Author Topic: DoW the 3rd  (Read 150495 times)

PrincessHotcakes

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Reply #75 on: July 08, 2013, 03:54:06 AM
Turn 5
And due to popular demand we are entering the 2nd Age ahead of schedule.  This will not be cutting this age short however, as it will still proceed it's normal 5 turns in addition to this one, unless people vote otherwise when we get to that point.  For now, race time.

Digital Vulpine - (20-20=0) 0+3+2=5 moved
Donnie - (12-12=0) 0+3+9=12 moved
Draykin - (16-11=5) 5+3+7=15 moved
Fax - (14-13=1) 1+3+6=10
FrostedLights - (15-4=11) 11+0+3=15 moved
Geary - (22-0=22) 22+0+2=24
I am the IZOD - (12-10=2) 2+3+6=11 moved
Kenku - (11-0=11) 11+0+4=15 moved
PineapplesOfScience - (14-4=10) 10+0+3=13 moved
Radioactive Toast - (17-12=5) 5+3+12=20
Snow - (14-11=3) 3+3+5=11 moved
Stormkit - (11-6=5) 5+3+9=17 moved
Tech - (17-3=14) 14+0+12=26 moved
Trask - (10-0=10) 10+0+8=18 moved

Wiki: http://dow.crimsonflagcomic.com/doku.php?id=game3

Base

Alignment

Underground

Climate

Races


Races
Crondins
(-1)

Orders
Ngarjeck
Order of the First Tail
Elder Rights


Avatars
Adam Smith
Corvo the Allfather
Danyel Yekson
The Dungeonkeeper
Ember Wind Dragon
Fios the Sea-lamander
Ignis
Isaac Newton
John Locke
Khayos
Myrddin Ambrosius
Richard, God of Fate
Syrask Kyuro
Tizocoatl
The Zenith
Zerky
« Last Edit: July 12, 2013, 07:37:06 PM by Radioactive_Toast »

🏳️‍⚧️Princess is a contagious condition🏳️‍⚧️
She/her pronouns please ❤️


Snow

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Reply #76 on: July 08, 2013, 08:58:29 AM
(Starting points: 11)
Command Avatar to Create Race (1). Starting alignment: +1
The Chiaro were a race of centauroid skunk-folk. Most of them were laid-back by nature, content to farm and trade. A substantial fraction, though, became known as Adventurers -- or Delvers, or Crazy Fools. The adventurer tradition was built into them at the instinctive level, since their homeland (nice as it was) had a steady supply of dangerous monsters, and those Chiaro willing to defend their villages became popular and powerful. Most Chiaro youths went through an adventuring phase, often leading them to move to other towns before settling down, thus helping the race genetically. Others became wandering mages, mercenaries, and explorers. Still others (some of the smartest) figured out that they could make a lot of money selling goods and services to their weapons-and-armor-obsessed kin. Early in the race's history they explored far enough into the ancient vozard tunnels to discover the Zenith, leading to speculation that its "call" had actually shaped their species from the dawn of time. They first appeared at the sacred land of C4, called the Brightlands.

Create Order (free w/race)
The Adventurers' Guild became one of the most influential agencies in the region. The holder of the magical Zenith was usually a member. The Guild offered equipment, training and advice to so many of the most famous Chiaro that it had substantial sway over government and business. Later it would offer membership to would-be heroes of other races.

Advance Civilization (5)
The Chiaro lived in a land of wonder, and soon became experts with magic. In particular, they became the best in the world at healing and protective magic. Someone had to patch up all those foolhardy people who thought severed tails and fractured bones were all in a day's work.

Purify Civilization (3)
They were just plain nice. Usually. Sure, they occasionally produced tyrants and cruel killers. But those people tended to get not just defeated, but mobbed by dozens of spiky-haired, idealistic youths with halberds, all wanting to become famous heroes. The less fighting-prone Chiaro were innately calm and confident thanks to their substantial bulk and built-in defenses.


Command Order to Create City (3)
"I'm pretty sure the stockade's high enough, Finn."
"Blight an' nonsense! Have ye ever fought a Death Hare? It can leap about --"
"Yes, yes, we've all heard the story. But between the wooden spikes, and the moat, and the tame unicorn for an alarm..."
"Did ye see tha' unicorn lookin' at me funny? I just know she's up ta somethin'! There's no end to the defenses we mi' need someday. Ye'll thank me when -- Augh!"
"*Sigh* You've been spending too much time in the caves, Finn. That was just a ghibli brushing up against your leg. Now we've got to air out the whole inner keep again, or we'll be driving out the settlers as much as the critters."

The City of Lindisfarne (location: C4) was founded by the adventurer Jumpy Finn, who credited his success to "tail an' axe raised at all times". It became a safe place for people to trade or take shelter. Travelers would speak highly of the famous Axe-At-Hand Inn, with a long tradition of alcohol and edged weapons, and which was credited with the invention of the "Cure Hangover" spell.

(Ending points: 11-9=2. Bonus next turn: +3.)

Note: The mysterious sapphire at B6 should now be removed from the map, because it's the Zenith and has been taken away in the (temporary) form of an enchanted gemstone breastplate. Surely my swiping of the sapphire won't have troublesome consequences down the road! Also notice that some of the islands in the far NE are missing from the good/evil and climate maps.
« Last Edit: July 08, 2013, 10:43:52 PM by Snow »

New fantasy book series: "Wavebound". The story of the novice Goddess of Water! https://www.amazon.com/gp/product/B08D3SW5WP


Digital Vulpine

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Reply #77 on: July 08, 2013, 04:19:56 PM
Command Avatar: Create Race: 1 point
The Triumvirate reveal themselves to the fox-like creatures living in B1, and each grants them a gift to complete their transition to a Civilization.

John Locke bestows upon them the Treatises of Government, to form the foundation of sound and just laws.

Adam Smith bestows upon them The Wealth of Nations, to bring riches and prosperity through trade.

Isaac Newton bestows upon them the Principia Mathematica, to reveal the secrets of the universe through science.

Many tribes are reluctant to accept the Three Philosophies, but King Arth of Ter pledges to champion the Triumvirate and immediately enacts sweeping reforms to bring his tribe in line with them.  Several smaller tribes join with the Terrans, the name which would one day be synonymous with their race.  Together their leaders form the Council of the Round Table, charged with studying and interpreting the Three Philosophies for the benefit of the Terran people.  Thus the Kingdom of Ter was formed, under the banner of a gold three-pointed star centered on a red field.

There was a long road ahead for the Terrans, and there would be several wars of unification before they would finally be one nation.

Free Order: Council of the Round Table
The Council of the Round Table is the ruling body of the Kingdom of Ter, currently headed by King Arth of Ter.  Each tribe that joined the Kingdom became a Province, which appoints a representative to the Round Table.  The practice by which these appointments are made vary wildly between provinces, though at the moment the station is held for life. 

Command Avatar: Create City: 1 point
To reward King Arth for his loyalty, John Locke grants his blessing to the city of Ter, sitting at the mouth of the river in B2, to become the capitol city.

Command Avatar: Create City: 1 point
The mercantile tribe of Hayek became particularly devout followers of The Wealth of Nations, and persuaded Adam Smith to establish his temple in their city (of the same name) on the west bank of the lake in B1.

Points left: 2

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


Donnie

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Reply #78 on: July 08, 2013, 04:33:32 PM
T'was a deeply raining day in B2, the City of Ter till a bright light carved a sunlit line down the clouds, parallel to the city gates. A robed and hooded figure walking upon a walking stick strode to the front gates.

"If I may pardon ye passionate guardsmen to accept my most humblest of requests to joineth your grand city."

The guardsman wasn't sure of what to make of the hooded figure, if anything he had a mighty fine red fox tail, much as they Terrans. The Guardsman allowed the visitor to enter the City of Ter. The fox rented a room in a local inn and pulled down his hood.

"Taking a physical form is such an inconvenience," he held up a paw and a ball of light formed, "But knowledge will always persevere over flesh." Myrddin began planning how to influence the realm...

CREATE AVATAR ORDER
Knights of the Round Table
Over the years, Myrddin or Merlin had worked his way into the courts of King Arth and had distinguished himself as  an impressive asset, knowledgeable in seemingly endless amounts of topics and sciences... and 'magics'. He has become court wizard and an individual of great influence... though whether or not it is due to his powers or not is debatable. Although the founding of the Council of the Round Table is commendable, Myrddin laments that no order of bureaucrats and nobles can exert any form of appropriate power without a sword and shield in hand. He thus formed the Knights of the Round Table.

The Knights are high ranking soldiers, the best of the realm who have accepted the call to leadership and join the Council as military leaders and advisers. Numbering 100 exactly, these noble Knights are technically independent of the Council, but whose goals are to defend the realm. Although they are subservient towards King Arth, they are still highly influenced by the words of Myrddin, the Wizard.

;-------------------------------------

Somewhere overlooking Tizocoatl's Camp

Danyel Yeckson eyes the evolution of the Tiatlaca within the time frame of a sneeze and is visibly disturbed.
"Hey... that's cheating..." he whispered, "It appears we have other immortal beings to contend with." He ingrained this moment in his memories. He launched from the icy cliff to further explore until he stopped in the air, spotting something in the distance.
"Not again..." He moped as he spotted a dim star slowly growing brighter with every second....

CREATE AVATAR
"How childish these males are and their drive to manipulate others..."
-Unknown-

Points Spent: 7
Points Remaining: 5
« Last Edit: July 13, 2013, 09:07:10 PM by Donnie »



William Swiftfoot

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Reply #79 on: July 08, 2013, 08:32:02 PM
*Tweet*

PASS



I am the IZOD

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Reply #80 on: July 10, 2013, 04:35:43 PM
Purify Civ (3)

"For too long we have stood by while corruption has run rampant among our people.  Law and tradition has been forgotten by many.  Now is the time we will remind them."

Ngarjeck were disturbed by the corruption that had festered so long amongst the Crondins, but it had been so rampant and widespread that they had decided to bide their time to build up their martial force.  The time had come, and now they were ready to unleash justice upon the unlawful.

And so the Ngarjeck swept across the tribes of the Crondin, killing the leaders of every tribe, and destroying all their armies, and annihilating the tribes that would not bow to truth and justice.

With corruption and injustice purged, the Ngarjeck set themselves up as overlords over all the Crondins, dedicated to preserving law and tradition.

Command Avatar (1)

Richard sat upon a distant hill observing the goings on of the Crondins and the Ngarjeck.  With Ngarjeck now set up as rulers, he decided now to write next chapter.

He directed the Ngarjeck to build a city at E12 at the head of the river delta, giving them control over food, water, and transportation.  Thus the city of Kelorn is born, from which the Ngarjeck rule over the Crondins.

Advance Civ (5)

Venturing southward from the swamps, the Crondins discover strange rocks in the hills and valleys.  After years of experimentation, they discover that when exposed to heat, the rocks become malleable and can be sharpened, or used to create protection.  Through this, the Crondin develop a tradition of metallurgy unequaled by any others.  Constantly, the experiment and create newer and stronger metals for use in weapons, armors, tools, and trade.

11-9=2



PrincessToyTime

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Reply #81 on: July 11, 2013, 02:09:31 AM
Command Avatar/create race - 1 point.

Syrask decided it was pretty lonely on the island, why have a pool when you cannot have a pool party? the toy creature pondered and came to a simple solution, why not create more toys? "Ah, I have the fix right here, I'll just use my magic... and some incantations..." he entered into a meditative focus, and started to cast. Suddenly, in little spheres and stars of mana, vague-looking creatures formed, and their features soon materialized, Syrask had successfully made his first creations, other toys like him! They ran the entire gambit, from plush, pooltoy, balloons, to windups pinatas, puppets, and many other sorts of whimsical playthings brought to life, he wasn't sure what to call them, so as usual, he improvised and christened them, "The Utoypia".

Advance Civilization - 5 points.

The featherfoxdragon toy chuckled and admired his newly made beings, but... something seemed amiss... they were cute, true, but awfully primitive in their thoughts and obviously lacked much concept of technology, so armed with a mission, he stepped forth to bestow to them, civilization! arming them with magic, the same stuff that both Syrask uses and thrives on, and also which created their existence,  was opened to them, making them wiser, more powerful in the magical arts, they became unequalled in all things mystical and spiritual! He smiled and admired his work, feeling quite good at what he was doing, truly feeling like progress was being made.

Create Order.

Once the Utoypia were formed and grasped the gift and power of magic, those especially gifted easily stood out from the rest, known as Toymancers. These special toys were very adept at their craft, and could easily turn anything of biological or otherwise non-toy like material or creation, into that of a toy, their role was to expand numbers, and seek out those who would join them in their mission to bring happiness to all.

Advance Civilization - 5 points.

After their mastery of magic, the toys developed a naturally very high moral and willpower, unshakable in their faith to spread goodness and joy to others, filled with a purpose and a wealth of love in their work and existance, they were truly peerless in their state of optimism and purity.

Advance Civilization - 5 points [yet again].

Through their happiness and power over the powers of magic, the Utoypia and the Toymancers also happened to combine magic with the art of restoration, becoming wonderfully adept and potent healers. Their discovery happened when a toy happened to become broken down due to any number of reasons, an obvious flaw they worked to circumvent. They developed magical needles and other such implements to maintain, repair, rebuild, even modify or improve upon their older designs, they became unmatched at such arts of regeneration and mending.

This race is a +1 race! also 2 points remain. [:)
« Last Edit: July 11, 2013, 08:19:41 PM by Trask »

(16:30:39) Virmir: You are a pony by default now? GAH HA HA
(16:31:04) Virmir: I never knew any true ponies.
(16:31:14) Virmir: I quite like your pony look.


Tizocoatl

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Reply #82 on: July 11, 2013, 03:43:41 AM
beautiful space backgrounds courtesy of NASA... if for any reason you thought i could actually draw that...

this was supposed to be a normal black and white sketch comic... i don't even know what this is anymore



13 Points:

Command Avatar: Create Race (-1 pt)

After watching 10,000 years of evolution occur in the span of 30 seconds, Tizocoatl finally completes his first creation, a race of creatures similar to himself known as the Tiatlaca

The Tiatlaca people maintain the same basic form as Tizocoatl, also descended from the Axolotl, although Tizo is actually an albino. albinism is much more common in the tiatlaca at a rate of about 1:40, the majority of tiatlaca are brown-colored and can have speckled or flat-color skin. shades of brown range from chocolate brown and lighter to nearly black and speckles are darker than normal skin. all tiatlaca share the external lungs, which fan out from six spines arranged extending from the back of the head. these allow the Tiatlaca to breathe underwater and take in more oxygen than other creatures, making them better suited for their cold, high-altitude habitat. if these external lungs are covered up or damaged, the tiatlaca can continue breathing through a small pair of internal lungs. of course if their external lungs, or any part of them for that matter, is damaged, they can easily regenerate their wounded areas. it can take as little as 10 days to completely regrow a lost limb or a damaged but nonessential internal organ. their regenerative ability gives them a serious advantage over other creatures trying to endure harsh climates. although they spend most of their time on land, if they have zero access to water for more than a few days their skin will dry out, causing extreme pain and hampering their regenerative abilities and restricting physical activity until they can rehydrate, luckily they tend to live near the coastline and the Frost Island is covered in freshwater lakes.

12 points remain:


Create free Order: (-0 pts)

the Water-bearers: under a newly established and very basic leadership of Tizocoatl, the tiatlaca have begun to exploit the natural resources of their cold land, because there is no way to grow crops in the frozen, rocky soil, a special group of tiatlaca are designated the water-bearers. they have the important job of carrying large containers of water into the caves on the cliff faces of Frost Island. there, they place the containers of water on top of naturally occurring geothermal vents of hot air and steam. they then carry the heated water back to the communal living area of the tiatlaca, although they have not yet established a city, and continue to live in makeshift tents and basic wood shelters, with the arrival of a source of hot water, it is slowly becoming possible for the tiatlaca to grow basic crops and help to cultivate the existing fruit trees, whose fruit seems resistant to cold but which take a long time to grow and bear their fruit. understandably the popularity of the water-bearers increased dramatically over little time and soon it was considered the highest of honors to brave the high cliffs and dark caves to attain the hot water needed for farming. As they appeared to be the most respected and well-organized group, Tizocoatl decided to slowly give them the opportunity to establish a rule by the people, as a hard-working and trusted group, they are quickly accepted as the leaders of the tiatlaca as Tizo slips away to carry on with his other plans...

12 points remain:

the northward winds seem to blow colder, as if carrying an omen from the frozen land...

end
« Last Edit: July 12, 2013, 10:32:38 AM by PineapplesOfScience »

Loop-Dee-Loop-Dee-Loopity-Doop


Draykin

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Reply #83 on: July 11, 2013, 03:43:29 PM
Within the depths, something stirs.

*PASS*

Points at Round Start - 15
Points Remaining - 15

It gets so lonely being evil
What I'd do to see a smile
Even for a little while
And no one loves you when you're evil
I'm lying through my teeth!
Your tears are all the company I need


Stormkit

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Reply #84 on: July 11, 2013, 04:49:32 PM
Create Race w/Avatar: 1
In the crystaline corner of J13, J14, and K14... a new race emerges. Those elementally tuned crystals somehow give birth to elementals. It is uncertain whether they acted as a radio tuned to the perfect frequency to summon or more like seeds that collect energy until enough is there to coalesce, but whatever the case, anywhere a crystal lay an elemental of the relevant type would be born from it.

Elementals vary in size and shape, sometimes even within the same individual (especially the more volatile elements). No two elementals are the same and many will go by different names. Some are large, taking territories and defending them (and all within), shaping the zone to their element. These tend to take the forms of large reptiles and call themselves dragons. Others are small, flitting about with a love of travel, often acting as messengers and couriers, calling themselves sprites. There are many different temperaments tending towards certain sizes and shapes, each with a class of name they refer to themselves by, and just as many that fall into no category at all.

Elementals tend to live in zones similar to their element and any individual can set up their own zone large enough to live in, though it is general practice that most live under the protection and in the zone of some dragon. One thing all elementals have in common is their heart which is made from the crystal they were born from and their ability to switch between a form made of their element and a form of flesh with strong affinity for their element. Despite the occasional opposing types, elementals have strong bonds as a race and will often visit each other and form relationships irregardless of element, occasionally even living in seemingly opposing zones.

Create Order w/ Race: 0
The Balance
As a species as varied as this one, many elementals are well aware that it is not too healthy for the pendulum to swing one way or another. There are several interpretations of this. Some members of this order helps settle any conflicts that arise in a way that does not favor any side too strongly. They are great negotiators and their opinion is valued by most of the species. Others are performers, showing acts of physical grace in dances that wow and amaze. Others still seek meditation and the inner peace that comes with it. Even something as simple as the duality from an ice and fire elemental living together can be an expression of this order. There are many ways this path is sought, but the defining element is the emphasis placed on some kind of balance.

Advance Race: 5
Elemental Alchemy
As a race literally made up of elementals, it is hardly surprising they would excel in magic related to it. By mixing their talents, they have learned how to combine elements in new ways, creating magical artifacts with a variety of purposes. Amulets that allow one to breath under water, survive extreme temperatures, fly, etc were several basic applications. One of the more advanced applications led to...

Comman Order: 3 - Build City and go forth to explore
Kruos: The Crystalline City
... the discovery that through certain combinations, matter can be pushed in a direction sideways to any known direction. This led to a great project where many interested parties helped found this city, a neutral zone outside of space where all and any can live and come to interact with others to trade information, goods, and more. The pathways between this city and the real world were tied to anchor crystals which had to be physically brought to a location in the real world, but once an anchor crystal was somewhere, any who knew the secret could use it to travel straight to the city and from there to any other anchor crystal.

After a time it became known that the land the Elementals lived in was only a small portion of the world at large from exploration prone members of the race. After much debate it was decided that this was not exactly balanced and so they decided to spread to other parts of the world. Although the island of their birth would always remain their homeland and their main means of reproduction, many went exploring the world at large, bringing with them anchor crystals to keep ties to home. Sprites would find likely spots with an inherent affinity to be the new home of the anchor crystals and Guardians would then protect them. These outposts are more like trade embassies than any sort of territory expansion. So far they have explored as far as the rest of their landmass (Donnie's snowy forests) and the nearest three continents: the south, mountainous area of Draykin's jungle, the eastern side of Pineapple's Frost Island, and much of Frosted's Emerald Grotto. They are likely to start trade with any friendly species they encounter.

note: Guardians are those who dedicate their lives to the protection and caretaking of important places, things, etc. They are sometimes known as Caretakers, and that which they guard can range anywhere from anchor crystals to caves and even to more ephemeral things like flowers.

Advance City: 4
Kruos - Dimensional magic
Considering the city itself exists outside of space, it is hardly a surprise that they have made other advances in related magics; shortening/lengthening distances, looping passageways, bigger on the inside objects, etc. It's gotten to the point where the city folds in on itself in some places like a giant fractal, often in a very escher-like manner.

Points used: 13
Points remaining: 4
« Last Edit: July 12, 2013, 06:17:52 PM by Stormkit »

Of the four elements,
None is predominant.
Of the four seasons,
None lasts forever.


FrostedLights

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Reply #85 on: July 12, 2013, 01:53:50 AM
The Emerald Grotto

Mist, as far as the eye can see. It shrouded the Emerald Grotto like a soft blanket, rolling in off the warm waters of the ocean and sinking to the ground from the unnatural cold of the grotto. The Pendri emerged as subtly. Wise as men, swift as leopards, the island teemed with strange these strange new lifeforms, wrought by divine hands. Fair-skinned human bodies rested on the proud shoulders of noble white panthers, pelts striped with indigo blue.

One day as the mists come in, the banks of the island are empty, but when the mists recede the following day, statues have been erected. A Pendrian man, holding a hammer in one hand, and a polearm in the other. With strength and hard work they will tame this island, and defend it with the zeal of a primal beast.

The Pendri are visited by their creator and blessed with fire magic.

Praise to the Flame~~

Order: Church of the Burning Light

The Ascended Vale
A dazzling medley of rapturous light pierces the heavens over the Ascended Vale (A13, A14). The crystalline eggs shimmer from within, revealing the slender silhouettes of the creatures sleeping within. The inner lights swell, gaining in intensity until at last the eggs begin to burst, all over the valley, and the Melodians are born. Their eyes shine with warmth, and their coats reflect the crystalline eggs they were born from. Four feathery wings adorn their backs.

The shimmering remnants of the crystal eggs sink from sight, vanishing into the firmament, only to appear again in the form of tall fruit-bearing trees, food for the fledgeling race. The Melodians flourish in the isolation of the Ascended Vale, protected, for now, by the harsh winds and driving snow that surrounds their snowy home.

Rumors abound, of the source of the lights that rose so high through the clouds. Some say that on the days when the wind roars the least, you can hear the Song, a faint glimmer of light on the din of the eternal storm. Few have dared to brave it, and so far none have returned. Their fate is not hard to guess.

As the fledgeling Melodians stake out a meager existence in the ascended vale, their creator makes himself known to them. A temple is constructed in his honor, and the Church of the Lights forms to worship him. An Order of priests serves in the temple, headed by a High Priestess. She is called Arylia, and she is much loved by her people. Wise as she is beautiful, she becomes the center of Melodian culture.

Create Race: Melodians (+1 Alignment)
Order w/Race: Church of the Lights


Create Race: Pendri (+1 Alignment)
Order w/Race: Church of the Burning Light

15-(6*2)= 3 Points Remain
« Last Edit: July 12, 2013, 01:41:02 PM by FrostedLights »

Not Just Another Weathermare


DigitFiredrake

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Reply #86 on: July 12, 2013, 07:28:54 PM
Create Race and Create Subrace - 10

The world was quite in the lands of H5... and Knowlsek did not like that as they were formed by their creator formed them! ... well at lest two of them. At first  their maker formed four of them, two pairs, two families!

The first was the Silver family, who always look for information! The Silvers seemed to almost always be happy. They also seemed to be filled with a thirst for information... such a strong one they would offten believe anything they were told! They were light and happy ... But also naive! This family looked human, just like a normal person ORIGINALLY... however...

The Second was the Tin. The Tin family did not much look like the Silvers, even if in the same race... They were covered in fur... having ears atop there head, and having long tails, sometimes more then one! Its hard to tell if they are cat like... dog like... mouse like... weasel like or any other mamal... as the often had different traits ORIGINALLY. They did not shear their brothers and sisters risk taking and "jump in attitude". Instead they preferred the quite. They talked little and instead meditated... in fact they had such a difference in viwes, they instead DIStrusted most things they heard... this is not to say they. didn't have a thirst for truth as well... but it was ONLY TRUTH they sought! Lies, and untruth could not be let into their minds!

After years of living the families inter twined... however this showed intresting results. A child of a Silver and a Tin could look like either one.... or sometimes both! Having a human body but a animal like tail, and or ears. HOWEVER... no matter their look they ALWAYS took after ONE of the familes, as in a fur covered snorted child might very well become a Silver... meaning he is wide eyed and always looking for fun... and more information to soak in! Likewise a human like Knowlsek might be a Tin, being more slow and thoughtful!

Create Race with Avatar - 1
Fios saw that the human like race would need companions so, from the woodland animals he formed uplifted the Miz. The Miz are tinny lizard like animals, they... tho fully aware, they often cling to people choosing them as partners. The Miz were sent to help balance, they have a far more neutral stance then the Silvers or Tin.


Free order
Tho the Knowlsek respected Fios, and listened to his words as he told them what to do... However, the Knowlsek soon realized that Fios was becoming over taxed with their needs... they realized they would have to form their own place of guidance. And thus formed the Plex. The Plex is a leadership in based in Maze, formed to guide over disputes and help all the gain and grow!


Command Race and Order: Create City and Expand empire - 4 and 3

They soon grew to live in the homelands (H5) as well as north and south (G5 and I5) MANY Tins living in the Blood River Canyon and many Silvers in the White Mt.Horizon Blade. Most however lived in the homelands, a wonderful place of wealth and prosperity. On the edge of the Gulf of Light on the river hill of Ubuntu, the city of Maze was built! On the idea that life is much like a maze, we never know where to go, but its clear after we find truth. Near the base of the majetic city the Knowlsek formed a massive water wheel of gold, its hight and size over shadowed much of the lower town area and gave the people of the city power, a great deal, enough to help them start their research into odd gasses around their lands!

Free order
The Miz soon realized they should do the same... however the Hexogon order turned out to be more... of a club that would talk about what foods they liked more then the problems of the people really.

Advance Civ - 5
The Knowlsek soon found out something about themselves, the ability to "over or under clock" either their physical bodies OR their minds. This alows them to live either FAST burn out lives where they get a TON done but die as young as 35 from old age! OR live a SLOW life getting a lot done over a very SLOW live of upto 5,000 years! This also lets them do martial arts unlike that seen on this world before! Or solve puzzles in seconds! MOST of them do one or the other... A select few master switching, letting them live a long life, but BURST out amazing abilities!  

FLAVOR TEXT
The Knowlsek right now wear colorful robes and armors, much like ones normal pretty high fantasy! The main city they live in is gold for the most part and shines in the rising and setting sun!  


26 -10 -1 -7 -5 = 3
« Last Edit: July 12, 2013, 08:16:05 PM by Tech »

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Fax

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Reply #87 on: July 12, 2013, 10:34:09 PM

Create Race (Zemeri)
There are many tales as to how the Zemeri came to be and many variations of those tales. The most commonly accepted one however is that of the Wanderer and the Moon's Daughter. It is said that the moon was a most jealous mother, hiding her away from the rest of the world in her shadow. The Wanderer amongst his long journeys heard the sobbing of the moon's daughter and called out to the moon that he might behold her.
However, the moon refused and in an attempt to rid herself of the Wanderer, she challenged him to catch one of her daughter's tears knowing that any which fell from the great height which she and her daughter dwelt would surely freeze and slay any mere mortal.
The Wanderer accepted this challenge and so for a year and a day tried his outmost to catch one of the falling tears. Every time however he was either too late to catch the falling tear or blasted away by the heat as it fell to the ground. Not all was lost though, as the moon's daughter took notice of the Wanderer and made up her own mind to meet him.
To do so she mixed a potion which when quaffed would transform a single tear to glittering cold crystal. Thus on the eve of a year and a day from when the challenge was issued the Wanderer chased down another tear and this time was neither too late nor blasted by the intense heat of the falling tear. Upon catching it however, the tear sliced deeply into his hands, spilling his blood upon the ground. It is said that the moon herself was agape with awe at the beauty of the single bloodstained tear and further with wonder as the first Zemeri arose from the blending of the blood of the Wanderer, the ground below and the radiance of the tear.
Thus it is that the Zemeri are known as Scions of the Shadowy Wanderer, the moonlight and very earth itself.

Command Avatar (Create City) (C8, western shore of the inlet) (Deephallow)
Advance Race (Stoneworking)

The Dungeonkeeper watches as Zemeri wanderers begin appearing on the plains and approaches one of the larger groups. In exchange for expanding its realm the Dungeonkeeper offers a home, protection and the secrets of stone and metal. A large number of the Zemeri agree after considering the offer for a time and so the subterranian fortress-city of Deephallow is founded. The Dungeonkeeper, true to its word shares the secrets it promised as part of the deal

Create Order (Scions of Shadow and Moonlight)
The Scions are a bloodline of Zemeri who possess the strongest ongoing ties to both the darkness of night and the paleness of moonlight. As this connection is of great importance to the otherwise mundane Zemeri, the Scions end up taking on a ruling role.

Command Order (Create City) (D9)
The Scions decree that a grand city should be built along the river valley pass of the mountains south of the plains. The city becomes known as 'Deleni Pusobu' or The Parting of Ways for its placement at the nexus of all major passes through the mountains.



Command Avatar [1] (Create Race)
Advance Civilization [5]
Command Avatar [1] (Create City)
Command Order [3] (Create City)

Initial points – 10
Points spent – 10
Remaining points – 0
« Last Edit: July 12, 2013, 10:41:12 PM by Fax »



Geary

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Reply #88 on: July 13, 2013, 02:09:58 AM
The Allfather finds himself suddenly weighed down by no less than ten new tails, bearing masks of a skunk, a fox, a... dragon? Or was it another fox? But it has feathers? Moving on, the other tails bore the masks of some frilled tentacle thing, a reptilian head composed of water, fire, air, and earth, a human with vague leopard features, another feathered dragon, (though without the confusing fox features,) a humans with constantly changing animal features, another lizard, and a rabbit-dog thing.

Corvo takes some time to get used to having eleven blasted tails and heads off.

Command Avatar (Create Order) (1): Going in chronological order for the sake of simplicity, The Allfather assumes the form of a Chiaro and infiltrates their civilization. He finds them simplistic, yet altruistic and endearing in their adventurous curiosity. He catches the interest of a few Chiaro by informing them that there are secrets to uncover and depths to be delved outside of tombs and jungles, and that the best way to discover them is to follow the teachings of the Mother Gaia. The Order of The Second Tail is founded, and, while it does not preach upon the streets, neither does it hide its existence, becoming something of a guild.

Create Order (6): Thankfully next door were the Terrans, and had to do very little in the way of hiding his true form from them. He doubted they would respond well to a fox who was more fluff than flesh, but his brilliant white fur worked in his favor. Finding a government completely at odds with what Corvo would need, he spread the belief of rule from the people, and that it should be the people who interpret the beliefs of their founders, not one man who claims power by force. True, he fudged the situation a bit and exaggerated minor grievances, but he was sure that it would be a slow transition from monarchy to any sort of democratic system anyways. The Order of The Third Tail is less of an official group and more of a public sentiment in its current incarnation.

Create Order (6): The Allfather made his way down to an island chain, after a bit of practice with long-distance swimming, and assumed the form of the seemingly inorganic 'Utoypians'. Similar to his first encounter of the age, the Utoypians were fairly simplistic in terms of culture, though significantly more altruistic to the point of it becoming their second most defining feature. It wasn't too difficult to plant the idea of Gaia in the form of unity and harmony, with The Order of The Fourth Tail becoming a fairly public group, and Corvo checked the race off his list.

Create Order (6): Annoyingly far away, Corvo found the Tiatlaca. While interested in their ingenious method of making their habitat livable, his only goal at the moment was to instill The Order of the Fifth Tail and take a nap. This basically consisted throwing around a bunch of pamphlets filled with buzz-words and collapsing in the street. "Ugh... I need some assistants..."

Not done yet, to be completed in the morning. FREAKIN' DONE.

-------- Tally --------
Starting Points: 24
Points Spent: 19 (1 + 6 + 6 + 6)
End Points: 5
Total Points Spent: 34 (3 + 10 + 2 + 0 19)
« Last Edit: July 13, 2013, 07:08:27 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.


PrincessHotcakes

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Reply #89 on: July 14, 2013, 05:46:45 PM
Create Avatar-7 points
Creative ferment sweeps through the floating islands of the Utoypia, as the new life explores and frolics in its new existence.  Among the new toys that arise is a particularly curious and inqusitive toy, a thing of vinyl, wide eyes and nubby flippers.  Flurps the pink orca pooltoy devotes herself to to the study of magics, developing to the point where she can levitate and float into the air with the greatest of ease.

Create Avatar-7 points
Not all of the Utoypia's creations come out happy or inquisitive.  Some few come out wrong; put together incorrectly or just carelessly, no one knows for sure.  One plush toy in paricular just doesn't seem to want to get along very well...

His name is Hrakihk, and he doesn't like hugs.

Command Avatar-Create Army-1 point

One day another plush tries to hug Hrakihk, who explodes in fury and nearly blows the stuffing out of his own head in frustration.   He storms off from the lands of the Utoypia, wandering east.  Trudging over soggy seas and over forests, he eventually finds the lands of the Crondin.  After meeting the shocked natives and receiving a spear to the gut, the cursed plush merely yanks it out to the astonishment of the wandering hunting party.  Receiving treatment as a great spirit, before long he finds more followers gathering around, which out of some sense of boredom and some malice, he berates and beats into a something resembling an organized force, forming what would be looked upon by historians as the worl's first army, known as the Crondin Raiders.  Eventually however, the Raiders get sick of Hrakihk's constant brooding and grumpiness; a great powerful “spirit” he may be, but he's not a particularily pleasant one to be around!  They end their dealings with the outraged plush by tossing him into the sea to the north off a cliffside.

Command Avatar-Create Army-1 point

The Ember Wind Dragon, racing across the surface of this still settling in world, finds himself curiously  poking in at the various landscapes and features, examining much of the wildlife, though seemingly at a  distance, since most life flees from his flaming whirlwind presence.  This is why he finds it most curious when he comes across the Zemeri of the northern continent, who regard his appearance with some alarm and caution, but still decide to approach him.  The dragon is intrigued by this development, and discovers they are scouts for a new and expanding civilization. 

His curiosity peaked, the Ember Wind Dragon spends some time with these beings, though not anywhere near enough to teach them his magics or abilities.  He does seem to impart in them ideas of organization, to make their scouting more effective.  This ends up creating the Deleni Pusobu Scouts.  With this impartation of knowledge passed, the dragon bounds off for the wider world, eager to see more of these new life forms springing up.

Command Avatar-Lead Army-1 point

Zerky mostly vegges in his newfound role as the center of such attention in the land of the Crondins, living the good life of wine, women and song.  Some of these Elder Rights fellows, though, are being awefully insistent on following through with this ideology that they've been developing, supposedly in their Divine Example's name.  The sleezy creature is starting to bore himself drowning wine though, and is starting to get itchy.  This is when the Crondin Raiders wander north and encounter the main concentration of Elder Righters.  After some tense moments followed by a rip-roaring amicable dinner, Zerky suddenly pops an idea in his head.  These Raiders... they raid.  That could lead to loot... more goodies, more wine! 

Quickly a plan is hatched to get the Elder Righters to do what they love to do most; convert others.  The bringing into the fold of the Raiders is superficial at best, with most of the belligerent Crondins not caring one way or another, but deep belief is not necessary; all Zerky has to dangle over their head is the promise of loot and booty. 

With this commitment, Zerky launches his wild scheme into practice, wandering his army to the northwest.  It's a rather haphazard, ill thought out venture, with no maps or guides for them to follow, and they start to get lost and cold in the mountain passes.  It nearly goes south for Zerky as low food stores means the irritable Crondins are about a day away from attempting to eat their divine inspiration.   But then just in the nick of time, they discover outlying hinterland of the Zemeri city of Deleni Pusobu.  Famished and utterly frustrated, the Raiders have a great deal of rage to vent out, and now that they have a target to strike at they are quite intent on taking it.  Thus begins the assault on Deleni Pusobu, with the Scouts of said city scrambling in quickly as possible to attempt to repel the invaders...

3 points remaining

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