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  1. - Top - End - #121
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    Default Re: Pius Fidelus: The Oque

    Sedha

    This could be a problem... but maybe this could still help them... "Oque see better than beasts. Beasts no hear Oque talk. But beasts hear different than Oque. Beasts hear breaking stick, and moving bushes. Oque break sticks and move bushes when move. When Oque hide, Oque no move, or beast hear them."

    Sedha finds a patch of dirt, and begins drawing on it with her finger, illustrating her point by drawing a picture of the area around her. "Hiding still good for Oque. Hear group of Oque." Sedha draws a circle in the dirt. "Some Oque hide at edge of group. Beasts no see them. Edge Oque safe." Sedha draws several dots, evenly spaced around the circle. "If Oque on edges see beasts, edge Oque can tell other Oque. Other Oque hide. All Oque safe."

  2. - Top - End - #122
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    Default Re: Pius Fidelus: The Oque

    Turn 3.0, Group 3, Sedha

    When Sedha talks about beasts hearing different than Oque and 'hear' stick and the like, they just looked at Sedha oddly. They did not believe her and Ztankt and Gikft stated as such. "No sound. Stick no sound." "Beast no hear." Because, seriously, saying the beasts could hear differently was just crazy talk. On top of that, the Oque could not even imagine it properly. When Sedha continues to talk about her cunning plan, Gikft speaks up. "Oque speak. Oque run. Beast far. Beast not kill." Which, to the Oque, really seems like a more cleverer way.

    Turn 3.5, Group 5, Eriond

    "No." "Yes. Sbtok not good." With that said, the Oque moves to another tree, where an Oque is somewhat hidden by foliage and very close to the ground. It seems to stare a bit vaguely. "Sbtok. Sbtok." "Sbtok not good. Look weird." was the response from the Oque and its eye seemed to twirl around. It seemed tired and dizzy and felt bad. It was lying with its mouth and eye more up. "Mouth bad." It said, while twitching a bit with one leg. Nearby, Eriond sees some pieces of fruit on the ground.

  3. - Top - End - #123
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    Default Re: Pius Fidelus: The Oque

    Ardannis, Turn 3.0, Group 31

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    If it's all right, this seems like a decent spot to switch to long-term mode, instead of play-by-play RP, as they've accepted Ardannis and whatever he wants to teach for the next little while. Also, the turn ends tonight and I don't know how much more time I'll have to write up posts. If anything I raise here needs more attention, we can tease it out in further posts this evening.


    Ardannis speaks to Rtskink. Of course teach. Then he grins at Tiktbt. And of course play.

    He stays with the group for about 20 days this time ((until 3.15, unless something changes)), traveling with them as before and teaching them what he can.

    "Poof"
    Tiktbt want poof? Poof is fun game. But Oque not ready for poof yet. Look. Ardannis touches Tiktbt, and gives a playful "come on" push, getting him moving. Tiktbt suddenly finds that he can move a *lot* faster ((and hopefully zips around with glee for a few seconds until it wears off)). Poof is like that, but much much faster - must go very fast to poof. Oque get older, wiser, learn much, and someday Oque can learn poof, too.
    Spoiler
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    "Teleport" seems a likely miracle for a Travel god to figure out someday, and show to the Oque - at least Ardannis is thinking he may someday figure out a miracle that will let the Oque poof where they want to.


    Gods
    In the evening(s), or whenever Ardannis can have a more one-on-one conversation with Rtskink, he explains haltingly what he can of the gods: how they are different and strange, some helpful and some harmful, and how the Oque should be very careful when meeting a new one. He explains how different gods have different strengths, and gives the example that while Ardannis can help with travel and tricking, Krixal can teach about fire. If Rtskink express strong interest in meeting other gods after that, Ardannis promises to try to bring one at some point, and mentions that he thinks Krixal will come again someday anyway. He answers any questions Rtskink has to the best of his ability, and frequently turns to him first when explaining something to the Oque, seeming to rely on his understanding.

    Travel
    Ardannis shows the Oque how to send the stronger and faster out to scout for food, while the main group continues moving. He shows them how to mark a trail so they don't get lost while scouting, breaking tiny branches or making a small cairn of rocks to mark where they've been. He tries to help them make camp in the trees at night, where they will be safer from beasts, especially any Oque who become pregnant.

    Tricks
    He helps protect them against any beast that attacks. If more than one attack happens during his time with them, he compares tactics, showing them how to exploit the strength and weaknesses of each monster, climbing trees away from some, and ganging up on other with Jolts. He also teaches them some simple games using twigs and rocks ((think Tic-Tac-Toe level)), encouraging them to outsmart each other in the games, and telling them that outsmarting a beast isn't much different.



    Through all of this, he emphasizes that the Oque are smart, and can take his ideas and make them better if they try. When the time comes that he had planned, he takes his leave. Ardannis must poof home now, but will return to Oque when he can. Ardannis will always hear any Oque who calls his name, and will try to help. If an Oque asks a question of Ardannis, he will always hear it. Ardannis may not be able to come right away if Oque need him, but if they call and need him, he will come as soon as he can. He waits to answer any questions before leaving in his usual manner.

    For the next two weeks ((3.15-3.27)) he travels mostly by himself, enjoying the wilderness and the simple freedom of traveling. He visits several Oque communities, approaching each on foot and greeting them in an nonthreatening a manner as he can. If they accept him without running in fear, he simply states that he is a friend to the Oque and wishes to travel with them for a day or two, which he will do before moving on. He makes no attempt to teach these groups anything or establish himself as a god, introducing himself as 'Ardannis' and emphasizing only that he is not a beast. At the end of his travels, he returns to the Outer Plane.

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    Again, sorry if that was way too much, but I don't know if I'll be able to get more than one post in before the end of the turn.
    Notice: Weekends are unpredictable for me. Weekdays are not. Expect more consistent activity then.

    Used to DM: Unlikely Comrades, A New Chance (OoC)
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  4. - Top - End - #124
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    Default Re: Pius Fidelus: The Oque

    Eriond looked worried at the Oque called Sbtok, but he didn't want to frighten it, so he didn't near it. Instead, he decided to look around for any symptoms of the disease.
    Something is wrong with his mouth...Well, that could be a lot of things, from what I know. Better just look for things that don't seem right.

    Then he noticed the fruit. He walked up to them, and picked one of them up, subjecting it to a deep analysis.
    "Hmmm..."
    - When danger reared it's ugly head, it bravely turned it's tail and fled.
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  5. - Top - End - #125
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    Default Re: Pius Fidelus: The Oque

    Tumine Barok, Turn 3.5-3.6
    group 7 & 8

    Tumine is overjoyed that they seem so happy and have made so much progress. She participates actively in everything they've been doing, showing great interest in the rafts and so on. Of course she will go speak with Fcinkt alone when he wants to. If it's not answered when she talks to him, she'll ask him where Travbt is.

    Tumine will likely get carried away and stay here until the end of turn 3.6 (I'll play out her exit, but if I'm not mistaken we're already supposedly in turn 4 or we will be soon, so I wanted to give you the chance to wrap this up if needed). She'll assist the Oque in their endeavors, as before.

    She will also make an effort to grow closer to Group 8 (who, if I'm not mistaken, are living quite nearby?), make some friends there, and find out if there are any big differences between the two groups (perhaps group 8 can use Quax differently, etc).

    At some point, if the opportunity arises (that is, if she is reminded of it), she will produce her Wondrous Seed Pouch and explain its use to the Oque. If it catches on, she will allow them to keep it.
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  6. - Top - End - #126
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    Default Re: Pius Fidelus: The Oque

    Sedha

    Sedha realized that it was very important that they understood that their predators in order to better flee them.

    "Oque no believe Sedha. Sedha show Oque beasts hear other way." She picks up two two stones from the ground, and hits them together. "Oque no hear sound, but beasts do. Sedha follow Oque. Next time Beast attack Oque, Sedha make beast sound with rocks. Make beast look at Sedha. Beast will try to eat Sedha, not Oque."

    Sedha will follow the Oque up to 3.2. She will stay at a distance from the group, and inform them of any predator she sees or hears coming, and then hide from plain view, but stay close to the beasts path. Once the beast has passed her, she will emerge from her cover, ducked down to appear small and vulnerable, and hit the two rocks together loudly to draw attention to herself, and away from the Oque.

  7. - Top - End - #127
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    Default Re: Pius Fidelus: The Oque

    ooc
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    Bed soon and turn will update when I wake up, but I have an appointment in the morning, so I will not be present at turn passing by. Hence, try to wrap up your activity like Ardannis and Tumine.


    Turn 3.0, Group 31, Ardannis

    Unfortunately, Ardannis' speed up does not work. (1st level miracles can not affect sentients.) However, he can still give Tiktbt his travelling staff for a bit, which if he does, Tiktbt will enjoy immensely. Most favourite thing he does: Running and jumping around Ardannis. Tiktbt also seems to be a great fan of Ardannis' teaching of games. He may not be good at them, but he likes the joy from it and the thrill when he does get to win.

    Rtskink is different. He seems to find the intellectual parts of the game interesting and likes to speak to Ardannis, especially if Ardannis speaks in longer sentences. He tries to imitate Ardannis when that happens, though he has difficulty with it and often reverts back to a simpler speech. He does show interest for other gods, but he has no real need to see one of them. Still, he asks Ardannis what it is like at his home and what other Gods are like.

    As for travel, these are some of the most advanced Oque, having access to huts, light and huts, so they tend to stick to a place for a while until the food is gone, then they will move on. They also move around to gather food and one group really, really appreciated it when Ardannis managed to beat down a strange four-legged predator they have not seen before. They learn from his trail making, making it much easier for them to relocate food sources and water sources and are genuinely happy with him.

    Eventually, the group relocates their camp again and Ardannis can see how three Oque start to eat more and stick with each other. They are usually near each other, taking care of each other, until they are ready to do their first mating ritual. There, they hold against each other with their eyes and hold one paw to another paw of each of their mates, after which their eyes give light. The days after they continue to stick with each other, but Ardannis leaves before he can see the second mating ritual.

    The games are looked at suspiciously at first, but eventually generally accepted. Most Oque start to play some games after they marked food and water sources, giving them some time left over due to easy way to find food and water. They make sure their huts are alright and then go play the simple games. This seems to spark some competitiveness, which some react out when ensuring they are safe from beasts. They seem a bit more ferocious when dealing with the beasts, trying to be better than other Oque. These Oque's are the ones listening most intently when Ardannis explains weaknesses and strengths.

    When Ardannis eventually leaves, he feels that more Oque see him as an important figure, bringing knowledge and security. Of all the current Oque settlements, this became the one with the brightest heads. And so, with more respect, Ardannis can hear more voices in the back of his head talking about him occasionally, wishing to be so smart as him when playing their games.

    As Ardannis visits the other groups, they seem to have a very basic reaction. Flee to their huts. This is a very consistent behaviour, after which they will listen. Only a few groups decide not to want him close, but seem happy that he lets them make the decision and is not pushing too much. The others seem to eventually accept that he walks along, but seem suspicious of him.

    During the time Ardannis leaves, this group comes into contact with nearby groups. There, they convince to exchange some Oque for a while to teach the things Ardannis has taught them. The two groups seem hesitant at first, but are eventually swayed and start to learn from the Oque of group 31 now in their group. When it becomes clear that the thing that visited them did all that, the groups generally seem to think a lot more positive of Ardannis. And so, it seems that the groups, who were already most advanced, are now getting smarter as well. Language, in this time, seems to develop a lot faster with these groups than any other.

    However, there remain Oque that dislike all this. A new group forms, Group 33, formed from Oque who think Ardannis is bad. They move further away from the groups, trying to find some place without pesky weird things visiting them.

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    Thanks for the long term post! It really was a good moment, especially considering turn ending later on.


    Turn 3.5, Group 5, Eriond

    When Eriond comes closer to the fruit, it is obvious that it was spoiled. The sick Oque in the tree is suffering from food poisoning. Unless Eriond worsens the situation of this Oque, he is allowed to stick around and help them with gathering food and gathering water. He is allowed to stay during the night as well, but on the ground. Some of the Oque will stay near him, listening to what he has to say, but there seem to be at least an equal number who do not think too fondly of the presence of this weird being.

    Turn 3.5, Group 7 & 8, Tumine

    Fcinkt and Gpardz are happy with the attention from Tumine, and so are the other Oque as well. They try to see if Tumine can help them with their incredibly primitive rafts, to see if she can teach them more about it. However they are sometimes interrupted by children who want to "Water play!". When Tumine eventually talks with Fcinkt alone, Fcinkt sounds a bit confusing. "Fcinkt scared. Fcinkt think light. Tumine said. Light and water. Water change. Water hard!" After that, Fcinkt will show her what he means. Alone with her, he moves to a part of the stream where there are no others. He focuses and concentrates intensely on the water and after some time, it seems that a small piece of water becomes a small piece of ice. Fcinkt grabs it, puffing a bit, a bit scared and shows it to Tumine. "Weird!"

    Fcinkt also manages to tell Tumine that Travbt is with another group. It is the other group she is visiting, so she gets to meet Travbt there. He has been teaching the Oque there to float and swim too. He also tells that some kind of beast came by, which most likely has been Plamal. The Oque in the other group seem less happy with her than the Oque she first met and became friends with, but in general they seem somewhat happy still. Her visit makes some of the Oque there appreciate her and they want to know some basic things about her. She notices that the other group is very much alike in abilities and skills to the first group. Both can warp materials to make crude and primitive shelters.

    The Oque do not seem to remind her of her pouch and even if she still remembers and tries to explain, they seem rather confused at what she is telling them about it. So, eventually, the time comes around that Tumine has to go again..

    Turn 3.1, Group 3, Sedha

    The Oque let her show it, but when the first predator comes, they spot it before Sedha and run away screaming. Not very effective to prove it. The second time, the Oque she has been talking to remember it, but as they see it, they are not convinced. The beast saw Sedha, that is why he attacked her. That, and the other Oque were running away while she was standing still. However, when the beast attacked, they did saw how Sedha was able to beat it, which made them kind of grateful and more accepting to having her around. So they allowed her to stay as long as she wanted.
    Last edited by Zweanslord; 2008-06-01 at 02:55 PM.

  8. - Top - End - #128
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    Default Re: Pius Fidelus: The Oque

    Tumine Barok, Turn 3.5-3.6
    Groups 7&8

    Tumine is very excited when Fcinkt shows her how he can make ice. Perhaps she should tell Iklekos about this when she gets back to the convoy of Karksh. The convoy of Karksh...

    Tumine explains to Fcinkt that ice is really just water, but very cold (does he understand that the ice is cold, or is it just "hard"?). Fcinkt good; not be scared! Hard water called "ice." Fcinkt make ice! Ice good, make cold.

    Having assure Fcinkt that ice is not scary, Tumine invites him to go show the other Oque what he can do. In addition to helping with rafts and so forth, for the next few weeks (while she's there, in other words), she and Fcinkt experiment (assuming he's up to it) with making more ice, holding the ice he makes, and so on. Tumine is already thinking of ice as a more efficient boat, as it will float on the water and if the Oque could make some ice under each foot, they could skate along quite easily and safely. She realizes, however, that it seems to take a lot out of Fcinkt even to make a small amount, and so they work on it and see what he can do. (Tumine explains all her ideas to Fcinkt, so that he can develop them while she's away if he makes a breakthrough).

    Reminded again of Iklekos, Tumine realizes that it's been weeks since she visited the Karksh, after leaving them so abruptly. So one day, she tells her Oque once more that she must leave them.

    Tumine go now. Good Oque! Learned much! Learn more now! Good rafts, good ice! Need Tumine, call. Tumine hear you. Tumine go now; Oque play; invent; explore. Teach other Oque! Tumine return later.

    ^^^this was directed at group 7; Tumine also goes to group 8 and explains that she's leaving to them (similar speech, leaving out the ice and such unless they've learned how to do it by now, too) and to Travbt.
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  9. - Top - End - #129
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    Default Re: Pius Fidelus: The Oque

    Sedha

    Sedha thinks carefully. There needs to be something that she can do to show them... however, this was not helping. She would need to try to do something different.

    Sedha will try to use the Oque's new trust of her to treat any wounds on any of the Oque, and teach them how to treat basic wounds for several days if they will let her.

    "Sedha happy Oque so nice to her. Sedha sad Oque will not believe Sedha about beast noises, but Sedha glad that Oque smart and not trust without seeing. Sedha leave, but will come back. Sedha will bring proof of beast noises for Oque."

    With this, Sedha dematerializes.
    Last edited by pseudovere; 2008-06-01 at 03:28 PM.

  10. - Top - End - #130
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    Default Re: Pius Fidelus: The Oque

    Turn 3.1+, Group 3, Sedha

    The Oque remain wary of her due to the failed lesson before, as well as her silly argument that other things can make noises. They do allow her to go around and do appreciate her lessons about treating basic wounds. The only problem is, with what? Still, they seem eager to learn and appreciate it, but they do not seem to grasp the lessons, forgetting them soon and not able to apply them effectively. In general though, all the Oque remain wary of Sedha, not knowing what to really think of her. Weird? Helpful? The former became stronger when they saw Sedha vanishing in thin air. They waited to see if she would get back, but when she did not, they just went on with their normal lives. This happened in a normal fashion, though the group did meet up with two other groups, telling them of the weird creature Sedha and trying to convey some basic skills of helping wounds heal. However, they failed utterly at it and the Oque busy with it noticed they did a horrid job at times, so it was abandoned for now. Some of the Oque wish Sedha to return to truly teach them, but most think live is fine as is.

    Turn 3.5+, Group 7 & 8, Tumine

    Fcinkt does not relate cold with the solid water at all. While the ice does seem cold, Tumine notices that it is already melting in her hands. Fcinkt does not get why cold is good, but he accepts what Tumine says. He does notice that the ice is cold, though he thought it was just hard in the beginning. When they continue experiment on it, Fcinkt tries to explain what it is doing, but fails quite badly. However, Tumine may note that Fcinkt is not trying to make it colder. Whether he is making the water cold or changing the water itself is very difficult to determine. However, with Tumine's help, it is clear that Fcinkt is progressing steadily towards creating more ice with the same kind of effort, which seems rather draining on him. By the time she has to leave, he has already made a human fist-sized piece of ice once out of the water.

    The Oque greatly appreciate that Tumine is helping them with their rafts, and with her help, Fcinkt and Gpardz are able to recreate their earlier raft success. They create an unstable piece of wood on which a single Oque can stand or lay, though it tends to topple over soon or break. Yet, with Tumine's support, they are working on it to make it better. This will eventually, after Tumine's departure, move somewhat over to the other group, due to Travbt's efforts.

    When Tumine leaves, the Oque ask if she comes back and it seems they wish to see her soon again. They continue to teach each other and Tumine feels herself strengthened by their faith in them. The other group is less eager, but still somewhat eager, to see her back, but do appreciate her help, visit and Travbt's help.

  11. - Top - End - #131
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    Default Re: Pius Fidelus: The Oque

    Krixal 3.0, Group 30

    Krixal travels to group thirty after taking his leave of Ardannis. When he gets to the next group of Oque, he gives his usual first-contact greeting.

    Greetings, Mortals! I am Krixal, God of Fire! I have come to teach you many things!


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    Well, I didn't really have the timing right to do this this turn, so Krixal will just leave instead of seeking out another group.
    Last edited by lilomar; 2008-06-02 at 08:50 AM.
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  12. - Top - End - #132
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    Default Re: Pius Fidelus: The Oque

    Ardannis, Turn 3.6, Group 31

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    (These are just for confirmation - I don't expect them to change anything)
    a)Yes, Ardannis happily gives Tiktbt his staff to play with when the young Oque asks, and considers making him his own copy sometime soon.
    b) Ardannis greatly enjoys his conversations with Rtskink. When he asks about the gods home, Ardannis doesn't exactly evade, but says that it's surprisingly not very different from here and that the gods are all very different from each other, and pretty much leaves it at that for now.
    c)Seeing three Oque begin a mating ritual and making an inquiry to determine that it's always three, Ardannis realizes what happened to the other Oque couple - their third must have died or disappeared. Not knowing what he can do about it, as his powers don't extend that far, he puts it from his mind, hoping he can teach them to defend themselves well enough that it won't be a problem.

    Ardannis left at around 3.15, and returns briefly around 3.6


    More quickly than he had returned the first time, Ardannis comes back to his Oque friends. Explaining that he doesn't have as much time as usual, but that he wanted to see how his friends were doing, he stays with them for a short time, only a day or two. [Hopefully] hearing that they have begun teaching his teachings to other Oque, he praises them for sharing his knowledge, and encourages them to continue. He teaches them another game on the evening he is there ((you can imagine it as similar to Go)), and promises to return to play it with them more. As incentive, he promises to teach whoever is best as the game when he returns how to make a rock disappears ((the sleight of hand trick he does)).

    Lastly, he reveals that he has come back because he has been thinking how best to help the Oque, and wants them to be able to help themselves get stronger. He reminds them of the effect his staff has, and encourages them to experiment with their Quax, thinking that they may be able to produce similar results. He freely offers Ardannis not have Quax, so not know Quax well. This chance for Oque be strong, figure out without Ardannis telling how.

    After a day or two, he leaves, promising to return when he is able.

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    That should wrap up Turn 3 with the Oque for Ardannis.
    Notice: Weekends are unpredictable for me. Weekdays are not. Expect more consistent activity then.

    Used to DM: Unlikely Comrades, A New Chance (OoC)
    Used to play: The Legend of Ashardalon, Tudor Mansion

    PbP registration entry, last edited 8/17/09 (do have a look if I'm applying for your game)

    Always interested in playtesting new/variant/homebrew rules. :-)

  13. - Top - End - #133
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    Default Re: Pius Fidelus: The Oque

    Ark 4.2 Group 13

    A green globe of radiant light descends among the Oque. As the shaft shimmers and slowly dissipates, a form comes out of a cocoon-like shape inside the globe. It has feet, legs, a pair of eyes. It gently drops down to the ground. The avatar seems to shrink slightly before the Oque, reaching a height of 8 feet tall instead of the original 10.

    Crouching down to observe the creatures, and to appear less menacing, the avatar looks onto them with wonder.

    "Can you speak, Oque-creatures? I am Ark. I mean no harm."
    Last edited by El_Frenchie; 2008-06-02 at 08:34 AM.

  14. - Top - End - #134
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    Default Re: Pius Fidelus: The Oque

    Turn 3.6, Group 31, Ardannis

    Ardannis hears they have had contact with two groups (Group 30 and 32) and that there are some from those groups with the group currently to learn from. They also tell there was another new group that moved further away from them (Group 33). The Oque are very pleased with the new game and will try to experiment with the Quax to make themselves stronger. Unfortunately, during Ardannis' presence and after he is gone, no success has been booked with this progress at all and the Oque eventually give up their attempts. If it is possible, they do not know how it is.

    [Edited in later]When Ardannis visits the group, he also realises that Cvest is looking much better, walking pretty normal again. He seems very grateful to Ardannis, because he believes Ardannis healed his leg.

    Turn 4.0, Group 33

    After some travels, Group 33 eventually comes upon Group 19 and 20. There, the Oque hear of the strange being that visited them. Having enough of strange creatures and hearing what kind of bad things the being did there, the group decided to settle there. They decided to help Group 19 and 20. And they did so by teaching them to use the Jolt ability. Slowly, the group decided to be drastic. "BEAST DIE!" Becomes their yell. Their tactics of running start to shift towards running up the tree and using Jolt to scare beasts away or hurt them until they can move no more. And Group 19 and 20 are picking up the same skill. They also agree with the tactic, since the being that came to Group 19 was scary.

    Turn 4.x, Group 30, Krixal
    Spoiler
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    Bumping you up to 4.x, since you initiated a new action when I could not have posted a post for turn 3 anyway due to being asleep/appointment.

    {table=head]Huts|Light|Jolt
    Yes|Yes|Yes[/table]

    The Oque jump up, running straight up their trees and towards their huts. The usual response, where they scream a lot about the danger, the beast and the fleeing. This dies down when they realise what they fled from and suddenly, one says a remarkable thing. It is remarkable since whatever Krixal said had been lost by all the screams of fleeing. "Krixal. God." And then a bustle of noise starts. Krixal learns from it that there are some Oque from the group he visited before who were learning the Oque here about what Ardannis taught. Ardannis himself seems to have been here shortly as well.

    The Oque seem less scared now, realising that Krixal is a God and may want to teach something too. That, or it is just here to hang out or something, because (assuming you took your small size again), he is not really a beast. Still, the Oque remain hesitant and shout a standard question downward. "Krixal beast?" But they kind of expect to hear "No beast." in response. Especially since another Oque starts to ask further. "What Krixal teach Oque?"

    Turn 4.2, Group 13, Ark

    {table=head]Huts|Light|Jolt
    No|No|Yes[/table]

    Before Ark even has the chance to speak, since his arrival takes a decent amount of time, the Oque have taken up the word. The word of "Flee!" "Danger!" "Beast!". They are running as fast as they can away from this strange, strange creature. Which means that by the time Ark finishes talking, which nobody heard since they were shouting ever so loudly about the danger, the Oque were gone out of sight and could be heard screaming a bit further away, obviously removing themselves from Ark.
    Last edited by Zweanslord; 2008-06-02 at 12:39 PM.

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    Ark 4.2

    Ark lets a long silence follow.

    "... I should've known."

    He sighs deeply. Looking at himself. He looked indeed like a beast, and he was huge... Which gave him an idea.

    Ark 4.3

    Re-manifesting his avatar, the globe descends some way out of sight of the Oque. Ark's avatar slowly makes his way towards them, and when finally perceiving the Oque, he strides towards them.

    Well... "strides". For when you are one feet tall, everything becomes relative. He approaches one of the Oque and before it reacts to him, quickly speaks to it.

    "Greetings! My name is Ark! What's yours?"

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    Turn 3.5 [Wrap-up]

    Eriond puts the fruit down, and smashes all of it as good as he can. He turns to the Oque, and tries to explain what's wrong.
    "This fruit is bad. It's got bad things in it. That's why Sbtok is not good. Oque shouldn't eat old fruit. Only fresh fruit is good."
    Then he walks up to Sbtok. He doesn't know anything about the Oque's metabolism, but he decides that it's safe enough to follow what he knows about food poisoning.
    When he thought about that, it was strange how he hadn't known the existence of these creatures not too long ago, but that he had known how to treat them all along. This was something to give some some thought to later.

    "Sbtok should drink water often, and a lot." he adressed the sick Oque. Then he stood up, and took a look at some of the fruits the Oque had gathered. From what he - for some unknown reason - knew about the world, he picked up a few of them, and placed them in front of Sbtok. "And he should only eat this food."
    Then, he spoke to all of the Oque.
    "Other Oque should help Sbtok with this. If Sbtok becomes good again, he will help you when you're sick."
    Eriond didn't know anything about the relations between the Oque, but he hoped that with this in mind, they'd try supplying their sick peer with the right food and water.

    The rest of the day, Eriond stays with the Oque, helping them with finding food and water, and making sure that Sbtok understands his diet and that he gets it.
    In between these things, he asks the Oque about their way of life and teaches them what they should and shouldn't eat, and other things so they don't get sick like Sbtok.

    Spoiler
    Show

    Will either edit the next turn in, or make a new post for it.
    - When danger reared it's ugly head, it bravely turned it's tail and fled.
    Ah, the Socratic Method. The best way we have of teaching everything-apart from juggling chainsaws.

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    Turn 3.5, Group 5, Eriond

    The Oque seem wary at the advice Eriond is giving. Is it true? Only one way to find out, so the other Oque make sure Sbtok drinks enough and eats only fresh fruit. The rest of the day, some of the Oque listen to Eriond, while others continue their usual business. Those listening to Eriond tell him what he wants to know about their life, though he basically learns basic stuff. The Oque eat, drink, make huts and move when there is not enough food.
    After Eriond left, the Oque eventually got better and the Oque seem grateful of what Eriond did. However, some remained sceptical and simply said that the Oque would have gotten better anyway and that Eriond had nothing to do with it. And thus, the opinions are divided, but there are some Oque who seem interested in Eriond's eventual return.

    Turn 4.3, Group 13, Ark
    Spoiler
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    So very tempted to say "Aiiee, it talks! Flee!"

    "Being talks!" Screams out the closest Oque and the other Oque jump up in the trees, being very loud. When they realise it was just a being and not a beast, since this one was too small to be a beast, they climb out again. One asked "Being talks?" In the kind of "Are you sure?" the other Oque looks at it again. From its position in the tree, that is. "Weird being?"

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    Turn 4.1; Group 5

    A few days later, Eriond returns to the Oque. Again, he manifests a bit away from their huts, but this time, he doesn't make any effort of sneaking up on them. Why would he, anyway?
    Today, he has a strange, square piece of stone with him.
    "Hello again, Oque!" he greets them, smiling ever so slightly. "How is Sbtok?"
    - When danger reared it's ugly head, it bravely turned it's tail and fled.
    Ah, the Socratic Method. The best way we have of teaching everything-apart from juggling chainsaws.

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    Turn 4.1, Group 5, Eriond

    Many days have passed since Eriond last visited. He can see new children and see that some Oque have died. He also notes they have moved to another location, one which is hopefully more abundant with food. When Eriond comes by, the Oque jump in surprise until they recognise him. Most decide to continue with their work, but eventually Sbtok comes by to show that he is fine. "Sbtok good." It says towards Eriond.

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    Ardannis, Turn 4.2

    Ardannis materializes first near his new friends, no longer carrying his staff, but wearing his Wary Ears headband. Greeting his friends, he settles in for the evening meal that he has hopefully arrived just in time for. He asks most about the games he has taught the Oque, and explains why there are so important. Games make you think faster, better to win game. When Oque think faster, better, can think how to escape beasts, always get enough food. Here, Ardannis show.
    Bending down, he picks up a few strands of grass and weaves them together into a crude finger trap of about the right size. Handing it to Tiktbt, he makes a few more and hands them to whoever wants one. He then tells them to put one claw in each end and then try to free themselves without breaking the puzzle. If none of them have figured it out after a few minutes, he will carefully show them how to free themselves. This trap easy to break when not figure out. But it makes Oque think. If Oque trapped in brush, and beast coming, Oque can think how to escape instead of just pulling. Patiently re-explaining this example if necessary, he hopes to help reinforce the value of critical thinking with the Oque.
    The next day, he shows them a similar braiding technique to make crude bags that they can carry food in when they travel. Knowing they have little use for it, he nonetheless encourages them as to its usefulness, venturing tentatively that they may be able to make the bags sturdier with Quax in the same way that they make huts.

    After a few more days with them ((about 5 total since he's arrived)), he announces that he needs to leave again, to travel to other groups of Oque and teach them as well. He promises to return soon, and encourages them to keep trading members with other groups they come across. Before walking away (no poof this time), he asks if they have any questions, or need anything else from him.

    Spoiler
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    He's got longer-term plans for the rest of the turn, including visiting a (hopefully) large-ish number of Oque villages, but this seemed like a good stopping point before I got *too* long-term. If any of the Oque wish to come along, he may take them if they ask.

    Chinese finger trap info, in the case that you've never heard of them (which...seems unlikely): The harder the victim tries to escape, the more the finger trap tightens. The trick to escaping the finger trap is to push the ends of the trap inward, toward the middle, thereby enlarging the openings.
    Last edited by harmonictempest; 2008-06-02 at 08:59 PM.
    Notice: Weekends are unpredictable for me. Weekdays are not. Expect more consistent activity then.

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    Krixal 4.1

    No, your friend had it right, I am a god! and I am here to teach you of fire!

    Krixal extends both hands above his head, and a flame appears between them, briefly burning before going out.

    This is fire! I want to teach you how it can be used!

    Spoiler
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    1st use of 5. 1st level Miracle. Manifest Flame
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    Tumine Barok, Turn 4.6

    Tumine stops in for turn 4.6, simply spending time with groups 7 and 8 (and any others who may come nearby or she may have cause to visit), answering any questions they may have and helping them with any projects, just generally enjoying herself and enjoying teaching them. (I'll gladly RP any of this specificall that you'd like to, or not if you're busy)
    For people who enjoy reading or writing.

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    Tek, Turn 4.1

    Tek arrives 1 feet heigh. He picks a group of Oque at random and quietly approaches them. Tek attempts to learn as much as possible from a distance, without alerting the Oque. Then he sneaks closer until spotted. Then he speaks:

    “Greetings. I am a traveler and seeker of knowledge. May I stay with you and learn of your ways? I would not interfere or cause you any harm”

    Tek intends to spend some time around Oque and attempt to learn about their radio signal based communication. He also listens to the rumors of other Immortals.

    (OCC - Ark)
    Spoiler
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    I've just learned my lesson with Sume. Being 15 feet tall scares the hell out of most beings
    Last edited by Thelonius; 2008-06-03 at 05:10 AM.

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    Tek: Copycat

    Zwean: I was expecting you to do that, actually, and was prepared for a good laugh haha


    4.3 Group 13 Ark

    "Don't be scared. I am a friend!"

    He speaks to them calmly, insisting on the word friend, he continues trying to get them to talk to him so that they establish him as a being they can talk to.

    "I am being. But no beast. I am Ark. I am curious. What is your name, Oque-creature?"

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    Turn 4.1, Group 24, Tek
    {table=head]Huts|Light|Jolt
    Yes|No|Yes[/table]

    Despite Tek's attempts to remain hidden and learn from the distance, the Oque notice him before he decides to sneak closer. The nearby Oque that do spot him jump up a bit at the weird figure, but then continue what they were doing. Something so small is unlikely a beast, especially if it is sneaking about. Tek can see them climbing in trees towards very primitive huts, only consisting of a crude roof and a very rare floor. When Tek eventually comes out and talks, the Oque do seem more than surprised and jumped up their trees towards their Huts. From that position, they look down, hoping that it can not climb. "Being talk?" "Beast?" The Oque talk amongst each other as the two ask questions and it is obvious that some do not trust a being that can talk, while no other thing makes sound. Some do not care and only a minority finds it interesting. The two speaking up are of that minority. As Tek listens, he hears nothing about other Immortal. This group may not have seen any Immortals or have contact with groups knowing of them.

    Eventually, it seems that the opinion of not caring is the accepted opinion. The Oque will allow him to hang around and see how they work. The two Oque that spoke up seem to be most interested and guide him around from the ground, walking about and not climbing up. The Oque may not seem deaf at first, since the Oque talk enough, though without moving their mouths. If Tek stays long enough, it does become obvious eventually. However, to find out it is radio signal based seems very unlikely, since there are no signs towards it. It may be telepathy, it may be something else, it just seems that the Oque are deaf, but can speak and hear each other while other animals can not hear the Oque.

    Turn 4.1, Group 30, Krixal

    The Oque look amazed at the thing Krixal summoned forth. They babble a bit about it, but they also seem a bit confused. The question: "Krixal beast?" is repeated, while the other Oque asks about the fire he saw. "What fire do? Why want fire?"

    Turn 4.2, Group 31, Ardannis

    Tiktbt, Rtskink and Qwerty come to greet Ardannis once more. "Ardannis!" "Good Ardannis here. Oque been playing." "Oque been trying. Thinking, better and escaped beasts." "Won many games. Yvtsk too." With that, Yvtsk comes forward. "Rtskink beat me. Yvtsk smart. Beat other Oque. Faster than Rtskink."
    When Ardannis shows them the finger trap, they seem amazed at it. Tiktbt really does not seem to get it, but Rtskink and Yvtsk seem to ponder about it. Tiktbt continues to pull at it, rolling around to see if that helps. Yvtsk looks at Rtskink and seems happy he can not figure it out as well. Eventually, Ardannis needs to explain how to get lose, though Tiktbt keeps pulling (and rolling around).

    When Ardannis shows the braiding technique, most do not get it. Rtskink and Yvtsk try, but in general, it seems that the Oque are rather bad at it and a few days of teaching does not seem to be the most effective. Both seem to prefer the game Ardannis taught them last time, each of them trying to outwit the other.

    When Ardannis leaves, the Oque note that the nearby groups (Group 30&32) have been notified of Ardannis and have learned some things, so he may wish to visit and teach them as well. When Ardannis is about to leave, Yvtsk asks if there are some smart techniques to use in the latest game. Rtskink, Tiktbt and Qwerty are present as well. They do not seem to ask to come along, since for them it is natural to stick with a group instead.
    Spoiler
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    What names did Ardannis give tic-tac-toe and the go game? They will use the given name.


    Turn 4.3, Group 13, Ark

    "Aiiee, it talks! Flee!" Says one Oque, but the other Oque look weird at it. They are already in their trees and it seemed not to be a beast since it was rather small. "Plaktb. What friend?" "Ipd. What want?"

    Turn 4.6, Group 7&8, Tumine Barok

    When Tumine visits group 7, Travbt is glad to see her and talks a bit with her. It is clear that he is teaching the Oque here still and that he has made his home amongst them. He introduces her to the others, who see him as some kind of representative or introducer of Tumine. In the other group, it is different. There multiple Oque come to Tumine, amongst which are Fcinkt and Gpardz. The children play around with water, while the adults continue their business of finding food. Fcinkt and Gpardz show what they have accomplished with some other Oque, showing their rafts on which a single Oque can stand or lay down. They also show that with the effort of multiple Oque, they can make an ice-raft too. However, they do not seem to find it of great use, since it is colder, melts and costs more energy to create. They also tell Tumine they are about to move again, since there is no food around here left over. They think about going up or down the river, but do not know which way to go and settle, so they ask her what might be appropriate.
    Further up the stream, it seems to split in two lesser streams, while further down the stream, a few days further, another stream joins it and creates a stronger stream. The ones further up are unsuitable for rafts, while the one further down seems to be suitable for rafts but has the risk that the Oque may be swiped away if the currents are too strong.

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    Tek

    Tek knew a little about the Oque communication and inability to hear sounds from Sedha. He studied them in order to create an artifact, capable of transforming sounds into form, that Oque can understand – their unique form of communication.

    Tek didn’t remain long with Oque, leaving no lasting influence. But he remembered the group that accepted them, and decided to visit them later for further study.

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    Krixal 4.1 (Group 30)

    I am no beast! Would a beast speak to you? I am here to teach you!

    Krixal smiles at the curiosity of the one who asked about fire.

    Fire can do many wonderful things! Here, let me show you.

    Krixal gathers up some brush, making a small pile, and uses his Fire-Starter to light it.

    Fire is very hot! It gives off heat and light. You must always be careful not to burn yourselves when using it.

    As to it's uses, fire keeps you warm, and it keeps beasts away at night by frightening them! Fire also lights up the night so that you can see!

    Might I stay with you for a while to teach you these things?


    Spoiler
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    Yes, I know he still doesn't get that he needs to be talking like the Oque. He is that arrogant.
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    Turn 4.1, Group 24, Tek

    While Tek did not leave a very lasting effect for now, the group will remember for now that they once spoke to a being that could talk, just like them. Though they might forget in due time, if left alone for long enough.

    Turn 4.1, Group 30, Krixal

    "What hot? What burn?" "Have light. Teach better light?" With the last question asked, the Oque grabs a tiny branch and starts to focus. It then starts to give light. Since the Oque is holding the tiny branch still, it seems that it will most likely not be as hot as fire. When the Oque tosses the tiny branch towards Krixal, it stops giving light the moment it comes from the Oque's paw. "Teach lasting light?" It asks, betraying that the light the Oque can create does not last as of yet, for it needs concentration from the Oque and the object to be held. "What frighten?" Meanwhile, the other Oque converse a bit with each other, wondering about this 'fire'.

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    Krixal 4.1, Group 30

    Krixal is surprised at the light that the Oque makes, and make a note to ask about it later, but right now he is more focused on getting his ideas about fire across.

    Yes, this light lasts.

    Krixal steps away from the small fire,demonstrating that he is doing nothing to keep it lit.

    It does burn though, it hurts if you touch it. Hot is very, very warm. (I assume they know what warm is, they do have a concept of warm and cool, right?) Frighten means that beasts will leave you alone. They know fire hurts them, and they don't come near it.
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    Turn 4.1, Group 30, Krixal

    The two Oque that have been speaking are now coming down their trees, to observe this fire. They look at it and one of them moves closer to feel the warmth. "Warm." It then moves closer and closer until it says: "Very warm. Hot?" Pulling its leg back, it looks at Krixal again. "Fire hurt?" While the other seems to look a bit confused about what Krixal said earlier. "How beast know?" Which was a logical question, since fire is not something that occurs often considering that no single Oque in this group has ever seen it. The other Oque grabs a branch again and holds it up, making it give light again. "Teach light better?" It asks, obviously referring to the light the Oque is making and not the fire. "Teach light make warm?" It asks, again obviously referring to the light the Oque itself is making. It asks these questions separately, since it is curious if Krixal can teach both, but is actually quite a bit less interested in the warm part of the fire. "How fire last?"

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