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  1. - Top - End - #1
    Titan in the Playground
     
    OldWizardGuy

    Join Date
    Aug 2005
    Gender
    Male

    Default Status Thread For Mighty Creatures

    This is the Status thread. I'll make a list soon.

    Here's what has happened so far.

    The primitive races have developed tribal societies in the past 60 years.(this is still turn1)
    Ipphli's character has witchdoctors galore, and a character with no divine rank but who can still grant spells.
    Asmodeus'es character has been conquering tribes, and has Ape giant "allies".

  2. - Top - End - #2
    Ogre in the Playground
     
    RedKnightGirl

    Join Date
    Jun 2006
    Location
    Not in Trogland

    Default Re: Status Thread For Mighty Creatures

    Name: (his name is everchanging, commonly called) Nmnhj
    Domain; Chaos
    Description: His appearence is always changing and their is nothing common to all his appearence. More often than not though, his appearence is something that if not fuel by divine might would simply not work.
    Personality: He is not what you'd go a wacky god but his personality is always changing. One minute he'll want to kill you, the next he'll invite you to his wedding.

  3. - Top - End - #3
    Ogre in the Playground
     
    BlueKnightGuy

    Join Date
    Aug 2008
    Location
    Canada
    Gender
    Male

    Default Re: Status Thread For Mighty Creatures

    Name : Wela and Keno, the Spirit Mother, the Seer
    Divine Ranks: 16
    Alignment: NG (LG)

    Domains :
    Spirit - Lord Level (+4)
    Community - Intermediate Level (+3)
    Protection - Intermediate Level (+3)
    Magick - Basic Level
    Destiny - Basic Level

    Portfolio : Agriculture, Hearth, Nature, Rituals
    Home plane: The Eternal Isles

    Description : Wela looks like a short human woman. Her face and parts of her body are covered in paintings and her hair is braided. She wears a tube top, a short wrap shirt and several pendants. She is never seen without her companion and friend: Old Keno, a giant tortoise and a source of great wisdom. Wela usually travels on his back.

    In her other form, she wears a set of golden breastplate, winged helmet, greaves and gauntlets decorated with swirling, silver lines and a cloak made from bright red feathers. A heavy shield emblazoned with the coat of arms of Kensogan is strapped to her forearm. She wields a white ivory staff in her free hand. This staff can be split in two to obtain identical wands. Finally, the goddess sports new trinkets around her neck and different tribal tatoos.

    Philosophy : Honour your ancestors. Seek to live in harmony with the spirits. Respect your elders. Value community. Defend your ideals.

    The Welans

    Stats
    Spoiler
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    Welans have the Spirit subtype.
    Racial modifiers: +2 INT and +2 WIS, -2 STR.
    A welan is granted a +2 bonus to saves against spells and spell-like abilities thanks to his guardian spirit.


    The Kelawen Republic

    Emblem :
    Spoiler
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    Map of their territory
    A fitting theme music

    Population: +- 11,000,000
    Capital city (Twin Cities of Kensogan): 200,000+ inhabitants
    Political regime: Oligarchic Republic
    There exist some popular assemblies, but the Senate has most if not all the power. The magistrates, forming the Executive power, are elected by the Senate. The head magistrate is called the Archon.
    Era: Golden Age
    Technology: Iron Age and some low medieval tech
    Schools of magic: Healing (Divine), Druidism, Ritual psionics, Deitomancy, Ki
    Main occupancy: Farming, Animal husbandry, Craft (pottery and jewelry)

    Chronology
    Spoiler
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    Inspired by Feigron's chronology.
    All dates are BK (Before Kensogan) or AK (After Kensogan). Kensogan existed as a village long before Year 1. Year 1 of the welan calendar corresponds to the year of administrative, political and social reforms proposed by Sagoon, Guardian of the Laws at the time.
    {table]76 Before Kensogan: |The Goddess appears to the Turtle Tribe
    |Wela teaches the first witchdoctors
    |Some of the withdoctors develop the power to wild shape
    75 BK: |Wela introduces the concept of sexual division of labour
    72 BK: |Wela teaches the basics of agriculture to the tribe
    70 BK: |Wela teaches pottery
    |Ritual to increase fertility of the tribe
    63 BK: |The tribe pays hommage to the Pantheon
    |The Empire of Xiloscient is founded
    46 BK: |Creation of the Hall of Spirits
    37 BK: |The Empire collapses
    |The Federation of Xiloscient is founded in its place
    26 BK: |Creation of the Sacred Grove
    |First Festival of the Harvest
    |Ceremony at the Shrine in the city of Cale
    10 BK: |The first Pheonix is born
    1 After Kensogan: |Foundation of the City of Kensogan
    15 AK: |Construction of the Mausoleum of Sagoon
    |Trade with the Varians
    17 AK : |Luni's Curse affects 10% of the welan population
    18 AK : |The first Risen Martyr, Sagoon himself, awakes
    20 AK: |Masai leaves the Hall of Spirit
    |The major works of Kensogan begin
    21 AK: |Diplomatic missions to all the major powers on the continent
    22 AK: |The secret society of the Moontouched is founded
    24 AK: |War against the Witch Kings
    45 AK: |Creation of the Runestones
    |The Kensogan Split
    50 AK: |The Druid Circle summons the Spirit of the Land, Rakamian
    59 AK: |Ahri and Vex of the Moontouched wed
    60 AK: |Conflict grows between Kensogan and Elosta
    |Assassination of Madille and Vex in Kensogan
    |Birth of Ken and Juiles in Kensogan
    |Harmony restored between Kensogan and Elosta
    74 AK: |Construction of the welan fleet
    |Creation of the Valkyries and the Sidhe races
    76 AK: |Construction of the Necropolis of Tau
    80 AK: |First expedition to the New World (Western Islands)
    98 AK: |First permanent settlement in the New World
    100 AK: |Welans join the Crusade
    120 AK: |Construction of the Kensogan Talon Gate
    132 AK: |Construction of the three forts (Zeal, Turtle and Chuni) is completed
    140 AK: |Proclamation of the Kelawen Republic
    |The Republican Guard and the Holy Order of Sohei are founded
    147 AK: |The Eternal Flame is created
    161 AK: |First Zaratan spotted
    183 AK: |The monk Desai is elected Head of the Government
    |Pyramidal structures are being built all over Kelawen
    186 AK: |Defensive alliance treaty signed with the Theocracy
    |All Varins who are not citizens of the Republic are expelled from the country
    198 AK: |Portal found in the western colony
    203 AK: |The Pyramids are completed
    |Portal activated for the first time
    236 AK: |Desai ascends to godhood
    274-324 AK: |(Current Era)
    [/table]


    Geography
    Skysong Lake (the crater left by Old Kensogan)

    The Twin Cities: Bright (Upper) Kensogan and Ghost (Under) Kensogan
    Spoiler
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    The Bright Kensogan, the place of enlightenment and goodness, was elevated into the sky. The whole city and its immediate surroundings are now located on a floating island only accessible by airgliders or by using the newly created teleportation circles (on the ground near the crater). The air around the island ripples with energy. 99% of the population of Old Kensogan lives in this one. The crater left behind by the Bright City turned into a lake. The second one, Ghost Kensogan, the city of gloom, was hidden by Wela inside a pocket dimension. There, the power of spiritual magic is largely increased. Mostly Doomsayers and their assistants live in Ghost Kensogan. The only way to reach this city is by using a hidden portal in a cave at the bottom of the crater, a planeshift spell or by entering the shadows of some dark alley of Bright Kensogan.


    Sacred animals: Turtle, Elephant, Pheonix, Lion

    Trade
    Exports: Cereals, vegetables, wood, pottery, gems, charms (good luck charms and the like)
    Imports: Iron, gold or other precious metals, tools, weapons, exotic fruits, salt, spices

    Military:
    Militia
    Elite cavalry
    War elephants
    Shapers and hexers (witchdoctors specialized in cursing enemies)
    Sohei: Elite guard composed of educated men and women trained in martials arts, the healing arts and a variety of other skills. They are employed as diplomats and bodyguards in times of peace. Now empowered by Ki.

    Factions:

    Bright Kensogan
    Spoiler
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    The Clergy of Wela (NG, LG, CG)
    The Sisters of the Sun (LN) : Patriot and fanatical, the Sisters are welans who worship Cale above all else and who believe the people of Kensogan to be superior to every other race. Their patron spirit is the Widow of Black Marsh.
    The House of Malaja (NG, LG) : A guild of healers and benefactors.

    Ghost Kensogan
    Spoiler
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    The Doomsayers (N) : A faction of witchdoctors known for their pessimism. They believe life to be a battle for survival and the world to be a dark and dangerous place. Those men are commonly believed to walk the world of nightmares. They are currently seeking a way to empower their magic and grow closer to their spiritual patrons.


    Artifacts : 2
    The Scepter of the People
    Spoiler
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    Effects: Once per day, this scepter can duplicate the effect of Mage's Magnificent Mansion at castler level 20.
    The user is linked to a group of 20 people or less. The affected people (including the user) fight as one; thus, they aren't flat-footed unless all are, they all have the Alertness feat and the spellcasters all have the Cooperative Spell metamagic. The collective is immune to charm and domination effects.
    Finally, the user can cast the spell Mass Heal 2x/day at CL 20.


    The Third Eye
    Spoiler
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    This plain crystal is a legendary magical artifact. To benefit from its power, one must hold it in the palm of his hand and utter the command word. The crystal then melts in the body, until the word of command is spoken again and the link is broken. It provides its user with extrasensory perception and some power over fate. This includes trueseeing. clairvoyance, clairaudience, foresight and danger sense. The user can also choose to leave his flesh for a short time to travel the world in an ethereal body. In this form, the Third Eye can be seen floating above the self. Finally, the crystal forges a special link between Wela and the user, allowing him to commune once per week with The Spirit Mother.


    Ceremony left: 2
    Major acts left : 13
    Turn 1
    - Creation of the the Hall of Spirits (Ceremony, Plane)
    - Agriculture
    - Pottery and related craft bonus
    Turn 2
    - Gain the Community domain (Domain claim)
    - Cocreation of the Pheonix and the lesser breed
    - Creation of Risen Martyrs
    Turn 3
    - Split Kensogan in two, creation of the pocket dimension and the floating island
    - Gain Magick domain
    Turn 4
    - Ceremony to up DvR
    - MA: Creation of the Sidhe race
    - MA: Creation of the Valkyrie race
    Turn 5
    Turn 6
    - CE: Artifact created (Scepter)
    - CE: Artifact created (Third Eye)
    - CE: +1 DvR, +1 to protection domain
    - MA: Gain Destiny domain
    - MA: Creation of the Zaratan race
    - MA: Divine shield bestowed upon Sainbec
    - MA: Alter the Welans.
    - MA x2: Creation of the Chimera (DvR 1).
    Turn 7
    - CE: Desai ascends to godhood
    Turn 8
    - CE: Increase DvR
    - MA: Power Wela's ultimate spell, Spiritual Annihilation
    Turn 9
    Turn 10
    - CE: Increase DvR
    - MA: Imbue Patrick with the Power of Love
    Turn 11
    Turn 12
    - CE: Increase DvR (+1 spirit)

    The Chimera
    Spoiler
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    The three-headed monster - for there was no other word to describe it - was larger than any wyrm alive. It looked like a cross between a lion, a mountain goat and a basilisk. It had living cobras instead of a tail and a pair of decayed bat wings. The monster looked to be undead - in some places, his bare bones were exposed - but it was really a spirit. It's entire body emitted a violet light.

    The colossal Chimera (DvR 1) is an agent of destruction, born of torment and vengeance. It was created from the spirits of the land and the spiritual imprint of the Kitseri who passed away in the desert. It is designed not to harm the Kitseri and to seek murderers. Wherever it goes, it wakes restless spirits. It can command them to haunt a specific individual or site. As far as abilities go, the chimera is super strong and resistant to magic. It has two breath weapons: a cone of dessicating sand and a cone of violet mist. The targets of the mist look petrified, but in fact, it is their spirit that is trapped, incapable of affecting the outside world. A specific ritual is needed to free them. In addition to a fear aura, the chimera also has several abilities, some constantly active, that affects the spirit. Think Bestow Curse, Bane, Crushing Despair, etc.

    Now fused with Desai



    Wonders left : 5
    Wonders used : 6
    - Sacred Grove (+1 Community, maintained by witchdoctors)
    - The Mausoleum of Sagoon (+1 Spirit)
    - The Runestones of Kensogan (protective spells and healing spells cast inside the city of Kensogan are all augmented; each runestone can also hold one contingency spell)
    - The Necropolis of Tau (+1 Spirit)
    - The Three Forts/ Minarets of the Eternal Fame (+1 Protection)
    - The Pyramids (+1 Spirit)

    Ritual left : 5
    Ritual used : 7
    - Increased fertility (mainland and western colony)
    - Increased productivity (fields)
    - Better hunt on the Western Colony
    - Creation of the Quasi deity Masai DvR 0
    - Awakening of Rakamian, Spirit of the Land DvR 0
    - Activation of the Pyramids
    - Desai's ascension
    Last edited by Kaiser Omnik; 2008-12-20 at 01:41 PM. Reason: Added: Recent events

  4. - Top - End - #4
    Ogre in the Playground
     
    Imp

    Join Date
    Aug 2008
    Location
    Belgium
    Gender
    Male

    Default

    Bialikk's Sum up
    Description :
    Spoiler
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    Bialikk appears as a tall but slender humanoïd, with the face of an hawk and large feather wings in his back. His eyes are like two teal moons and his iris match the actual lunar cycle. He got two pet mephits to do his biding and use them as messengers most of the time.
    He wears white robe with silver wristbands. As you look at his feets, you see nothing but a white mist which glide slowly around like clouds in the sky.
    He's got quite of an ego and is really touchy about his free will. For this reason, it might be difficult to get him to accept concession.

    Philosophy :
    Spoiler
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    The best thing a mortal can hope to achieve is to be free to do as he is pleased without having to worry about tomorrow. Be ambitious and never hesitate to act when you think you should, as it only bring guilt or regret to stay quiet.
    To Have a large and prosperous family is important, as children are the future but you must first achieve fame for yourself, so the next generation will look upon you as an example. (so basically, a Chaotic Neutral god)


    Domains :
    Air (Senior level) ("9"+2)
    Earth (Basic level) ("1"+1)
    Craft (Basic level) ("1"+2)
    Spoiler
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    Craft (custom domain, all spells from SRD)
    1. Make Whole
    2. Wood Shape
    3. Stone Shape
    4. Magic Vestment
    5. Magic Weapon, Greater
    6. Animate Objects
    7. Refuge
    8. Polymorph Any Object
    9. Miracle

    Air (SDR domain, but 6th spell changed)
    1. Obscuring Mist
    2. Wind Wall
    3. Gaseous Form
    4. Air Walk
    5. Control Winds
    6. Wind Walk
    7. Control Weather
    8. Whirlwind
    9. Elemental Swarm

    Earth (SRD domain)
    1. Magic Stone
    2. Soften Earth and Stone
    3. Stone Shape
    4. Spike Stones
    5. Wall of Stone
    6. Stoneskin
    7. Earthquake
    8. Iron Body
    9. Elemental Swarm



    -----------------------------------------
    People :
    The Confederacy of the Free Republics(+-700.000)
    Chromagnons (100%), Early middle age.
    Hunters, goatherders, weavers, fishmongers, shipbuilders, merchants, stone carvers.
    + Bonus of textile making. (high)
    + Bonus in trade and exploration (low)
    + Divine Air magic (for the priests only)
    + Divine Earth magic (for the priests only)
    + Divine Craft magic (for the priests only)
    Political organization :
    Rocky Nest (150.000), Luthresse (130.000), Marla (90.000),
    Broggia (75.000), Enversia (72.000), Ganthia (63.000), Eastsand (48.000), Namurio (12.000), Foreign countries (60.000)
    Spoiler
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    Three systems : the clergy, the clans and the republics.
    The clergy
    • the Clergy of Bialikk is led by 3 Wielders, high priests who keep the artifacts. Each of them was elected by and among the high priests when the last wielder died.
    • In the past, they always travelled among the clans to preach Bialikk's word and perform miracles. Now, they are more like ambassadors for foreign nations but one of them at least remains in the Rocky Nest at anytime.
    • The Wielders are the ones who select the high priests among regular priests.
    • The high priests are powerfull priests chosen by the wielders to be important figurehead of the cult around the world.
    • Unlike the regular priests, the high priest settle somewhere and seldom travel.
    • They are the only ones entitled to give somebody priesthood and to collect gifts for the clergy (regular priests and adepts can't ask for charity or receive gifts. But they can sell their services)
    • The priests are mens that Bialikk deemed worthy of carrying his word and his power.
    • The priests travel, living from their spells and gathering small bands of adepts around them so that he can teach them Bialikk's philosophy but also a lot of other subject like psychology, diplomacy, basic medicine and proper use of divine magic.
    • When a priest thinks an adept has reached a certain level of wisdom and understanding, he can send him to a high priest to complete his training or to be given full priesthood.

    The clans
    Each clan is a extended family which involve itself in one business.
    The marriage is not a custom though short relationship are common, with one coming for a few months in his/her lover's clan.
    The children are at the mother's care until 12. At that age, they must choose a trade to learn. Most remain in their mother's clan and learn the family trade but others go to their father's clan or to one of the clan of their mother's lovers (paternity is not always easy to assert).
    At the age of 18, the child joins the clan which he learnt his skills from.
    The Republics
    • Each city is a Republic and hold a permanent council whose members buy their seats.
    • Big clans still hold influence but smaller ones can band together for a trusted deleguate to buy a seat.
    • Each city appoints a Mayor for a five years. The mayor chooses a high priest as ambassador to the Rocky Nest.
    • Each city maintain a "state militia" and a "patrol fleet". This help to gather and organize armies quickly.
    • Private troops continue to be used by big clans but they are not the only military forces anymore.
    • The clergy is still an advisor but its wealth and moral influence grant it many political power.
    • No one is bound to a city, they are only administrative and political entities and no direct taxes exist (indirect taxes exist, though).


    Trade
    Spoiler
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    The lowland clans are mainly shipbuilders, fisherman and merchants. The latter clans have a huge fleet of triremes, powered by Air magic. This allow them to travel faster and more easily than any vessel could. Being master craftmen, the Air People export a lot of finished goods but import large amount of raw materials.
    The clans are doing their best to stay in control of international trade, be it by ideal of cooperation or mere greed. With the Airgliders, they hope to eventually extend their grip on continental trade.
    Crude manual labor is now below them, as thousands of Antomatons can do it. These Antomatons are sold as expansive furniture.

    Import : Cereals, pottery, iron tools, iron weapons, raw iron, masterwork weapons, heaven tools, raw heaven metal, limestone, granit, various ores, mercenaries, timber, glass...and exotic goods from Siskith.
    Export :Wool, textile, woodwork, stonework, salted fish, leatherwork, goats, bronze, coastal ships, runestones, animated objects...and nearly half of what they import.
    Military
    Spoiler
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    Clergy Ost
    The clergy has its own fleet of 50 Dove Airgliders. Their crew is recruited among the orphans of the Rocky Nest. Varians mercenaries are used as bodyguards for the Wielders and High priests. The main temple is also protected by 500 Holy Golems (human-like Antomanton made of Heaven metal). If additionnal troops are needed, the clergy can pay the republics or clans to get them. In order to avoid the wrath of the priests, the price is usually reasonable.
    Clan's private armies
    The more powerfull of the clans have squads of Varians mercenaries to protect their members and properties. Each of these squads is well paid but is responsible for its own training and equipement.
    The Octopus Clan owns a large fleet of warships which tracks pirates.
    The wealthiest clans can afford Airgliders. All Seabird Airgliders have been sold to the Elrians.
    Republic militias and fleets
    As the Confederacy was created, it was easier to maintain a standing army. However, it is used mainly for police duties. Many clans sold their weapons and warships to the cities. The recruitement of the militia is voluntary and each company lasts for 5 years before being split among new ones. The fleet works with privaters, each captain and his crew commissioned for 5 years. They must provide the ship and equipement and are under the supervision of a group of decommissioned captains used as fleet advisors.


    Militiamen (6.000-60.000, depending of the needs)
    Varian mercenaries (8.000, various squads)
    Warship crewmen (20.000, East Coast Patrol Fleet)
    Militiasailors (8000-16.000, depending of the needs)

    Warships (200 boats in permanent service)
    Dhows (5.500 boats available, mostly fisherboats)
    Triremes (2.000 boats available, mostly merchant ships)
    Airgliders (1000 ships, 50% Dove, 20% Albatros, 15% Kestrel, 15% Sparrow)

    Factions : There is no organized factions among the Confederacy. But it's true that some clans share a common vision of the world and, if each clan has its own agenda and priorities, it's usual for these clans to deal more among themselves than with other clans.
    The Dust clans (CN) :
    Spoiler
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    We want to be wealthy and to avoid working too hard for it. So, let's the outsiders do the manual labor and let's use our fleet to dominate trade and collect the added value of it while the rest of the world is working hard. We must prevent world unification, for it would eventually mean central organization and the end of seamonopoly. The Free Tribes must remain a seapower and prevent any other nation from controlling trade.

    The Rocky clans (CN) :
    Spoiler
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    We are the chosen ones. Bialikk told us how to live. We have no need to expand or to dominate. We must just live like our fathers did. The homeland fed them, it can feed us. Trade is sometime good but it weaken our autonomy. If we want something, we must produce it ourselves. If we can't, then it's not necessary to our survival, as we've survived without trade, remember ?

    The Ludarian clans(CG) :
    Spoiler
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    The world is changing. And if we want to survive, we must do our part in it. We must learn new things, improve ourselves and teach what we know to others, regardless of the tribe, the race and even the religion. Bialikk want his word to be spread everywhere, as it's more a way of life than a religion.


    -----------------------------------------
    Artifacts : 2
    Spoiler
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    The Stone Feather grant his user the ability to cast each of the Air Domain spells one time, at a spellcaster level of 25. After it has used each of the spells, the artifact needs 9 hours to regenerate.

    The Staff of Motion (hawk head) allows its user to cast 5 times a day, at a CL of 14, both Animate Objects and Permanency, without any XP cost for the user (Bialikk provides what's needed). The targets of the spells must be the same for both spells.


    Major acts left : 3
    Major acts used : 15
    Ceremonies left : 1
    Ceremonies used : 6

    Spoiler
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    Turn 1
    -Create the Stone Feather (Ceremony, Artifact)
    -Launch the Rocky Nest's construction
    -Weaving and related craft bonus
    Turn 2
    -Get the Earth and Craft domain (Ceremony, Domain claim for Basic level)
    -Cocreation of the Phoenix and his lesser breed.
    Turn 3
    -Creation of the staff of motion (No Ceremony, joined venture with Zanwar) (see artifact)
    Turn 4
    -Creation of the Misty Marches.
    Spoiler
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    A large dimension of stony mountains floating among the clouds, this is Bialikk’s plane of existence, his home and ultimate kingdom. Here are dispatched the souls of his priests who, when their hour comes, release ectoplasm energy for Mort before being transmuted into Air or Earth elementals. The more faithful are the priests, the more powerful the elementals. The other followers of Bialikk take the form of Air or Dust mephits. Wind blows hard most of the time, endangering any flying creature but the Air elementals. When it doesn’t, thick fogs accumulate on the area and slip slowly along the mountains. Inside those ones, Earth elementals are building underground cities out of rock, clay and mud. In the caves, mortals can live happily, passing the bad season to craft and innovate in the warm halls, then going outside to explore the plane when the wind calm and when fly is possible. With the help of the Air elementals, some souls even try to explore when the storms are raging. As they are immortals, they don’t really care.
    At the very center of the plane, on a gigantic peak, stand a wood palace shaped like a cylindrical bird nest. Inside it, djinns are looking in many egg-shaped crystal balls where the dreams of every mortal can be seen. As the visitors reach the center of the nest, a bulky stone building can be seen. Inside it, walls are covered by feathers of various colors and sizes as air and dust mephitis are flying. Somewhere in there, the lucky ones can find Bialikk himself.

    -Creation of the Ethereal Seal (the description has been PM to the GM)
    -Creation of the Gargoyles
    Spoiler
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    See the SRD for the exact entry.
    The only adaptations are that they need to feed (but not often) and breath. Some of them are intelligent and wise enough to become priests of Bialikk. If they are, they always choose the Earth domain. The Father Bird doesn’t really care about them but answers their prayers as he does for any of his followers, even those who are sadistic monsters, as long as they try to follow his simple Way of Life.

    -Creation of the Djinns
    Spoiler
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    Spiritual creatures of great might, the Djinns are the bringers of hope and the fulfillers of dreams. They can take many forms but, most of the time, they try to appear as powerless travelers and beggars, testing the generosity and passion of mortals, as well as their commitment to their dreams. If he finds one of them worthy of his attention, a Djinn will grant the mortal a Wish. He can do so once a year only, however, and will spend some time weeks with a mortal to test him. They will never bow to any power but are willing to cooperate with any chaotic good, neutral good or chaotic neutral individual if he is both generous and passionate.
    See the SRD entry but modify this :
    • Spell-like abilities : CL20. Only the following.
    • Each round
      -Disguise Self
    • 1/day
      -Create food and water
      -Create wine (as create water, but wine instead)
      -Major creation (created vegetable matter is permanent)
    • 1/Year
      -Wish

    Turn 5
    -Zalbaga the Ugly becomes Zalbaga the Seer. She gains +50 Wisdom, as well as the memories of Bialikk
    -The Eternal Diamond Cloud (Loon's Jail)
    -+1 DvR for Bialikk (Ceremony)
    -Cailekweadarnarin is hallowed for Bialikk's followers (Ceremony)
    -Upgrade the Staff of Motion (Ceremony)
    -Increase the natural talent for crafting
    -Feather fall active at all time on Air people
    -Bird singing active at all time on Air people


    Wonders left : 2
    Wonders used : 5

    Spoiler
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    Turn 2
    -Early World Atlas (trade and travel bonus for the Free Tribes. +1 Air for Bialikk)
    (Here is the last version)
    (And here is another)
    Grid map
    -Antomaton Workshop (Around 100 unanimated Antomatons and Autodesigns a month can be produce here. +1 to Craft to Bialikk)
    Spoiler
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    A vast hall, built inside the caves under the Rocky Nest, where the best craftmen of the Free Tribes work to produce antomatons (spider-like puppets of various size, the small are made of wood, the medium and large are made of stone ) and autodevices (basically,middleage machines), all of which will then be animated by the Staff of Motion.

    -Great Aqueduct (trade bonus for Bialikk's, Churnel's and Jackie's followers. +1 Earth for Bialikk)
    Here is the plan
    -International Weasel Mail (+1 Air for Bialikk. The trade, communication and travel are boosted world-wide for any nations open to the Confederation's merchants.)
    -The Varian Savior (+1 Craft for Bialikk. The Marlans militiamen are better warriors than one would expect from mere militia.)


    Ritual left : 5
    Ritual used : 2

    Spoiler
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    Turn 2
    -Runemagic's Creation ritual (allow non-magic user to use "magic scroll" of some kind. Ony Air and Earth magic)
    -The Blessing of the Wind : a big concert is used to harness spiritual power. The priests of Bialikk used it to cast a permanent, two-direction, windstream along the Great Aqueduct. The surrounding of the aqueduct are protected against bad weather of any kind.

    Minions
    -Smichak, dust mephit messenger, 2HD (dead)
    -Fisbak, air mephit messenger, 2HD
    -Agon, dust mephit messenger, 2HD
    Last edited by Johel; 2008-12-12 at 03:31 PM.

  5. - Top - End - #5
    Troll in the Playground
    Join Date
    Dec 2007
    Location
    The Great Empyrean Sea
    Gender
    Male

    Default Re: Status Thread For Mighty Creatures

    Name: Jackie
    Domains: Crime (2) , War (2), Beast(s) (1) Industry (3)
    Description: Jackie is a tall humanoid who can take many appearances, but his standard look is an Asiatic countenance with a cigar clasped in his lips and a hat. He wears various clothes but his classic appearance is a navy blue and white pin striped suit and a dark blue derby hat. Jackie is a serious man, but is known for having a sense of humor. He views the other gods either as potential allies, or targets, and mortals as people for his creations and himself to exploit.
    Accomplishments:
    Made big Ape Empire
    Made Desert Crops
    Gained War Domain
    Gave his people Iron Weapons
    Small group of Dwarves joined Empire
    Blessed Vampires with protection from Sun
    Created The Arena, and smaller versions around
    Created World Forge
    Apemen Empire fully Iron Aged
    Built Factory Continents wonder
    Gave self Industry domain

    Created the Karkadann
    Spoiler
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    It was huge for a creature like it, at it's highest point it stood taller than the tallest of the races standing fully upright, it was over twenty feet long, and covered in dark brown or black fur that insulated them from the heat, but would keep them warm in cold climates. They had powerful grinding teeth, and could eat about any plant, and in extremes they could even digest meat, though it was unhealthy to do so for long. They had powerful legs, long enough so that they could run at a gallop, and they could run faster than even a horse. It's feet were somewhat like an elephants, they were vaguely hooved, with three large toes. They had large broad shoulders and were incredibly strong. They had a single large horn on their head, which was about as long as they were tall, but slightly shorter. it was strong enough that it could lift an elephant above its head with its horn. He made them intelligent, but not sentient.

    Tamed some Dinosaurs (types pending)
    Gave self Beast domain

    He made these creatures strong, and so that they lived in herds. They were loyal to the apes, but were strongly independent, and would attack any that they thought was a threat even apemen. Any that they did not condone in their territory would be attacked, though if they rode in the beast would not be harmed unless it also posed a significant threat to them. He created a number of these creatures that would roam the deserts, free and independent, and he created another number that would be trained by his apes, to serve as beasts of burden, as mounts for his people, and as warbeasts to serve in his armies. He made them the royal creatures of the Empire and his lands, and they would serve in the symbol of their Empire.

    To these mighty beasts, noble, proud, and strong, he gave a title that would match their nobility and might: He called them Karkadann, which meant "Lord of the Desert"

    An example of their appearance
    Spoiler
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    (2 Major Acts 3 ceremony 3 rituals left)

    (examples of Jackie's appearance)
    Spoiler
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    Spoiler
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    Last edited by Lord_Asmodeus; 2008-10-25 at 06:18 PM.
    Caesar Asmodeus by Andraste

  6. - Top - End - #6
    Barbarian in the Playground
     
    BardGuy

    Join Date
    Apr 2008

    Default Re: Status Thread For Mighty Creatures

    Name: Cale

    Domain: Sun/Fire/Summer/Light, Victory/Success, Healing/Life, Fey/Nature

    Short description: A tall, tanned human, with wavy, golden blonde hair down to his shoulders. Wears a toga over most of his body, and has snadals made of flames. Bears a glowing halo and large feathery wings on his back, that turn to fire when he is angry. Holds a sword at his waste the burst with fire when he is fighting, and a large golden shield on his left arm, with a fire symbol on it.

    Philosophy: A fickle god, he pretty much does what he wants when he wants it, though it doesn't always turn out that way. He does however keep a few constants, mainly that he almost always blesses his worshippers, and that the sun rises each day. He is worshipped as the patron god of fire, and it is considered proper to say a small prayer to him before putting out a fire, such as a camp fire or a candle, and makes a habit of making retribution unto those who don't.

    Accomplishments:

    Creator of the Pantheon
    First god to come to the Planet
    Crafted the sun
    Ruler of all the cro-magnum not specifically under another god
    Ruler of all loyal vampires
    Made the pheonix
    The god of Victory/Success
    The god of life and Healing
    The god of The Fey and the Feywild
    Made the realm known as the Feywild

    Followers
    Spoiler
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    Caleists
    Spoiler
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    The Caleists consist of any human who do not specifically worship Varian, Bialikk, or Wela. They are gifted with great control of fire, and have many powerful priests and hold the first paladins. They are usually elected to be the President-King of the Federation.


    Dwarves
    Spoiler
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    The Dwarves follow Cale, who they pray to feverently, and dedicate all fires and smithes to. They believe he watches over all creations they make in their forges, and blesses all of them. They hold their priests high in social standing, and the priests are often civic leaders, who are called in to bless new construction


    Vampires
    Spoiler
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    Vampires, are ironically, the guardians of mankind. They are revered by all of the Caleists, are commonly either Paladins or Warrior-Mages. They typically wear black robes over most of tehir body, with a long sleeve going down their right side, but their left arm exposed to show the symbol thats tells all that they are vampires, and loyal followers of Cale


    Elves
    Spoiler
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    The Elves are relatively new converts, converting to Cale after he sent them a dryad representative, and protected them from the Marlan republic with a Tree-Sheperd. They follow him cautiously, but are slowly coming to trust the new god, who leads them safely in an unsafe world.


    Last edited by Baxter190; 2008-11-06 at 05:38 PM.

  7. - Top - End - #7
    Barbarian in the Playground
    Join Date
    Aug 2008
    Location
    Belgium
    Gender
    Male

    Default Re: Status Thread For Mighty Creatures

    Mort

    Domains
    Death: Senior
    Undeath: Basic

    Description
    A tall, pale man in white, long robes. His appearance changes often, although the white robe itself always stays the same. Over the robe hangs a belt with a strange metal device attached to it. It could be described as a sickle with two blades on the same side of the handle, with the curves of the blades in opposite directions.
    Mort usually has a kind expression on his face, but is rarely seen expressing anger.

    People
    The Akhran (see below) (+/- 60.000)
    Mort's desert is big, but scarcely populated.

    Territory
    Mort's Desert. A reflection of the Domain
    As of turn 2, Mort controls the sands in these desert. The sand has lost its connection to the Earth domain, and is now more alligned with Death, the souls of the sacrifices being soaked up into the sand.
    There are rarely any sandstorms here, but food and water is scarce. A few of Jackie's Desert Crops have spread into the desert, and seems to be the most successful at surviving in the desert - apart from the Akhran.

    The Realm of Souls
    The Realm of Souls is a mini-plane created between the mortal world and the Hallowed Grounds. After their body has died, the souls that know and believe in the Realm pass on to this place. The souls themselves keep their personalities, but they lose a lot of their memories, forgetting all trivial things that only mattered on the material world.
    The dead souls release a lot of ectoplasm, providing Mort with more magical power.
    A curious thing inside the Realm is the Fountain of Life. Any soul that wishes to relive another life, may drink from it, and he’ll be reborn in another body. The reborn souls have no memory whatsoever of their previous lives.
    What you have done in your life does affect your afterlife in the Realm – after all, what use would life be otherwise? What this precisely means, only Mort knows. (It’s not exactly the Christian ‘love thy neighbour’ concept, if that’s what you’re thinking of, nor exact rules that should be followed. You can probably determine whether someone’s a good guy or not yourself. They are good reasons to do something bad, and bad reasons to do something good.)
    For those good, the Realm is bright, and shaped by their imagination of how it would look like.

    The Realm is also Mort's private plane, where he resides when he doesn't want to be bothered by some of his fellow gods.


    Politics

    Spoiler
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    Cale: Positive
    Mort respects Cale for his honesty and he understands his care for his people. He also appreciates that Cale allowed him to rid the lands of the vampire curse - even though that didn't work out as planned. (Plus, he makes afterlife jokes )

    Cale's followers become part of Mort's afterlife after they die, so the Akhran feel a close connection to them. They provide help to them in the rare occasions that they enter their desert, and are welcome in their tribes. Akhran usually greet them with various forms of 'See you in the Afterlife'

    Bialikk: Negative
    Ever since Bialikk attempted to cause a war between the Akhran and the Eastern Apemen (Turn 2), Mort has lost his respect for the Bird-god. While he won't declare a war to him, or go out of his way to hinder Bialikk's plans, Mort won't trust him for a long time.

    The Free Tribes bring many exotic products that ease the burden of living in the desert for the Akhran, so their merchants are allowed to enter the desert. But the Akhran carry a grudge toward Bialikk as well, and the traders will rarely be welcomed into a village. Priests of Bialikk that enter Mort's desert are killed on sight.

    Wela Neutral-Positive
    Mort has only spoken to Wela on one occasion so far, so he knows little about her. The few things he does hear about her appeal him.

    Zanwar Neutral
    Mort has had no contact with Zanwar, and his people are on the other side of the continent.

    Jackie Neutral
    Mort has little interest in Jackie's empire, and Jackie hasn't done anything that Mort approves or disapproves of.

    Churnel Neutral
    Again, Mort hasn't had any contacy with Churnel.

    While the Akhran's tribes border Churnel's, there seems to have been little interest from either sides for the other.

    Varrin
    Ditto. Man, Mort really has to start socializing a bit.


    Actions

    Turn 1
    Mort came to being from the question that followed the two great entities' death: 'What happened to them?'
    The question thought long and hard about it, and when it finally found out that he wasn't the question, but the answer to it, Mort popped into existence. Like his fellow gods, he was interested in the mortal world, and he manifested himself there.
    Ceremony: Mort creates the Realm of souls.

    After creating his afterlife, Mort descended upon a tribe of Neanderthals. He learned about them while he educated them, and grew an affection for them. While at first many weren't interested in his teachings and his afterlife, Mort's help and blessing upon those who did follow him quickly gave them an advantage over the others, and it didn't take long before his number of followers grew.

    At the end of Turn 1, Mort blessed his people and chose 4 young Neanderthal, and granted them immortality. He called them his Disciples.
    These 4 Disciples spread Mort's belief throughout the desert.
    Major Act: Bless people: Mort's followers now have lifespans similar to half-elfs, and have white hair
    Major Act: Immortality to 4 Disciples.


    Turn 2
    In order to battle the vampirism curse better, Mort studied the subject of Necromancy more closely
    Major Act: Undeath Domain

    To make sure Bialikk no longer interferes in his desert, he cuts his desert off from the elements.
    Ritual: 40 human sacrifices so only Mort controls his desert's sand.

    -----

    The Akhran

    Coming soon. (Once I feel in the mood of typing a paragraph of that size.)
    Last edited by Mephit; 2008-10-15 at 08:25 AM.

  8. - Top - End - #8
    Barbarian in the Playground
     
    PirateCaptain

    Join Date
    Aug 2008
    Location
    London, England
    Gender
    Male

    Default Re: Status Thread For Mighty Creatures

    Name: Luni

    Domain(s): The Mortal Mind and Lunar

    Description: To put it simply, the Joker from the Dark Knight, wearing tons of different clothes stitched together and a huge grin, or a scowl, on his face.

    Philosophy: Lives to be insane, is insane to live. Loves to meddle in the 'squishy things' affairs. For better or for worse. Luni is extremely unpredictable and unstable. And does not limit himself to a single civilisation.

    List of Godly things done:

    1 Artifact - The Orb of Madness (crystal ball, drives average observers mad, but skilled mortals can see into the future with it)

    2 Wonders - The Crystal Cave (a hall of mirrors that makes any foolish enough to enter it lose their way)
    The Moon (the moon basically, depending on how full it is, the more influenced people are to madness)

    1 Ceremony - The Festival of Fools (once a year, all the races of the world indulge in a festival that promotes the disregard of logic and reason for a day, the festival is to honour Luni)

    4 Major Acts - (Caused 1/10 of the pantheleon God's tribesmen to go mad with voices in their head, the curse is now lifted)
    (Divided the dwarves minds, half went with Jackie, half with Cale and his allies)
    (Placed Fountains of Thought everywhere that allow mortals to contact Luni and make a request (although not often))
    (Forced the nations of Wela and Keno and Churnel against each other)

    3 Minor Acts - (Blessed each and every elephant with an incredibe memory, so that they will never forget)
    (Blessed noblemen with increased mind influencing on others, but not quite mind-control)
    (Helped the assault of the witches by dulling their senses to the point where the Gods' armies could approach unchallenged, then causing confusion among the defenders, making the job of mopping up the defenders and taking key positions easier)
    Last edited by Blockhead; 2008-11-02 at 05:41 PM.
    I drew this line myself

  9. - Top - End - #9
    Ogre in the Playground
     
    Ipphli's Avatar

    Join Date
    Feb 2008
    Location
    Oklahoma, USA
    Gender
    Male

    Default Re: Status Thread For Mighty Creatures

    Name: Zanwar (rank 13)

    Domain: Dragon 3, Sorcery 2, Scalykind 2, Domination 2

    Description: A golden great wyrm, Zanwar almost glows with a golden light. Surprisingly agile for one of his great size, Zanwar's face is almost always carefully passive.

    Philosophy: One deserves whatever they can defend. If you cannot defend it, then you deserve to lose it to someone that can defend it. Do what you will; if you survive, then its okay. If you do not, then obviously it was a bad idea. Respect your fellow dragons and their related kin, for they have been formed in the image of your god.

    Accomplishments:
    Zanwar's Roost is a massive plateau near Siskith that is covered in caves and full of tunnels and caverns. The top resembles Zanwar himself curled about the top.
    Heart of the Wyrm is a golden scale in the shape of a heart, it would graft itself to the skin of any follower of Zanwar and imbue them with increased power in magics, great fortitude and stamina, as well as incredible charisma.
    Dragons are smaller versions of himself, these great beasts were a light blue with white swirls on thir bellies and under their wings, while their tops were dark green. Extremely intelligent, the dragons could also breathe fire and were agile flyers and swimmers. They could also radiate fear or awe as well.
    Sorcery gained as a domain
    Kobolds are small lizard-like people. Small, nimble, and hard-working they make up the bulk of the workforce in the Reptilian Theocracy next to the lizardfolk themselves. Especially skilled at mining, they generally make their homes in the mountains in the eastern parts of the kingdom, although kobolds can be found in all the cities of the Theocracy.
    The Talon Gates are giant stone arches covered in magical writing. Each Gate was appointed a guardian, a high level sorcerer (and usually a dragon). Each Guardian was given a stone from each of the other major cities. If the Guardian held the stone and spoke the incantation, a portal would be opened to the city represented by the stone. Each Gate was large enough for a fully grown dragon to walk through with space to spare. And if more Gates were needed, they could be easily added to the network (through use of a ritual)
    Staff of Motion An artifact resulting of both divine and arcane magic, its creation needed the cooperation of the most powerful Lizardfolks Sorcerers and the mightiest Craft Priests of Bialikk. As the clergy paid well for the Sorcerers collaboration, they remain the owners of the staff but have agreed to help the Theocracy in the future for similar creations. It can cast once a day at a CL of 14 both Animate Objects and Permanency, without any XP cost for the user (Zanwar provides what's needed). The targets of the spells must be the same for both spells.
    Crimora is a demiplane containing Zanwar's home. Representing the world in miniature, it contains astral beasts for the spirits of Zanwar's children to hunt if they wish.
    Basilisks are large reptiles used as mounts by the lizardfolk. Able to petrify those they look at at will, they also have tremorsense.
    Grand Temple to the Dragon is a huge temple/palace of dark green marble covered in dragon statues and carvings of the races of the Theocracy. Every statue has been enchanted with the Staff of Motion to be guardians should the need arise.
    Wall of Scales is a series of massive constructions of stone 100 feet high, the ramparts topped by grotesque dragonoid shapes standing all along them, facing out. The walls themselves were fashioned to look like the scaled hide of some great beast. Zanwar flew over each one, blessing both the walls and the statues.
    Hydras are large, multi-headed creatures. With tough hides that act as a natural armor, and several, independently acting heads, the hydras are truly an awesome force on the battlefield.


    Remaining powers:
    10 act
    3 ritual
    5 ceremony
    4 wonder
    Last edited by Ipphli; 2008-11-28 at 06:12 PM.
    A mind without purpose will walk in dark places. - Gideon Ravenor

    Avatar by Ninjaman

  10. - Top - End - #10
    Bugbear in the Playground
     
    Feirgon's Avatar

    Join Date
    Aug 2008
    Location
    Virginia
    Gender
    Male

    Default Re: Status Thread For Mighty Creatures

    Churnel

    Divine Rank: 13

    Domain Levels:
    Lightning - 6
    Magnetism - 2
    Metal - 2
    Beauty - 1
    Conjuration - 1
    Cycles - Fluff!

    Description:
    Either a giant purple caterpillar with arcs of lightning shooting from ends of hairs as electricity visibly spirals up and down her body. Or a nude woman with platinum hair and small faerie wings on her back. Her wings and hair shimmer even in darkness and a glow of beauty excudes from her. She is of comparible size to her caterpillar form though she can shrink down to normal human size.

    Philosophy
    Change is constant and is the greates gift in life. It is understood that the world works in circles; as one thing ends another begins. The seasons come and go, but will return again. Happiness cannot last forever, but neither can sadness.

    People:
    Spoiler
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    Elrians
    Humans with Lightning template. They have paler skin than most other races as well as lighter colored eyes: greens, blues, light browns, and a few purple. Their hair color is rarely darker than sandy brown, but can be as light as platinum. They live approximately 80 years due to their graceful aging.

    {table]Racial Stats|-2 CON
    |+2 CHA
    Prefered Classes|Paladin
    |Sorcerer
    Racial Traits|Medium
    |Movement: 40'
    |Electricity Resistance: 15
    |+1 Racial Bonus with spears
    |Ages Gracefully
    |Lightfooted: Can run at x5 and can hustle long distances without taking nonlethal damage
    |LA +1
    Super Natural Abilities|Can channel electrical energy if charisma is 8+. Each can be cast once a day.
    • 1-3 HD - Shocking Grasp
    • 4-6 HD - Lightning Bolt
    • 7-9 HD - Call Lightning
    • 10-12 HD - Radiant Shield
    • 13-15 HD - Call Lightning Storm
    • 16-19 HD - Stormrage
    • 20+ HD - Elemental Swarm [Lightning]
    [/table]

    They are naturally skilled hunters. And have an affinity for the spear. They are also very curious and enjoy learning. As gift from their goddess, they have acquired great knowledge and skill in the arts of forging metal and other metal working.

    Dragoons
    These are Elrians that are descendants of Juiles, the first Dragoon. They are naturally stronger than other Elrians and more tempermental. After unlocking their hidden potential (taught by a dragon for a period of time) they can summon out the power of their blood which grants them scales (Natural Armor), claws, a racial modifier to their jump (+8), increased strength, increased con, increased dexterity, and increased movement.

    They have all the same traits as Elrians with the following in addition:
    • +2 STR, -2 INT
    • Preferred Class: Barbarian
    • Lifespan: about 200 years


    Dragoon is a prestige class with the following requirements:
    • Elrian descendant of Juiles
    • BAB +1


    Once a level in Dragoon has been taken, it cannot be dropped and no other classes can be taken.


    Lifestyle:
    Spoiler
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    Monarchy style governement. Vellum and ink is used for important manuscripts and documents. Woven cloth is used for less important documents. Slate and chalk are used for day to day documents. They use agriculture, fishing, and hunting as sources of food.

    Most live in shaped stone buildings made of clay, granite, or limestone. The people wear mostly furs and skins of animals or nothing at all. A few, mostly royalty and palace aides, wear woven cloth or silk.


    Kingdom of Elosta
    Spoiler
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    Population: 7,000,000

    A territorial map.

    Cities:
    Spoiler
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    Elosta - Capitol
    Contains Great Palace and Heaven's Gift wonders. Is located at the delta of a river betweens some mountains and the coast. Has large farmland, stone quarries, and a few nearby mineable mountains. One of the nearby mountains, Yale Peak, contains Heaven Metal.
    Exports: Heaven Metal, Stone, Fur, Leather, Game Meat, Grains, Vegetables
    Imports: Wood, Ships, Textiles, Fruits, Glass, Instruments, Gems, Jewels

    Gorn
    Contains Mines of Golgotha wonder. Is located near the center of the Gornan Mountains. Has great mines that produce much ore. Many forges within the town turn the ore into usable items. Most farmland is devoted to the raising of livestock.
    Exports: Ore, Livestock, Tools, Weapons, Armor
    Imports: Fish, Wood, Fruits

    Fort Vohh
    Contains Fort Vohh wonder. A great city surrounding the great fort at the southern tip of Silver Lake. Has great amounts of commerce as both The Aquaduct and the Talon Gates are accessible from this city.
    Exports: Ore, Freshwater Fish
    Imports: Armor, Weapons

    Dro Porta
    Contains Seasky Diamond wonder. A naval city that has many ports and shipwrights. The naval academy here trains soldiers and produces boat captians of great skill. The city sits upon a high peninsula. Fishing is the main source of living in the city. A large community of kobolds lives beneath the city. They help in labor and mining.
    Exports: Saltwater Fish, Ships
    Imports: Wood, Fruit


    Geography:
    Spoiler
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    Yale Peak
    A tall mountain to the east of Elosta. It was blessed by Churnel and is currently their main source of Heaven Metal.

    Menthe River
    A wide river to the north and east of Elosta. Elosta was birthed near the delta of this river. It flows out of Silver Lake.

    Silver Lake
    A lake on the border between the Elrian Coast and the Arkan Nomads. It was so named because of the reflection off the water of the white tipped mountains surrounding it.

    Gornan Mountains
    A mountain range that extends from Yale Peak to the southern border of the Kingdom of Elosta.(A diagonal from C-22 to E-24).


    History:
    Spoiler
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    This is a chronicle of the Elrians, beginning with Churnel's first visit. All dates are in AtG, After the Goddess.
    {table]1 AtG: |Year of the Goddess
    |Churnel reveals herself
    |Elra is born/created: the first of the Elrians
    |Elrian Crystal is created
    20 AtG: |Elra is coronated
    30 AtG: |The first king, Koric, dies
    |Olric is born
    32 AtG: |Churnel creates the Great Mountain Palace
    40 AtG: |Elosta is founded as the capital of the kingdom
    58 AtG: |Olric is coronated
    |Elra dies
    59 AtG: |Heaven's Gift is completed and blessed by Churnel
    |Heaven Metal discovered in Yale Peak
    |Dwarven Emissaries are dispatched
    62 AtG: |The Age of Knowledge
    |Education is established and knowledge is centralized
    |First school established in Great Mountain Palace
    |First Library established in Great Mountain Palace
    69 AtG: |First contact with The Free Tribes
    76 AtG: |First contact with The Federation
    77 AtG: |Ahri is born
    99 AtG: |Dwarven Emissaries Return
    100 AtG: |The Great Celebration
    |Churnel's second visit
    102 AtG: |Ahri is coronated
    105 AtG: |The Art of Military Rank and Form by Olric is completed
    |Olric dies
    106 AtG: |Gorn is founded
    110 AtG: |Mines of Golgotha finished
    119 AtG: |The Aquaduct Treaty signed
    120 AtG: |First of the Heaven Metal Golems received
    135 AtG: |Ahri and Vex wed
    136 AtG: |Conflict grows between Kensogan and Elosta
    |Assassination of Madille and Vex in Kensogan
    |Ken and Juiles are born in Kensogan
    |Harmony restored between Kensogan and Elosta
    154 AtG: |Ken is coronated
    155 AtG: |Ahri dies
    156 AtG: |Thrall is born
    161 AtG: |Fort Vohh is completed
    167 AtG: |Phalanx perfected
    175 AtG: |Free Tribes finish Aquaduct
    201 AtG: |Mahen is born
    206 AtG: |Talon Gate created at Fort Vohh
    217 AtG: |Mahen is coronated
    |First contact with the Kitseri
    218 AtG: |Metamagic discovered
    |Ken dies
    220 AtG: |Last of the Heaven Metal Golems received
    222 AtG: |Ancestrial Pool was found
    |The Guardians and their rings are created
    |The great dragon, Rydal, is discovered living atop Yale Peak
    |Juiles becomes the first Dragoon
    |Brave Vision is created
    223 AtG: |Dro Porta founded
    |Fist contact with the People (of the sea)
    |Seasky Diamond finished
    225 AtG: |Amethyst installed in Fort Vohh
    251 AtG: |Juiles dies
    281 AtG: |Thrall is coronated
    283 AtG: |Mahen dies
    302 AtG: |Explorers sent to discover new land
    305 AtG: |Metamagic perfected
    |Spellshots replace Sorcerers and Archers in military
    307 AtG: |Airgliders with Dragoons become a military tactic
    350-400 AtG: |(Current Era)[/table]


    Military:
    Spoiler
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    Current Standing Army:
    Roughly 60 Full Regiments ~ 1,200,000 soldiers and casters
    • 75,000 Marines
    • 1,000 Dragoons
    • 400,000 Spellshots

    475 Heaven Metal Golems
    100 "Seabird" Airgliders - (require runestones to fly)
    600 Sleek Ships - (80 Marines; 20 occupants)
    200 War Ships - (200 Marines; 50 occupants)

    These designations are from The Art of Military Rank and Form by Olric.
    Spoiler
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    Designations for meleeists and other fighter types. Marines are soldiers that have had training in the naval academy in Dro Porta. All other naval designations are the same.

    {table]Soldier |lvl 1 - 5 (Average lvl 3)
    Captian |lvl 6 - 8 (Average lvl 7)
    Commander |lvl 9 - 11 (Average lvl 10)
    General |lvl 12+ (Average lvl 15)

    Squad |50 Soldiers, lead by a Captian
    Company |6 Squads, lead by a Commander
    Army |5 - 10 Companies, lead by a General[/table]

    -----

    Designations for arcane casters.

    Seeing that sorcerers were more abundant, had great leadership ability, but were not as intelligent as wizards, sorcerers were given different designations than those of their wizard counterparts. Wizards were more likely to be given a leading position with a sorcerer as a second in command.

    With the advent of Spellshots, Sorcerers and archers have been combined as one within the military. Many Sorcerers are now required to use the bow in order to be allowed in the military. All others are not considered when granting ranks. Equally, archers are required to learn sorcerery.

    New group designations have been given to wizards.

    {table]Ensign |Spellshot lvl 1 - 3 (Average lvl 2; Char lvl 6)
    Officer |Spellshot lvl 4 - 7 (Average lvl 6; Char lvl 10)
    Corporal |Spellshot lvl 8 - 11 (Average lvl 10; Char lvl 14)
    Brigadier |Spellshot lvl 12+ (Average lvl 13; Char lvl 17)

    Platoon |30 Spellshots, lead by an Officer
    Battalion |5 - 8 Platoons, lead by a Corporal
    Brigade |2 - 5 Battalions, lead by a Brigadier
    [/table]

    {table]Mage |Wiz lvl 1 - 9 (Average lvl 5)
    HighMage |Wiz lvl 10 - 15 (Average lvl 13)
    ArchMage |Wiz lvl 16+ (Average lvl 18)

    Mage Team |20 Wizards, lead by a HighMage
    Arch Team |5 - 10 Mage Teams, lead by an ArchMage
    [/table]

    ------

    Designations for divine casters.

    {table]Disciple |Cleric lvl 1 - 7 (Average lvl 4)
    Priest |Cleric lvl 8 - 14 (Average lvl 11)
    High Priest |Cleric lvl 15+ (Average lvl 16)

    Circle |10 divines, lead by a Priest
    Enclave |2 - 3 Circles, lead by a High Priest[/table]

    Regiment - 1-5 Armies, 3-6 Brigades, 1-3 Arch Teams, and 4-8 Enclaves; lead by an appointed General (minimum lvl 18), an Admiral (lvl 20+ any class) or the King

    Regiment Consists of: (2673)
    • 1,500 Soldiers
      30 Captains
      5 Commanders
      1 General
    • 900 Spellshots
      30 Officers
      6 Corporals
      3 Brigadiers
    • 100 Wizards
      5 HighMages
      1 ArchMage
    • 80 Divine Casters
      8 Priests
      4 High Priests


    Half Regiment Consists of: (9058)
    • 6,000 Soldiers
      120 Captains
      20 Commanders
      2 Generals
    • 2,400 Spellshots
      80 Officers
      16 Corporals
      4 Brigadiers
    • 200 Wizards
      10 High Mages
      2 ArchMages
    • 180 Divine Casters
      18 Priests
      6 High Priests


    Full Regiment Consists of: (23736)
    • 15,000 Soldiers
      300 Captains
      50 Commanders
      5 Generals
    • 7,200 Spellshots
      240 Officers
      30 Corporals
      6 Brigadiers
    • 600 Wizards
      30 High Mages
      3 ArchMages
    • 240 Divine Casters
      24 Priests
      8 High Priests




    Wonders:
    Spoiler
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    The Great Mountain Palace
    A large palace carved inside of the mountain. The inside is carved stone with pillars and trimmed with Heaven Metal. Glass orbs, powered by lightning, light and heat the palace year round. The palace contains many rooms: a throne room, a temple, a school, a library, and living space for the royal family.

    Heaven's Gift
    A statue made of carved Heaven Metal in the form of the Goddess Churnel holding Elra, the first Elrian, as a newborn infant. It provides healing for those near it and can be used to summon a storm.

    It casts Cure Light Wounds, Mass as a tenth level cleric once an hour, targeting itself.

    The thunderstorm summoned by this statue requires ten people in a circle around it praying for ten, uninterrupted, minutes. The storm acts as a normal non-summoned thunderstorm, except the lightning falling from the sky will strike only enemy units. If a tornado is also created by the storm (10% chance) it too will target enemy units.

    High priests of Churnel and the weilder of the Elrian Crystal can direct the lightning and the tornado that are formed by this storm. Though, they cannot affect the frequency of the lightning or the formation of a tornado. Directing the lightning is a free action. Directing the tornado is a move action.

    Mines of Golgotha
    A tomb built out of an outcropping on the Gornan Mountains. It has the shape and form of a skull with three cavern entrances for the nose and eyes. The mouth is below ground level with stairs leading down to it. The mouth has a giant slab of stone that can only be opened by a priest. Any dead bodies that are placed within the mouth are absorbed into the mountains doubling the output of any mine in the Gornan mountains while only depleting the natural resources by half. It also ties the spirits to the Yales that live upon the Gornan Mountains.

    Fort Vohh
    A great stone and iron fortress. Each wall is five stories tall or 100 feet. On each of its four corners, there is a tall spire called a Lightning Tower. Each tower is 500 feet tall. It absorbs the raw electrical energy from the air into the walls of the great structure and a floating amethyst in the center of the the fort transforms the raw power into divine energy. All people in the fortress gains three clerical levels. These levels affect spellcasting, hit points, saves, and skills. If the character does not already have any divine casting ability, the character will be considered to have taken lightning as a domain. Low wisdom can still prevent a character from being able to cast divine spells.

    The amethyst can also launch a bead of force at intruders. These beads can be launched in any direction and have a range increment of 200'. The amethyst has 16 BAB so it can launch 4 beads a round.

    Seasky Diamond
    A lighthouse that uses a magically infused diamond to shine a beam of light. The diamond is in a floating cage that rotates. The power of magnetism is what keeps the cage afloat and spinning. The Seasky Diamond also infuses some magical ability into ships that are built near it, making them slightly stronger and faster than other ships of their kind.



    Artifacts:
    Spoiler
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    Elrian Crystal
    A deep purple crystal fashioned into a necklace. Provides immunity to effects with electricity descriptor by absorbing the damage, each hit die of damage adds one to the charge. This energy can be released as pure energy (1d4 per point of charge) or turned into magical healing for the wearer (1d8 per point of charge). Charges can be divided and used as desired. Using either functions is a standard action. It also provides SR 15, DR 5, and +20 to diplomacy. Can cast commune at will with no xp cost. Grants wielder the Timeless Body trait as the Monk ability.

    Except for the ability to cast commune and immunity to lightning, the wearer must be Elrian for beneficial properties.

    Brave Vision
    A Heaven Metal helm that is fashioned in the aspect of a dragon's head. It enables all dragons within a 100 ft radius to grow wings. These wings can only be used for gliding or to enhance jumping. They cannot be used to fly. When making a jump check with the wings, the number of feet up a person jumps is equal to the check itself (this includes racial and skill modifiers). The helm also produces a fear affect much like a dragon's aura. The fear affect can be focused by its wielder. The helm also grants the wearer a breath attack that can be of any type (limited to 60' line or 30' cone). This effect can be used once every 1d8 rounds.


    Special Information
    Spoiler
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    Heaven Metal
    A raw ore that can be molded and worked to form tools, weapons, and armor. It has a naturally beautiful sheen. Any metallic item made of Heaven Metal reduces it's weight by half. The metal is highly conductive. Any individual that would normal save for half and carrying any Heaven Metal gets no reflex save against attacks with the electrical subtype. Those that normally would save for none, now save for half. Spells with the electrical subtype can be cast through the metal: touch spells gain the reach of a melee weapon, armor does not hinder the casting of electrical spells.

    Yales
    Goat-like creatures that live on mountainous terrain. Pure Heaven Metal courses through their veins enabling magical properties. They eat, live, and mate as normal goats, though can survive much longer without food. They are attuned to the spiritual world and will protect the living if the spirits so wish. They are rarely combative and prefer to hiding to confrontation. They cannot speak, but understand common.

    Elemental Plane of Lightning
    A plane of existance where lightning flows freely in all its chaos. All electrical arcane power is drawn from this plane.

    Lightning Elementals
    Creatures from the elemental plane of Lightning. They have elemental traits.

    Spoiler
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    All have the Improved Initiative and Weapon Finesse Feats, are immune to electricity, have Darkvision 60', and have the Shock and Cloud Strike special attacks. They move at 60'.

    {table]Lightning Elemental | Small | Medium | Large | Huge | Greater | Elder
    HD | 2d8-2 (7 hp) | 4d8+4 (22 hp) | 8d8+16 (52 hp) | 16d8+48 (120 hp) | 21d8+63 (157 hp) | 24d8+72 (180 hp)
    Init | +6 | +8 | +10 | +12 | +13 | +14
    AC | 16 | 17 | 19 | 20 | 25 | 26
    Touch AC | 13 | 14 | 15 | 16 | 17 | 18
    Flat-Footed AC | 13 | 13 | 13 | 12 | 16 | 16
    Base Attack/Grapple | +1/-3 | +3/+4 | +6/+12 | +12/+24 | +15/+28 | +18/+32
    Attack | Slam +4 melee | Slam +7 melee | Slam +11 melee | Slam +18 | Slam +23 | Slam +27
    Damage | 1d4 + 1d4 Electrical | 1d6 + 1d6 Electrical | 2d6+2 + 2d6 Electrical | 2d8+4 + 2d8 Electrical | 2d8+5 + 2d8 Electrical | 2d8+6 + 2d8 Electrical
    Full Attack | 1 Slam | 1 Slam | 2 Slams | 2 Slams | 2 Slams | 2 Slams
    Space/Reach | 5 ft./5 ft. | 5 ft./5 ft. | 10 ft./10 ft. | 15 ft./15 ft. | 15 ft./15 ft. | 15 ft./15 ft.
    Shock DC (Ref) | 11 | 14 | 17 | 22 | 24 | 26
    Cloud Strike DC (Fort) | 13 | 15 |19 | 25 | 28 | 31
    Fortitude Save | -1 | +2 | +4 | +8 | +10 | +13
    Reflex Save | +5 | +8 | +12 | +18 | +21 | +24
    Will Save | +0 | +1 | +2 | +7 | +9 | +10
    Strength | 10 | 12 | 14 | 18 | 20 | 22
    Dexterity | 15 | 19 | 23 | 27 | 29 | 31
    Constitution | 8 | 12 | 14 | 16 | 16 | 16
    Intelligence | 4 | 4 | 6 | 6 | 6 | 6
    Wisdom | 11 | 11 | 11 | 11| 11 | 11
    Charisma | 11 | 11 | 11 | 11 | 11 | 11
    Listen | +2 | +3 | +5 | +11 | +14 | +28
    Spot | +3 | +4 | +6 | +12 | +14 | +29
    Feats | Dodge | Mobility | Spring Attack | Alertness, Iron Will, Combat Reflexes | Blind-Fight, Weapon Focus (slam) | Great Fortitude[/table]

    Shock (Ex) - A lightning elemental's slam attack deals bludgeoning damage plus electrical damage from the elemental's electrical body. Those hit by a lightning elemental's slam attack also must also succeed on a Reflex save or be stunned for on round. The save DC varies with the elemental's size.

    Creatures hitting a lightning elemental with natural wepons, metal weapons, or unarmed attacks take electrical damage as though hit by the elemental's attack and are also stunned unless they succeed on a Reflex save.

    Cloud Strike (Su) - The elemental can enter an overhead cloud once every 10 minutes, doing so is a full round action, though looks instaneous. It can travel to any point within the cloud, but is still bound by it's base movement. It can stay in the cloud for up to 1 round per HD it has. If the elemental does not leave the cloud within this time frame, it will be forced to return to the elemental plane of lightning. At any point, the elemental can strike the ground directly beneath it, causing the elemental to leave the cloud. The spot must be unoccupied and large enough for the elemental, otherwise the elemental stays in the cloud. Upon striking the ground, all creatures up to two squares away are deafened and blinded for 1d4 rounds. A successful fortitude save reduces this effect to one round.


    Heaven Metal Golems
    Through a trade agreement with the Free Tribes, 1000 humanoid Heaven Metal sculptures were created. They were then animated by an artifact of the Free Tribes. 500 went to each nation and 10 were made a year. The agreement was finished 100 years after the first one was made. Currently the golems in the Elostian Kingdom are spread in such ways -
    200 in the Great Mountain Palace
    135 in Fort Vohh
    100 in Gorn's Dutchy manor
    20 in the First Magic Acadamy
    20 in the First Battle Acadamy
    10 in the Cavern of the Guardians (Mines of Golgotha)

    None, outside of council members, high ranking officials, and royalty are aware of their true nature. Most Elostians believe them to simply be statues of warriors made from their most holy of metals. The golems do not move and will only activate to protect an Elostian. Secret command words must be spoken to actually command the golems. Even fewer individuals know these command words.

    Fifteen were traded to the Kelawan Republic for a large Amethyst.

    Breath of the Goddess
    Near indestructable and evolving ship. It has no offensive capabilities, but can travel twice as fast as any ship it currently models. It will automatically evolve to the technological level of the society that claims it.

    Javelin
    A two headed spear used primarily by Dragoons. If used with two weapon fighting, one end is considered a light weapon. The weapon does +1 damage because of its serrated tips.

    The Rings
    These rings are not inherited. Whenever a holder of a ring dies, a tournament is held to decide who shall be the new wielder.

    Elostia's Navy
    Sleek ships have a single line of rowers on each side of the ship. It's narrow design allows it great speed but can carry little. Forty rowers are on each side.
    War ships have a double line of rowers (think biremes) on each side of the ship. It can carry much more than sleek ships, but also requires many more rowers. 75 rowers are on each side with 25 on the upper row and 50 on the bottom row.
    Marines are trained in naval combat and ground combat. All rowers on a ship are marines. On war ships, the upper row of marines can double as a fighting force, at the cost of speed and manuverability.

    Spellshot
    A prestige class that can cast their spells upon arrows.
    Prerequisites:
    • Able to spontaneously cast 1st level Arcane spells
    • BAB +1
    • Weapon Focus: Long or Shortbow
    • Still Spell


    Actions Performed
    Spoiler
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    Turn 1 -
    Spoiler
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    Major act: Created Heaven Metal and the knowledge to forge it
    Major act: Gained Magnetism Domain

    Ceremony + Major Act: Created Crystal Artifact

    Ritual: Imbued tribe with Lightning template

    Wonder: Created a palace/temple within a mountain for the tribe leader and center of Churnel's church. Uses the power of lightning (electricity) to light and heat palace. - Raised Lightning Domain level


    Turn 2 -
    Spoiler
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    Major act: Infused a mountain with mineable Heaven Metal
    Major act: Gave the Elrian race a natural to hit and damage bonus of +1 with the spear.
    Major act: Blessed the ship Breath of the Goddess (immune to physical attacks, moves at twice the speed of similar ships, and automatically upgrades to stay relavent based on civilization's technological advancements)

    Ceremony: Increased Lightning Domain Level

    Ritual: created master craftsmen in the art of Metallurgy

    Wonder: Infused a statue with magical properties. Heals people near it. Can also summon a localized storm once a day that can be used as a weapon. Raised Lightning Domain level


    Turn 3 -
    Spoiler
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    Major Act: Gained Beauty Domain
    Major Act: Created Yales: goat-like creatures that live upon the mountains. Have great camoflauge and healing ability. Protect the mountains and mines from harm. Spiritually tied to those that are burried in the Mines of Golgotha.
    Major Act: Granted racial modifiers of +2 CHA and -2 CON to Elrians and gave them the ability to age gracefully. Unlocked Timeless Body ability in the Elrian Crystal

    Wonder: Tomb infuses entire range with spirits of the dead. Doubles output of ore for mines on the Gornan Mountains and ties the Yales to the people burried within. Raised Metal domain level.

    Ceremony - Increased Divine rank to 12

    Ritual - created lightning dragons


    Turn 4 -
    Spoiler
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    Wonder - Fort Vohh

    Ritual - Elrian race gained Lightfooted ability


    Turn 5 -
    Spoiler
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    Major Act - created Ancestrial Pool
    Major Act - Created the ten minor artifacts called The Rings that tie the wearer to the Guardians. These are Heaven Metal rings that have a pearl in it. The pearl has pink swirls when it is not attuned to its wearer.
    Major Act - Empower Amethyst in Fort Vohh

    Ritual - Created the Guardians, these Heaven Metal Golems contain powerful spiritual energy that is tied to The Rings

    Ceremony - Increased DvR from 12 to 13, increased Lightning domain to 5
    Ceremony - Created the artifact Brave Vision

    Wonder - Created the lighthouse Seasky Diamond


    Turn 6 -
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    Major Act - Created Unicorns


    Turn 7 -
    Spoiler
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    Ceremony - Created Elemental Plane of Lightning

    Major Act - Created Lightning Elementals
    Major Act - Gained Conjuration domain
    Major Act - +1 to Lightning domain


    Turn 8 -
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    8 - Major Acts remaining
    2 - Ceremonies remaining
    3 - Rituals remaining
    3 - Wonders remaining

    Last edited by Feirgon; 2008-11-24 at 01:34 PM. Reason: Updated for the beginning of turn 8

  11. - Top - End - #11
    Bugbear in the Playground
     
    Halna LeGavilk's Avatar

    Join Date
    Aug 2007
    Gender
    Male

    Default Re: Status Thread For Mighty Creatures

    Name: Varin
    Divine Ranks:14

    Domains:
    Combat-6
    Knowledge-6
    Artifice-3

    People- Cro-magnons and Neandrathals. +3 INT, +2 all others. Breed huge dogs of war for fighting and for peace. Varins have shape-shifting. Great mages and artificers.

    Philosophy- Lead yourself and your tribe with honor and wisdom. Always strive to improve yourself, in every area, for that path leads to victory. Gather wisdom and knowledge, for they may lead to unexpected advantages. The business of other men is the business of other men, do not interfere unless they interfere with you. Treat all as equals unless they prove themselves otherwise. Obey your superiors, treat your inferiors with compassion. Gain for one is gain for all. Remember these, and spread them. Tell this to all, regardless of religion or species, my philosophy is simple: you improve yourself and others through combat and strife, and all stagnate when neither of those exist.

    Acts:
    Spoiler
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    Major Acts:
    Spoiler
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    MA:+1 INT for his people

    MA:Dogs made medium/large size.

    MA:Gained Knowledge Domain.

    MA:+1 To Combat Domain.

    MA: Gain +1 Divine Ranks

    MA: Gain +1 to Knowledge Domain.

    MA: Gain +1 to Combat Domain

    MA: All Varins gain +2 to every stat.

    MA: Created Divine Shield. Blocks all attack for one minute once/day.

    MA: +1 to Combat Domain.

    MA: +1 to Combat Domain.

    MA: Create Burning Winds in Kitseri land.

    MA: Colossus of Death. See Wonders.

    MA: Colossus of Death. See Wonders.

    MA: Varins gain +4 HD, and increase to Large Size.

    MA: Varins temporarily gain +2 bonuses to all abilities, abilities going back to normal at the end of the Portal Battle.

    MA:Varins naturally cast spells as a 1st level Sorceror. They gain the Magical Creature type.

    MA: Dogs have +4 HD, and go from Medium to Large to Large to Huge. All dogs gain +2 to all abilities, INT raised to 6.

    MA: Double Hallard's size

    MA: Create Silver Sea

    MA: Create Hallard

    MA: Varin's gain virtual immortality

    MA: Varin's gain virtual immortality

    Ceremonies:
    Spoiler
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    CER: Create an Avatar.

    CER: Create Fighting Forest.

    CER: Gain +1 Divine Rank

    CER: Gain +1 Divine Rank

    CER:Gain +1 Divine Rank

    CER: Turn Colossus of Death, Derek Larutkin, and Tedon the Artificer into a DvR 6 god.

    CER: +1 DR

    CER: +1 DR

    CER: Create Hallard

    Wonders:
    Spoiler
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    WON: Created the Great Library, a fortress sized library for the containing of knowledge. +1 to Knowledge Domain

    WON: Circle of Sacrifice. As long as it stands, the spirits of the warlords and the Dog-Lords guard the lands of Varian's people, leading the defense of the lands in times of trouble.

    WON: Tower of Magi #1. Gain +1 to Combat Domain.

    WON: Tower of Magi #2. Gain +1 to Knowledge Domain.

    WON: The Origin Statue. All Varins gain minor shape-shifting abilities.

    WON: Colossus of Death. Huge magical statuesque-type creature that protects the Varin Tribelands. It's animated by the divine power of Varin.

    WON:Artifice Factory. Gain Artifice Domain

    WON: Planar Stabilizer. +1 To Artifice

    WON: Planar Stabilizer. +1 To Knowledge

    WON: Hallardian Portal. +1 to Artifice

    Rituals:
    Spoiler
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    RIT: +1 to Combat

    RIT: All canines gain ability to Blink.

    RIT:Turn Mages to Dryads.

    RIT:Give Derek Larutkin DvR 0

    Rit:Create Powersuits. Uses .5 rituals per turn, starting turn 8, to continue to make the suits without being to costly to make.

    Ritual: Create Hallard

    Ritual: Create Hallard

    Ritual: Varin's gain virtual immortality

    Ritual: Varin's gain virtual immortality


    Acts left: 3 Wonders, 0 Ceremonies, .5 Rituals, 0 Major Acts.

    Correct me if I'm wrong, I'm not always sure on stats.

    People
    Spoiler
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    Pop: Approximately 14,200,000.
    Species: 14,100,000 Humans, 100,000 Apemen.
    Location: 460,000 at the Great Library (50,000 Guards, 280,000 civilians, 130,000 Mages), 200,000 in other countries (mostly traders and mercenaries), 13,540,000 Hallard
    Main Occupations: Mercenary, Lumberjack, Farmer, Artificer, Mage.
    Export: Mercenary Services, Wood.
    Imports: Food, crafts, household products.

    Cities:
    Spoiler
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    The Great Library: Capital and home of the Towers of Magi and the true Great Library, repository of the world's knowledge, it boasts 350,000 people calling it home. Thousands more live in the surrounding countryside, made safe by the tens of thousands of Mages and Artificers working day and night. It is light at night by Everglowing rocks placed in streetlamps, which are made to turn off and on when the sun goes down. It is home to thousands of Magi-tech wonders, and home of the world's greatest Artificers.
    Carlotus: Home to thousands of ships of the Varin fleet, and many more visiting merchants. It is the Varin's portal to the outside world (Talon Gate notwithstanding). It ships hundreds of tons of goods, mostly timber, books and wondrous items all around the world.
    Fort Tartactuis
    A massive fortress constructed to expand Varin territory into the desert, it is one of the greatest fortresses in the world. It's defenses are augmented by hundreds of magical devices, including 'mana batteries', which shoot raw magic at enemies.
    Cartlaj
    Cartlaj is primarily a wood-cutting facility, processing approximately two thousand logs a day. The Fighting Forest has near unlimited logging depths, seeing as it grows magically fast and is kept in top-shape by the dryads. It too has large battlements to keep the animals of the Fighting Forest away.
    Latrus
    Latrus is a large city in the Northlands, built to ferry settlers to the northern colonies. It is a large haven for sailors and pirates.
    Faertun
    Faertun supplies all the food that is produced on the mainland. It is surrounded by sunny pastures, yellow fields and small towns. It is by far the most peaceful and quietist of the Varin Tribeland cities.

    Mana Batteries:
    Spoiler
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    Mana Batteries:
    Mana Batteries are standing turrets, used mainly on castles and defensive fortifications. The guns and controls weigh about forty pounds, though the stand, seat, and swivel increase it to about two hundred and fifty. The stand and swivel are exceptionally heavy to prevent it from being knocked over by enemy siege.

    Mana batteries have two modes. Mode 1 is 5d6 magical damage on target, with 2d6 splash damage in all spaces adjacent to target. This mode can be fired every 1d4+1 rounds.

    Mode 2 is one continuous beam of magical energy, damage modified by the amount of movement the beam makes per round. Regardless of movement and damage, this mode can be fired for 5 rounds continuously, then takes 1d4+5 rounds to cool down. Every round the gunner chooses to take away from the beam's time reduces the cool-down time by one round. For example, if the gunner fires for only one round, then the beam takes only 1d4+1 rounds to cool down.


    Mana Battery Damage/Movement
    {table=head]Damage|Movement

    6d6|
    5ft/round

    5d6|
    10ft/round

    4d6|
    15ft/round

    3d6|
    20ft/round

    2d6|
    25ft/round

    1d6|
    30ft/round
    [/table]

    Regardless of mode, all damage a mana battery does is reduced by 1d6 per 400 feet. For example, Mode 1 being fired at 800 ft does 5d6 target+1d6 splash. Mode 2 being fired at 20ft/round at 800 feet does 2d6 damage. Mode 2 cannot deal damage at more than 400 ft going 30ft/round.


    Last edited by Halna LeGavilk; 2008-12-21 at 09:32 PM.
    RIP Gary Gygax, March 4th, 2008. May he roll 20's in heaven forever.
    RIP Dave Arneson, April 7th, 2009. He roleplays his way into our hearts.
    Avatar by Banjo1985, the Awesome.
    Spoiler
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    Quote Originally Posted by havocfett
    Quote Originally Posted by My self
    I'll throw in my hat as a Dwarf Warlord//Were-Dire Badger, going into Dwarven Defender and Deepwarden from Races of Stone. Is that cool?
    ...I'm not sure the vocabulary exists in the english language to express how much I approve of this concept.

  12. - Top - End - #12
    Ettin in the Playground
    Join Date
    Sep 2008
    Location
    Imladris
    Gender
    Male

    Default Re: Status Thread For Mighty Creatures

    Name: Sainbec Windlord, The Fate-Breaker.
    Domain: Wind 4, Luck 2.
    DvR: 11.

    Description: Sainbec has platinum-blond fur and a narrow mane stretching from neck to tail. His long hair often covers his right eye and his pearl-white fangs are long and wickedly sharp. He is unusually tall and lean and has innate grace and skill. He has no divine aura, other than a wind following him all the time.

    Philosophy: Freedom is of supreme importance: freedom to choose one's path, freedom to achieve excellence in life, freedom to have the best chance at life. If laws and unity is the best way to achieve this ultimate freedom, then they will be used.
    Choose your own path, and stick to it no matter the cost. Destiny, fate, the will of others - these are all unimportant, and can be defied. Use your skills well, and use them often.

    People: The Kitseri are proud nomads, the descendants of the worshipers of the Elder Gods. They are mercurial and extremely emotional, as well as having a strong wanderlust. They covet trinkets and talismans to remember their past, as well as looking eagerly to the future. They are good skirmishers and raiders, carrying spears, shortbows and scimitars. Kitseri bear a strong resemblance to great cats and foxes, and these creatures often adorn their banners.

    The Great Clans: There are five great clans that travel the Sapphira, which the lesser tribes fear and venerate. They rarely agree with each other, and are often at each other's throats.
    Spoiler
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    The Khalenseri are the descendants of the royalty of the Old Empire. They are very rich in gold and gems, and are haughty and sanctimonious. Only the fact that they are also good warriors and hire other clans as mercenaries has stopped the other great clans from destroying them. Their champion is Tyrn Khalenseri.
    The Lunaris are rumored to be the descendants of Sainbec's friend Lir. They are legendary thieves and scoundrels, their red and silver fur gleaming in the moonlight. They are wild and unpredictable, even among the mercurial Kitseri. Their champion is Shara Lunaris.
    The Satharos are the descendants of the great armies that fought in the War of Song. They are a close-knit group, and honorable and brave to a fault. They are also vengeful, and few would hurt a Satharos for fear that his fellows would repay the deed twofold. Their champion is Etharn Satharos.
    The Mychar are the loremasters and the priests of the Elder Gods. They are not warlike or skilled, but their weak magic is still renowned for its ability to cure or curse. From this clan came the seer Setor. Their champion is Petyr Mychar.
    Lastly, the Fethir are legendary hunters. Trackers, archers and bounty hunters make up the common folk of the Fethir. They are easy-going, and often carelessly flippant unless at the climax of a hunt. Their champion is Mathony Fethir.


    Major Acts: 6 used / 9 left.
    - The Elder Gods changed men into the Kitseri.
    - Devlin gave Sainbec the Luck Domain.
    - Boosted his Luck and Wind domains.
    - Helped Etharn unlock his divine potential.

    Ceremonies: 2 used / 3 left.
    - Making the Champions.
    - Creating the Knights of the Pure Wind, and transfoming Etharn into a demigod.

    Wonders: 1/5 built.
    - The Pipes of Dawn, a great carving in the face of a mountain that sings when the wind blows through it. Infused with Petyr's healing power.

    Rituals: 2/5 created.
    - The Windspeed, an extended Mass Haste spell with Water Walk added.
    - One used centuries ago to create the Banner of Champions, that has minor magical properties of inspiration and courage.
    Last edited by Raz_Fox; 2008-11-27 at 02:50 PM.
    freedom in the flame

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    Quote Originally Posted by PhoeKun View Post
    Raz, you scoundrel! You planned this!
    Quote Originally Posted by BladeofObliviom View Post
    Great, and now I'm imagining what Raz's profile on a dating site would look like. "Must be okay with veils."
    Quote Originally Posted by Kasanip View Post
    I don't think there is such a time to have veils that it is not the fault of Raz_Fox.
    Quote Originally Posted by Dervag View Post
    It's a freaking Romulan dump truck. The Romulans are no more likely to build an unarmed warp-capable ship than they are to become a hippy commune.

  13. - Top - End - #13
    Ogre in the Playground
     
    Krrth's Avatar

    Join Date
    May 2007
    Location
    Virginia
    Gender
    Male

    Default Re: Status Thread For Mighty Creatures

    Name: Sarathalus
    Domain:Water 1 (senior)
    Music 1 (basic)
    Ocean 1 (basic)
    Life (Basic)

    Alignment: CG(CN)

    Description. Sarathulus's form is constantly changing, like the very water that he embodies. Overall, he appears as humanoid made completely of water, with surf for hair.

    Philosophy: None yet. What exists currently can be summed up as: Fix your mistakes, and do not harm those who do no harm.

    People: His race simply calls themselves "The People". They are new to the world, and are slowly creating a society.

    Acts: 8/15.
    Wonder: 3/5
    Ceremony: 4/5
    Ritual: 5/5


    (from his awakening on Turn 5)
    Turn 1: Created his people (major), created a wonder (Reef of Dreams), gained Music domain, created a capitol for his people. Created a form of coral that can be used like steel(major).Created the Orb of Adaption(ceremony).

    Turn 2:Gained Ocean as a Domain (major), created Warsnakes (major). Altered some of his people into Sirens(minor).Breeding Pens created (wonder). Gained Life as a domain(major)

    Turn 3:Nothing of note.

    Turn 4:Created Flying mounts (major), ensured quick success with experiment (1 major)



    Artifacts:Orb of Adaption.
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    This orb allows any who visit the city it is in to survive. In this case, it allows visitors inside the city to survive the cold and pressure of being underwater, and gives them the ability to breath water. They loose this ability once they go more than a mile beyond the city walls. The spell has a safety feature in that it will not allow someone to leave the area of effect if removing the adaption effect would kill them.


    Warsnake:
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    Warsnakes are altered Sea snakes. They have been increased in size to 30 feet. The scales have been hardened to armor thickness. They have been given the ability to breath water indefinably. Swim speed and land speed have been increased, up to about 30 mph each. They are as smart as an intelligent dog. The potency of the venom has been increased, the fangs are longer and sharper. They have the ability to spot this venom three times a day. They are large enough to carry a fully armed and armored rider, along with his gear.


    Wonders
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    Reef of Dreams. This Reef, which is clearly visible from the surface, sends echos of the song of the sea into the ether. These echos inspire those sensitive to music.

    Breeding Pens. The Breeding Pens were created for the Shapers to experiment with new creations and maintain the ones they already have. Alterations to life forms are easier within it's walls, and are more likely to be successful. The fertility of the creations here is likewise increased while within the walls.

    Standard trade goods: Coral tools, pearls, Glassware, seafood, dye, medicine.
    Last edited by Krrth; 2008-12-01 at 10:32 PM. Reason: Updating Status
    Thanks to Edwin for the Avatar!

  14. - Top - End - #14
    Bugbear in the Playground
     
    Halna LeGavilk's Avatar

    Join Date
    Aug 2007
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    Male

    Default Re: Status Thread For Mighty Creatures

    Derek Larutkin

    DvR: 8

    Domains:
    Magery(2)
    The planes(2)

    Acts: 0 Wonders, 0 Ceremonies, 0 Rituals, 0 Major Acts.

    MA:
    -Create Hallard
    -Create Hallard
    -Make Hallard planeshift/similar-magic proof.
    -Increase Varin arcane power (natural sorceror 2)
    -Double Hallard's size
    -Double Fighting Forest's size
    -Create Silver Sea

    RIT:
    -Create Hallard
    -Create Hallard
    -Blinkdogs +2 HD

    CER:
    -DR +1
    -DR +1
    -Create Hallard

    WON:
    -Create Hallardian Portal (+1 Magery)
    -Create Planar Stabilizer (+1 The Planes)
    -Create Planar Stabilizer (+1 The Planes)
    Last edited by Halna LeGavilk; 2008-12-21 at 10:14 AM.
    RIP Gary Gygax, March 4th, 2008. May he roll 20's in heaven forever.
    RIP Dave Arneson, April 7th, 2009. He roleplays his way into our hearts.
    Avatar by Banjo1985, the Awesome.
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    Quote Originally Posted by havocfett
    Quote Originally Posted by My self
    I'll throw in my hat as a Dwarf Warlord//Were-Dire Badger, going into Dwarven Defender and Deepwarden from Races of Stone. Is that cool?
    ...I'm not sure the vocabulary exists in the english language to express how much I approve of this concept.

  15. - Top - End - #15
    Ettin in the Playground
    Join Date
    Sep 2008
    Location
    Imladris
    Gender
    Male

    Default Re: Status Thread For Mighty Creatures

    Name: Etharn Satharos.
    Domains: Knighthood 1.
    DvR: 6.

    Alignment: LG.
    Description: Etharn stays in the form of a bronze-furred Kitseri with a scar across one eye. His weapons are made of celestial bronze - a pair of scimitars.

    Philosophy: Fight with honor, fight alongside only those you trust with your life. Help the weak, the infant, the widow, the innocent. Fight for virtue and the light, and never revel in the slaughter.

    Major Acts: 0/3.

    Wonders: 0/1.

    Ceremonies: 0/1.

    Rituals: 0/1.


    Windknights:
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    Windknights are the elite order of Kitseri warriors, drawn mostly from the Satharos clan. They, once chosen to join the order, swear oaths to protect and defend the innocent and the defenseless, to always serve virtue and light, to never slaughter and never refuse the innocent.
    Once the oaths are sworn, the Kitseri are given Sainbec's blessing - power over wind and increased luck; then Etharn's blessing that they may fight their best. The Windknights have magic with them, but at the end their blades are what are to be feared - their skill is exemplary.
    There are nine different techniques favored by Windknights, most with a focus on using the power of wind to empower their attacks or defend themselves.
    - The Amdron technique focuses on the desert wind - the wind running along their blades scours and devastates with the power of a sandstorm. This is a technique that hearkens back to the Old Empire with wide arcs and speed - there are few who practice it without studying the Old Empire. Those who use this use scimitars and spears - the traditional weapons of the Kitseri.
    - The Hesbrid technique is one of self-meditation and faith in oneself. It calls upon untapped inner reserves and the warrior within to defeat one's enemies. This is another old technique, based upon Satharos meditation before battle. Those who use this often use two-handed scimitars and hammers.
    - The Adamant technique is focused on control of speed - if one controls the wind's speed in mind and body, there is nothing too fast for him. The technique is focused completely on control of wind magic, and is not popular with veteran warriors. Those who use this often use thin sailor's blades and half-hand blades.
    - The Asgre technique is the opposite of the Adamant - the focus is on the blade itself, not magic. The technique is infamous for the constant practice and study needed to master it and keep mastery. Those who use this use half-hand blades and double-bladed weapons.
    - The Ciev technique is rare within the Windknights, a technique of reflection and deception. The stronger the opponent, the easier to defeat. Though few Windknights learn anything but the basic style, the Mychar clan is learning the style to help defend their scholars and priests. Those who use this use short blades or staves.
    - The Chinos technique is one inspired by the Nightdancers, a technique of deception and misdirection. The practitioners are honorable and virtuous like most Windknights, but see no dishonor in backstabbing an opponent or tricking him with deft swordplay to drop his guard. Short blades are preferred in this discipline.
    - The Darega technique focuses on power, pure and simple. With the wind behind your sword, there is nothing that cannot be broken. This technique has many killing blows and unstoppable strikes, and is often dabbled in by Windknights. Two-handed weapons are used in this technique.
    - The Ravang technique focuses on the primal instincts of the Kitseri, leaps and raking strikes and the hunting of the opponent. Many Windknights use this technique, for it evolved from the very fighting style of the Satharos. The wind-granted speed of the Windknights simply makes this style even more deadly. Scimitars and bare claws are typical weapons, as is a curved dagger.
    - The Raibia technique is the technique of men's hearts, the technique that gives one the power of the wind to stir up the flame within men's souls. This technique is one based in Wind-magic, and one that is greatly honored within the Windknights for its rarity. Weapons used in this technique include one-handed blades and axes, as well as two-handed blades.

    Etharn himself is known to be a master of the Amdron, Adamant, Darega and Ravang styles, though he dabbles in them all.
    Last edited by Raz_Fox; 2008-11-28 at 02:56 PM.
    freedom in the flame

    Spoiler
    Show
    Quote Originally Posted by PhoeKun View Post
    Raz, you scoundrel! You planned this!
    Quote Originally Posted by BladeofObliviom View Post
    Great, and now I'm imagining what Raz's profile on a dating site would look like. "Must be okay with veils."
    Quote Originally Posted by Kasanip View Post
    I don't think there is such a time to have veils that it is not the fault of Raz_Fox.
    Quote Originally Posted by Dervag View Post
    It's a freaking Romulan dump truck. The Romulans are no more likely to build an unarmed warp-capable ship than they are to become a hippy commune.

  16. - Top - End - #16
    Ogre in the Playground
     
    BlueKnightGuy

    Join Date
    Aug 2008
    Location
    Canada
    Gender
    Male

    Default Re: Status Thread For Mighty Creatures

    Name: Desai the Radiant
    Domains: Zeal 1.
    DvR: 6.

    Alignment: LG.

    Description: Meet Desai, the demigod of Light, Retribution and Zeal. He appears as his former self, only a bit more feral in appearance. He also sports a lion's mane and a single horn. He has the ability to morph into the form of the Chimera.

    Major Acts: 0/3.

    Wonders: 0/1.

    Ceremonies: 0/1.

    Rituals: 0/1.

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