Forum text game - Lords of Creation [Over(see last page)]

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Re: Forum text game - Lords of Creation

Postby Daemonwelsh » Wed Mar 03, 2010 9:12 pm

With a wave of his tentacles, the Parasite spawns a new race. A mix of his perfect race, and their environment.
A Beast in the eyes of others, but an amazingly intelligent one, one which will build a great civilization in the mountain's. With their first steps, he nurtures them along, infusing them with the strength they will need to survive in the world they were starting in.

Spoiler: show
Race: Guilded Ants

Physical Appearance: An ant which has grown to be much larger than its predecessor, which has a Gem embedded into its chest.
A gem ant worker measures about 2 feet long and weighs around 15 pounds.
A gem ant warrior measures about 3 feet long and weighs around 45 pounds.
A gem ant queen measures about 6 feet long and weighs around 125 pounds.

Life Span:
Birth: Gem-like egg
Hatching: 1-2 weeks
Childhood: lasts about 2 Years until they hit puberty and their gems become active
Adolescence: 1 year
Adulthood: 27 Years
Elder: 5 Years
Venerable: 5+years

Personality: Explained in first role play post of their race

Structure: One branch of government. This consists of 1000 queens, 1000 soldiers, and 1000 workers. Laws are passed in this council, and all disputes can be settled by members of this council.

Attributes:
Workers: Str 8, Dex 18, Con 10, Int 18, Wis 14, Cha 8
Soldiers: Str 12, Dex 17, Con 12, Int 14, Wis 14, Cha 10
Queens: Str 16, Dex 8, Con 14, Int 16, Wis 14, Cha 12
Abilities:
Gem Deflection (Su) : The stone in the gem ant radiates a minor shield, granting a +2 deflection bonus to AC on all time.
Spell Gem (Sp) : The stone in the gem ant radiates faint magic and it provides the gem a spell related ability, usable once per round. The ability depends on the gem and the caster level is equal the gem ant’s HD and the DC is 10 + 1 for 1st level + the gem ant's charisma modifier. For a typical specimen, a worker's caster level is 2nd with DC 10, a warrioir's is 6th with DC 11 and a queen is 10th with DC 14, with Ability Focus. When killed the gem retains a flicker of magic, allowing anyone to cast the spell. There's enough power for 5 charges. It is considered a command word activated wondrous item with no spell completion.
Code:

Amber Jump
Amethyst Calm Animals
Aquamarine Cure Light Wounds
Diamond Color Spray
Emerald Summon Nature’s Ally I
Jacinth Shocking Grasp
Jade Doom
Jet Ray of Enfeeblement
Pearl Sleep
Quartz Magic Missile
Ruby Produce Flame
Sapphire Expeditious Retreat
Topaz Hypnotism

Skills: Gem ant workers and warriors have a +8 racial bonus on Balance checks. They use their Dexterity modifier instead of their Strength modifier for Climb and Jump checks. A gem ant can always choose to take 10 on Climb checks, even if rushed or threatened.

Gem ant workers as Familiars: A gem ant worker can serve as a familiar for wizards and sorcerers with the Improved Familiar feat and 3rd level or higher. A gem ant worker grants its master a +1 to caster level when casting the spell corresponding to the ant's spell gem, in addition of the normal familiar benefits.



Gem Ant worker
Tiny Magical Beast (Earth)
HD: 2d10 (12 hp)
Initiative: +4
Speed: 20 ft. (4 squares), climb 20 ft, burrow 20 ft., fly 40 ft. (good)
Armor Class: 20 (+2 size, +4 Dex, +2 natural, +2 deflection), touch 18, flat-footed 16
Base Attack/Grapple: +2/-11
Attack: Bite +3 melee (1d4-1)
Full Attack: Bite +3 melee (1d4-1)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: Spell gem
Special Qualities: Darkvision 60 ft., low-light vision, gem deflection.
Saves: Fort +2, Ref +7, Will +5
Abilities: Str 8, Dex 18, Con 10, Int 18, Wis 14, Cha 8
Skills: Climb +12*, Listen +3, Spot +3
Feats: Great Fortitude
Environment: Any underground
Organization: Solitary, unit (2-4) or colony (1 queen and 20 warriors and 100 workers)
Challenge Rating: 2
Treasure: Standard (gem and stone only)
Alignment: Usually neutral
Advancement: 3-5 HD (Tiny)
Level Adjustment: --

Gem Ant warrior
Small Magical Beast (Earth)
HD: 6d10+6 (39 hp)
Initiative: +3
Speed: 30 ft. (4 squares), climb 30 ft, burrow 30 ft., fly 40 ft. (good)
Armor Class: 20 (+1 size, +3 Dex, +4 natural, +2 deflection), touch 16, flat-footed 17
Base Attack/Grapple: +4/+1
Attack: Bite +8 melee (1d6+1)
Full Attack: Bite +8 melee (1d6+1) and Sting +3 melee (1d4)
Space/Reach: 5 ft./0 ft.
Special Attacks: Spell gem
Special Qualities: Darkvision 60 ft., low-light vision, gem deflection.
Saves: Fort +5, Ref +8, Will +7
Abilities: Str 12, Dex 17, Con 12, Int 14, Wis 14, Cha 10
Skills: Climb +12*, Listen +7, Spot +7
Feats: Great Fortitude, Weapon Finesse, Alertness
Environment: Any underground
Organization: Solitary, squadron (3-6) or colony (1 queen and 20 warriors and 100 workers)
Challenge Rating: 4
Treasure: Standard (gem and stone only)
Alignment: Usually neutral
Advancement: 6-9 HD (Small)
Level Adjustment: --

Gem Ant queen
Medium Magical Beast (Earth)
HD: 10d10+20 (75 hp)
Initiative: -1
Speed: 20 ft. (4 squares)
Armor Class: 17 (-1 Dex, +6 natural, +2 deflection), touch 11, flat-footed 17
Base Attack/Grapple: +10/+13
Attack: Bite +13 melee (1d8+3)
Full Attack: Bite +13 melee (1d8+3)
Space/Reach: 5 ft./0 ft.
Special Attacks: Spell gem
Special Qualities: Darkvision 60 ft., low-light vision, gem deflection.
Saves: Fort +7, Ref +6, Will +11
Abilities: Str 16, Dex 8, Con 14, Int 16, Wis 14, Cha 12
Skills: Listen +9, Spot +9
Feats: Great Fortitude, Iron Will, Alertness, Ability Focus (Spell gem)
Environment: Any underground
Organization: Colony (1 queen and 20 warriors and 100 workers)
Challenge Rating: 7
Treasure: Standard (gem and stone only)
Alignment: Usually neutral
Advancement: 11-15 HD (Medium); 16-20 HD (Large)
Level Adjustment: --

An winged ant, about the size of a housecat, scavenge around you for food. Aside from its size, this ant has a particularity, its chest has an embedded gemstone which glows faintly. Alongside this ant is a larger insect with a vicious stinger and its gem glows brighter. At the end of the tunnel, you see a even larger ant, with a bloated abdomen and with a gemstone that illuminates the entire cavity.


Some believe these creatures were “born” by encasing a live specimen inside a enchanted gem, some think an ordinary ant touched a gem within a blasted magic area or a used spell component, and others say that gnomes tried to create new companions using gem stones and magic.
Nevertheless, these insects bred through. Furthermore, they come in multiple varieties, each with a different embedded gem stone. A colony of gem ants behave exactly like normal ants: there are workers, warriors and a queen. Unlike normal ants, they can come up with effective tactics, such as ambushes. Wizards and sorcerers sometimes take gem ants as familiars, although this creature is often subject to hunts, as its gem can actually by salvaged for profit.
A gem ant worker measures about 2 feet long and weighs around 15 pounds.
A gem ant warrior measures about 3 feet long and weighs around 45 pounds.
A gem ant queen measures about 6 feet long and weighs around 125 pounds.

Combat
Having a diet of stones and plants, a gem ant rarely engages a fight with a living prey. It usually flee when something bigger then it comes around. But when in its territory, it tries to scare the intruders off, as well as using its gem. Workers stays on the defensive while warriors surround or ambush the intruders, biting and stinging until the prey flees or falls. The queen, not very mobile, does not fight often, but it is always accompagnied by warriors and assists them with its spell gem. It defeated, the gem stops glowing, but retains its value, assuming it wasn’t too much damaged during the fight.
Gem Deflection (Su) : The stone in the gem ant radiates a minor shield, granting a +2 deflection bonus to AC on all time.
Spell Gem (Sp) : The stone in the gem ant radiates faint magic and it provides the gem a spell related ability, usable once per round. The ability depends on the gem and the caster level is equal the gem ant’s HD and the DC is 10 + 1 for 1st level + the gem ant's charisma modifier. For a typical specimen, a worker's caster level is 2nd with DC 10, a warrioir's is 6th with DC 11 and a queen is 10th with DC 14, with Ability Focus. When killed the gem retains a flicker of magic, allowing anyone to cast the spell. There's enough power for 5 charges. It is considered a command word activated wondrous item with no spell completion.
Code:

Amber Jump
Amethyst Calm Animals
Aquamarine Cure Light Wounds
Diamond Color Spray
Emerald Summon Nature’s Ally I
Jacinth Shocking Grasp
Jade Doom
Jet Ray of Enfeeblement
Pearl Sleep
Quartz Magic Missile
Ruby Produce Flame
Sapphire Expeditious Retreat
Topaz Hypnotism

Skills: Gem ant workers and warriors have a +8 racial bonus on Balance checks. They use their Dexterity modifier instead of their Strength modifier for Climb and Jump checks. A gem ant can always choose to take 10 on Climb checks, even if rushed or threatened.

Gem ant workers as Familiars: A gem ant worker can serve as a familiar for wizards and sorcerers with the Improved Familiar feat and 3rd level or higher. A gem ant worker grants its master a +1 to caster level when casting the spell corresponding to the ant's spell gem, in addition of the normal familiar benefits.
Last edited by Daemonwelsh on Thu Mar 04, 2010 12:59 am, edited 2 times in total.
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Re: Forum text game - Lords of Creation

Postby Sinrus » Wed Mar 03, 2010 10:11 pm

Just for convenience's sake, could you try to condense that into the same format that everybody else used?
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Re: Forum text game - Lords of Creation

Postby LTDave » Wed Mar 03, 2010 10:18 pm

11 motes + 2 from artefact + whatever was left after I made the Sky Whales. + if I get more for being level 3 now.
= 13+ motes

Den Carvos says "Let there be beings in a similar fashion to ourselves."

Welcome the Den'i'ata.
These creatures are humanoid, but with three legs and bluish skin.
In every stat they are as humans, but are androgenous, and can run faster, courtesy of the three legs.

Spoiler: show
The Den'i'ata Frigar.
Image


If 3 motes is basic, then this will cost about 4.

Leaving 9+ motes.

Den Carvos chooses one of the Den'i'ata and gifts herm with 1 mote of power. This is Serthus, the first sage. Serthus is charged with teaching the Den'i'ata the gifts of fire and simple tools. Serthus transforms the Den'i'ata from simple scavengers to a stone age civilisation.

After the death of Serthus, Den Carvos gifts another mote of power to Cartwen, the second sage. Cartwen is charged with the telling of tales and the development of an oral tradition. It is Cartwen who first sings the songs of the stars, naming the constellations. This is an age of mysticism.

After Cartwen, another mote is gifted to Pithrud, the third sage. Pithrud is the sage of agriculture, teaching the Den'i'ata the mysteries of sowing and reapiung, as well as animal husbandry. In the time of Pithrud the Den'i'ata ;earn to make clay into bricks, and build granaries.

After Pithrud, Gyrtur is chosen, and spends herm life teaching the Den'i'ata the mysteries of metal working, turning the rich deposits of copper and tin into bronze.

After Gyrtur, Skirtus is chosen - the law giver. Skirtus spends much time with Den Carvos atop Gre Torlef, before coming down to proclaim the Code Den Carvos et Den'i'ata. The Code is a contract between the people and their immortal, hereafter referred to as "The Guardian." The Den'i'atan language is codified, and literacy abounds.

After the passing of Gytur, Frigar and Hulim are chosen, and are made great warriors. These two establish realms based on a simple feudal system, and for three generations there is conflict between the east and west. The war is carried out according to the strict regulations laid down in the Code, and at the end of a century of warfare, the Den'i'ata have many skilled warriors, adept at bow and javelin, as well as sword and shield. It is in this age that the first wheels are developed, in order to move heavy siege weapons.
The two realms remain - Den Torlef in the east, and Gre'i'ata in the west.

The Guardian chooses Filityres, and gifts herm with a mote of power to desire exploration. Filityres is the ship builder, and in herm age many ocean going vessels are constructed and dispatched beyond Torlef in search of new lands and peoples with whom to trade. In this age the Den'i'ata come west to the great continent and make contact with the Crowkahn. Some of the bird-men come to live on Torlef, while the Den'i'ata establish trading posts on the continental coast. There is peace for many years.
Eventually Filityres sailed east in to the unknown, but never returned...

After Filitryres, The Guardian chooses Herluits, who with the assistance of the friendly Crowkahn tribe on Torlef managed to capture, train, and breed the great Sky Whales. The Den'i'ata learn their ways, and communication between the great continent and Torlef can now happen quickly and more safely than by ship. The Den'i'ata send out Sky Whales in every direction, searching for knowledge and trade.

{in all, 9 motes of power are spent in this, the first great age of the Den'i'ata, bringing them from primitives to a late bronze age civilisation, roughly equivalent to the Athenians in the fourth century BC, but with giant flying whales.}

Den Carvos keeps his remaining motes of power in preparation for the future...
Last edited by LTDave on Wed Mar 03, 2010 11:05 pm, edited 1 time in total.
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Re: Forum text game - Lords of Creation

Postby LTDave » Wed Mar 03, 2010 10:45 pm

With the rise in DR, Den Carvos increases his remaining two stats so that they are all on an equal 3.

And he makes a new artefact:
The Horn of the Guardian - The Horn is a great trumpet, which when blown, sounds in the ears of all the Den'i'ata, calling them to silence, to prayer, to alert, or to action.
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Re: Forum text game - Lords of Creation

Postby Sinrus » Wed Mar 03, 2010 11:20 pm

Time to roleplay the Ailorans a bit...

In the coral reef surrounding the island Iltoma, seaweeds spontaneously bind together, twisting into complex shapes and breaking from the sea bed. These masses of plant matter reach their tendrils out and snag fish, wiping the scales off their bodies and securing them to themselves. They rise to the surface and crawl onto the beaches, the first Ailorans.

There are fifty of them, all female, the zeroth generation. Lux Lucis engenders the future of the species personally; he goes about the island and impregnates every one of them. Thus the first few generations have the blood of their god, and the inner knowledge of what they are to do if the species is to thrive.

The first generation colonizes the rest of the islands; from Iltoma the mighty Therun is first to crawl back into the seas and crosses the channel to the second island which now bears his name. Wise Gaetria goes into the north and finds another island which now bears her name. Beautiful Belinda finds the final island in the southwest which now bears her name.

The second generation discovers that the thinner trees of the great underwater forests can be broken easily, and that leaving them in the hot sun of the Isles Ailoran dries them entirely in only a few hours. With this knowledge they create the first dwellings and learns how to create fire by using telekinesis to rub the dried branches together. These advances in Knowledge were discovered on Gaetria, and when confirmed a council of elders was called to share these secrets among the chosen people of all the islands.

The third generation learns that, using fire, they can merge their scales and create great tools out of the resulting material, which is called scaeleth. Using scaeleth weapons, the buffalo are hunted and the fish are speared, and so the Ailorans have food besides their eggs.

The fourth generation learns that blunt tools of scaeleth with thin tips can be used to mine from the underwater mountain ranges, and metals are discovered, especially the beautiful silver. This advance in knowledge were discovered on Belinda, and when confirmed a council of elders was called to share these secrets among the chosen people of all the islands.

The fifth generation learns to tame the Hippocampus, who has the endurance to swim for days without rest. On these steeds they explore the Ailoran Ocean to the south of the islands, and discover and settle the many atolls that are located there. These advances in knowledge were discovered on Iltoma, and when confirmed a council of elders was called to share these secrets among the chosen people of all the islands.

With the sixth generation the blood of Lux Lucis had grown too thin among his descendants and the Ailorans became normal people, without the instinct to know where they should find the next step in development. The people still were intelligent and wise, however, and did not allow the pace of Knowledge to slacken. The Iltoman scribe Frianil was of the sixth generation and she inscribed, using her ancestral memory, the legends and heroes of this first great age of Ailoran. Her tome, carved with scaeleth into nearly 300 tablets of soft stone, now bears her name. It was reproduced hundreds of times and is forever the central tenet of Ailoran religion and history.

Knowledge continued to advance, forward and onward. After the sixth generation the times became muddled and, though records were rewritten perfectly through ancestral memory, it is impossible to call the time periods by any generations. Using his ancestral memory, the Belindan man Astriolus watched the skies and saw that they were the same every 365 days. To keep records of the days he dubbed this time period a year. Each year he divided into 24 parts of 15 days each, and an extra 5 day week at the beginning of each year that was set aside for honoring Lux Lucis.

Gaetrian scholars discovered that from the dried wood, paper could be made and written on using a wooden stylus dipped in ink harvested from reef octopi. They copied the Frianil onto it, along with other works of Knowledge, especially maps of excellent quality that detailed the entire Ailoran Ocean and included every last atoll and island.

The Ailorans of the Atolls continued to explore and eventually landed on the continent of Zoreurope, where they won over the native Crowkhan people and began to trade with them.
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Re: Forum text game - Lords of Creation

Postby Daemonwelsh » Thu Mar 04, 2010 12:26 am

the Parasite guided the Gilded ants to form into a colony, strong enough to defend each other from outside threats. He elevated queens to command the rest before any others were born. The queens commanded the generals, who commanded the rest of the soldiers. The soldiers in turn commanded the workers.

The first generation arrived, and almost immediately began to practice the arcane arts. The knowledge of the gems embedded inside their bodies allowed them to practice simple spells. The first generation was heralded in their memory as the greatest of the spell casters for many a year.

Soon, the second generation had grown to replace the race. With them came the first of the nations scribes. A people who valued literary works above all else was the mark of the second generation.

The third generation drew upon their ancestors skills, but in a different direction. They mastered a divine path, drawing upon the strength of the one who called them from the earth. They were heralded as the most devote of children in the books that marked their generations.

With the fourth generation came the first of the formian assaults. This generation learned the art of battle, and lived it to the last of them. They developed the nation into an indomitable rock, which the formians crashed against in their first onslaught, and who were brought to their heels. They were known as the warriors of the fourth generation, and each generation of soldiers became enamored with being as powerful as they were.

The Fifth generation were the explorers. They were the first to discover the demons maw, through which they discovered the mighty worms of the sand. They led the way with advances in medicines, agriculture, and weaponry. Some of the weapons developed by the explorers were able to pierce the hide of a wurm, through which most weapons would take 7 days to even make a scratch. The fifth generation was heralded as the great pioneers of their nation, and many workers strove to be like them in the future.

The sixth generation brought with them the golden age of the gilded ants. They traded with the Sky tribes who took nest in the mountains above the homes of the ants, and songs were shared between the two. A peace fell between the tribe, and the nation of ants, and all was well for them. The sixth generation became known as the last generation to believe in the rest of the worlds goodness. And so ended the age of the glowing gem.

The seventh generation was the generation of the Second formian war. This war spread like a cancer, encompassing the entire continent on which the gilded ants lived. It ignited fury in the gilded ants, which spread like wildfire, and caused genocide. Each formian was slaughtered, with the eggs of each clutch sacrificed to the god of the Gilded ants. Soon, with the genocide of the formians, the ants turned outwards. They were no longer a race of peaceful beings, as they had turned their weapons on the innocents. They made total war, and won. Once they were firmly in control, they watched the world, daring them to come upon them, and they were ready to defend themselves to the smallest egg. The seventh generation was to become the age of the burning flame.

The eight generation took their spell casting to a higher level. World breaking monstrosities were formed in their studies, and the leviathans of the sea, beings who had lain in deep slumber, took to the oceans. This was thought to be the cause of the Gilded Ants, and yet it was the doing of their god, to prevent them from leaving their island until they had resolved their ways, and unified under one purpose. Their god drew upon the power of the deep, and destroyed the bridge which had lasted since time immemorial. They were cut off from the world, and the tribe of the sky left as they were frightened for their safety.

The ninth generation heralded the rise of the Bladed Worker. A being of immense strength who took leadership of the nation. He sought to return his nation to what it was, yet in doing so fractured the nation. The Soldiers and Queens were enslaved. Those who had been loyal to the new nations, which was no longer ruled by the queens, grew to become a better, stronger, more powerful nation. The Age of the burning flame had passed, and so dawned the age of the mithreial tome.

The tenth generation brought with it a new found love of knowledge and learning. They crafted a system of time, which was counted by the tides. First entrance, and second entrance, were the entering of the tides. 1st exit and second exit, were the exiting tides. All together, they became a single passing. A period of time grew to be split into four. The great fire, the cooling of the flame, the extinguished world, and the first spark. They came to represent the seasons, summer, fall, winter, and spring. They explored the lands above, and were the first to map the world from the skies. Their maps were accurate, and when magnified, would be discovered to be magically formed. They showed the world as it was, not as it had been. The tenth generation was the rebirth.

The eleventh generation had made leap's forward in their technology. Machines which ran not by combustion of any kind, but through electricity were brought into being. The world was discovered as a whole, and they realized how far they had come. Knowing the other races had far to go before reaching as high as they did, they closed their borders. From this point on, the world no longer knew of the Gilded ants, save in tales passed in taverns of a race which lived in perpetual light, with fantastic beasts under their command. A race which occasionally made forays into the world, as hero's who lived in the style's of their adopted nations. These heroes were the scouts of the nation, who would only return when the rest of the world had caught up with the gilded ants.

(is that worth the (5-7 motes in creation) and 14+ motes of advancement?)
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Re: Forum text game - Lords of Creation

Postby Daemonwelsh » Thu Mar 04, 2010 12:39 am

With the guidance of his creations, the Parasite called upon Solaris. With acceptance, he would go with him to see the one Solaris wanted to bring into their alliance. Though exhausted from the spending of his strength, the Parasite saw that it was time to unite with other immortals, believing that each would bring their gifts into a better usage, expanding their abilities to make the world a better one. The Parasite sat upon the shoulder of Solaris, little more than a pea in size.
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Re: Forum text game - Lords of Creation

Postby Bakuvii Manaquii » Thu Mar 04, 2010 2:48 am

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Re: Forum text game - Lords of Creation

Postby Crovius » Thu Mar 04, 2010 12:28 pm

And I CAN access that forum, so yeah, awesome.
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Re: Forum text game - Lords of Creation

Postby Crovius » Thu Mar 04, 2010 1:51 pm

(Ok, so Teserath gained 14 this week, and had 5 left over from last week. Not enough to create the rediculously expensive race of being I planned... I think I'll just make a handful of aberrations and save the rest for next week)

Teserath left the blackness of the darkside of the moon and descended to the planet, arriving on his island. He gathered up a handful of water and l sipped it. He trailed his fingers in the water, thin black tendrisl left in his wake. He formed a large mass and attached the tentacles to it, making some larger. He gave the tendrils a powerfil toxin that would immobilize his new creations prey. It's main body was the size of a small cottage when he finished, the tendrils becoming amazingly long. It floated about on the surface, moving lazilly with the tides. Now and then it would flex tself and move gradually in a direction it noticed an abundance fo fish to feed on. He made several more of these things then left them to float about in the oceans. Their thin rubbery outerlayers could cushion manly blows and a small underlayer was hard enough to stop any piercing weapon before it got too deep. He named them Manowars, satisfied that he could make such off life. He moved on to craft his next creature.

This time he made something a bit more predatory, and land based. He started simple, a bod with a single pair of powerful legs, made for running. He decided on simplicity, not giving extra limbs, just a spot where he'd soon add the head and a stubby tail to help balance it. He began crafting the head, long with a circular jaw. It was sectioned into three parts, which closed into a point and each part joined the otehr two with a stretchy membrane. Each part ended in an interlocking pair of teeth, and the inside of the maw was lined with grinding teeth. The creature had a single eye on the top of its head, and sensed movement primarily, though it also would have the ability to simply sense life in general. He looked at it and elongated the tail, tipping it with a stabbing tip. Finally he decided to give it some power. Each creature was no larger than a typical wolf, and a group would fight as a pack. As an added advantage the creatures could phase out of place with this world, disappearing and allowing them to move around uninhibited. They could see into thsi world still and phase bakc in, allowing them to set up good ambushes, but they would be wary of humanoids, unwilling to attack large groups or any type of settlements, but would attack small groups caught in the wilds. He called them Athermaus (At-ur-maw-z) and released a few packs of them to find their own hunting grounds.

Spend 2 motes on the Manowars, and 3 on the Athermaus

Manowar - Power 4; Potence 2; Presence 0; Perception 1
Athermaus - Power 1; Potence 0; Presence 1; Perception 2
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Re: Forum text game - Lords of Creation

Postby Azgrut » Thu Mar 04, 2010 3:29 pm

I have no time to post a full genesis of my Crowkahn this weekend. Just say Zoreä lets them feel some years of barbarism before she intervenes. To filter the week breeds out.
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Re: Forum text game - Lords of Creation

Postby Azgrut » Thu Mar 04, 2010 5:05 pm

Seeing her race slowly starting a civilization of themselves, Zoreä starts to take off from the ground and survey the surrounding lands. While flying she thinks about a lot of things. One of them is how she can control her species to not fall into heresy against her. They needed a prophet that would last. One that can stand the tides of time. But creating one... It could be like the gardener. The familiar that keeps the ecosystem of her island intact...

She flies over the volcano island. She notices that three legged people have settled there. With their immortal she shall forge peace and friendship. Both people might have much to offer once civilizations have been created. She then flies north. Lux's waters. Here too is a civilization starting. The moon they both created is the holder of peace for their species. To the west she sees the wastelands of Teserath. He is unpredictable and his creations could be disastrous. The overdeity was not unwise to give her the assignment. She should start with it.

She flies towards Teseraths wasteland and lands on it. The black fields feel dead under her talons. She shivers, this being uses power she never want to use... But she knows she could if she wanted to.

After mere seconds, a small year in mortal time, she found him. Busy with creating yet another creature.

"Teserath. My... neighbor. How fares thee? I have not seen you on this heavenly body for some time."
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Re: Forum text game - Lords of Creation

Postby Sinrus » Thu Mar 04, 2010 6:08 pm

Daemonwelsh wrote:The eleventh generation had made leap's forward in their technology. Machines which ran not by combustion of any kind, but through electricity were brought into being. The world was discovered as a whole, and they realized how far they had come. Knowing the other races had far to go before reaching as high as they did, they closed their borders. From this point on, the world no longer knew of the Gilded ants, save in tales passed in taverns of a race which lived in perpetual light, with fantastic beasts under their command. A race which occasionally made forays into the world, as hero's who lived in the style's of their adopted nations. These heroes were the scouts of the nation, who would only return when the rest of the world had caught up with the gilded ants.

(is that worth the (5-7 motes in creation) and 14+ motes of advancement?)


WOAHWOAHWOAH. I'm sorry, but there is now way that in 11 generations your species could invent electric machines, especially if they live 40 year at the most. They become adults at age 3, so let's assume that they all breed around age 5. That would mean that 11 generations would be about 75 years AT THE ABSOLUTE MOST. There is no way that they could have developed technology that advanced in 75 years. It took humans 400,000-250,000 years to do that. If your race has high enough intelligence and strong enough magic that they can technologically advance some 3 to 5 THOUSAND TIMES faster then they should be worth a ton more than 7 motes.
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Re: Forum text game - Lords of Creation

Postby Crovius » Thu Mar 04, 2010 6:13 pm

As Teserath had completed hsi most recent abomination he heard her coming long before she touched down on his dead island. He could sense her dislike of how the lifeless ground felt and turned to look at her. Despite all preconceptions of him, that he was a heartless monster, that he had no feelings. When he looked at her there was a brief twinkling in his eye, the same eys that matched the night sky. The action lasted an 18th of a second but if she had studied him cloe enough she might catch it. It was immedietly obvious he was much stronger than the last time they had met. He looked almost regal now, his pale skin had a healthier glow to, though it was still a sharp contrast to his eyes, cloak and the one glove, all which looked to be made of the night sky. His third eye was closed shut, barely a line on his forehead. His voice, though controlled, had the slightest hint of intrigue that Zorea had arrived.

"I have been busy, getting to know myself, and enjoying the beautiful moon you made." His use of the word beautiful, or the fact that he had 'enjoyed' himself was out of character. "I chose to come back because other than this island - which I am quite certain will one day be destroyed by another immortal who finds it to be a disgusting scar on this planet's surface - I have left nothing on this world. From the moon I could see a great deal, and indeed my senses are heightened a great deal. Your immortal heart, for instance. It's rhythm is distracting, and yet soothing..."

He paused, finally realizing he was probably acting wuite differently. He cleared his throat and nodded once."So what brings you to my island? Up for another experiment? I think the last one proved very successful."
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Re: Forum text game - Lords of Creation

Postby Crovius » Thu Mar 04, 2010 6:16 pm

Sinrus wrote:
Daemonwelsh wrote:The eleventh generation had made leap's forward in their technology. Machines which ran not by combustion of any kind, but through electricity were brought into being. The world was discovered as a whole, and they realized how far they had come. Knowing the other races had far to go before reaching as high as they did, they closed their borders. From this point on, the world no longer knew of the Gilded ants, save in tales passed in taverns of a race which lived in perpetual light, with fantastic beasts under their command. A race which occasionally made forays into the world, as hero's who lived in the style's of their adopted nations. These heroes were the scouts of the nation, who would only return when the rest of the world had caught up with the gilded ants.

(is that worth the (5-7 motes in creation) and 14+ motes of advancement?)


WOAHWOAHWOAH. I'm sorry, but there is now way that in 11 generations your species could invent electric machines, especially if they live 40 year at the most. They become adults at age 3, so let's assume that they all breed around age 5. That would mean that 11 generations would be about 75 years AT THE ABSOLUTE MOST. There is no way that they could have developed technology that advanced in 75 years. It took humans 400,000-250,000 years to do that. If your race has high enough intelligence and strong enough magic that they can technologically advance some 3 to 5 THOUSAND TIMES faster then they should be worth a ton more than 7 motes.


I'm agreeing with Sinrus on this. Technology simply does not develop THAT fast. With a short lifespan, instead of a new teechnology being developed every 2-3 generations, it coudl take several generations entirely to step forward from basic weapon creation and tool use to discovering the power of pulleys and wheels. We have not really made rules on hos motes can be used to advance a race. Trying to advance a race quickly would likely overwhelm them.
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Re: Forum text game - Lords of Creation

Postby Ehbobo » Thu Mar 04, 2010 6:34 pm

Visual of the Khaltarians:

Spoiler: show
Image

Picture this guy with legs, two extra arms, the red fur on the wrists, and a shorter plume on his head, and you'll have the general idea for what they look like. I'll try drawing them and if they come out any good I'll replace this picture.
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Re: Forum text game - Lords of Creation

Postby Azgrut » Thu Mar 04, 2010 6:59 pm

"The creation of lunar was no experiment. I have seen the movements of other planets in this galaxy, others with life on them, and most of the life wielding planets had a moon orbiting it, or were a moon orbiting a larger body. It was mere science put into practice. I knew it would work, for I have based this on the design the overdeity itself has created so long ago."

"I do not tend to start experimentation without knowing some of the possibilities of what might happen. I rather have certainty then doubt. I therefore ask of you to try and keep most of the creations away from Zoreürope, my land to your east. I will in turn keep myself from returning life to your wasteland."
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Re: Forum text game - Lords of Creation

Postby Crovius » Thu Mar 04, 2010 7:07 pm

He chuckled lightly. He reached down, lifting a handful of dirt and held it out to her. As she watched it quivered, then nothing.

"Go a head, please do try. Maybe you are stronger than ma and will be able to make it change. As I know it this ilsand can not be brought back to life. It can be sunk, but life is beyond this wasteland. Were you to bring life here, I'd be very impressed. But still, my Manowars simply float with teh tide, you and Lux would determine how frequently they washed towards your shores. The Athermaus are wild, animalistic, but smart enough they will avoid settlements, and even in a pack will not attack groups larger than six."

He lets the dead material fall from his hand. His smile had gone and now he looked rather sad as he watched it settle, more like ash than dirt.
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Re: Forum text game - Lords of Creation

Postby Ehbobo » Thu Mar 04, 2010 7:18 pm

It has been 100 years exactly since the genesis of the Khalterians. The sign has come.

The lake of creation is now the site of a city. Some 500 people live there. The Shan'tor and Kli'on are the second in their procession of rulers and have ruled for 22 years. The culture is thriving, there are fishermen and farmers who bring food out of the waters and stony soil. A few miles away is a cave that has been converted to a small mine. It is still primitive but one day will supply metals to the people.

The Khalterians have encountered dragons several times. Only one Khalterian has been eaten, and that was by a very angry and provoked dragon. It seems that they usually leave the (comparatively) tiny people alone and generally ignore them altogether. Moreover, they never left the higher mountains to the north. That meant that this occasion was all the more extraordinary.

The Shan'tor and Kli'on were on a balcony of the small castle when the two dragons circled thrice and landed in the lake. They knew what was to happen. They had known ever since they took the twin thrones from their parents. They jumped from the balcony and ran to the lakefront. From the shores they leaped onto the dragons' backs, finding that there was a perfect depression for them to sit in where the neck met the body. The dragons rose into the air, and flew into the east.

A month passed.

The dragons returned. The Shan'tor and Kli'on told their story; they had flown to Mount Al'Jerab and spoken with Ka'Arthan. Their only child, a Triana son, was to take 50 people who wished to go and begin a new city at the boundary of mountain and grassland. It was done as ordered, and so the Khalterians began to spread across the continent.
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Re: Forum text game - Lords of Creation

Postby Azgrut » Thu Mar 04, 2010 7:50 pm

Everything in italian are thoughts.

Zoreä looks at the dead ground. He made it sound like a challenge. She looks back at Teserath. "I think this challenge is accepted." I must be able too...

She kneels, sticking her hand inside the black ash. She closes her eyes and pulses her divine power into the ground. She felt that the heart of the ground indeed was dead, destroyed when Teserath took its power. Reviving it would require motes. And of those she had few. Instead she focussed on what she had done all those times ago already. She created.

Instead of reviving the heart, she created a new one. Slowly but surely she placed this heart into the ground. She shielded it from the dead lands around it. The heart was small. Zoreä had no intentions of reviving the land. She just wanted to let Teserath see that death can be overcome. With the heart slowly brought in place, she focussed its life upwards. The ground around the heart was starting to become alive again. Slowly but surely its divine power grew. But the heart was small and so only an area of 1 square kilometer, positioned in a circle around the heart, was brought back to life. A small spot on the black land. From the center of this circle Zoreä created a seed and planted it. She made it grow to a small sprout. Only then did she stood up and watched Teserath in his eyes again. She was very careful. She took her time and on the mortal world two mere decades had passed.

"This sprout proves it can be done. If you let it live, it will grow to a mighty tree. Mightier then the trees on my land. You killed all its potential competitors. He can unlimitedly grow here. So with your destruction, you have created the basis of life. Isn't that a theory worth experimenting? Seeing if this tree indeed will grow to become the greatest? You have given it the perfect nesting ground."
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