Author Topic: Dawn of Worlds  (Read 112937 times)

EccentricOrbit

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Reply #120 on: December 20, 2011, 03:26:37 PM
For now I'll do the following:

Goblins: Command Race: Expand (-4)

The Goblins make their way east along the mountains of B4. They build smaller towns and begin cultivation of various types of fruit trees in the areas where they settle. They build the coastal town of Iteration on the river delta between B4 and B5.

At this point, the Goblins are probably coming into contact with the Larepin at Irfang, C5. On finding the Larepin, I imagine the Goblins, not the most extroverted of people generally, would try to gather what information they could from a distance during the night. Interested groups of Goblin researchers would be fascinated at the idea of other intelligent species that they could trade ideas with, and hungry for what knowledge of the world they might possess. How do they do things? How do they build what they have? Who else have they contacted who is out there? On the other hand, they are likely to be comically cautious about potentially enraging their neighbors and endangering their main city.

They would attempt to approach individual Larepin who are traveling in small numbers and analyze their reaction to various stimuli, such as leaving gifts of food and tools (and finally manuscripts, puzzles, and the like) for the Larepin to find.

Finally, they might work up to actually sending people out to (gulp) talk to and trade with them. The Goblins would let the Larepin know where Iteration was, but be closemouthed about the location of Archive.

How would the Larepin react to this?

Red Reyn: Command Order (-3): Found a City at the pine forests bordering J9.

The Red Reyn thirst for adventure. Unfortunately adventure has a way of putting holes in ships, and leaving the natives of wherever they land less than well disposed to helping them patch things up. The pirate captains need a place to refit, regroup, and flaunt any treasures they may have "discovered" in their nautical wanderings. To this end, they found the city of Las Flotas in the pine forests bordering J9.

It's a city of wooden shipyards, docks, and taverns, with a reputation for being your average hive of scum and villainy. They'll accept ships from all over the world, but the various Pirate Captains in the "admiralty" will rally a temporarily united defense against anyone trying to clean them out or impose any sort of order.

(-7 total, 0 points left).
« Last Edit: December 20, 2011, 03:40:04 PM by EccentricOrbit »



Fax

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Reply #121 on: December 20, 2011, 06:29:50 PM
Fax - 16 - 11 + 9 + 3 =  17
Dragyn - 21 - 8 + 8  =  21
Kenku - 11 - 11 + 10 + 2 = 12
Fen - 14 - 4 + 10 =  20
EccentricOrbit - 7 - 7 + 9 + 2 = 11
Raf_Cian - 18 - 16 + 8 + 3 = 13
Radioactive_Toast - 12 - 10 + 9 + 3 = 14
Nagolinc - 11 - 9 + 5 + 3 = 10
Donnie - 11 - 8 + 7 + 3 = 13





 
 



Avatars

an eldritch abomination - sleeping somewhere deep and dark in the world
-Created by Fax
Tek'Rael, The Grey Father - a giant eyeless, tailless grey quadrupedal skink
-Currently residing in the floating city of the Tek
-Created by Fen
The Grand Dragon, Raval Brightwing - wandering the skies the world round
-Created by Fax
"The Flames Hand" - a 9 tailed kitsune associated with the burning lands
-currently in the burning lands
-Created by Kenku
Miserable Failure - A depressed walrus monoped in a knit sweater
--Currently in self exile north of the burning lands
-Created by Nagolinc
The Lord of Balance - A potent grey fox who is a lord of balance and order.
-currently somewhere in the Oryxian lands
-Created by Donnie
Noctellus, the Animate Shadow - A shadow Demon based out of the southwestern island chains
-Created by Dragyn
Andarcas, the blond afro'd inventor - big talking, lazy bully of Miserable Failure
-currently in the burning lands
-Created by Radioactive Toast
Garath Copperspire, Brother of the Azure Flame - A Jaeskine explorer knight
The Takers - A group of Rakey who took power from the great red crystal in the middle of Recycled


Races
-Turu'hraim - a reptilian-like race with a love of explosives
-Neutral (+0)
--Order: The Cult of Kerspelowd - a religion focused on explosives and explosions
---Subrace: Hraim'turu - A subrace of the Turu'hraim primarily focused on implosions
-Created by Radioactive_Toast

-Phoraj - a sulphur dwelling race of crustacean like traders
-Neutral (+0)
--Order: The Guild of the Flaming Ice - The Phoraj's guild of traders and merchants/ diplomats?
-Created by Radioactive_Toast

-Edraei - A race of faries dedicated to serving the avatar Miserable Failure
-good (+2)
--Order: Order of the Plaid Sweater - Dedicated to creating a beautiful sweater for Miserable Failure
--Subrace: Glueiao - an offshoot of the Edraei who believe Miserable Failure doesn't need a new sweater but rather something else entirely that has yet to exist
-Created by Nagolinc

-Larepin - Extremely individualistic rabbit-fox-cat people created by the Lord of Balance
-Chaotic neutral (0)
--Order: Order of the White Eagle - Warrior Priests dedicated to guiding the Larepin and providing them with wisdom
-Created by Donnie

-Oryxians - Oryx people
-Good(+1), The Oryxians are very much of family based society that does its best to keep everyone within it safe and protected.
--Order:Ring of 5 and Council - Leaders of the 5 major villages(not yet cities), and the council of representatives below them, elected by the villages.
--Advance - Agriculture
---Note: Currently recovering from widespread paranoia due to the actions of the Lord of Balance.
-Created by Kenku

-Greryn - A race of Grey Fox people
-Nuetral(0), Wealth can lead a person down many a path
--Order: Merchants and Explorers guild: Wealthy Nobles of the Race who lead expansion and trade.
--Order: The Humane Society - A group dedicated to putting Miserable Failure out of its misery
--Advance - Naval Powerhouse
-Created by Kenku

-Jaeskine - Ferret-Squirrel-Taur metalsmiths and miners
-Neutral (+0)
--Order: The Order of the Rune Smiths - Teachers of the art of metalsmithing
--Advance - Metalsmithing
--Advance - Rune Enchanting
--Order: The Brotherhood of the Azure Flame - Wandering, benevolent explorer/ guardians tasked with protecting the common people of all races. They are to act in accordance with what they believe is right.
-Created by Fax

-Rakey - a race of tree dwelling monkey-rats
-Good (+1)
--Order: The Watchers - A group of Rakey who are mesmerized by the great red crystal of their island and work to protect it
--Advance: Architecture
--Subrace: Resalk - Much more rat-like cousins of the Rakey
-Created by Raf_Cian

-The Goblins - A race of fruit bat people
-Neutral (+0)
--Order: The order of the spiral nerd-glasses (aka the mathematicians guild) - exactly what it says on the tin. Also they act as teachers and students
--Advance: Abstract Thought and Higher Mathematics
-Created by EccentricOrbit

-Tek - Magical grey lizard people, children of Tek'Rael.
-Good (+1)
--Order: the Grey Robes - 'a religious/magi group based in the capital city, devoted to discovering new magics and worshiping Tek'rael.'
--Order: The Scales - A group dedicated to exploring the world outside of the boundries of the Green bastion and Tek lands in general.
--Advance: Magic
-Created by Fen

-Noctus - Bipedal red marked black wolves created by Noctellus
-Evil (-1)
--Order: the Cult of the Animate Shadow - A religious cult dedicated to the demon Noctellus
--Advance: Shadow Magic
-Created by Dragyn

-Krump - Aggressive Giant flower lizards
-Evil (-1)
--Order:  Templarians - A faction that constructs temples entirely out of flowers
--Order: The Society for Appreciating the Subtle Artistic Difference between Flowers and Walruses - The society dedicates itself to expressing the beauty of flowers through art, primarily in the form of paintings similar to the Japanese style of painting water-lilies.
-Created by Radioactive_Toast

-Dreoinin - quarrelsome Bat-like cliff dwellers of the bottomless pit who believe all others to be lesser than they.
-Evil (-1)
--Order: Bottomless Secrets Society - a society dedicated to seek out the secrets hidden in the depths of the bottomless pit
--Advance - Dark Magic
-Created by Nagolinc

-Kycamuuni- A race of very fuzzy four tailed zealots
-Chaotic Evil (-1)
--Order: Order of the Shroom - An ultra-religious cult that worships EDOPS
-Created by Donnie

-Red Reyn - distant relatives of the Greryn
-Evil (-1)
--Order: Assorted Pirate Ships
--Advance - Naval Powerhouse
-Created by EccentricOrbit

-The Scourge
-Evil (-1)
--Order: the Temple of the Maw
-Created by Radioactive_Toast


-Misc. Orders
--Order: The cult of the true seeing eye - the cult is composed of all races, drawn in by the Eldritch Abomination. Their primary goal currently is simply to spread the word of the abomination worldwide, however they are currently situated primarily on the southern continent.



William Swiftfoot

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Reply #122 on: December 20, 2011, 07:32:28 PM
(7+1)Create Avatar, Command Avatar(Create Race): From the hill of the great glyph(the green crystal), a thunderous cracking is heard, as a shard of it the size of a polar bear breaks off. It is the shard many will come to know by that name...

As the shard has broken, it floats away from the great glyph and onto the scarred lands that neighbor it. As it does, it begins to glow in pulses and hum, as if beconing something...something that does reply, as slowly all around it are various creatures of different anthromoprhic looks, all looking to be formerly of the wilderness. Such a wilderness has been harsh, as each and every one of the creatures look as if their bodies are malnorished and malformed, and their eyes blank, as if hypnotyzed by something sinister. Each creature also seems to have strange green crystal like growths about their body, for after all, they are the Glyph's people, the "Glyph-Scarred".

The Glyph-Scarred start out (-1) Evil, and are lead by the "Shard-Blessed" thoes among them with the strongest in "Crystal Corruption".

(4)Command Race: - Glyph-Scarred: The Glyph-Scarred form and function to the Shard is simple...bring the great crystal corruption to all races by any means necessary. Their first target is the scourge to which they march upon, corrupting that who they can, destroying that they cannot...to begin this, the shard begins congregating the Glyph-Scarred into ravenous packs, ready to contain and corrupt anyone they catch(Shard builds an army on the peninsula)

(Wheeeeee! HAHAHAHAHA!)
« Last Edit: December 20, 2011, 08:00:48 PM by Kenku »



Donnie

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Reply #123 on: December 20, 2011, 08:33:40 PM
Tthe Goblin attempts at 'learning' about Irfang's Larepin can be summarized as "Frightening Hunts." Similarly unsure of the presence that approaches stealthily, the excellent hearing, smelling, and seeing Larepin are easily alerted by unknown presences. Goblin exploration teams would often find themselves being 'hunted' by search parties as the White Larepin attempt to actually FIND OUT what is trying to get near them.

Attempts at 'gifting' were often 'hilarious' to the Goblins in a certain manner. White Larepin are cautious of the roads during these times of strain. They often rode their caravans AROUND the food and gifts the goblins left rather than take them. When it came to tools, the caravans often took them and likely traded them on some obscure pawn.

The first manuscript to come upon travelers spurred minor fear of something 'unknown' lurking about. Taking said manuscripts to various colleges and authorities.

When the Goblins finally revealed themselves, they were met with the formal and polite version of "Why didn't you just show yourselves!" White Larepin are not morally inclined to discriminate by race due to their experiences from their pure blooded cousins and are far more open about the unknown and exotic than Guerrier. However, for the time being, Irfang would keep the existence of the Goblins an extremely closely guarded secret rather than inform Guerrier.

Create Subrace (-4) -White Larepin-

A century of strain, stress, tension, and cultural differences have finally taken their toll. The White Larepin of Irfang have officially declared themselves independent of Guerrier. They no longer share resources or culture. Although not at good standing with each other, hostilities between each other aren't hot enough to truly result in war. For now they seek to remain alone from each other.

Although Guerrier is shocked to have lost a land route into the mainland, they nonetheless still have the sea. They remain ignorant of the existence of the Goblins while Irfang benefits from possible trade.

Advance City (-4) -Guerrier-

The last century was hard on Guerrier. The separation of the White Larepin caused the Larepin in Guerrier to worry of their possible future at odds with their distant kin. Additionally, word has come to Guerrier of strange sightings and appearances of 'Bat People'. Although unproven and likely untrue, Guerrier has chosen to prepare themselves against any possible threat. Introducing a new form of Militia, Guerrier arms every household and family with the barebone arms needed for a warrior. Iron and steel weapons and armor, mass produced and fairly average in quality, Guerrier plans to meet a possible enemy with sheer response time. Guerrier are the leading people of "Minutemen, Militia, Martial Training". They are able to strongly resist possible occupation or invasion, every individual save for infants have training in some form or another in combat.

Martial Skill and Minutemen
When it comes to crossbows, shields, swords, and sheer courage, Guerrier are the pioneers in Levy Armies. Able to raise an army almost instantly and are difficult to occupy.

Advance City (-4) -Irfang-

It was a random venture into the forest to the southeast of Irfang... till White Larepin explorers discovered the blue crystal in D6. Historical records from Guerrier shunned approach to the crystal in the past.... however that was centuries ago... Lately Irfang have been dabbling in the magical arts and industry, developing significant archives in both fields. However upon taking samples of the blue crystal, they discover its potential for energy and advancement in the mystical arts. However Irfang Scientists weren't simply satisfied with a cold stone with extractable magical power... they developed a system for harnessing such energy to be used in technology. The first instance of their new technology, dubbed 'Magitek', is a primitive musket with the Blue Crystal shards coating the projectile in an arrow shaped ice shard. Another instance is harnessing the magical energies inherent in the shard to power machinery.

Magitek Capabilities
Magic enhanced weapons, industry, and technology. Not necessarily 'enchanted', more like 'enhanced'. Using the Crystal's power, the White Larepin form the base of new magitechno discoveries and have already utilized these capabilities in special weapons and devices.

Command Avatar: (-1)

The loud cracking from the Green Crystal did not go unheard, the Lord of Balance and his sensitive ears have sensed the coming of a looming evil threat to the west. Feeling that the balance of good and evil in the world is immeasurably distorted by the sudden appearance of evil races, he goes to work to attempt to work a counter to the threat of evil. L.O.B see's that the nature loving Oryxians that surround him currently is likely a starting point. The fox set about to prepare the Oryxians by nudging them to civilize, weaving within them mythic tales of a possible evil and the need to band together and become stronger. Whenever the Oryxians showed signs of forming stronger communities, he gently rewarded them with gifts he made himself (not easy!).

The Lord of Balance looks his eyes to the east to the zealous Kycamuuni and the brutish Krump, both of whom are evil and a possible threat... or a possible opportunity.

(0) points remaining
« Last Edit: December 20, 2011, 08:38:21 PM by Donnie »



PrincessHotcakes

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Reply #124 on: December 20, 2011, 08:41:16 PM
Andarcus looks on the The Scourge and grins with satisfaction.  They multiply and grow at a phenomenal rate, tearing into each other with a ruthless glee, poisoning and slicing and gutting their enemies and using their entrails as decorations in their cities.  Of course this quickly leads to rotting... which necessitates more fresh entrails of course!  Interesting... but it needs to be more!  The Scourge are in constant competition to outdo each other in evil, in so doing their Civilization corrupts itself ( 3 Points).  (Scourge are now Evil +2)

Their civilization (if such a backstabbing mob could called that, and would be called that would it not be for the upper castes of the Temple of the Maw) advances (5 points) in the specialization of labor and values to to the point where  they now have Swarm, arraying themselves in the thousands on short notice thanks to their overwhelming ability and focus on breeding.

Deciding the Scourge are worth his attention and amusement, Andarcus Commands race ( 1 point) causes the Scourge to organize and mobilize their Swarm into something resembling an army.  All the better to attack their enemies; non Scourge or Scourge alike.  This also acompanies a wave of expansion through the crystal lands of C4 and D4, as well as foraying into the isthmus of E5.

Meanwhile on the other end of the world, the Turu'hraim busily dig into their geologically active mountains, and before long advance their civilization ( 5 points) to an unmatched understanding of not just explosives but explosive excavation and and underground engineering.  Soon they have the ability to create vast networks of artificial caverns throughout their mountains with a minimum of causalities.  Being one of the revered Kerspelowd Explosive shamans is a highly respected job, even with the dangers to loss of life and limb that come with the job. 

(14-3-5-1-5=0 points remaining)  I'll work out race relations between the Scourge and others later.
« Last Edit: December 23, 2011, 12:51:25 AM by Radioactive_Toast »

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Fen

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Reply #125 on: December 20, 2011, 09:43:23 PM
Command Race (4) Expand- The Tek expand their territory over the mountains past Stonespike and into the hostile swamp (Now dubbed Deadmarsh) but founding a city bordering the lake and forest on C10, and a second city under the lake on B11. Small settlements are dotted around the cities, which are Cothar
and Yeuwel, respectively.

Create Order (6) Based in Cothar, a militant-minded Tek creates a military force after the Tek's losses in the swamp. Cothar's blades grow in influence quickly, becoming the third major power of the Tek civilization.

When was the last time you hugged your sammich?


Dragyn

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Reply #126 on: December 20, 2011, 11:39:29 PM
Command Race (4):  The Noctus continue to spread, spreading northward to the islands in F2, F3, G2, and G3.  They also spread east to the river on the southern mainland, and north from the pit, where they encounter the Jaeskine lands, and there, they lurk in the shadows...watching.

Create Subrace: Noctus -> Abyssus (4)
A team of Northward-migrating Noctus find themselves drawn to the undersea Chasm F3, and dive below to investigate.  They soon find themselves changed to inhabit the murky depths--They share their forebears black fur, but their markings are a dark greenish blue.  They have the ability to breathe underwater, and can withstand the pressures within the chasm.  The Abyssus are an evil (-1) race, as the Noctus.

(Question:  Do the Abyssus inherit the Noctus' Shadow Magic advancement, or do I have to buy it for them, seperately, like batteries?)

Hmm...I'm short on points to do what I wanted to do next, so I guess that's it, for now.



nagolinc

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Reply #127 on: December 21, 2011, 09:12:28 PM
Starting Points: (10)


Command Race (-4)
(Create City)

The Edraei are horrified to discover that not only do their neighbors the Greryn despise Miserable Failure, but the actually have a sect dedicated to his destruction.  Determined to change the Greryn's opinions of Miserable Failure, the Edraei decide to "kill them with kindness". 

To this end the Edraei build the city of How Glorious is his Brilliant Fur, at the border of the burning lands.  From this city they set out on constant envoys singing the praises of Miserable Failure and offering lavish gifts to all who would listen in an effort to change the hearts and minds of those around them.

Corrupt Civ (-3)
As dark magic flows throughout the Dreonin it exacts its price.  They become even more corrupt than before.  Young Dreonin are known to throw their younger siblings off the cliff wall in order to have their parents favor alone.
As their powers grow, the Dreonin's opinion of other races plummets equally.  They learn that other races exist through their continued contact with the Noctus, but seem uninterested in meeting them.  The only goal other than selfishness and their own egos that drives the Dreonin is their desire to delve ever deeper into the bottomless pit in which they live in search of its dark secrets.
The Dreonin are now a (-2) evil civilization.

Command Avatar: (-1)
(Create Order)
Miserable Failure flees the lands of the Krump, tripping over not a few highly sacred flowers along the way.  The Krump aid his flight by kicking him in the right direction whenever they get the chance.  Eventually Miserable Failure finds himself in the lands of the Kycamuuni.  There he finds unlikely aid from the much maligned Order of the Squid in the Sky. 
After mushrooms replaced squid as the highest object of adoration in Kycamuuni society, only a few true believers  remained.  They continued to meet in secret, praying that his unfathomable madness might send a sign their way.
When Miserable Failure appears in the lands of the Kycamuuni the faith of these true-believers is confirmed:  the world is indeed a sick and twisted place. 
An offshoot of the Order of the Squid in the Sky emerges dedicated to worshiping Miserable Failure, lauding him as "the second most hideous thing in all of creation".  These new believers create the Order of Secondmost, which seeks to understand the mystery of Miserable Failure's misery.




Ending Points (2)



Raf_Cian

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Reply #128 on: December 23, 2011, 10:49:55 PM
Starting Points: 13
Command Avatar --> Command City (-1)
The Takers slowly over the decades that pass allow the Seekers more independence over their management of the Resalk. Basic city expansion, maintenance, and foreign relations slowly but surely start being handled by the Seeker independent of Takers. So while the Seekers are busy placating the Greyryn traders, the Takers start working on bigger projects.

Picking some of the most able body of the Resalk, they begin a regime of physical discipline and combat training. The jungles of the Rakey homeland is far from kind to fools, so with so few generations removed the Resalk are still familiar with concept of combat. This is different though. The trainies are drilled constantly, not allowed to return to normal life. While they’re allowed to find life partners, it is soon understood that they are the Taker’s swords.

The concept doesn’t sit well with the Resalk at first, but the Taker’s are patient. With the Seekers running interference with their only neighbor, this is a time a peace where the swords are kept sharp on the mantle. By the end of the century, the existence of the Taker’s army within Salkyn is almost tradition.

Create Order (-6)
Back at the homeland, the Rakey culture reels from the separation of so many of their kindred. With the Watchers turning introverted into observing what flickers of light are left within the great red crystal, the Rakey find themselves in need of guidance. Possibly due to the influence of the Greyryn, some intelligent Rakey band together and form the Guild of Tower.

A trade guild, the Guild of Towers is a collection of the architectural expertise of the Rakey. They seek to not only improve their own settlements since that was what the Rakey where doing naturally, but also expand the application of those skills to all who would except their service. As the only race in contact with the Rakey, the Greyryn will benefit greatly from this change in culture, but only if they accept Rakey workers within their borders.

Create Race (-6)
A new race begins to appear along over the subterranean volcanoes of F4. This new race is a species of what we would recognize as gilled otters. A peaceful race, they find little reason for cruelty and suffering, entering them into the world as a good (+1) race.

Not having been created by an obvious avatar and lacking monuments to worship, the new race turn to listening to their ancestors. The voice of these ancestors come to them by way of the Circle of Dead, a religious order dedicated to listening to the wisdom of those who have passed away. One of the first things these ancestors reveal to this new race is their name: the Wattor.

The Wattor for the moment are just chilling as underwater tribes at the moment. Their only direct neighbors are the also newly born Abyssus. Having little interest in the murky depths of the great chasm, the Wattor aren’t going to be the ones to initiate contact between the two races.

Ending Points: 0

Also, counting turns from the perspective of how I remember them.
Create Race
Advance Race
Revolution
Current Turn

Next turn would be the fifth turn of the second age, meaning we need to take a vote next turn on if we stay in the second age.



EccentricOrbit

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Reply #129 on: December 28, 2011, 01:49:14 PM
My moves so far:

Command Order: Red Reyn Pirate Ships: Reconnoiter and raid Rakey (3)

Pirate Captain Lorenz had been troubled by the unusual climate around the south islands for some time now. While the fine details of climactic physics escaped him, he was an experienced sailor, and it was obvious that something strange and unnatural was going on in that far southward part of the world, in the winter when the sun set for months on end, and all around the island was covered in ice and snow, that warm tropical heat still surrounded the coast.

From the indiscretion of Grey Reyn sailors on furlough, he had learned that the south island of J9 was inhabited by a people known as the Rakey. It didn't take much imagination to deduce that something of great power, and possibly great value, was responsible for the fortuitous climate of the island. As the rank and file merchant sailors had no knowledge of what it might be, either the Grey Reyn captains, or the natives themselves, were keeping whatever it was a closely guarded secret.

An expedition to find the source of this strange power was in order.

Captain Lorenz launches an expedition to the Rakey Island at J9. There he will attempt to discover what he can about the island and its inhabitants.

After the initial phase of summoning all the decorum that a pirate fleet can muster, meeting with the inhabitants, and finding out all that the Rakey might be willing to share, he will land his men on the island (hopefully covertly, but he's not above capturing and/or eliminating any witnesses along the way) and attempt to go off the rails, driving into the heart of the Jungle in an attempt to find the Red Crystal.

If he is successful, he will see what can be done about stealing it. As the Red Crystal is probably very large, and well defended, the "adventuring" party may not be able to accomplish this without an army, in which case they'll try to steal whatever they can that's not nailed down, and abduct any important looking mages/officials of the Watchers, and escape to their ships. If the opportunity presents itself, they may try blowing up or knocking pieces off the crystal (that is, if they can get close enough, and are feeling pressed enough for time).

(How successful the Pirate's expedition is, and any amusing/interesting results, I'll leave in your hands, Raf)

Command Order: Mathematicians Guild: (3)

The mathematicians guild was, after making contact with some of the Larepin, excited about the possibilities suggested by the existence of the other races around the world. They were determined to learn all that they could, (preferably under safe conditions), about who else might share their world and what they might know. They sent out several expeditions, following the same proceedure of cautious observation, then approach, that they followed with the Larepin.

One expedition was sent south through the crystal-forest desert to the southern half of their continent, and they began to observe and attempt contact with the Scourge. (Here, their caution will probably pay off, as any bad reactions are likely to cause the diplomat/explorer teams to vanish).

Another expedition is sent along the coast of B-C-D-E8 and E9, and will, over the course of its voyage, discover the Jaeskine and Tek. The Goblins will go through their standard routine of covert observation, followed by placing gifts and puzzles out for people to find, and finally approaching and introducing themselves.

I imagine the Goblins will be doubly excited about discovering the Tek, given their similarly academic interests.

11 -6 => 5


Hmm - PS

The Red Reyn also border the Krump. While they tend to stick near the coast, their reptilian neighbors would be hard to miss for long. The Red Reyn decide to send out a greeting, pirate style. That is, they go poke around, looking for anything they might steal, and generally cause disorganized rum-fueled chaos.

To their surprise, they discover that the Krump seem to highly value flowers (note to future expeditions, they aren't amused by bonfires in the flower garden), and are willing to trade quite a bit in exchange for the silliest things - flower seeds and other unlikely botanical flotsam from the all around the world. Heh, chumps. This could form the basis for a profitable relationship, assuming the Red Reyn's total lack of reverence is at all tolerable.

« Last Edit: December 28, 2011, 02:16:17 PM by EccentricOrbit »



Fax

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Reply #130 on: December 28, 2011, 06:57:17 PM
Just a heads up, due to the holidays and visiting family I'm not going to be able to update until January 3rd.



Raf_Cian

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Reply #131 on: December 31, 2011, 10:43:58 PM
@EccentricOrbit

Difficult to place how things would fall in this situation. The Rakey are peaceful in a love your brother and neighbor sort of way, but this is born from an initial unity due to the dangers of the jungle. Dangers that the Rakey deal with through group movements AND the ability to travel through the trees as easily as the forest floor.

So the initial contact will go as peaceful as predicted. When/if the Red Reyn go hostile it will take the Rakey by surprise, but they'll react quickly. It's a dangerous jungle, and young Rakey learn quick how to flee to the trees. Pretty soon they'll find the hunting parties and settlements reacting defensively to them.

If they reach Recyled, they won't find it a fortress, but assuming an alert has gone it they'll find the Watcher's waiting. Now, the Rakey don't have an army yet, but last I checked neither did the Red Reyn. With the amount of the attrition the raiding party must have suffered to get there... they should be very thankful that no matter how bad things get the Rakey are still inherently good.

All in all, this might push the Rakey in a direction I wasn't thinking of. It will be... interesting.



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Reply #132 on: December 31, 2011, 11:59:28 PM
Addendum to Donnie: The Oryxians are at first uneasy about LOB due to prior reactions, but do take the myths to heart. Discussions are made about the various issues, and actions about the Kyca's border are brought up. As part of this, the Oryxians continue to strenghten their family based societies, and work on defensive measures in case things begin to fall along the dark path.



Fax

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Reply #133 on: January 04, 2012, 09:06:30 PM
The Jaeskine, having heard rumors of the existence of the scourge and having had some minor encounters with the Noctus decide that measures must be taken lest either of these outside forces prove to be aggressively hostile. To that end the southern Jaeskine establish the The Bordermarch, the guardians of the Jaeskine lands. (Create Order)
The Bordermarch wastes no time, establishing the Bordermarch Gvantanz Regulars to act as a defensive force should any attempt an invasion (Command Order: Create Army)
Further, They also establish a series of small forts along their borders, including the fortress City Shakotanz to the south of Gvantanz. As a result of these developments a number of minor settlements also arise in the protected lands. (Command Order: found city)
While the Bordermarch is establishing its presence in the south, the Northern Jaeskine, under the protection of Raval Brightwing make great advances into the field of Clockwork (Advance Civilization)

Despite their defensive measures, the Jaeskine are still willing to trade with the Noctus, should they be approached in a non threatening manner.

« Last Edit: January 07, 2012, 10:51:21 PM by Fax »



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Reply #134 on: January 04, 2012, 09:57:07 PM
Also, while I'm thinking of it. Lets have a quick vote before the turn ends on who wants to progress to the 3rd age and who wants to stay in the 2nd