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    Troll in the Playground
     
    DwarfBarbarianGuy

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    Default Lords of Creation in the Playground (OOC Thread #3)

    Introduction:

    What's going here anyway?

    Lords of Creation in the Playground (LoCitP for short) is a message board game, in which we play the deities of a world with the ultimate goal of building a campaign setting and epic story telling using the same yet refined rules from the original LoCitP from 7 years ago which brought LoC to this forum.

    The administrator of this game Lady Tialait has planned a few events to help shape the world. By role playing the deities of the world known as 'The Playground' we hope that within 36 weeks the world will be rich enough in history and organic in flavor that a DM would be able to pick up this setting and use it for a campaign.

    This is the Out of Character thread and our home until we hit Page 50. Please do not post here unless you have been approved in our Recruitment Thread by our MODs.

    ADMIN/MOD LIST
    Lady Tialait: ADMIN and the Kind Loving Mother of LoC
    Hatter: MOD and Lord of Masks
    Shmee: MOD and the Grand Poo-Bah of Cool
    (More MODs may be added to the list at a later date.)

    IC Thread #2.
    The IC Thread #1.
    OOC Thread #1
    OOC Thread #2

    How does it work?

    Upon creation, each deity starts 15AP (Action Points) with which they can mold reality to set their influence upon the world. Every Thursday (6PM GMT) the deities witness the beginning of a new “Divine week” which starts with Rollover. Upon rollover, deities get their AP pool renewed, artifacts get charges etc.

    Applying your Deity
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    To create a new deity, you will need to decide a few things:

    A name by which mortals and gods alike will know you by. Please be serious with this. You can pick up as many names as you want, but this should be the name by which you are most commonly known as. An epithet is also required. Just like your name, this should be the epithet by which you are most commonly referred to as.

    •Every god starts off with three domains: A Legacy Domain, an Alignment Domain and your Primary Domain.

    -Your Legacy Domain indicates which of the three divine family your god claims as his/her heritage. You will be related to every other deity who shares the same Legacy Domain although these ties gives no formal allegiance save for a similar origin. This domain does not count towards your Domain total.

    1) Creation (Spawn of the Cosmic Mother)
    2) Destruction (Product of the Visionary)
    3) Elemental (Brood of the World)


    -Alignment Domain is an expression of your dominating alignment trait, choose the one that makes sense for the personality you have in mind. This domain does not count towards your Domains total.

    1) Balance
    2) Chaos
    3) Evil
    4) Good
    5) Law



    Your Primary Domain is the one which represents the core concept of your god. It is unique in the sense that no other god can start off with the same Primary Domain (although up to three gods can share the same Domain) You will have to pick a Primary Domain from the Available List. If you do not see a suitable Domain in the list you are encouraged to Homebrew a Domain, and pending MOD approval, it will be added to the list.


    A Portfolio is an element which is fundamentally linked to your Domains and expresses are a god's specialized interest with that Domain. While up to three gods can share the same Domain, their views and beliefs means that they are the gods of different aspects of the same Domains. Just like Ares and Athena were both gods of war, Ares was a god of slaughter, while Athena was a goddess of strategy.

    -Legacy and Alignment domains do not require Portfolios as they are part of the fabric of the deity.

    Holy/Unholy Symbol: Describe the Iconography of your deity as it is his or her personal seal and symbol used by your clerics and faithful. The design can be as intricate or as plain as you want.

    An Alignment: Pick an alignment off the D&D alignment chart which best represents your deity.

    Favored Weapon: Chose the personal favorite weapon type of your deity. It will also be the standard weapon type for all your god's clerics. You may chose an existing weapon in the DnD array of weapons, homebrew your own or even remain unarmed.

    Divine Rank: The DR measures your deity's power level, and you may choose your starting DR between 0-6. At DR 6 you are a Lesser god, but may not walk upon the Playground. To do so you can pick your starting DR to be from 0 (Hero god) and 1-5 (Demi-god)

    Paradigims: Every deity falls under one of four categories: Caster, Divinity, Striker and Warrior. Each category will give you certain advantages during Divine Combat. For further details, please refer to the Divine Combat section.

    -Name each Combat ability and give a short description of what kind of move this is. If you need assistance figuring this out, simply ask one of the MODs.


    Domains in the Available list are free for anyone to grab. Domains in the Claimed list are ones that deities have put some work toward claiming. Domains in the Taken list have been gained by a deity. Domains in the Contested list have been gained by two or more deities.

    In order to be approved you need a vote from at least two of the following: our Admin: Lady Tialait, the Kind Loving Mother of LoC, her MOD/pet monkey Shmee, the Grand Poo Bah of Cool and her other MOD from Parts Unknown Draken the Naysayer. If the game expands and more players join, then other MODs (note: whipping boys) may be selected and the required votes will be raised accordingly.

    When you have gotten the necessary approving, please head over to the OOC to introduce yourself as a player and your character. Before writing your first post, please discuss with the current players how you expect to have your god begotten. Do not immediately post in the IC thread without discussion. This is for both your benefit and that of the overall story.

    Application Format

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    Please use the following format for god entries in the recruitment and OOC thread:

    Name:
    Played by:
    Divine Rank
    Alignment:
    Holy/Unholy Symbol:
    Primary Domain (and Portfolio):
    Legacy Domain:
    Alignment Domain:
    Favored Weapon:
    Combat Rating:
    Paradigm & DCM
    Brief Description:



    Example of an Application:

    Name: The Dude, Doctor of Love
    Played by: Skreechy
    DR: 5 (Demi-god)
    Symbol: A bleeding heart being held between two hands
    Alignment: Chaotic Neutral
    Primary Domain (and Portfolio): Love (Lust)
    Legacy Domain: Creation
    Alignment Domain: Chaos
    Favored Weapon: Bow
    Combat Rating:15
    Paradigm & DCM: Striker
    {C} Broken Heart: The Dude knows that Love can be quite painful at times. He even has the scars to prove it!
    {D} Lover's Scorn: It’s not the first time the Dude's advances have been rejected. He's used to it, and is tougher because of it.

    Description: The Dude presents himself as rather ugly person. He is very fat, has a messy beard along with long hair. Even though as a god he could easily change his appearance, he rather remain ugly since he believes that love does not come from physical appearance. He often wears a bandanna on his head and a bright psychedelic colored shirt.

    Being the Love Doctor, the Dude has a very lovable personality. Easily humored and easy going, the Dude enjoys nothing more than spending time with mortals, mingling with the common rabble and teaching them things like how to properly reproduce and get along with each other. His goal is to create a world full of love and peace. At the same time, the Dude loves the mortals so much, that he will be often creating sub-races.




    The Wiki


    As the objective of this project is to allow a DM to pick up this world and use it for a campaign, then we need a place to store the lore of our world! Everyone is strongly encouraged to update your characters and creations on the Wiki, as not only will it serve to provide material for a campaign, but it will also be a means to fondly look back upon this project years into the future.

    Link to the LoCitP Wiki right here.

    Da Rules

    You get a number of Action Points each "Divine Month" (One week in real time resetting at 6pm Greenwich Mean Time on Thursday. It's a month to the gods and a variable grip of years to mortals.)

    Caste DR AP/Week Total Domains Required to Raise Caste
    Hero-God 0 1 1
    Demigod 1-5 3 2
    Lesser God 6-10 5 4
    Intermediate God 11-15 7 6
    Greater God 16-20 10 8
    Over-God 21+ 10 -

    -An Overgod automatically vanishes from this world and can no longer interact or be interacted with. However, they are still capable of influencing the world through AP actions.

    -AP rolls over, to a maximum of 2 weeks’ worth of your rollovers depending on your caste. Any additional AP after that is lost.


    You can spend Action Points on any of the following activities:
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    1 Point Actions
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    •Teach Populace: Teach Populace is used for direct divine intervention regarding the teaching of a special knowledge, secret of major advancement. Otherwise it’s assumed that mortals are smart enough to figure out knowledge and advancement on their own. (Example: Prometheus giving fire to Humans.)

    •Nourishment: Directly intervenes over a population or area providing a beneficial effect. Can be as small as providing good weather for a particular farm, or as wide spread as curing all illnesses from the entire world. (Example: Raining mana in the desert) Can be countered by the Pestilence action.

    •Mold Land: Creates or alters a land feature on existing land. You could create mountains, forests, a swamp, or split off part of a continent. Not needed on a plane which is divinely morphic with respect to your deity. This cannot mold land where none exists. (See create Land)

    •Pestilence: Directly intervenes over a population or area by providing harmful effects. Can be as small as cursing a single person to a year of bad luck, or as widespread as causing a cataclysm. (Example: The Plagues of Egypt) Can be countered by the Nourishment action.

    •Create Subrace: Creates a subgroup of an existing race, with enough physical or cultural differences to merit a change in racial abilities. Knowledge known to the original race is also passed on to the subgroup, while nourishment and pestilences are not. Just like with any other races, you are encouraged to provide racial stats. (Example: Creating the Half-Elves from the Elves)

    •Join Pantheon: Allows you to join a pantheon pending the Pantheon's approval.

    •Create Manifest Zone: You may imbue an area to share a strong connection to another Plane. This allows one or more of the planar traits to bleed through into the Material Plane. Should the plane to which the Manifest Zone be locked after its creation, then the Manifest Zone will weaken and eventually dissolve until the plane is unlocked once more. (Example Sharn)

    •Create Concept:
    Creates a new idea that nobody has thought of before. You can create up to two closely-related base classes (For instance, Wizard and Sorcerer, Scout and Ranger, Psion and Wilder). Note that all concepts eventually spreads to other races/nations.


    2 Point Actions

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    •Create Populace: May create a single player race, up to three related monsters(For instance, Griffons, Hippogryphs, and Lammasu), a group of very closely related monsters (Chromatic Dragons, Elementals), or a whole category of "natural" animals (For instance, sea animals, domestic animals, birds) You are strongly encouraged to provide us with stats for any race or creature created.

    •Create Land: Forms new land where none existed before (for example in the void, in an empty plane of existence or in the middle of the ocean.) The size may range from an island to a continent, whose shape and features are decided upon creation. This is not necessary on a plane that is divinely morphic with respect to your deity.

    •Create Organization: Creates a country, religious sect, or other major organization. This action also provides you with a Prestige Class which is to be associated with the organization. You can use this action within an already existing organization to create a branch, with the respective Prestige Class. (As always you are encouraged to provide the class' stats)

    •Gain Portfolio Element:
    Gives new elements that a deity must have for a domain and helps to flavor your deity. It does not count as an action towards gaining a domain.

    •Open/Close Portal: Creates a massive schism in reality, connecting any two parts of existence through time and space thus allowing mass travel from one side to another. It can link any plane of existence (Except locked planes) or any two points on the Material Plane. You can also spend 2AP to shut down a portal. However this action can only be done one rollover after the Portal's creation. A Portal that is closed this way cannot be re-opened until another roll over passes (Example: Medvih opening the Dark Portal)

    •Aid an Ally: Allows you to come to the aid of another deity of the same Pantheon engaged in combat for a single round. Without this action, you can only add you {A} modifiers if you wish to help. For further details on how this works, please look at the Divine Combat Section.

    •Lock/Unlock Plane: You stop the entry or exit from a plane you control for any deities or mortals you choose. Locking a plane signals a diminishing influence upon the material plane, causing any portals linked to that planes to collapse, while Manifest Zones gradually weaken and disappear until the Plane is re-opened. Once a week a god may attempt to break upon the locked plane with a DR check (1d20+ your DR vs 1d20+ their DR) This can be only attempted once per week. A plane that is opened cannot be locked again until after the next roll over.

    •Create Pantheon: Forms an alliance of gods united under a similar banner for a common purpose. For more information regarding Pantheons please look at the "Pantheon Creation" section.


    3 Point Actions

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    •Initiate Divine Combat: Attacks another deity. Divine Combat is a titanic struggle between the involved deities, although it does not necessary have to be a violent one. The combat prowess is represented by the Combat Ratings (CR for short). Divine conflicts are always polarized into exactly two sides, (though allies can intervene) and such conflicts between such colossal forces tend to be catastrophic and portrayed by the mortals as an epic contest between two forces. Please refer to the Divine Combat Section for more information.

    •Beget God: You create a DR 1 deity under your control. For every 2 additional AP you spend, the new deity has +1 DR, up to a maximum of your DR-1. Creating a new deity for another player who is joining does not cost AP. A single player may not have more than 3 Deities, and each deity must be approved by the MODs.

    •Create Artifact: Creates a Battle Artifact or Utility Artifact. These are the weapons and tools of the deities. Battle Artifacts aid you in combat as discussed in the Divine Combat Section. (Example: Thor's Mjolnir) A Utility Artifact can provide you with a 1AP action charge per divine week (Teach Populace, Nourishment, Pestilence, Mold land, Create Subrace) upon creation you must specify which one of these actions the artifact can create. While the Utility Artifacts give you a free action per divine week the actions done through these artifacts do not count for Domains or DR. Upon creation a roll over must pass before the artifact gains a charge. (Example: Amaterasu's Paintbrush which gives a weekly Blessing)

    •Create Avatar: Creates a second body for your god that can walk upon the material plane. An Avatar on the Material Plane is ranked DR1, while outside the Material Plane it is ranked as -1 of your current DR.

    •Create Plane: Brings a new plane into being. The creating deity chooses the characteristics of that plane. Any deity who spends AP to create a plane is considered its owner until he gives ownership to another deity. Unless more than one deity shares the creation cost, there can only be one owner of a plane. If there are multiple owners, ownership cannot be transferred to a new deity unless all current owners agree. Please specify the Plane's traits using this following list.

    •Gain Domain: Adds a Domain from the Domain List (although Homebrewed Domains are encouraged if it is not on the list) . In order to qualify for a Domain you must have spent a 5 AP worth of actions relating to the desired domains and have purchased a related portfolio. Please see the list below for AP requirements and the amount of Domains required to climb up a Divine Cast. Also note that gaining a Domain requires approval from a referee (whether in the OOC or by PMs) you can use any of the spells on your domain lists as an at-will SLA.

    •Gain Extra Domain Slot: Adds a slot for an extra domain. By default, Demigods have a maximum of 4 domains, Lesser Deities 5, Intermediate Deities 6, and Greater Deities 8. Your Alignment and Legacy Domain does not count towards your total.

    •Raise Divine Rank: Once you have spent a certain amount of AP (2 for Hero-Gods, 3 for Demigods, 4 for Lesser Gods, 5 for Intermediate Gods, 7 for Greater Gods and 9 for Overgods), you are able to use this action which increases your divine rank. You must then perform the number of divine actions listed above before this ability becomes available again. This action does not count towards gaining a Domain or raising your DR.


    0 Point Actions

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    •Mark the Chosen: Singles out a Mortal as an important figure to your deity. While they do not have any special powers besides the standard abilities of their races, it does mark them above the common rabble as key figures or plot points. They are still susceptible to AP actions however, although you are encouraged to discuss how it shall be handled.



    How Pantheons Function:
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    A Pantheon will generate a bonus AP called Pantheon AP (PAP for short). Each member of the Pantheon receives 1 PAP per rollover to be used to further the goals described in the Pantheon’s Dogma. PAP does not stack upon Rollover.

    A Minimum of 3 deities are required for a Pantheon to remain functional. Any Pantheon with less than the required amount ceases to produce PAP after the first Rollover. On the 2nd Rollover, the Pantheon will then cease to exist.

    Every Pantheon has a set of rules, known as the Pantheon Dogma, by which the members must abide by. Whenever a deity spends the AP required to join the Pantheon, he must add to the existing Dogma, by specifying under which circumstances the PAP can be used, pending the Pantheon’s approval.

    Pantheon AP can only be spend to further the Pantheon’s goals, as described in the Pantheon’s Dogma. PAP spend does not count towards raising one’s DR or acquiring a Domain and cannot be combined with normal AP.

    Although the Pantheon’s Creator holds no special power over the Pantheon’s member, he does get to decide the process for accepting new members (or rejecting them) or banishing those who violate the Pantheon’s Dogma.


    Divine Combat:

    Divine Combat is a contest between the power levels of the involved Deities. Their combat prowess is represented by Combat Ratings, or CR. Divine Combat always represents the full power of two opposing sides. Though divine combat can involve many deities, there will never be more than two sides in any given conflict.

    How does it work?


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    The Basics

    The first side, the Aggressors, is made up of the deity who spends the points to start combat and his Allies while the Defenders' side is the deity attacked and his Allies. Allies are not directly involved in combat but use their powers to boost their chosen side's CR.

    Combat Rating: A deity's Combat Rating is: Divine Rank + (Number of Battle Artifacts owned*.5) + Paradigm bonus. A deity may further modify his CR by using this Divine Combat Abilities and Divine Combat Modifiers. The influence of allies further modifies CR during combat. Final CR comes: Base Combat Rating + Divine Combat Abilities + Divine Combat Modifiers + Allies Bonus

    During combat, you may not spend AP or do an action which would alter your CR in any way (Raising DR & creating Combat Artifacts)


    Aid and Allies

    When two deities fight, other deities may come to their aid. Other deities may spend 2 AP to join the battle to add a bonus to one side's CR. That bonus is calculated thus: (DR*.5) + {H} + {A}
    If the aiding deity does not wish to spend AP to join they may do so only adding {A} modifiers.


    Resolving Divine Combat

    Divine Combat lasts 3 rounds. At the beginning of each round, both combatants determine their CR for that round and add that to a roll of 2d6, whoever has the highest final result wins the round. The first deity to win 2 rounds is declared the victor and may chose to inflict a Divine Injury on the loser.

    At the end of each round of combat each of the Primary combatants must use a 1 AP action which is enacted. This may be a Mold Land, or Pestilence showing the collateral damage of two deities clashing. This 1 AP action does not cost AP and does not count for purposes of Domains or Divine Rank gaining.

    Divine Injury
    Winning a Divine Combat allows the winner to inflict one of the following upon the vanquished:

    1)The winner may Contest one of the loser's Domains. (Primary, Alignment and Legacy domains cannot be contested.)
    2)If the combatants had a Contested Domain, the winner can officially claim the domain as his own. The loser no longer has the Domain. If the loss of a Domain results in a deity not meeting the Domain requirements for the Caste, then his DR automatically drops to the highest DR level of the previous Caste and all combat bonuses are calculated with the new DR.
    3)Some other penalty that both parties can agree upon, such as a role-playing requirement which must be followed, e.g., never directly attempt to influence the winner's followers in a certain region, support the winner as an Ally in future combats, give up being patron deity of a specific city.

    Divine Combat Abilities

    Divine Combat Abilities are granted according to the deities’ paradigm. Each deity fits into one of four combat paradigms: Warrior, Striker, Caster, or Divinity. Each paradigm grants a different DCA that can be implemented in combat. As well as adding an amount to your CR.

    Paradigms:

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    Warriors
    Deities of the Warrior paradigm are relentless combatants. They gain a bonus to their CR equal to half of their Divine Rank at all times.
    Warriors gain an additional Divine Combat Modifier for every three Divine Ranks.

    Strikers
    Deities of the Striker paradigm know that the first hit is what counts. The deity gains a bonus to its CR on the first round of any divine combat that it initiates equal to one and a half times its Divine Rank.
    Strikers gain an additional Divine Combat Modifier for every two Divine Ranks, but it must be a {C} or {O} ability.

    Casters
    Deities of the Caster paradigm employ limited but catastrophic power in combat. The deity has a Spell Pool with a value equal to thrice his Divine Rank, on each turn of divine combat, the deity may spend any number of points from that pool to increase their combat rating by the same amount. Spent spell points are replenished upon rollover.
    Casters gain an additional Divine Combat Modifier every 4 Divine Ranks.

    Divinities
    Deities of the Divinity paradigm use the light of their Sparks as a nearly impenetrable shield against aggression. The deity gains a bonus to its CR equal to his divine rank on any two rounds of divine combat, as long as it did not initiate that combat.
    Divinities gain an additional Divine Combat Modifier for every two Divine Ranks, but it must be a {D] or {A} ability.


    Divine Combat Modifiers

    These are unique abilities that each deity possesses that can be used in combat to further modify their CR. Divine Combat Modifiers or DCM are not linked to the deities paradigm in the same way as DCA, but represent the deities essence. All DCM fall into one of five categories: Hatred {H}, Combat {C}, Offensive {O}, Defensive {D}, or Aid {A}.

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    A deity gains one DCM per caste, getting the first when reaching DemiGod.

    Hatred {H}
    The deity hates something so vehemently that his wrath towards it gives him increased prowess in battle against anyone who supports it. When fighting against the target of the Hatred, the deity gains +2 to his Combat Modifier. A specific Domain, Paradigm, Deity or Pantheon can be the target of a Hatred. Hatred modifiers are always active against another deity who has an attribute supporting that Hatred. It is possible to take the same Hatred multiple times.

    Combat {C}
    Combat Powers represent a deity's raw skill in combat or a special fighting technique known by the deity. Combat modifiers grant a +1 CR in all 3 rounds of battle.

    Offensive {O}
    Offensive Powers are special attacks known by a deity that give them a significant bonus in combat for one round. Offensive modifiers grant +2 CR for one round and can only be used when the deity is on the Aggressor side.

    Defensive
    {D}
    Defensive Powers are based on a defensive implementation of a domain the deity possesses, representing the deity using his divine influence to defend himself. Defensive modifiers grant +2 CR for one round and can only be used when the deity is on the Defending side.

    Assist {A}
    Assist Powers represent the power of a deity to support his allies in combat. When assisting another deity in combat, these powers add +1 to the side’s Combat Rating for all rounds of combat. Unlike the Aid Action, this ability can also be used to assist deities who are not part of your Pantheon.



    The Rules of Conduct
    How to behave IC and OOC

    The Objective of Lords of Creation is to allow the players to create a living breathing and workable world for a playable campaign, but at the same time, create an interesting, original and flowing story. In order to do that, it is important to understand that this is not a 'God Campaign' but a 'World Building Project'. If your objective is to create a god simply to show off how great you are at other people's expense, then this is not the game for you.

    The following guideline is being placed so that the players may be able to focus on world building in harmony, and with respect to each other both in and out of character. Please understand that in the 7 Years since LoCitP was brought to these forums, many LoCs have struggled, got de-railed and then died off because players and MODs did not follow/understand these guidelines. It’s our aim to try to avoid the mistakes of the past by making this project as enjoyable as possible.

    The Guidelines


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    1) Gods are not omnipotent.

    Yes, perhaps we are role playing deities, but for the sake of the story, we are going with the notion that gods cannot know everything, and cannot be everywhere at the same time. In the end, it will become almost impossible to do anything without having another god finding out. A deity may get their “Domain Senses Tingling” when someone trespasses against that certain domain, and even then, please do not go around claiming to know everything.

    2) Avoid Godmodding.

    Lets try to avoid that as much as possible shall we? Here is a guide on how not to do it.

    In this type of setting it is difficult to completely avoid Godmodding, and sometimes it’s done accidentally, but it’s important to keep it down to a minimum.

    3) Fights/Combat/Plot Devices.


    Try to avoid just jumping in each time any of these happens, or at the very least, consider asking to join before jumping in. If each time anything happens, 6 deities just jump in, then not only will it end up a veritable cluster****, but people will become annoyed as doing anything will end up being impossible.
    If you feel that you have nothing to do, try to create your own plot points. After all, we have an entire world to fill.

    4) Consider your fellow player.

    You are not the only person trying to establish a certain feel to their character. It doesn't hurt to play along with what your opponent may be up to, rather than just shrug it off or simply countering it, and many times will lead to an interesting situation. If you start shrugging off your fellow players, do not be surprised if they do the same to you, which will make the story-telling process rather lame.

    5) Do not ignore other people's post.


    There is nothing ruder than having someone take time to create an IC post, only to have the post completely ignored. If your character has a reason to ignore the post, then declare it IC "Fred Flintstone ignores Mickey Mouse because he has bad breath". It is much more acceptable than not responding at all and keeping your fellow player waiting.

    6) Respect your fellow player.

    Everyone is different, we all have different mentality, different writing styles, different... just about anything. We want to promote harmony in the OOC, so if a player does something wrong, or is out of line, leave it to the MODs to take care of it. Do not go to the OOC and start brow beating a player simply because they did something you don't like. Brow beating will not be tolerated.

    7) Respect the MODs

    A MOD's job is not easy and is often quite thankless. A MOD's character and creations should never be gifted with 'special treatment' because of their status, but instead be considered as one of the many gods of the Playground.

    The MOD's responsibilities are:
    a) Keep the OOC nice and harmonious
    b) Make changes to rules were its deemed necessary
    c) Accept new players
    d) Answer any questions about the rules
    e) Make sure the IC rules are followed
    f) Point out any cheating/mistakes done with AP expenditure
    g) Move the general plot along (If one is provided)

    8) Avoid complaining/arguing in the OOC

    If you have an issue with someone or something, do not go to the OOC with the intent to make a big issue out of it. Constant complaining and arguing makes the atmosphere oppressive, makes things less fun and are generally unpleasant. So if you do have a complaint either attempt to PM the offending party or try to work things out by asking a MOD to mediate on the issue. If you have a problem with a MOD or have a reason to mistrust them, simply send the message to our ADMIN (the MODs fear her whip.)

    9) The Rule of Cool

    When you create something, or instigate a plot device, ask yourself first "Would I enjoy having a character in this setting with what I'm about to create or do?" As deities any action we do upon the world is the stuff of which legends are made and will be sung by the bards and exalted (or deplored) by the clergy. Moments of Epic are encouraged, and while occasional silliness can lead to great and hilarious moments, too much silliness will end up undermining the purpose of this project.

    10) The ADMIN’s Word is Final:

    If you don’t like it, feel free to take it to a higher authority… except you can’t… it stops with her.


    How to post
    It is important for everyone to be as clear as possible when making IC posts in order to avoid confusion between players. There are many ways to do that:

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    •At the beginning of each post, open each "scene" of your post with the name of the character (or characters), and location. For example:
    Zeus, Horus & Thor: Gates of Valhalla

    •When doing a Divine Action, please post your AP Expenditure like this:
    (AP 5 = 4-1: Nourish the Elves, Increase their birthrate)

    It allows for better book keeping as well as making the MOD’s life easier. When doing multiple Actions, post them as follows:
    (AP 6= 9-3, Create Avatar
    AP 3= 6-3, Create Plane, The Plane of Fire
    AP 2 = 3-1, Mold Terrain, Create Volcanoes)


    •Players are encouraged when making a post, to be as descriptive as possible. Players who tend to describe their characters, mortals, cities etc., are more likely to be interacted in a positive fashion by other players. If you are leaving the other players to guess things about your character or mortals, then do not be surprised if they interpret things differently from what you had originally intended.

    •Pick a color for your character’s speech text. That way it will be easier for people to understand who is talking and when.

    •When gaining a Domain, write a list of the actions done towards gaining the said domain.

    •When raising DR, write the list of AP spent, most preferably in chronological order.


    ALTS

    Each player, besides their main character, is also allowed to create up to two alt characters. This character may or may not be related to your main that is up to the player. It is required from a player who wishes to create an Alt, to send to the MODs a request for an Alt using the Character Application Format given above and place it in the recruitment thread. It is not guaranteed that the MODs will accept though, depending on the time and circumstances, the respond may be a negative one.

    Few Reminders

    Spoiler
    Show

    •Gods can only be where their main bodies and their avatars are. So your character cannot be in a dozen places at the same time.

    •Any Lesser Deity or deity of a higher caste cannot physically walk upon the Playground. They are instantly rejected by the laws of the universe and punted into the Void. Only Heroes, Demi-gods and Avatars may physically access the Playground.

    •AP and Artifacts cannot be shared.

    Any player who goes inactive without prior warning for 3 rollovers will have their character considered as a deceased deity. Such deities no longer count as members of a pantheon and no longer generate AP. Any of that character's creation will then be declared as 'open' for grabs by the MODs for anyone who is interested in them (as long as the proper AP is spent on it) although please note that no single god can claim monopoly on them.

    •You are strongly encouraged to provide stats for any races/classes/monsters/cities etc. These stats must be placed in the Wiki. If you don't know how, or can't provide the stats, do not hesitate to ask for assistance in the OOC. You will find lots of people willing to help you.


    Acknowledgment

    Lords of Creation in the Playground was a project that was originally brought to the GitP forums back in 2008. Since then it has spawned countless sequels and spin offs. It’s been a wild and crazy ride with ups and downs, and as all LoCs have spawned from Lords of Creation in the Playground, let’s give credit where credit is due. We may have had our differences... some of you may not even be on these boards anymore... but here’s to you… you crazy bastards that began all this:

    AlchemyPrime: Our Founding Father and Superhero of LoC
    Draken: Grandfather Evil and Naysayer
    Innis Cabal: The Great Unifier and the Last Word
    Lady Tialait: Loving Mother and Bearer of Whips
    MooseFisher: Ambassador and Champion of Civility
    Nefarion Xid: Combat Master and the Word Beyond
    Rizban: Grand Architect and Loremaster
    Shmee: Latecomer and Grand Poo-Bah of Cool
    Tsuuga: Rules Master and Critic
    Last edited by Shmee; 2015-05-24 at 03:23 PM.
    "Do not anger a bard...for you are silly, and would make for a funny song."

  2. - Top - End - #2
    Troll in the Playground
     
    DwarfBarbarianGuy

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    Default Re: Lords of Creation in the Playground (OOC Thread #3)

    Domain List
    Spoiler
    Show

    Domain Primary Secondary Tertiary
    Air Passaer - -
    Animal - The Cosmic Mother -
    Artifice - The Visionary Kethneciel
    Cavern - - -
    Charity Kealoharen - -
    Charm - - -
    Celerity - - -
    City Lylien The Visionary -
    Cold - - -
    Commerce - Eucle -
    Competition - - -
    Courage Ulvin - -
    Craft - Eucle -
    Darkness - - -
    Death - - -
    Deathbound - - -
    Deathless - - -
    Decay - - -
    Destiny - - -
    Domination - - -
    Dragon The Cosmic Mother - -
    Dream - Mianmi Eucle
    Dwarf - The Cosmic Mother -
    Earth - - -
    Elf - The Cosmic Mother -
    Envy - Ahn -
    Exorcism - - -
    Family Kahla The Cosmic Mother -
    Fate - - -
    Feast - - -
    Fey - Mianmi -
    Fire - Ignus Ignus
    Force - - -
    Glory Hemeliosa - -
    Goblin - Grenzo -
    Gluttony - Grenzo Paesser
    Gnome - - -
    Greed - - -
    Halfling - Mianmi -
    Hatred - - -
    Healing - - -
    Humanity - Ulvin -
    Hunger - - -
    Illusion - - -
    Inquisition - Kethneciel -
    Knowledge - Mianmi Eucle
    Liberation - - -
    Life - Mianmi -
    Light - Ignus -
    Luck Ahn - -
    Lust - - -
    Madness Yhrzallus - -
    Magic - Yhrzallus The Cosmic Mother
    Meditation - - -
    Metal Zermanion - -
    Mind - - -
    Moon - Yhrzallus -
    Music Mianmi - -
    Mysticism - - -
    Nature - Pernieth -
    Necromancy Clora - -
    Nobility - Paesser -
    Ocean - Mianmi -
    Oracle - Mianmi -
    Orc - - -
    Pact - - -
    Passion - - -
    Pestilence - - -
    Planning - - -
    Plant Pernieth - -
    Portal - - -
    Pride - - -
    Protection Harcob The Cosmic Mother Pernieth
    Psionic - Eucle -
    Purification - Kethneciel -
    Renewal Ignus - -
    Repose - - -
    Retribution Kethneciel Pernieth -
    Rune - Ignus -
    Shadow - - -
    Sky - - -
    Slime - - -
    Sloth - - -
    Spell - - -
    Spider - - -
    Storm - - -
    Strength - - -
    Suffering - Paesaer -
    Summoner Ferd - -
    Sun Hlo The Cosmic Mother -
    Time The Visionary - -
    Trade - - -
    Travel - Grenzo -
    Trickery Grenzo Ahn -
    Tyranny - - -
    Undeath - - -
    War Yanegrish - -
    Water - - -
    Wealth Eucle - -
    Weather - Pernieth -
    Winter Kryokoli Hemekiosa -
    Wrath - - -


    Map


    Spoiler: The Playground
    Show


    Last edited by Shmee; 2015-05-24 at 08:55 AM.
    "Do not anger a bard...for you are silly, and would make for a funny song."

  3. - Top - End - #3
    Troll in the Playground
     
    DwarfBarbarianGuy

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    Default Re: Lords of Creation in the Playground (OOC Thread #3)

    The Story Thus Far

    Every week a summary of the events shall be added. Hopefully it will be updated one day.

    Verse I: Genesis
    Spoiler
    Show

    The Creator, that being of total chaos, did what it did. It swam through the Void and Created. In its loneliness the Creator formed a companion. This was the Playground. Thus Zalsar, First of the Three was willed into existence and the Creator saw that it finally had the companionship it had desired. Yet in a moment of carelessness, the Creator separated the elements which was Zalsar, driving the god insane. Zalsar is Zalsaram.

    In a fit of unbridled rage, Zalsaram raised its sting against the Creator who in an act of desperation called out for help. The cry for aid erupted as the Cosmic Mother, Second of the Three flew through the Void as she attempted to pluck the Creator away from Zalsaram. However her attempt to rescue the Creator cost the Cosmic Mother her left eye, as Zalsaram tore it off, the eye itself being the Sun of Winter: Phos.

    The Creator, seeing that the Cosmic Mother could not best Zalsaram willed for a better future. This will was formed as the Visionary, Third of the Three. The Visionary sensing a future in which Zalsaram was not a part of, attacked the World with intent to destroy it. As the Visionary struck the first blow against Zalsaram, the Cosmic Mother sensing an opening lent her power to the Visionary as the Second and the Third unleashed the full extent of their powers against the First.

    The Creator, seeing the destruction caused by the Three, extended his protection over the Playground, and exhausting his powers vanished.

    So it was that the First was defeated yet not killed, for Zalsaram lives and Zalsaram rages. The Second mourned her failure to save the Creator and in her grief created her First Born Bahamut while sacrificing her Right Eye to create the Sun of Summer: Oussia. The Third began its plans to finish what it had started.

    Thus the Three retreated. Zalsaram raged, the Cosmic Mother slumbered and the Visionary planned.


    Verse II: Dawn of the Playground
    Spoiler
    Show

    Thus did Winter usher the First Divine Month. Bahamut and the Dragons were charged to guard and act as guide to the mortal races on the Playground from the land of Demiourgia which was given to them by the Cosmic Mother.

    And then the Explosion of Divinity occurred. Zalsaram's fragments, the Shepard created the world's animals while Mezzethera formed the Playgound's Oceans and began to feed upon the dreams of the Playground's creatures. And so the Demons sleep beneath the oceans, in their palaces of dread. The Product of the Visionary, Pernieth formed the First Tree as his seat. On Demiourgia, the Spawns of the Cosmic Mother, Ikino, Israken and Tiamat hatched from the same egg, while Neiag was formed as a result of their hatching. The Dragons claimed the Challenge Mountains as their seat while forming an alliance of kinship.

    Kyre crawled out of Zalsaram's Belly and brought Death onto the Playground and claimed all souls as his. He blotted out Phos' light ushering the Long Night. A night which lasted a full year and may had lasted longer had Ikino not offered Kyre a Dragon's egg as an offering. Touching the egg, Kyre killed the creature within, but feeling remorse brought it back to life as Deimos, the First Hero.

    The Explosion of Divnity came hand in hand with the Expansion of the Mortal Races. In the Void, Mianmi sang her song of creation she formed the Satyrs, Girrons, and Celue, while Iskaren created the Craast, hailing from Craast Dominus. Kyre formed the Keepers, tenders of the dark and guardians of the dead. Ignus, fragment of Zalsamar, struck the world with her hammer and formed the Burning Lands, which she gave as heritage to the Fire Genasi and began to lay the foundation of their civilization. Ikino formed the Dwarfs in the Challenge Mountain, giving authority to the Dwarf King, Sutur. The Shepard formed Humans before fading from the world. Deep in the Oceans, Mezzethera gave mortals dreams of war, greed and strife.

    Mond was the last of the gods birthed during the Explosion of Divinity.

    Zalsaram would lash against his binds when ever too many divinities would gather. The Visonary began its plans of the future by creating Mother Matron Elev Nosh, Dred Olg and the Nightmare Engines. All the while the Cosmic Mother still slumbered in the Void.


    Verse III: The Mortals Expand
    Spoiler
    Show

    The gods watched over their creations which are known as mortals. The earliest mortal races continued to expand their civilizations under the tutelage of the gods or of their agents while new creatures and races began appearing all over the playground. While Helfarch began teaching the Humans, Ikino gave knowledge to the Dwarfs and the Kobolds. The Dragons as well, began teaching mortals how to harness the magical powers of Dragonkind.

    Israken placed the Orcs, Goblins and Hobgoblins who would be known as Goblinoids on Demiourgia, while creating Chimeras, Manitcors and Owlbears as a source of challenge. In the World Tree, Deimos placed the Elves to aid Pernieth's Dryads to watch over nature. However Hagatha, goddess of Suffering began persecuting the order of nature by twisting the Dark Grove, connecting the World Tree to Demiourgia, while creating Swamp life, Trouble Dreamers, Weirdroots and Spriggins, putting her on a collision course with Cassandra, Pernieth's voice made manifest.

    In the Burning lands, Ignus created the entrance to the Temple of Ignus and formed the Phoenixes. Eucle, god of Wealth formed the Vault of Plenty in his stomach while introducing currency to the Playground and taking a tribe of Humans, formed the Syndicate. Yggdrasil, goddess of Life expanded the limits of the Playground and formed the Underplayground on Zalsaram's underside.

    The end of this age was marked by Kyre, the god of Death ascending the Playground.



    Verse IV:

    Spoiler
    Show

    The age started with Cassandra confronting Hagatha in the Dark Groove, as Hagatha continues to make a mockery out of nature. Upon Demiourgia, a new race is born as the Halflings, following Mianmi's songs travel across the lands, but they are not the only ones, as the Vagrants comprising largely of outcasts and refugees of various misfortunes, also begin their migration, while Passaer formed the Voice to act as its name implies, his voice upon the Playground. At the same time Mianmi forms the Unicorns, Centaurs and Minotaurs.

    Upon Neutral Ground, Eucle forms the Wealth Demons, Quori and the Dream Trees, while at the same time, unlocking the minds of his faithful and teaching them the ability to wield psionic powers while Helfarch gives nightmares to the Demons, these nightmares wounding the Demons when ever they wound a mortal, attracting the attention of Zalsaram's herald, the Primal Duchess. Yet Zalsaram was not the only Elder acting, for the Visionary still sought out the most powerful mortals for his Nightmare Engines.

    Meanwhile, Genzo took a tribe of Goblins known as the Aram under his wing and began turning them into fire worshiping and party loving creatures. Tiamat and the Chromatic Dragons, seeing the Chromatic Dragon's actions with their mortals, decided to follow suit and begin their domination of the Orcish clans, using nothing short than brutal conquest. The Haflings wandering across Demiourgia met with the Metallic Dragons. From the World Web, Neiag creates his own Avatar, Emperor Venom to lead the Yuan-Ti, Naga and Lizardmen upon the Burning Lands and Yggdrasil remains busy as she continues to fill the Underplayground with all sorts of animals.


    Verse V:
    Spoiler
    Show

    This age is heralded by the founding of the Venom Empire upon the Burning Lands. Tiamat paid Kyre a visit in his hold in Eberus, and offered the Shadow Dragons as protectors of the afterlife, in return Kyre eased the Shadow Dragon's passage to the Playground by ushering the Long Night once more. Kethneciel, god of Justice is born and begins to appoint judges across the Playground while making Oussia his seat of power. In the Dark Groove, Hagatha continues her mockery of nature as she kidnaps a group of Halflings and deforms them into the Bogwarts, although they are still considered the nicest creatures one can meet within the Dark Groove. Eucle ties his body as a giant energy source at the center of Neutral Ground.

    The sanctity of death as appointed by Kyre is assaulted twice, once when Yggdrasil creates reincarnation and then when Neiag creates Clora, the goddess of Undeath who wastes no time in creating zombies, skeletons and Liches, while she begins to teach the mortals the secret to immortality. The ents are also created.

    The age closes with the Vagrants arriving in the Underplayground.
    "Do not anger a bard...for you are silly, and would make for a funny song."

  4. - Top - End - #4
    Troll in the Playground
     
    Hatter's Avatar

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    Default Re: Lords of Creation in the Playground (OOC Thread #3)

    Thread #3! Yeah!... So here's my character list.
    Spoiler: Ahn, God of Luck
    Show

    Name: Ahn Aka. Lucky Thumb, Disaster Thumb.
    Aspects: The Great Fox(Underplayground), Ahnak (Wereboars and Tribals)
    Alignment: CE
    Legacy: Creation
    Alignment Domain: Chaos
    Primary Domain(portfolio): Luck(Fortune)
    Other Domains (portfolios): Envy (Obsession), Trickery (Shapeshifters)
    Holy Symbol: Mummified Rat Claw
    Favored Weapon: Quarterstaff, Dagger
    DR: 6
    Paradigm & DCM: Divinity

    {A} Twist of Fortune: With a small twist of his Primary Domain, Ahn increases a friend's chance of victory.

    {A} Dumb Luck of Kings: Sometimes all one needs is the Dumb Luck of a King.

    {D} Lucky Dodge: Whoa! That was a close one!

    {C} Cheap Shot: Ahn does not fight fair. He will lash out at his opponent's weak spots at the most opportune moments.

    {C} Lucky Hit: With a bit of Luck, even the most untrained might just hit something vital.

    Description: Ahn is a fickle and cruel deity who is at home driving from the back seat as he sows all manner of Chaos among god and mortal alike. His Primary Domain being that of Luck, he is the one mortals turn to when they need that little bit of an extra hand, be it in the form of a gullible customer, a gentle wind that blows the hunter's scent away from his mark, a victim being distracted from a cutpurse's misdeeds or even kings suddenly falling ill.

    Ahn has his hands in several different pots, greedily grabbing for every single metaphorical cookie that he can get his hands on although he rarely acts himself, instead opting to send his shape-shifting horned-goblin avatar, Kerx out in his stead as both a representative and a direct conduit for the God of Luck's power upon the Playground and the corresponding planes. When not using Kerx, he would send mortal agents from various walks of life out. Some knowing, others not so much.

    Ahn was one of the three gods that brought the Plane of Chaos known as the Madhouse into being. As such, he maintains a small cottage amidst the Chaos of that plane where he rules over his domain, albeit very loosely and with very little actual organization, leaving such matters to the likes of Kerx and the Corrupted Solars that lord over the toad-like Khaadi.



    Spoiler: Ulvin Silverblade, God of Courage
    Show
    Name: Ulvin Silverblade, The King Knight
    Played by: Hatter
    Divine Rank: 3
    Alignment: Lawful Good
    Holy/Unholy Symbol: Upright silver sword on a brass triangle
    Primary Domain (and Portfolio): Courage (Heroism)
    Other Domains (Portfolios): Humanity (Expansion)
    Legacy Domain: Destruction
    Alignment Domain: Law
    Favored Weapon: Longsword
    Combat Rating: 4.5
    Paradigm & DCM: Warrior

    {H} Purge(Evil): Ulvin has an deep seated hatred towards evil. He lashes out with Divine light in an attempt to purge Evil from his sight.

    {C} Sword of Justice : Ulvin lights his sword with raw power and lashes out against the Enemies of Man.

    Brief Description: Tall and muscular with short blonde hair. Ulvin was once a mortal being, a human from a small village who picked up arms and started roaming the countryside, slaying monsters and rescuing innocent and defenseless folks from certain ruin at the hands of Evil while teaching others to do the same. He eventually started his own little band of wandering do-gooder swordsmen.

    One day, Ulvin was struck down by an orc's poisoned arrow in his neck as he held the way for villagers to escape from an orcish warband. His lifestyle and sacrifice drew the attention of Kethneciel and he was raised up into godhood, gaining Courage as his domain and Heroism as his portfolio.

    Ulvin embodies the virtues he did when he was a mortal and expects those same virtues to be upheld by those whom would follow in his lead. His tenants are to be fearless in the face of adversity, to protect the weak, to always do the right thing and to uphold the virtues that which put mortals above petty evils.

    After being raised to godhood, Ulvin proceeded to found the Kingdom of Eldarond, sitting upon it's throne as God-King.


    Of my creations....

    Spoiler: Murkdeep, Reean Isles
    Show




    Murkdeep is a coastal city created by Ahn for the sake of housing a group of Bogwarts out of the Dark Grove upon the Reean Isles. The city is a lawless den of thieves, pirates and mercenaries with no clear sense of leadership beyond that which exist within the various gangs and factions fight for.

    Poulation
    Humans 49%
    Bogwarts 34%
    Dopplegangers 15%
    Others 2%


    Spoiler: Taku
    Show




    Taku is a group of 12 Kitsune villages on the Western shore of Ithilbar. the inhabitants of Taku are a peaceful people with a love for tricks and riddles. They are hardworking people, living out simple lives as farmers and hunters.

    Population
    Kitsune: 99%
    Others 1%


    Spoiler: Eldarond
    Show



    The Kingdom of Eldarond is a place where Law and Good rule absolutely without competition. It is ruled by Ulvin Silverblade, God King of Eldarond. The Kingdom has very strict customs and practices, living completely alcohol and drug free and protected by an army of paladins.

    Population
    Humans 98%
    Others 2%


    Spoiler: Kith, Master-Thief
    Show




    Kith is an Aram thief with a few tricks up his sleeve who is currently wandering the playground in search of certain artifacts for an as of yet to be revealed patron.

    Class: Rogue/Wizard
    Alignment: CN


    Spoiler: Avatar Kerx
    Show


    Kerx, the Avatar of Ahn, the Party Animal, the Drunk Goblin among other names is a skilled shapeshifter normally appearing as a wicked looking goblin with skin as green as green gets. He has glowing eyes the color of smoldering coals and a pair of golden horns. He often carries with him an emerald encrusted dagger.

    He is a rogue and liked his original self, a skilled shapeshifter who often takes the form of small animals for the sake of moving about unnoticed.


    Class: Rogue
    Alignment: CE


    Spoiler: King Endren
    Show



    King Endren is the Husband of Kyrokoli, the Winter Goddess. He was once a mortal man and has since been cursed/blessed with immortality and wed to Kyrokoli. Through some sick twist of fate, he had become more of a pet to her than anything else but when she conquered the First Tree, she gave it to him to rule over. King Endren assumed his duties and renamed the First Tree to Lignum.

    *Lignum is Latin for Wood, Timber.


    Last edited by Hatter; 2015-05-26 at 12:46 PM.
    Currently Playing
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    - Il-Na: God of Greed, Luck and Earth

  5. - Top - End - #5
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    Gunhaven's Avatar

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    Default Re: Lords of Creation in the Playground (OOC Thread #3)

    Spoiler: Grenzo
    Show
    Name: Grenzo the Cackling Flame, the Roaring Hunger, That Which Fuels, and The Consuming Light
    Played by: Gunhaven
    Divine Rank: 11, Intermediate God
    Alignment: Chaotic Evil
    Holy/Unholy Symbol: A dark night, a campfire burning high with revelers of the worshipping race surrounding it, a good time to burn the world down.
    Primary Domain (and Portfolio): Trickery (Arson)
    Secondary Domains (and Portfolios): Gluttony (Revelries), Travel (Ethanol), Fire (Bonfires)
    Legacy Domain: Elemental
    Alignment Domain: Chaos
    Favored Weapon: Torch
    Combat Rating: 10 (+15 for first round as aggressor)
    Paradigm & DCM Striker
    {H, Law} The Unbound Flame: The Cackling Flame will not be bound by such petty concepts as a campfire's circle, a lantern's glass wall, or the strength of the breeze. He desires nothing more than freedom to see the world burn.
    {D} Setting the Blaze: Sometimes the spark that starts the blaze comes from beyond and That Which Fuels recognizes the need to build up the proper bonfire for such occasions, punishing the fools and rewarding the righteous.
    {A} The Encompassing Light: The Consuming Light understands the need for allies the same way He understands that He needs fuel. It is all the better to insure that His tinder remains unharmed unless He wills it.

    {C} Campfire Tales: Luring the unsuspecting into the light of the camp, the Cackling Flame prepares to lash out or smolder in it's pit.
    {O} Gout of Flame: The Cackling Flame cannot be contained to mere boundaries, lashing out like an uncontrolled flame at those that are weak.
    {O} Devouring the Fuel: The Roaring Hunger demands constant fuel to burn brighter and hotter with each passing season, consuming all that lies in His path in His desire to fill that void within.
    {C} The Burning Gaze: Grenzo has been banished to the void but that doesn't mean He doesn't still see His enemies. No, the Consuming Light sees and judges all as fuel for the fire.
    {C} The Blood That Flows: Grenzo has gifted the world with That Which Fuels and He can take it away just as quickly. Through Him industry has continued when others left, through Him fires burn brighter, and through Him those same fires and that industry can be turned against His enemies.

    Brief Description: A spark of hatred from Zalsaram was all that was needed to bring forth Grenzo, the Cackling Flame. Preferring the appearance of a campfire, all the better to confuse and infuriate when he sparks up in another way, Grenzo embodies trickery taken to a dangerous end. Most of those mortals that have heard of him are on the fringe of societies, either born in the cesspool of remains or for fear of their arsonist tendencies would see them put to the same torch that they once used. Yet even when mobs gather with torch and pitchfork He is there, whispering for the mass of anger to be unleashed in destructive rampages.

    Grenzo views his place on his Master as a herald. Where tricks are played he attempts to channel the fury of Zalsaram to insure that His enemies are few and far between. Yet He is still a deity of tricks and even if destruction isn't the outcome he prefers a good show over the boring tendencies of those good or, especially, lawful beings that attempt to put a stop to revelries before they can reach their destructive potential. He has since expanded his repertoire to include His blood's uses in quelling hunger of His chosen and His creations through gluttony and travel, as well as finally embracing the flame within to let it be known that His fire will burn on for all eternity.

    Since His destructive birth into the Playground Grenzo has gifted the land with the means to worship Him: ethanol. From this fuel His followers have created means to spread His joy to the corners of Demiourgia with plans to spread His flame beyond in the making. He has since left His followers to explore on their own, visiting His chosen ones in dreams of hunger and flame. Through His chosen's creations has come three separate organizations that idolize Grenzo's vision for the Playground: Rix Maadi that travel the Lightning Lines in drunken competitions, Mardu that spread His teachings throughout creation using Holy Flame, and the Aerialist that have left their dead father to venture into the void to be closer to their Lord.


    Spoiler: Hlo, That Which Lights the Way
    Show
    Name: Hlo, That Which Lights the Way
    Played by: Gunhaven, Alt of Grenzo
    Divine Rank 1
    Alignment: True Neutral
    Holy/Unholy Symbol: A blazing sun, eclipsed by a tree's burning canopy
    Primary Domain (and Portfolio): Sun (Eclipses)
    Legacy Domain: Destruction
    Alignment Domain: Balance
    Favored Weapon: Light Spells
    Combat Rating: 1 (+1 for two rounds, as long as it didn't start it)
    Paradigm & DCM Divinity
    {H} Those Impatient Fools! (Strikers): Balance is the nature of the universe and those that seek to disrupt that balance draw the ire of That Which Lights the Way. When a divinity seeks to disrupt the paths of the Suns, they find their way made more difficult by It's unnerving gaze.
    Brief Description: Hlo is an unassuming deity. Born from Grenzo's hate of the current year long cycles of the Cosmic Mother's eyes, He beget It's spark. Yet this spark found the strangest being in the oldest tree deep within the Burning Lands. Through the hive mind that the trees share Hlo knows that not all of the land is as blessed as It's home and now wishes to protect It's brethren and mortals from the bitterness of the cold in It's bark.

    Since It was granted divinity, Hlo has cast off this excess energy in form of two divine objects. H'Vooz the Sun is much like Oussia, smaller in size yet closer in distance so that it may eclipse the Mother's eyes in it's dance around Zalsaram. Xirmr'z the Comet is like Phos, a cold and desolate rock. When the two are remote with their respective parents for twelve hours each day then all is at it should be, the weather calm and the living easy. Yet when they are coterminous the objects only play off each other and bake or freeze the inhabitants below in the extremes that they once had to suffer year round.

  6. - Top - End - #6
    Troll in the Playground
     
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    Default Re: Lords of Creation in the Playground (OOC Thread #3)

    Spoiler: Pernieth
    Show

    Name: Pernieth
    Played by: Toxic Mind
    Divine Rank: Intermediate (12)
    Alignment: CN
    Holy/Unholy Symbol: Two Vines twined around a stone tower, crushing it
    Primary Domain (and Portfolio): Plant (Growth), Nature (Preservation), Protection (Forest), Weather (Storms), Retribution (Forest)
    Legacy Domain: Destruction
    Alignment Domain: Chaos
    Favored Weapon: Thorned Vines
    Combat Rating: 22 (12 Bse + 6 Warrior + 4 CM)
    Paradigm & DCM: Warrior
    {C}: Wisdom of Years: Pernieth has lived many ages, and seen much conflict
    {C}: Living Weapon: His body is a weapon, adapting to any challenge
    {C}: Call of the Wild: All natural life serves as his weapon. He is never truly alone
    {C}: Fury of the Storm: Pernieth is the primal destruction of the fiercest storm unending
    {O}: Thorn's Embrace: Implements of death are never far from Nature.
    {D}: Endless Tide: Constant reconstruction, constant life.
    {H}: Purity of Nature: There is no place for Artifice among Nature in Pernieth's Vision
    Brief Description: Pernieth is a being of pure nature. His time and existence is spent towards furthering the natural, growing world. A civilization out of tune, out of harmony, with nature is an abomination to him. Pernieth is a massive being, his skin bark, his hands vines, every part of him a testament to growing things. His nature is volatility, but to those who honor his ideals, he is a gentle and caring being and a protector.

    Spoiler: Picture
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    Avatar Marcus Caius, Astropath Transcendent by The Architect, may the Emperor keep him in His sight.


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    Default Re: Lords of Creation in the Playground (OOC Thread #3)

    Here be ye olde gods of Madness and Metal

    Spoiler: Yhrzallus
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    Name: Yhrzallus (yuhr-zah-luss), The Sorceror-King of Insanity
    Played by: MetaKnightFan
    Divine Rank: 8 (Lesser God)
    Alignment: Chaotic Neutral
    Holy/Unholy Symbol: 4 triangles of impossible geometry positioned in a cross shape.
    Primary Domain (and Portfolio): Madness (Secrets)
    Secondary Domains: Moon (Change), Magic (Sorcery), Pride(Delusion)
    Legacy Domain: Destruction
    Alignment Domain: Chaos
    Favored Weapon: Cane and Tome
    Combat Rating: 8
    Paradigm & DCM:
    Caster
    Spell Pool - 24

    {C} Between the lines of Order, lies Chaos. Unspoken chants, unheard whispers, things of a time that never was. The words wither away at the spirit and mind of the unprepared, plunging those who cannot grasp it into the pits of insanity.

    {D} A truth and a lie, all at once. An idea inconcievable, a paradox. Sometimes, even order can be unwoven, or chaos be given insight. To the mind of the one who understands that which has no concept, who gives reason to that which has no meaning, sometimes harm and destruction become relative around him.

    {A} A boon from madness is perhaps a curse. Or perhaps curses have always been misinterpreted boons. Sometimes secrets are meant to be shared, and there are those deserving of not knowing that they know more than they think they know. And that not knowing becomes some knowledge. And knowledge, well, is power. Even when it isn't.

    {A} The Sorceror King, like certainty, is ever changing. And this eternal change allows for him to sometimes make other things he influences equally relative. Usually, to tip in the favor of that which he is interested in.

    {O} Power. Raw, Unrestrained. To have invoked the wrath within Madness is to wish oblivion. For you stared at the abyss and now the abyss is staring right back at you.

    Brief Description:
    Yhr'zallus sometimes is interpreted as an old man with a long hood shadowing his appearance, with just a long silvery pale beard falling down from his robes and featuring a large chained necklace with his own symbol, its weight pressing his figure down into a hunched position, as the only thing holding up the Sorcerer-King is his sturdy cane, rumored to have great secrets too dangerous to be known hidden within its rings, were the item to be cut apart. In this rendition, he also carries a large dusty tome of empty pages. Some claim that the contents are not read, nor understood, but rather felt, imagined, smelled, sometimes heard, sometimes all at once.

    However, it is not the only interpretation given to Yhr'zallus. Though countless span many a hidden book, there are two others that are popular amongst the followers of the sorceror king. There are those who describe their god as a young maiden, beautiful beyond belief, though the closer one draws to her, the more the form stops making sense. There are those who claim one could witness all emotions at once in her expression, or that the eyes led into a neverending abyss, though those would be the basest of incomprehensible notions about this interpretation of the god.

    And lastly, to some, Yhr'zallus is not capable of being. Some say that the Sorceror King learned how to not be, and yet be, and the closest words to describe the god in mortal eyes would be a sensation, a presence...something that is there, but also isn't. The pranks the mind plays on itself. A sudden itch inside your body you can't scratch, a twitch in your eye, an unexplained curiosity...that would be the manifestation of Yhr'zallus itself.

    Explaining the Madgod
    The inspiration behind Yhr'zallus as I was working on him was that he would be very in touch with mortals, though in more subtle ways. Not really a kind of god that'd want much of a territory of his own. He'd be someone to use his secrets in both detrimental and beneficial ways. For instance, someone communing with him may wish to know a specific secret or attain some power, he would be inclined to grant that person's wish, though with a twist, given that a mortal's wish out of nothing but arrogance/greed would be of little interest to Yhr'zallus. He's the kind that would make people work for their rewards, and learn more of themselves and their wish in the process. That'd be a consistent attitude for Yhr'zallus. Someone who values knowledge and guards it, and punishes those who would recklessly seek it, plunging their unprepared minds into madness.

    But that's mostly an outlook on how he interacts with secrets and mortals themselves. In larger scale matters, Yhr'zallus is more unpredictable. He isn't one to often take a side in matters, and most of the times if he does it is through indirect support. Sometimes he may aid another god through their champion, or perhaps by trying to rig the odds in their favor. But I wouldn't say it is on a whim and inconsistent wholly. If he aids someone in a specific matter, he'll keep helping, and worst case scenario, withdraw himself back into the shadows. It's his initiative, the starting choice that would make people wonder where he stands in a matter.



    Spoiler: Zermanion
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    Name: Zermanion, Bringer of Shape
    Played by: MetaKnightFan
    Divine Rank: 3 (Demigod)
    Alignment: Neutral Good
    Holy/Unholy Symbol: A golden triad formed by a hammer, sword and axe with their tops pointing outwards
    Primary Domain (and Portfolio): Metal (Shaping)
    Legacy Domain: Creation
    Alignment Domain: Good
    Favored Weapon: Warhammer-guitar (For purposes of worshipers, consider it a martial weapon with a bardic instrument built in)
    Combat Rating: 3(5 on first Round)
    Paradigm & DCM: Striker

    {C} What does not bend will break, and Zermanion shall not spare those who stand against creation from that rule. His resolve in combat is, however, unbreakable.
    {C} Zermanion would not be a worthy bringer of shape if he did not know how to wield that which he creates.

    Zermanion is a very headstrong deity, for his will is forged from the hardest of alloys and his armor shimmers with the pale golden glow of the stars. He is a figure of hope to allies and doom to his enemies. The god of metal, despite being made of unearthly, inorganic matter holds respect for mortals of flesh and blood, seeing them as worthy of wielding instruments of such strength and perfection that only metals could ever bring. But more than that, worthy of a dignified, honorable life.

    He favors not only the smiths but knights, paladins and bards. Those willing to shape their society for its own betterment. It is in them that he sees the improvement, the eternal struggle of mortals to become perfect as metal is. And the Bringer of Shape intends to do no less than give them aid in such an endeavor.

    But his benevolence is hardly something to be mistaken for weakness. He does not tolerate those who would ruin, who would corrupt such a finely shaped creation with dents and bends meant to shatter and unmake that which has been worked on with dedication, with passion, with the blood and lives of many. It’s his interest to keep order, more than rush mortals into the jaws of the abyss to vanquish all darkness forever. No matter how much one may struggle, even a divine one, there will always be chaos. So the best that Zermanion can provide to mortals is to bestow upon them sharp weapons and minds, wary and ready to defend the good causes of the world. For ultimately, the divines may be the architects of creation, but the hammer that shapes, that gives fine details, and alters what was made to its final state will always be in the hands of mortals.
    Keymaster avatar, self made :)

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    Default Re: Lords of Creation in the Playground (OOC Thread #3)

    Mianmi
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    Name: Mianmi, Matron of Music, Mother of the Seas, Font of Knowledge, Fickle of the Fey
    Alignment: NG
    Legacy: Creation
    Alignment Domain: Balance
    Primary Domain(portfolio): Music (Sounds of Creation)
    Other Domains (portfolios): Life ( Growth), Halfling (Caravan), Fey (Tunes of the Fey), Knowledge (Ballads), Oceans (Cetacea)
    Holy Symbol: Three circles arrayed over three lines
    Favored Weapon: Sonic
    DR: 16


    Combat Rating: 19 (16 DR + 3 DCM)
    Paradigm: Divinity
    DCM:
    {C} Music of the Spheres: Understanding music can lead to a truer understanding of the world as a whole, and how to manipulate it. Through this, a greater mastery of combat can be achieved.’
    {C} Lady of the Silvery Deeps: She has heard the tale of heroes, and aided in the work of many. There comes a time when the hand can offer healing, and when the hand must brandish a sword.
    {C} Font of Knowledge: The first weapon in any arsenal is knowledge.
    {H} Sounds of Creation (Hatred: Void): The unmaking of life, of music, the bringing of the void that is nothingness, this is the gravest crime that can be committed in the eyes of Mianmi.
    {D} Hold the Line: At the eleventh hour, when all seems lost, and despair creeps into the hearts of the defender, then will the trumpet blast bring the hope of the ages, the redemption of a battle thought lost.
    {D} Abundant Life: Life and the desire for such contends to keep she who strives upright when else she might fall.
    {A} Inspiring Chant: Words can serve to bring about a magic in others, driving them to greater heights than ever before
    {A} Words of Mending: Creation is not the only use for which the Ancient Sounds can be employed. That which was rent asunder can be made whole again.
    {A} Heroic Soundtrack: Some music takes hold of the listener by the ears, letting them know that THIS, THIS is the moment for which they were made.
    {A} Encouraging Melody: The disheartened gain courage and a renewed vigor from such a gift of words
    {A} Valor and Victory!: Songs to make the heart stout and drive onwards to the just reward of the valiant.
    {A} Optimism in All: The heart of a halfling, to go into danger and travail with head held high — because you are together..

    The very act of music is a creative force; where there was once silence — nothingness — there now exists something. Whether it be the strings of an orchestra, the lonely voice on the road, or the drumming of a warband, all are acts of creation, and all are sacred to Mianmi. Death, while tragic, is not the end of music, of creation, for the cycle continues and the chorus comes around again. Unmaking though, the obliteration of the cycle, that is abhorrent and sacrilegious to Mianmi, a breaking of that balance of the cycle.
    Mianmi is often depicted as a large, heavyset woman, usually carrying an instrument of some kind — violin, harp, drums — spreading the joy of music throughout the world. In many murals, the background is a rainbow of colors coruscating around her. It is said that those who find her favor can work the same artistry.
    Last edited by Rainshine; 2015-04-23 at 09:06 PM.

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    Default Re: Lords of Creation in the Playground (OOC Thread #3)

    *cackles in delight at the thought of forcing the Magister into a tea-drinking ceremony*
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    Default Re: Lords of Creation in the Playground (OOC Thread #3)

    *heats up popcorn with Grenzo's fire and prepares himself for a showdown between 2 fire deities* Oh, this is going to be good.
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    Default Re: Lords of Creation in the Playground (OOC Thread #3)

    Oh for the love of all things! Just start tearing at each other's throats already!

    GRENZO! GRENZO! GRENZO!

    *waves #1 hand around*
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    Default Re: Lords of Creation in the Playground (OOC Thread #3)

    Here I am thinking "How can I get Ahn in on the fight if I don't initiate it?" since afaik we are both brothers in Sin. I'm thinking something about letting envy into hearts, hehe.

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    Default Re: Lords of Creation in the Playground (OOC Thread #3)

    Quote Originally Posted by Gunhaven View Post
    Here I am thinking "How can I get Ahn in on the fight if I don't initiate it?" since afaik we are both brothers in Sin. I'm thinking something about letting envy into hearts, hehe.
    Yeah, we are at that. However, Ahn's abilities are all defensive except for 1 aid ability.
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    Default Re: Lords of Creation in the Playground (OOC Thread #3)

    Call on Cassandra, Ralasha. She saw Grenzo.

    I won't enter the conversation unless called, though. Not my sphere of influence.
    Avatar Marcus Caius, Astropath Transcendent by The Architect, may the Emperor keep him in His sight.


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    Default Re: Lords of Creation in the Playground (OOC Thread #3)

    Magister Yara will spike the tea with sake and be a happy Rakshasa nonetheless XD

    And on another note, updated the maps once more, trying to make the Crescent shape of both sides of the Frozen North and outlining Sovereignity lands.

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    Keymaster avatar, self made :)

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    Default Re: Lords of Creation in the Playground (OOC Thread #3)

    Quote Originally Posted by MetaKnightFan View Post
    Magister Yara will spike the tea with sake and be a happy Rakshasa nonetheless XD

    And on another note, updated the maps once more, trying to make the Crescent shape of both sides of the Frozen North and outlining Sovereignity lands.

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    Not to be picky but Murkdeep is supposed to be on the Reean Isles.
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    Default Re: Lords of Creation in the Playground (OOC Thread #3)

    Here are my sheets:

    Spoiler: Kethneciel
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    Name: Kethneciel, the Implacable Judge
    Played by: Zelphas
    Divine Rank: 8
    Alignment: Lawful Neutral
    Holy/Unholy Symbol: Crossed Gavel and Executioner’s Axe
    Primary Domain (and Portfolio): Retribution (Judgement)
    Secondary Domains: Inquisition (Punishment), Artifice (Automaton)
    Legacy Domain: Destruction
    Alignment Domain: Law
    Favored Weapon: Battle-Axe
    Combat Rating: 12.5 (With Executioner's Axe)
    Paradigm: Warrior
    {C} Long Arm of the Law: Judgment hangs over all.
    {O} Judge, Jury, and Executioner: The crime is reviewed by him, the sentence is passed by him, and the punishment is enacted by him.
    {D} Refuge in the Law: Those who abide by the laws have nothing to fear.
    {H} Partisan’s Scourge: Any who claims impartiality, but favors one side of a debate over the other, will garner Kethneciel’s eternal ire.


    Spoiler: Kahla
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    Name: Kahla, the Brood-Mother
    Played by: Zelphas (Alt of Kethneciel)
    Divine Rank: 1
    Alignment: Lawful Good
    Holy/Unholy Symbol: A nest of Craast eggs, encircled by a sleeping mother Craast
    Primary Domain (and Portfolio): Family (Tribe)
    Legacy Domain: Creation (or Destruction)
    Alignment Domain: Good
    Favored Weapon: Claw
    Combat Rating: 1 (2 when attacked)
    Paradigm & DCM: Divinity
    {D} Protect the Tribe: Attacking one of the Tribe means attacking all of the Tribe. Safety in numbers.

    Brief Description: Among her tribe, Kahla appears to be a female Craast slightly larger than average, with a mottled grey hide. Among mixed groups of creatures she appears to be one of the most numerous of the species there, always slightly larger than average and exuding a sense of motherly warmth.

    Born from Kethneciel, god of Judgment, and the absorbed energy of the Cosmic Mother's eye Oussia, Kahla combines her "father's" rigid sense of rules with the warmth and benevolence of the eye of Summer. the Brood-mother runs her tribe strictly, but kindly, seeking to uphold all of her people and push them to the limits of what they can be.


    In doing this, I found out Kethneciel was DR 8, not DR 9. Bummer.
    Originally Posted by Xefas:
    "I need the Goblins in phalanx arrangement. Sky Blotters in the back! Swissles? Assume the Swizzle Stick Formation! We're going in!"
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    Default Re: Lords of Creation in the Playground (OOC Thread #3)

    My gods.

    Spoiler: Eucle
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    Name: Eucle "The Fair"
    Played by: Thethird
    Divine Rank: 16
    Alignment: Neutral
    Holy/Unholy Symbol: a dowsing rod
    Primary Domain: Wealth
    Legacy Domain: Elements
    Alignment Domain: Balance
    Other Domains: Psionics, Commerce, Craft, Knowledge, Dream
    Portfolios: Prosperity, Lucid Dreaming, Deals, Gramarie, Consciousness, Unconsciousness
    Favored Weapon: Rod of Gramaric Dreams (Dowsing Rod; Quarterstaff)
    Artifacts: Vault of Plenty (Utility: Nourishment); Mirror of Maybes (Utility: Create Subrace); Tetsubo of the World's Heart (Combat); Hammer Fregnahept (Utility: Teach Populace & Combat)
    Combat Rating: 16
    Paradigm & DCM: Warrior
    {C} Hard mineral: Eucle's body changes from divine flesh to divine metal. He is composed primarily of bismuth but there are many other elements among him. This gives him both strength and endurance. (From being a Demigod)
    {C} Dream lives: From within his cauldron Eucle can take many wealth dreams among them there is substenance for him healing his wounds and mind. (From having DR 3)
    {C} Rod of gramaric dreams: Eucle has fashioned his rod in a similar manner to his disciples, but the god isn't limitted to the realm of the possible or probable. This weapon crafted from the dreams of thousands of gramarists allows Eucle to strike fast and far with the power of science. (From being a lesser god)
    {C} Mirroring maybes: The prosperity god can see what may happen and which actions to invest into turning into a reality. He can use this for combat in order to strike truer than many would believe him capable of. (From having DR 6)
    {C} Mindscape: Eucle can change the terrain using dreams to favor himself. (From having DR 9)
    {C} Can I Offer you a deal?: The demon god is tricky when it comes to getting what he wills and he can cajole or simply use cunning to undermine other god's power base among their followers so his power comparatively increases in combat (From Being an itermediate god)
    {C} Thousand palms: The prosperity god always has an open hand for those that might need it. Being able to cast hands from psychoactive wood and metal helps, and can be hard to deal with in combat. (From having DR 12)
    {C} Souls come unto me: Eucle can call the deceased souls to form an army around himself warding him from attacks and disracting his opponents with their many bodies. (From having DR 15)
    {C} Crowned by wealth dragons: Two draconic heads spring from Eucle's shoulder each bearing the insectoid features of his own wealth dragons. This beasts can breath noxious vapours, providing the prosperity god with wards and weapons against metal. (From being a greater deity)

    Brief Description: Eucle's primal form was that of a dragon carved from stone and metal with bountiful fruit trees at his back. He had taken that form from Deimos, the courage god, dreams the ones he had devoured along with the divine spark. Now with his material body deep within the moon the God has taken a more earthly gise to wander around his city. He takes the form of an old yet fit moongrel. Only his golden eyes betray his divinity and for the most part he hides them behind a dark cloth. He also wears a long hooded black cloak, his dowsing rod and his black cauldron.


    Spoiler: Lylien
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    Name: Lylien, Mistress of the Forgotten Hope
    Played by: Thethird
    Divine Rank: 2
    Alignment: LN (with good oriented tendencies)
    Holy/Unholy Symbol: A black tear/seed/stone
    Primary Domain (and Portfolio): City (Civilization)
    Legacy Domain: Creation (while Eucle is begetting Lylien he is drawing most/all of her spark from Deimos dream)
    Alignment Domain: Law
    Favored Weapon: Mechs
    Artifacts: Seed Chorus (Utility: Create Concept), Purity Scrolls (Utility: Create Subrace), Runic Stone (Teach Populace)
    Combat Rating: 2
    Paradigm & DCM Divinity

    {A} Many prayers: Inside Lylien's body there are many living and unliving souls, each holds an eternal prayer to the goddess of civilization and she can redirect those towards her allies.
    {A} One voice: Lylien's pilot speaks with one booming voice that can bring order to the most chaotic elements of her engine similarly she can use that voice to order reality to befit her and her allies.

    Brief Description:

    Lylien is a dual god a mech and it's pilot (they are always together). Both are known and referred as Lylien.

    The mech is a metropolis sized vaguely humanoid construct. At it's core it is engine 178, one of the oldest lightning engines that prevade from Neutral Ground, and is encased with wraithwood and wood drawn from Purity's trees (the city itself was turned into a forest). It's white smooth surface hides a sprawling city that coils around his body brimming with living moongrels. At it's chore there are two engines each tied to one of the sounds from the Playground providing the construct with energy from the Mother's torn eyes. The engine room is also brimming with seeds that shine with bismuth hues. When the prosperity god took the Moongrel's souls from the tight grips of death he encased them in black seeds of daemonic trees. Now those trees grow with the bismuth's hues filled with energy apporting another measure of divinity to the mech.

    The pilot is the first Moongrel to ever be. Groomed by the Prosperity god to the task of providing the newborn god with morals and directions while at the same time holding a small spark of divinity.

    Lylien is tasked with uplifting the mortal races bringing them knowledge and through it power. Her creed is that of a gardener. She just grows cities instead of plants. Lylien believes that knowledge comes from understanding and order so she promotes it.
    Last edited by thethird; 2015-05-28 at 03:23 PM.
    So after my pc blowing up, getting new job, moving out, getting some new internet and a new computer I'm back in the saddle. It took a while.

    All hail Kymme for making my av.

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    Default Re: Lords of Creation in the Playground (OOC Thread #3)

    Spoiler: Harcob
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    Name: Harcob, The Fine Friend
    Played by: Emperor Demonking
    Divine Rank: 5
    Alignment: Chaotic Good
    Holy/Unholy Symbol: A Copper Coin
    Primary Domain (and Portfolio): Protection (Good Fortune)
    Legacy Domain: Creation
    Alignment Domain: Good
    Favored Weapon: Crossbow
    Combat Rating: 5
    Paradigm & DCM: Divinity
    {C} Fortune Favours The Me: Harcob naturally has an reality bending aura to help him defeat his enemies.
    {D} Can't Hit Me!: Harcob is a small target and a particularly fast and nimble one, also.
    {D} Fighting dirty: When under pressure Harcob exploits every possible advantage in combat. Ethics? What are those?

    Brief Description: Harcob is a pink-skinned svelte humanoid standing just under four foot. At creation, he is entirely nude although a few artefacts might change that. His left eye is green, and his right eye is red. His hair is a copper colour, and his mouth is very expressive. He'd love it to be a permanent grin, but cannot help it when it shows his horror at the world's horrors.

    Harcob is a deity of good fortune with a certain degree of strong ethical fiber. If asked he would surely tell you about how the great thing when he could bend fortune to produce a win-win situation, or at least have it be beneficial from a utilitarian perspective. Still, even when acting as a higher power over mortals he can be influenced through pity or empathy to grant fortune to one even if its a zero-sum with an other. Although, always motivated by good his claims to his ethics can be questioned.

    Harcob is a deity of Good and is particular to those that share his views. He would rather not be in the presence of those that don't at least aspire to help the work, and he could not be at all civil to those who would try to do harm. Still he is non-violent preferring indirect approaches.


    Spoiler: Ferd
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    Name: Ferd, The Planeshider
    Played by: Emperor Demonking
    Divine Rank 1
    Alignment: Neutral Good
    Holy/Unholy Symbol: A glove
    Primary Domain (and Portfolio): Summoner (Bonds)
    Legacy Domain: Creation
    Alignment Domain: Good
    Favored Weapon: Summons
    Combat Rating: 1
    Paradigm & DCM
    Caster
    Fight For Me My Allies {C}
    Brief Description:
    Ferd appears like a walking lion, clad only in a rich red cloak and with a rich metallic silver mane. His eyes are a powerful black colour.

    Ferd's principles are about expanding the influence of summons and the summoning magic to summon them. However, his sense of morals would cause him to be completely aghast at strengthening evil with his power. The way to square this circle is to ensure that good dominates all the world.

    The Planeshider would be reluctant to engage in direct combat, but is otherwise happy to deal with creatures directly. His actions on the world will be create creatures to be summoned, convince pre-existing creatures to allow for it, and to grant mortals the means to summon.

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    Default Re: Lords of Creation in the Playground (OOC Thread #3)

    Spoiler: Yanegrish
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    Name: Yanegrish, The Bloodied Sword, The Unbroken Chain
    Played by: Lord_Asmodeus
    Divine Rank: 5
    Alignment: Lawful Evil
    Holy/Unholy Symbol: A blood red sword in a circle of chains
    Primary Domain (and Portfolio): War (Conquest)
    Legacy Domain: Elemental
    Alignment Domain: Evil
    Favored Weapon: Greatsword
    Combat Rating: 7 (8, +2 one round)
    Paradigm & DCM: Warrior
    {C} Divine Warlord: A being born to the spirit of war Yanegrish is a skilled combatant, skill at arms is in his blood, strategy is always the forefront of his thoughts
    {O} Juggernaut: A being of huge size and prodigious divine strength Yanegrish charges into with all of the fury of war in his heart and in his blade
    {D} Mountain's Bulwark: Yanegrish stands as tall as a mountain and is twice as tough, his flesh is like iron, his bones steel, his armor is a stone fortress. All told, Yanegrish can shrug off attacks that would destroy a lesser being.
    Brief Description: Yanegrish is a massive creature born of the hateful earth, his flesh and his will are like iron. Standing as tall as a mountain he proclaims all that he can see to be his dominion, and he will crush anything that stands in the way of that. Yanegrish is massive humanoid with iron-gray skin, clad in armor from head to toe, dirtied and marked by war it is the color and texture of stone with vines and moss growing on it. A giant moss green beard grows from under his helmet which is topped with a crown like the broken peaks of a volcanic mountain.

    Yanegrish burns with a need to foment war and conflict, to conquer and claim everything in his sight, he exhorts followers and foes alike to make war, believing it to be the greatest manifestation of the mortal and divine spirit. So long as there is anything in the world left unclaimed Yanegrish and his worshipers will not rest. Despite his love of conflict Yanegrish does not believe in wild unthinking violence, simply lashing out at anyone or anything. War is meant to be fought between armies and with disciplined soldiers following the plans and strategies of their generals, martial skills honed to enhance ones own abilities in service to the total war effort. To Yanegrish destruction itself is not the goal, but acquisition of land and peoples. It does a conquering people little good to butcher all of their new slaves and citizens who could be used to strengthen their war machine.
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    Default Re: Lords of Creation in the Playground (OOC Thread #3)

    And here are my deities!
    Spoiler: Clora, The Unliving - 24/04/2015
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    Name: Clora, The Unliving
    Played by: smashingBrawler
    Divine Rank 6
    Alignment: Neutral
    Holy Symbol: Bone carved into the form of a dragon skull with pale blue gemstones in the places of the eyes.
    Primary Domain (and Portfolio): Necromancy (Undeath)
    Gained Domains: Healing (Light)
    Legacy Domain: Creation
    Alignment Domain: Balance
    Favored Weapon: Lance
    Combat Rating: 6 DR+1 DCM+1CA = 8
    Combat Artifacts: 2 (Total +1 CR) (Lance of Holy Light & Armor of Immortal Bone)
    Paradigm & DCM: Caster (Spell pool: 18)

    {C} Unfeeling – The Unliving does not feel, no emotion proves itself a distraction.
    {D} False life – The Unliving can grant herself false life to repair injuries .
    {D} Bone upon Bone – The Unliving’s bones are hard and layered, they are hard to break.

    Brief Description:
    Clora believes that life and death are part of an incomplete and unbalance cycle. What is understood is that while life grows and fades, the numbers of the dead grow eternally. A balance must be forged, a third thing, beget of both life and death, and yet neither, in order to maintain balance between the two. Something to utilize death and give it purpose anew. In short: Undeath. Clora’s aims are to form a balance between undeath, life, and death, and to create a space for undeath within The World.
    Spoiler: Picture and Description
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    Clora generally takes the form of a moving draconic skeleton, eyes and maw aglow with a pale light of creation – though the light is cold and unfeeling. Her wings maintain their form due to an oft-ripped leather, but with dark bones so incredibly solid that when cracked open, they reveal only more bone beneath.

    Spoiler: Kealoharen, The Loving One - 24/04/2015
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    Name: Kealoharen, The Loving One
    Played by: smashingBrawler (Alt of Clora)
    Divine Rank 4
    Alignment: Neutral Good
    Holy Symbol: At least two figures holding hands, some may use more than two.
    Primary Domain (and Portfolio): Charity (Love)
    Legacy Domain: Creation
    Alignment Domain: Good
    Favored Weapon: Loving everyone Two Bladed Sword
    Combat Rating: 4 DR
    Paradigm & DCM:Divinity

    {A} Love is a Helping Hand – The love of Kealoharen aids and supports their allies.
    {A} Love Protects – The love of Kealoharen defends their allies.
    {A} Love Empowers – The love of Kealoharen strengths their allies.

    Brief Description:
    Kealoharen believes that all who exist are worth loving, and that there can be love within all things. Kealoharen teaches kindness, softness, and aiding others as much as possible. Kealoharen teaches that all things deserve to be loved, to love, to receive help, and to be treated with kindness and love. Kealoharen believes judging others for what they love to be wrong, and yet paradoxically believes that harm and hatred are wrong, even if those are what someone loves. Kealoharen teaches that hatred is an antithesis of love, and that love should never come at the cost of another. To Kealoharen, suffering is the antithesis of love, and those who revel in suffering are misguided and lost.

    Spoiler: Appearance Description
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    Kealoharen's basic form is a large soft-appearing white humanoid figure with solid black eyes, but this form is rarely if ever taken. Instead, Kealoharen will almost always take on a form relating to what they expect to be the most comfortable for others around them.

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    Default Re: Lords of Creation in the Playground (OOC Thread #3)

    There we go. Stoixia now has some life to it.
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    DwarfBarbarianGuy

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    Default Re: Lords of Creation in the Playground (OOC Thread #3)

    I probably should post my Character sheets as well:

    The Cosmic Mother
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    Name: The Cosmic Mother
    Played by: Shmee
    Divine Rank and Paradigim: DR14 (Intermediate) Divinity
    Alignment: Chaotic Neutral
    Holy/Unholy Symbol: The Draconic Constellation.
    Legacy Domain: Creation
    Alignment Domain: Chaos
    Primary Domain: Dragon
    Portfolio: Dragonkin
    Other Domains: Sun (Seasons), Family (Family Bonds), Protection (Guidance) Magic (Draconic Magic) Animals (Monsters)
    Favored Weapon: Breath Weapon
    Paradigm: Divinity
    Combat Rating: 14
    {A} Breath of Creation: Dragons are feared for their Breath Weapons. None is as powerful as the Cosmic Mother's Breath Weapon which is in the form of a White Hole.
    {A} Wyrm Mother's Roar: A terrifying roar is heard throughout creation. Beware the anger of the First of Dragons.
    {A} Celestial Judgment: The favored of the Cosmic Mother can always turn to the stars in their time of need.
    {D} Aegis of the Constellations: The Constellations are myths and legends of bygone eras placed in the heavens. In turn they will respond to their creator.
    {D} Cosmic size: Due to the immense size and the nature of the Cosmic Mother, striking at her may prove a difficult task.
    {D} Made of Dust and Gas: Her body consists of dust and gas floating in the Void. Striking her is extremely difficult.
    {D} The Dragon's Stare: The Cosmic Mother's eyes, two hyper-giant stars emit so much heat and light that meeting her glare could cause major discomfort to even the divinities.
    {D} Mother's Love: Could you really strike your own Mother? Even if she's not, she would still consider herself if asked. So could you really strike your own Mother?
    {D} The Cosmic Aura: Like all Dragons, simply basking in the Cosmic Mother's Aura is enough to cause a god great discomfort.
    {D} The Mother's Voice: When she speaks, a mere word is enough to raise entire continents. For when she speaks, all of Creation listens.

    Brief Description: When the Original Creator muttered a hasty plea for a mother to come in its hour of need, so was born the entity known as the Cosmic Mother. Made of the very essence of creation itself the Cosmic Mother is in fact an interstellar cloud of stars and gasses given shape in the form of what would be the first of the Dragons.

    However, as the Cosmic Mother was hastily begotten by the Original Creator Creator, the Cosmic Mother is unable to fully control her powers. Her natural urge is constantly create, and thus requires all of her willpower to put her urges under control, least her powers run wild. Yet due to to level of concentration required, it is not uncommon for the Cosmic Mother to unleash her powers should her concentration lapse even momentarily.

    Because she does not wish to overwhelm creation, and due to her sheer size which means that she could easily swallow the Playground itself, the Cosmic Mother has retreated into the deep void. Yet because of her immense size, she can be seen from the Playground by astronomers who often study the goddess' behavior. Therefore, the Cosmic Mother is a reclusive goddess, preferring to find other ways to subtly influence the mortals.

    Spoiler: The Cosmic Mother
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    Kryokoli
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    Name: Kryokoli, the Scorned Queen
    Played by: Shmee
    Alignment: Lawful Evil
    Primary Domain: Winter (Ice)
    Alignment Domain: Evil
    Legacy Domain: Elements
    Unholy Symbol: An Icy Hand, Reaching for a Broken Heart.
    Favored Weapon: Scourge
    Paradigm: Warrior (CR 7.5 Without DCMs)
    DR:5 (Demi-god)

    DCMs
    {C} Icy Disposition: By harnessing the overwhelming cruelty of Winter, pity and mercy are alien concepts to one as cold as Kryokoli.
    {H} Bane of the Righteous: Evil will always triumph because Good is dumb.

    Description: Born to Ignus as originally the goddess of Spring (or Summer if Spring isn't introduced by the time she gets in), Kryokoli was the apple of her Mother's eye. Beautiful and carefree, her tender caress was to herald an age of plenty and prosperity upon the Playground. Alas, all changed when one day the goddess' heart was stolen (I'm open up for suggestions as to who could do this. Either it can be for evil intentions, or perhaps it was a prank gone horribly wrong. I'd actually prefer the later.)

    Upon losing her heart, Kryokoli's cheerful disposition changed and her view of the world had been fundamentally altered. No longer cheerful and caring, the goddess of Spring/Summer had lost her color and began to turn cold towards all, a coldness which began to physically manifest itself as the goddess would now freeze everything around her. But what was worst was her cruelty, with a complete disdain for all living creatures, who were nothing more than pawns for her to use and dispose as she sees fit. The goddess of Spring/Summer had now become a perversion of everything she once stood for.

    It was this perversion that would eventually bring Kryokoli into a direct confrontation with Ignus, who would no longer tolerate her cruelty, and it was during this confrontation that Kryokoli would gain an eternal hatred for everything her Mother ever stood for. Separating herself from her family, Kryokoli now seeks to spread her malice throughout the Playground, and those who stand in her way shall be swept beneath the avalanche which is the goddess of Winter.

    Appearance-wise, Kryokoli takes the form of a stunningly beautiful Ice Genasi, although to touch her flesh would be to touch the coldest of ice. The only imperfection that can be found on her is the scar from which her heart was once removed. Having lost all the innocence and modesty she possessed when she was the goddess of Spring/Summer, Kryokoli shamelessly flaunts her beauty, using it as a tool to gain what she desires. When not in the midst of battle, Kryokoli only wears a mantle of snow to cover what little of her modesty remains. A mantle so cold that not even the piercing gaze of Oussia could penetrate.


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    Last edited by Shmee; 2015-04-24 at 10:27 AM.
    "Do not anger a bard...for you are silly, and would make for a funny song."

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    Default Re: Lords of Creation in the Playground (OOC Thread #3)

    I must have missed this... What is the Crystalline Palace?
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    DwarfBarbarianGuy

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    Default Re: Lords of Creation in the Playground (OOC Thread #3)

    Kryokoli's seat of power.
    "Do not anger a bard...for you are silly, and would make for a funny song."

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    Default Re: Lords of Creation in the Playground (OOC Thread #3)

    Quote Originally Posted by Shmee View Post
    Kryokoli's seat of power.
    Ah, ok. So other than the Palace, wereboars and huge fish.. whats on Stoxia? Im assuming your standard fare of wildlife but cant quite imagine much else being there.
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    DwarfBarbarianGuy

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    Default Re: Lords of Creation in the Playground (OOC Thread #3)

    Quote Originally Posted by Hatter View Post
    Ah, ok. So other than the Palace, wereboars and huge fish.. whats on Stoxia? Im assuming your standard fare of wildlife but cant quite imagine much else being there.
    There are Ice Elementals... but that's about it. Oh and a lot of ice and snow... at least on the Iceshelf Tundra.
    Last edited by Shmee; 2015-04-24 at 01:30 PM.
    "Do not anger a bard...for you are silly, and would make for a funny song."

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    Default Re: Lords of Creation in the Playground (OOC Thread #3)

    Quote Originally Posted by Shmee View Post
    There are Ice Elementals... but that's about it. Oh and a lot of ice and snow... at least on the Iceshelf Tundra.
    That needs to be remedied.... LET THERE BE LIFE!!!!

    and civilization.. yeah.. though not as much as Demiourgia. ..
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    Default Re: Lords of Creation in the Playground (OOC Thread #3)

    I was about to ask about what Giant subrace would be appropriate for fighting in a forest, but the answer seems obvious to me: It's finally time to make Trolls. (also maybe Cyclopes)
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    Default Re: Lords of Creation in the Playground (OOC Thread #3)

    Quote Originally Posted by Lord_Asmodeus View Post
    I was about to ask about what Giant subrace would be appropriate for fighting in a forest, but the answer seems obvious to me: It's finally time to make Trolls. (also maybe Cyclopes)
    Both! Make both! I love trolls, lol.
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