sentience and the curse it brought.

    Llysnafedd, for that was what It understood was It’s name, found no solace in sleep. For while It was granted a soul with sentience, It’s connection prevented a normal existence. Instead the soul was an Eitear, those ectoplasmic slimes that cleaned up wayward souls before they were allowed to join the Plane, and the Clach was stuck forever dreaming of that blissful sleep It once knew. It tried to pop Itself by gorging upon more metal and stone and souls but instead found the impurities of the real world were sloughed off into slimes unaware of what Llysnafedd was. Resigned to being Awakened, It eventually made It’s way through the Underdark.

    Eventually It found a small camp and realized fully what It was capable of. The Eitear gazed upon the dreams of those that slept while the Clach rested on the outskirts. It took the moment to observe and learn what sentience offered the otherwise mindless oozes, metallic red surface glinting in what light made it into the tunnel It sizzled in.

    Spoiler: AP Expenditures
    Show
    Starting: 5 AP (1+4 Rollover), 2 Artifact Charges

    2AP - Create Land - The Ribbons of Toirneach - A permanent collection of rain clouds that cover the first world. When seen from the void they vaguely look like a bow placed upon the box that is reality. Going towards Air (Clouds)
    0AP - Create Monstrous Life - Niwl - More balloon than slime, Niwl are almost translucent blue orbs that use pseudopods to direct their movements through the air as they rise up to clouds. They feed on rain and mist and are filled with hydrogen. When they pop, either because of being large enough or through violence, they rain down upon the land once more.

    3AP - Create Avatar - Llysnafedd, the Awakened- A Clach composed of Scarletite and an Eitear forever bound as one, the Clach always dreaming of a simpler time and the Eitear interacting with those blessed with sleep that Llysnafedd stumbles across. Both are forever at the precipice of popping but neither are given that privilege, forced to endure. Going towards Souls (Ectoplasm)

    Souls (Ectoplasm) domain acquired!
    Uisge ascends!


    Ending: 0 AP, Alter Land Charge
    New job, who dis?
    I'll check in the evenings when I get home from work / take a break from whatever game has claimed my soul.

    Your understanding is appreciated.

  21. - Top - End - #81
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    Ralasha's Avatar

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    Default Re: [IC] LoC: From Blood Divine

    As Below, So Above: Chandrilla
    The creatures both upon him, and below appear to stagnate in their understanding of the gift that he has given.
    His consternation is shortlived however, as he gives the spirits form, and the ability to directly interact with both the tangible and immaterial worlds around them.
    These new forms represent their ideals, ideas, purposes, conventions, and any other manner of things.
    Men and women are born from trees, creatures of nature, guides and guards. Representatives of those places.
    Beings born of stone, enduring, stalwart and patient in their roles.
    Beings born of fire, passionate and hasty in their tasks.
    Beings born of water, calm or furious,
    Beings born of wind, swift and mercurial.

    Those objects which once whispered now begin to speak to their holders.

    The old medicine men's spirits linger in the medicine bag, granting wisdom and guidance.

    The paths guide travelers along safer paths with whispers in the wind.

    The fires leap, attacking threats to those seeking comfort.

    Rivers ebb and flow, carying those that have fallen in to safety.

    Rocks fall, striking predators from cliffs and cave ceilings above.

    And all forms of beings find themselves, when not malevolent, now guided towards that which they seek.

    For the world is now very much alive, but not all things are equal, and not all objects or places carry a spirit. Pnly those most treasured, revered, respected, beloved, or wonderous.

    Those for which memory is enduring, and those which act as landmarks, those beasts which are well regarded, and those objects handed down or those people places or objects told of in stories.

    Those things of renown, and now that they are living (in a manner of speaking), as their names and wonder grow, so too shall their onfluence, and so too shall their power.

    He then goes to sleep, a nap, for just a little while.

    Spoiler: AP
    Show
    2 AP to start +3 (Rollover)
    -5 AP: Create Legendary Life: Undeath (Spirits)

    Spoiler: Domains
    Show
    Protection (Purity)
    Sun (Dawn)
    Darkness (Dreams)
    2: Life (Fey)
    4 Knowledge (Astronomy)
    1: Water (Tides)
    6: Undeath (Souls)
    Last edited by Ralasha; 2022-02-20 at 01:54 AM.

  22. - Top - End - #82
    Troll in the Playground
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    Default Re: [IC] LoC: From Blood Divine

    Memoirs of Synessa, the Cloudfisher

    The Slime Cycle
    As the ages passed, the creations of Uisge, the dour deity of rain and ooze, proliferated in great abundance and diversity. Truly, it is amazing how much variation can be packed into what is essentially a colored bubble. Eventually these slimes, as most mortals referred to them, where found almost everywhere, and the abundant trails left by their passage fed upon the very fabric of the land itself. This was, on its own, well, for Nathces was pleased by all formulations of life and held no prejudice against that which is gelatinous or globular as any who have traveled to the realm of Iay know.

    There was, however, a difficulty presented by these creatures. They grew, and split, and multiplied, but were not consumed. Their own actions might destroy them, mechanically, as a whale may die by breaching upon the beach or a reef be shattered by strong waves, but none fed upon them. Their form of life was not, within the bounds of the First World, considered suitable food for any other. As such, with the passage of time, they expanded to nearly unimaginable numbers, and clogged the face of whole continents in their swarms.

    Nathces looked upon this and found it a violation of the cycles of being. Naught that lived should persist free of predation and natural death. As it had before fashioned a predator to feast upon the restless dead, so to did it turn its efforts to the creation of that which would consume the endless oozes of the world. In doing so, my maker reached into the realm of the tiny and unseen where already there lived beings that preyed upon similar forms to that of slimes, too small for the mortal eye to grasp. A form of this kind, expanded and empowered, granted passage through land and sea, and even briefly into the air by means of great leaps, became the predator of the slimes.

    Called the Anurids by the learned, and Springers by most others, these creatures, roughly the size of a hunting hound, have proliferated alongside their prey, and are found throughout the world.

    Ajuday, the Nebulous Sea
    Fourth of the children of Nathces and Ordaeus was Ajuday, the Nebulous Sea. Vast oceans without land, but nearly everywhere shallow, covered her. A bright sky full of life rose above, but one that hid dangerous traits. Any spark, struck here, would expand into an inferno almost at once. Those few islands to breach the surfaces of the waves were little more than platforms of stone or sand, scoured away of plants at the first touch of lightning.

    Instead, life blossomed beneath the protective embrace of the waters, but a strange sort of life, unfamiliar to others. No corals built reefs here, but rather sponges and shells instead rose to forge great expanses. The life swarming above these filtering surfaces was unexpected, almost hesitant in nature, as if it had not yet decided what to become. No less dangerous for this, it attained great size and variation, and the eye twitched at the alien creations unleashed.

    Turning Age
    It was at this point in the eons that I first became aware of a shift in my maker. Once endlessly fluid and ceaseless in its passage across the First World and realms beyond, the growth of countless living forms and the proliferation of aetheric and divine energies in those realms altered that which flowed through them. Endlessly more complex than when they had begun, the flows birthed new formulations, new patterns and possibilities, and these were reflected in turn upon Nathces. What was once simple became complex, and what was once complex returned to simplicity. Tied to all that it had made, my maker acquired some of the stability of these new existences, and a profound shift swept through its being. Though fluid as ever, it was now a deeper current; formidable and durable in a way that it had not been previously. Formative now, in time this too would change again, the only constant in life.

    Spoiler: AP Actions
    Show

    Create Monstrous Life (1AP)Anurids – [Animal (Amphibious) 8/10] – Nathces takes springtails, a natural predator of slime molds, and increases them to roughly dog-size so that they can prey upon macroscale slimes. Amphibious and capable of great semi-controlled jumps to dozens of times their own height, they are specialized slime predators spread across the world.
    Weave Plane (2AP+Artifact Bonus) - Ajuday, the Nebulous Sea – [Animal (Amphibious) 10/10] – Ajuday is a EuPelagic Planet covered almost entirely by shallow oceans above submerged continental shelves. The atmosphere is saturated with a high level of oxygen, making life on land almost impossible due to the ignition of any fuel source. Aquatic life is exists in an unstable early state, shifting geographically across Ediacaran and Cambrian systems, though with larger bodied creatures than any found historically. Ajuday hangs in the void above, but is not presently visible.
    Starting AP: 0 Rollover Gain: 4 Spent: 3 Remaining: 1
    Domain Acquisition: Animal (Amphibious)
    Nathces ascends to Lesser God. Its title changes to Nathces, the Formative
    Now publishing a webnovel travelogue.

    Resvier: a P6 homebrew setting

  23. - Top - End - #83
    Barbarian in the Playground
     
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    Default Re: [IC] LoC: From Blood Divine

    A metallic blessing

    Suspended by the drafts above the windswept forests of the surface gnomes Perpetua nods appreciatively.
    The communal dwellings were healthy with stable populations which could someday support perennial populations. The rotations of people amongst the forests and glades would allow an exchange of ideas and shared sense of identity.
    Though their subterranean cousins were another matter. Would the commonalities between both remain innate or turn to something else? Who could say.
    Regardless beyond the whistling forests and rustling meadows and glades the disgusting advance of slimes and defiling creatures were evident to the demi-god. To give these humble gnomes a chance Perpetua vibrated and swept her wings. Imbuing the receptive metals within and beneath the forest a reverberation of her power. Hopefully this might give them a chance.

    Spoiler: OOC: AP usage
    Show
    Bless 1AP: The blessing of metal - The lustrous metals within the continent both the gnome races inhabit have disinfectant properties. Creatures simple in mind and in structure below even those of insects are repelled and burned by even casual contact from the blessed metals. So, one use could be making weapons and structures made from these metals that are more effective against slimes and other simple creatures that instinctually tarnish the world.
    Inspired by real life antimicrobial metals.


    AP: 7/16
    Domains: Domains: Light (Beauty), Order (Permanence), Light (Cleansing 3/10), Law (Imprisonment 4/10), Knowledge (Teaching 5/10), Nature (Terraforming 5/10)
    Last edited by Plaids; 2022-02-23 at 01:31 AM.

  24. - Top - End - #84
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    Default Re: [IC] LoC: From Blood Divine

    Doeluk, The Labyrinth
    There are many pathways within the Labyrinth. Most lead nowhere else, just a maddening ever changing track, others lead somewhere, connecting back to the Underdark but many leagues away from where it should have connected, and yet others lead somewhen else.

    She doesn't realize this at first, but she observes the effects in some of the Melanier that have followed her. Their rations don't go down as fast as they should. They aren't hungry. And they are traveling fast, tracking the esquive goddess is pushing them. But they don't miss rest. Time seems to become stagnant within the Labyrinth, and as long as one has purpose and doesn't think too hard on it one can forget the pains of the body.

    But when those same Melanier follow Doleuk into the edge of the Labyrinth closer to the Underdark proper their needs seem to catch to them. The farther they are from the Labyrinth, the faster it happens. The longer they have been in the Labyrinth, the faster it happens. Some of the earliest arrivals turn to dust, while those that joined recently age some years or feel the pang of hunger.

    Returning to the higher layers of the Underdark soon becomes lethal to most of the Yellow that take residence in the lowest layers where the Labyrinth influence seeps into reality. It is there that the oldest of the Yellow start working into transmutation.

    Aetherite doesn’t age, and yellow aetherite weaves like glass, pliable at first but then hardening and settling on a shape. They start to replace bits and pieces of themselves with yellow aetherite. The aetherite, impervious to the pass of time when solidified helps the yellow melanier be able to reach further upwards into the Underdark but it’s a stopgap at best. Yellow aetherite being solid it can not replicate joints nor can it be weaved into a proper replacement of their brains and minds.

    Still reinforced with Aetherite yellow fighters hold down the red forces and soon attracts other prosecuted houses. Like the house of Black.

    The most ancient and honorable house of Black has few remaining members but most of those already were on the deepest recesses of the Underdark, where black is more prevalent. It is the house head that approaches the yellow elders, those that have turned almost all their body into Aetherite, and a pact is made.

    Black weaves aethermancy, blue fluid and adaptable, filling in the gaps within the solid yellow aetherite, making it movable. Then weaves red aetherite always reactive, into their chests and inflaming them with light and energy. The eldest yellows are changed, into something more, chimeric, a pallet of colors, and thus the first of the Biochromatic revenants are born, these are Melanier who have replaced parts of their body, with aetherite.

    Spoiler
    Show

    AP 10 (Initial 6 + Rollover 4)
    Bless (AP 1-1) Yellow above ground is the color of the sun, the color of gold, but it rarely matters underground. Yellow is the color of loose ground, mixed with enough of the dust from the sigh to form the best clay. It’s adaptable and pliant.
    Yellow aetherite is like glass, can be molten and malleable, but when it hardens solid it’s unchangeable, impervious to damage. Those who weave yellow are balanced in terms of both intellect and emotion. Weaving yellow, at first, makes one dilligent, but the more yellow they weave the less they move, as sloth takes over them.

    Create Mundane Concept (AP1-1) Time keeping doesn’t come naturally to the melanier, but the Yellow have developed a need for it living in the edge between the Labyrinth and the Underdark. Their time keeping is currently quite simple, based on their heart beats as a smallest time unit, with the larger time unit being time between sleep cycles, like all their math it’s in base ten.

    Raise hero (AP2) Lord Black is the head of the most ancient and noble house of Black. He is also one of the most ancient Melanier way older than it should be possible for a Melanier. Rumours abound that he isn’t one person but whoever is the current leader of house Black, be it however it is legends and whispers trail him. [Trickery (Storytelling)]
    Gain Domain Trickery (Storytelling)

    Create legendary race (AP5) Biochromatic revenants are what happens when a Melanier replaces too much of themselves with aetherite. The first Biochromatic revenants were yellow ancients, replacing themselves with only one color makes them embody that colors worst excesses, but when other colors are added into the mix they become more adaptable embodying more of the colors. They aren’t born, but made, and the prime material are ancient, powerful, melanier, less storied melanier rarely have a strong enough sense of self to survive the procedure and not be turned into a mindless monster. [Madness (Labyrinth)]
    Gain Domain Madness (Labyrinth)

    Create organization (AP1) Pallet is an organization to bring forth collaboration between Melanier houses as well as between Melanier and other races. It works diplomacy trough artistic representation bringing colors together. Additionally they also do ample scientific research specially in weavomancy, and the application of aether. In truth, pallet is led from the shadows by Lord Black, and it’s a mean of researching new aether colors with the intention of producing more powerful biochromatic revenants. [Craft (Painting)]
    Gain Domain Craft (Painting)

    Doeluk has now ascended AP left 2


    (Edit, I had honestly forgot that we had gone with orange as patience/wrath)
    Last edited by thethird; 2022-03-02 at 03:52 AM.
    Thanks a lot Gengy for the awesome... just a sec... avatar. :)

  25. - Top - End - #85
    Bugbear in the Playground
     
    ezekielraiden's Avatar

    Join Date
    Jul 2018

    Default Re: [IC] LoC: From Blood Divine

    Love's Labours Found

    Arkhos continued his vigil. The children grew, and spread. Even the corruption of his works by his blood-siblings did not wrest from them their passion to grow and expand. As he spread the word of the Mandate, the haphai turned diversity into strength, tribes absorbing or uniting against the danger of the land and toward the promise of upholding Heaven's rule. Still, he saw that there was yet much and more to do.

    They struggled to traverse long distances, to hunt deep in the dangerous wilds. They had begun to raise more than mere clusters of huts, finding ways to harvest the bounty of the land and the sea all by themselves, but they could call upon only the labor of their own backs, the speed of their own legs. Limited not by the height of their ambitions, but the energy toward which they could turn the wheel alone. To clothe themselves, they had to make do with what the land gave them--or, rather, what they could wrest from its savage and dangerous grip.

    The Living Word danced in his mouth, eager to spring forth, to thrive. Life could solve a problem born from life and burdening life. But not just any life would do. It needed have the right form, the right temperament, lest it be no better than throwing a ravenous beast among the doves.

    So he walked, as he was wont to do since the first speaking of the Mandate. He could go where his children could not, into the deep and savage lands, be they cold or hot, dry or wet, wherever near or far. The islands of Thyssia were rich and varied, with little in common, from searing desert to frigid tundra. Across those places, however, Arkhos did see things in common. Much of what grew across the islands was inedible to his children; lichens and mosses, waxy succulents and hard grasses; and yet many were the creatures who found such things delightful. To take something in need of flesh was a waste--too few, needing in feeding far too much. Second, and perhaps more important, not all creatures were alike in temperament--this he knew, but the subtleties mattered. Some were willful, or solitary, or easily frightened. No life of their kind would do, for the willful will not bend, the solitary will not follow, and the frightened will not stay. The need was for servants and companions, not targets. Finally, those creatures which most readily stood out--amongst all of them, they understood already, in their very blood and bone, leadership. For no creature would follow unless it saw the haphai as one of their own, just of strange shape and strange ways.

    To his disappointment, but not his surprise, no single creature among these isles perfectly fit. Those of strong back, always too savage or too frightened. Those of benign temper, too small or too slow in breeding and living. But that was of no consequence: the Living Word would do the work. It but needed guidance. The beast need be warm of blood, and familial, that the haphai become the leader of the herds. It had to be of a size large enough to drag and carry, but small enough to not eat its masters out of house and home. It had to be brave enough to defend itself against predation, perhaps with weapons of its own, yet gentle enough to welcome or even seek out a mortal's touch. And it needed to adjust to whatever clime it might find itself, eating whatever the land could provide, weathering whatever whether it be snow or sun. In the ideal, it should prove useful from adulthood to beyond death--in hair and milk and horn, in meat and hide and bone.

    Thus he spoke the Living Word, and across Thyssia, a new creature walked. Its wide, cloven hooves gave it excellent traction across all kinds of terrain, from shifting sand to softened snow and even sucking swamp. Its fur, unlike animals of more natural make, grew and shed with great speed, and when allowed to grow, formed long, silken strands; but when the sun blazed, its fur was short, barely more than bristle, yet retaining that softness. Its young needed but a single growing season to reach maturity, but could live for many years under careful care. When living in the wild, both male and female could defend themselves with graceful antlers, shed on yearly clock for harvest; yet they were not chary, instead curious and gregarious with the haphai.

    Unlike his prior gifts, he did not go among them to teach them of it, and left it to their industry to find and control. In time, though many tribes used many names, the one by which they became known was tarandoi, the horned ones. And upon their backs, would civilization rise: he would ensure it, that not even the destruction wrought by his siblings could end the tarandos or its support of progress. The words whispered in the dreams of those who herded and tamed tarandoi: "These who labor shall not know loss."

    -----

    The Wheel in the Sky

    As the work continued, however, Arkhos felt something...different. He had grown in power as he undertook his divine deeds, and the spark of divinity inherited from the original conflict had quickened. Now, the world itself began to push against him. Was it Destruction's counter-stroke, driving the children of the Blood Divine away from their homes, refugees into the night? Or was it Creation's gentle push, to rise from the cradle and into pastures new? Perhaps it was both and neither, like the divinities themselves.

    He knew that, all too soon, he would no longer be welcome on the First World's surface. Not as he had been--and not as he had become. So he walked a final time. He walked with Sophia, the first of his flock, now well-wrinkled with age but still sprightly of step. He walked with Aristos, now a mighty king of many tribes. He walked with Antheia, whose clarity and certainty could sway even a proud heart. Many more he walked with, in person and in dream. He told them whereto he was going: to Lyonesse.

    Lyonesse, the Lion-Land, the Summerland, the Place Behind and Beyond the Sun. In Lyonesse he would wait for them, and from Lyonesse he would build the bridge to them. In time. They would need to struggle on their own, for a little while. But this, he knew, they could achieve. Much they had already made, and more they would make still. They would rise higher.

    As he bid Sophia the final goodbye, she noticed something she had not before. His face, no longer just a shimmering abstraction, bore features of its own. She wondered, then, if she would be the only one to see the face of her god, before his return from Lyonesse.

    Spoiler: AP Actions
    Show
    Current AP: 1+4 (rollover 2/19) = 5/16

    Create Monstrous Life (free via Living Word): The tarandos (plural tarandoi), as described above. It is the ideal beast of burden, while also (in colder climates) producing excellent fur that may be used to spin clothing. They are found essentially everywhere in Thyssia, and may spread to other locales as they can eat most plant matter. They do not generally form pest populations mostly because their congenial and curious nature makes them highly susceptible to local predators; during the seasons that they have antlers, they will actively defend themselves, but large populations struggle to defend themselves during antler-less periods. Assuming local sapients do not mistreat them, they may even be friendly enough to seek out contact on their own.

    Bless (free via Prime Radiant): These who labor shall not know loss. The tarandos, as a species, cannot go extinct. Should they be completely depopulated in Thyssia, their numbers will spontaneously regenerate. Should Thyssia itself be lost, some new place will become their native home--perhaps in Lyonesse (below).

    Create Mundane Concept (free via the Learning Word): Domestication. Exactly what it says on the tin. I'm honestly a little surprised that Feathersnow doesn't seem to have contributed this one already, not that it particularly matters who first makes it.

    Weave Plane (3 AP): Lyonesse. A round world "on the other side of the sun," yet never visible from the First World; a land of bright light and stark darkness, but favoring light. A place where lost things are found, and where one may choose to become lost. [Sun (Revelation) 10/10: Acquired.]

    Join Pantheon (1 AP): TBD by Zhang-Shu/Razade. Just putting the expenditure down now so it's marked. [Domain (and Portfolio) TBD]

    Remaining AP: 5-3-1 = 1/16

    Domain Progress:
    ??? (???): 1/10

    Acquired Domains:
    Luck (Hope) (initial)
    Law (Oaths) (initial)
    Magic (Runes) (acquired 2/12)
    Travel (Adventure) (acquired 2/19)
    Sun (Revelation) (acquired 2/25)

    Arkhos is now a Lesser Deity.
    Last edited by ezekielraiden; 2022-02-25 at 11:00 PM.

  26. - Top - End - #86
    Ettin in the Playground
     
    Gunhaven's Avatar

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    Mar 2014
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    Ozarks, Missouri
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    Male

    Default Re: [IC] LoC: From Blood Divine

    The Seas of Thyssia
    For a few cycles, as close of a thing exists for the playing field, the Ribbon simply existed. Eventually, though, Scamall passed over Thyssia and saw fit to provide an apparent source for the clouds that now existed above the world. In the sea that the islands called home a low mist began to rise higher and higher until they joined the nearest portion of the Ribbon. It was a relatively light fog that somewhat impaired vision between islands but it also clearly avoided any sort of land. Within a generation natives found they could navigate it with minor issue, as long as they weren't in a huge rush to get from point to point.

    The Frail - Pride and Uisge
    Eventually Uisge grew curious of the other lands beyond the plane of souls and the first world It had long since left. Drawn by some dream undreamt and some spirit unbound, the silvery slime plopped into the desolate landscape and began to roll towards what squabbling It heard. At the edge of the flickering light It waited and observed for a moment before finally It spoke. There was the light fall of a spring rain to announce It's presence, slowly growing to the gentle deluge that could eventually erode all the land.

    "So am I the first? I heard your calls... I have seen the dreams... of those ambitious. My slimes have been killed," A brief rumble of the approaching thunder accompanied the lazy pause, "And I wish for your help. I would like... to see that ambition. Souls have been sacrificed... to Eitear already. The killers should join...right?" From the mud, the Maker of Slimes began to shape a vaguely humanoid shape.

    Spoiler: AP Expenditure
    Show
    Starting: 0 AP, Alter Land Charge
    0AP - Alter Land - The Mists of Thyssia - In the inner sea of Thyssia a constant mist now exists. It hampers vision a bit but between avoiding any land and not being that thick it's not enough to actually cause any shipwrecks unless someone is just blazing through them without keeping an eye out. When the mist eventually gets to the upper atmosphere it joins the Ribbons of Toirneach.

    Also I don't have the AP for it but this is basically Uisge asking Pride for help in making a new race to see that ambition outside of dreams.

    Ending: 0 AP
    New job, who dis?
    I'll check in the evenings when I get home from work / take a break from whatever game has claimed my soul.

    Your understanding is appreciated.

  27. - Top - End - #87
    Titan in the Playground
    Join Date
    Sep 2014

    Default Re: [IC] LoC: From Blood Divine

    The Pure Sea

    From the Sokotsutsu and their mighty boats, they wove from the Loom aids to ply the pure waters. Strange creatures made from the waters themselves, possessing the will and power to travel between the mighty Seas that hung within the Void, these were the Elementals of the Waves and Waters.

    Spoiler: AP Actions
    Show


    Create Legendary Life (Water Elementals) - 2AP + Artifact Charge: Creatures of pure water, Water Elementals are what they say on the tin. [The Planes (Elemental Water) 2/10]

    2AP - 2AP = 0AP

  28. - Top - End - #88
    Ettin in the Playground
     
    Devil

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    Aug 2021
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    Brisbane, Australia
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    Default Re: [IC] LoC: From Blood Divine

    Another blow to the fabric of being; another subtle incision in the flank of the First World that leaves a scar perceptible only to divines and learned magi. A malefic hand, unable to create things of value under its own strength and mind, shears off a slice of the Is of the world. This is the second such slice; the first becoming the Frail, as a kind of 'underneath' substrate of the world with echos of its structures and places rendered in dry and awful parody through which the hungry spirits of the daimonitsu slip, and chitter.

    This new fabrication - not creation in the strictest sense - is 'above' the world; in some fashion slipped between the Spirit World and the First World, though not in an absolute obstructive sense. Yet it's possible, certainly, for one to stumble into the other by accident in meditation of mystical travel - a mistake they would quickly regret.

    This realm, which the demons come to call The Seethe, is a taut black membrane of awfulness. If dreams are the shadows cast by mortal minds, the Seethe is the shadow cast by the dreams of a mind so hideously crowned with self delusion and furious covetousness that its content can only be suffering for anyone with a scrap of goodness in them.

    The penumbral, crushingly narrow planar space quivers with the undulating richness and life of the Spirit world; and within that dark space, creatures formed not by explicit divine care but by a haphazard infusion, are hammered into awful shapes by the nearness of the dreams of mortals, and other things. A vast, dark crawlspace full of dynamic nightmare things snaps into being, dormant, sealed off from the First World - hanging ominously in the background of creation like an undrawn sword.

    Spoiler: OOC Actions and AP!
    Show
    More posts coming from me this week to facilitate the bargains. But before I lose points to Rollover:

    3 AP: Weave Plane (The Seethe). [Desire (Gluttony) 3/10]


    The Seethe is a realm of mostly shapeless malice and darkness; a plane that encapsulates, tightly, the idea of a claustrophobic nightmare. The things within it hate being there; forced to crawl on their bellies beneath a ceiling that is always just barely high enough to permit them to slide and scuttle, scraping their backs as they go.

    1 AP: Create Monstrous Life (The Crawling Things). [Desire (Gluttony) 1/10]

    The Crawling Things are resentment and hostility in liquid form. The closeness of the Seethe to the Spirit Realm occasionally causes a proximal shaping of their forms, mashing their inky nothing-bodies into semi-real shapes that are the distorted, off-kilter mockeries of some passing dream or wish that ought to have a fine and lovely shape - or atleast a sensible, familiar one. Lost loved ones, primal fears, and yearned for things are all fair game; but all inevitably form with too many arms, or black marbles for eyes, or some other senseless deviation from their imagined form. In this borrowed, misshapen form, the Crawling Thing scuttles around in the dark, cramped realm; outraged at the sudden confinement of its essence and seeking an outlet for its idiot upset. They never find any; the realm has no exits or entries. And if the world is blessed, it never will.

    1 AP: Curse (Buckling Physical Law) [Glory (Pride) 9/10]

    The Stranger's repeated decision to carve of some of the First World's essence for his own project has begun to leave the underlying laws of matter and space weak, in places. They are not common places; and the great majority of dwellers on the mortal plane will go their whole lives with only the occasional, unbelievable hearsay about these weakspots. The unfortunate few who find them discover mind-bending failures of the world to be sensible. Straight roads that can only be walked at an incline.
    Square rock formations whose corners add up to four hundred degrees on each facing. Waterfalls that fall from a great height only to inexplicably turn to water vapor, twenty feet above a parched and empty riverbed. These places can be maddening and distressing for mortals; but enterprising and strong minded ones can find unique engineering and even military opportunities for mastering the weird secrets of such places.

    10/16 Before Rollover.

  29. - Top - End - #89
    Troll in the Playground
     
    NecromancerGirl

    Join Date
    Mar 2012

    Default Re: [IC] LoC: From Blood Divine

    The Therian Epistle
    Book Three

    Chapter Seven
    (1) And Wain was an old man, and knew he was dying.
    (2) He took his familiar and sent him to the Dream to seek a way to remember what he knew.
    (3)And he discovered the way was blocked, that what he sought was forbidden by a strange power.
    (4)And he raged!
    (5)The scion of Evrukos he sent came back with a staff of green fire, for she felt the rage of her master...
    Commentary
    This chapter is the shortest in the Therian Epistle and is one of the few references to other deities. The legendary founder of the school of evocation magic is only spoken of in hushed voices, for he is the grimmest of the Seven Children.

    Of note, this is believed to be a commentary on the low quality of writing and record keeping available to early Janxi and attributes it to a malicious divinity.




    Spoiler: AP actions
    Show


    Mundane Concept- writing(Artifact charge)
    A basic ability to keep records, currently affected by a divine curse.

    1 AP Create Organization- The Wainite Priesthood of Evrukos
    A group of grim battlemages devoted to evocation magic.
    Race (Rabbitfolk) 7/10

    3AP- Create minor combat artifact- The Green Fire of Xulon
    A Combat magic owned by the Priests of Xulon
    Legend (folklore) 6/10

    1AP- Blessing- The Cold Fire: Virtue of Justice, School of Evocation
    Gormite priests who follow the law and act without corruption, malice, or favor can temper summoned fire to be less deadly and to spare the innocent.
    Community (partnership) 6/10

    1 starting+4 rollover
    5spent= 1AP Remains
    Domains-
    Magic (Foci) Starting
    Animals (domestic) Starting
    Travel (metaphorical) 9/10
    Land (beasts) 4/10
    Community (partnership) 6/10
    Race (Rabbitfolk) 7/10
    Legend (folklore) 6/10
    Last edited by Feathersnow; 2022-02-27 at 05:16 PM.
    GNU Terry Pratchett
    Survived Total War: Mandate of Heaven as The Witch-Doctors
    Thrived in Empire! 7 as the Sakura-Jin

  30. - Top - End - #90
    Firbolg in the Playground
     
    Ralasha's Avatar

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    The Enlightened Monarchy
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    Default Re: [IC] LoC: From Blood Divine

    Chandrilla
    His eye opens again, but for a moment, and looking down he sighs.
    What fun is there is corrupting everything, and everyone?

    The heavens above the first world shake, and the world itself trembles.

    A mist flows in from the edges of the world, blanketing all of creation for a moment, until meeting in the center, and slowly fading.

    As the mists depart, the strongest of the spirits are made flesh, but not mortal flesh, it is merely that they are much more easily able to manifest, due the veil being mechanically non-existent.

    Across creation, dreams become more real, and almost tangible. Dead loved ones visit the living in their sleep, and ancestors guide their descendents.

    Chandrilla once more goes to sleep.
    Spoiler: AP
    Show

    -0 AP (Artifact Blessing): Very thin Veil.
    Rollover: +3 AP
    -3 AP: Weave Plane (The Mirror) Domain: Undeath (Souls).
    The Mirror: A parallel plane, made of multiple layers and a near physical copy of the prime. The veil between these planes is very thin, and easily breached, this is on purpose and by design.
    A copy of any living creature that is not evil can be found here, on one layer or another, and the spirits living here are capable of visiting the living in their dreams.
    If the copy is of a living creature, then communication with this copy can be treated the same as communication with the living original, as any information gained by the spiritual copy is also gained by the original, and vice versa.
    Sleep can be treated as merely moving to the next room.

    Spoiler: Domains
    Show
    Protection (Purity)
    Sun (Dawn)
    Darkness (Dreams)
    2: Life (Fey)
    4 Knowledge (Astronomy)
    1: Water (Tides)
    9: Undeath (Souls)
    Last edited by Ralasha; 2022-02-26 at 12:14 PM.

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