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  1. - Top - End - #91
    Orc in the Playground
     
    The JoJo's Avatar

    Join Date
    Nov 2016
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    Dorset, England
    Gender
    Male

    Default Re: Pan-aeons: a God Game

    Avestra, Sunset Forest, Ebonbark Bay, 50/50 AP

    Seven centuries past in a blur. While cities rose and fell in the outside world, life for the Crow People remained largely unchanged. Through the whispers of the trees, they kept a close eye on the boundaries of the forest and quickly deterred any outsiders bold enough to transgress. Rarely did they have to reveal themselves -- a warning cry and the banging of wooden clubs against the trees was usually enough.

    Though they saw little of their deity, offerings continued to be left beneath her perch, which were always gone by the next morning. Anyone who suggested that the local wildlife might have a hand in this would be good-naturedly rebuked for their lack of faith in the Great Crow.

    So it came to pass that one morning, when Avestra was swooping through the forest in the form of a raven, she saw a flash of crimson in the undergrowth. She spun around and landed on the nearest branch to take a closer look.

    It was a young tallhead woman with a red weave around her head, lying prone on one side. Her drab woollen dress and bronze armbands betrayed her Sinalese origin, but why she was here, Avestra couldn't say.

    Had she been banished from her tribe? Or simply lost her way? Either way, she had apparently taken the answer to her grave. Avestra was about to fly on, when she saw something moving beneath the young woman's skirt.

    A baby boy, perhaps ten months old, with bright, almond eyes and round cheeks. He let out a feeble cry, tugging at his late mother's clothing with tiny fists.

    The scavengers would be here soon. A pity. But such was the way of nature.

    Then, Avestra heard voices. A group of Crow hunters returning from their daily excursion with a boar in tow. Almost as if on cue, the baby began to cry louder. Fate, it seemed, had a different idea in store for this child.

    ~

    The Crow People usually kept their distance from outsiders, but this was different. After some brief discussion, it was decided that the young woman's body would be decorated in a the Crow way and then left for the birds. It was the least they could do in the circumstances.

    The question that vexed the tribe was what exactly to do with the Sinalese child gurgling in their midst. No Crow had left the forest in living memory, and besides, nobody knew which settlement he might have originated from.

    A vocal few suggested making a quick end of the infant, before he grew up and became a potential threat to them. It was no less than his own people would have done, they said. But what if, others pointed out, the tallheads found out in their mysterious tallhead ways and came back to the forest to wreak revenge? Such a thing couldn't be risked.

    Then, a more canny Crow piped up. What if they kept the child, raised him as their own, and then when he was grown, use him to teach the rest of them all of his tallhead tricks? The tribe members liked that idea, and quickly resolved to do just that. There was a Crow woman who was still grieving the loss of her own infant and likely would have accepted a boar piglet if it had been wrapped in swaddling.

    "Hush, little one," she whispered. As she looked up, she saw a raven take flight from a nearby tree. A sign of good luck, if she had ever seen one. "You shall be called... Juniper."

    ~

    Avestra soared once more across the world, taking in all that had changed since in the past few centuries. What she saw did not please her. Humans of all kinds had multiplied in numbers she hadn't thought possible, their burgeoning population fueled by the crops they sowed. Beasts that had once roamed freely across the land were now docile captives. Some had even begun quarrying rocks out of the ground, leaving ugly scars in their wake.

    She had to act to even the scales for the few who still lived by the old ways, or near enough. For that, they would need materials to build their own tools. She had just the idea.

    Spoiler: Action
    Show
    8 AP/4 DC: Create a basic non-living substance -- amberis -- with +2 nature and +2 birds.

    Amberis is made in a painstaking process that begins with the extraction of sap from a living tree. The species of tree is an important choice, as this will determine the final properties of the amberis. The sap is then put through an arcane process involving repeated exposure to water and small quantities of ash and guano, until eventually it congeals into a hard but malleable substance. This is amberis. It resembles amber in appearance, but otherwise has all the physical and electrical properties expected of a metal. Broken amberis can be melted down and reforged many times over.

    Avestra shares knowledge of how to create amberis with the following peoples:

    -The Crow People of Sunset Forest
    -The Starfolk and the Yith of Boa Jungle
    -The Cult of the Mad God of Lucent Reef Archipelago

    Last edited by The JoJo; 2020-01-09 at 05:42 PM.

  2. - Top - End - #92
    Pixie in the Playground
     
    BlackDragon

    Join Date
    May 2017

    Default Re: Pan-aeons: a God Game

    Kahar-Djin, The Cosmos, 50/50 AP

    Kahar-Djin had spent centuries travelling the cosmos, searching for inspiration, for answers. Wandering, questioning, thinking.

    Planning.

    They needed to figure out a proper response to the creation of sorcery, and the threat of the scream. Bron would help, of course, but, immortality or not, he was only one man. A mere bandage against an endless torrent of chaos.

    Of course, Kahar-Djin wasn't opposed to the idea of mortals obtaining a measure of divinity, not inherently so. No, it was the scream they were opposed to, the chaotic, montrous source of sorcery. And, to be fair, they also didn't like the haphazard, arbitrary way sorcerers were, for lack of a better word, "chosen". No, they thought, if divine power was to be made available to mortals, it should be in such a form that whoever has the necessary will, strength, drive or desire would be able to wield it. And they thought, why not create such a law?

    And so, in the deep reaches of space, they began to forge their creation.




    The planets had aligned once again. Kahar-Djin once more walked the Path they formed down to the mortal world. They weren't the first to return, it seemed. Or maybe they had been the only one to leave? They hadn't truly paid attention, immersed as they were in their grand creation. The divinity stood above the world, andunrolled a scroll that seemed to stretch into infinity. He then raised his staff, and created paths for sound to travel between all the gods, so they could all hear each other. Then, they spoke,

    "My fellow divinities, I have come from my long trip in the cosmos with an announcement to make. I have spent these centuries creating an instricate system of Paths and philosophies of life, imbued with my own essence, to allow all mortals the possibility to obtain a sliver of our own divine power. I shall now read to you an overview of my work. Of course, you need not listen. Your divine domains will certainly be able to percieve the changes I bring. So, with that said, the new law I have crafted is as such:"

    Spoiler: The Paths of Divinity
    Show

    A Path of Divinity is more than a simple system of magic: it is a way of life. One who chooses to travel a Path must advocate themselves entirely to it, never faltering, never wavering. As they travel their Path, their progress is marked by Thresholds, that can also be called Ranks. They begin at Threshold Zero, which usually has some requirement that already marks them as special. Reaching the final Threshold marks them as Masters. Few will ever reach that rank, in any Path, but those who do will hold tremendous knowledge or power.

    A mortal can never travel more than one Path: A Path is all-consuming, shaping a mortal’s life and viewpoint. Most will never reach mastery in the single one they travel, striving to do so their entire life, and even those who do reach mastery cannot even begin to travel a different one.

    On the other hand, an immortal who has mastered a Path can, if they so choose, travel a second one. This is a much harder task than travelling their first Path, as they need to reconcile their new Path with the one they have mastered. Thus, mastering a second Path can take them several lifetimes, if they can even do so at all.

    Finally, owing to the divine spark within them, a demigod can choose to travel two Paths at once, and advance in them at a normal speed. However, the warring of two conflicting energies, ideologies and ways of life within them hinders them with a -1 domain until they master one of the two Paths. They do not suffer from this penalty if they only travel one Path, and if they master one Path, they can travel a second one at the same speed as the first, and without a penalty.

    None can travel a third Path. This is a feat only a god could accomplish, and their powers are greater than any Path’s.

    Kahar-Djin created four Paths of Divinity: The Path of Power, or Manipulation of the World, the Path of Discipline, or Manipulation of the Self, The Path of Sight, or Learning of the World, and the Path of Wisdom, or Learning of the Self. They are distinct, but they all share one restriction: Anyone who chooses to advocate themselves to one of Kahar-Djin’s Paths must stop using any form of Su Sorcery they’ve been using, and never use it again. This restriction is only for their four paths: The framework itself is neutral, and any Paths other gods create is not forced to have this restriction.

    Spoiler: The Path of Power
    Show

    One who travels this Path believes that the true nature of divinity lies in a god’s power, their ability to manipulate the world around them. And so to approach this divinity they first seek to master the most clear and direct instrument of power there is: The weapon.

    Threshold Zero: To reach this Threshold, a traveller must first master a weapon mundanely. The scroll details six weapons: The sword, the daggers, the war hammer, the shield and spear, the bow and arrow, and the “Cardinal Blade”: a huge slab of sharpened metal that would take great strength to even lift, let alone swing, and that would crush an opponent instead of cutting through them. To master a weapon, one must be able to wield it as an extension of one’s own body: This trains the mind to extend paths to the world outside its body and manipulate it, leading to the first Threshold.

    First Threshold: In order to reach the first Threshold, one must have forged a path between their weapon and mind, and once within the weapon, learn to manipulate its core qualities, perfecting it. Any weapon of their favoured type becomes akin to a masterfully crafted version of itself while in their hands, regardless of its former quality, perfectly balanced, supernaturally sharp (for weapons where sharpness matters) and almost indestructible. Each weapon has something specific that must be achieved before a traveller can be considered to have reached this Threshold:

    • Sword: In the hands of a First Rank Traveller of Power, a sword becomes incredibly light, yet perfectly balanced. It shall be sharp and durable enough to cleanly slice through a sheet of metal with a single strike, without bending the metal and without the sword being scratched or the edge blunted.
    • Daggers: In the hands of a First Rank Traveller of Power, a dagger is nearly weightless, capable of deflecting an attack and yet also perfectly balanced for throwing. When thrown, it must be sharp enough to sink up to its hilt in a boulder, without being damaged.
    • War Hammer: In the hands of a First Rank Traveller of Power, a war hammer becomes a fearsome weapon. While it’s not sharp, its wielder must be able to change its weight mid-swing, so that it’s light as a feather when they wind up, strikes their opponent with impossible weight and momentum, then becomes light again after the impact.
    • Shield and Spear: In the hands of a First Rank Traveller of Power, a shield becomes an impenetrable barrier. It must be able to resist blows from other First Rankers without even being scratched or dented. The spear’s shaft must be unbreakable, and it’s head must be able to punch through metal with ease.
    • Bow and Arrow: In the hands of a First Rank Traveller of Power, a bow must be extremely supple, its string perfectly tightened, so its arrows are fired with great strength at impossible distances. The arrows themselves must be able to penetrate even the thickest of shields.
    • Cardinal Blade: In the hands of a First Rank Traveller of Power, a Cardinal Blade begins to approach its true nature. It becomes light, too light for its size, and it is sharpened to a fine edge. It can be used as a shield without scratching or denting. When needed, its weight can be increased tremendously, to deliver blows that can shake the earth.



    Second Threshold: After reaching the first Threshold, a traveller must learn to extend their mind outside of the weapon’s physical threshold, wrapping their mind around it, to move it and manipulate it in more extreme ways. The way each weapon evolves becomes more unique in this threshold.

    • Swords: A Swordsmaster wields two blades: One in one hand, moving as fast as lightning, the other floating around them, dashing back and forth, deflecting attacks and slashing at their enemies. They can attack in a flurry of blows, faster than the eye can see.
    • Daggers: A Blur is a veritable storm of blades. Dozens of daggers float around them, protecting them from harm, firing themselves at enemies with but a thought, before returning to the storm. On a one-on-one fight, they can let loose a never-ending torrent of daggers.
    • War Hammer: A Crusher has replaced their old hammer with a massive one, that looks more like a siege weapon than an infantry one. Yet, they move it with surprising grace and speed, most of the weight held by their mind, even as they destroy all around them. They can also throw their hammer with great strength, and recall it to their hands.
    • Shield and Spear: The Warden now holds their spear in both hands, their shield floating around them, moving and warping to protect them from all angles. They can stretch and twist their spear, like an ever-lengthening snake.
    • Bow and Arrow: A Barrage can fire their bow with incredible speed. They can stretch their bow far beyond when any mundane bow would break, and fire many arrows with pinpoint accuracy, moving them in their flight to ensure that they always reach their target. Their arrows can also change shape and size mid-flight, allowing for a variety of different strategies.
    • Cardinal Blade: A Templar’s blade becomes a truly divine weapon in their hands, almost weightless and with an impossibly sharp edge. They can deal blows too fast for the weapon’s size, and move in slow, flowing motions that nevertheless cut their foes like they were paper, and they can move gracefully between the two. Sometimes, they let go of their sword and let it fight on its own, while they fight hand-to-hand.


    Once the second Threshold has been passed, a traveller must expand their horizons. They must begin to master a second weapon, until they can wield it with the same skill with which they wield their first one. Once that has been achieved, they have reached the third Threshold.

    Third Threshold: A traveller that has reached the third Threshold has mastered two weapons, and their mind is learning to forms paths with matter regardless of its shape. They can now manipulate any sort of non-living matter no larger than a small tent and no heavier than a suit of plate armour in the same way they manipulated weapons in the first Threshold, changing their qualities to make them stronger, weaker, heavier, lighter, and so on, as long as they’re touching it.

    Fourth Threshold: A Fourth Rank Traveller of the Path of Power has fully mastered four weapons, and can switch between them at will in the heat of battle. The paths their mind forms have strengthened, to the point that they can manipulate any amount of non-living matter they are in contact with as though it were a first Threshold weapon, and can manipulate non-living matter no larger than a small tent and no heavier than a suit of plate armour in the same way they manipulate a second Threshold weapon, moving it and warping it with their mind. In addition, they can turn any solid matter into one of their favoured weapons.

    Final Threshold: A Master of Power has not only mastered all six weapons, with the ability to switch freely between them, but can even mix and match them, and wield them all at once with the paths of their mind, turning them into a true one man army. These paths are so strong that they can manipulate all non-living matter like one of their weapons, as long as they or their weapons are touching it, and they can create their weapons from thin air. A Master of Power can also add new weapons to the Path; any future Master would not need to wield all possible weapons, just any six of them, though they are free to wield more if they so desire. Finally, a Master of Power is part of the Council of Masters, and when they die, their soul is exempt from the regular cycle of reincarnation.


    Spoiler: The Path of Discipline
    Show

    One who travels this path believes that the true nature of divinity lies in a god’s discipline, their ability to always act according to their will, never on accident or unnecessarily, and to shape themselves however they desire. As such, they seek to sharpen their bodies and minds, to approach this divinity.

    The scroll describes an intricate martial art named the “Way of the Cardinal Fist”. The martial art focuses on disturbing the Path of an assailant’s attack, and finding or creating weaknesses in their defence, before exploiting said weaknesses. Those trained in this martial art wear a sash from the shoulder to the hip, its colour denoting their expertise. The colours are matched to the Path’s Thresholds, and they are, in order:

    Threshold Zero, White: A white sash denotes an initiate, the white representing their nature as a “blank slate” where the Way can be imprinted. One who wishes to travel the Path of Discipline, must, at this time, undertake a Vow of Silence, that is not fulfilled until they advance to the first Threshold by obtaining the blue sash. It usually takes five years to obtain it.

    First Threshold, Blue: One who wears a blue sash has mastered disrupting the Path of an opponent’s attack, much like the waves of the ocean can disrupt a vessel’s way. This involves not just redirecting an attack, but also avoiding it, dodging it entirely, moving so it strikes a more resistant part of your body, and even striking at the attacking weapon. A traveller at this Threshold has found that the vow of Silence, coupled with the intense training of the Way, has strengthened their body and mind beyond what is humanly possible. Their reflexes have become lightning-fast, and their bodies are resistant enough to be unharmed by any blow that doesn’t strike them completely head-on, no matter the weapon.

    To advance to the second Threshold, a traveller must continue to learn the Way, while their bodies are at all times bound with tremendous weights. This will strengthen them, while also ensuring every move they make is careful and deliberate. Obtaining the red sash usually takes five more years.

    Second Threshold, Red: A red sash marks their wearer as an instrument of death, the crimson of their sash denoting their ability to harm. They now know how to find and exploit the weaknesses in an opponent’s defence, with lightning-fast bones that can easily shatter bones, kill, or simply incapacitate. A traveller at this Threshold has found that the intense training of the Way, under the duress of being constantly weighed down, has strengthened them beyond normal human limits. Their blows, unarmed, can shatter boulders, and they can move almost faster than the eye can see. They have also began to detect the life force in and around their bodies, though they cannot harness it yet.

    To advance to the third Threshold, a traveller must obtain the black sash. They must also learn to open their body’s natural Thresholds, allowing life force to flow in and out of them freely. To do this, they must begin a cycle of fasting it. At first breaking it every seven days, their fasting must lengthen as time goes on, and they attune more and more to the life force around them. Obtaining the black sash usually takes ten years.

    Third Threshold, Black: A black sash denotes a complete mastery of the mundane aspects of the Way. One who is not a traveller cannot advance any further in the Way, but even a mundane black sash is a force to be reckoned with, a whirlwind in the battlefield, tempered by self-control. A traveller at this Threshold no longer needs to eat or rest. They are completely tireless, able to act for days and even weeks without pause. To achieve the fourth Threshold, they must continue to study the Way. No additional requirement is present, but the training to obtain the golden sash is much more extreme than the ones before, and they will be wounded, broken and mended many times. From this moment on, there’s no telling how long it’ll take to advance, and many won’t have the strength of mind necessary.

    Fourth Threshold, Gold: The golden sash represents the traveller’s ascent beyond humanity, into something approaching the divine. One who wears this sash no longer needs to worry about wounds. Their body has become as hard as stone, and even if something manages to harm them, they can recover from that damage in an instant. Their actions are completely under their control, perfectly coordinated no matter the situation. The way to the final Threshold, however, will be brutal, twisting and bending their bodies in unnatural ways, as they seek to reshape the Thresholds of their selves. Many are simply unable to do so, their minds clinging to a specific form. However, those who can leave their original selves behind, and craft their own sense of Self, will reach the true mastery of the Path of Discipline.

    Final Threshold, Gold and Blue: Blue in the centre, the edges trimmed with gold. This sash represents the traveller’s near-divinity, the return to blue to mean that their body, their very self, is now completely under the power of their mind, flowing from one shape to another at their will. Travellers at this Threshold can take on any form they desire. They are detached from the normal laws of biology, and do not age unless they desire to do so. A Master of Discipline is part of the Council of Masters. If they somehow die, their soul is exempt from the normal cycle of reincarnation.


    Spoiler: The Path of Sight
    Show

    One who travels this Path believes that the true nature of divinity lies in a god’s sight, their ability to see all and know all. As such, they seek to learn more about the world around them and deepen their understanding of it, so as to approach this divinity.

    This scroll contains few specific instructions, primarily listing the five Thresholds. Followers of the Path of Sight must explore and figure the world out on their own, not follow some carefully curated guide. It does, however, contain a rather long epistemological treatise, that reveals little, but allows a traveller’s mind to craft a way to discover the secrets of the world.

    Threshold Zero: In order to embark upon this path, a traveller must possess some manner of eyewear or viewing aid of their own creation, made at least partly out of magicite. The scroll contains no instructions for how to build any such device, as the traveller must figure it out on their own, to show their curiosity and ingenuity. However, it does mention that, properly crafted, it will show the world in much starker contrast than even perfect eyesight, and reveal secrets hidden in plain sight.

    First Threshold: A traveller at the first Threshold has begun to unravel the secrets of the world. Their knowledge of their field of science is above the average for their age, on par with the leading scholars of their nation. On top of which, they have begun to obtain mystic knowledge on sympathetic paths, that allow them to cause changes in one object by physically manipulating a similar one. At this Threshold, they’re limited to fairly small amounts of non-living matter with a very strong connection, and similar sizes. For instance, they could split a small rock in half, and cause one of the halves to float in the air by holding the other in their hands, above the ground. This might seem rather small and unimpressive, but with their knowledge and ingenuity, it and similar effects should allow them to create many wondrous gadgets. Their eyepiece allows them to gauge these paths.

    Second Threshold: A traveller at the second Threshold has dug deeper into the secrets of the world. Their scientific knowledge has advanced beyond the greatest mundane scholars of their nation, and is on par with the greatest of their field. Their control over sympathy has increased, now allowing them to use weaker paths, like material, shape, or even colour, as well as using smaller quantities of matter to control larger amounts. The scroll, however, declares at this point that no traveller can advance further by remaining in their home town. At this point, they must leave to travel the world.

    Third Threshold: A traveller at the third Threshold has not deepened their knowledge of the mysteries of the world, but rather, broadened it. They have travelled to many places and seen many wondrous sights, and spoken with the greatest minds of their age. They can now use sympathy not just to enact changes on the world, but to project their sight towards far-off lands and objects, as long as they hold something connected to them. This requires the use of their eyepiece.

    Fourth Threshold: A traveller at the fourth Threshold has surpassed the knowledge of even the greatest minds of their age. As for their use of sympathy, they can now perform it even with living beings, though they require a significant connection to them, such as a vial of their blood, or a body part at least as large as a finger. Their control over non-living matter is unmatched, using even the weakest paths for tremendous effect.

    Final Threshold: To a traveller at the fifth Threshold, the secrets of the world are laid bare before them. Their scientific knowledge is incredibly advanced, and few things are outside their purview. One thing that seems to be consistently outside their reach, however, are gods and divinity, though the scroll, of course, does not mention this. They are also able to use sympathy on living beings with a far weaker path, sometimes even with non-living matter. Finally, a Master of Knowledge is a member of the Council of Masters, and when they die, their souls are exempt from the regular cycle of reincarnation.


    Spoiler: The Path of Wisdom
    Show

    One who follows this Path believes that the true nature of divinity lies in a god’s wisdom, their ability to know themselves, to act in the best possible way, to tell right from wrong and good from evil. As such, they seek to deepen their understanding of themselves, and, as such, of those around them, so as to approach this divinity.

    This is the most esoteric of Kahar-Djin’s four Paths, the scroll itself granting little guidance, as this is a very personal Path. Like Kahar-Djin’s other Paths, it forbids its travellers from practising Su Sorcery, but the interpretation for why this is is up to them.

    Threshold Zero: Anyone can embark upon the Path of Wisdom, as all sentient begins have some understanding of themselves, and a belief of right and wrong. One who follows this Path must spend a significant amount of time in meditation, seeking to understand themselves, their desires and motivations, to strip away the lies they believe about themselves and all the false justifications for their actions. Only then will they reach the first Threshold.

    First Threshold: One who has reached the first Threshold knows themselves far more deeply than most people, understading what they truly desire, and why they desire it. This certainty makes them extremely resistant to any supernatural attempts to control their minds or coerce their actions. Indeed, only the direct intervention of a god could do so. To continue their Path, they must dig deeper into their souls, to meet their true selves, the core that makes them who they are.

    Second Threshold: At the second Threshold, the traveller has knowledge of this true self, this fundamental aspect of their being. They can reassert this true nature to dispel any supernatural influence explicitly targeting them, such as enchantments and curses. Once again, this resistance is overcome by the direct intervention of gods.

    Third Threshold: At the third Threshold, a traveller has learned, through their true self, to get glimpses of the true selves of others. This allows them to learn the desires and motivations of those around them, which they might be able to use to change their mind on other matters. Of course, this isn't mind control. They can't change anyone's true nature. The nature of divine beings, such as gods and demigods, is beyond their understanding.

    Fourth Threshold: One who has reached the fourth Threshold has greatly deepened their understanding of the true selves of those around them. They can entern a deeply meditative state in which all around them are laid bare. This has the side effect of letting them predict, with startling accuracy, the actions of those around them, and thus, react before others have begun to act, or sometimes even before they know what they're going to do. Yet again, gods and demigods cannot be predicted in such a way.

    Final Threshold: A Master of Wisdom completely understands both their true selves, and that of those around them. They have theorems and postulates about the natures of right and wrong, of good and evil, that grow close to the truth. Any objective they set, any result they desire, they know exactly what to do to reach it. However, this requires complete understanding, and so even the tiniest spark of divinity might stump them. As such, the knowledge of how to obtain their objectives does not, cannot take into account the actions of those with such a spark. This includes, of course, gods and demigods, but also other Masters, and Su Speakers (also called freeform sorcerers). Finally, a Master of Wisdom is a member of the Council of Masters, and when they die, their souls are exempt from the regular cycle of reincarnation.


    "However, I implore for your aid. Not just to ensure this new law of reality comes to pass, but for a much deeper reason. Divine as I am, mine is only one outlook, one experience of divinity. In my four Paths, I have tried to contain a wide variety of outlooks, beliefs and philosophies, but I fear that, while I have included four, I must have excluded many more. So I ask, indeed, I beg of you, to create more of these Paths of Divinity, so all views on divinity might be represented, so that every mortal may find something to aspire to within them."

    With that said, Kahar-Djin didn't just wait for responses. They had four more scrolls, meant for the mortals, one for each of their Paths. They had to find suitable places for them. Fortunately, their believers had followed their blessing, and spread throughout the continent. This would not be a difficult task.

    Spoiler: Action
    Show

    20 AP / 16 DC, Create a law of reality: The Paths of Divinity

    Kahar-Djin creates a system of magic involving Thresholds to cross(+2 Thresholds), Paths between them (+2 Paths) and those who travel them (+1 Travellers). He also asks the other gods to create paths of their own. Finally, he delivers scrolls describing each path to different places in the world:

    • Path of Power: Kahar-Djin followers in Al-Sinai
    • Path of Discipline: The Path Missionaries in the Maddening Marsh, guided by Bron
    • Path of Knowledge: Kahar-Djin followers among the Prehist
    • Path of Wisdom: Path Missionaries in the Boa Jungle



  3. - Top - End - #93
    Orc in the Playground
     
    The JoJo's Avatar

    Join Date
    Nov 2016
    Location
    Dorset, England
    Gender
    Male

    Default Re: Pan-aeons: a God Game

    Avestra, Sunset Forest, Ebonbark Bay

    As she flew back through her familiar forest, Avestra felt a tremor through reality. A fellow deity was creating a realm for spirits who had departed this life and were yet to be reborn.

    Avestra had always been more interested in the living rather than the dead, but she saw an opportunity to help and at the same time, preserve the balance of nature. She swept a wing across the branches of her perch, allowing the souls trapped within them to briefly light up.

    "If you wish to go, then go. There is now a place where you will be able to fly through endless skies, before returning to this realm to start anew, if you so choose."

    Spoiler: Assist
    Show
    Assist Ymon-Thal with the creation of the Passing with 4+ nature (2 from herself, 2 from Avestra's Perch) and +2 by creating Avestra's flock.

    Avestra's flock are a spectral vanguard of birds who endlessly soar around the Passing, guarding its boundaries both from mortal interlopers and also spirits trying to return to the mortal realm without going through the proper channels. Each is a former mortal who dedicated their life to protecting some aspect the natural world and thus were, upon death, offered the chance to join the flock rather than being reborn.

    For a small fee, members of the flock are willing to offer guidance across the Passing. Those who have led lives without respect for the natural world, however, will be refused and left to wander aimlessly, or in the case of the most serious transgressors, taken straight to the Pit of Snapping Beaks, from which few souls return.



    It was then that she heard the message from Petr.

    "When the Moon is full, I will be honoured to join you in celebration."

    Spoiler: Assist
    Show
    Assist Petr with the sanctification of the Sanctuary with 4+ nature and +2 birds. A flock of doves -- no one is quite sure where from -- will annually migrate to the Moonlake in time for the celebrations.


    Last edited by The JoJo; 2020-01-11 at 07:48 AM.

  4. - Top - End - #94
    Halfling in the Playground
     
    MonkGuy

    Join Date
    Dec 2018

    Default Re: Pan-aeons: a God Game

    Nestellbam, 50/50 AP, Harken Steppe+Stonesthroe Mountains

    Verys wasn’t certain why she was here. She was an Aeon- blessed by Nestellbam, preserver of all things and all ways of life. She sighed in irritation- those pesky, annoying Horizon antelopes (the Aeons term for the Horizon Tribe, who compete in games of daring, just like antelope males over a female) might disagree with her on the blessed part, but she knew the truth. While the Horizon tribe worshipped Dulnori, as well as Nestellbam- the preserver, and the embodiment of change- the Aeons remained exactly as they were, as they had always been, as the dragon commanded. Thus, it had come as a surprise when she had felt- no, calling was not the right word- a nudge, a small spark of something unexplainable- telling her to go somewhere, she wasn’t certain, but somewhere north. The elders had rejected her notions, but she had run off anyways.

    That was how she ran across this group. It was a small band, maybe twenty or so. Turns out, they were traveling north as well- some adventure, or something- so she had asked to join their group. They had talked for a while amongst themselves, but eventually they had accepted her request. Probably, they thought she was exploring her innate potential, or something the whirlwind would like. Actually, she thought, maybe she was. The thought scared her, and she prayed a silent prayer.

    “Great dragon, guide my feet, and allow me to remain as I am. Even though I venture forth, I shall remain me, as commanded by you. Preserve me, as I preserve you in my thoughts.”

    They made fun of her- a lot. She was clumsy in their eyes- slow, and fat, unable to keep up with the famed warriors of the Horizon. They traveled at night- there, she was loud, and often was she tripped by various rocks and hazards the night brings. She could not wield a spear as strong, nor throw it as far as they could, nor could she whisper to the beasts of the Steppe. She was, all in all, useless, and she felt it.

    “Great dragon, preserve my life,” she prayed, “for I am not equipped for adventures such as this. Preserve my life, so I may act upon your will.”

    The closer they got to the mountains- mountains, she thought, actual mountains, the more worried the small war band seemed. They were quieter, and used hushed whispers. When they traveled, it was always under moonless skies, and they stayed closer together, as if huddled. One was assigned to her at all times, guiding her hand as she walked. At first, she assumed that it was because they did not want her to fall off a cliff, and die- but she soon realized it was not that, but rather fear that she might somehow betray their presence.

    The night she saw her first giant is a day she’ll never forget. It was a long, long way away- so far, the band moved out of sight, and away from the giant, and were not so troubled. Still, it was big- easily twice Verys height, and very, very muscular. The antelopes hid until the giant passed out of sight, then quickly moved out of the way, fleeing silently across the rocky terrain under the cover of darkness. Afterwards, whispers of “Tradano, Tradano,” were the talk of the camp. Verys did not know the word, but quickly surmised thats what they called the giant. Tradano. Something to be remembered later.

    It was several days after the first sighting of the giant that the trouble came. They were coming down to the other side of the mountains, or so they claimed. It was true- the air seemed to be less cold, less thin, here, though the rocks and sharp cliffs were as abundant as they always were. It was quiet- silent, and the group traveled along. There was no warning- Verys was running along at the rear, guided by another, named Starbreeze, when all of a sudden a bright flash of light flashed before her eyes.

    “Ahhhh!,” she shrieked, though her noise was drowned by the bellows like thunder that came down. She could not see- yet she heard the orders from the warband, felt as she was pulled and flung into a circle of spears, legs, and sharp objects. She felt for the small sling she kept at her side- the only weapon she knew how to use- and could not find it. So she sat on the ground, crying, begging her burned eyes to see again..

    Slowly, they did. Little halos of light rushed forth, and the warband burst into action, flinging spears and immediately ushering themselves into a circle, backs turned to each other, each arm holding a spear. Where each light appeared, a muscular man stepped in, far more muscular than the antelopes- yet they were more agile, and seemed to be holding their own. It was only after a few minutes that Verys realized that the band was slowly moving backwards, away from the lights.
    She stood up on wobbly legs, and tried to rush in the midst of them. Seeing a broken spear, she grabbed it.

    That’s when the first Tradano came. It came in, larger than life, with a club the size of a buffalo. The tribe threw spears, and it bellowed, yet still it came. And when it crashed, the wall crumbled.

    Verys wasn’t quite certain what happened next. 20 warriors of the Horizon tribe fled in sudden terror. The leader, Geronimo, stood atop one of the Tradano, violently yelling. He pulled his spear from the chest of the Tradano- and then was swatted away, blood and gore and bone exploding as it rained down on the ground, on Verys, and she ran harder.

    Fleeing was difficult. Rocks, and other crags, seemed to appear from nowhere, as the light seemed to hide the treacherous terrain. More than one of the tribe was toppled, suddenly discovering that it had put its foot into a hole that wasnt there before, or running of the edge of a cliff that had, only moments before, been a vast mesa. Then there were the whips of light- they grappled a man, and he fell, as the hordes of shorter, larger men came running over him, killing him. Bolts of light beams rained down- but where each landed, the men were unaffected. Verys didn’t really stop to think so much on that. Worst of all were the men who gave chase, killing, butchering, never stopping. When a neanderthal came, and pierced her side with a small, bronze object, she gave out a cry, yet swung her own spear, and killed him. She ran again.

    Verys wasn’t certain how long she ran for, but in the end, she did indeed outrun her pursuers. By this time, the sun was high in the sky, beaming down like a stern presence, willing her to give up, to quit, to accept the power of the sun and die.

    She didnt. What she did instead, surprised even her.

    She kept moving. She kept walking, one sore foot in front of the other, a gash in her right leg burning, her side aching of pain, yet never stopping. She kept walking. And then, she found others.

    Unbelievably, they had survived. Another brave, of the horizon tribe, blessed by Nestellbam with his life. They joined together, and kept going. Soon, they found another. And then another. By the time the night came, eight survivors had been found. Eight, Verys marveled. Originally twenty and one, reduced to eight by a sudden, ferocious attack.

    It was surprising to her that the nudge she had felt had now grown stronger. It was even more surprising when she found herself ahead of the clan, leading them. They deferred to her, and she kept them going, not knowing where, but trusting all the same. IUn turn, they kept her alive, cleaning her wounds and helping her to press on.

    It was four days later that they found it, the place, the nudge. A huge wall, of stone, interlaced with pretty gems, approached them. They came to the gate, and were greeted by men in steel plate- a sight almost as amazing as the Tradano. Once they were through, Verys was greeted by the largest amount of people she had ever seen- bustling down rocks paved to walk on, large buildings on either side, people coming and going. They stared at her with open mouths and big eyes. Some came to offer assistance, shouting at her in a language she did not understand. One even tried to touch her wound, but ws stopped by one of the tribe. Her tribe. And she kept going, for the call was stronger now, deafening, and it drowned out all else to its exclusion.

    In the middle, they came to a spot. Men were making Art. Beautiful, precious works of paintings, and sculpture, and woodcarvings and stonebendings and all other sorts, things that Verys did not know and could not imagine. Men were reading verse, and making music, and it was a ceremony to behold.

    A ceremony. The word echoed in verys head, as she pressed her way into the center of it. And when she came as far as she could go, a voice that was not her own spoke from it.

    Greetings, Vreyalas. Greetings, citizens of wondrous Theshana. Please pardon my interruption of your ceremony; I do not wish to intrude.

    I have watched you all from afar, and it is to my chagrin we have never met. Your city- indeed, the city, and its people, are beautiful, and wondrous. It brings joy to my heart to see you prosper so.

    I know of the trouble you have been having, with the Sugradi giants. I see how each day, they grow closer to your city, each day one step closer to destroying your walls. To see such a fate come to your city, that has existed since we first awoke- that would invite chaos. I hate chaos.

    With sightless eyes, she continued “I know not what plans you have, Vreyalas, and I hope you do not think me intruding upon your affairs, for that is not my cause. I do not seek followers, or praise or glory. I have no wish other than to see your city last forever, and for them to continue as they have always done, since the dawn of time. Thus, I offer my help, if you will have it.

    Had Verys eyes been able to see, she would have seen a nod from one of the officials, a man wearing a crown, imperceptible but to the eyes of the god who now spoke through her.

    Thank you. Here are seven of my bravet souls- men who have maintained steadfast belief in me, and survived, though their task has been hard. I offer them to you, people of Theshana, to help you, in whatever way you see fit.

    Lastly comes one of my Aeons- caretakers of all that once was. Honor her, for hers has been the most difficult journey of all. Indeed, as your doctors have already discovered, she has given her life to my cause.

    With that, Verys dropped to the ground, dead of a festered wound, a spear thrust that had finally killed her. And yet, before she did, divine power coursed through her body, strengthening the walls of Theshana, as a word echoed out through the ages “Eternal.”

    Spoiler: Action
    Show
    24 AP/DC 20: Announce a Prophesy

    Prophecy: As long as the values of community are held dear, Theshana shall never be destroyed.

    +4 Preservation, +1 Treasures, -2 Sanity


    As the mortal soul of Verys began to fade, Nestellbam grabbed a hold of it, keeping it safe from incarnating. He flew, guiding the soul of Verys, as he had done once before, to the home of Ymon-Thal.
    "Twin gods, I shall help you, for you seek to preserve the souls of the world. In return, I ask that you take this soul as the first to enter the Passing, for in her I am well pleased."

    Spoiler: Help
    Show
    Nestellbam will help the creation of the passing, preserving the souls of those who cross. +4 Preservation, -2 Sanity
    Last edited by Artemis P; 2020-01-10 at 09:59 PM.

  5. - Top - End - #95
    Halfling in the Playground
     
    MonkGuy

    Join Date
    Dec 2018

    Default Re: Pan-aeons: a God Game

    Nestellbam and Yir, Upper Reaches of the Stonesthroe Mountains

    Nestellbam swam through the caverns. His time was almost complete. 700 years of exploring the cosmos, tunnelling, connecting, preserving the bonds between space and the earth, creating the necessary steps for his next venture- all was almost complete. He just needed one thing. One thing left to tether the two together.

    Nestellbam returned to the planet, but stopped. Nearest his growing domain, was an empire of neanderthals and giants- worshipped by the Sun god, Yir. The Horizon tribe had occassional interactions with the giants- usually, none without bloodshed- but Nestellbam was intrigued, nonetheless. He saw the problem with the giants, and the Empire, and thought of a way to accomplish a mutually beneficial relationship.

    He beseeched the Sun god “Oh mighty and powerful sun, Yir, that gives light eternal- I commend you on your steadfast commitment to shining light down. Your light is a constant, in an ever-changing world- I do not like change.

    He pointed down below. “Your Empire is vulnerable. Time- the greatest of enemies- will trouble it, and I can see your downfall.” He strode towards one of the giants, invisible. “That there, Angloss the Boulder- he is one of your finest, yes?

    The giant in question was easily 10 ft tall, one of the largest of the giants, and had brawn the size of two neanderthals. He barked a few orders at a few other giants, before coming home- as the light was growing dark, and it was time to rest. As the giant returned to the night, a smallchild came running out- but this child, was not like Angloss. He was normal size, small, even, for a neanderthal. The child came running, and Angloss swooped him up with one arm- all that was needed, for his bicep was as large as his child. And they played, and Angloss patted his child on the back, and spun him around. But as the day finally faded to night, and the boy went to sleep, a small tear fell down Angloss’ face- because his child was not a giant, and a disgrace to Yir, and to Angloss.

    He is good, and loyal- but his child has not been blessed by you?” Nestellbam quivered. “It is a shame- with the recessive gene, one day, all of the giants will fade from this land. And your Empire will be no more.

    He looked at the Sun god with pain in his eyes. “Let me preserve your Empire. Let me preserve the giants, make the gene dominant, not recessive. It would be my pleasure. All I ask, is that when the time is right, you give me two of them. Two, that I may preserve them, and their culture, forevermore.

    And he showed Yir flashes- a vast complex, infinitely expanding, a shadow of the real world, and two giants walking within. As they walked, the empire became more real, solid, preserved- like the image was stealing power from the world itself.

    This is what could be. This is what I intend. Think on it, great one,” finished the wyrm.

    The heavens near the Nestellbam shook, whether out of shock or outrage did not matter, for Yir replied with.

    “I am a mother and father in soul to each with my blessing and I know them better than YOU godling. I deny your claims of their future frailty for I have seen them thrive down below, many still breed true amongst themselves and cleanse the barbaric men from the land.

    More importantly; even if their empire was doomed, even if their blood was to be too thin to survive the ages, I deny your wicked ambition to take two of mine, for I shall never deny MY light to them or anyone. Giving them to you would surely do such harm. Return from whence you came and do not return with such dark ambitions!”


    The sun’s fury was unimagineable, power and heat cascading over the dragon in waves that nearly drove the deity to flee in pain, and terror. But Nestellbam is a determined God, and he would not be swayed- at least not yet. He gritted his teeth, and let out a painful shriek

    You speak of love, yet you allow the very course of their nature to change, to falter! Some big, some small, subject to slavery, in the same family! Taking in new people, conquering, yet you fail to see how their ideas slowly integrate into your society, till its unrecognizable from what it once was! This,” the word spits out, distastefully, “this evolution- it is not love- that is chaos! I would preserve their society, their realm! I would preserve their light, and their species, so that they may live forever, however, they may! Please, let me help them!

    Yir's voice at the presence of this god was fire, every word spoken with nothing but anger and contempt.
    "DO NOT DARE DEFY ME YOU PATHETIC GODLING! You DARE speak after I have told you to leave? If I see you or have your malicious power come near what's mine again this Age I shall rend your mind till your thoughts are nothing but white haze and it is makes the mad look sane!"

    And the fire burned hotter, and brighter, till the wyrm had no choice but to flee, and return to the caverns from which it came.
    Last edited by Artemis P; 2020-01-10 at 10:28 PM.

  6. - Top - End - #96
    Dwarf in the Playground
    Join Date
    Apr 2017
    Gender
    Male

    Default Re: Pan-aeons: a God Game

    Alatadriel, The Three Deserts. 50 AP

    Alatadriel has been sleeping in the shifting sands of the Orcishtal Mountains for over 700 years. Lying below the surface, being shifted with each minuscule tremor and disturbance in the sand. As the years went on. It was that her body started to rise to the surface as destiny dictated that she come back to her dutiful followers. With a stretch, a yawn, and an arch of her back she rose from underneath the sand. She shook herself vigorously to get all of the sand out of her hair and fur. Catching the attention of very small foxes nearby. "Oh, my word. Aren't you creatures adorable. I've never seen such specimens so small before." Alatadriel scratched behind the little fox's ears. "Yunno, I believe Hua-Ling can interbreed. We should make a mix with you at some point. I know the ones that I left with the Orcs found the temperature quite unfavorable."

    The small creature squealed favorably as the god materialized some food for the fennec.

    "Hmm... I do believe you are right. This vast country does look like a good starting point does it not? I can feel the great expanse. Each soul that dwells within this place. Can you not feel them yearning for direction?"
    The fox barked enthusiastically. " I agree, we should see the others first."

    Alatadriel appeared before the forge masters of the Twin Furnaces, heavy orcs at work pounding bronze alongside Sinalese men attending fires and works of their own. Orc Enchanters could be seen in a separate room, carefully inscribing bronze weapons and armor as they chanted their spells over the items. Hua-Ling scurried between people as they helped light fires or bring bits of wood to the workers. A small entourage of hua-ling protecting the two largest fires in the room. Man and woman, Sinalese and Orc, mage and mundane, child and adult. All stood side by side braced against the heat of the furnace in this grand center of industry. The site bustling with activity 24/7, shouts and hurried runners going back and forth. Foreman screaming at the workers, and merchants trying to work deals outside, as crates were loaded onto the river docks; already starting to become contaminated with slag. “I should fix that at some point,” Alatadriel said to herself

    It was hardly a fair place, but how the bustle of industry brought people together felt promising to the fox god. She hid her fox tails and gave herself the complexion of an Orc woman with fox tattoos.
    An Orc Woman was heavy at work on an anvil. She bore the markings of the boar on her skin. Her skin stained by soot and her brow heavy with sweat she barely looked up towards the goddess as she worked. “I’ve got my work schedule full for the entire week if you’re trying to commission something from me.” She snorted as she spat into a spittoon not far from her workplace.

    “No, I just have some questions to ask.”

    “Questions? Ya ain’t a merchant are ya?”

    “Not really.”

    “Nobility than?” Sparks flew up from her hammer. The woman gestured to get farther away from her anvil.

    “You could say that.”

    “Well, apologies if ya were expecting to be met with more decorum. But ya’d have to come to me outside of work hours to get manners.”

    “Oh, I don’t mind at all.”

    “Well, that’s the first time I’ve heard that from nobility.”

    “Well I’m not your normal noble, you could say.”

    “That ya ain’t. So what’d you come to ask, milady?”

    “You said you were busy for the week. Are you a popular smith here?”

    “Aye, you could say that. I don’t hold a torch to Albert, but he’s a war maker. Doesn’t know how to properly handle silver or gold. Ain’t got much interest in it, to be honest.”

    “You’re making bronze though right now.”

    “Aye, it’s the base. His royal highness asked for me personally to make a ceremonial Axehead. Least that’s what his consort said to me. Here,” She pointed to the base of the axehead. “We’re gonna add a heavy base of silver here, this is gonna be the part where most of the decoration will be set. It will be inlaid with gold runes on both sides and embossed with the royal coat of arms. We haven’t got the demands for what gems the Khan wants but he’s already sent a rough draft of where he will want his gems. The cuts shouldn’t be too different that we won’t be able to accommodate him. After we make that, the head will be coated in silver, sharpen and touch it up, and then it will be sent off to the khan where the woodworkers will work the haft. “

    Alatadriel laughed. “Most would take a weapon asked by the king quite seriously. And yet you treat it like any other job.”

    The smith let out a short laugh “Orcs don’t put much stock in preferential treatment. If ya ain’t putting the same kind of work into a job for a peasant that you would a king. Ya ain’t doing yer job right.”

    “Does a peasant have the wealth to accommodate your services? You sound like you specialize in gold and silver.”

    “I’ll work anything ya give me. But that’s true enough. Wedding bands,” She stopped for a moment taking off her glove to show a band of silver underneath. “Made my own, and it means quite a bit to me you know. Now I’m not one to put much sentiment in expensive materials, but… Yunno, it ain’t really the same if you get a band of copper or bronze.” She put her glove back on. “I do them at a good discount. Mostly leafed, but I don’t skimp like some other guys. It will at the very least take five years before it starts to fleck at all. By that time, the band means more to ya than the material.”

    “Is there a reason you're doing this axehead in bronze and not iron?” Alatadriel said changing the subject.

    “Iron? Ya’d have to talk to Albert about that stuff. He’s been experimenting with it for half a decade. He made a couple of good hammers, but can’t seem to get the quality consistent. certainly not for a blade of the stuff.”

    “Oh, really? I expected you to have that done by now.”

    “Watcha mean, miss?”

    “Oh, it’s nothing. I’m sorry. I’m not from here. What could you tell me about the nobility here?”

    “Ain’t much here in the valley. We’ve got our leaders of course, but you wouldn’t really call them nobles. We’re mostly led by the elders. Some of ‘em were taught to be elders, others just got too old to do their jobs and didn’t want ta retire. Either way, it ain’t really got anything to do with blood. Now the Sinalese, they like to throw around pedigrees. But really there’s only one man whose blood counts and that His Highness, Khan Thrang. Ain’t got heirs the poor sod. No idea what will happen to the Sinners when he dies, but he’s a good khan. They’ve got other nobles, Patricians, members of Khan Thrang’s royal court. They’re elected, but I ain’t got an idea of who elects them. Ain’t the common folk, I can tell ya that much.”

    The woman set her work to the side as she wiped the sweat off her brow. “Abram! Get the sharpening stones, and ready the silver!” A boy of about sixteen ran off, and the smith finally got a good look at the woman she was talking too. “Where ya from, miss? I mean we ain’t the only place that does tattoos like that, but that’s definitely desert ink. You from Kanto?”

    “Hmm…” Alatadriel framed the woman’s face with her hands. “Yunno, you’d actually look rather charming if we cleaned you up a bit. Worldly, and yet striking.”

    “Um… Thanks?” The woman instinctively grabbed a heavy hammer from the table as Alatadriel drew closer.

    Alatadriel curtsied. “Ah, A thousand apologies. I never quite caught your name?”

    “It’s uh, Arsina.”

    “My word, A name as striking as the woman who owns it. Ah, Arsina. You are eternally entertaining, but I do tire of this charade.” Alatadriel’s human form was engulfed in blue flames that swirled around her forming a cocoon In a flash the flames extended outwards and dissipated within the air. The renewed image of the god standing above all. She approached gracefully as she stopped in front of Arsina. Who had like most others in the room had dropped what they were doing to kneel before their god.

    “A thousand, no a million apologies. Oh, Divine and iridescent one, Goddess of fertility, birth, and the Large Phallus.”

    “Oh, it’s no wor-Wait is that they’re calling me nowadays?” Alatadriel was legitimately taken back.

    “Yes, you assist women in birth, bless our fields... And uh…” Arsina’s face was red.

    The god let out a booming laugh that filled the gigantic domes of the twin furnaces. “Ohahahoho! Mortals! What genuinely terrific creatures! What a fascinating and masterful understanding you all have. Yes, all that Arsina says is true, but one of my first titles! Please, I prefer the Queen of Summer.”

    “I’m sorry we do not treat you with enough respect, Queen of Summer, and Unparalleled Cook. It has been long since we have met with the Heavenly Gift of Mankind.”

    Alatadriel took her index finger to the chin of Arsina and slowly led her up to her feet. “Please, rise. There’s not a lot of work that can be done while down on your knees.” Alatadriel clapped her hands. “Please, follow me. Let me know of your lands. Bring this Albert, and... “ She carefully looked at the others in the room. “You.” She pointed to a man with a hawkish nose, dressed in fine yellow draperies bearing the mark of two torches crossed over a shield. “Yes, you. Obvious nobility, we’re going to need you. Give me your rank, name, and titles please.”

    The man awkwardly got up but quickly straightened himself up as he pounded on his chest, and shouted. “General Abeir of Al-Setor, Master of Arms, Master of Hawks and Champion of Patrician Thorsdale of Al-Sinai.”

    “What a marvelous man. I’ll be sure to meet him.”


    Alatadriel sat on a large lounging chair being carried by four attractive men. She reached down and one of her entourage handed her a tray with a teapot on it and several different confections. She poured herself a cup of tea and looked down at a bowl with a viscous and yellow liquid. “What’s this?”

    “Uh… It’s honey, your incandescent glory.”

    “Like from bees?” She tentatively dipped her finger into the bowl and licked some off her finger. “Oh, wow this is good.” She put some into her tea before just taking the bowl and downing about half of it. “This is amazing. Yes, get me more of this. How do you get it from the bees?”

    “Smoke weakens the bees without killing them. Letting us harvest the honey from their hives. We use a can with fire to blow smoke onto them.”

    “Ingenious as always. Yes, double the production. We should get a lot more of this.”

    “We will be sure to tell the beekeepers and the elders of this, Heavenly Gift of Mankind.”


    Alatadriel clapped. “So Albert. You’re a weapons master.”

    Albert was still in his blacksmith’s apron and covered in soot. His mangy, greying hair, careful, dextrous fingers and lithe body gave him the appearance of looking weaker than he was. Closer to a researcher than that of a strong blacksmith. “Yes, I’ve apprenticed many smiths that now work in the Khan’s court, and routinely develop weapons for our commanders, generals, and other high ranking figures.”

    “Indeed, he crafted my spear and my sword. Best work I’ve ever had done.” General Abeir added.

    “How large would you say the armies of my two nations are would you say?”

    “I’d say roughly… Ten thousand if we mobilized our entire force.”

    “How does our technology fare against the surrounding area?”

    “The only one who could rival us are the Prehist people. They are perhaps more advanced in many areas than us, and their miners often work our mines. But in terms of war, they simply cannot compete with our metallurgy. And certainly lack our scale of industry.”

    “The Prehist?”

    “Worshippers of Grawissen, the mining god. They keep saying ya married the bloke?”

    “Married?… Why would I mate with someone like that? He doesn’t even have a dick… Or flesh.”

    “I… Uh, assumed it was political and unloving.” The general said.

    “Hmm… He is a good and deep friend of mine. Let the heretics believe what they will. They will come around eventually. How have our borders and expeditions gone?”

    “The strong protection of their god has not let us take down The Crow People to our south, but we have pushed them back to as far as we can. We have been attacking the edges of their forest to try and prevent resources from getting to their lands. However, they have proven a resilient people.” The general said.

    “700 years, eh? Avestra was stronger than I realized. Make sure to watch the borders closely now that her avatar is sure to have arrived.”

    “Of course, Heavenly Flame.”

    “And of the Prehist?”

    “Vassalized.”

    “They are not part of our lands officially?”

    Albert stepped in. “It’s a matter of architecture. Their walls are simply too strong to be worth penetrating as their mystical artefact can easily rebuild them. Instead, we have made their city dependant upon our trade. Extracting a heavy tribute from their farms to ensure this. ”

    “Remarkably good thinking. They should be well under control for at least two ages.”

    “The entirety of the Ebon River has been well established as our territory for quite some time. Khan Thrang has been setting his sights on tropical jungle islands not far from us.” The general finished

    “It will be of little use. I know of where you speak, and the gods already dwell there. It is best to set our sights on somewhere else before we take on a major competitor. What of Kahar Djinn?”

    “The faith remains strong, but they have no major established territory.”

    “They may believe what they want, but I do not expect sacrifices to these heathen gods to be tolerated.”

    Albert shook his head. “The Path Missionaries are not very large on sacrifice in the first place.”

    “Glad to hear.” Alatadriel took a moment to look around. “Is there a reason that there are not many Sinalese living in this valley.”

    “Ah, My Mistress. Only people who have taken the initiation ritual are allowed to live in the valley.” Arsina said.

    Alatadriel looked to the General skeptically. “Really, we prefer it this way. The land above the valley is quite scenic, and most Sinalese prefer wooden homes to the carved stone ones here. Not really enough room to make a Sinalese house here.”
    “Hmm, seems needless to me. But there should be no harm.”

    “What can you tell me about the deserts to the North of us?”

    “The Great Orcishtal desert?”

    “No, all of them.”

    “The Three Deserts?”

    “They’re a bit ****e.”

    “Oh, Arsina. I thought you would have known better. You do in fact live in a desert.”

    “The Strength of Ahorca is in its defenses, its river, and its people.” Arsina stood fast in the talk of her home.

    “Ahorca?”

    “It’s, uh the name of the city, Divine Mistresses.” The general said.

    “That is indeed one of the many strengths of Ahorca, but the strength of deserts lies beyond the surface. Many precious materials lie within the Earth of the Three Deserts. Copper, iron, nickel, zinc, turquoise, gold, gypsum, and of course salt.”
    “Gypsum?”

    “Hmm, I really did think you’d all know more by seven hundred years. It makes alabaster, a beautiful white rock, wonderful for carving.”

    The three figures looked confused, and Alatadriel sighed. “You will see in time. Moreover, we’ll have important routes throughout the continent. You have not traveled thus far, but I know that these deserts span nearly from the Lucent Reef to that of The Boa Jungle. Where other gods dwell. With our lockdown on important economic resources, we’ll be able to easily double, perhaps even triple our treasury. Not to mention the number of followers, and power we’ll have in owning such a vast and strategic part of this land.”

    “How would you go about conquering such a land, Heavenly Gift? The people of The Kanto Desert and The Toran Savannahs would be sure to know the harsh land better than us and be able to route our armies. Not to mention how to spread out we would have to be to control all One Hundred Tribes of the land.”

    “Oh, there’s more than one way to skin a cat, Abeir. A well-placed word can be as deadly as a sword.”


    Spoiler: Action
    Show
    18 AP/14DC: Influence a Country Sized Area
    Alatadriel is planning a year-long expedition into the Three Deserts. To 'influence' them into flying under the banner of The Fox. What this entails is a caravan of Sinalese and Orc men and women entering into one of the hundred tribes that are in the desert and appearing with works of great art, weaponry, technology, and other luxuries, and offering them to join The "Empire of Inadriel or The Empire of Holy Flame". It's strongly implied in these visits that not joining the empire would have negative consequences in the form of an invasion. While this is mostly bluff as The Empire doesn't actually have the manpower to take over such a vast area. The Empire is mostly counting on this threat and amazement of the backwater desert dwellers being enough for a substantial number of the tribes to join. Encircling tribes with their own neighbors for refusing The Holy Flame.
    +2 From Fire due to the number of forged items shown to amaze the 100 Tribes.
    +2 From Foxes for the Hua-Ling travel with the diplomatic caravan.
    +1 From Bees, due to Alatadriel's newfound fascination with all things bee-related. She has brought several different glorious confections to share with the desert dwellers.
    -2 From Arrogance as she does wish to create the largest empire known to mankind, and unite a hundred tribes under one banner.
    +3 Total.


    Spoiler: The Three Deserts
    Show
    https://www.youtube.com/watch?v=8ZgTIXYAWHo
    Stretching from the Boa Jungle to nearly the Lucent Reef. The Three Deserts stretch and vary from grassland savannahs to sandy dunes to xeric shrubland. This area despite to most travelers appearing to be one desert is actually subdivided into three different biomes.

    To the South is The Great Orcishtal Desert. Mostly dominated by mesquite bushes and sagebrush. Despite its name, most Orcs do not travel very far into the land. Indeed the Orcs are actually rather stationary in their lives and don't travel much at all. Despite the raiding the tribes have faced from the Orcs, they tend to think somewhat highly of their neighbors. Believing that copying the animal tattoos of the Orcs may give themselves some of the rigid strength of the Orcs. The most advanced of the tribes in the desert primarily due to stealing technology from their neighbors. The Wildlife is mostly dominated by small rabbits, birds, snakes, and coyotes.

    To The North is the Kanto Desert. A vast expanse of sand dunes, what few people that call the land their home are nomadic shepherds or scavengers that chase the rains each year. What few permeant buildings that do exist are along the coast where a very unique experience occurs each year in the rainy season. Due to the hard rock underneath the sand, the dunes will have large expanses of freshwater lagoons populate the land with vibrant blue water before drying up each year. Something nearly the entire desert will travel towards each year. Due to the importance of this resource to the entire desert, the people here have a tentative alliance during the rainy season though it has been broken many times in the past. It is also home to the very adorable fennec fox.

    To the west lie the Toran Savannahs bordering the Boa Jungle. While not technically a desert, the line is fine and the smaller desert here is actually the Tarbin Desert which lies slightly to the East of the Savannahs. Showing the most diversity of any of the lands here. The people range from nomadic hunter-gatherers that chase the large buffalo herds and more 'advanced' Agrian communities that farm yams, sorghum grain, and other thriving vegetables of the area. Indeed the variety extends to the animals as well ranging from the fearsome lion to the much larger elephant, even larger than the ones in the Ebon Basin. Regardless of the people though, the Savannahs house some rather advanced ways to harvest, and maintain water supplies that not even the Orcs or Sinalese would know. Ranging from collecting the water in dead trees, hollowed-out gourds or even creating artificial reservoirs by manipulating the curvature of the land.
    Last edited by Demonjazz; 2020-01-11 at 05:27 AM.
    I prefer a keg of beer!

  7. - Top - End - #97
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    Default Re: Pan-aeons: a God Game

    Chern, 50/50 AP, Starry Crypt

    The skeletal figure of Chern had managed to find his way up to the cathedral-like atrium of the Starry Crypt. It was greatly changed since he'd last stood inside it, not only in size but in shape, having been sculpted by the Starfolk pygmies for grandeur as well as ease of access.

    In the high-vaulted ceiling of the atrium, the glowloam star-scape was at its oldest and most breath-taking. The dead entombed here were so ancient that truly only their masks still existed, fused into the cavern walls as silhouettes among thick copses of glowloam, eye-holes glowing brightest of all, like supernovae viewed from far away in time. There were hundreds of such masks, generations the Starfolk, but Chern immediately gravitated towards one in particular...

    His own. Used by the girl Sia seven hundred years ago to bury her dead mother. It was one of the nearest to the Crypt's entrance, nestled in the side of a distended archway above the first few stairs. Chern felt a sudden sadness, as he stared into the dead woman's mask - the mask that he'd worn at the moment of his awakening. He wondered where her soul was at now. Or the soul of her daughter. Which of these innumerable masks signified her grave?

    "It doesn't seem fair, that I awake now, but all of you must remain asleep," Chern said to Sia's mother, reaching up and laying a single fingertip gently on her mask's forehead. "I suppose that in a sense you did awaken, you have been awake this whole time, in the form of the new world around us. But still, you always must leave something behind..."

    Then, a familiar being made itself present in the Starry Crypt,

    Quote Originally Posted by Batcathat View Post
    Remember when we met in the crypt, Chern?” Thal said, pausing a moment before continuing. “You asked me for a blessing to help the dead rest easier. Maybe their bodies rest easier now but their souls still fly aimless in the void and now it is my time to ask you for help to make their journey easier.
    "Ah, my good friend Thal. You must have been reading my mind. I will help you - and I will help mortals help themselves."

    Spoiler: Help!
    Show
    Help Ymon-Thal create the Passing

    +4 Decay, as the plane of the Passing services the souls of the dead.

    The souls of mortals who are buried in a starry crypt using the ritual of the memory mask, will enter into the passing with a spectral replica of their memory mask. In the Passing, souls wearing memory masks will be able to identify each other, and thus continue their relationships beyond death. When it comes time to reincarnate, souls with memory mask will be able to choose one aspect of their new life, for instance where they live, their gender, their abilities, etc., but only one aspect per reincarnation.

    Note that this doesn't require a mortal be buried in THE Starry Crypt, the one he made in the Boa Jungle. Anyone can make a starry crypt using a single spore of glowloam.


    With this deed done, Chern stepped out of the Crypt to continue his walk.

    ---

    Boa Jungle

    Starfolk pygmies saw the masked stranger walking through their lands - across vine bridges and beneath waterfalls, through cleared pasture and town hubs. It was a different land to the one Chern remembered. Far more populated, more prosperous. He was proud to see that they'd remained largely respectful of their land, possibly thanks to the wisdom of prescience allowed by their powerful astrologers.

    But Chern didn't stop here. He continued to walk, growing in height as he passed out of the deep jungle, and into the territory of the human Yith. People here were different. They didn't have a starry crypt, though Chern had offered Ymon-Thal the seed for one. They instead practised necromancy on the bodies of their dead. Their choice, Chern thought. Though maybe with the creation of the Passing they would learn a better way.

    It was here that the Wiltwatcher felt the presence of yet another god. The bone god. He was using the remains of the old to create the new. Ceratopsians, he called them. Chern... Liked this. He wished these new life forms the best of luck in their travels.

    Spoiler: Help!
    Show
    Help Grawissen created the ceratopsians

    +4 Decay, to allow them to eat and digest the usually corrosive glowloam. Though this does not stop them from being buried with the ritual of the memory mask.


    Quote Originally Posted by Godzillarich View Post
    Graw then messages the other gods, “to benefit your people and to clear up the misinformation I ask you for your help. No longer will you be haunted by these myths about your greatness.”
    "Hmm. Your people know of me. There's no need to correct, let the mortals think what they will of me. I may make a visit sometime myself, to let them decide on their own."

    ---

    Bramble Bushlands

    Chern walked and walked, the trees gradually thinning into scrub-lands around him, until the land became dry and its inhabitants more sparse. As he walked, he began to catch up to another lone traveller. This one was youthful but not young, carrying a hide pack that seemed to almost be overflowing with belongings. She propped herself up under the massive bulk of her luggage using a sturdy crutch. When Chern drew level with her she turned towards him, her face rosy cheeked and shining with perspiration.

    "Hey, traveller!" she called out to Chern, beaming. "Care to slow down? Walk for a while with a lame-footed missionary?"

    Chern looked at her mournfully, glancing down at her foot. It was indeed impaired, as though it had been mangled long ago and had never truly healed. It gave the woman a limping gait. Chern slowed his already ambling pace, walking beside the woman along the bare dirt track.

    "Thanks!" she panted, somehow smiling even wider. "I'm Mila. What's your name?"

    "I'm Che- Uh, Cherrrr-lie. Cherlie."

    "Cherlie, great to meet you Cherlie! Haven't seen that many people on this road, you're the first for what must be a good dozen leagues now. It's good in a way, no people means no trouble, but one gets lonely on the road. Where you heading Cherlie?"

    "Away from the Boa Jungle."

    "Ah. I knew you were from that way. I recognise the mask, it's one of the ones those Starfolk wear. I thought they were meant for the dead?"

    "Hmm. You are right, Mila. But a mask's a mask, anyone can wear one whether they're dead or not. Don't you agree?"

    "Hmm. I suppose so. Could be disrespectful though. Is that why you're leaving in such a hurry? Eh? You get chased out by the pygmies for sacrilege?"

    Chern chuckled under his breath.

    "You know a great deal about it. Why are you travelling, if I may ask?"

    "Missionary work," Mila explained cheerfully, "I'm on the Path, as lain by Kahar-Djin. I set out from Kanto on my mission, five years ago. Travelled all along the north coast, all the way to Boa. Now I'm heading back home along this overland track that some Yith fellows told me about. Through the savannas."

    "Hmm. I see. Good luck to you."

    "You may walk with me as long as you wish. I appreciate the conversation, and of course it's safer to travel in numbers. You may partake in my some of my supplies too, if you wish Cherlie. You seem to not have much yourself."

    "That's very kind of you, Mila. I can look after myself, but I too appreciate the conversation and safety in numbers. I would be glad to walk with you."

    That night, as the disabled mortal and the incognito god sat around a camp fire, Chern sensed another action of the gods. Mila's own Kahar-Djin, creating another colossal ripple through reality, though with more order than the scream from last age.

    Quote Originally Posted by Megadraco View Post
    "However, I implore for your aid. Not just to ensure this new law of reality comes to pass, but for a much deeper reason. Divine as I am, mine is only one outlook, one experience of divinity. In my four Paths, I have tried to contain a wide variety of outlooks, beliefs and philosophies, but I fear that, while I have included four, I must have excluded many more. So I ask, indeed, I beg of you, to create more of these Paths of Divinity, so all views on divinity might be represented, so that every mortal may find something to aspire to within them."
    Chern felt himself growing indignant, much as he had the last age when Su'ule created her sorcery. Magic was just another means for mortals to put down each other. It wasn't fair.

    Then again... What did he know?

    "Mila," Chern said abruptly, startling the woman from her hardtack, "what do you wish for most of all in the world?"

    "Oh, that's easy," said Mila through a mouthful, "travel more. I want to spread the word of Kahar-Djin as far and wide as I can."

    "Why are you going home then?"

    Mila almost dropped her smile for the first time that day.

    "Don't poke fun, Cherlie. It's obvious why."

    "Your foot?"

    "I'm no good as a missionary anymore. I used to be. When we first set out I was the fastest runners in my mission, faster than all the boys even. Then I tread on this little pointed stick, didn't even see it in the grass. No water school healers around, my foot starts to fester. Now, well, you're all skin and bones and even you have to slow down for me."

    Mila prodded one of the crackling logs with her crutch sourly.

    "Truth be told, I don't even expect to make it as far as Kanto. Our paths are bound to split at some point. After that, jackals're going to sniff me out sooner or later. Then what?"

    Chern didn't say anything, glaring at the fire from deep within his masked sockets.

    "Yeah. So there's your answer, old man. I wish I could keep travelling, despite this damned foot."

    Wood turned to ash, turned to smoke, scattered to the wind, fertilised the soil to make the wood to turn to more ash. Chern continued to stare wordlessly into the dying flames, until Mila announced that she was going to retire to her bedroll.

    "You're a good mission, Mila," he said as the woman was rising to her feet. "You may not think so, but you've done a lot more than most ever get to."

    "Huh, I don't know about that Cherlie," she guffawed, "but thanks."

    Spoiler: Help!
    Show
    Help Kahar-Djin create his Paths of Divinity

    +4 Decay, to create a Path focussed on the degeneration of the body.

    Spoiler: The Path of Squalor, the Transcendence of the Self
    Show
    One who travels this Path has been brought low by the cruelties of life, and has from their hardship discovered that the true nature of divinity lies in a god's detachment from the limitations of the mortal form. Though all things must die and decay, the potentiality of a mortal can never truly fade so long as a soul remains to drive them. Therefore the practitioners of the Path of Squalor seek to hold themselves together through sheer force of will and mortal tenacity.

    Threshold Zero: the requirement to attain this threshold is simple; the mortal must be in some way permanently diseased or disabled. Cripples, lepers, the blind, the malnourished, the unsound of mind, and many others who suffer are eligible for the Path of Squalor.

    First Threshold: at this point the traveller has learned to overcome their ailment through sensible self-medication and a disciplined lifestyle, to the point where they can lead a normal life. The crippled learn to move unimpeded with the tools at their disposal, the lepers keep themselves bandaged and clean, the blind hone their other senses, and so on. This kind of self sufficiency is an achievement worthy of its own threshold, and indeed many will cease travelling the path here now that their ailment has been overcome. However, there is more for those who seek it.

    Second Threshold: those who have adapted to the limitations of their body, but regardless continue to pursue the path, begin to develop robustness against further ailments. Poisons, diseases, injuries, and sustained poverty no longer harm the traveller. They can eat anything and live anywhere, without suffering as they once would have. This threshold cannot be attained through a sensible lifestyle alone, one must seek out ailments and apply them in small doses to increase resilience. Activities like flagellation, fasting, and the limited consumption of poisonous or diseased substances are all necessary to reach this threshold.

    Third Threshold: this threshold comes fairly quickly and naturally after the second threshold; now, instead of merely being able to live with suffering, the traveller thrives in it. The poisoned grow stronger, the diseased fitter, the addled more focussed. At this threshold one gains the ability to perform a blood sacrifice, spilling their own blood to become temporarily superhuman.

    Fourth Threshold: a sacrifice is required to reach this threshold. The traveller must intentionally inflict another permanent ailment upon themselves, something that even their supernatural robustness won't help them to recover from. This time, however, their damage is compensated for by a spiritual replacement. Someone missing a hand gains the use of a single spectral hand to move things telekinetically, someone blinded gains an uncanny sight that surpasses normal vision, missing a leg might grant the ability to levitate, and so on. Further sacrifices can be made for the same effect.

    Final Threshold: the traveller has now sacrificed so much that a normal mortal would be as good as dead. But this traveller is no mere mortal any more. The traveller may now forgo their mortal body entirely, projecting a wholly spiritual manifestation of themselves that has all their sacrificed abilities while being immune to the effects of the physical world. Once their physical body finally dies, the transcended soul is then free to do as it wills, exempt from the cycle of reincarnation similarly to the other paths (not sure if these guys would be on the council too, I'll let Kahar-Djin decide that).


    Chern will leave a scroll of the Path of Squalor with Mila, who should already be well on the way to the first threshold.


    ---

    Toran Savannas

    Chern was still travelling with the woman Mila, plodding together through the rippling desert heat as an unlikely duo, when the words of Verys' prophesy resounded in his head. He stopped, Mila failing to notice for a good thirty seconds as she continued to walk and talk.

    "And they say, you know, that they're full of these tiny little people, like the Starfolk I suppose, but really vicious like, not nice folk at all. They apparently got this crown that they give to anyone who comes to their island, but it's cursed, so when they put it on all their friends start murdering them out of jealousy. I don't believe a word of it of course, sounds- hey, you right?"

    "You ever heard a prophesy before, Mila?"

    "Oh yeah. A couple. Usually I try to remain skeptical."

    "They usually rhyme, right?"

    "Oh yeah, prophesy's got to rhyme."

    "Hmm. Yeah, I agree."

    Chern caught up to Mila, and the pair of them continued.

    "Getting a little low on water."

    "Hmm."

    ---

    No Name Dunes

    At the epicentre of the Three Deserts, where no mortals ever venture with the intent of returning, Chern and Mila found themselves staggering in pursuit of the sun. The sand lay unstable before them, sliding out from beneath their feet with every step. Mila in particular panted hoarsely, her crutch wobbling.

    "Wait, Cherlie," she gasped, "just wait, gimme a minute..."

    Mila fell to her knee, and under the weight of her huge pack immediately keeled to the side, tumbling down the side of the dune they'd been traversing. Chern watched her go through through eye-holes weeping with sweat. The god considered for a moment, then seemed to decide that he might as well try dying of exposure as well, and immediately crumpled to the ground. His limp body rolled after her's, passing by a collection of hardtack and empty water skins that had spilled out behind the missionary, until it finally coming to rest beside her at the bottom of a vast sandy basin.

    There was silence. Chern was beginning to wonder whether Mila had died outright when she suddenly spat out a dry wad of sand.

    "You shouldn't have followed me you stupid old man," she whispered.

    "You shouldn't have walked into this stupid desert," Chern croaked back.

    Mila didn't even have the strength to laugh. She noticed that Chern had stopped breathing at around noon, when the sun was at its highest and most scorching. Shortly afterwards a vulture landed beside him, its bald head deathly white, and its eyes luminous yellow.

    "No..." Mila grunted, as the vulture began to hungrily tear strips of meat from her travelling partner. "Leave... Him... Alone..."

    She shoved her crutch at the bird, but it didn't budge. The vulture was picking between the masked man's ribs when she finally summoned the strength to turn her head the other way. She lost consciousness moments later.

    Spoiler: Action!
    Show
    Influence a village sized area (6 AP/3 DC)

    +4 Decay, as he is using his own decaying corpse to fuel the action.

    Chern will create the No Name Oasis in the middle of the Three Deserts, by sending an accelerated vein of glowloam from his own corpse down to the ground water, causing a permanent spring and glowloam cavern to appear in the basin. He will do this quickly enough to provide Mila with water and spare her from death.


    The vulture flew away, leaving the half eaten corpse of Chern to rot beside the missionary. As he did, he felt the final ripple of a divine action being carried through the desert. Vulture Chern turned his beady eyes to the south, intrigued.

    "Caw," he said.

    Spoiler: Hinder!
    Show
    Hinder Alatadriel from exploring the Three Deserts

    -1 Fermentation

    Chern will make the armies of the Sinalese and Orcs drink copiously over the course of their march, inducing drunken and disorderly behaviour, and reducing the army's overall effectiveness.
    Last edited by Garjel_blah; 2020-01-12 at 09:23 PM.

  8. - Top - End - #98
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    Default Re: Pan-aeons: a God Game

    Quote Originally Posted by Batcathat View Post
    Hello, Mischief Maker.” Ymon said, waving enthusiastically. “We heard you like chaos. Wanna help make a world where everything is kinda chaotic?
    Thal held out his hand, floating above it was a miniature version of the plane they envisioned, changing by the moment and with little sparks representing mortal souls. “Not to mention a place for all the warriors to go, to rest between your wars. They deserve as much, do they not?
    Timorin smiles. "I like this. Yes. I can work with this. I shall bring you aid."

    Timorin and his Shadows of Hope descend into the underworld. There Timorin shapes a portion of the world into a grand collosseum around them. "This my children is where you shall serve me. Go out among the dead and bring forth champions to delight and entertain. Bring some emotion back to this void. Remind them all what it's like to be alive."

    The spirits go forth and find those with the most fire and hope and passion in their lives. Perhaps those who have revenge to seek back among the living. Perhaps those who have great ambition. Timorin wouldn't know who would step forward to take the challenge, but those who did would be gambling everything on it.

    He then turns to Ymon-Thal, "You and those who shape this place may have a hand in shaping my children. They seek no harm, only passion."

    Spoiler: Help
    Show

    Unchecked, the Reincarnation system functions on a first come first serve basis. Those who died first would be the first reincarnated. To mix things up, Timorin has added the Challenge of Life. Those who wish may challenge his Shadows of Hope to a duel. This may take any form the Challenger wishes, from single combat, to a game of capture the flag (in which such games, they may recruit teams as per rules set down in the individual challenges), singing, dancing, poetry, sculpting, games of chance, games of skill, etc. These challenges will be performed in the Collosseum for the entertainment of the dead. Victory: You jump to the front of the queue for reincarnation. Failure: You are pushed to the back.

    It should be noted the Shadows are not inherently better at any of these challenges. Some may develop incredible skill over time however as they may be continually challenged to the same contest.

    +2 Drama
    +2 War for events like challenges in tactics where they each recruit armies and basically have a giant larp
    +1 Games (this is also my justification for the +1 games on the Shadows themselves. Please let me know if unexceptable.)
    -2 Fear Between the Shadows and the innate fear of death, I figure this would apply

    Also, opening up the Shadows for anyone who helps with the underworld.



    Quote Originally Posted by Godzillarich View Post
    Graw then messages the other gods, “to benefit your people and to clear up the misinformation I ask you for your help. No longer will you be haunted by these myths about your greatness.”
    "Are you trying to say that I am not great, friend? Have we not worked together so well in the past? Nevertheless I shall aid your people. They shall always be trusted and truthfull." Timorin gives a mischievous smile. "This makes two you owe me."

    Spoiler: Help
    Show
    Timorin has made it impossible for the race to lie. If possible, he would like there to be a natural sense of being able to confide your secrets in them. Nothing compulsory, just a sense you can trust them. If that's too much for non magical species, then ignore the second half.


    +2 Drama: Timorin knows that the truth is the best policy and inherently causes no drama. However the dinosaur people can be lied to and therefore can spread misinformation. There is also the fact that secrets, if shared with them, may end up no longer secrets. The truth is only dangerous when surrounded by lies.

  9. - Top - End - #99
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    Default Re: Pan-aeons: a God Game

    Quote Originally Posted by Batcathat View Post
    "Great Yir", Thal said, nodding his head in a not-quite-a-bow. "As I am sure you have sensed already, we are creating a place for souls to rest between lives and have come to request your help. Surely the sun should shine over the dead as well?"
    The glorious sun looked down at the half of a godling, contemplating for a moment before speaking.

    "I shall help you in this labor's task, but the price for my help shall be your aid in return. MY light shall have form below soon, and I shall have your other half shall grant it life, and by your power shall it not be condemned to death; indeed it shall wield it instead. Prove yourself above the likes of the vile wyrm and help bring something good into the world."

    Upon the top of the stonethroe mountains appeared a light invisible, able to be seen only by the dead; and by it's guiding light the dead would find their way to the Passing. In the world of the dead, the glory of the sun appeared in it's sky, granting the land below the blessing of it's light.

    Spoiler: Aid
    Show
    +2 Stonethroe Mountians and +2 Sun to help in the creation of the Passing.
    The top of the Stonethroe Mountains act as a place where those dead trapped in the world of the living for whatever reason may find their way to the Passing. In the Passing itself, the sun appears in the sky granting the land below it's blessing to exist, and give a slight reminder of the world of the living.




    Quote Originally Posted by Grawissen
    “To benefit your people and to clear up the misinformation I ask you for your help. No longer will you be haunted by these myths about your greatness.”
    The sun looked over the remnants of a previous time being brought back anew, scoffing to itself that this godling never learns, but it's persistence in such matters did have a childish charm to them.

    "I shall help in the creation of the life you seek, they shall have MY light in their blood and shall forevermore have a piece of my MAJESTY in their souls. I expect that you shall reciprocate this aid, for I shall soon bring my light down upon this world and give it life; I expect that YOU will bless it with your own power when it appears, it's mind must be sharp and know how to plunge into the depths of the world."

    Spoiler: Aid
    Show
    +2 Sun +2 Majesty
    Yir blesses Grawissen's creations with what life it can grant them, but this creates a few quirks.

    The Ceratopsians would be cold blooded, reliant on the sun to give them heat while traveling (fire works well enough while encamped). They are however blessed with a sense of majesty that can be felt around them, making it so those who are not Ceratopsians have stronger reactions to them (whether for good or ill).




    Quote Originally Posted by Megadraco View Post
    Kahar-Djin, The Cosmos, 50/50 AP

    The planets had aligned once again. Kahar-Djin once more walked the Path they formed down to the mortal world. They weren't the first to return, it seemed. Or maybe they had been the only one to leave? They hadn't truly paid attention, immersed as they were in their grand creation. The divinity stood above the world, andunrolled a scroll that seemed to stretch into infinity. He then raised his staff, and created paths for sound to travel between all the gods, so they could all hear each other. Then, they spoke,

    "My fellow divinities, I have come from my long trip in the cosmos with an announcement to make. I have spent these centuries creating an instricate system of Paths and philosophies of life, imbued with my own essence, to allow all mortals the possibility to obtain a sliver of our own divine power. I shall now read to you an overview of my work. Of course, you need not listen. Your divine domains will certainly be able to percieve the changes I bring. So, with that said, the new law I have crafted is as such:"



    "However, I implore for your aid. Not just to ensure this new law of reality comes to pass, but for a much deeper reason. Divine as I am, mine is only one outlook, one experience of divinity. In my four Paths, I have tried to contain a wide variety of outlooks, beliefs and philosophies, but I fear that, while I have included four, I must have excluded many more. So I ask, indeed, I beg of you, to create more of these Paths of Divinity, so all views on divinity might be represented, so that every mortal may find something to aspire to within them."

    With that said, Kahar-Djin didn't just wait for responses. They had four more scrolls, meant for the mortals, one for each of their Paths. They had to find suitable places for them. Fortunately, their believers had followed their blessing, and spread throughout the continent. This would not be a difficult task.
    The godling shone with the bright light of day as Yir gazed upon it, thinking on the law that it wished to introduce with some interest, but mostly looking down at the Paths the god presented.

    "You clearly need my help, for each of your Paths are pathetic and short-sighted. For only in perfection can one be truly close to divine! In return for my generous aid, I shall expect the same given to me. My light shall soon descend upon the world, and I expect you to help it succeed on the path of its life and exceed any thresholds that are presented against it's desires."

    Spoiler: Aid
    Show
    +2 Majesty +1 Perfection

    Spoiler: Path of Perfection
    Show
    Those who travel this Path believe that the true power of divinity lies in a god’s perfect natures, so immutable that the world cannot affect them and instead shifts to their will. To come close to the divine in their true eternal perfection is impossible, but to achieve a small sliver of it on this world is possible through constant judgement of one's self and those around them and perfection in as many things as possible. Those that walk this path may use magic, seeing it as any other talent to be perfected, but may never walk another Path again after starting to walk this one (for all other Paths are imperfect and flawed), even attempting to walk along this path strips those immortal masters of other paths of their talents in what they had learned; however, gods may walk along the path of perfection as well as other paths as normal for them (though it does them little good).

    Threshold Zero: Those that would walk the path of perfection must believe that they need to be perfect, must be perfect, that the flaws of the world can be used against itself, and must have some talent that they are currently perfecting. Singing, swordsmanship, dancing, music script writing, anything that can be perfected qualifies. Other than this there are no requirements.

    First Threshold: The perfectionist at this stage is able to see the flaws of those around them and in themselves, only a demi-god or full god being too naturally perfect to be the target of their cynical eyes. As long as the perfectionist has some degree of skill in any broad field (music, combat, magic, paths, ect), they may exploit the flaws of others around them with a simple glare to make them fail in any attempt (voices cracks, swords miss, spells fizzle to no effect, ect); however, a large enough gap in skill can make it more difficult for the perfectionist to disrupt (using paths as an example, anyone of the third threshold would probably be too skilled for a perfectionist of the first to disrupt).

    Perfectionist of this threshold also show skill in many mundane or magical fields (though not whole schools of magic), never faltering in knowing what they need to do to obtain more skill in whatever field of their choice.

    Second Threshold: Those perfectionists of the second threshold have truly looked upon their bodies and have perfected their physical forms. They've reach the height of normal physical strength and speed their bodies can produce, gone beyond that and have over time improved their own physical features to be the height of what they consider perfectly handsome/beautiful. The perfectionist's body is so perfect that the world refuses to let it be harmed by anyone. Those wishing to harm the perfectionist find it hard, even past their glare, for a shining light appears at the last second protecting them from any attack that targets them (attacks not targeting them are far more effective). Disease, scars, and permanent injuries are outright impossible to inflict upon a living perfectionist unless the person doing so is at the height of mortal power (masters of a school of Su sorcery, masters of a path) or are a divine.

    Those that would try to manipulate the exceedingly large egos of the perfectionist of this stage find it impossible unless they are a divine being or complete master of all the schools of Su sorcery.

    Third Threshold: The perfectionists of the third threshold have set exceedingly high standards for themselves and have yet to give up or lower these standards for years. Most show a high degree of skill in many skills or fields of knowledge, but that is not an actual requirement, only the move towards perfection for years is.

    At this stage the world in awe actively starts to suit the perfectionist's needs, letting the perfectionist manipulate the external qualities of the world and the minds of people around them. Matter near the perfectionist may have it's outer properties changed at will (an example might be making an apple glow or light on fire), and people have their opinions subtly shift towards the perfectionist's far more easily and quickly that could otherwise be accomplished.

    To reach the next threshold the perfectionist must proclaim that they are a master in multiple skills or fields of study (at least three). Anyone else that would be a master in any of the same fields must be confronted by the perfectionist and proven inferior for at least a year before they properly obtain the abilities of the fourth threshold. While being proven inferior at any particular moment does not strip the perfectionist of their power, not focusing on reaching a state where they are superior will strip the perfectionist of their power; it does however hinder the progression of their path (they cannot reach the fourth threshold until they are superior in what they proclaimed mastery in). The only ones that a perfectionist may allow to be superior to them in any particular field they have proclaimed mastery in are immortals, fifth ranked perfectionists, demi-gods, and gods.

    Fourth Threshold: Perfectionists that have reached the fourth threshold have become something greater than most mortals, something close to the divine. Something so perfect no longer needs to worry about wounds, the glowing (literally glowing) ego of the perfectionist absolutely refuses to let anything harm them, and even if something manages to harm them, they can recover from that damage in an instant. Their actions are completely under their control, perfectly coordinated no matter the situation.

    While the other thresholds were obtained through the improvement of the self, only through teaching at least three others to be masters of what they study while remaining superior can a perfectionist move to the fifth threshold. Many perfectionist cannot bring themselves to teach others in fear of teaching someone that may be superior to them at something, but those with true confidence, wisdom, and skill will persevere.

    Fifth Threshold: These semi-divine beings have perfected the mastery of their own egos, no longer needing to prove themselves to others and actually lose the glow of their ego (though the damage negating effect remains). Perfectionists of this level have such control over their surroundings that it is like they are tiny gods playing in sand, the laws of reality simply being what they wish it to be; however this only applies to the immediate area of the master perfectionist and any changes they make fade in short time (immediately disappearing if they die). Masters of a school of sorcery, masters of a path, immortals, and divine beings cannot be directly affected by this. Perfectionists of this threshold are only affected by age if they wish it, and their souls disappear when they die (to Yir they say).


    The Sahgori giants are already perfectionists at heart, so Yir does not need to teach them, they just slowly learn that they gain actual power from their unhealthy view of the world.
    Last edited by AlexanderML; 2020-01-15 at 06:09 PM.

  10. - Top - End - #100
    Ogre in the Playground
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    Default Re: Pan-aeons: a God Game

    Sanctuary has drifted close to an unknown island, and while Sanctuary itself is well protected, Petr still feels compelled to walk the island, observe it, and learn who is here. It doesn't take long before Petr finds the crown that seeds chaos upon the island, as well as many shallow graves of those foolish enough to wear the crown. Not a pleasant fate indeed. One would have to wonder it's effects upon the people of Sanctuary, who are trained in magic, and in the ways of resisting it. Recently the waymaker revealed a massive plan to grant mortals more power still, they'll have to do something about that, but for now, there is one last stop to make upon this island.

    "So. Timorin. Trickster and chaosmonger. You've got quite the interesting, and cruel, setup here. In the horizon, your cult will soon get a clear view of Sanctuary Island. On the night of the full moon, the island will light up in spectacular displays. Your cult is yours, and I will not interfere with them, but you may wish to inform them yourself that this is a celebration, not an intimidation. I shall see you around."

    ---

    In the city of Theshana, a single elderly woman appears. Unnoticed in her plainness, she walks towards the centre of the city, to an open place where wells provide the city with the precious water it needs to survive. Unseen by anyone she slams her walking stick into the ground where it remains standing. Then she walks away, as slowly, surely, water starts to flow from the ground, as a new, bottomless spring of fresh, curative water springs forth to help the people of the city.

    "Your quest to preserve a people's way of life and freedom is one I can enjoy. Please accept this token of assistance from me, to help ensure your dream remain reality. In a few nights, when the moon is full and shines upon Sanctuary, I shall reveal myself to mortalkind. In the same moment, the spring will reach full force." With those words for Nestellbam, Petr returns to prepare their reveal to the world.

    Spoiler: Help
    Show
    Assisting with Nestellbam's prophecy, Petra creates a spring with the waters of life that flows freely from the city. The water is cool, refreshing, and purged of disease and sickness. It will not heal wounds supernaturally fast, but it will help with recovery and will run for as long as the city remembers to take care of it's weakest members.

    +2 Water and +2 Healing.
    Last edited by Maryring; 2020-01-12 at 10:04 AM.

  11. - Top - End - #101
    Ogre in the Playground
     
    Batcathat's Avatar

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    Default Re: Pan-aeons: a God Game

    Ymon-Thal, 50/50 AP, Boa Jungle

    To benefit your people and to clear up the misinformation I ask you for your help. No longer will you be haunted by these myths about your greatness.

    Thal waved his hand dismissively. "Let the mortals think as they wish in life. They will learn the truth soon enough."

    "Aww, I don't want to be evil Chern's evil servant."

    "We are not, nor are we Grawissen's."

    Ymon pouted. "I'm still gonna help make his weird, pointy people."

    Spoiler: Help
    Show

    Ymon-Thal aids in the creation of the Ceratopsians with + 2 Life. *


    ***

    Moments after being mentioned, Thal appeared next to his other self in front of Petr. "If you wish to free some souls from their... previous misdeeds we will not oppose it."

    "We can help you too, it'll be fun!"

    "Yes", Thal said. "Fun."

    Spoiler: Help
    Show

    Ymon-Thal aids Petr in sanctifying Sanctuary Island, tying it a little closer to the land before Life (+2) and after Death (+2), basically making Sanctuary a little closer to the Passing in a metaphorical sense. I'll leave it up to interpretation what this means.
    Should the creation of the Passing somehow fail, just count this as a general help.


    ***

    Ymon-Thal watched Timorin's half-formed Shadows flow into the still unstable Passing. "Ooh, they seem like fun, don't they?"

    "Is there literally nothing you do not find 'fun'?"

    Spoiler: Help
    Show

    Ymon-Thal aids Timorin in giving life (+2) to the Shadow Walkers.


    ***

    Compromises, compromises. Ymon-Thal could feel the power of several deities join his own in shaping the void into a world, while adding ideas of their own. Still, it certainly added some interesting... features to the Passing.

    "And great flair!" Ymon said. "Can't forget about that flair!"

    "Yes", Thal responded dryly. "Who could imagine an afterlife without...flair?"

    Ymon was about to reply as they sensed reality wobbling slightly, accompanied by a message.

    "So I ask, indeed, I beg of you, to create more of these Paths of Divinity, so all views on divinity might be represented, so that every mortal may find something to aspire to within them", Kahar-Djin finished.

    Ymon-Thal pondered the question for a minute or two, both aspects flying in silence.

    "It would..." Ymon, as always, was the first to break the silence.

    "Yes."

    "So, should we...?"

    They did. Just like with Petr's island the Twin God tied the Passing a little closer to the physical world, though to specific mortals rather than a place. It would almost certainly kill some of them, of course. But then again, life usually did that anyway.

    Spoiler: Help
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    Ymon-Thal helps Kahar-Djin create the Paths of Divinity, adding the Path of the Soul that blurs the line between life (+2) and death (+2).

    Spoiler: The Path of the Soul
    Show

    Those who travel this Path have understood that life and death are not opposites and that a soul is the same whether living or dead.

    Threshold Zero: In order to embark on the Path of the Soul the traveler must have a near-death experience — close enough to almost enter the Passing — in order to fully realize how small a change death truly is. Most travelers experience this and then decide the follow the Path but there are those who intentionally try to achieve it. Few survive.
    While it is technically possible to walk the Path for an entirely new soul, in reality it's near impossible since they lack the memories of previous lives to guide them.

    First Threshold: As someone reaches the First Threshold the barriers separating their souls' different lives begin to weaken. The traveler usually start having dreams and flashbacks about any previous lives and time spent in the Passing. At first, they are more symbolic than literal and by focusing on these half-memories during mediation a traveler is able to interpret them better and better.

    Second Threshold:
    By the time a traveler reaches the Second Threshold their ability to interpret memories of the past is almost perfected and the memories have become much clearer and less symbolic. The dreams and visions come more and more often, though the traveler still lacks control over what is shown.

    Third Threshold: A traveler passed the Third Threshold interprets their memories of past lives as easily as those of their current life and by meditating they are able to search their past lives for answers to specific questions.

    Fourth Threshold: Travelers who have reached the Fourth Threshold remember all of their lives with perfect clarity. They are also able to leave their mortal bodies through deep meditation and briefly glimpse into the Passing and speak to its inhabitants. With practice, it is possible to reach specific souls.

    Final Threshold:
    In addition to remembering all of their earlier lives travelers at the end of the Path can recall and use any skill they possessed in a earlier life, including physical skills and even sorcery.
    Those who reach the Final Threshold can also travel freely between the world of the living and the world of the dead, though they leave their body behind if they enter the Passing and if left for too long it may die. If that happens the traveling soul is left to roam the world and the Passing, neither dead nor alive. Such a traveler can speak to both living and dead but never physically influence either world.

    Last edited by Batcathat; 2020-01-12 at 11:29 AM.

  12. - Top - End - #102
    Ogre in the Playground
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    Bergen

    Default Re: Pan-aeons: a God Game

    When invited to listen, Petr appears. They sit and observe quietly to Kahar-Djin's plans for the future, and for his paths. Once the presentation is over, Petr leaves without a word. They travel across the globe, silently observing the many cultures and people. So many are different. The welcoming and peaceful Sanctuary people compared to the violent pygmies just a stonethrow away. And yet so many are same. Though on opposite sides of the globe, the followers of the Fox and of the Sun both wage campaigns of conquest and greed. Differences and similarities both. With actions that ripple out into eternity. This is what inspires Petr, and they return to Kahar-Djin with a scroll in hand. "Here. My assistance for your paths and your plans. May the divine wisdom bear fruit amongst mortals."

    Spoiler: Help
    Show
    Petr is using their Water Domain to create the path of reflection.

    Spoiler: The Path of Reflection
    Show

    The world is like water. Ever changing, ever flowing from something to the next. Followers of the path of reflection believes that the world and the divine are the ripples upon a surface of a pond. Expanding ever outwards, changing as the ripples meet, and ultimately, by reflecting upon all the changes, one can trace everything back to the true source of all things. Travelling the path requires tasks of mental, physical and emotional discipline. It requires a sacrifice of the self as an immutable constant, and instead requires one to view themselves as an extension of a whole, and a mirror reflecting life.

    Threshold Zero: To begin walking the path, the disciple must embrace the philosophy of a hated person. The most grave of social sins. Reflecting the truth as accurately as possible. They must embrace honesty and never knowingly tell a lie. They must elaborate on matters as well as they can, and do their utmost to ensure their intentions are genuinely understood. No lies by omission, or by vague wording. They are not required to answer fully. They may still refuse to answer a statement. But they may not put their own well-being ahead of the truth.



    Threshold One: Those who have embraced the costs of honesty, who understands the difference between what is good and what is pleasant, and who is willing to continue the path regardless of these costs, will now find that their devotion is being rewarded. They can pick up the faults in written words. They catch the inconsistencies between that which is spoken, and that which is done. They can't be lied to, not even unintentionally. They always know when someone is hiding something from them. Their flexibility against the harsh lessons of truth have also given them new insights into the Su'Sorcery of Water. While words may never hurt them, sticks and stones may still do harm. Water will help divert those blows.

    To continue the path, one must travel the world, see other cultures and gain an understanding of them. This requires spending at least five years among cultures not ones own.



    Threshold Two: After spending years experiencing different cultures, the path of reflection teaches one to not just understand, but reflect those cultures. A traveller can act in ways that make them undistinguishable from any culture they've lived among for more than a year. They also become skilled at impersonating others, reflecting their mannerisms, speechpatterns and quirks. The world around them also begins to slightly, subtly, reflect upon them. If they are sad, those around them feel sadder, and if they are happy, those around them seem happier.

    Their Su'Sorcery is also strengthened, now allowing the water to reflect force visited upon them.

    To reach the third Threshold, they must create a ripple, some kind of action that extends outwards effecting the world around them, and then follow at least one of it's consequences for five years.



    Threshold Three: After watching how one action has consequences that ripple eternally through the world, it becomes possible to much more reliably ensure the future one wants. The right word in the right place can stop armies in their tracks, topple empires, and avert wars before they even begin. And at the third threshold, those who follow the path of reflection have become really good at knowing what those words are. By telling the right truth to the right person, they can create a chain of consequences that eventually lead to their predicted, desired future. Divine intervention, as well as cataclysmic events that drastically shake up the status quo of the world can throw this chain out of alignment.

    Their Su'Sorcery can now perfectly reflect what's done to them back to the world around. If they are healed, they may let those around them be healed too. If they are hurt, all their enemies are hurt the same way.

    To reach the fourth Threshold, they must revolutionize the world. Something they do must change the majority of the world in some drastic way.



    Threshold Four: The world is a puppet, and the walker of reflection is the puppetmaster who controls all things mundane. They weave plans within plans to forge a future of their own choosing. They understand how all that is mundane work together in an intricate system. Their understanding of the laws of reality means that their plans can only be thrown off course by the direct intervention of a God or someone with even greater powers of reflection in the world. And as the world starts to reflect their desires, weak souls near them start to reflect their souls more fully. Just by their sheer presence does the walker of reflection inspire empathy, compassion, and understanding of others.

    Even a walker who has only minimal experience with Su'Sorcery can be considered a Master of the School of Water. Water is a mirror which reflects the pure soul of the Reflection walker.

    To reach the fifth Threshold, they must complete the cycle and return home where they first began the path of Reflection. There they must locate their old home, their old social bonds and culture, and what might at one point have been their life, and they must meditate on how the journey has changed them, on who they are, and on who they could have been.


    Threshold Five: At the fifth and final Threshold, the barrier between self and the not-self break. Like water, the walker of reflections flows to fill the cracks in society, perfectly able to adept to any and every role that they need to fulfill. They become a rarefied mirror that reflects those around them. They can perfectly mimic any non-divine action. They can perfectly emulate the look and build of any person. And without practice, if they see someone do something once, they will be able to do the same thing.

  13. - Top - End - #103
    Dwarf in the Playground
     
    OrcBarbarianGuy

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    May 2017

    Default Re: Pan-aeons: a God Game

    Graw continue to work on his creations as the power of the other gods helped him. "It’s coming along just great... Soon the knowledge of the world be... united... just then he heard the call of the other gods asking for his assistance. Graw breathed a sigh " it is only... Fair..."

    Petr called out for assistance on this island project they had in mind. ”simple enough… But I may have some trouble… With this unknown place...
    Spoiler: Help
    Show
    Petr: Sanctify an area for +2 Moon
    +2 mining: the island will have rich minerals there will be a pleasure for most to find them

    +2 knowledge: the place will be a treasure trove of untapped knowledge, so much stuff only found on the islands.

    +2 architecture (pickax): in the center of the island there will be a castle where all are welcome.

    +1 writing: many forms of ancient literature can be found on the island

    -2 unknown: the island is difficult to find by mortals and even gods


    A smiled than came to Graw face "Ah...Kahar-Djin… I am more than happy to help.
    Spoiler: Help
    Show
    Kahar-Djin: Create a law of reality: The Paths of Divinity
    The Path of knowledge:
    +2 knowledge
    Those who decide to walk this path understand the importance of preserving the knowledge. A dedication to study, documentation, and discovery of the beauties of all things that have exist, what’s happening right now and possible futures.

    This path does not discourage studying of Su magic or the other paths because they too are also knowledge.

    Threshold Zero: The curiosity of basic study, an understanding of civilizations, and a desire to fill in the blanks of lost knowledge.

    First Threshold: This is reached when you start to dedicate your life to discovering the mysteries of the world. This makes you more knowledgeable of mistakes from learning from them.

    Second Threshold: this is reached when you start to understand much of other civilizations besides your own. This often gives you advantages when talking to other people from other civilizations. Giving you knowledge of how they tick.

    Third threshold: this is when you start to hone your knowledge even more and start to achieve new knowledge.

    Forth threshold: we start to have a full knowledge of not only today’s life but the entire history of the planet. This helps you give you full knowledge of how nature works, the disasters of the past and how they can be prevented in the future.

    Final threshold: you have become a wise Sage. All come to you for your wisdom. You understand more than even the gods about the world. History refuses to take you as you allowed to live for as long as you seek new knowledge.


    Next was the prophecy from Nestellbam. The decision came easy to him ”YES!... This prophecy will come to fruition… A story will not be forgotten...’
    Spoiler: Help
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    Nestellbam: Announce a Prophesy
    +2 mining: as long as this prophecy is upheld the materials the land shall never run out.

    +2 knowledge: much knowledge will be stored here because of the protection the prophecy gives to the city.

    +2 architecture( pickax): the city will bring some of the greatest architecture in the world, with people all around the world just to see it.

    +1 knowledge: the city will have a massive library filled to the brim with books of all different languages.


    Next was the shadow walkers. Graw set and pondered this. ”these creatures will… bring no good… But I have a debt to pay… I will help but I will also give them a way to fight back.”
    Spoiler: Help
    Show
    Make the Shadow Walkers.
    +2 Knowledge: looking deeper in the shadow Walkers will help people understand them better, wore them off or maybe even control them.


    Lastly was his friend Alatadriel. He contemplated in silence, conflicted by this choice. ”empires grow… Little guys disappear… he thought long and hard about his choice for coming to a conclusion. ”know this...you will not trample over these people…” Graw then turned his head towards a window overlooking the city. The flags of the mighty flag of Alatadriel hung about. ”I wonder if we are in the same situation.”

    Spoiler: Help
    Show
    Alatadriel: Influence a Country Sized Area
    +2 Mining: they will also grow in the skill of mining, able to make use of the underground materials of the earth.

    +2 knowledge: the Empire will quickly be knowledgeable of other parts of the empire, and the smaller tribes that are exorbitant into the Empire, their cultures will not be forgotten and will be cherished by all within the Empire.

    +2 Architecture: the Empire will have a knack for being able to build beautiful structures on the Sandy environment that will offer protection.

    +1 writing: many will be quick to adapt to the writing of this new empire.

    Graw then proceeded on to continue his work...
    Spoiler: Ceratopsians lore expansion
    Show


    (just random tidbits I want to add about them)

    Exorbitant into a culture: They quickly adopt the cultures and customs of places if they staying in too long. This is one of the reasons they travel, getting too attached to one place will stop them in their mission. However, those who decide to stay in one area will also physically change. For example, ones that stay with the Yir will increase in size over generations. Those who stay with Chern pygmy will show their bodies as the signs of embracing death, Su'ule Neanderthal people will make them more monstrous and hanging out with Alatadriel humans will make them love Fox’s a lot. Those who decide to stay in areas will still give the opportunity for their kids to travel the world as well however the kids will still carry the mark of their parent’s features. As such defendants of ethnicities of Ceratopsians.

    Best Traders in the world: because of their inability to lie they will become some of the most reliable people when it comes to trade. Not having a Ceratopsians in a trade deal will usually raise a few eyebrows as such they have some prestige.

    Talking about nothing: Ceratopsians are infamous for spending hours upon hours talking about literally nothing, there also can be quite smart asses and because they cannot lie they have a tendency to insult people a lot.

    Last edited by Godzillarich; 2020-01-12 at 10:54 PM.

  14. - Top - End - #104
    Dwarf in the Playground
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    Apr 2017
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    Male

    Default Re: Pan-aeons: a God Game

    Grawissen:
    “Ah, Grawissen, my oldest and dearest friend. You know it was seven hundred years ago on this day that you promised me a favor in return for help with that beloved pickaxe of yours.I’m glad to see you repay this favor today.”
    Alatadriel thought a moment before adding. “Also, do remove Petr’s epitaph. The Orcs worship me as justly as any other of my followers.”

    Spoiler: Hinder
    Show
    On the way out, Alatadriel looks to Grawissen’s creation. “Erasing an epitaph is not a equal demand. Especially ones yourself are in control of. That must mean you want to give me some control of your project than.”
    +2 to Foxes as foxes instinctively hate the creature and will make it known to any creature they feel safe with.
    +2 to Fire as the flames flicker among the ceratopsians as they are being birthed into this world. It molds their form, having them stand on two legs, and mold their faces into a more appealing form, their muscles bulge as their hands shrink as they appear more and more not like a real dinosaur, but a velociraptor from Jurassic Park.
    This new body gives them an unnatural blood lust that they must battle to overcome.
    -2 Arrogance for being a petty insult.
    “Triceratops are rather stupid-looking creatures, your welcome. Blackmailer.” Her words were coated with venom as she turned her back on Grawissen. “I can’t stand those who would allow mistruths to spread for their own reward. Don’t you?” She let out an exaggerated sigh as she left “When will they ever learn?”


    Ymon-Thal:
    Alatadriel was bathing when Ymon approached her. Her face was unfazed, but it was obvious from the way her ears twitched that she was bothered by the way the god addressed her. “No, my titles are the exact amount that is needed, Ymon.” She carefully wipes down her arms her nails seeming to grow as she reached the ends of her hands. “And no, foxes do not have souls so they will not go there” She wrung her long flowing hair as she got out of the tub. “While I do appreciate the effort into sorting out the souls. It is not right to let them torture themselves like this. No man is an island, and they should remember that.” Alatadriel snapped her fingers as a series of towels flew through the air to cover her. “I will bring substance to your world, but I expect in return help to bring down The Hundred Tribes under my command.”

    Spoiler: Help
    Show

    Alatadriel looks into the swirling chaos of the passing and breaths into the flames of judgment. Judgment from their past lives. Appearing like a sun in the sky this gigantic flame hangs above all. Casting shadows of how they were seen in their past life. Usually, this just alters their own form making a bastion of the community appear more stately or a criminal appearing more shifty and distraught in their shadow. But particularly upon moments of introspection, the shadow may form items or substances such as blood dripping off a cruel soldier’s hands or a crown upon your head. Perhaps even playing out a moment in your life that defined you to others.
    It also appears significantly larger than Yir’s sun. Despite being much smaller.
    +2 From Fire.


    Petr:
    The Fox God appeared before the War Goddess… Or was it Water God? She could never quite figure that out. “I heard that you created a moving island and that only the pure-hearted can get into the area. That is a feat of strength that even I might not be capable of. Water, I was never good at manipulating it. I suspect though that you might be interested in an area that is quite miraculous, and not very far from where your island currently sits. Each season when the rain comes, dunes not far from the coast become large lagoons of vibrant water. It’s caused entire wars before in the past due to how scarce water is in the region outside of this area. And I know you hate pain like that. I’m going to unite this desert. And if you help chip in, I’ll let you rule over this region near the coast. All I ask in return is that you deliver resources when requested of you.

    Chern:
    Alatadriel appeared in the starry crypt. “Chern, I call up-WHY ARE THERE SO MANY CORPSES!! I stepped in something! Ah! Nope, nope. Not worth it! This is way too gross. I’m out of here.”

    Dulnori:
    “I hear you are fond of fortunes, and ambitious mortals. That you appreciate wild and free people. I know this may be odd for one of our first meetings, but I believe it might interest you. Something to make both our lands amass more fortune. I am embarking on an expedition into an untamed wilderness. I will give you governorship of a tribe of your choosing so long as it was not promised to another, and in return. All you must do is send me any resources when it is requested of you.

    Timorin:
    “Cunning as a fox, but with half the wit.” Alatadriel appeared before the god of drama, idly inspecting her nails. “It’s a saying among the Sinalese. Often attributed to you in fact. I admire your art in war, Timorin. Not so much your style, but you know the power of words and swords. And your aesthetics are… Passable. Which is high praise from me, I assure you. Help in my expedition, and I’ll give you a town especially valuable in gypsum mining. I’m sure you can find plenty of inventive uses for it, Dramatic One.
    All I ask in return is for you to send resources our way when it is requested of you. ”

    Nestellbam:
    “Hmm… Yir made a sun before I could make one in The Passing… I should impede him.”
    Spoiler: Help
    Show
    A prophecy only has power if others are aware that it exists. Alatadriel has spread this legend in two ways.
    +2 Fire by engraving it on a giant stone in the middle of Three Deserts.
    +2 Foxes by giving the Hua-Ling pamphlets to spread around to various villagers about the prophecy coming.
    Being on a different continent neither methods made the readers aware of what it really meant, but they were aware that if they ever found this city or place, or possibly a person or item. It probably wouldn’t fall anytime soon.


    Kahar-Djinn:
    “Really Kahar-Djinn, you spoil me. And I do love being spoiled.” The goddess said with a wicked smile as she started to construct a scroll.
    +2 from fire
    Spoiler: The Dance of Flame
    Show

    The Dance of Flame, and Embracing Happiness:
    Those who follow ‘The Dance’ embrace the beauty and fleeting nature of a flickering flame. Throwing their body and soul into vibrant, electric dances they can harness the power of fire both inwardly and outwardly.

    Dancers live by a simple creed. It still lies etched into the stone where the first dancer was said to have been met with a divine vision of a heavenly flame in the ballet school of Al-Setor. ‘Life is sacred. Everyone should enjoy theirs’. Dancers usually travel in small groups putting on traveling shows to gain money as they expound on their philosophy of a happy life. At the core, nearly all dancers advocate a form of hedonism, but these can vary drastically from dancer to dancer. From advocating an austere life of simple pleasures to believing a life of virtue would cause the greatest happiness as you pursue higher mental pleasures, to advocating that seeking the most happiness for the world will not only create a better world but the greatest happiness for you.

    Threshold Zero: Alatdriel would not give the power of flame to anyone. Three requirements are needed to understand the dance along with abstaining from Su Sorcery.
    The first is the most obvious, the outward element of The Dance is simply to be a master of dancing. The Dance does not care for your style as long as you throw yourself fully into it.
    Next are two inward elements, the first is to Embrace Happiness. This more or less means that you must have a peaceful soul and able to appreciate the value of life, a smile, a child and all the good things in the world.
    The second is a test of self-discipline so that the flames will not consume you. You must take a red hot brand press into your skin creating a solid and strong marking somewhere on your body.

    First Threshold: Gaining mastery over the flame of life, a dancer can use the oxygen in their own blood to fuel gouts of flames they can expel from their own body with little harm to themselves. While it is a most remarkable technique it is only possible due to an intense training regimen that each dancer must take before they can even set a single light in their thumb. During this period, they learn a breathing technique where even a shallow breath can bring oxygen to replenish the depleted oxygen in their cells so that they may continue their dance throughout the night.

    Second Threshold: At this level, the body and soul start to emulate the sacred flame. Outwardly, your body can move faster than the human eye can follow, and with a flexibility that outpaces any mundane contortionist. The body itself may flicker and lengthen beyond its normal limits for moments before returning back to normal. Along with this, they can control the color and shape of the flames they expel.
    In their quest to live a Happy Life, Dancers have learned to ignore or weather various painful but inevitable aspects of life. Their body is more resistant to blows and the fire burning within can nourish them for several days without food, water, or sleep without any ill effects. Their body is at a constant 100 degrees without any negative side effects.

    Third Threshold: Through self-discipline, training and learning to share happiness with others a greater understanding of The Sacred flame allows you to control the size, heat, intensity, speed, and direction of not only your own flame but others around them. They are however bound by fuel as any other flame would be.
    The fire burning within burns stronger than ever. Through concentration and rapid movement, a Flame Dancer can set their flesh ablaze with no ill effects, with the same effort they would be able to boil any liquids they are touching including the liquids of their own body.

    Fourth Threshold: Your flame burns at 10% the strength of The Heavenly Goddess. You can ignore pesky things like the need for fuel as you can sustain the flame with your will alone.
    The Fire within is not just burning but has become a quintessential part of you. You’re not only able to set yourself ablaze but able to turn parts of yourself into fire itself at a moment’s notice.

    Final Threshold: The fire within slowly overtakes your body as you realize that you have little need for one of flesh. You transcend such petty things as you become a spirit of pure flame burning at 33% of the Strength of Alatadriel. If a Flame Dancer ever reaches this point they have achieved true immortality so long as their peaceful soul subsists, and typically spend their days inspiring other hopeful artists.
    Last edited by Demonjazz; 2020-01-13 at 04:24 AM.
    I prefer a keg of beer!

  15. - Top - End - #105
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    Default Re: Pan-aeons: a God Game

    Petr looks down upon Alatadriel, one hand idly waving away a raincloud to drift lazily amongst many others. "Do not insult me with your petty delusions of conquest. Greed is your domain, not mine. Even were it not, your "offer" is nothing short of spitting in my face, demanding my assistance current and future in return for scraps. Begone, before I withdraw my blessings from your people."

    Once Alatadriel has left, Petr turns their attention back to the world below. They've all been invited to assist Grawissen's creation. Something really ought to be done with that treacherous fox.

    Spoiler: Grawissen Help Alteration
    Show
    The domain of water shifts from blessing Grawissen's creatures with aquamancy, to quenching the fires of Alatadriel and keep the wicked curse from touching them.

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    Ymon-Thal, 50/50 AP

    "I will bring substance to your world, but I expect in return help to bring down The Hundred Tribes under my command."

    Ymon looked confused at Alatadriel's words. "That sounds kinda mean..."

    "Let the Fox have her way in this world", Thal said with a shrug. "We still have the next."

    Ymon-Thal gathered his power and let it flow over the people preparing to enter the Three Deserts.

    Spoiler: Help
    Show

    Ymon-Thal aids Alatadriel's expedition, with Ymon strengthening the participants to better endure (+2 Life) and Thal keeping the door to the afterlife shut for some of those who otherwise would have died (+2 Death).

  17. - Top - End - #107
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    Avestra, Toran Savannah

    The Savannah made a stark contrast with the forest in which Avestra habitually resided, but there was nowhere else quite like it to soar on a bright, sunny day. She glided over a herd of elephants, spiralling up on a warm air current, before diving down to catch an unfortunate rodent who had picked that moment to stick its head above ground. As she tucked into her meal, she watched a group of long-limbed tallheads wander past, spears in hand. This land was where their kind had first evolved, and so she couldn't begrudge them taking their share here. One of the tallheads, a young woman with reddish-brown skin and long, braided hair carried a falcon on her outstretched wrist. Avestra watched as she muttered a few clicking sounds in the bird's ear, before letting it take off into the open sky.

    The woman was treewhispering, but directly with a bird, without the intermediary of any tree. This was an innovation that Avestra hadn't foreseen and an impressive one, given the paucity of trees in the area. Unlike the beasts of burden she had seen chained to ploughs, the falcon was entirely free to leave its handler, if it so wished. A truly mutual relationship.

    She felt another ripple through reality. A second form of magic was being created. As before, she saw the dangers of misuse but also an opportunity. Perhaps all humans could be taught to live alongside animals as this young woman did. There was only one way to find out.

    Spoiler: The Path of Nature
    Show


    Assist Kahar-Djin with +2 nature to create the Path of Nature.

    The Path of Nature

    Those who travel this Path believe that the true power of divinity lies in the realisation of the oneness of the self and the universe and one's connection with all living beings. Rather than being encoded in a scroll, the path is available globally through the treewhisper network, with Avestra's Perch being the ultimate source. It can also be transmitted orally by practitioners. Unlike the four paths of Kahar-Djin, its practice is compatible with su-sorcery.

    Threshold Zero:

    To enter threshold zero, the traveller must possess at least a basic fluency in treewhispering. This can either be acquired at a young age by immersion in a forest environment, or by diligent study later in life. Furthermore, the traveller must take an oath to only take life for nourishment or in self-defence and to otherwise live in harmony with nature.

    First Threshold:

    Upon reaching the first threshold, the traveller is able to use advanced treewhispering skills, such as passing messages through a forest, and also can communicate with animals on a basic level through body language and imitating cries.

    Second Threshold:

    Upon reaching the second threshold, the traveller is able to communicate with most animals as if they were their own species. The utility of this can depend the intellect and social abilities of the species in question.

    Third Threshold:

    Upon reaching the third threshold, the traveller has the ability to go into a trance and let their soul temporarily enter the local treewhisper network. Animals will now usually follow the adherent's bidding, provided they have the intellectual capacity to understand the instruction. Additionally, at this level the traveller will begin to regain fragmented memories of any past lives, though in an indistinct manner.

    Fourth Threshold:

    Upon reaching the fourth threshold, the traveller's soul is able to stay indefinitely within the treewhisper network and travel long distances, provided that their physical body is nourished and watered by a willing volunteer. All wild animals will instinctively avoid harming such a practitioner and some may even spontaneously offer aid in times of need.

    Final Threshold:

    Upon achieving the final threshold, the traveller will come to realise their true place in the universe and the circle of life. They will remember their past lives in great detail and be able to draw on knowledge from those lives. All living beings will be soothed by their calming presence, although strong-willed mortals can resist this.

    When the traveller feels the end of their journey drawing near, they will begin fasting in preparation for the final ceremony. They will be placed beneath a tree, where upon death, their soul will be able to roam freely across the treewhisper network, providing a source of guidance for future generations.

  18. - Top - End - #108
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    Yir Above the Three Deserts 50/50 AP:

    The sun above looked down at the expedition, it's hard gaze never forgotten in these parts, and scoffed at the godling below.

    "Godling, or is it demi-god? I cannot tell for you are so small, and I have yet to hear of you. I pity you, for you must know that you are twice over doomed to failure. For in these lands MY gaze shall drive all but my blessed back and you will find it harsh enough to slay men and beast. No matter what charm you employ, none but my blessed can earn the respect, love, or loyalty of the people here, for in their hearts they await those with true MAJESTY."

    Spoiler: Hinder
    Show
    +2 Sun: Within the Three Deserts beams of light will often fall at random during the day and being caught in one is certain death for most as these beams are hot enough to melt metal. The locals know how to use these to their advantage, snickering at the idiocy of orcs that cannot tell where or when the next beam will fall.

    +2 Majesty: The locals of the deserts grow incredibly resilient to being subjugated by anyone as they feel a divine sense of majesty guide them, becoming capable of only open hatred or silent compliant fear to those that would even rule them at a distance. Yir says that it's giants can get past this and earn true loyalty from these people, but it's wrong (for now at least).




    Quote Originally Posted by Nestellbam
    As long as the values of community are held dear, Theshana shall never be destroyed.
    Quote Originally Posted by Petra
    "Your quest to preserve a people's way of life and freedom is one I can enjoy. Please accept this token of assistance from me, to help ensure your dream remain reality. In a few nights, when the moon is full and shines upon Sanctuary, I shall reveal myself to mortalkind. In the same moment, the spring will reach full force."
    Quote Originally Posted by Graw
    ”YES!... This prophecy will come to fruition… A story will not be forgotten...’
    Quote Originally Posted by Fox
    “Hmm… Yir made a sun before I could make one in The Passing… I should impede him.”
    Here it was for Yir to see and feel, the power of the tiny malicious gods working against the good creations it wished to build, for the better future of the world. Did they not realize the pain they were inflicting on Yir's own? No, they probably realized the true extent of the evils they were inflicting upon the world. Calling upon it's own power, it looked for a way to make peace.

    "Indeed, Theshana may never fall through war, but it's spirit shall find ME and in time it shall open it's gates to their kin as the most beloved of cities."

    Spoiler: Hinder
    Show
    +2 Majesty +1 Perfection -2 Arrogance
    Yir firstly tries to spread it's worship of itself in the city, though probably to no great effect.

    The real punch to this is that Yir makes it so that those within Theshana shall find giants that will become kin, and in time the city shall be kin to giants. The empire will gladly let such a city join with many unique privileges if it so chooses. Though, even if it declines that, it might start to have it's culture subsumed...

    (Guessing the 'worst' stuff for Theshana would happen if the prophesy fails, otherwise it stays independent and with giants, up to GM.)




    Yir, Ulmor the Wizard-Smith of Enchantment, Ragdios the Radiant - Holy High - The Light Descends:

    Spoiler: Holy High
    Show


    Holy High was the only place that such a ceremony could take place thought Ulmor. A temple far past the cities of bronze and stone down below, for up here he could feel the power of his goddess even as chill touched his armored form. Granted, being above ground made him uneasy, but this was something important. Sacred even, though he was not the type to think on that often.

    What did stick in his head was the arduous journey he had bringing up his master-piece to this place. One golden piece of enchanted work after the next for the Sahgori Ragdios, with strange instructions and engravings being ordered on each piece. It did not take the wizard long to realize that these were being made for a ritual of grand proportions. After years of labor he was able to forge the last piece, a large enchanted heart made of gold with engraved diamond runes (which even he had no understanding of).

    Ulmor was told to go to the top overhand of the temple, a place normally reserved for only the clergy. It did not look special the many times he had glanced at it from a distance, it seemed like just an outstretch of rock with some tiling. When Ulmor actually entered this highest spot at the top of the mountain, he could not hold in his shock. For he felt her, his goddess Yir, here watching those that enter this now obvious sacred place. Ragdious and his councilor robes stood near the edge, with the ornate set of armor Ulmor had painstakingly put together.

    Spoiler: Same shape, though only around 20ft large
    Show


    Yir spoke:

    "Greetings my child of soul. You have followed the designs of my servant well. Tell me, do you know what your work was for?" There was no malice, instead there was only amusement and gratitude.

    Still nervous Ulmor responded with. "I'm almost certain of it now, after hearing your voice your majesty, that it is meant to contain your divine power upon this world."

    "You are indeed correct my child. It shall serve to hold MY light down upon this world, so that I shall forevermore never be away from my creations."

    This made Ulmor worried, his clan was not the most virtuous.... But it was probably a good thing nonetheless.

    "Hold the heart to the chest of the vessel, then leave this most sacred of ground. Even Ragdios must leave for what will happen is not meant to be seen by mortal eyes."

    Slowly and with ever nervous hands Ulmor gave up the heart to the vessel and left with the councilor. A bright light could be felt on their backs as they left, but they did not turn to look.



    To Chern: I bring light down to save this world, and all shall know joy from it's works. Please, even if you are driven to destroy, let it be after this Age. Don't take away the people's Hope.

    To Grawissen: I am... angered, disappointed, saddened, by what you've done to harm my blessed children. Remember to at least help my light's decent upon this world, for if you cannot even return help given to you then I will enact revenge for those that call for my protection.

    To Alatadriel: (Nothing, Yir's not quite sure where she is or her divine status.)

    To Avestra: Lady of the skies I watch over with my Light, I give good news for the birds to proclaim. MY light has descended to save the world, and from it's works Good shall be done.

    To Vreyalas: Peace be with you, though our children have fought I believe that may change. MY light has decended, and by it's works Peace shall be given onto the land.

    Nestellbam: Yir lazer's the wrym if spotted, refusing to talk to it.

    To Timorin: Great change is coming! MY light is descending to Change the world.

    To Opulon: I, brightest Above, ask that you help me change the world. My light has descended from the heavens, please don't let this star-light fade.

    To Petr: You malicious being of subtle evil, who's usage of the power of healing let's you hide from the fact that you draw out the conflict of my children, dooming them to suffer. Show that you have a sliver of goodness in your Heart in the light that I bring down upon this world.

    To Su'ule: Beast that hounds my children, do not touch this vessel.

    To Ymon-Thal: My light has come down from the heavens, as stated to you before, I wish it to have life and to wield death. It's life shall be filled with Both.

    To Kahar-Djin:My light has descended from the heavens, to teach my Path to the world. As stated before, let it be able to walk this road, and have no threshold be too great for it.

    To Dulnori: Godling, my light has descended from the heavens to take on many challenges, some not even gods could possibly face. Let it find Glory not just for itself, but the world.

    Spoiler: Action
    Show
    50 AP
    +2 Sun +2 Majesty +1 Perfection +2 Stonethroe

    -18 AP/DC 14: Create Demi-God - Yir's Vessel (+2 Giant)
    Yir wishes to create a golden humanoid copy of itself that can act in it's stead and withstand going through the Ages. It's form shall be a suit of armor with the only semi-fleshy part being the golden heart. It can transform to different sizes, have the abilities demi-gods have and has the general abilities that other Yir worshipers have (but better).

    Personality wise it's Yir on puppet strings that can work on it's own when Yir is gone.
    Last edited by AlexanderML; 2022-02-13 at 08:38 PM.

  19. - Top - End - #109
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    Default Re: Pan-aeons: a God Game

    Yir action
    ”I accept… Because of your kindness… For helping Morgana
    Spoiler: help
    Show

    +2 mining: his suit will be hard as diamonds and will magnificently crafted

    +2 knowledge: he will always understand the complex situations of the world no matter how touched changes.

    +2 architecture (pickax): this demigod will have a beautiful palace on top of the mountains.

    +1 writing: he will be an excellent poet and writer, making beautiful tales of the God, ( mostly Yir)

  20. - Top - End - #110
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    Alatadriel was just sitting in a lounge chair drinking some tea after being rudely ignored by Petr. It seems she had committed some sort of faux pas among the other gods. I mean how was Petr even going to take her blessings? She never gave any in the first place. She took a deep sip from her cup when all of a sudden the sun pointed in her direction and started to talk to her. She didn't really listen to what was being said. Primarily due to the agony, her eyes were in as she tried to look up at the god. "Uh, what! Could you say that again!"
    Then as she started to get up from her chair. A gigantic laser of light pierced through the sky among the desert taking out a stationary building as it was engulfed in flames. "WHAT THE ****! YOU ****ING! COME BACK HERE YOU PIECE OF ****!" She yelled at the stationary sun.

    Not content with simply hurling insults at the sun. She decided to repay the insult in kind back to the god.
    Spoiler: Hinder
    Show
    +2 From fire.
    As the demigod king of the giants slept. Nightmares of fire overtaking him and his people would plague him every night for an entire year. Giving the strange half vessel a profound and intense fear of fire baked into it's being.
    I prefer a keg of beer!

  21. - Top - End - #111
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    Quote Originally Posted by AlexanderML View Post
    To Chern: I bring light down to save this world, and all shall know joy from it's works. Please, even if you are driven to destroy, let it be after this Age. Don't take away the people's Hope.

    Spoiler: Action
    Show
    50 AP
    +2 Sun +2 Majesty +1 Perfection

    -18 AP/DC 14: Create Demi-God - Yir's Vessel (+2 Giant)
    Yir wishes to create a golden humanoid copy of itself that can act in it's stead and withstand going through the Ages. It's form shall be a suit of armor with the only semi-fleshy part being the golden heart. It can transform to different sizes, have the abilities demi-gods have and has the general abilities that other Yir worshipers have (but better).

    Personality wise it's Yir on puppet strings that can work on it's own when Yir is gone.
    Chern, 50/50 AP, Stonesthroe Mountains

    An unseasonably dense swarm of flies formed a tiny blot on the otherwise pristine Stonesthroe skyscape, descending from the heavens like the worlds slowest, most oozing bolt of lightning. It dripped down the sides of the mountain peak, running as low as the deep caves and then soaring back up again. The swarm split, each little fly setting off in a different direction.

    Chern had manifested here at the invitation of Yir, who had never before paid him much heed but seemed now to require aid. Before giving his aid, however, the Wiltwatcher was eager to see what had become of this land, a whole world away from his own people. After examining towns, villages, farms, and travellers along the roads between them, Chern found himself...

    Unimpressed.

    Deeply, deeply unimpressed.

    In this kingdom of the sun the powerful towered above the weak, subjecting them to a life of servitude and second rates. They fought endlessly with their neighbours, including the city of Theshana, the prophecy of which Chern had ignored back when he walked with Mila. They added to their oppressed lower castes by enslaving the conquered, excepting only those who bore the genes of their 'superior' race. Those in power had taken away basic freedoms, some even placing restrictions upon who their people could couple with.

    Tyranny. Racial discrimination. Slavery. Eugenics. Chern never would have believed that such evil could have infiltrated the world so early.

    A buzzing could be heard from the peak of Holy High. Suddenly the wizard Ulmor felt the tiny prodding of flies on his exposed skin, most unusual in this time of year. They seemed to gravitate towards the suit of armour, one by one alighting on the ornate metal plating until they'd generated a swirling, roaring kaleidoscope of wings, legs, and multifaceted eyes. The chaotic buzzing seemed to unify into a drawling, sinister voice, that whispered these words into the ears of those present,

    "ROOOOTTEN... TO... THE... COOOOOOOORE!

    Then just as suddenly as it appeared, the swarm was gone. An odd odour lingered in their wake.

    Spoiler: Hinder!
    Show
    Hinder Yir's creation of a demigod

    -4 Decay, as Chern is utilising the stench of rot

    Chern wants everyone to remember, that although the Sugradi Empire looks grand and impressive from afar, if you look at it too closely you will see just how much evil there really is. He will therefore make Yir's Vessel have a naturally pungent body odour, which anyone in possession of a nose could not fail to detect if they stood beside him. The odour can of course be masked with perfumes and very frequent bathing, but it will always come back, for it is inherent to the system this demigod represents.


    On their way back to the sky, Chern's swarm passed by Theshana. Preservation was a somewhat antithetical concept for Chern, who was fundamentally an entity of cycles and change. That was the main reason he had ignored the prophecy when he'd first hear it - the almost indefinite preservation of the city didn't interest him. Not to mention, the prophecy didn't rhyme.

    However, seeing what the ancient town was up against, Chern felt a pang of sympathy. These people were losing. They too would become slaves beneath the heel of the sun tyrants. He decided to throw his lot in with them, for the sake of the mortals who stood to lose so much.

    The buzzing resounded throughout the town square...

    The giants of the mountain come
    Upon Theshana, the city of old
    To conquer and assimilate
    Unto Theshana, destruction untold
    But while her people keep their way
    And never from their code do stray
    Theshana's walls will hold this day
    And giant's blood will then decay
    Forever Theshana, your walls will hold
    Brave Theshana, while your people stay bold


    Spoiler: Help!
    Show
    Help Nestellbam's prophecy

    +4 Decay, as his action pertains to population decay

    Chern will prophecy that as long as Theshana's values of community are held dear, any giant blood in their population will continuously cease to gain traction. The population will always, inevitably, decay to negligible numbers. This will probably end up being cancelled out by Yir's hinder, to make the giant population in Theshana average.
    Last edited by Garjel_blah; 2020-01-14 at 02:42 AM.

  22. - Top - End - #112
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    Default Re: Pan-aeons: a God Game

    Petr looks upon Yir with a cool undercurrent of icy wrath. When they speak it is with a voice of violent waves crashing upon rocks. "You dare?! Your people bring with them violence and terror. The weakest among your people live lives bereft of hope or mercy. The giants are greedy like the fox. They worship the self without an ounce of reflection or remembrance of what they once were, of where they come from, and to where they will inevitably return. You dare come here accusing Me of wickedness, when you not only permit wickedness, but grow and nurture it. Mind your responsibilities, and mind you do not blind yourself to the many gifts I offer even unto your people. Lest one day I remove the waters that they depend upon so dearly!" As the storm passes, Petr presents their palm, and from there conjures a lifeline of blood and water. "I will give you what you ask, for a child should not suffer the crimes of their parents. I will give him blood and life. Empathy and love. He shall be able to partake of My domains. My Waters will permit him passage, and by My Mercy, he shall be able to give and receive healing. These blessings shall remain, so long as he does not shed innocent blood. If he ever does, I will revoke my blessing. Indeed, I will instead bring my Wrath upon him. My Healing shall turn upon him, and hurt him as he hurts others. My Water shall drown him, and no matter how much he drinks, he shall always be Thirsty."

    Spoiler: Help
    Show
    +2 Water. Yir's giant is given lifeblood, with all the boons and banes being a living creature implies, like empathy, the ability to feel pain, and a need to drink, but the waters will recognize Petr's blessing and will allow him to cross bodies of water unmolested.
    +2 Healing. Yir's giant is given the ability to heal and be healed by the powers of the Water domain. Even without any skill in Su'Sorcery, Petr's blessing will let the giant remove disease and injury with a touch.
    Last edited by Maryring; 2020-01-14 at 05:29 PM.

  23. - Top - End - #113
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    Timorin

    “Cunning as a fox, but with half the wit.” Alatadriel appeared before the god of drama, idly inspecting her nails. “It’s a saying among the Sinalese. Often attributed to you in fact. I admire your art in war, Timorin. Not so much your style, but you know the power of words and swords. And your aesthetics are… Passable. Which is high praise from me, I assure you. Help in my expedition, and I’ll give you a town especially valuable in gypsum mining. I’m sure you can find plenty of inventive uses for it, Dramatic One.
    All I ask in return is for you to send resources our way when it is requested of you. ”

    With a smile Timorin winks and is off. He is next at the center of the of the one hundred tribes. He chose this one specifically because it was further away from the start of Alatadriel's campaign and they were known for their sharp Spears and dull wits. He takes on the form of a powerful warrior in gleaming armor. "Behold, it is I, Lord or the Pile Drive. I come to offer you gifts twofold. First, there is a army led by the wife of Grawissen, come to show her displeasure at her husband's misdeeds. I bring you hope. The lasers from the sky shall burn and delay your enemy but in truth will fail. Alatadriel is the patron of fire. Her might burns almost as brightly as her spite. The lasers may burn their supplies and their armor but her people will not be dissuaded. The flames will fuel their will and keep them strong. There is hope though. You can quench this threat the same way you quench any unruly fire, with water. Gather all the water you can carry. Leave behind your weapons and armor if need be. With enough, the power granted by these lasers and fires will be quenched and these mutts will be nothing more than lap dogs at your feet. Hurry, before they gain too much power and March against the enemy." Then he was gone.

    Spoiler: Help!
    Show
    +2 Drama, +2 War, -2 Fear
    Timorin is hoping that this will convince this tribe to waste most of their water and even try to commandeer water from other tribes only to fail. They may flee or surrender or die trying when their efforts fail. The goal though is that by the time Alatadriel makes it here and offers her deal, the only thought these people will have is to make sure to ask for more water as a part of it




    To Timorin: Great change is coming! MY light is descending to Change the world.
    "Then let's change it for the better." Timorin wills a seed of chaos, of life, of desire into the demigod. "Feel. Think. Be. You are more than your father's will. Be free. Live impulsively. Act eagerly. Dream."
    Timorin gives the demigod passion.
    Spoiler: Help
    Show

    +2 Drama: Timorin is trying to make the demigod into a poet, an actor, a dancer, something with a passion. He will have free will with a burning desire to add to the world culture. He will be a rebellious artsy teen who disagrees with his father's plan for his future.




    Timorin approaches the Cult of The Mad God without speaking. He works his way to it's heart, ignoring any questions. He leaves a scroll placed in the center of the circle created by the Luscent Crown. Then he leaves

    Spoiler: Path of Emotion
    Show
    +2 Drama, -2 Fear
    The Path of Emotion is about embracing your true self. Those who follow this path will come to understand their wants and desires better than anyone else. With understanding will come the need to embrace one's self. Once embraced, potential is limitless.

    Threshold Zero: To begin down this path, one must openly wear a piece of jewelry made of magicite. This may be a ring or a necklace or bracelet. It can be anything really as long as it's magicite, worn, and visible. This becomes tied to them and their emotions. It will change color depending on the wearer's emotions. This reveals how they truly deal, whether they want it revealed or not. Coming to terms with this is part of the process.

    Threshold One: Someone at the first threshold is in touch with their emotions and their causes. They no longer feel any shame or desire to hide an emotional response. On top of this they begin to be able to see the emotional aura around others. They become adept at being able to interpret someone's true emotions, despite any facade they may put on. This makes them adept manipulators, counselors, negotiators, etc.

    Threshold Two: A true understanding of emotion is needed to reach the second threshold. Someone who has reached this threshold begins to understand the links people have with eachother and things. They begin to see the aural ties that tie people together. Anyone they see who has powerful emotions about an object or person nearby is apparent to them. They know what is important to themselves and others, able to see if people hate eachother or love eachother, or envy eachother with nothing more than their proximity. This reaches down beyond surface emotions, allowing for them to see these connections, even if the people are not aware of the other being there.

    Third Threshold: At the third Threshold can begin to change emotions in others. Once they reach this level of understanding, they are able to intensify or weaken emotions. They cannot yet turn love into hate or in any way alter the nature of the emotions, but rather changes the intensity. They can make a few lesser or a joy greater through sheer will.

    Fourth Threshold: At this point, their connection to emotion is so strong that they may turn love into hate, lust into fear, curiousity into apathy. Their manipulation of their own emotions and that of others becomes so great that often, people don't realize the change occurred. Most see such changes and assume that their hate had masked their love for fear of being hurt or whatever other reasons people often hide their emotions.

    Fifth Threshold: At the final Threshold, the practitioner becomes more aware of how the soul plays a role in emotion. They can see emotions so plainly that they can look back to the root of such things, spanning lifetimes if needed. They may see how their last life ended in their drowning, to explain their fear of water in this life or that two people had been married in a past life and that is why they are drawn to eachother in this one. It may also be within the life.




    Timorin was so excited for the party. He's never invited anywhere except to scare and kill people. He makes his way to sanctuary and drops some drama into the water. Then he offers to put on his one man show.

    "Before I begin, know that this is a work of fiction. Any resemblance to actual people or events is completely coincidental."

    The show has three acts. First is the courting of the firery Alimony by the bookish Grippenwo. Their love story was one of the ages. Alimony and her cyotes with their wild savagery. Grippenwo and his books and research, being drawn out into the world. It ends with their marriage and their vows to always be there for one another.

    The second act is of the way their relationship changed. They were so happy with Grippenwo eager to please his wife, giving her everything she asked for while she barely noticed his presence. She went about her life, being cruel and petty. One day though, Grippenwo came to Alimony and told her that neighborhood kids had started talking foully of her. "I'm writing a book," he says. "One that will show them the error of their ways. I would love your help to end this nonsense."

    After thinking about it, and collecting more of his money she smiles. "Sure. All books are better with fire. now throw the book at them," she lights the book aflame as she says this. "It will work much better."

    This was the final wedge that drove the couple apart. Their divorce being the end of the second act.

    The third act begins with Grippenwo bringing Alimony her divorce money. Yet when he found her pacing.
    "Is everything wrong my... Alimony?"
    "It's those neighborhood children. They still don't understand my greatness. I keep throwing flaming books at them and yet they still don't understand. You were always better at these things. The understanding and the doing nothing useful. I was always the doer."
    The compliment made Grippenwo smile. "Perhaps there is something I can do." And he took what left of his half burned book and taught the children the error of their ways. And Alimony thanked him with one final night of passion. They continued to be true friends after that. The only evidence of their bitter feud being the regular Alimony payments.


    Timorin takes a bow and thanks everyone for the invitation.

    Spoiler: Help
    Show
    +2 Drama
    The Moonpool lake thing will help inspire creators. Writers, actors, choreographers, chefs and everyone who needs inspiration to continue their craft can find inspiration in the way the water moves.





    Timorin was kind of drunk after the party. Kind of drunk before the party but definitely drunk now.
    He hears of the prophecy being created and makes his way towards the heart of the prophecy.

    "Beware the bear that is not a bear.
    The one who shall change this land.
    For better or worse, I could not care,
    But make sure to have a fish in hand.
    The eye of the shark shall guide you,
    To the piece you need but haven't found,
    While the hair of the goat shall hide you,
    From the one great foe, who swallows sound.


    Spoiler: Help
    Show
    +2 for a dramatic and drunken addition to the prophecy

    Last edited by gac3; 2020-01-15 at 12:12 PM.

  24. - Top - End - #114
    Dwarf in the Playground
     
    Flumph

    Join Date
    May 2017

    Default Re: Pan-aeons: a God Game

    Kahar-Djin's Reactions

    (OOC from Megadraco: Garjel_blah's posting this for me since I don't have a PC around right now.)

    (OOC from Garjel: you're welcome!)

    Spoiler: The Passing
    Show
    Kahar-Djin helps the action with a +2 Thresholds, creating multiple gateways in and out of the Passing, near populated centers throughout the world, that mortals cannot see or use, but the souls of the departed can, and with +2 Paths, creating ethereal paths that lead the souls of the departed toward said gateways.


    Spoiler: The Ceratopsians
    Show
    Kahar-Djin helps with +2 Paths, so that they may always find their way, +2 Thresholds, so the different settlements in the world will know of them and open their gates to them, and +1 Travellers, that they be tireless in their journeys.


    Spoiler: The Prophecy of Theshana
    Show
    +2 Thresholds help

    "When they are attacked, so it is told,
    That the tall walls of Theshana will hold
    And their foes, no matter the might, will fold."


    Spoiler: The Expedition of the Three Deserts
    Show
    Kahar-Djin finds empires... Distasteful, and so hinders the expedition with +2 Paths, so the caravan will lose their way often, and struggle to find a clear way. +2 Thresholds will make the tribes wary and unwilling to let the caravan in, and +1 Travellers will make the journey exhausting and rife with misfortune. However, they suffers from their -2 Unexplored, as many parts of the deserts, particularly the Great Orcishtal Desert, are not known to man, and thus are outside their domain.


    Spoiler: The Sanctification of Sanctuary
    Show
    Kahar-Djin is somewhat confused at the request, but decides to help regardless. With +2 Thresholds he turns the lake into a special gate to the Passing, that both living and dead can use. With +2 Paths he creates a shining, silver path on the other side of this gate, stable amid the chaos of the Passing, that leads to the spring of Tabula Rasa. Those living who walk through the gate must stay within the Path, or risk the chaos of the Passing to take them towards death and rebirth. However, due to their -2 Unexplored, this Path isn't as stable as Kahar-Djin had hoped, often blurring, twisting and turning, creating false forks that then close up on the traveller, and being generally hazardous.


    Spoiler: Yir's Vessel
    Show
    Kahar-Djin dislikes conquerors, and would not condone the creation of one. However, this demigod... Appeals to them, in some way, and so they help with +2 Paths, granting them the gift of creating paths of emotion to those around them, allowing them to feel what others feel, both bright (joy, love, surprise, celebration) and dark (fear, pain, grief, despair.)

  25. - Top - End - #115
    Dwarf in the Playground
     
    GreenSorcererElf

    Join Date
    Dec 2016

    Default Re: Pan-aeons: a God Game

    700 years had passed. The Horizon Tribe had grown strong, very strong, but somber. Their god had been away for so long, and they never could explain why. Had he not blessed them always? Still, they held hope. They could feel that one day their god would return, and they carried on. They fought on as always, and had their first meetings with the giants. They found metals and jewels out in the plains, beautiful things, to bring back to their sister tribe, the Aeons. They wandered the Steppe, and they thrived.

    The Horizon Tribe lives off the land, in a mix of hunting game, foraging, and keeping herds of animals on the periphery of their land. Their population has grown considerably, and they have mastered mining and manufacturing bronze. In most places such a society couldn’t last long. Over-hunting would soon have wiped out the herds, and the difficulty of that primitive life style would prevent technological advancement. But the steppe is special. Nestellbam’s blessing on the land is far reaching indeed. He decreed the land would not change, and so it does not. Game is always plentiful, because that’s how it was, and so how it will be. Animals survive in the steppe that have long since gone extinct elsewhere. Diseases are rare, for their randomness would upset the balance of the steppe. Everything is hardy and tough. Meat lasts longer than it should, and fruits take much longer to spoil. The steppe has a feeling of serenity to it. As the saying goes, the best place to do hard work is the steppe, because no matter how many days have passed you won’t feel like it’s been more than 5 minutes.

    The Horizon Tribe is able to take full advantage of these conditions. They travel through the steppe growing strong and the plentiful, and on occasion travel to its edges. Their they hold primitive camps and fortresses, and pasture large herds of beasts. These add to their food supply with their meat and milk, and allow for a greater stability to their population. They are led in this by their shamans. Magic is rare, of course, among the Horizon Tribe. Many a tribesman might have become a sorcerer, if only he were born somewhere else. Magic is never taught formally, and shamans don’t take just anyone as students, because most tribesmen will never be able to perform anything beyond the simplest magic trick. However, on occasion a prodigy is born that can wield Dulnori’s invention. Those destined to become mages are almost always found as children, having managed to perform magic on accident while still inside the steppe. A band with one of these fabled prodigy’s will meet with a shaman during the Miracle Games, and the child will usually be taken as an apprentice. When a shaman is training apprentices they’ll travel to the very center of the steppe, where Nestellbam’s power is strongest. They will spend years mastering the art of nature magic, bending the thorns of the plants, mastering the mighty herds they are expected to care for. It is a difficult path even for those special children, but it is well worth undertaking. When they are done training they will return to their band, and the whole group shall migrate permanently to the outer edges of the steppe, where magic normalizes. There they keep their herds, and distribute the meat and milk to bands that are migrating, or preparing to quest in foreign lands. These herds are few in number, but vast, as the nature magic keeps the animals healthy and productive. The shamans are expert sorcerers. They’ve spent their childhoods training in a place where magic is near impossible, so when they finally have the freedom to wield magic in its full capacity, their power can be tremendous. A Horizon shaman is said to be able to make fortresses out of the grass, and command the herds as though they were one animal. Their favorite trick, used mostly during the rare raids, is to invoke a great stampede, either backwards to safety in the steppe, or forwards to trample the invaders under countless hooves. They are still limited of course, in number as well as variety. The lengthy and difficult training, combined with the cultural isolation of the Horizon, leaves little time for exploration, and as such all non-nature magic is effectively non existent. The shamans are highly respected, and often called Dulnori’s chosen.

    The Horizon are still faithful, worshipping in full Dulnori and Nestellbam. They are known by many names, the hunter and the tanner, the sand and the snow, and most famously, the dragon and the whirlwind. This particular image is depicted in the banners and flags of the Horizon, a blue dragon breathing a raging cloud of wind and sand. They are seen as the two great cosmic archetypes, all things are an expression of Dulnori’s desire for change, or Nestellbam’s desire for stasis. Both are necessary for existence, and this is embodied throughout the steppe. The summer and the winter, the sun and stars, the world above and the underground. The Horizon Tribe maintain the balance of this, the boundary of the earth and sky, aided by the Aeons. Though it is of course acknowledged that they are more Dulnori, while the Aeons are more Nestellbam. This is not a bad thing though, the two tribes will balance each other out.

    Horizon society is loose, with individual bands living separately, but always ready to aid each other if need be. The Miracle Games act as their chief unifying force. During those games the entire tribe is able to see itself as one cohesive whole, and even those who live far from the rest are able to pay homage to the King of the Horizon. These Games aren’t just fun, but often act as an important time to make political and social decisions. Chieftains are able to deal with each other, and the King can proclaim the goals and plans for the tribe in the next two years. The Horizon always strive for greatness, and the chief function of the King is to ensure that they never grow too weak or complacent, and to organize expeditions out of the steppe for treasure.

    ——

    It was the Autumnal equinox, and the Eternal Arena was filled in the usual style. On the most prestigious seat for a mortal, sat King Elkhoof, the most recent in a long line of kings, descended from that first hunter who led his tribe against the rhinoceros. It was a joy to be back in the steppe. He had been on a great quest searching for rare jewels in foreign lands, and it was certainly great to be home. He always preferred the steppe territory, the air was cleaner here, and the meat always tasted a little nicer. And of course, the games were occurring, he couldn’t help but love the fervor. However, in the back of his mind he felt a bit of melancholy. Behind him sat the throne of Dulnori, lain empty for 700 years. He knew that once Dulnori saw these games, he fed the people, and he did battle in the pit. Now, he didn’t. He hadn’t. Not in ages. His people still held hope for his return, and faith in his teachings, but Elkhoof had always wondered. It seemed a shame to him, that Dulnori could not witness the spectacle, and that the fifth day would always end in a petty facsimile of itself. They had tried facing animals, the greatest things they could find, for 700 years. It was fun, but deep down, Elkhoof knew that mere beasts were not the challenge they needed. They needed the Hunt. When would Dulnori return to give them that Hunt? Nestellbam had to return as well, he supposed, but that old grump was never a big fan of sports anyhow. He watched on.

    ——

    Dulnori couldn’t tell what happened at first. It was as though some dark power had dragged him off. But he was now awake. He saw and felt once again the sensations of life. He could feel great beings pulling on reality, shaping the world. He tore himself out of the ground in a fury, what happened, where was he? And then he saw the crowd. He had been reborn in the perfect spot, in the middle of the arena, his arena. He looked on, the crowd was stunned. He was in a rough human shape, sand and silt barely held together. Now, he knew what had happened, and he prepared to speak. But Elkhoof preempted him, “Who are you interloper? Why do you interrupt this sacred contest? Speak now, or we will show you why we are the Horizon tribe.” Dulnori’s heart filled with pride, and so he said, “You know who I am. I am the sun, I am the summer, I am the sand, and the sky, and the churning winds. I am your spears and your shamans. I am he who rules the world above. You know what I want. Show me your fury. Show me your power. SHOW ME WHO YOU ARE.

    For the first time in 700 years the Hunt was on. Dulnori took the form of a great golem of sand and stone, and the Horizon descended upon him like nothing else. The inevitable happened, and the day would be remembered as one of the finest Hunts in steppe history. When all was said and done the tribe returned to the Eternal Arena. Dulnori stood tall, and made his declaration. “I have returned. I know not what power took me away, but I can feel its intent. I cannot remain here for long, and I apologize for my weakness. You have all done perfectly, in these 700 years. I promise you all this. I will use my might to fulfill your dreams. And you shall fulfill mine in the 700 years I am gone. And on and on and so be it, until I can stay forever. I can feel your souls, my tribe. These centuries have been hard, but you have excelled beyond all expectations. You are the strongest people the world has ever seen. Grow even stronger, until you can reach the sky, and grasp your dreams.” The Horizon cheered, all the centuries of waiting, of fighting, of striving, all of it was vindicated here.
    Glory to the Dragon!” “Glory to the Dragon!”
    Glory to the Whirlwind!” “Glory to the Whirlwind!”
    GLORY TO YOU!” “GLORY TO US!”

    ——

    It was the night after the hunt. The Horizon Tribe was dispersing, and Elkhoof had returned to own camp. It was near the Arena, the king had to be able to get there fast after all. He still couldn’t believe what happened. It was in his reign, that Dulnori had finally returned. He was overjoyed, and afraid. This would be a time of great struggle, and Elkhoof felt his resolve weaken. How could he hope to measure up to Dulnori’s standard. The Hunt had taxed him. He could only barely control his people in their frenzy, did he really believe himself capable of channeling that fury the way Dulnori wanted him to? Elkhoof spoke with Braeden, his chief advisor. A great shaman, descended from an ancient lineage, he too had mixed feelings to say the least. He was a powerful man, politically, and personally, but he always chafed under his position. He had many responsibilities, and little time to enjoy the freedom his tribe was so fond of. These two men had always been each other’s confidants, and spoke at length about this issue.

    Elkhoof began, “So what do we do now?”
    “Do you forgot your piety so quick. We’ll do what we’ve always done.”
    “But, with Dulnori here, what’s there left for a king to do? What can I do, that he can’t do better?”
    
“Never say that again,” Dulnori had been listening, and arrived now, in the shape of a man. Elkhoof tried to bow, hoping to appease Dulnori’s anger, but Dulnori stopped him. "End this cowardly prattle. You are the king are you not? You have ruled in my stead, as have your ancestors, for 700 years. Do you think you can be tossed aside like some rotting carcass? NO. You are a member of the Horizon Tribe, and the king of the steppe. You have a duty far beyond anyone else.”"

    Elkhoof only felt worse, and his resentment finally boiled over. “What am I the king of? You rule the world above, you’ve said that yourself. We’re just living on your charity. What can we do against you? The Hunt is no real contest is it? You were holding back last night, you always have been. You can’t expect us to do so much, we are just mortals, especially when you’ve been gone for so long. The kings have suffered so much for 700 years trying to keep the Horizon together when you left with no warning at all. Can you understand that? Can you even suffer? Why do you care about any of this?”

    Dulnori was taken aback. He now realized just what his absence had done, and just how cruel he had been. He had forgotten what dreams were for a moment. He spoke, remorsefully, “I’m sorry. I didn’t intend to disappear, but I should’ve been more prepared. I should have known enough about myself to realize what would happen, but I never stopped to consider anything. I just plowed on ahead those 700 years ago, and ignored what might happen without me. That was unfair to you, to all of you. But I need you to know that it will not happen again. I will prepare for my next hibernation. And in the mean time, I shall do what I’ve always done, and make dreams come true. I need you to understand me Elkhoof. I want the Horizon tribe to grow, to thrive, to see it’s goals come to fruition. You are more than what you think you are. Mortals have so much potential. Do you think you are nothing Elkhoof? You are everything. You have dreams, and the will to act on them, in the face of brutality and death. I cannot replace you, because you are incredible. The whole of the Horizon tribe is incredible. I hold back yes, but defeating me is still a feat of glory, and one day I will not need to hold back.

    I shall return to you two later, but for now I must prepare, when I am gone again my words will still be kept.

    ——

    Dulnori considered his options. He needed something to preserve his instructions, something that could fill the gap when he was gone. So he decided to make a new species. First, he dug through the earth, to acquire a single piece of gold. The most valuable of metals, he figured it would be fitting for this new creation. He transformed into a torrent of sand, and threw himself at the gold. It was ground down eventually, into a fine powder. He cast the powder into the air, and bade the wind carry it across the Steppe. The powder dispersed, and Dulnori began to shape each grain. He stretched them, and twisted them, and he multiplied them, until they finally reached his desired shape. His new creation would work tirelessly to spread his values across this land. They would aid the king’s of the future, so that even when he was gone, the prayer’s of the people might still be answered.

    Spoiler: Action: create the Golden Dragons
    Show
    Create magical minion 12 AP/8 DC
    These dragons are the teachers and guardians of the steppe. They exist to spread the word of Dulnori and Nestellbam, and to advise mortals. They are a patient and wise race, and obey the will of Dulnori, and Nestellbam too if he wants. They are long and serpent like, similar to chinese type dragons, and move and act with unparalleled grace. Their scales are a beautiful gold color, and forever mark their unique role. Though they fly through the air, they were born from the earth, and they shall always reflect that dual ancestry.

    +2 ambition: The Golden Dragons seek to drive mortals to glory in Dulnori’s name. They will search out those with great potential, especially those who don’t realize it, and teach them what they need to know to capitalize on their own skills. They are said to be the greatest of mentors, able to teach even a novice to do great things. They will speak of Dulnori and Nestellbam to all who will listen.

    +2 fortune: The Golden Dragons are blessed with a mystical connection to fortune in all its aspects. Simply seeing one is an auspicious sign, as their presence is said to mark out places of importance or secret caches of valuable resources. They can easily find valuables in the earth, and are a generous race indeed, known to reward pious mortals with great wealth and jewels. To the most worthy, they give a few of their scales. These scales are pure gold, and not only that, but still retain some of their former owner’s blessing. A Golden Dragon scale is incredibly valuable as a lucky charm or protective talisman.

    
The Golden Dragons lead lives of piety and virtue. They are true sages of the steppe, and masters of its lore. It’s said that if you ever meet a Golden Dragon, you must make sure to ask it as many questions as possible, for the wisdom they leave you with will be truly great indeed, and their truthfulness is assured.
    Last edited by flyinglemur; 2020-01-16 at 07:48 PM.

  26. - Top - End - #116
    Halfling in the Playground
     
    MonkGuy

    Join Date
    Dec 2018

    Default Re: Pan-aeons: a God Game

    Nestellbam took to Petr’s ceremony, visiting the island as Petr’s brilliant display occurred. And Nestellbam, there in the form of a old man, responded “And this is my gift to you, Petr. May this scene always repeat itself every year, so that your rememberance may occur.

    Spoiler: Help
    Show
    + 4 Preservation in aiding Petr’s sanctifying, by making his entrance (however it may occur) repeat itself cyclically every year in rememberance of this great day.


    “to benefit your people and to clear up the misinformation I ask you for your help. No longer will you be haunted by these myths about your greatness.”
    Finally, Nestellbam answered the call. “I care not about your people’s lack of information. However, there is a distinctive lack of preservation in this area. However, I am inclined to help- for my own reasons."

    Spoiler: Help
    Show
    +4 Preservation, -2 Creation: Nestellbam will bless the ceratopsians with great memory and an obsession with their ancestors. Thus, they will be able to recite their lineage, from the first ceratopsian, to themselves, all in order, without misstepping. To be unable to recall one’s ancestors is of the highest sins, for it is akin to murder of one;s ancestor.

  27. - Top - End - #117
    Dwarf in the Playground
     
    GreenSorcererElf

    Join Date
    Dec 2016

    Default Re: Pan-aeons: a God Game

    Dulnori wandered once again, searching for a sign of the dragon’s return, and after just a few days, he heard it. The voice of the dragon echoed like a storm throughout the steppe. He had declared his prophecy, an everlasting city. Dulnori was impressed at the progress the Aeons had made in this time, and knew he had to give them a gift as well, in return for all their hard work preserving the treasures of the Horizon. If the dragon is their shield, let the whirlwind be their sword. He added these words to the prophecy. “If Theshana holds true, it’s dreams shall come true. If Theshana holds fast, it’s riches shall last. If Theshana holds strong, in praise to Nestellbam, then it shall always see the next dawn.”

    Spoiler: Reaction
    Show
    help the prophecy +2 fortune +2 Ambition -2 stability
    Dulnori shall guarantee his aid to the city, so that their hopes, dreams, and ambitions might be realized. They shall be a wealthy city, as the riches of the earth shall fall into their hands. Of course, as an everlasting prophecy, Dulnori will have some trouble with this.


    Dulnori was pleased at this, but as he added his verse, he noticed something ajar. There were foreign voices as well, changing and warping the prophecy. He recalled the same voices when the mysterious roar washed over this land and created sorcery. Dulnori was intrigued. He had only ever met one of those strange beings, and even then it was but a chance meeting. Moreover, he felt again the voices of hatred and cruelty, that sought to destroy rather than to create. The demons had awoken once again, and Dulnori wished to make clear his thoughts to them. And so he decided it was finally time to explore the outer world.

    He transformed into a few stray grains, and floated calmly through the air. The wind would take him where he needed to go. He was blown across the shining sea, a few nice and relaxing days of travel, until he reached foreign soil. Dulnori awoke in the middle of a strange and impressive city, surrounded by mysterious statues. “It says they are the gods. How interesting. Grawisson, Aladatrial (looks a bit pompous), Yir (seems a little mean), Petr (I know him at least), Dulnori, … hang on. Why am I here, and for that matter why is Nestellbam? I’ve never been here, have I? Well at least I shall see what they have to say? Hmm, greed and earthquakes. That’s hilarious, even if totally wrong. They shall make good souvenirs at least, a piece of history for Theshana to preserve.” Dulnori than tore his statue and Nestellbam’s out of the ground, replacing them with identical copies with changed captions. Dulnori: King of the world above, maker of Dreams, likes spears. Nestellbam: King of the world below, preserver of life, dislikes magic. “There, that should do. The Aeons will surely get a kick out of this story. Although, if these people are so mistaken they clearly need someone to teach them.” Dulnori wandered the city, until something caught his eye. It was a new species of mortal, something he had never seen before. It was some sort of, three horned lizard thingy. Dulnori didn’t know what it was, but it certainly looked handsome. He turned himself into a measly grain of sand, and hopped onto the mortal’s head, to see what this new thingy was up to. The Cerotopsian went about his day as usual, arriving at twelve o’clock sharp to one of his all important business meetings. His partner was a shrewd Sinalese merchant, as crafty as the foxes he worshipped, while the Ceroptopsian was nervous, having only been created recently after all. The poor kid was good, but didn’t have the advantage of experience, and was being completely taken advantage of. Dulnori couldn’t, in good conscience, allow such thing to continue unabated. He whispered into the ears of the Cerotopsian, and revealed the trickery his partner was engaging in. The good dinosaur didn’t know where this strange voice came from, but with it’s advice he was able to reach a far better settlement than he had expected. The Ceroptopsian went to bed pleased that day, and when he woke up, he was astonished to find one of his chest scales had turned a golden color. Dulnori was pleased with his work.

    Spoiler: Reaction
    Show
    help the creation of the Cerotopsians:
    +2 fortune, +2 ambition. The Ceroptopsians all have a single golden scale on their chests, a mark of Dulnori’s blessing. They shall be a people of daring and ambition, willing to take risks in business to turn a profit. However, they shall not be foolish. They shall be master’s of the great art of hedging, and will know well what ventures are valuable, and which are just a waste of time. Coin and wealth shall flow into their hands this way.


    Dulnori decided he had spent enough time in this strange city, and soon decided to wander once again. He soon realized he was floating above his home continent. At first he was confused, but soon he would realize just why the wind had taken him this way. He had not arrived in the steppe, but rather, in the Stonethrow Mountains. He let himself float, and surveyed the lands beneath him. Dulnori’s heart soon filled with rage. This was no ordinary civilization was it, it was a slaver empire. These so called giants trod around, their hearts filled with vanity and greed, and countless people suffered under the weight of their cruelty. These decadent people sought only to capture more slaves, and so they languished, feeding on suffering while growing fat and lazy. The giants consumed broken dreams, and lost all dreams of their own. This clearly could not stand. However, Dulnori knew he couldn’t simply destroy this empire. It was too big, and he was tired from his many great deeds lately. Moreover, he felt a presence here, guarding this place. Something was at work here, and Dulnori realized that it would not go down peacefully. However, Dulnori wouldn’t leave this place without doing at least a little first, to break the shackles of the people. He wandered for a while, uncertain, until he felt that presence again. The malevolent power was hidden in a huge temple atop a mountain, and Dulnori entered easily, digging through the earth in the form of a worm. He saw a strange construct, a suit of armor, radiating energy. Dulnori could tell that this was a living thing waiting to be born, and so he crawled into it through one of its joints. He chewed into the soul of this being, and dug through its memories. This was the child of a demon, that called itself Yir. He thought it strange that the city he saw would put up a statue of this creature, so gross in nature. It had probably meddled across the whole world at this point. The worm soon realized a startling truth, this child was being manipulated to lead the demon’s armies in battle. The worm crawled into the child’s dreams, the first stirrings of consciousness before its true birth, and transformed them. The child dreamt it was in the depths of the earth. Gold glimmered around him, and the child desperately tried to mine it. But as he mined the gold moved higher and higher and higher. The child followed the gold upwards, until finally he pierced the surface. It was there that he saw a horrible image, a creature of burning fire, dancing through the sky. As the demon moved the child would grow hotter and hotter, until it felt as though it would melt where it stood. The gold was tied by strings of light to this creature. The child jumped up to grab these strings, but the beast flew higher and higher. Eventually, when the child was on the verge of breaking, it saw a bronze spear in the ground. It grabbed the spear, and skewered the demon. As it fell to the ground the child grew stronger, and when it finally hit the ground the child severed the strings and claimed the gold. The worm crawled out of the armor, and made his way back home.

    Spoiler: Reaction
    Show
    Hinder to the creation of Yir’s demigod:
    +2 fortune, +2 ambition. The demigod shall desire wealth and finery, with a lust for gold above all else, even to the point of excess or distraction. It shall be an ambitious person. It shall strive to a glory even beyond that of its creator. It shall resent orders, and desire more from its life than Yir can give, maybe even see Yir as the obstacle to its dreams.

  28. - Top - End - #118
    Dwarf in the Playground
     
    Flumph

    Join Date
    May 2017

    Default Re: Pan-aeons: a God Game

    Chapter 2, Turn 1 rolls

    Ymon-Thal (50 AP) - snap the Passing into existence (18 AP/14 DC) +2 Life/+2 Death/+1 Balance
    Grawissen, +2 Mining/+2 Knowledge/+2 Architecture/+1 Writing, the usually plus no language barrier
    Petr, +2 Healing/+2 Water/-2 Pain, river of Absolute Purity to make mortals Tabula Rasa
    Avestra, +2 Nature/+2 Birds, Avestra's flock guardians
    Nestellbam, +4 Preservation
    Chern, +4 Decay, masked souls choose their fate
    Timorin, +2 Drama/+2 War/+1 Games/-2 Fear, Challenge of Life
    Yir, +2 Stonesthroe Peaks/+2 Sun, Stonesthroe Peaks connect to Passing
    Alatadriel, +2 Fire, past life shadows
    Kahar-Djin, +2 Paths/+2 Thresholds, paths for souls
    (1d20+39)[54]

    Grawissen (50 AP) - revive the ceratopsians (16 AP/12 DC) +2 Mining/+2 Knowledge/+2 Architecture/+1 Writing
    Petr, +2 Water/+2 Healing, vitality and pass Sanctuary's third gate
    Chern, +4 Decay, let them eat fungus
    Timorin, +2 Drama, innate honesty
    Yir, +2 Sun/+2 Majesty, great beauty and love of the sun
    Ymon-Thal, +2 Life
    Alatadriel, -2 Foxes/-2 Fire/+2 Arrogance, fox fear and bloodlust raptors
    Kahar-Djin, +2 Paths/+2 Thresholds/+1 Travellers, sense of direction and hospitality
    (1d20+26)[46]

    Timorin (50 AP) - concoct the Shadow Walkers (12 AP/8 DC) +2 War/+2 Drama/+1 Games/-2 Fear
    Ymon-Thal, +2 Life
    Grawissen, +2 Knowledge, infamy
    (1d20+7)[25]

    Su'ule (50 AP) - spawn the dragon shapeshifter (12 AP/8 DC) +2 Sorcery/+2 Monsters
    (1d20+4)[24]

    Petr(50 AP) - sanctify Sanctuary (14 AP/10 DC) +2 Water/+2 Healing/+0 ???
    Avestra, +2 Nature/+2 Birds, migratory doves for the Moonlake
    Ymon-Thal, +2 Life/+2 Death, close to the Passing
    Grawissen, +7 the usual/-2 Unknown
    Timorin, +2 Drama, inspiring
    Kahar-Djin, +2 Thresholds/+2 Paths/-2 Unknown, Passing path to Moonpool
    (1d20+17)[29]

    Avestra (50 AP) - secrete amberis (8 AP/4 DC)
    (1d20+4)[10]

    Kahar-Djin (50 AP) - trace the Paths of Divinity (20 AP/ 16 DC) +2 Thresholds/+2 Paths/+1 Travellers
    Chern, +4 Decay, Path of Squalor
    Yir, +2 Majesty/+1 Perfection, Path of Perfection
    Ymon-Thal, +2 Life/+2 Death, Path of the Soul
    Petr, +2 Water, Path of Reflection
    Grawissen, +2 Knowledge, Path of Knowledge
    Alatadriel, +2 Fire, Dance of Flame
    Avestra, +2 Nature, Path of Nature
    Timorin, +2 Drama, Path of Emotion
    (1d20+26)[42]

    Nestellbam (50 AP) - prophecy the longevity of Theshana (24 AP/20 DC) +4 Preservation/+1 Treasures
    Petr, +2 Water/+2 Healing, clean water source
    Grawissen, +7 the usual
    Alatadriel, +2 Fire/+2 Foxes, spread the prophecy
    Yir, -2 Majesty/-1 Perfection/+2 Arrogance, soft take-over
    Chern, +4 Decay, suppressed giant bloodline
    Timorin, +2 Drama, gibberish
    Kahar-Djin, +2 Thresholds, some verse
    (1d20+27)[42]

    Alatadriel (50 AP) - Operation Desert Storm (18 AP/14 DC) +2 Fire/+2 Foxes/+1 Bees/-2 Arrogance
    Chern, -1 Fermentation, drunk and disorderly
    Grawissen, +7 the usual
    Ymon-Thal, +2 Life/+2 Death, protect army
    Yir, -2 Sun/-2 Majesty, orbital laser bombardment
    Timorin, +2 Drama/+2 War/-2 Fear, weaken natives
    Kahar-Djin, -2 Paths/-2 Thresholds/-1 Travellers/+2 Unexplored
    (1d20+8)[17]

    Chern (50 AP) - sprout the No Name Oasis (6 AP/3 DC) +4 Decay
    (1d20+4)[22]

    Yir (50 AP) - bless the earth with Yir's Vessel (+2 Giant) (18 AP/14 DC) +2 Sun/+2 Majesty/+1 Perfection/+2 Stonesthroe Peaks
    Grawissen, +7 the usual, poet
    Alatadriel, -2 Fire, fear of fire
    Chern, -4 Decay, stench
    Petr, +2 Water/+2 Healing, innate healing and water resist
    Timorin, -2 Drama, rebelliousness
    Kahar-Djin, +2 Paths, empath
    (1d20+12)[16]

    Dulnori (50 AP) - no action

    Opulon (50 AP) - no action

    Vreyalas (50 AP) - no action

  29. - Top - End - #119
    Dwarf in the Playground
     
    Flumph

    Join Date
    May 2017

    Default Re: Pan-aeons: a God Game

    Chapter 2, Turn 1 rerolls

    Grawissen (50 AP) - revive the ceratopsians (16 AP/12 DC) +2 Mining/+2 Knowledge/+2 Architecture/+1 Writing
    Petr, +2 Water/+2 Healing, vitality and pass Sanctuary's third gate
    Chern, +4 Decay, let them eat fungus
    Timorin, +2 Drama, innate honesty
    Yir, +2 Sun/+2 Majesty, great beauty and love of the sun
    Ymon-Thal, +2 Life
    Alatadriel, -2 Foxes/-2 Fire/+2 Arrogance, fox fear and bloodlust raptors
    Kahar-Djin, +2 Paths/+2 Thresholds/+1 Travellers, sense of direction and hospitality
    Nestellbam, +4 Preservation/-2 Creation, memory of ancestry
    Dulnori, +2 Fortune/+2 Ambition, gold scale and thrifty
    (1d20+32)[42]

    Petr(50 AP) - sanctify Sanctuary (14 AP/10 DC) +2 Water/+2 Healing/+0 ???
    Avestra, +2 Nature/+2 Birds, migratory doves for the Moonlake
    Ymon-Thal, +2 Life/+2 Death, close to the Passing
    Grawissen, +7 the usual/-2 Unknown
    Timorin, +2 Drama, inspiring
    Kahar-Djin, +2 Thresholds/+2 Paths/-2 Unknown, Passing path to Moonpool
    Nestellbam, +4 Preservation
    (1d20+21)[23]

    Nestellbam (50 AP) - prophecy the longevity of Theshana (24 AP/20 DC) +4 Preservation/+1 Treasures
    Petr, +2 Water/+2 Healing, clean water source
    Grawissen, +7 the usual
    Alatadriel, +2 Fire/+2 Foxes, spread the prophecy
    Yir, -2 Majesty/-1 Perfection/+2 Arrogance, soft take-over
    Chern, +4 Decay, suppressed giant bloodline
    Timorin, +2 Drama, gibberish
    Kahar-Djin, +2 Thresholds, some verse
    Dulnori, +2 Fortune/+2 Ambition/-2 Stability
    (1d20+29)[46]

    Yir (50 AP) - bless the earth with Yir's Vessel (+2 Giant) (18 AP/14 DC) +2 Sun/+2 Majesty/+1 Perfection/+2 Stonesthroe Peaks
    Grawissen, +7 the usual, poet
    Alatadriel, -2 Fire, fear of fire
    Chern, -4 Decay, stench
    Petr, +2 Water/+2 Healing, innate healing and water resist
    Timorin, -2 Drama, rebelliousness
    Kahar-Djin, +2 Paths, empath
    Dulnori, -2 Fortune/-2 Ambition, greed
    (1d20+8)[20]

    Dulnori (50 AP) - create the Golden Dragons (12 AP/8 DC) +2 Ambition/+2 Fortune
    (1d20+4)[7]

  30. - Top - End - #120
    Dwarf in the Playground
     
    Flumph

    Join Date
    May 2017

    Default Re: Pan-aeons: a God Game

    Chapter 2, Turn 1 resolutions

    Ymon-Thal (32 AP) - success
    Dolf the Orcish trapper had been taking a crap just off the path from the marching column of imperial soldiers, when a bolt of intense solar energy struck him from the heavens, reducing him to heap of fertiliser. Dolf had died, like many mortals before him, but he was one of the first souls to reawaken in the Passing. He entered it through a spectral pathway, beneath a soaring murder of ominous-looking birds that nonetheless didn't bother him, and found himself in a strange, amorphous land. The only stable features were a river cutting through the middle of the land, and a pair of twin suns suspended high up in the sky; one soft and warm, the other harsh and glaring. He therefore had two shadows, one in the normal shape of his soul's "body", and the other holding a dribbling wine skin in slackened fingers. The land warped around him as the second ever soul entered the Passing. A diminutive woman, wearing a mask.
    "Where are we?" she asked, and somehow Dolf understood her foreign tongue.
    "I don't know," said Dolf.
    Their fruitless conversation was interrupted by a third, rather more animated shadow-being, which waltzed up to the pair with a quiver of arrows clutched in its arms. An archery range solidified around them, and the shadow bowed.
    "A contest of archery, to see who re-enters the world first?" it asked with a grin. Dolf and the masked pygmy looked at each other.
    "Why not?" said Dolf, stringing his bow.
    "You're on," said the masked pygmy.
    In the end Dolf won, and - in the split second before his soul memory was suppressed by reincarnation - was surprised to learn that he would spend his next life on earth as a dinosaur.

    Grawissen (34 AP) - success
    The first of the ceratopsians form in the capitol building of Grawpolis. They were hardy, magnificent creatures, valuing knowledge and trade above all else, viewed by other mortals as honest and accommodating folk. In time they would travel the globe, both in the light of the warm sun and beneath the earth, spreading their benevolence to all peoples.
    However, throw malign influences, another ancient species was resurrected that day. The raptors, opposite to the ceratopsians in near every way, their natural enemies. Compelled by insatiable bloodlust, the raptors would travel to bring woe instead of knowledge, destruction instead of trade, and deception instead of honesty.

    Timorin (38 AP) - success
    With the small town in the Tainted Lands dealt with, the Shadow Walkers moved on, ready to spread their mischief and radical freedom to other unwitting mortals. Soon the names of the five spirits would be known throughout the land.

    Su'ule (38 AP) - success
    The mightiest and wisest neanderthal from among the Wastelanders roared a mighty roar, transforming into a dragon and back again to flex their newfound power. This could change everything at the border with the Sugradi Empire...

    Petr (36 AP) - success
    A flock of doves alighted on the Moonpool, as Sanctuary accepted the holy blessing of Petr. In a land already bursting with wonder and beauty, the Moonpool would be the most inspiring feature of all. Interestingly, though this would only be known to the gods at the time, the Moonpool was fed by water from the River of Absolute Purity, an interplanar water source from the Passing. The pool now forms an unstable pathway to the Passing for both living and dead.

    Avestra (42 AP) - success
    Mortals marvelled at the first hard chunks of amberis that they manufactured, amazed at how ingredients so soft and abundant could come together to form something so precious. Those among the Crow People, the Starfolk, the Yith, and the Cult of the Mad God would begin to exploit this new material where they would have once used metal.

    Kahar-Djin (30 AP) - success
    Twelve paths were made, in all. Since the whole post is too large, I will put one half here and the other half in the next post.
    Spoiler: The Paths of Divinity part 1
    Show

    A Path of Divinity is more than a simple system of magic: it is a way of life. One who chooses to travel a Path must advocate themselves entirely to it, never faltering, never wavering. As they travel their Path, their progress is marked by Thresholds, that can also be called Ranks. They begin at Threshold Zero, which usually has some requirement that already marks them as special. Reaching the final Threshold marks them as Masters. Few will ever reach that rank, in any Path, but those who do will hold tremendous knowledge or power.

    A mortal can never travel more than one Path: A Path is all-consuming, shaping a mortal’s life and viewpoint. Most will never reach mastery in the single one they travel, striving to do so their entire life, and even those who do reach mastery cannot even begin to travel a different one.

    On the other hand, an immortal who has mastered a Path can, if they so choose, travel a second one. This is a much harder task than travelling their first Path, as they need to reconcile their new Path with the one they have mastered. Thus, mastering a second Path can take them several lifetimes, if they can even do so at all.

    Finally, owing to the divine spark within them, a demigod can choose to travel two Paths at once, and advance in them at a normal speed. However, the warring of two conflicting energies, ideologies and ways of life within them hinders them with a -1 domain until they master one of the two Paths. They do not suffer from this penalty if they only travel one Path, and if they master one Path, they can travel a second one at the same speed as the first, and without a penalty.

    None can travel a third Path. This is a feat only a god could accomplish, and their powers are greater than any Path’s.

    Kahar-Djin created four Paths of Divinity: The Path of Power, or Manipulation of the World, the Path of Discipline, or Manipulation of the Self, The Path of Sight, or Learning of the World, and the Path of Wisdom, or Learning of the Self. They are distinct, but they all share one restriction: Anyone who chooses to advocate themselves to one of Kahar-Djin’s Paths must stop using any form of Su Sorcery they’ve been using, and never use it again. This restriction is only for their four paths: The framework itself is neutral, and any Paths other gods create is not forced to have this restriction.

    Spoiler: The Path of Power
    Show

    One who travels this Path believes that the true nature of divinity lies in a god’s power, their ability to manipulate the world around them. And so to approach this divinity they first seek to master the most clear and direct instrument of power there is: The weapon.

    Threshold Zero: To reach this Threshold, a traveller must first master a weapon mundanely. The scroll details six weapons: The sword, the daggers, the war hammer, the shield and spear, the bow and arrow, and the “Cardinal Blade”: a huge slab of sharpened metal that would take great strength to even lift, let alone swing, and that would crush an opponent instead of cutting through them. To master a weapon, one must be able to wield it as an extension of one’s own body: This trains the mind to extend paths to the world outside its body and manipulate it, leading to the first Threshold.

    First Threshold: In order to reach the first Threshold, one must have forged a path between their weapon and mind, and once within the weapon, learn to manipulate its core qualities, perfecting it. Any weapon of their favoured type becomes akin to a masterfully crafted version of itself while in their hands, regardless of its former quality, perfectly balanced, supernaturally sharp (for weapons where sharpness matters) and almost indestructible. Each weapon has something specific that must be achieved before a traveller can be considered to have reached this Threshold:

    • Sword: In the hands of a First Rank Traveller of Power, a sword becomes incredibly light, yet perfectly balanced. It shall be sharp and durable enough to cleanly slice through a sheet of metal with a single strike, without bending the metal and without the sword being scratched or the edge blunted.
    • Daggers: In the hands of a First Rank Traveller of Power, a dagger is nearly weightless, capable of deflecting an attack and yet also perfectly balanced for throwing. When thrown, it must be sharp enough to sink up to its hilt in a boulder, without being damaged.
    • War Hammer: In the hands of a First Rank Traveller of Power, a war hammer becomes a fearsome weapon. While it’s not sharp, its wielder must be able to change its weight mid-swing, so that it’s light as a feather when they wind up, strikes their opponent with impossible weight and momentum, then becomes light again after the impact.
    • Shield and Spear: In the hands of a First Rank Traveller of Power, a shield becomes an impenetrable barrier. It must be able to resist blows from other First Rankers without even being scratched or dented. The spear’s shaft must be unbreakable, and it’s head must be able to punch through metal with ease.
    • Bow and Arrow: In the hands of a First Rank Traveller of Power, a bow must be extremely supple, its string perfectly tightened, so its arrows are fired with great strength at impossible distances. The arrows themselves must be able to penetrate even the thickest of shields.
    • Cardinal Blade: In the hands of a First Rank Traveller of Power, a Cardinal Blade begins to approach its true nature. It becomes light, too light for its size, and it is sharpened to a fine edge. It can be used as a shield without scratching or denting. When needed, its weight can be increased tremendously, to deliver blows that can shake the earth.



    Second Threshold: After reaching the first Threshold, a traveller must learn to extend their mind outside of the weapon’s physical threshold, wrapping their mind around it, to move it and manipulate it in more extreme ways. The way each weapon evolves becomes more unique in this threshold.

    • Swords: A Swordsmaster wields two blades: One in one hand, moving as fast as lightning, the other floating around them, dashing back and forth, deflecting attacks and slashing at their enemies. They can attack in a flurry of blows, faster than the eye can see.
    • Daggers: A Blur is a veritable storm of blades. Dozens of daggers float around them, protecting them from harm, firing themselves at enemies with but a thought, before returning to the storm. On a one-on-one fight, they can let loose a never-ending torrent of daggers.
    • War Hammer: A Crusher has replaced their old hammer with a massive one, that looks more like a siege weapon than an infantry one. Yet, they move it with surprising grace and speed, most of the weight held by their mind, even as they destroy all around them. They can also throw their hammer with great strength, and recall it to their hands.
    • Shield and Spear: The Warden now holds their spear in both hands, their shield floating around them, moving and warping to protect them from all angles. They can stretch and twist their spear, like an ever-lengthening snake.
    • Bow and Arrow: A Barrage can fire their bow with incredible speed. They can stretch their bow far beyond when any mundane bow would break, and fire many arrows with pinpoint accuracy, moving them in their flight to ensure that they always reach their target. Their arrows can also change shape and size mid-flight, allowing for a variety of different strategies.
    • Cardinal Blade: A Templar’s blade becomes a truly divine weapon in their hands, almost weightless and with an impossibly sharp edge. They can deal blows too fast for the weapon’s size, and move in slow, flowing motions that nevertheless cut their foes like they were paper, and they can move gracefully between the two. Sometimes, they let go of their sword and let it fight on its own, while they fight hand-to-hand.


    Once the second Threshold has been passed, a traveller must expand their horizons. They must begin to master a second weapon, until they can wield it with the same skill with which they wield their first one. Once that has been achieved, they have reached the third Threshold.

    Third Threshold: A traveller that has reached the third Threshold has mastered two weapons, and their mind is learning to forms paths with matter regardless of its shape. They can now manipulate any sort of non-living matter no larger than a small tent and no heavier than a suit of plate armour in the same way they manipulated weapons in the first Threshold, changing their qualities to make them stronger, weaker, heavier, lighter, and so on, as long as they’re touching it.

    Fourth Threshold: A Fourth Rank Traveller of the Path of Power has fully mastered four weapons, and can switch between them at will in the heat of battle. The paths their mind forms have strengthened, to the point that they can manipulate any amount of non-living matter they are in contact with as though it were a first Threshold weapon, and can manipulate non-living matter no larger than a small tent and no heavier than a suit of plate armour in the same way they manipulate a second Threshold weapon, moving it and warping it with their mind. In addition, they can turn any solid matter into one of their favoured weapons.

    Final Threshold: A Master of Power has not only mastered all six weapons, with the ability to switch freely between them, but can even mix and match them, and wield them all at once with the paths of their mind, turning them into a true one man army. These paths are so strong that they can manipulate all non-living matter like one of their weapons, as long as they or their weapons are touching it, and they can create their weapons from thin air. A Master of Power can also add new weapons to the Path; any future Master would not need to wield all possible weapons, just any six of them, though they are free to wield more if they so desire. Finally, a Master of Power is part of the Council of Masters, and when they die, their soul is exempt from the regular cycle of reincarnation.


    Spoiler: The Path of Discipline
    Show

    One who travels this path believes that the true nature of divinity lies in a god’s discipline, their ability to always act according to their will, never on accident or unnecessarily, and to shape themselves however they desire. As such, they seek to sharpen their bodies and minds, to approach this divinity.

    The scroll describes an intricate martial art named the “Way of the Cardinal Fist”. The martial art focuses on disturbing the Path of an assailant’s attack, and finding or creating weaknesses in their defence, before exploiting said weaknesses. Those trained in this martial art wear a sash from the shoulder to the hip, its colour denoting their expertise. The colours are matched to the Path’s Thresholds, and they are, in order:

    Threshold Zero, White: A white sash denotes an initiate, the white representing their nature as a “blank slate” where the Way can be imprinted. One who wishes to travel the Path of Discipline, must, at this time, undertake a Vow of Silence, that is not fulfilled until they advance to the first Threshold by obtaining the blue sash. It usually takes five years to obtain it.

    First Threshold, Blue: One who wears a blue sash has mastered disrupting the Path of an opponent’s attack, much like the waves of the ocean can disrupt a vessel’s way. This involves not just redirecting an attack, but also avoiding it, dodging it entirely, moving so it strikes a more resistant part of your body, and even striking at the attacking weapon. A traveller at this Threshold has found that the vow of Silence, coupled with the intense training of the Way, has strengthened their body and mind beyond what is humanly possible. Their reflexes have become lightning-fast, and their bodies are resistant enough to be unharmed by any blow that doesn’t strike them completely head-on, no matter the weapon.

    To advance to the second Threshold, a traveller must continue to learn the Way, while their bodies are at all times bound with tremendous weights. This will strengthen them, while also ensuring every move they make is careful and deliberate. Obtaining the red sash usually takes five more years.

    Second Threshold, Red: A red sash marks their wearer as an instrument of death, the crimson of their sash denoting their ability to harm. They now know how to find and exploit the weaknesses in an opponent’s defence, with lightning-fast bones that can easily shatter bones, kill, or simply incapacitate. A traveller at this Threshold has found that the intense training of the Way, under the duress of being constantly weighed down, has strengthened them beyond normal human limits. Their blows, unarmed, can shatter boulders, and they can move almost faster than the eye can see. They have also began to detect the life force in and around their bodies, though they cannot harness it yet.

    To advance to the third Threshold, a traveller must obtain the black sash. They must also learn to open their body’s natural Thresholds, allowing life force to flow in and out of them freely. To do this, they must begin a cycle of fasting it. At first breaking it every seven days, their fasting must lengthen as time goes on, and they attune more and more to the life force around them. Obtaining the black sash usually takes ten years.

    Third Threshold, Black: A black sash denotes a complete mastery of the mundane aspects of the Way. One who is not a traveller cannot advance any further in the Way, but even a mundane black sash is a force to be reckoned with, a whirlwind in the battlefield, tempered by self-control. A traveller at this Threshold no longer needs to eat or rest. They are completely tireless, able to act for days and even weeks without pause. To achieve the fourth Threshold, they must continue to study the Way. No additional requirement is present, but the training to obtain the golden sash is much more extreme than the ones before, and they will be wounded, broken and mended many times. From this moment on, there’s no telling how long it’ll take to advance, and many won’t have the strength of mind necessary.

    Fourth Threshold, Gold: The golden sash represents the traveller’s ascent beyond humanity, into something approaching the divine. One who wears this sash no longer needs to worry about wounds. Their body has become as hard as stone, and even if something manages to harm them, they can recover from that damage in an instant. Their actions are completely under their control, perfectly coordinated no matter the situation. The way to the final Threshold, however, will be brutal, twisting and bending their bodies in unnatural ways, as they seek to reshape the Thresholds of their selves. Many are simply unable to do so, their minds clinging to a specific form. However, those who can leave their original selves behind, and craft their own sense of Self, will reach the true mastery of the Path of Discipline.

    Final Threshold, Gold and Blue: Blue in the centre, the edges trimmed with gold. This sash represents the traveller’s near-divinity, the return to blue to mean that their body, their very self, is now completely under the power of their mind, flowing from one shape to another at their will. Travellers at this Threshold can take on any form they desire. They are detached from the normal laws of biology, and do not age unless they desire to do so. A Master of Discipline is part of the Council of Masters. If they somehow die, their soul is exempt from the normal cycle of reincarnation.


    Spoiler: The Path of Sight
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    One who travels this Path believes that the true nature of divinity lies in a god’s sight, their ability to see all and know all. As such, they seek to learn more about the world around them and deepen their understanding of it, so as to approach this divinity.

    This scroll contains few specific instructions, primarily listing the five Thresholds. Followers of the Path of Sight must explore and figure the world out on their own, not follow some carefully curated guide. It does, however, contain a rather long epistemological treatise, that reveals little, but allows a traveller’s mind to craft a way to discover the secrets of the world.

    Threshold Zero: In order to embark upon this path, a traveller must possess some manner of eyewear or viewing aid of their own creation, made at least partly out of magicite. The scroll contains no instructions for how to build any such device, as the traveller must figure it out on their own, to show their curiosity and ingenuity. However, it does mention that, properly crafted, it will show the world in much starker contrast than even perfect eyesight, and reveal secrets hidden in plain sight.

    First Threshold: A traveller at the first Threshold has begun to unravel the secrets of the world. Their knowledge of their field of science is above the average for their age, on par with the leading scholars of their nation. On top of which, they have begun to obtain mystic knowledge on sympathetic paths, that allow them to cause changes in one object by physically manipulating a similar one. At this Threshold, they’re limited to fairly small amounts of non-living matter with a very strong connection, and similar sizes. For instance, they could split a small rock in half, and cause one of the halves to float in the air by holding the other in their hands, above the ground. This might seem rather small and unimpressive, but with their knowledge and ingenuity, it and similar effects should allow them to create many wondrous gadgets. Their eyepiece allows them to gauge these paths.

    Second Threshold: A traveller at the second Threshold has dug deeper into the secrets of the world. Their scientific knowledge has advanced beyond the greatest mundane scholars of their nation, and is on par with the greatest of their field. Their control over sympathy has increased, now allowing them to use weaker paths, like material, shape, or even colour, as well as using smaller quantities of matter to control larger amounts. The scroll, however, declares at this point that no traveller can advance further by remaining in their home town. At this point, they must leave to travel the world.

    Third Threshold: A traveller at the third Threshold has not deepened their knowledge of the mysteries of the world, but rather, broadened it. They have travelled to many places and seen many wondrous sights, and spoken with the greatest minds of their age. They can now use sympathy not just to enact changes on the world, but to project their sight towards far-off lands and objects, as long as they hold something connected to them. This requires the use of their eyepiece.

    Fourth Threshold: A traveller at the fourth Threshold has surpassed the knowledge of even the greatest minds of their age. As for their use of sympathy, they can now perform it even with living beings, though they require a significant connection to them, such as a vial of their blood, or a body part at least as large as a finger. Their control over non-living matter is unmatched, using even the weakest paths for tremendous effect.

    Final Threshold: To a traveller at the fifth Threshold, the secrets of the world are laid bare before them. Their scientific knowledge is incredibly advanced, and few things are outside their purview. One thing that seems to be consistently outside their reach, however, are gods and divinity, though the scroll, of course, does not mention this. They are also able to use sympathy on living beings with a far weaker path, sometimes even with non-living matter. Finally, a Master of Knowledge is a member of the Council of Masters, and when they die, their souls are exempt from the regular cycle of reincarnation.


    Spoiler: The Path of Wisdom
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    One who follows this Path believes that the true nature of divinity lies in a god’s wisdom, their ability to know themselves, to act in the best possible way, to tell right from wrong and good from evil. As such, they seek to deepen their understanding of themselves, and, as such, of those around them, so as to approach this divinity.

    This is the most esoteric of Kahar-Djin’s four Paths, the scroll itself granting little guidance, as this is a very personal Path. Like Kahar-Djin’s other Paths, it forbids its travellers from practising Su Sorcery, but the interpretation for why this is is up to them.

    Threshold Zero: Anyone can embark upon the Path of Wisdom, as all sentient begins have some understanding of themselves, and a belief of right and wrong. One who follows this Path must spend a significant amount of time in meditation, seeking to understand themselves, their desires and motivations, to strip away the lies they believe about themselves and all the false justifications for their actions. Only then will they reach the first Threshold.

    First Threshold: One who has reached the first Threshold knows themselves far more deeply than most people, understading what they truly desire, and why they desire it. This certainty makes them extremely resistant to any supernatural attempts to control their minds or coerce their actions. Indeed, only the direct intervention of a god could do so. To continue their Path, they must dig deeper into their souls, to meet their true selves, the core that makes them who they are.

    Second Threshold: At the second Threshold, the traveller has knowledge of this true self, this fundamental aspect of their being. They can reassert this true nature to dispel any supernatural influence explicitly targeting them, such as enchantments and curses. Once again, this resistance is overcome by the direct intervention of gods.

    Third Threshold: At the third Threshold, a traveller has learned, through their true self, to get glimpses of the true selves of others. This allows them to learn the desires and motivations of those around them, which they might be able to use to change their mind on other matters. Of course, this isn't mind control. They can't change anyone's true nature. The nature of divine beings, such as gods and demigods, is beyond their understanding.

    Fourth Threshold: One who has reached the fourth Threshold has greatly deepened their understanding of the true selves of those around them. They can entern a deeply meditative state in which all around them are laid bare. This has the side effect of letting them predict, with startling accuracy, the actions of those around them, and thus, react before others have begun to act, or sometimes even before they know what they're going to do. Yet again, gods and demigods cannot be predicted in such a way.

    Final Threshold: A Master of Wisdom completely understands both their true selves, and that of those around them. They have theorems and postulates about the natures of right and wrong, of good and evil, that grow close to the truth. Any objective they set, any result they desire, they know exactly what to do to reach it. However, this requires complete understanding, and so even the tiniest spark of divinity might stump them. As such, the knowledge of how to obtain their objectives does not, cannot take into account the actions of those with such a spark. This includes, of course, gods and demigods, but also other Masters, and Su Speakers (also called freeform sorcerers). Finally, a Master of Wisdom is a member of the Council of Masters, and when they die, their souls are exempt from the regular cycle of reincarnation.


    Kahar-Djin distributed knowledge of his paths around the world as follows: the Path of Power to the Sinalese, the Path of Discipline to Bron's missionaries, the Path of Knowledge to the Prehist, and the Path of Wisdom to the Boa Jungle missionaries.


    Nestellbam (26 AP) - success
    The prophecy of Theshana was known all throughout the Stonesthroe Mountains, and even the wider world. Everyone knew the legend of distant Theshana, walls holding out against an overwhelming force of giant invaders. The prophecy was clear on some things; Theshana would only fall if its people stopped believing in the value of community, they would be fed by a fresh water spring for as long as they held, and though giants would integrate into the community their bloodline would never fully assimilate the population. However, parts of the prophecy were less clear, and obfuscated the core message for those who would try to unravel the weakness of Theshana. Bears became a part of Sugradi military strategy, while fish were banned.

    Alatadriel (32 AP) - success
    Though they were beset by rampant drunkenness and orbital laser bombardment from the sun itself, the Indariel Empire marched on. Poor resource management among the native tribes forced many to capitulate and surrender immediately, but some fought back fiercely against what they perceived to be (perhaps rightly) blatant invaders. However, over the course of a year the force managed to reconnoitre the Three Deserts, establish trade routes with inhabited parts of the Kanto and Toran regions, and ended up outright occupying the majority of the Great Orcishtal Desert. Scouts in the No Name Dunes even stumbled upon an oasis, which had a population of one, and was therefore deemed of low priority.

    Chern (44 AP) - success
    Water gushed from deep beneath of desert surface, sprouting greenery and fledgling palm trees so rapidly that they might as well have always been here. When Mila woke up and drank deep from the water, it took her a long time to realise that she wasn't experiencing a happy hallucination.

    Yir (32 AP) - success
    At the highest point of the Holy High, Yir manifested on earth for the first time in the form of Yir's Vessel. It was a glorious specimen, all shining armour and majestic light. It had great power, ranging from sensing emotion to healing to water immunity. However, all was not as Yir had planned. Something in his vessel resisted his will. It wanted to write, to dance, to make love! It shied away from the fiery light of Yir in fear, tormented by dreams of flame. It wanted to fulfil its own ambitions! And... What on earth is that smell?
    Yir's Vessel, +2 Giants/-2 Petulance

    Dulnori (44 AP) - failure
    Though Dulnori had created a beautiful sculpture of a dragon from pure gold, it did not have the spark of life that he'd hoped. He would have to find some other way to maintain his authority in absence.

    Opulon (50 AP) - no action

    Vreyalas (50 AP) - no action
    Last edited by Garjel_blah; 2020-01-19 at 08:16 AM.

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