Author Topic: Dawn of Worlds the 2nd!  (Read 97588 times)

William Swiftfoot

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Reply #45 on: March 06, 2013, 10:40:55 PM
The Raven gods sleep.

(No Action)



PrincessHotcakes

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Reply #46 on: March 06, 2013, 10:53:52 PM
I vote one more turn in the first age

Shape Climate-2 points

Demons spread northward, cascading down the middle mountain range of the central continent northward.  The lands of E6, E7, D6, and D7 succumb as the spreading infection upon the world overwhelms Jije's best efforts, as he begins to realize just how limited he is in that he can't be everywhere at once.  Despite his best scorched earth and warding strategies the tumor spreads.  Grass plains of stalking predators and carnivorous grass patches eek north, spreading into the desert near the equator where cactus like hunters lie in wait to devour unsuspecting prey.  All throughout the region the ecosystem is tainted, down to the microbial level as the lakes and rivers become polluted with parasites.  (No breach is made into the oceans, as simple salt water seems remarkably effective at keeping them at bay)

Shape Climate-2 points

The swamps and mangrove forested regions of H4, G5 and F6 are overrun, becoming bogs of doom.

Shape Climate-2 points

From F3 F4 F5 and E5 the corruption sinks in, this time creating giant temperate rain forests of corrupted trees, some towering hundreds of meters tall.

Shape Land-3 points

From the remaining plains of F7 to F9 scars mark the earth, as columns of magma burst onto the surface, summoned by growths of extremophile life that has begun to take hold in the region and craves extreme heat.  The scarred and potted landscape replaces lakes of water with lakes of lava.

To Jije, it is clear the situation is becoming more desperate and his current strategies aren't working.
A new plan will be required...

1 point remaining
« Last Edit: March 06, 2013, 10:59:59 PM by Radioactive_Toast »

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Geary

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Reply #47 on: March 07, 2013, 11:14:43 AM
Fax, you forgot Kenku's Shape Land action in the latest map. ];)

Geary: That means you get a companion for four levels, then it gets an upgrade.
Draykin: A very PAINFUL upgrade.
* Digital_Vulpine eeps, since the rules don't specify that I'm exempt from the psychic link that Wizards have with their familiars. o_o;
Geary: GET YOUR PET DRUNK.


William Swiftfoot

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Reply #48 on: March 07, 2013, 03:08:12 PM
Fax, you forgot Kenku's Shape Land action in the latest map. ];)

Nah, he did it, its just kinda hard to see from zoomed out. Load the map large and your see 6-7 little lakes connecting the Mesa to the shore.



Digital Vulpine

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Reply #49 on: March 07, 2013, 05:31:12 PM
This cannot be.  Demons bring pestilence and chaos to holy lands, and must be reprimanded.  The Avatar must be called to action.

Command Avatar: Shape climate (2 points): The Avatar, even in its unfinished state, is mighty.  With righteous fury it cleanses the lands of E6, E7, D6, and D7 of foul demons.  Its power is felt most keenly in E6, where the ruinous taint is almost completely eradicated.  The other regions see demonic influence greatly reduced.

Shape Land: 3 points
A tower of stone rises in the center of E6, infused with holy light to hold the demons at bay.  It is a crude protection for the region, holding back the tide by sheer force of will, but it will suffice for now.

Vote to end the first age, since I'm out of ideas for this stage. (I should be able to keep my plans intact through another turn anyway, though)

"Old soldiers never die, they just fade away for a little while..."


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Reply #50 on: March 07, 2013, 08:45:12 PM
Additional Lurking Ensued.

(No Action.)



Geary

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Reply #51 on: March 08, 2013, 07:54:35 AM
Shape Land (3): The fertility of the desert oasis chain in A11 spread through forces unknown, creating a large trail of fertile plains from the ocean to surround the plateau. The batosians like the addition of a third color to their landscape.

Shape Land (3): The slumbering creature is struck with nightmares as it feels the corruption in distant waters, and it lashes out at the source with relatively poor accuracy. The land mass directly surrounding the rift in H5 in crushed under massive tidal waves, breaking apart the very landscape and leaving the rift on an island, severed from all connection with the mainland.

Command Avatar (Purify City +1): The as-of-yet unnamed super-plateau inhabited by the batosians is influenced by the will of the slumbering creature. All within five kilometers of the plateau are somewhat less inclined to malevolence and hostility, and the Mediators find that there is a sudden drop in conflicts among the desert-dwelling Batosians. The number of Sparks grow in light of this occurrence, and debates are now more quickly resolved as Mediators with first-hand experience are able to give their input. A few Mediators who found they were no longer needed, yet declined joining the council of Sparks, have begun studying the slumbering creature, but are unable to identify it through the obscuring and unbreakable ice. Hypotheses of the creature being an extremely powerful mediator begin spreading among the populace.

(tl;dr: The Batosian Plateau is now at Purity +1.)

---

Stats

Points: 13
Cost: 3 + 3 + 2 = 8
Total Points: 5
Points Spent: 47
« Last Edit: March 12, 2013, 03:12:13 PM by Geary »

Geary: That means you get a companion for four levels, then it gets an upgrade.
Draykin: A very PAINFUL upgrade.
* Digital_Vulpine eeps, since the rules don't specify that I'm exempt from the psychic link that Wizards have with their familiars. o_o;
Geary: GET YOUR PET DRUNK.


Virmir

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Reply #52 on: March 09, 2013, 01:04:43 PM
Starting Points: 16

Create Subrace (-12): Fluff Batosians

The Great and Very Long Shin Foxdragohu'hil'heen'' looked down and pitied the Batsonians because he could not find anything in their description mentioning a tail, so he flew down to a group of them and said, "I have gifts for all of you who happened to be clustered together here!"

And the Batosians, in their weird huggy language, said, "Yay!"

Then The Great and Very Long Shin Foxdragohu'hil'heen'' rolled his eyes back into his head for a moment and then said, "Erm, hold on a sec. I don't seem to have that ability in my command menu..." So he then flew back up into the sky and there was a celestial popping sound, followed by a "ah ha!"  Then a light rained from the heavens accompanied by a jingle that sounded like it emanated from a large celestial Game Boy, and then the Batosians evolved.




Fluff Batosians look pretty much like normal Batosians except they have a super long fluffy tail. Also for some reason their feet got bigger.

Because Fluff Batosians have an extra appendage to hug with and be hugged, they are considered excellent linguists and are revered (though sometimes viewed with disdain) by normal Batosians. They have mostly moved out of the central plateau thing and settled in the E12 area, where they enjoy being fluffy and superior to their unevolved kin.

Associated Order: The Society of Individuals Informed Against SATAN (Donnie), Fluff Batosian Division

Naturally the Fluff Batosians took with them the best of the normal Batosian culture, and thus formed The Society of Individuals Informed Against SATAN (Donnie), Fluff Batosian Division. The Fluff Division takes their informed devotion against SATAN (Donnie) one step further, and thus engages in weekly rituals of anti-worship. This non-sacred ritual consists of venturing into the desert and spray-painting anti-SATAN (Donnie) graffiti on various rocks and stubby trees (because no cities and thus no walls exist yet). This graffiti generally consists of poorly-drawn (they have trouble spray-painting with wing-arms) silrays with devil horns and pitch forks and various enlightening messages in the lines of "DONI SUX" (Spelling has not been invented yet.)


Shape Land (-3)

A mountain forms in the region of C9.  This mountain is very pointy and wedge-shaped. It also pops into existence directly above the smoldering tainted volcano, pointed upside-down. With a cork-like THWUMP, it fits neatly into the spewing crater, sealing up all that smoke and probably serving as the catalyst for something interesting sometime in the future since all that pressure is building up with no where to go.

Remaining Points: 1

[fox] Virmir


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Reply #53 on: March 12, 2013, 09:40:43 PM
I shall BLASTED save my points   [;)



Fax

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Reply #54 on: March 13, 2013, 11:53:47 AM
Turn 5

After an absolutely meager turnout for opinions the celestial administrator declares the world to have progressed to its second age!

Points
Radioactive Toast - 10 - 9 + 9 + 3 = 13
Kenku - 15 - 0 + 7 + 0 = 22
Dragyn - 31 - 0 + 6 + 0 = 37
Virmir - 16 - 14 + 8 + 1 = 11
Digital Vulpine - 21 - 5 + 9 + 0 = 25
Geary - 13 - 8 + 12 + 3 = 20
Donnie - 16 - 0 + 6 + 0 = 22
Fax - 39 - 0 + 7 + 0 = 46






(the images link to higher resolution versions)

Races
Batosians
[/u]Fluff Batosians


Orders
-The Society of Individuals Informed Against SATAN (Donnie), Batosian Division
-The Sparks
[/u]-The Society of Individuals Informed Against SATAN (Donnie), Fluff Batosian Division

Avatars
The Avatar of the great DV.
Shin Foxdragohu'hil'heen''
Jije
The Phoenix
A slumbering creature







PrincessHotcakes

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Reply #55 on: March 13, 2013, 12:37:10 PM
Command Avatar-1 point

The threat of demonic life overwhelming the world subsided, Jije realizes that nothing permenent has been concluded.  They still remain, still infest, and still possess the ability to adapt.  Therefore, he flies to the still floating rocks in the sky above F7, there he fashions his plan.  An adept race, created with an inborn immunity to the demonicaly tainted invasive species, all the way down to the microbial level,  to fight the scourge with their own numbers, to be based in the sky to strike down and smite their foes.

He creates the race of Men.


Adaptable, cunning, perceptive, many adjectives could be used to decribe Men.  For in essence they embody all the aspects of creation in themselves in some capacity or another.  They are a social people, given to organization but quarrelsome and not totally given to accepting authority, especially when said authority brings incompetence.  They obey but question, love but suspect, celebrate but reflect somberly at the same time. 

Jije crafts them, beginning to teach them order, civilization, craftsmanship, the ways of war, literature.  It will take time, but Jije is determined to see fruit borne of his champions.

Order created with Race

Men are created with the Temple of Order, a central spoke around which the rest of their lives are to be constructed.  Here they learn discipline, organization, begin to craft art and develop architecture.  The Temple is Jije's prime vehicle for educating and creating civil institutions for Men to organize themselves.

Command Race-4 points

In the floating mountains above the infested range of F7, Men creates their first city-Adamis: The First in the scholorly tongue that Jije teaches them.  From the beginning it is contructed as a planned, organized city, with farms on the outlying regions, replenished by ample rainfall created by the unique wind currents the flying mountains produce.  The city spires in radial sets of 5, this being the number that is most favored by Men. 

Advance City-4 points

Adamis and its inhabitants are quickly taught the ways of Air Chariots, magically enchanted platforms carried by wind elementals so that they can sweep down to the surface world.  This gives Men their own transportation and lifeline apart from Jije, allowing them to flourish and thrive, growing into their intended roll.  Outposts are established in defensible areas, and Men quickly cut their teeth against the demonically infested wildlife below.


Advance City-4 points
Jije crafts great halls and nexus points of magic into the heart of the city of Adamis, leading its magical potential to become the greatest of any poing in the world up to that point.  Men quickly learn the intricacies of this, and begin using untold powers of elemental and ethereal magic to augment their already formidable learning.  This also lends them to becoming fierce mages and wizards to smite the demons infesting the surface.

0 points remaining

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Digital Vulpine

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Reply #56 on: March 13, 2013, 02:25:58 PM
After aeons of preparation, an ancient plan is set into motion.  

Command Avatar: 1 point

In E6 the Avatar receives its instructions and creates a race in its image, in its likeness. They are given minds to think, hearts to feel, feet to travel and hands to work.  Their fiery red fur and long, bushy tails mark them as the children of their creator, who they name Primarch.  For themselves, they take the name Foxkind.  To their Primarch's master, however, they give no name, for the knowledge of him is hidden until such a time as they are ready.

Fearing that extensive use of magic would lead to complacency and render them vulnerable to the ruinous powers that even now encroach on their lands the Primarch curtailed their magical potential.  Their minds were veiled against the tides and currents of the immaterium such that few would ever be aware of it, and those that were would have but fleeting glimpses.  To repay this handicap, their intellect is sharpened and their faith made resolute.  They are to be masters of the physical realm, protecting their forest and reclaiming the tainted lands around them with fire and faith.

Order: The Empirical Truth
The Empirical Truth is the faith that binds Foxkind together.  It venerates the Primarch as the first and most perfect of their race, immortal but not divine (a discrepancy the people are kept ignorant of).  It denies the power of magic, demanding an empirical explanation for all things.  It maintains that anything not understood has simply not been sufficiently researched.  It also teaches that it is their manifest destiny to go forth and bring the light of the Empirical Truth to all corners of the world.

Command Race: 4 points
Around the tower in E6, the Foxes build their capitol city.  They regard the tower itself with great curiosity, but are taught that its workings and care are the responsibility of the Primarch, who uses it to protect them.  They name the city Luminurbis, the City of Light.  The tower and its light are visible for many miles,  aiding in navigation around the area.  It becomes known as the Aeronomican, a guiding light in the sky.

Command Race: 4 points
After explorers discover gold beneath the sands of D6, they establish a city on the shore there close to the border with E6.  The city is named Porttown, dedicated to both fishing and trading the riches of the desert.

Advance Civilization: 5 points
Luminurbis becomes a center of science and research, dedicated to the Empirical Truth.  The technology of Foxkind is crude to begin with, but develops rapidly as they discover principles of metalwork, masonry, agriculture, and various physical sciences.  With subtle help from their hidden deity, they advance to a level roughly equal to early Medieval Europe.

Command Race: 4 points

On the border of F6, just inside the protective light of the Aeronomican, Foxkind establishes an outpost to watch their southern border and defend against possible incursions.  They name the outpost Cadia.

Command City: Cadia: 4 points
Being a defensive outpost, Cadia raises a garrison.

Points spent: 22
Points remaining: 3
« Last Edit: March 13, 2013, 05:22:01 PM by Digital Vulpine »

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Geary

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Reply #57 on: March 13, 2013, 05:11:25 PM
A deity notices a sudden increase in activity, and wakes from its nap.

Command Race (4): Batosians formally found the capital city of An'Ter'Ia (where the 'ter' is pronounced like 'tear' in 'tearing').

Command Avatar (1) (Create Race): Seemingly arriving out of nowhere, (though it's speculated that they migrated from one of the western continents,) the Hu'Mor'On (roughly translated from Batosian as, 'Big Stupid Thing,') arrives in the eastern desert, much to the chagrin of the Batosians. The Hu'Mor'On are a whale-like creature, approximately fifty meters from head to tail, covered in large, gaseous sacs of a fowl-smelling substance that allows it to float several thousand meters in the air. The average lifespan of the Hu'Mor'On is approximately ten years, leaving many sparks baffled in regards to how the manage to sustain themselves. The Batosians feel nothing but enmity to the creatures, whose corpses fall aggravatingly close to their plateau and stink up the place for days at a time. Thankfully, the oil they produce in place of fat is highly flammable and burns for a logic-defying length of period, so they aren't left out for long unless no Batosian can stomach the trip.

The Hu'Mor'On would have a group that revered the deity who created them, but their intelligence is far too insignificant to grasp anything beyond such base instincts that plants would be just as likely to show signs of worship. As a result, Hu'Mor'On are incapable of any form of religion or of receiving divine commands, which they'd likely be unable to comprehend regardless. Indeed, their survival is purely a testament to their complete lack of predators.

Command Race (4): A group of Batosians and Mediators grow weary of the constant stench, and set out across the fertile plains to find a place rid of the pestilent Hu'Mor'On. They failed. In its place, the Batosians took refuge in a large series of sea-side caverns in A10, where they were thankfully upwind of any Hu'Mor'On carcasses, and found the city of Stor'Gu'Ard.

Advance Civilization (5): After much deliberation as to whether or not it was worth it, Batosia begins using the oil given off by deceased Hu'Mor'On as a source of fuel for steam-based technologies, allowing the Sparks to revisit ideas that had once been thrown out due to the lack of a potent fuel source. As a result, Batosia undergoes a small-scale industrial revolution, creating airships designed for the long journeys Batosians found themselves unsuited for.

The primary drawback of the airships is that they permeate a horrible smell to everybody on board whenever the engine is running, as well as the cold temperatures which Batosians are very much not acclimated to. As a result, all crew of such ships wearing specialized masks to both filter the putrid air to a state fit for breathing and protect their eyes, as well as a light, cloth full-body-suit which leaves the hand, feet, and head exposed, and is fastened by a belt at the waist.

Advance Civilization (5): To meet the demand of traders and (primarily) excited explorers, Batosian cities are constructed with a massive Airport and the means to construct Airships.

---

Stats

Points: 20
Cost: 4 + 1 + 4 + 5 + 5 = 19
Total Points: 1
Points Spent: 68

Geary: That means you get a companion for four levels, then it gets an upgrade.
Draykin: A very PAINFUL upgrade.
* Digital_Vulpine eeps, since the rules don't specify that I'm exempt from the psychic link that Wizards have with their familiars. o_o;
Geary: GET YOUR PET DRUNK.


Dragyn

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Reply #58 on: March 13, 2013, 11:10:54 PM
Sorry guys, long day, and I should have been in bed over an hour ago.

Consider this post a stand-in for a real post.  I'll edit it on my weekend...probably tomorrow, or the day after.  

(And, should my hectic schedule persist, assume I do nothing.  Bleah.)


EDIT:  New post at the end, because confusion.
« Last Edit: March 16, 2013, 03:06:29 PM by Dragyn »



William Swiftfoot

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Reply #59 on: March 14, 2013, 12:02:47 AM
(Have a couple evil thoughts...but for the moment, I believe it is time I placed my chip in. Also thanks Feather for the help on the name.)

Command Avatar(1) As swiftly as the Phoenix has awakened within the isles, it just as suddenly departs, and begins traveling among the northern bluffs. However, the Isles of her birth are not left without a gift. From the shattered remains of the Phoenix's egg there forms a race of colorfully feathered avian anthromorphs, who in time will call themselves the Aarie. Over the next couple months, through the help of the winds, the Aarie slowly begin populating the many surrounding isles, and thus create a nation, built around the races birth home. Being of the phoenix, the Aarie has resistant to corruption by dark paths.(Purity +1)

Command Race(4) It is at the birth home, that the Aarie construct the city of the Winds, which in time becomes the major trade hub among thoes of the many islands, and the place to go to deal with inter-island disputes.

Advance Civilization(4) It is through the bountiful resources of the isles, and the Diplomatic ways of the City of Winds, that the Aarie slowly develop as a race, all be it in a nature focused way.

Advance City(4) With the growth of the civilization, so comes the growth of the City of Winds, a city of wealth, diplomacy, and rumored magic, to which the other races soon hear...

Create Order(6) - Batsonians: The Rocketeers As the Phoenix's journey takes its journey along the Northern reaches, it passes by the mesa of the Batsonians in a dazziling display of dancing fire. So Dazzilling a display, that some Batsonian's decide to attempt to harness such a flame and begin to delve into the technology of fire based propellents. These Batsonians are soon called the "Rocketeers" as they are sometimes seen flying about in what looks to be rocket aided flight suits(sometimes to spectacularly bad ends.) [/b]

Remaining Points: 3