Author Topic: Dawn of Worlds  (Read 127829 times)

EccentricOrbit

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Reply #105 on: December 14, 2011, 04:24:02 PM
An interesting historical note on metal:

For 90% of human history, we basically didn't have metal tools. What natural metal existed (either through meteoric deposits, or extremely rare native deposits of things like copper) were found and used in the late stone/early copper age. But natural copper was so few and far between that you couldn't really base an economy on it. The rest of it is bound up in various oxides, what we call metal ore. Gold is one of the first metals we discovered, existing in a chemically unbound state. But gold makes lousy tools.

It must not have been at all obvious to ancient eyes that these faintly colored rocks (not so faintly in the case of copper ore - malachite, azurite) could be rendered down into metals by heating them to temperatures hotter than anything they needed prior to that time. The properties of an ore and the metal you can derive from it are not at all similar. When it was eventually discovered, (~4500BC), the bronze age began, and it was a rather dramatic leap in technology.

So also, when it was discovered that hematite and magnetite could be smelted to yield iron, something previously only available via meteoric deposits, another great leap was made, as iron tools maintained their edge through use better and could be made far harder and sharper than anything made of bronze. Even after the beginnings of the iron age (1500ish BC), meteoric iron was still sought above smelted iron, because it contained nickel, making it harder and tougher than iron smelted from ores (probably leading to a lot of ancient legends about special swords and the like made from magic metal through magic means).

In terms of the game: If Raval wants a *metal* horde to sit on, he may well need the Jaeskine's services, as native metal (depending on the chemical activity) is relatively rare.

« Last Edit: December 14, 2011, 06:11:09 PM by EccentricOrbit »



Fax

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Reply #106 on: December 14, 2011, 07:21:17 PM
Fax - 8 - 6 + 11 + 3 = 16
Dragyn - 35 - 21 + 7  = 21
Kenku - 10 - 9 + 9 + 1 = 11
Fen - 11 - 4 + 7 = 14
EccentricOrbit - 14 - 14 + 6 + 1 = 7
Raf_Cian - 9 - 5 + 11 + 3 = 18
Radioactive_Toast - 13 - 12 + 8 + 3 = 12
Nagolinc - 7 - 7 + 8 + 3 = 11
Donnie - 11 - 11 + 8 + 3 = 11





 
 



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


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 (+1)
--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 Dragons - 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
-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
-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
-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.'
--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
-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
-Created by Nagolinc

-Kycamuuni- A race of very fuzzy four tailed zealots
-Chaotic Evil (-1)
--Order: Squid in the Sky - An ultra-religious cult that worships EDOPS by throwing squid into the sky in an attempt to send them to EDOPS
-Created by Donnie

-Red Reyn - distant relatives of the Greryn
-Evil (-1)
--Order: Assorted Pirate Ships
-Created by EccentricOrbit
« Last Edit: December 15, 2011, 11:42:31 AM by Fax »



Dragyn

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Reply #107 on: December 14, 2011, 08:02:00 PM
First:  2 things:  35 - 21 + 7  = 21, not 35, so I only have 21 points to spend.
Second, why do I not see Shadowdeep on the map?

(The rest of my turn will wait, for now.)



Fax

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Reply #108 on: December 14, 2011, 08:16:57 PM
First:  2 things:  35 - 21 + 7  = 21, not 35, so I only have 21 points to spend.
Second, why do I not see Shadowdeep on the map?

(The rest of my turn will wait, for now.)

Yeah, I just forgot to update the end totals before posting. its being fixed right now



William Swiftfoot

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Reply #109 on: December 14, 2011, 09:09:42 PM
(Incoming Wall of Text!)

(5)Advance Civilization - Greyryn - Naval Powerhouse - The Greyryn and their Red Cousins are some of the greatest sailors of the seas. Thoes that have seen their ships know that they are strong for whatever the job is needed for them (be it cargo, settlement, speed, or in times of internal strife, war). This technology has made them a force to be reckoned with on the seas, and also make sea travel some of the best ways for them to expand their territory.

(4)Command Order - Oryxians/Ring of 5 - Over time the council is slowly able to calm the Oryxians from the Lord of Balances prank, and set their people on the path of expansion, and discovery.

Among first they find the resting place of the "Lord of Balance", which the Ring orders expedition teams to reasearch as the area is deemed a great ruin. The mission goes well, but was plagued by strange accidents, many of which seemed to be like what had happened in the Paranoia of before. It is from the accidents that the Lord of Balance is given another name: "The Hidden Trickster".

A few years after the discovery, the Oryxians traveled west, and came into contact with the Jaeskine. Initial reactions while, apprehensive, slowly softened, and in time the Council began trade of their bountiful harvest for some of the expertly made tools of the Jaeskine, benefiting both races.

Also during that time, the Oryxians traveled east, and encounted the Kycamuuni. Initial reactions with them were not very good. The Kyca were seen as very strange, and the forcefulness of them to force the Oryx to their religion scared many of a exploration team. This troubled the council and began discussions of constructing some sort of closed border. However, during these discussions it was found that the Kyca have a foundness of mushrooms, and it was that fondness that the Council used to at least keep relations peaceful for the time being.

The Oryxians also began expanding south, their people populating much of the grasslands along the southern coast of "mother lake", and the mountinous area nearby. (G7, and possibly the edge of Frump Territory in G8. How far into the mountains they go Fax is up to what you think is agriculturally viable).

(2)Command Avatarx2(expansion and city creation) - Command Order - Flame Hand/Greyryn/The Guild - Through the use of his own created money, disguises and strong visional influence, "The Flame Hand" set the Merchants and Adventurer's guild along the track of expansion accross the sea. This expansion causes them to come into contact with several races (Rakey, Frump, and Kyca results in next post) and allows them to expand into the southern pine forests, with smaller villages along the coastline.

As the Greyryn are settiling in, the Flame hand influences them into the creation of the great city of Redwood. Its position in the center of the new lands, ready to govern them.
« Last Edit: December 14, 2011, 10:16:55 PM by Kenku »



William Swiftfoot

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Reply #110 on: December 14, 2011, 09:29:10 PM
Interations between Greyryn and other Races:

Kycamuuni - The only landings of the Greyryn among their lands are along the edge of the "Kyca-Frump" Zone, as the reefs make travel further difficult. Thoes few meeting however is all it took for the Greyryn's to decide to avoid. The baleful pranks, vicious acting, and forced attempt at religous conversion of the explorers cause thoes that made it back to home shores be found to be everywhere from scared out of thier minds, to seen as being "medically insane" with their speak of the great EPODS and flying squids. The Guild decides not to send any more expeditions along thoes shores.

Frump - The Greyryn venture into Frump lands began with the construction of the outpost of "Akbar"(coastline of G10) ([:P). The venture was short lived, as by accident the outpost had been constructed on the "Holy Field of the Great Iris", which was soon discovered by the Frump. Enraged by the strange creatures tramipiling, uprooting, and generally destorying the feilds, the Frump veraciously destroyed it and sent the expedition packing for home, with tales of mythical titans and flowery beasts. It was decided agian that the Guild will not end any more expeditions along thoes shores.

Rakey - Raf? What would the Rakey do if a ships started landing on their island?
« Last Edit: December 14, 2011, 09:47:43 PM by Kenku »



PrincessHotcakes

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Reply #111 on: December 14, 2011, 09:29:58 PM
Ok... 12 points.

In D1, an abomination arises, an unholy menace that is uneleashed upon the world.  Some believe them to be spawns of the devil, others believe them to be related to the Krump.  Either way, the are known as The Scourge.  ( Create race, 6 points

+1 evil obviously

Horrid menaces that flood the land and consume and destroy, they seek only to devour all that stands in their way and crush it beneath their cute white feet.  Utilizing swarm tactics involving tens of thousands of individuals, all of whom are individually expendable, the Scourge are a race bent on constant warfare and strife, actually encouraging civil war among their own number to hold off overpopulation and to cull the weak.  

They are created with the Order known as the Temple of the Maw, represented by a mouthful of gnashing teeth.  This unholy caste stands above the fray of the rest of the Scourge, but the competition here is if anything more intense, with betrayal and duplicity not only encouraged but required to advance high into its ranks.

Andarcas, bored for the moment of harassing Miserable Failure and declining to follow him to greener pastures, heads north east and giggles in delight when he finds The Scourge.  He( command race, 4 points  )manipulates the power struggles in The Scorge to found  the city of Horgharghn, a destitute hive of suffering and unrighteousness in the eastern portion of D1.  Smaller settlements are established but rapidly rise and fall per the chaotic culling nature of The Scourge and their bloodthirsty social system.  They expand eastward into D2 and D3, rapidly establishing their presence and spilling seas of their own blood.

2 points remaining
« Last Edit: December 14, 2011, 09:47:35 PM by Radioactive_Toast »

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Fen

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Reply #112 on: December 14, 2011, 09:57:35 PM
I will hold onto my points for the time being.
(points used in a later post)
« Last Edit: December 18, 2011, 03:34:42 PM by Fen »

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Donnie

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Reply #113 on: December 15, 2011, 01:18:33 AM
Starting Points: (11)

Command Race: (-4)
Although the Larepin are highly individualistic, the cultural standing of Guerrier gradually reformed into a society of gathering, of family, of closeness. Although voices are heard, the nature of a race coming together to form a single entity is not without consequences.

A century of peace has been broken by a recent civil upheaval in Guerrier. In recent years a virus has stricken the city and has left what appeared no impact. Few even knew they had it, fewer even died from it. However what had happen soon appeared in later generations in the form of pure white fur. Though physically minor and insufficient to even alter the natural genes of the base Larepin, the affliction has caused horrific civil consequences.

Although Larepin naturally are highly diverse in appearance... this event caused a schism to form between the 'Normals' and the 'Whites' so they are called. To the less enlightened of Guerrier Larepin, this almost appeared as a curse from God and pity the 'Whities'. To those less forgiving, they are seen as the very negative of their society as most 'Whities' are driven to crime and poverty from their appearances.

Acting as a figurehead, the Lord of Balance disguised himself as a White Larepin and gathered all he could find. Through him he gave them an alternative option over suffering within the city. Self-Imposed Exile. He lead the White Larepin north to the eastern cliffs of C5 and set down a white stake. Upon the stake he erected a flagpole bearing a white eagle on a red background.

"From henceforth this location shall be known as 'Irfang', the White City. You shall never call one out for being different. You shall not hinder the voice of one over the thousand, nor should not hinder the voice of the thousand over the one. You shall create a society of accomplishment and encouragement. A society of freedom. Let yourselves choose your destiny and not let others choose your destiny for you."

And with that, a new city emerged. Irfang, the White City.

The Order of the White Dragon has fallen into depreciation as virtually all of its members have been afflicted by the White Gene. They accompanied the White Larepin and renamed themselves the "Order of the White Eagle" where they actively promote the values of Irfang. Said values are the embrace of individual strength, innovation, and determination.

[-Although separately governed and populated, Irfang and Guerrier are still currently one in the same civilization and are working together currently.-]

[- Both Irfang and Guerrier build surrounding settlements. Guerrier forms the port town of Les Poissons just to the north of Guerrier. They surround Guerrier to the northeast and east with the farming villages Blee and Maiz. Irfang constructs the border town of Wand in the middle of the thinnest part of the penninsula, connecting to the main landmass.-]

Command Race: (-4)

Word has spread fast that the growing Kycamuuni community has made contact with two other races! Although joyous at first with the prospect of possibly discovering similarly minded individuals, they were fundamentally let down by the newcomers. Local groups attempted the Traditional Conversion practices at converting the Oryxian and Greyn peoples to their religion... and failed quite miserably in the case of the Greyn. They feel slight unhappiness at failing at spreading their religion of space squid and happiness, mostly unhappy that they may one day have to purge the Greyn if it comes to it. However the Oryxians have left a gift! Gifts of wondrous mushrooms! The Kycamuuni find pleasure in the Oryxian's most wonderful gift.

However... these recent events have caused the various Kyca societies to come together and discuss larger things at hand. The Krump to the southeast are obviously heathenish for their love of... ugh FLOWERS, but the world at large is bigger than a measly disagreement between Mushrooms and Flowers. The Kycamuuni agreed on a measure of stability, starting with the formation of a new city on the coral coast of northeast F8. This new city shall be known as "Argonev", and it shall be their fortress monastery. In order to aid their... 'reformation', they brutally exterminated the Order of the Squid in the Sky. Replacing said order with the "Order of the Shroom". Squid has officially been dropped as a icon of the Kycamuuni for the less slimey Mushroom.

In addition to coming together as a civilization, they adopted a more 'controlled' tone to adjust for their past hijinks that drove off the Greyn. However they are still sworn to convert all races, in almost any means possible. They will victimize less now... but will still try to fanatically convert others, they may resort to tying individuals up and praying to them aloud with bad poetry. As a symbol of their... 'maturity' they stopped viciously destroying flower groves.... they now cleanly and gently plow it to be replaced with a field of brightly colored and nutritiously healthy mushrooms. They created such a field on the border of Krump territory, likely as an attempt at conversion.

Argonev features giant mushroom shaped buildings, like so:


[-The Kycamuuni, after their change, sends a kind letter of approval to the Oryxians for their kind gesture of Exotic Mushrooms and requests a celebration of a cup of green leaf tea and grilled mushrooms on the grassy plains between their territory.-]

Remaining Points: (3)
« Last Edit: December 15, 2011, 01:24:11 AM by Donnie »



Dragyn

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Reply #114 on: December 15, 2011, 07:10:56 PM
Command Race (4):  Noctus:  Build City

The Noctus build a city on the mainland, atop the peninsula in I-5.  They name it Shadewater, and continue their expansion from there.

Command Race (4): Noctus:  Expand!
The Noctus continue their expansion, making small settlements throughout the forests of I-6.  They also expand Northward, where they find the Bottomless Pit and with it, the Dreoinin.  The dark shadows of the pit attract them.

Racial Interactions:  Noctus/Dreoinin:

The Noctus envy the Dreoinin their pit, and find themselves at odds.  Many Noctus are thrown into the pit, and many Dreonin killed and eaten before it is realized that the Noctus can help the Dreonin in their exploration of the pit, with their ability to move through shadows.

Select Dreoinin are allowed to travel with Noctus, combining their abilities to explore ever deeper.

The Noctus establish a small village (not a city) near the pit, and call it Deepshadow, in honor of the pit.



nagolinc

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Reply #115 on: December 15, 2011, 10:06:34 PM
Been doing my 2d work in GIMP and 3d in Blender (with models imported from Spore for this post)


Starting Points: 11


Advance Civilization: (-5)

With the help of their newfound noctus allies, the Dreonin venture ever deeper into the bottomless pit in which they live.  Truth be told, whenever they make a particularly interesting discover, the Dreonin tip their noctus companions off the edge of the cliff into the bottomless depths below.  In this way, they are able to keep their newfound knowledge to themselves.

Deep within the pit, the Dreonin discover unspeakable secrets that the gods have hidden away since the beginning of time.  They thus become masters of dark magic, whose incantations often involve bloodshed and are as likely to go horribly awry and destroy their user (or drive them to madness) as to aid them.


Purify Race: (-3)

Upon discovering that Miserable Failure has fled their lands, the Edraei feel a deep sense of guilt, knowing that it is their beauty that drove him away.  Collectively, they vow to be even more kind-hearted and loving then before and to work doubly hard to at last knit a sweater that will make Miserable Failure so lovely that even the sun will seem dull by comparison.

As the Edraei renew their dedication to love, kindness and beauty, their goodness so overflows that they become a (+2) good civilization.


Command Avatar: (-1)
(Create Order)

In an effort to achieve their goal of blotting out Miserable Failure from existence, the Humane Society locks him in a wooden crate and drops him out of a ship at the middle of the ocean.  As Miserable Failure sinks to the bottom of the ocean, he thinks for one happy moment that perhaps he might drown to death.  Eventually,  however, Miserable Failure discovers the unfortunate fact that he can breath underwater.  He drifts beneath the sea for years, thinking about how unlucky he is, till at last he washes up on the shores of F9, finding himself in the land of the Krumps.

The Krumps are naturally horrified to find Miserable Failure polluting their beautiful flower gardens with his hideous existence.  At first they try to stomp him to death, but once they figure out that won't work, they instead form The Society for Appreciating the Subtle Artistic Difference between Flowers and Walruses, or SASADFW for short.  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.





Ending Points: (2)



Raf_Cian

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Reply #116 on: December 15, 2011, 10:22:54 PM
What would the Rakey do? Oh boy that’s the beginning of a long cascading chain of events. I was planning to do most of this in another turn, but my points are high enough now to get it done with now, and now is a good a time as any.

Starting Points: 18

How would the Rakey react to the Greyryn landing on their shores? Well they would be curious naturally. The fox’s are the monkey-rat’s  first encounter with another sentient species. Language will be a barrier, but the Rakey are good for a reason. They’d inevitably approach the Greyryn and, after struggling with the language barrier, invite them into their homes.  Some are modest single tower homesteads, others are tiered settlements. All are tall, and with fine craftsmanship that is in sharp contrast to the otherwise jungle dwelling culture.

If the Greyryn manage to push past the language barrier enough, they might inquire to even greater centers of the Rakey culture. Being friendly, the Rakey are more than happy to lead the way. Where they take the Greyryn might not be where you expect.

Command Race (-4)
The Watchers follow the inspiration of the great red crystal. As well will be proven repeatedly in this century (one game turn) the crystal isn’t just some big glowing rock. Amoungst other things, the crystal leads to a pair of startling visions to the Watchers. One, that the crystal is in danger of exploitation. And two, that there was life in the world other then the Rakey.

The Watchers, justifiably, considered the revelations to be connected. Mediating deep on the problem they searched for a perfect solution. What they came up with was Sholin, the shoreline city. It was unprecedented for the Watchers to make suggestions beyond the upkeep of Recyled, but it wasn’t a hard push to suggest another city along the coastline to be constructed. As grand as Recyled was, over the past two centuries it had become more and more the city of the Watchers. The growing people of the Rakey needed not just physical but mental room to grow.

As such, when/if the Greyryn ask to be brought to a major settlement, they’ll be guided to not to Recyled but Sholin. Located on the northern most tip of the island, Sholin is still in development though it’s development at the Rakey pace of building. After exposure to the Greyryn it will take less than a decade for it to start to look like a proper port city. Their attempts at ships are admittedly laughable compared to the Greyryn; while very water tight they’re just too much mast and don’t have so much of a deck as internal scaffolding. Still, it’s a sea side town.

As innocent as all this was, it was only seeds for what was to come.

Create Avatar (-7)
While the Greyryn might have exploited the great read crystal in their trade, they weren’t the real threat. Internally within the Watchers, there was a growing movement that wanted to draw more than just inspiration from the crystal. They wanted, not surprisingly, power. Practicing the first crude magic within the halls of Recyled, a cable of these rebellious watchers tried to tap into power of the crystal.

They were very effective, but not because of any great skill. The power wanted out; what the other Watchers saw as a warning was really an invitation. Marked in their eyes by the glowing power they had taken the cable of rebellious watchers were no longer watchers at all but the first of the Takers, a dynasty that would make their mark upon this world.

Create Subrace (-4)
Having gained power, the Takers counter intuitively attempt to share it. Within the haven of the Watchers, few will listen and in fact take to the Takers as thieves. However new to power they are, the Takers are at this moment united in as one group and too powerful to be struke down by unprepared mortals. The Takers force their way out of Recyled and make their way north to Sholin.

While the Rakey don’t flock to the Taker’s message, it’s impossible for at least some to not be drawn into their message. The power of the great red crystal was always hypnotic, and the Takers where that power given voice. By the time they reach Sholin they have throng following them. Not having the same drive as the Watchers in Recyled, the Rakey in Sholin see no reason to hinder their progress. It will bewilder them when they force procession of several of their early crude vessels, but by the time what is going on is realized the ships are on the horizon.

These ships are very crude, barely capable of traversing the short distance to pine forests north of the Rakey homeland. One doesn’t make it. Still enough make it to the new land for what is to come next. The Takers promised to share their power with their followers and it is here on the southern shores of I9, well beyond the meddling hands of the Watchers, that they fulfill their promise.

Both the Takers and their Rakey followers are changed, taking on a form more suitable for the Takers’ power. Their hind limbs become flatter, more appropriate for standing firm on the ground. Their fine manipulators trade their needle point claws for talons more appropriate for real combat. Their tails lose their prehensile qualities, but in exchange their entire build take on a stockier tone. Essentially they toss the monkey aside and embrace the rat.

The Takers rename themselves and their followers the Resalk. The power of the crystal still resides within the Takers and their bloodline, and not all the new Resalk approve of this. Rather than casting them down, the Takers take the would be dissenters and put them into a position of power. A new religious order putting some distance between the Takers and the people on a day to day basis, the religious order of Seekers work to complete the Takers desire in exchange for the truth of their long term plans.

While born from the Rakey, it won’t take many generations for their new leadership to affect their fledgling culture. The purpose of their entry turn, the Resalk begin as evil (-1).

Command Avatar--> Command Race (-1)
To anchor their followers where they are now, and to begin training on the Seeker order, the Takers issue commands to begin construction of a new city. While this subrace still has knowledge of their forebears, they don’t have the same drive. They’re flat surface walkers, who quickly find that towering heights no longer thrill them as much as before. As such the new city is mostly flat and wide rather than tight and towering. As such, it’s something that other races might recognize as a city rather than a constructed cliff face. The new city of Salkyn near the end of the century starts to take shape at the bordering between I8 and I9.

Ending Points: 2



Fax

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Reply #117 on: December 17, 2011, 09:05:55 PM
command avatar (-1) (Eldritch Abomination) : Create Order (The cult of the true seeing eye) - the cult is composed of all races, drawn in by the heinous (even by the darker races consideration) 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.

Create Avatar (-7) Garath Copperspire - Garath is the first of the brothers of the Azure Flame, a Jaeskine explorer knight.

Command Avatar (-1) (Raval Brightwing) : Create order (The Brotherhood of the Azure Flame) - The brotherhood is a group of 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.

Command Order (-1) (Raval Brightwing) - Order the northern Jaeskine to expand and explore the lands around them, setting up smaller communities as they go and to make contact with the Tek. Their general intent is to establish relations and trade.



William Swiftfoot

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Reply #118 on: December 18, 2011, 12:04:11 AM
In response to Raf's post, the Greyryn for the most part stay nuetral to the Rakey and Takers, and as long as neither side tries to encroach on their settlements, would probably ply into trade and service with both sides. As part of trade, the Greyryn have begun to improve Rakey and Taker ships, making them seaworthy enough for constant short distance travel.
« Last Edit: December 18, 2011, 12:24:56 AM by Kenku »



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Reply #119 on: December 18, 2011, 03:33:52 PM
A small group of Tek are dispatched from the Floating City to meet with the Jaeskine on the coast after they are spotted in the reefs by a small fishing settlement. It is comprised of a few practitioners of each of the Tek's most common interests (a guard, a greyrobe, etc.) They agree to trades, and offer supplies of water to the Jaeskine and repairs to any ships that may have been damaged getting through the coral reef system, but do not allow exploration further into their land.

(Command Avatar-1) Tek'rael asks that the Tek look to the outside of their lands and establish a foundation for world exploration, and cfreating balanced decisions based on their findings.  The Scales are created, with their main headquarters in Stonespike.

(Command Order-3) The Scales set up a trading town on the central-southern coast of Green Bastion, making a general-purpose stop for traders.

Trade from the Tek includes new fruits native to Green Bastion, local (and very colorful) varieties of fish from the coral reefs. The Tek are wary of strangers and will not part with more valuable things, or allow strangers into their land.

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