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  1. - Top - End - #1
    Ogre in the Playground
     
    Ipphli's Avatar

    Join Date
    Feb 2008
    Location
    Oklahoma, USA
    Gender
    Male

    Default Status Thread for Blank Slate

    Here is the status thread for Blank Slate. Please post your Name, Domains, a brief personality description, and a physical description. Later, you can add in what special things your god has done, like races they made or artifacts, those types of things. At the bottom of the post please keep tabs on how many acts you have left.
    A mind without purpose will walk in dark places. - Gideon Ravenor

    Avatar by Ninjaman

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

    Join Date
    Aug 2008
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    Canada
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    Default Re: Status Thread for Blank Slate

    Name: Moghor Rezamir, The Earth Keeper
    Domains: Earth (2), Strength (2), Creation (2), Travel (primarily roads)
    Alignment: True Neutral/Neutral Evil
    Divine Rank: 16
    Home Plane: The Waste of the Iron Kings
    Symbol: A fist breaking a mountain apart
    Description: Moghor looks like a 25 feet tall giant. He has muscular limbs and golden skin. He has a thick black mane and eyes like gleaming gems. He wears a dark toga and many animal furs. He's particularily fond of jewelry and owns several crowns for different occasions as well as a torque decorated with obsidian and matching rings on the arms and wrists. He wields an oversized weapon that he can shape in whatever form he wishes, as long as it is made from stone or metal. He prefers the Maul above all weapons.

    Alternate forms: He sometimes choose to appear as a colossal obsidian golem shaped like a beetle or a bestial lich with the head of a baboon.

    Avatar: Alchaeus the Watcher

    Worshippers: The Earthbound (a loose alliance of races)
    The factions of the Earthbound include:
    • Erdas
    • Mountain Jakarus
    • Dark Sarlathians, the wolverine people
    • Moghor's sworn Colossi*

    *Kuto's Colossi and independent Colossi aren't part of the Earthbound races, but they are never hostile to the alliance.

    Old dogma
    Spoiler
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    You were born from dirt and you will return to dirt. Do not believe the fickle gods of the Sky who claim that those who live on the ground are somewhat lesser creatures. They are arrogant and idle. Without earth, there would be no life. The earth holds countless riches. Your origins are both humble and noble, never forget it.

    The strong, the cunning and the ambitious are rewarded in this life and in the next. Keep your body healthy. Never back out of a fight, unless there are overwhelming odds against you; even then, explore new ways to achieve victory. In any case, you have to work to get what you want in life. Strength is not only about brute force; a good leader who is both respected and feared among his people need not best every men in combat to own his position.

    The Law of the Strongest is the only true law. Follow mortal laws only if they favor the bold and the powerful. You can always find ways to go around laws you don't approve of.

    Success will bring wealth and fame. Always seek to increase your wealth. You are also defined by what you possess. With enough wealth, you can have all your dreams come true.



    Artifacts

    Torc of the Mountain King
    This dark-colored neckring is decorated with shards of obsidian and depicts two dragon heads. The torque give its wearer several abilities. First, the wearer becomes completely unmovable, rooting himself to the ground like a mountain, unless he wills it otherwise. He is immune to forced push, tripping and even hurricane winds, among other things. Second, the wearer gains a bonus to attack and damage rolls if both he and his foe touch the ground. In addition to this, as long as he is on the ground, he gains a bonus to saves and AC as well as damage reduction. Last, but not the least, is the ability to cause minor earthquakes in a large radius or an intense, but highly localized tremor. This ability can also target a single creature; in that case, the target must save or be entombed beneath the earth forever barring a divine intervention (such as a Miracle or a divine Freedom spell).

    Starjewel Pendant

    Living Armor

    Hammer of Inferno

    Orb of Adaptation

    Javelin of Retribution

    Creations
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    • The Cerberus (cocreation, Greater Servant)
    • The Juggernaut of the Colossi
    • Spawns of Moghor
    • Mindless undead, including the mighty Chilling Bones
    • Spectres (malevolent spirits that possess living beings)
    • Burrowing animals and insects

      Thoughts on undead
      Spoiler
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      There are three major types of undead.
      Examples of the first type is the batch of mindless undead created by Moghor a bit earlier, or the Chilling Bones. Those are fundamentally tied to the element of earth. They are still considered undead, and not constructs, as a spiritual imprint has been left by the soul on the remains of the body. Only the ritual developed by Moghor and taught to his priests can raise this kind of undead (and soon magical items will replicate the ritual). Those come in many shapes, depending on their environment and the state of the remains. People who die of starvation in the desert may become undead with a desiccating touch. The undead are always mindless, though. Any priest can repel or destroy undead, and evil ones may even take control of them.
      *Important* For now, those undead need to be animated by clerics, unless their remains were buried on Death Peak or in the Valley of the Flesheaters, or Moghor spends an act to raise them himself.
      In D&D terms, type A undead have the Undead type and the Earth subtype.

      Specimens of the second type are typically called Forged Undead. They are created when a practicioner of Forging imbues rotting corpses or skeletons with his own essence. Forged Undead are like extensions of the caster, and so are a lot more dangerous than normal undead if used right. However, maintaining several undead "active" at the same time is draining. The lifeforce is not intended to work this way, and as such, this is considered corruption of the dead. It is however much more difficult for a priest to turn a Forged Undead, and impossible to control one. Once the master of the undead is killed, the Forged Undead are once more lifeless.
      In D&D terms, they also have the Undead type...and perhaps a special Forged template?

      The third type includes all the sentient undead. There exist various paths to undeath, and they do not have a lot in common. The paths bear the name of the first person to have ever attained this state. Intelligent undead are created when an adept of Forging becomes self-aware to the point of being able to link his soul to his body or an object (much like a phylactery) indefinitely. The process is neither good nor evil. However, much like forging undead, this is considered corruption of the lifeforce. Sentient undead do not necessarily rot, but they all show some form of corruption.


      Geography
    • Sunset Canyon
    • Golden Aquila, city
    • Spectre Plateau and the Hunted Forest (which is actually a jungle)
    • Rings of the Gods
      Look like burnt craters with sharp stones that stick out of its side like monstrous claws.
    • Obsidian Lair (cocreation)
    • Death Peak and the Valley of the Flesheaters (a mountain pass)
    • The Pinnacle
    • Several granite and marbe temples scattered all over the continent

      Concepts and traditions/Planes
    • Earth Magic
    • The Waste of the Iron Kings (outer plane, cocreation)
    • Turan'adar, the Labyrinth of the Depths and the Golden Hall (divine realm)


    Plane

    Turan'adar, the Labyrinth of the Depths and the Golden Hall
    Spoiler
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    The underground level of the Waste of the Iron Kings.
    Moghor dug a series of tunnels underneath one of the main peaks of the wasteland that he filled with various crystal formations. He carved many caves, as well as some impressive halls decorated with weapons, shields and mundane objects made of precious metals and ceramic mosaics. The spirits of his dead followers will be given a cave to dwell in for all eternity. Most will have to share a cave, but Moghor's favorites will be awarded a home reflecting their status. He himself inhabits a place inside the Labyrinth called the Golden Hall. A vault which is said to hold a fabulous treasure lies just below the throne of the Obsidian Lord.

    Moghor named the realm Turan'adar. Many hidden, treacherous tunnels lead to the Labyrinth of the Depths. But there exists a main entrance, barred by a gate made of the hardest metal Moghor could find: adamantine.


    Races
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    • Krokuta, the Earth-born (messengers)
      Spoiler
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      Population: 50
      In its natural form, a Krokuta looks like a sturdy lynx, about the size of a donkey, but entirely made of mud. A gem is embedded in its forehead (a different gem on each individual). This elemental creature has the ability to change into two other shapes. It can grow to the size of a bear, as its "skin" turns into unbelievably hard rock and spikes emerge from its back. Or, it can turn into a large patch of quicksand to drown its prey. Every Krokuta can also move at great speed through earth, dirt, rock or sand as if it was water. The ability to meld into the ground or hide in a slope, in addition to its camouflage, means that it is very difficult to detect one in a natural environment. The Earth-born are strong creatures that enjoy a good brawl, but they are also cunning, believed to see the unseen (in fact, tremorsense) and to know many secrets relating to buried treasures, secret passages and the like. A mortal needs to prove its worth before a Krokuta accepts to become its guide. Lastly, a Krokuta that is defeated on the material plane leaves its gem behind and reforms elswhere with a new gem.
    • Erda
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      Capital: Golden Aquila, on the Spectre Plateau
      All erda are about 6 1/2 to 7 feet tall and have a strong build. Their skin is dark red and is incrusted with tiny gems. Their claws are as hard as rock, but they usually don't use them in a fight. Obviously, they can see perfectly in the dark. The erda aren't harmed by exposure to the sun, but if they stay too long under the hot, summer sun, their muscles stiffen and their reflexes are affected. They much prefer the shade. The erda don't care much about family values or community. They are cunning, selfish and greedy individuals. They are closely tied to the element of earth, and as such have a few special abilities. Their skin can be hardened to easily withstand blows. When this stone skin is activated (I'm not talking D&D stonekin spell here), large obsidian crystals grow on certain parts of their body: brow, shoulders, knees. They can also grow crystal blades from their forearms, whether the stone skin is active or not, and use them as weapons. Finally, they have the ability to soften earth and stone by touch, but it only affects a small volume.
    • Plated Landwyrm
      Spoiler
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      The landwyrms are massive, wingless beasts with a slender head. Their thick, dark hide is covered in metal plates on some parts of the body. When immobile, they look like primitive tanks. The breath weapon of the plated landwyrms, as they are commonly called, is a sonic shockwave. While not flyers, they dig at an incredible speed. The dragons have the ability to rust any metal they come in contact with or absorb minerals to strengthen their body armor. They are also skilled earth mages.
    • Colossus
    • Dark Sarlathians (wolverine people)


    History
    Spoiler
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    Turn 1
    Spoiler
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    - Shaped the Underground (Major)
    - Created the 12 Titans (Major)
    - Created the Torc of the Mountain King (Major)

    - Carved Sunset Canyon (2 Minors)
    - Created the Krokuta, elemental servants (Minor)
    - Created a host of burrowing animals, including giant antlions, beetle, sand worms, as well as dire moles (Minor)
    - Fashioned an outer plane with the help of Rudah and Ikibe (Minor)

    Turn 2
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    - Created the Erda race (2 Majors)
    - Created the mindless undead hordes and the zombie dance(Major)
    - Fashioned the Golden City, Aquila (Minor)
    - Increased the Krokuta population (Minor)
    - Gift to the Lycians of the Kyba Clan (Minor)
    - Built stone circles known as the Rings of the Gods (Minor)
    - Created Chilling Bones x12 (Minor)

    Turn 3
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    - Created Earth Magic (tradition, 2 Majors)
    - Gave life to the Spawns of Moghor, earth/metal elementals (Major)
    - Created the all-mighty Cerberus with the help of Volkano (2 Minors)
    - Carved the Obsidian Lair (Minor)
    - Corrupted Death Peak and the Valley of the Flesheaters (Minor)

    Turn 4
    Spoiler
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    - Created the Plated Landwyrms (race, 2 Majors)
    - Gained Undeath domain (Major)
    - Increased the Metalworking skill of the Erda race (Minor)
    - Increased the Engineering skill of the Erda race (Minor)
    - Blessed the Black Knight, Alchaeus (Minor)
    - Increased the Dark Sarlathian population (Minor)
    - Increased the size of the jungle outside Aquila and filled it with magical mist as well as undead creatures and vicious predators (2 Minors)

    Turn 5
    Spoiler
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    - Cocreated the Colossi (Major)
    - Created an avatar, Rezamir the Enforcer (Major)
    - Altered the Dark Sarlathians (Major)
    - Increased the Dark Sarlathian population (Minor)
    - Doubled the size of the undead army in the region of the Putrid Swamp (Minor)
    - Completed the intercontinental tunnel (Minor)

    Turn 6
    Spoiler
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    - Increased DvR to 12 (3 Major)
    - Created the 12 spectres (Minor)
    - Invested some power in Xiren's project (Minor)

    Turn 7
    Spoiler
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    - Created a new type of earth elemental related to the Spawn of Moghor, the Deep Crawler (Major)

    Turn 8
    Spoiler
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    - Gained Fire domain (Major)
    - Created the Starjewel Pendant, said to have been crafted from a meteorite discovered on the southern ice cap (Major)
    - Created the Living Armor, said to be Ikibe's last creation (Major)
    - Created the Hammer of Inferno, said to have been wielded by Volkano's avatar (Major)
    - Created a volcano near the Putrid Swamp (Major)
    - Empowered Felaar, leader of the Redunkeep Avengers (Minor)
    - Exterminated vermins plaguing the caves and slowed the disease spread (Minor)
    - Raised the Pinnacle (Minor)
    - Empowered the Black Knight (again, Minor)
    - Caused a massive volcanic eruption (Minor)
    - Doubled the Erda population (Minor)

    Turn 9
    Spoiler
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    - Increase DvR to 13 (3 Major)
    - Erect many temples across the mainland and a giant statue on the site of a future metropolis; create new roads (3 Minor)

    Turn 10
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    - "Assemble" the new Totolkan, Heir of the Titans (Minor)

    Turn 11
    Spoiler
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    - Increase DvR to 14 (3 Major)
    - Gain control of the Porter's plane and the other doors in existence by creating a new Master Key (Major)
    - Gain the Travel domain (related to roads and trade, Major)
    - Create the Colossal Juggernaut (Major and Minor)
    - Turn the Middle City (metropolis) into a sanctuary (Minor)
    - Create a ritual that a few individuals can use to travel anytime to a specific room in the House of a Thousand Doors. The individual must be attuned to it before the ritual can be used, and thus must be invited in by Moghor himself (Minor)

    Turn 13
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    - Ley lines, and secret project (3 Major)
    - Moghor reforges the Mountain Jakarus in his image (Major)
    - Hidden (Major)
    - Significantly increase the greed of a few individuals (mainly kings, mayors, etc.), which is done through the intervention of the Krokutas (Minor)
    - Increase the population of the Erdas, the Moghorian Colossi and the Mountain Jakarus (3 Minor)
    - Another boost to the Erda's engineering skill (Minor)
    - Increase the potency of arcane crystals (Minor)

    Turn 14
    Spoiler
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    - Increase DvR to 15 (3 Major)
    - Built a "magic" railway between Aquila and the mainland (Minor)

    Turn 15
    Spoiler
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    - Save the women and children in the catacombs (Major)
    - Create 3 dozen fire drakes from the oldest landwyrms. They can now fly with ease and blast their foes with divine flames (3 Minor)
    - Make the curse of the Flesheaters more potent (Minor)
    - Open several portals in the Trollgroves (Minor)
    - Bring more Spawns of Moghor in the material plane (Minor)
    - Stone archs leading to the Waste of the Iron Kings appear in all regions where Moghor has some influence. Those are temporary (Minor)

    Turn 16
    Spoiler
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    - Increase DvR to 16 (3 Major)
    - Boost Domains (2 Major)
    - Teleportation to and from the Waste of the Iron Kings is now impossible. The portals created earlier are an exception (Major)
    - Destroy the Ley Lines (2 Minor)
    - Blow up Mount Redunkeep (Minor)
    - Scrapped the Titans to make the Orb of Adaptation (No act, Artifact)

    Turn 17
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    - Unleashed a dangerous radiation in the fight against the gods (2 Minor)
    - Drained by Nokumo.
    - Empowered Alchaeus with some of the Earth Keeper's essence (2 Major)
    - Forged the Javelin of Retribution (Major)

    Turn 19
    - Healed the earth, fixed his damage, created the biggest city ever and carved statues of the gods of the pantheon into the rock of a mountain range (5 Major)

    Major Acts left: 5
    Minor Acts left: 10
    Last edited by Kaiser Omnik; 2009-07-24 at 12:24 PM.

  3. - Top - End - #3
    Dwarf in the Playground
     
    Kobold

    Join Date
    Feb 2005
    Location
    Richardson, Texas
    Gender
    Male

    Default Re: Status Thread for Blank Slate

    Name: Rudah, The Preserver
    Domains: Cold, Imprisonment, Stasis
    Alignment: Lawful Evil
    Description: Rudah is a frostbite-blue humanoid with four arms, his hands encased in ice and his feet shackled in iron. He is constantly blindfolded and gagged and upon his head rests a crown of crystal. He is robed in white cloth of unparalleled finery, to gaze upon it is to be stricken blind, to touch it is to die of pleasure. He is the idea that what you do not know is frightening and dangerous. He is the truth behind the thought that what you have now is better than the risk it takes to get something new. He is the expression of seclusion as a punishment and as a lifestyle. He is untouchable and unfeeling, and hates noise above all else as his ears are the only part of him that are unprotected and functioning.

    Currently, he is not taking a very active role in the minutae of shaping the world and instead paints his intentions with broad strokes and large acts. However, he is always watching.
    Spoiler
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    I don't post all that often but I do read the IC and OOC threads.


    Dogma
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    Seek to make your homes in cold places, warmth attracts rot and competition.

    Seek not to end life, of either kin or enemy, the dead are of little use.

    Seek niether to create nor to destroy. Never make a new tool when an old one will suffice nor cast away an old tool while it may still serve a purpose.



    Relations
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    He is allied with Ikibe and Moghor Rezamir.



    Artifacts
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    Coming soon.



    Plane
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    Icherron the Senseless Tundra, the ground level surface of the Waste of the Iron Kings.

    This plane functions as the afterlife of the followers of Rudah's teachings and is currently only reachable by a tunnel in the lands of the dead. However, there is no reason anyone who has the will and magical ability could not travel there. Though, there is little reason to do so. It is a cold and barren place, gray and noiseless, though it is impossible to starve there those that occupy it still get hungry and there is no food. Furthermore, the plane dogs in the area have adapted to become vicious predators, constantly seeking wandering souls to consume. Any dead that make it to Ikibe's mountain are allowed to return to life after passing through his wheel.



    Creations
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    The Seat of the Gods Fortress of Remorse
    Rudah sacrificed the south pole in order to fix a misunderstanding and create a neutral ground for the gods to make decisions and laws, and no one cared. Rudah renamed the structure the Fortress of Remorse, and it acts as a staging point for Rudah's raids against Chaos.

    The Shrine of the Door
    This small structure is built of wood supports covered with frozen mud and snow. Within it is contained the Door that The Porter placed near the South Pole. Currently the Southern Kinrii are hiring Jakaru to sleep near it in hopes that it will communicate its mysteries to them in dreams.


    Races
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    The Kinrii, humanoid creatures with prominent insect features and long lifespans. If fed and protected from harm a typical Kinrii could live something like nine hundred years but in the harsh tundra, this is cut in half. They reach sexual maturity at about forty years, but do not usually bear children until fifty. The gestation period for a typical Kinrii female is about a year, but the females are little hindered by pregnancy or childbirth. All Kinrii are born deaf and mute and any Kinrii that are born with mutation are born dead, and their souls go to Nirhek's realm. The Kinrii's natural body temperature is very low, and they need little food or water to survive.

    Kinrii culture is divided by North and South, but given the vast distance of new and frightening territory in between and the reluctance of the Southern Kinrii to exploit the powers of the Glysians, it is unlikely that the two cultures would meet. In the South, a small number of Kinrii that survived Rudah's adaptation of the South Pole have taken a fatalistic attitude. They believe that the world is harsh, uncaring and arbitrary and when the Jakaru met them and told them of the death god's dreams, they accepted them as a source of comfort. For this, Rudah has disowned them. Nearly all of the surviving Kinrii in the South live in a large nomadic tribe. They worship the Gatekeeper in a strange cult that acts out life and death in effigy in order to prepare themselves for the day they die. The Southern Kinrii revere the Jakaru as messengers of the Gods, and have employed them to help unravel the secrets of the door given to them by The Porter.

    In the North, the Kinrii are following Rudah's plans much more closely. With their low death rate they do not understand the Gatekeeper's teachings, and distrust the Jakaru's attempts to influence their culture. However, with the recent invasion of the Anarch Rats threatening their Capitol the Kinrii have incorporated the spiritualistic Ice Jakaru to their culture.

    The Glycians are flying avatars of Rudah's domains made of ice and iron. They were created to fight the creations of Nirhek, the Chaos Wyrms and Anarch Rats. They are created whenever mortals call to Rudah for aid and remain afterwards to spread his doctrine.


    History
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    Turn One:
    On this turn Rudah created the icecaps and icy weather and made cold air slow the passage of light and sound.
    Also, Rudah created the Kinrii, and gave the still-born souls of the mutants to the chaos god.
    Also, Rudah created the Senseless Tundra, as his part of The Waste of the Iron Kings, the plane created by himself and the Earth gods.
    Also, Rudah made the south pole into a place that the gods could meet on neutral ground.
    Finally, Rudah shaped his dreamscape into a tower of cells where those contained within are taught not to question the imprisonment of life.
    0 Major Acts remaining.
    0 Minor Acts remaining.

    Turn Two:
    On this turn Rudah created the Glycians, floating avatars of his domains that are created whenever mortals call for Rudah's protection.
    Also, Rudah helped Ikibe to create a rune based language and organized the Glycians into a world wide communication network however, privacy is hard to come by and innovation is hard to convey.
    Finally, Rudah's Northern Kinrii created Frostholme, the entrance to the North.

    0 Major Acts remaining.
    2 Minor Acts remaining.
    Last edited by Sacrath; 2008-11-15 at 12:22 AM.
    "I'll give you a 10 second head start; if I catch you, I eat you."

  4. - Top - End - #4
    Ogre in the Playground
     
    puppyavenger's Avatar

    Join Date
    Apr 2007
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    GMT-5
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    Male

    Default Re: Status Thread for Blank Slate

    Nirhek
    Divine rank:11
    alignment: CN/CE
    Domains Chaos, rebellion, transmutation
    explanation, Chaos is the cosmological concept of chaos and collapse, limbo and chaos beasts and so on, rebellion is pretty self explanatory, Anarchy is the societal equivalent of chaos.
    Description his true form is a vaguely humanoid shape of constantly shifting elements and pieces of energy. When appearing near other creatures, he usually appears as a tall almost perfect humanoid of a race not usually seen in the region.

    He believes that the structured world is a monstrosity of continuity, He seeks to simply turn it all into pure chaos. However, he is under no illusions that that is possible in the foreseeable future, and also focuses on tearing mortal orders apart, spreading revolution and anarchy with immense charisma and enchantments.
    Artifacts
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    coming soon


    Creations
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    Coming soon


    Races
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    Anarch Rats
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    hundreds of quick breeding outsiders that look like rats. they give off an aura of chaos and anarchy, causing anything complex to fail, including, but not limited to, magic, soicial structures, actual structures, and governments.

    Chaos seeds
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    The end result was 100 seeds of perfect chaos, guaranteed to adapt to and slowly or quickly destroy wherever they landed. he carelessly tossed two into the Depths, one became an insanity causing kraken well the other a sapient plague that caused uncontrollable rage against everything.

    Chaos beasts
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    Reaching into his essence, he created 5 colossal chaos beasts, constantly changing masses of tentacles and teeth. with each strike upon something, they drained its sanity, and when that was gone, the victim became a lesser chaos beast, who could create more of their own.



    History
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    Turn 1
    used major act to cause birth defects and mutations in 10% of land-dwelling creatures
    gain the souls of all still-born Kinrii
    Turn 2
    2 acts to create seeds of chaos
    1 to create chaos beasts
    minor to send all anarch rats to Ruskie lands
    Major Acts left: 1
    Minor Acts left: 8
    Last edited by puppyavenger; 2008-11-12 at 01:46 PM.
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    played the Space Pope in Total War 2125
    ..and the Papal States of Luna in Total War 2260


    Playing
    The Gears Chosen in Total Way: Broken City

    The Spindleshanks Crusade in Total War: 40K

    Dragon Avatar by Serp

    Darkness Fell, and with it Light

  5. - Top - End - #5
    Bugbear in the Playground
     
    Feirgon's Avatar

    Join Date
    Aug 2008
    Location
    Virginia
    Gender
    Male

    Default Re: Status Thread for Blank Slate

    Name: Syn

    Domains:

    Darkness - 1
    Blood - 1
    Family - 1

    Divine Rank: 11

    Alignment: NE

    Appearance: In low light or complete darkness, he appears as he upper half of a werewolf. The fur is constantly shifting while his claws shimmer endless. His face is a constant scowl and his yellow eyes are filled with an endless desire for blood. The lower half of his body has no real form as it is a mist of spirit energy. In bright light, he appears as a silhouette of himself with blood red eyes.

    Mortal Appearance: He is in one of two forms. The first is a dire feral wolf. The second is an anthropomorphic wolf that is twice as tall as mortal beings. He can tower over small buildings and trees in this form. In both forms, his fur is a dark gray that is always shifting and his eyes are a frightful yellow. He only appears in his anthropomorphic state at night.

    Description: Syn is a god of few words and powerful actions. He cares not for trivialities as only his thirst powers his actions. His essence flows through blood as lycanthropy. An infection that carries with it feral tendancies and odd consequences when passed between species. Usually mixing the two species into one creature. Though this power is only most powerful in the absence of light. This is not a full moon effect, rather, it would manifest itself on dark nights where no moon could be seen.
    And it is through blood that Syn maintains the closest ties. He knows not of friends. Those not of his blood or of his family are enemies and will be treated as such.

    Relations:
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    As Syn will likely not have any true relations, his relations will be based on his opinion of the god/dess in question.

    Unnamed gods: Apathetic
    Cale: Disgust
    Parda: Weak
    Xiren: Amusing


    Creations:
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    Rissyn - These creatures share the blood of Syn. They gain greater power in darkness. These creatures are very brutal and often attack in groups. They are very loyal to family. Born Rissyn are sentient in both of their forms. Rissyn live slightly longer than average mortals, but are often hunted for their brutality and evil deeds.
    Rissyn have two forms:[list][*]Natural Form - this is the way these creatures look at birth. There is little difference from a creature that is Rissyn and one that is not while in this form.[*]Altered Form - the creature stands on two legs and grows larger. Only the Jakaru and Lycian gain aspects of the creature that infected them while in this form.
    Effects of Darkness - In absolute darkness (no moonlight, or sunlight) they transform into anthropomorphic versions of themselves. If the creature was of a sentient form before being infected, it gains aspects of the creature that infected it.
    Spreading the Blood - Creatures that are attacked by a Rissyn and live or get a lot of Rissyn blood on them, become a Rissyn themselves in one month. Non-sentient creatures become more feral. Sentient creatures lose their sentience upon transforming. Any creature that is mortal or has blood can contract Syn's blood.
    Worship - Being a Rissyn does not mean one becomes a follower of Syn. They can reject it as a curse, leaving their soul to the god/dess that they worship. Those that embrace the power and understand the power of darkness become followers of Syn. These souls will go to Syn upon passing from the mortal world.

    Gargoyles - These are creatures that turn to stone in the light of the sun. They have no loyalty to Syn, but will protect their homes with great effort. Within the forest known as Nok, they never turn to stone. Only about half of the Gargoyles are sentient. Sentient Gargoyles live much longer but reproduce slower than their less intelligent siblings. They prefer to perch on high places before turning to stone. These creatures are of pure spiritual energy and as such do not have souls.

    Vampires - These are non-Rissyn that envoke the name of Syn for power. In granting them this blessing, they are cursed with incredible weakness in light. Those of low to middling power die in sunlight. While only the truely powerful can survive the sunlight. This weakness to light applies to all light, though small fires and such may have negligable effects. They also thirst for blood. And become more feral when the thirst for blood grows. If Vampires go too long without blood, they lose sentience until they feast upon blood again. The creatures lifespan is not affected by the Vampirism (not immortal). Worshipping Syn does not turn an individual into a Vampire. The mortal must actively invoke Syn's name asking for strength.

    Karridaan - Realm of Darkness
    This the plane created by Syn. All of the souls that worship Syn in life go here. They appear as floating droplets of blood. Creatures attuned to the power of darkness can enter their shadows to enter this plane. There is no light in this plane. In order to see in this realm one must learn how to see the darkness. Most mortals, even Rissyn, do not learn to see in this realm. Gods take some time to adjust to the fact that they must see the darkness bounce off objects as light would. Only Syn can see perfectly in this realm.

    Nok - This name means darkness in the tongue of the Rissyn. It is the forest of deeper darkness that Syn created. No light reaches the center of the forest. In the center of the forest is a dais. It is the holiest of ground for worshippers of Syn. The biggest town is located near the edge of Nok next to a river. It is used for trade and for the inhabitants of Nok to stay connected with the rest of the world.

    Slyther - These are small pearls that feed on light. They grow tendrils of pure darkness to feed on the sunlight. These tendrils have no physical effect on creatures or lifeforms that touch them, but the absolute darkness that envelopes the creature can be frightning. Rissyn and vampires are fully empowered while standing within the darkness created by the tendril. These creatures are about as intelligent as a dog.

    These unique creatures have three major weaknesses.
    • [1]They need sunlight or other forms of bright light to feed. If the world is cast into an eternal darkness they will starve and die.
      [2]The pearl body cannot survive in direct sunlight, but they use their tendrils to surround their body in such conditions.
      [3]The body (pearl) moves very slowly, rolling no more than a couple inches a day.


    Minotaurs - Morgirr in Rissyn tongue. These creatures are of bovine descent but have been empowered with greater wisdom, intelligence, and strength. Most Minotaurs choose to stay in their altered forms, though Lycian and Jakaru Minotaurs sometimes choose to keep to their natural forms.


    Actions:[spoiler]

    Turn 1:
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    World Creation Act - Created shadows that are a gateway to the realm of darkness
    2 Major Acts - Created Realm of darkness: Karridaan

    Minor Act - Started Rissyn. Lycanthropic sentient mortals that carry the blood of Syn.
    Minor Act - Started Gargoyles.
    Minor Act - Created Holy Dais
    Minor Act - Created forest of Deeper Darkness
    Minor Act - Started Vampires. Non-Rissyn creatures that invoke Syn's name for blessings.


    Turn 2:
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    2 Major Acts - Created Slyther
    1 Major Act - Gained transformation/morph domain

    1 Minor Act - All natural Rissyn have control over their transformation


    Turn 3:
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    1 Major Act - Created Minotaurs from bovine Rissyn

    1 Minor Act - Empowered Ghordyr, a Jakaru Minotaur


    Turn 4:
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    5 - Major Acts Remaining
    13 - Minor Acts remaining


    Turn 5:
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    3 - Major Acts
    5 - Minor Acts
    [/spoiiler]

    Turn 6:
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    3 - Major Acts
    5 - Minor Acts

    Last edited by Feirgon; 2008-12-10 at 02:32 PM. Reason: Included details about Minotaurs and Slyther

  6. - Top - End - #6
    Ettin in the Playground
    Join Date
    Sep 2008
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    Default Re: Status Thread for Blank Slate

    Name: Mia Swordmaiden!
    Domains: Swordfighting, Wandering, Enthusiastic Skill, Heroism, Healing.
    Alignment: Chaotic Good. Wild, carefree, genki and kind-hearted.
    Appearance: A young purple-haired swordmaiden, with a magnificent sword without equal at her belt. She wears flexible orange leather armor, black cloth beneath and a white headband.
    Description: She is almost always smiling or laughing, and does everything with energy and speed. She loves to continue to hone her skills against mortals, even though she is the best swordmaiden in the realm. Despite this, she has lost to skilled mortals giving their best before, and sometimes loses on purpose to give them self-respect and show them how good they are. She has no realm to call her own, but wanders through other's realms. It is a rare mercenary band indeed that has a purple-haired maid join them for a spell.
    She can often be naive and foolish, but her kind heart and her enthusiasm make up for those traits in the eyes of those she meets. She seeks not worshippers but friends and companions. Her symbol is her sword, Paragon.

    Major Acts: 14/18.
    - Was born into the world in mortal garb.
    - Created the Lycians from the trunk of a great tree.
    - Created the Fountain of Youth.
    - Created Sword Magic.
    - Sucil created Luck Magic.
    - Gained Heroism Domain.
    - Gained Healing Domain.
    - Gained +1 DvR.

    Minor Acts: 19/25.
    - Created Lammergeiers, the great bone-vultures.
    - Gave Setto Kyba power, 3 minors.
    - Gave Clan Kyba mastery over the mountains, 3 minors.
    - Boosted the population of the vale.
    - Boosted the population of all three Lycian major nations, 6 minors.
    - Created Bladeroses, beautiful flowers with healing properties.
    - Created Greatfoxes, giant foxes with the grace of a panther and the power of three wolves.
    - Gave Lycians the POWER OF FRIENDSHIP!!!!
    - Gave Sucil Luckmaster power, 2 minors.
    Last edited by Raz_Fox; 2008-12-17 at 02:26 PM.
    freedom in the flame

    Spoiler
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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.

  7. - Top - End - #7
    Troll in the Playground
     
    Jallorn's Avatar

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    Oct 2008
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    Default Re: Status Thread for Blank Slate

    Name:Jallorn Drakath
    Domains:Good, Stealth, Combat, Ingenuity
    Description:NG/CG, he is a being of good who acts for the greater good at almost any cost. He can be a little selfish sometimes, but is usually very reasonable. As the god of both assassins and fighters, he supports chaotic assassins and lawful fighters, but rarely chaotic fighters. His worshipers goals are simple and pure, do good however and whenever you can within their L-C spectrum. Although he is generally more of a tactician, Jallorn is also a master at wielding dual bastard swords.


    MA:0
    mA:4
    Journal:
    Created Sathorn and The Floating Island of Alneria
    Created Holy Dragons
    Commanded an assault on the Nokru by a small group of Dragons.
    Created Haldun, my general, Aleria and Saldin, my assassins, and Ralia, my Gate Keeper and Truth Seer.
    Dragons retreated after wounding the forest of the Nokru.
    Rendered Dragons immune to Syn's blood disease
    Created Sarlathians and the capital of Sathorn, Traven
    Aleria saved Rothir
    Added Ingenuity domain
    Tunnel system built
    Sarlathian group broke from main kingdom to explore the underground (around 2500 people)
    Saldin and Aleria's bases set up(Aleria is near Rothir, Saldin near Kyba)(Guild of Hope)
    Sarlathian Messiah maintains faith in Jallorn despite no more aid for the time from the Holy Dragons.
    Sarlathians evolve into three branches, Subterranean is stronger, surface is smarter, and half-breed is a mesh of the better qualities of both. A faction also branches off into Moghors service.
    Combat between Saldin and Kein comes to a head, Saldin's men escape while he is captured.
    The Sarlathians spread across the world, contacting other people.
    Valdien Kendrick is discovered and heads towards Kyba Clan land.
    Dragon arrives at Kyba clan land
    Saldin creates splintered guild
    Helm created for Setto
    Valdien & Co. blessed
    Caryth fights Black Knight
    Mithril created and spread throughout the world
    Helmet activated
    Last edited by Jallorn; 2008-11-25 at 03:14 PM.

  8. - Top - End - #8
    Titan in the Playground
     
    OldWizardGuy

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    Aug 2005
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    Default Re: Status Thread for Blank Slate

    Name: Parda the Mage
    Divine Rank: 12
    Domains: Level 3 Wizardry, Magick(The practice of ceremonial magic to achieve a desired result. Can be used for things generally related to non-direct spells...) Wisdom, Level 2 War, Perfection "Paragon"(The "Power" domain)
    Description: LG
    He's Odinish... I got Parda off of a concept of "warrior magician." Parda desires to establish himself as a force for the development of benevolent societies. He also has a concept of humans as equals. He is the gaurdian spirit over the aged, and veterans of all ages.

    Spoiler
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    Parda created large veins of crystal ore in the under world, and also created the "Power" domain.


    Spoiler
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    Parda created the Wizardry school, and the Wizardry domain.


    Spoiler
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    Parda created a city called Memunim, Memunim has 36 exceptional gaurdians protecting the country and 12 people spreading teachings throughout the world, and a man named Byron. An extremely powerful wizard.(Used 2 minor acts for that.


    Spoiler
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    Parda increased his War and Wizard Domains.... and creates an extremely powerful magic staff


    Spoiler
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    Parda now has 5 cities


    Spoiler
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    Parda has an avatar, and has used three major acts to produce another divine rank
    Last edited by ArlEammon; 2008-12-02 at 02:00 PM.

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

    Join Date
    May 2007
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    Virginia
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    Default Re: Status Thread for Blank Slate

    Name: Akteron
    Titles: The Gatekeeper,The Shepherd of Souls
    Domains: Death, Crafts, Winter, Souls, Knowledge, Philosophy, Dreams, Seasons. And Ninjas!
    Alignment: NG
    DVR:15
    Symbol: A door set into a stone archway.
    Appearance: Akteron typically takes the form of an older man, whose hands and body show the wear of hard work. He is typically dressed simply, and usually has a smile on his face.
    Description: Akteron truly cares about those he shepherds through the gate between life and death. He tries to help those souls not ready to move on come to terms with the situation, and has been known to grant unlife to a soul that needs to make amends or finish some important task. He considers the actions taken during life to be the forging of one's soul.

    Acts left: 4 major 9 minor

    Turn 1
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    Started the Creation of the Realm of the Dead (with Virgo)(1 minor). Created the Seasons(1 major). Animals may now enter the realm of the dead(1 minor). Gained Souls as a domain(1 major). Allow reincarnated souls to receive knowledge from past lives through dreams.(1 minor)


    Turn 2
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    Gained Knowledge as a Domain (1 major). Created Isle of Souls(1 minor), 12 Guardians of Silence (1 minor), Corric (2 minor). Created Guardian Dogs (1 major)


    Turn 3
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    Created an Avatar specifically to interact with mortals safely.(Major). Created "Forging" as a form of magic available to mortals.(2 major)


    Turn 4
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    Increased DvR to 12 (3 Major). Blessed Cave Trolls to be better builders and craftsmen. Basically, the same Bonuses DnD Dwarves got.(1 minor) Blessed cave trolls to be stronger willed and resistant to outside influences (1 minor)


    Turn 5
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    Added darkvision and lowlight vision to the Guardian Dogs.(1 minor) Sent a pack of Guardian Dogs to live with and assist the Cave Trolls. Created Fungicide and spread it's use to the Cave Trolls(2 minor).


    Turn 6
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    Gained Philosophy a a Domain(1 Major)


    Turn 7
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    Created the Waters of Memory (1 major). Gained DvR 13 (3 major)


    Turn 8
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    Gained Dreams as a domain (1 major). Gained Seasons as a domain (1 major)."Ash proofed" The Isle of Souls and the immediate surroundings.(1 minor). Increased the food production of the Cave Trolls (1 minor). Gave all followers of Akteron cold resistance. (1 major) Sent a dream to all the mortals of the world (1 minor). Adopted the surviving River Dragons and altered them to live and protect monasteries (1 major). Empowered the 12 greatest dragons surviving to be guardians and messengers for Akteron. (12 minor). Claimed the city of Oneiropolis, the Armory of Dreams, and the Realm of Dreams. (1 major). Created Shades (1 major).


    Turn 9
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    Empowered Skath, a former Guardian(1 major).


    Turn 10
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    Gained DvR 14 (3 major)


    Turn Something.
    Spoiler
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    Gain DvR 15(3 major)


    Turn something +1
    Spoiler
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    Fight with Xiren, 2 majors 2 minors


    Artifacts: Books of Eternity.
    Spoiler
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    The Books of Eternity chronicle the life or lives of every mortal. Once a mortal dies, a Book will appear in the library. If that soul had been reincarnated, a new section appears in the original book. These Books cannot be altered, nor can they be removed from the Island. If a book is somehow destroyed, a new one will appear when the soul in question passes back through the gate


    Waters of Memory
    Spoiler
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    1 major act to create an artifact, the Waters of Memory. Any who rest here with one of the Books of Eternity will fall into a deep sleep. During this sleep, they will experience the life of the soul who's existence was recorded in the book. They will feel everything that soul felt, know what they knew. When they awaken, details will fade, but the feelings, wants, needs, hopes, and dreams will remain.


    The Armory of Dreams(claimed from Atkanlan-Yotetl)
    Spoiler
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    The Armory of Dreams - Attached to the Oneiropolis, the Armory of Dreams holds a dream-conjured copy of every weapon conceived. The centre of the armory opens to a dreamscape called the Forge where the dream-conjured weapons are created in dreams by their designers. Weapons from the armory have a limited but long lifespan outside the dreaming, though they can be preserved through Atkanlan's will. The weapons are unnaturally sharp and can emit a soft silver glow if desired by the wielder. The Armory can be used to arm entire armies, but does not contain artifact weapons.

    Isle of Souls
    Spoiler
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    The Isle of Souls is Approx. 750 square miles, and is located 5 miles off the coast. The island is mostly mountains, with the occasional valley. About 1/3 of the perimeter of the Island is beach, the rest is sheer cliffs. It is linked to the mainland by an elegantly carved stone bridge. This bridge is wide enough for three wagons to pass by each other.


    Servants
    Guardians of Silence
    Spoiler
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    These guardians are mortals drawn from any of the individuals that follow Akteron. Although they have vast power, they are still mortal. They have an extended lifespan, around 2-3 times the normal for their species. They do not speak to most mortals (nor do they make sounds), but can communicate telepathically to any touched by the Gods. Towards the end of their lifespan, an apprentice will somehow make it's way to the island for training. Only those truly dedicated to Akterons ideals are so called, and the training weeds out any imposters.


    Corric
    Spoiler
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    Corric is responsible for the Island as a whole. He is as powerful as the 12 Guardians combined. Corric is a new soul, and appears as a Human dressed in long robes. He, like the Guardians, is magically capable.


    Skath
    Spoiler
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    Skath is the Troll recruited from the tourney several hundred years back. Returned as a Shade, he has been further empowered by Akteron to be a champion on Earth, and defender of the Living.

    Guardian Dogs
    Spoiler
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    Create Guardian Dogs (Major act). Guardian Dogs are a race of outsiders...intelligent, and bound to Akteron. They can take the shape of any type and size Canine, but all have the following powers: They are outsiders, they can go Ethereal (and thus affect insubstantial beings), see into the Astral, sense ill intentions, and can sense deceit. Their bark, while sounding normal to most, has the added property of being heard by any loyal to Akteron within several miles.


    Shades
    Spoiler
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    Shades are the Souls of great mortals: Heroes, craftsmen, priests, wisemen, and the like: once again given form. Being dead, they have no fear of death. Having been summoned by the God of Death himself, they cannot be controlled by others. They do not reproduce, but if killed may or may not come back. Shades are called back for a specific purpose, and once that purpose is fulfilled they go back to their afterlife. Shades possess the memories and skills they had when still alive.

    Forging
    Spoiler
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    2 major acts to create a new type of mortal magic, known as Soul Forging, Life Forging, or simply Forging. It has two modes,"Passive" and "Active". Passive is done without any real effort on the part of the practitioner, and doesn't have a cost other than time. It usually works on items or places that are invested with large amounts of emotional energy, I.E. good luck charms, family heirlooms, places of great importance. This use imbues the item or place with power over time, and can pass from person to person. Thus, a sword that has been used in the service of a family of warriors for 10 generations may very well become a powerful magic item...dedicated to that family. Likewise, a place that has been the site of several brutal murders may very well attract more, as the kind of people who would do that are attracted to the place.
    The "Active" mode is a little different. You can alter yourself somewhat (ignore pain, faster, stronger...nothing beyond what is actually physically possible, but definatly up to the maximum.). You cannot influence living things directly....you cannot mind control someone, but you could make yourself more persuasive. This active usage has a cost. Too much usage will actively deplete the life force of the user. This can result in premature aging (and a reduction in lifespan) or extreme tiredness and weakness lasting for up to weeks if not counteracted. The only possible counteraction is to replace the lost energy. This can be done by actively living...having fun, going out in the community, generating a lot of positive life energy. The other way is to harvest life energy from a truly willing mortal, who knows what they are doing and do so of their own free will....mind controlled individuals cannot be so willing.
    One final note....something interesting was found. Mindless "undead" could be created if a user imbues part of his life energy in a corpse. This corpse then acts like an extension of the imbuer. Using life energy in this way is extremely draining, but the results can be impressive. It is actually possible to turn ones self into an intelligent undead in this way as well.
    Last edited by Krrth; 2009-02-10 at 07:59 PM.
    Thanks to Edwin for the Avatar!

  10. - Top - End - #10
    Bugbear in the Playground
    Join Date
    Jan 2007
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    Melbourne, Australia
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    Male

    Default Re: Status Thread for Blank Slate

    Huang Long, the Dragon Emperor
    Domains: Sky, Rain, Dragon
    Divine Rank: 12
    Appearance: Huang Long's form has been compared to many things. He has a long body reaching ten thousand li, covered in golden fish scales, with the tail of an eel. His four legs end in five-toed talons, and his face is like a horse with the jaws of a lion. His eyes are like molten pearls, with whiskers like a catfish. Wherever he goes, the clouds follow, and his appearance is seen as an omen of rain.
    Description: Huang Long is the king of the weather and the skies, and guards both portfolios jealously. But, like any king, Huang Long's power is not merely some toy - it is a responsibility, and he is responsible for the weather and ensuring the rain waters all lands equally. At the same time, his anger is terrible and destructive, capable of causing floods and washing away great achievements in a fortnight.

    Ultimately, however, Huang Long is a benevolent ruler, albeit one who demands respect from mortals. He rules his demesne as an emperor should, and those who benefit from his reign make sacrifices to appease him. Mostly Incense and fancy temples.

    Huang Long's Diary
    Dear diary, I have 3 Major Acts and 13 Minor Acts remaining.

    We're getting ready to start shaping the new world! It's just a ball of rock, but I can smell the potential, even now. Smells like... rain. The Sea-Lord, Barat-Kali has brought forth the oceans. I took half the oceans, and made them into rain, and created the sky from the purest of water, so that the land might not be burnt.

    Barat-Kali was not so understanding, but I'm sure he'll come to understand in time. I told him that the rain would return to the sea - perhaps he will understand.

    Met Zuli this cycle, too. Seems like a good sort, although his accent will no doubt drive me insane someday. Created a lake on his request in exchange for worship.

    Ikibe tried to intrude on the sky. I broke off the spires and threw them around his little 'Thrice-Blessed' bit. There's no rain going there. Thrice-Blessed, Once Cursed. Hah! Well, he seems to have learned his lesson, so I'm going to keep an eye out to see how the... Thrice Blessed Once Cursed fellows deal with it.

    The Rivers finally awoke, too. It was a little earlier than I expected, so I had to work with Kuto to make a proper plane. Can't have everyone cluttering up the sky, now can we?

    Parda and Xiren started bickering. Parda punched Xiren in the face because Xiren went and took some of Parda's mortals. Honestly! I came all the way because I thought there was something actually important, and then it turns out to be because two childish gods can't play nice and work things out themselves. I sentenced them to share a plane with each other, or face the decimation* of their mortals. Then the stuffy gods went and whined about how it's not fair that they didn't get to talk. Not my fault if they fell asleep! Eventually the two children figured out a way to play nice, so they didn't have to share a room.

    Since the other gods were clamouring about dividing up mortals, I let them work it out themselves and warned them that if they couldn't work it out for themselves, they would be forced to share a room next time. Hmph. If Parda starts another fight, I'm going to wash the sprites right off the map. I'm sure Barat-Kali will appreciate the contribution.

    *Kuto pointed out to me that I was actually talking about reverse decimation - decimation actually means to reduce by one-tenth. Fancy that.

    ---

    On the advice of Ikibe, I decided to take a break for a bit.

    Yangzi went ahead and put a dream into the minds of the mortals near the rivers, and set them doing something useful for once. They went and built a great big city, and it was pretty good, all things considered. I went ahead and let the Court give them a couple of boons - one for the city, one for the temple.

    They ended up giving them Archery and Agriculture. I suppose Added Alliterative Appeal gets even River Dragons.

    I also tweaked the River Jakaru a bit, give them a little distance from their kin. I think it worked well. (Shh... Don't tell anyone, but I cleaned up a little bit of junk in their brains, too.)

    Besides that, the River Dragons also decided to start giving the mortals a bit of sky magic, seeing as how they'd gotten more powerful lately.

    Also found a website - 'Godtropes.org', set up by a coalition of other gods or something. It's addictive, and I lost almost a century there.

    I did make a bunch of fruit called 'Durians', though. They're delicious, if a little smelly. The Yanze are pretty much the only ones who like the stuff, and it breaks holes in walls every now and again.

    ---

    Well, isn't that a lovely surprise? It seems that by getting worshippers, the court has grown in overall power! I feel like I've got more strength than I've ever had before! Like I've gained... One Eleventh more power than I'd used to have.

    Handy, though.

    Kuto got all pissed off at the mortals, and did a little of the old Thunder-and-lightning. The other gods got angry about it, but I managed to placate most of them before Kuto got overwhelmed and ran off for a sabbatical, leaving me to clean up the mess.

    ---

    Well, a new century, and competitions to go on. Jallorn's being a pest again - I'll probably have to deal with him sometime, if the Dragons don't do it first. Ji Lie was immensely annoyed at the 'Mockeries', as he put it. I told him that if they caused trouble again, the River Dragons could go wipe them out of existence.

    Everything seems to be cleaned up again, so that's good.

    Moghor's running some tournament - amusing, but I'm sure the mortals can handle it. The Court's got a running bet on who wins. I've got a couple of trinkets riding on the Black Knight, myself.

    More interesting is the 'Challenge' Mia's gone and sprung on Kyba. We're all watching with interest to see what he does.

    River Dragons

    When a river reaches 10 years for every li it travels, it gains a soul and rises up as a great dragon to live in the sky. The nature and appearance of the dragon depends on the nature of the river itself - a grand, unchanging river becomes a dragon wise in the ways of peace and serene beyond measure. A great rapids will become a dragon fierce and temperamental, a force of nature to be reckoned with. And still a small stream, trickling into a lake, will create a little dragon, playful and cheery to those lucky enough to know it.

    The dragons of the rivers, however, are unlike the dragons of the earth. Where the dragons of the earth are animalistic and covetous, the river dragons are truly spirits - if not always spiritual - linked to their rivers and streams, and of nature itself. They are not subject to the failings of the flesh - they need not eat (though they may devour), they need not sleep (though they must rest), and they do not mate (though they do form relationships).

    Though they occasionally fight, the river dragons are one in nature, and all answer to Huang Long, the Dragon Emperor, and protect the lands around them, for without them all would erode to nothingness. They are intrinsically linked to the health of their rivers, but not wholly so - a river whose dragon is crippled becomes ill, though it does not die, a dragon whose river is drained is weakened, but not killed. A river that loses its dragon may, with nurturing, regain its strength, but only with the careful tending of those wise in the ways of nature. Though a river whose dragon is slain often wanes into nothingness, occasionally a dragon who has lost its river will discover it before it is lost and claim it for its own. Such an event is a happy one for nature - the dragon gradually changes to meet the size of the river, while the river grows in strength and takes on characteristics of the dragon.

    Very rarely (and only very rarely), the soul of a particularly favoured mortal is claimed by a river upon death, whereupon the blessed spirit merges with the river over the course of a hundred years to become a dragon. Sometimes they are chosen by a river without a dragon (whether yet to gain one or having lost it), other times they are claimed by a river dragon, whereupon over the hundred years a new river branches off from the existing river for the fortunate soul.

    Where lesser (in their eyes) dragons rest in lairs and caves, river dragons rest in the very highest of the clouds, descending only to attend to mortal affairs.


    Relationships
    Huang Long's Opinions
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    Rudah - Who?
    Nirhek - Bit of a troublemaker, really. Someone's eventually going to have to smack him around.
    Syn - Oh, right, Emoguy. He's... uh... emo?
    Mia - A lot of fun to be around. Doesn't always think things through, but a good friend.
    Jallorn Drakath - Idiot. Doesn't know the extent of his domains. Needs a good backhand in the face.
    Parda - Violent child. Not going to be so nice next time.
    Akteron - Wacky old dude.
    Kuto - A little out of touch. Still a good buddy.
    Huang Long - Most important god in existence. What?
    Ikibe - You know how everyone has that insufferable friend, who always acts like an enormous tit, but you're friends with them anyway? Ikibe's that guy.
    Moghor Rezamir - Not a bad guy. Seems to enjoy giving power away a lot.
    Zuli - Cool dude. Talks funny, and fun to play the occasional prank on. Reliable when you need him.
    Raminov - Yes, he's that law guy, right? I've got to get around to actually talking with him sometime.
    The Porter - Who's the 'porter'? Is he the guy who carries stuff around? I don't remember having one of those.
    Atkanlan-Yotetl - The one with the mothership-city? Don't know him personally, but sounds interesting.
    Outer - Odd little bugger. Doesn't seem to do much.
    Xiren - Little girl. Prone to temper tantrums. You just have to deal with her right.
    Volkano - A fire god? Yes, I think we had one of those.
    Warheit - Doesn't seem to have his priorities in order. Seems to mean well.


    Opinions of the Dragon Court
    Spoiler
    Show
    Rudah - Doesn't seem to do much.
    Nirhek - Troublemaker. Still, provides good business.
    Syn - A whole nation of goths. They pay their dues, they're fine - even if their poetry gets tiresome about one stanza in.
    Mia - A good god. Impulsive, but has her heart in the right place.
    Jallorn Drakath - If he sends his 'holy dragons' out on crusade again, they're getting torn to pieces.
    Parda - Presumes too much. Shouldn't hold his breath on us helping him anytime soon.
    Akteron - Don't have much overlap, really. Occasionally a few souls ask about passing through.
    Kuto - Too distant. Needs to get a proper foothold in the world.
    Huang Long - The boss.
    Ikibe - Took his lumps without complaint, and didn't do it again. The Jakaru are great tributers.
    Moghor Rezamir - He stays in his domain, we stay in ours. We can't see any problem with that arrangement.
    Zuli - The trolls are a bit aggressive about keeping their 'sacred forests'. They're pretty nice if you're a guest, though.
    Raminov - Quite the ratcatcher. Will contact if Nirhek ever does something big.
    The Porter - Some god we've never heard of.
    Atkanlan-Yotetl - Dreamgod. Have to keep an eye on his mortals.
    Outer - His name speaks for itself. Way out there.
    Xiren - Well, at least she's figured out that annoying us isn't really the way to go, what with her precious swamps needing us.
    Volkano - Keeps to himself, stays cooped up in his volcano.
    Warheit - Note to self: Avoid eating too much of his food.
    Last edited by pingcode20; 2008-11-26 at 04:39 AM.

  11. - Top - End - #11
    Dwarf in the Playground
     
    Jansviper's Avatar

    Join Date
    May 2005
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    Sin City Baby Yeah!
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    Male

    Default Re: Status Thread for Blank Slate

    Name: Ikibe
    Titles: The Living Forge, Watcher of the Walls, Companion in the Dark, Patron Deity of Hardened Resolve, The Quiet God.
    Domains: Rune, Creation, Earth
    Alignment: True Neutral
    Concept: Creation God
    Divine Rank: 12
    Description: Followers of Ikibe range from craftsmen and settlers to experience campaigners and ambitious warlords. His people are stalwart survivors, the kind of people who can take all the harsh things life throws at them by gritting their teeth and digging in harder. If frost kills the crops, goblins raid the larders, and wolves kill the sheep, followers of Ikibe will persevere.

    Craftsmen pray to him at their forges, for he is the god of methodical perfection and ambitious design alike. Settlers erect shrines and temples in his name to build towns around, as he offers protection in troubled times. Those soldiers who have lived long enough to actually show their age speak of him with pride (if only because no one can deny the benefit of a good foxhole). Warlords seek his blessings, that their fortresses may stand for time untold.

    A follower of Ikibe need follow no creed or crown, he claims no identification with any conflict or argument in general. A True Neutral god that simply isn't interested in matter of Law or Chaos, Good or Evil. While the forces of Chaos would be a logical opposition for his existence, one must remember that even in the immutable there is form. Ikibe relishes in the act of creation itself, not the preservation of that act. On a similar note, orcs and humans alike with their high birth rates and tendency to expand at prodigious rates find comfort under the aegis of Ikibe.

    Ikibe is mostly worshipped by Humans, Orcs, and Dwarves. Elves rarely dedicate themselves to him, as their society is rather stagnant. They will give prayer to him on occasion, but only when outside of their ancestral lands.

    The god himself is a curious individual, always searching for new wonders and far horizons. He is often inclined to give assistance if only to see how things turn out where aid was rendered. An empire in his name would have an expansive mindset, but not aggressively so. It would feature wondrous feats of architecture and craftsmanship alongside sprawling and formidable defenses.

    Alternate forms:
    Spoiler
    Show
    Coming soon


    Dogma:
    Spoiler
    Show
    ((Don't feel the need to rewrite this at the moment so...))
    Eternal Reincarnation
    Ikibe's realm is a brief stop-over for souls before they are reborn into a new body. With a race like the Jakaru, this will keep an almost constant cycle of souls going through the Godshall.

    Think of it as a giant divine powering water-wheel. Ikibe shall gain strength from the process of creation and recreation, even in death.

    Jakaru followers of other gods are welcome to attend their respective afterlives of course, but it would be appreciated if Moghor and Rudah at least would tunnel their souls back into the great working after a while.

    On turn two, Akteron made it so Reincarnated beings keep memories of their past lives. After this started driving children insane, Ikibe rerouted the memories to the Well of Cognition inside Thrinax.

    White and Black Necromancy
    The body is a tool, and the soul is eternal. Most of the time Ikibe doesn't mind the undead, nor do the Jakaru. The souls no longer inhabit the bodies, why should they care? This said, soul magic of any sort is frowned upon. This includes the black arts as well as the white (resurrection).

    Killing
    Ikibe neither encourages nor restricts killing in any way shape or form. The Jakaru are similar with one exception. The killing or deaths of children will earn their eternal ire or utmost sorrow. Ikibe realizes this and is want tot support them in this stance as dogmatic law even if it is outside his personal purview.


    Relations:
    Spoiler
    Show
    He part of the Earth Pantheon, which currently includes his allies Rudah and Moghor.

    He is on friendly terms with Huang Long and Akteron.

    He likes Xiren and Nirhek, but hasn't really bothered to see if they reciprocate. Both seem intent on harming his children, my Ikibe is nothing if not a god of trial and error.


    Artifacts:
    Spoiler
    Show
    Coming soon


    Creations
    Spoiler
    Show
    Thrinax of Five Blessings, Hollow Mountain home of the Jakaru. Surrounded by the Endless Dunes and the Aegis of Immortals.

    Stillmoon, Home of the Mountain Jakaru. A massive fortress anchored into the side of a mountain with deep mines. Has a partial connection the Waste of the Iron Kings.

    City-That-Was, Home of the Shadow Jakaru. An endless god-touched maze of catacombs and tunnels below the ruins of a great city which the Shadow Jakaru have no trouble navigating. Has a partial connection the Waste of the Iron Kings.


    Races
    Spoiler
    Show
    The Jakaru:
    Currently: Moderately populate the entire planet. Developing several different cultures.

    These small, hariy humanoid creatures look like anthromorphic jackals. Their fur ranges from gray to black, with highlights of blue and green subtly mixed into the palate. They are intelligent, social, and terribly curious. A Jakaru is rarely aggressive, usually preferring discussion to combat. Even the worst of them are polite and respectful, they'll stab you in the back with a smile.

    Jakaru are omnivores that can and will eat just about anything. Their agriculture is focused on raising plentiful, hardy crops. They domesticate a species of hairy pig called the Rumbos, which can survive in most climates and multiples rapidly. They hunt, but not in excess, realizing that it could very easily become a problem for the local wildlife if a species in their numbers were to do so.

    Jakaru culture places empathsis on those who create, from mothers to inventors to construction workers to musicians. Their culture is like a sponge, absorbing anything that could be even remotely useful from anyone they encounter. A Jakaru city has no set motif, as each building was built with the previous ones in mind. If the past was flawed, they build it stronger. If it was strong enough, they carve it with art. If it was breath-takingly beautiful, they change the style and make something new. This same mindset goes into all they do, with the singular exception of children.

    The Jakaru have a ridiculously high birth-rate, with the female able to give birth around age 15 and bare multiple litters throughout her lifetime with a gestation period of three to four months. Children in any shape or form are considered blessings from their god, the fastest way to have the Jakaru crash down on someone in an overwhelming display of numbers and tactics is to endanger their young.

    Jakaru tactics mirror their strengths and weaknesses. A Jakaru caught in the open by a clearly hostile foe in more likely to flee than stand and fight. This will continue until the Jakaru has found more of its kind, those prepared to fight, or a properly defensible location from which to make a stand. This changes when their children or homes are involved, as a Jakaru will fight to the death to defend the fruit of their labor. The Jakaru on the offensive are not to be dismissed, as they make up for their non-existent natural advantages with numbers and tactics. Their priests, wizards and inventors are especially notorious for "dirty fighting" as they won't hesitate to turn the fight in their favor with extreme prejudice. For the Jakaru, there is no such thing as a fair fight. There is only the one you haven't turned to your advantage yet.

    The Jakaru at home are industrious and creative, sparing little time on social niceties beyond simple interaction. Art, Science, and Building/Creating are the tenants of a Jakaruan society. They are ruled by a local Meritocracy with some hints of Socialism, there is no race or culture wide government. When different heads of communities with similar specialties meet for larger issues, matters are decided through conference and debate rather than voting. The Jakaru hold an inherent disdain for "democracy" as a corrupt and inefficient way to go about things.

    The Jakaru abroad are usually doing one of two things. They visit other cultures with a passion, attempting to assimilate innovative new methods, materials, and styles into their own. Otherwise, it is not an uncommon sight to see Jakaru settlers setting down roots in unoccupied parts of the world or moving to other cities or cultures in their ever-expanding effort to find more room and more culture.

    The Jakaru religion is largely dedicated to their creator, Ikibe. Jakaru with more evil tendencies may also follow Moghor or Rudah. As alignments go, most Jakaru are neutral on at least one axis, if not both and have wide ranging tendencies of all matters. A Jakura could be a saint, a devil, or anything in between. Those few who feel the call of more extreme causes are not considered deviants, merely the gods way of letting them see through different eyes. Even the most psychopathic and murderous Jakaru is loath to bring harm to their fellows, and will often seek out monsters or other races to satisfy their urges on.

    Crime in Jakaru society is almost non-existent, as deviants are considered equal parts of the whole and much of what is needed can be provided. Even when space and resources are at a premium, the Jakaru rely on their inborn need to expand and find new horizons to relieve pressure. And when your god is actively interested in making sure there is always more to be seen, found, or heard, this works out pretty well.


    History
    Spoiler
    Show
    Turn 1
    1 Major Act used: Ikibe connects the wayward pieces of creation. Sea meets sky meets land meets sea, life begets death and death begets life. I.e., the physical laws.

    2 Major Acts used: Ikibe creates his First People, his Jakaru.

    4 Minor Acts used: Thrinax created and Thrice Blessed.

    1 Minor Act used: The Godshall is brought from the ether into the Waste of the Iron Kings, an Earth Pantheon Demiplane.

    The Jakaru are currently restricted to Thrinax, and will not begin expanding their culture until next turn. They can be found throughout creation, but they will pass like the wind, content to explore.

    Due to outside events, the Jakaru have been forced into the larger world. Currently they have less racial identity beyond what they were created with, and are highly susceptible to outside influence. This may change in a few hundred years. They have small settlements across most of the planet.

    ================================================== ======

    Ikibe is currently pushing for the marriage of Xiren and Parda after the Sprite/Grig affair (something he cared little for) and has invited the High Father to be the Master of Ceremonies. (for the lulz)


    Unfortunately, Parda and Xiren came to an accord before they had to tie the knot. Ikibe proceeded to ransack the mini-bar and retreat back to Godshall.

    Major Acts left: 0
    Minor Acts left: 0

    ================================================== ======
    Turn 2

    3 Major Acts Used: DVR Increase
    1 Minor Act Used: Stillmoon created
    1 Minor Act Used: Secondary Evolution gifted to the Jakaru
    1 Minor Act Used: 1/2 Rune Language
    1 Minor Act Used: Well of Cognition created in Thrinax
    1 Minor Act Used: Blessing of Trial on Thrinax

    The Jakaru are currently thriving across the world in several different cultures. Most are dedicated to Ikibe, but a notable few follow other gods. (The Cult of Xiren, Syn's Shadow Jakaru)

    Major Acts left: 0
    Minor Acts left: 0
    Last edited by Jansviper; 2008-11-15 at 02:41 AM.
    "And I may be a moron."
    "Yes you are a moron.
    "But I am a moron with a dream! And that my friends, is the most dangerous kind of moron."

    "Well, I think we all know which ship Jans was on."

    Theme Music Carcer Zoviir Matthew

  12. - Top - End - #12
    Bugbear in the Playground
     
    Mike_the_Mystic's Avatar

    Join Date
    Apr 2008
    Location
    Georgia
    Gender
    Male

    Default Re: Status Thread for Blank Slate

    Name: Zuli
    Domains: Forests, Animals , Da Voodoo Mon!
    Alignment: Chaotic Neutral
    Description: A great troll like this one (The one on the left). He has a sword and an axe, one in each hand, and armor with leather of all four of his sacred animals for his head, chest, pants, and cloak/hood. He has a necklace with the Four Charms of Zuli strung on it. When he wants to, he can take the guise of a Bear, Eagle, Dragonhawk, or Lynx. He can look like:
    this, this, this, or this
    Personality: Zuli is...Slightly insane, to say the least . He doesn't go around and destroy things regularly, but will send a rain of cooked chickens upon those who worship him sometimes. He loves to concoct various voodoo elixers and then teach them to his witch doctors just to see what happens (He doesn't know what they do, but its fun to see explosions). He rarely gets angry, but will get furious if someone attacks his sacred forests, and will send pestilences and vengeful spirits/zombies at his enemies.
    In his own words, "I be messed up, but ina good way mon!"...
    Dogma: Live your life to the fullest, because you won't get to paradise until you do. Never be sloth and do what is told or you will end up in the bottom tier of the city of the dead. For those who live a life to the fullest without sloth, you will find yourself in the tier of the endless party, where the good trolls go to.
    Major Acts/Minor Acts Left:
    1 Major
    5 minors

    Creations/Inspirations:
    Forests
    Animals
    Sacred Animals
    Animal Lords
    Trolls
    Shal'Karth (The Troll City)
    Voodoo (Both Voodoo Priests and Witch Doctors)
    Sprite Darters
    Nymphs
    Heroes of Zuli
    Kardassil
    Last edited by Mike_the_Mystic; 2008-12-14 at 04:52 PM.
    Here's something you may not have considered: being torn asunder HURTS.
    Ponified Diablo 3 Monk granted to me by Akrim.Elf, a thousand blessings be to her!

    Former Avatars!
    Spoiler
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    Diablo 3 Monk avatar blessed upon me by CrimsonAngel, and his awesome art skillz.


    Homebrew Classes, 3.5
    Zealot
    Tinker

  13. - Top - End - #13
    Troll in the Playground
    Join Date
    Dec 2007
    Location
    The Great Empyrean Sea
    Gender
    Male

    Default Re: Status Thread for Blank Slate

    Raminov
    Domains: Unity, Loyalty, Community
    Alignment: Lawful Neutral/Lawful Evil
    Description: Raminov appears as a tall horselike humanoid. He has the muzzle of a horse, but he has sharp teeth. He stands tall, with a chest as muscled as a horses, and long powerful arms that end in dexterous fingers with strong clawed fingernails. His legs are bent back, and he has long clawed feet. Raminov wears an army uniform, which is dark green. His fur is of a reddish hue. His symbol is a red star over a horses head, or a red star on a green field. Rominov believes that a truly strong nations requires total unity, and loyalty to the head of the state, as well as total obedience to their commands. He believes that this should be the natural state of all beings, and that the equality of all creatures is an ideal that should always be striven for. His followers are created in his own images.

    further physical description (also pertinent to Ruskies)
    Spoiler
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    Raminov looked upon the quickly forming world below him. He surveyed it from on high, higher even then the Water Dragon, looking down upon it as a calculating overseer on a promising project. He licked his lips, his long tongue running the whole of his long equine face, though his face was horselike it did not bear the teeth of a horse, but rather small sharp teeth like those of a dog or other predatory animal. None of his teeth were larger than the others, they were all the same in much of his mouth, though he bore the molars in the back of his mouth like many omnivores. His ears were also long and horselike, but larger and pointier than those of horses, and his eyes were large and horselike as well, though they were more forward pointing than the eyes of horses, but kept the bones around the eyes. His chest was traditionally humanoid, though it could clearly be seen he was larger and stronger than normal men by a good margin. His shoulders were likewise wider than normal mens. His arms were of an average length, but ended in strong hands, they were powerful, double jointed, and ended in fingernails that were stronger still, and sharply pointed. No mere fingernails were these but claws. He wore a military uniform of some sort, but being as there were no nations as of yet, it had no particular origin. It was plated, with brass buttons down the center, and was a dark green, with a red star on the right breast plate. His legs were canine than equine, with the knee bending forward before bending backward, and ending with a vaguely canine foot. It ended in a three large toes, and the toes ended in long toenails, that were also strong and sharp. He had a fine layer of fur, ;ike a horse, and his was colored a naturally reddish orange hue. He had a long tail, quite unlike a horse. It far more resembled a lions tail than that of a horse. Though his fur was of a reddish hue, he had hair that was black, and so too did he have long hair on his head, and his tail ended in black fur that was long, but coarse, like a lions tail did but longer and thinner.

    DvR:11

    Creations/Acts:

    Sun orbits the planet, making a cycle of night and day, thus creating night
    Created the stars to light up the dark night and make it less oppressive.
    Formed a Plateau plains on the continent where the Trolls live.
    Created Bovines of all sorts all over the world
    Created the Ruskies in his own image, mentally and physically
    Made Ruskies with mutations have helpful mutations
    Gave fish Ruskies natural swimming talent
    Made the Taurra
    Created Avatar, aspects of Law, Judge, Jury, and Executioner

    Taurra:
    Spoiler
    Show
    Looking at his people, Raminov decided they needed aid. He looked about for inspiration, and he found it in the noble and powerful bovines of his own creation. He took the great beasts, and some of his own fur, and mixed it with both the reeds of the plains and the trunks of fallen trees of all sorts. The creatures that resulted were large and powerful, thick and hardy, and while not the brightest creatures in the world, they were not simpletons either. Rare would be the architect or philosopher among their number, though not unheard of, but many would be their warriors, their workmen and their laborers, and in the culture of his people they would be honored for it, as he introduced them to the Ruskies, and the Ruskies to them, as brothers in blood that they were. The new creatures, that Raminov called Taurra, were large and powerful. They bore a bulls head, with large powerful horns of all shapes and sizes, like the Ruskies they had teeth both sharp and long, and large and grinding. They also bore the Ruskies long nailed fingers and lionlike tails. However, the Taurra were taller, and much thicker set than Ruskies, which was a sight indeed! Their large trunklike arms hung to their knees, their legs were long and powerful, and ended in thick hooves like a cow or a bull. Their chests made barrels seem small, and their fingers were like the thickest of roots. Their thin furs had the same range of colors as the Ruskies, but tended toward darker shades, like brown or black, and it could be patterned like a bulls fur. Like the Ruskies their hair was ever black.


    Three Aspects of Law
    Spoiler
    Show
    Looking at his people, Raminov decided they needed aid. He looked about for inspiration, and he found it in the noble and powerful bovines of his own creation. He took the great beasts, and some of his own fur, and mixed it with both the reeds of the plains and the trunks of fallen trees of all sorts. The creatures that resulted were large and powerful, thick and hardy, and while not the brightest creatures in the world, they were not simpletons either. Rare would be the architect or philosopher among their number, though not unheard of, but many would be their warriors, their workmen and their laborers, and in the culture of his people they would be honored for it, as he introduced them to the Ruskies, and the Ruskies to them, as brothers in blood that they were. The new creatures, that Raminov called Taurra, were large and powerful. They bore a bulls head, with large powerful horns of all shapes and sizes, like the Ruskies they had teeth both sharp and long, and large and grinding. They also bore the Ruskies long nailed fingers and lionlike tails. However, the Taurra were taller, and much thicker set than Ruskies, which was a sight indeed! Their large trunklike arms hung to their knees, their legs were long and powerful, and ended in thick hooves like a cow or a bull. Their chests made barrels seem small, and their fingers were like the thickest of roots. Their thin furs had the same range of colors as the Ruskies, but tended toward darker shades, like brown or black, and it could be patterned like a bulls fur. Like the Ruskies their hair was ever black.


    0 Major 1-2 Minor
    Last edited by Lord_Asmodeus; 2008-11-12 at 10:26 PM.
    Caesar Asmodeus by Andraste

  14. - Top - End - #14
    Barbarian in the Playground
    Join Date
    May 2007

    Default Re: Status Thread for Blank Slate

    Name: Kuto/Nokumo
    Domains: Spirit(4), Destruction(4), Creation(4), Life(3), Death(3)
    Appearance: Unknown at the moment.

    Description: Unknown at the moment
    Alignment: True Neutral

    Planes:
    The first plane is known as the "Endless Skies" or simply the "Airplane" (terrible pun, sorry). This infinite expanse is filled with sheets of pink clouds which one can walk on. The gaps between the clouds are filled with an incredibly starry night sky. Also, the great palace of the old Dragon Emperor and the Heavenly Court reside here.

    This is the resting place of sky spirits and river dragons when their time to leave the earth comes.

    The second is the "Spirit Weave". This plane exists parallel to the earth and serves as an ever growing tapestry that acts as a map of every life and death on the planet. This is the source of much spiritual activity and mumbo jumbo (spirit lore)

    Races:
    Spoiler
    Show
    The skymen/spirit men/star men: These alien beings are part spirit and part terestrial, if it can be called that seeing as they never have left the sky from which they were born. They have a perfectly smooth, almost simplistic humanoid form with no features (no ears, eyes, mouths, noses or necks). They have two legs and two arms. Their arms taper into points instead of ending in hands and they are not jointed. They can range in color from a light, shimmering pink to silver to gold. They are normally twice as tall as a full grown human.

    The race is empowered by 1 major act.

    Humans: These are humans. How descriptive do I need to get? They are natural seafarers.
    Empowered by 1 minor act.

    Kutoan Colossi: These variation of the Colossi live on top of the tallest mountains. They usually sport wild white hair and have a tendency to puirsue the study of the sky and stars. While able to make adept sky mages, they are also more attuned to the spirit-weave than other races, allowing them to become prime spirit-scholars and weathermen.

    Firebirds: Monsters created by the stormlord when he gave a cerebrus wings. They look like large eagles with brilliant red plumage and coal black beaks.

    Sea Wolves: Oversized killer whales. Now a sapient race



    Worshipers
    Spoiler
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    Worhiped by:
    Kutoan Colossi
    Kali
    Sea-Wolves
    Humans
    Entirety of Starmen population
    Fishermen and seafarers
    True Spirits (not sprites or Grigs)
    Astrologers, astronomers and mapmakers



    Tokka, Greater Locus Spirit
    Vrrn: Archiver
    Inoh: Shadow Spirit

    Amalon the Corsair: A pirate lord and great leader of men.
    Empowered by 3 minor acts

    Orikuma, the Ocean Queen: A sea wolf matriarch given the power of reading the waves and currents. A great leader among the sea-folk.
    Empowered by 3 minor acts.





    DVR: 16

    Acts Left:
    0 major
    5 minor
    Last edited by Smiley_; 2009-02-19 at 11:55 AM.

  15. - Top - End - #15
    Orc in the Playground
     
    NinjaGuy

    Join Date
    Jun 2006
    Location
    3rd Planet From the Sun
    Gender
    Male

    Default Re: Status Thread for Blank Slate

    Name: The Porter, Nomad, the Constant Wanderer
    Domain: Travel +1, Misdirection, Doors/Passages
    Alignment: TN
    Rank: 11
    Description: Betwixt each destination there is space. Whether it be a journey of a thousand miles or a trip between rooms there is always that subtle border separating two places, things, or ideas. The area that belongs to neither one side or another. These unnoticed gaps are the domain of the Porter, an elderly gentleman dressed in dark-gray clothes and a dusty silk cap. A thinly-trimmed gray beard and mustache rests upon his face. A simple black cane is always found at his side, a constant aid and companion on his many treks throughout the world.

    Constantly traveling, the Porter roams throughout the lands seeking to ease or hinder the pilgrimages of others. While his goals are unknown he shows no aggression towards the other deities. For every person he helps another is led astray, though none are brought to any real harm. Some are even thankful for the unexpected trip.

    Relations
    Knows Ambon as friend

    Acts History
    Spoiler
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    World Creation (Turn Ended. 2 Minor Acts Carry Over)
    Spoiler
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    Acts
    0/3 Major
    - 1: Travel Domain +1
    - 2&3: Created Plane
    2/5 Minor
    - 1: Created Migration Concept and Call of Adventure
    - 2: Created Two Doors, Great Hall and Desert Cliff
    - 3: Created Desert Strider lizard species.
    Non-Act
    - 1: Granted a group of Lycians with the first steps of the Travel Domain. For limited amounts of time they can move much faster than normal.


    Turn One (3 Major and 1 Minor Carry Over)
    Spoiler
    Show
    Acts
    3/3 Major
    1/7 Minor
    -1: Was used to mask the Porter's presence from both mortal and Deity. A minor act is required to locate his current whereabouts.
    -2&3: Placed 6 Doors throughout the world. Check Here for Locations.
    -4: Increased the population of a Strider Herd relocated to an empty plain.
    -5: Created two new doors at the linked locations.
    -6: Created the Cloaks, servants of middling power imbued with the essence of Travel and Misdirection.
    Non-Act: Relocated a portion of the Desert Striders from the plane of a Thousand Doors to a fertile piece of countryside.


    Turn 2 (6 Major and 5 Minor Carry Over 0_0 )
    Spoiler
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    Acts
    6/6 Major
    5/6 Minor
    -1: Created two doors, one at the Isle of Souls and another within the Swamps.
    Non-Acts
    -1: Gifted Several Erda with a part of the Travel Domain. See link for specific info.


    Turn 3
    Acts
    9/9 Major
    10/10 Minor

    Non-Acts
    -




    True History
    Spoiler
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    World Creation Turn
    1, 2, 3, 4, 5, 6, 7, 8

    Turn 1
    9, 10, 11, 12, 13, 14, 15

    Turn 2
    16, 17, 18, 19, 20, 21, 22, 23, 24, 25

    Turn 3
    26


    Plane: House of a Thousand Doors
    Spoiler
    Show

    Appearance
    The House of a Thousand Doors currently consists of three floors: the main floor, an underground basement, and a second story. Each floor is subdivided into a multitude of rooms, yet none of these rooms are connected to one another directly. Even the floors are disconnected. Rooms built side-by side are not interconnected in any way and walking through one doorway can lead to a random room or passageway anywhere within that floor. Even if passing through the same doorway, an individual can find themselves at a different location. There is an exception to this rule, however, the Gate Doors placed by the Porter.

    These Gate Doors line the outer walls of the house and act as both a way in and out of the plane. Unlike the other doors, Gate Doors lead to a sole location and walking through one guarantees the destination.

    more to come....

    Function
    This plane is used as a central hub for travel. With it the Porter can easily travel from one place to another quickly. It is also used as a resting place for weary travelers other than himself.

    Plane Rules
    Rule of Entry/Exit: The only way to or from this plane is through one of the many doors set in place by the Porter. Other means of entry, whether mystical or ordinary will not work.
    Opening Doors: To open a door requires one of three things, the Porter's key, the individual key for that door, or for someone to open it from the other side.
    Restricted Movement: In the nature of the first rule, teleportation or other mystical forms of travel will not function within this plane. One must use their natural means of locomotion such as walking or flight. If a being enters that can only move by mystical means, they are shunted out of the plane.
    Lockdown: At any time the passages and doors within the plane can be placed on lock-down forbidding entry or exit. Even someone with a door's specific key can not enter/escape.

    Forced Exit: All guests within the House of a Thousand Doors are shunted out, forced out of the plane. Individuals forced out appear on the outside of one of the Gate Doors. The only one who remains is whoever holds the Porter's Master Key and is then considered rightful owner of the plane. Forced Exit is activated by using the Master Key on a lock embedded in a wall within a certain room.

    Door Locations
    Temple of Portals: Created Simultaneously with the Plane, due to the nature of the Temple.
    Desert Cliff: Formed along the mountainside bordering the Thrinax Desert. Removed to prevent conflict between deities.
    Great Hall: Created when the Porter left the great Xiren/Parda court ruling during the first century.
    6 More: Check Link to See Locations
    2 More: At linked location
    2 More: At linked location

    Key Locations
    The location of the keys to each individual door is currently unknown. The Master Key is currently held by the Porter.




    Creations
    Spoiler
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    Desert Striders
    Spoiler
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    Appearance
    Spoiler
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    Resembling large lizards, these creatures stand upon two feet and possess small arms with which to grasp things. Their long tails provided equilibrium and balance while their elongated necks allow them to see far across the desert plains. Finally their scales seemed to absorb solar energy, allowing them to brave long distances without nourishment.

    For an idea on what the lizards look like a somewhat good example can be found here. Just picture it with a slightly longer neck, similar to an ostritch, and a shorter waist. If I find a better picture I'll post it later.

    Facts
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    Lifespan: 30-45 years
    Mating Cycle: Once a year
    Birth: The female Strider will lay 1-3 egg. These eggs are guarded by the males and will hatch within 2-3 weeks.
    Growth: Young Striders are old enough to travel a month after hatching. They will not be fully grown until they are 20 years of age. At this point, they are strong enough to be used as transports.
    Self Defense: Striders possess immense leg strength and use this asset not only to travel, but also to hunt and defend themselves. Striders will kick and pounce, utilizing their sharp talons to cause damage.

    They currently reside in the Thrinax Desert.

    A small herd also lives within the Porter's plane.

    Another herd is prospering on a deserted, grassy plain somewhere in the world.


    The Three Cloaks
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    Little is known about the cloaks at this time, except that they were made from normal, mortal laundry and imbued with the power of Misdirection and Travel. The seek to complete an unknown goal.




    Artifacts
    Spoiler
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    None
    Last edited by Fisher; 2008-11-24 at 01:14 AM.
    Old Avatar by Doran Liadon. Current Avatar from System Default

  16. - Top - End - #16
    Barbarian in the Playground
     
    Virgo's Avatar

    Join Date
    May 2007

    Default Re: Status Thread for Blank Slate

    Thelemis
    The Lord of Luck, the King of Cunning, and the Master of Magic

    Domains: Trickery, Luck, Sorcery*
    Alrgnment: CN
    DvR: 11
    Description: Thelemis generally appears as a humanoid, although gender, race, and other physical characteristics seems to vary arbitrarily. The thing that remains constant is that, whatever the form, the entire face is covered by a featureless, white porcelain mask.


    *He has no particular ownership over Necromancy or Evocation, but each other school has its own application. The way he casts magic is more akin to stage magic than LOTR-esque invocation, but that makes it no less powerful. Just more fun!

    Major Acts: 3
    Minor Acts: 5
    Last edited by Virgo; 2008-11-07 at 01:28 AM.
    Fantastic avatar of Alrinach, God of Law, provided by Qwernt!

  17. - Top - End - #17
    Halfling in the Playground
     
    MindFlayer

    Join Date
    Apr 2008

    Default Re: Status Thread for Blank Slate

    Name: Atkanlan-Yotetl ("the Ever-Thirsty", "That Which Speaks By Dreaming", "Chief Ten Hands")
    Domains: Creation, Desire, Genius, Illusions
    Alignment: CG? CN?

    Description: Atkanlan-Yotetl is generally considered to be a patron god of artists, engineers, the desperate and the mad. Unlike many other creator gods Atkanlan is relatively enigmatic, lacking a specific set of scriptures or ethical commandments. Instead Atkanlan appears across numerous stories in many mythologies, most prominently in creation myths and later in other legends involving his domains. In creation myths Atkanlan is often depicted as either assisting or being responsible for the creation of many forms of life usually by tricking or persuading the original creator god. Often in these myths Atkanlan achieves this by persuading or tricking the original creator to engage in a final great act of creation that kills it. As a result, in many of these myths Atkanlan is either exiled by the other gods or becomes a solitary figure. In later myths his role in creation is, as in the creation myths, inspiring others to create. Often visits, sometimes through dreams, visions or even in person, result in a obsessive desire or burdensome knowledge for the individual that results in a magnficent act of creation or, sometimes, madness.
    As a result, her cult is varied and dispersed. Often each community of worship is small and lacks an actual priesthood, resembling something more like an artists colony, architectural college, or ad hoc asylum. Atkanlan-Yotetl is often associated with monuments, especially those which bear the 'mouse tail' , 'bull headed woman' or 'angry abacus' symbols.

    Appearance: Atkanlan-Yotetl appears in many different forms but almost always primarily black in colour, and often also in the colour of early metals especially silver and bronze. One of the most common forms is that of a large lemur-like creature, black ash to dull silver in colour, with a long mouse like tail and long fingers.

    DR: 11

    Current Turn: 3/3 Major, 16/5 Minor Acts

    Major Acts
    Spoiler
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    Turn 1
    2 Major Acts - The creation of the Dream plane
    1 Major Act- The creation of Auroch-Woman the Builder, avatar
    Turn 2
    2 Major Acts - Artifact Creation - The Circlet of the Unworthy, the Armory of Dreams
    1 Major Act - Avatar Creation - Chief Ten-Hands


    Minor Acts
    Spoiler
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    Turn 1
    2 Minor Acts - The creation of the Oneiropolis
    Turn 2
    1 Minor Act - 12 Servants - The Living Dreams
    1 Minor Act - Blessing of Genius on the Kali


    Other Actions
    Spoiler
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    Turn 1
    - Tamed the plane dogs of the Dreaming plane


    Artifacts
    Spoiler
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    The Circlet of the Unworthy - Has the appearance of a dull silver circlet made for humanoids. It is unpolishable, looks unimpressive, but can change size so it can be worn by any of the sentient species. The Circlet attracts the nearest sentient creature to wear it and this attraction increases over time for so long as the Circlet is under their ownership. Once the artifact is worn even once it causes dreams of a some kind of 'great work' depending on the craft of the dreamer. Architects dream of mountain sized cathedrals barely visible in the mist; artists of a heart-stopping portrait barely visible in shadow; doctors dream of impossible and gruesome surgeries while warlords dream of their impending victory over continents in blood. These dreams are always of things terrible and, to their dreamers, beautiful, and the dreams always obscure the means the objects or events can be achieved.
    Over time, the more the circlet is worn, the clearer the details of the dreams become though they are never entirely revealed. The Circlet causes an increasing desire to bring the object or event into being, eventually causing madness in the owner. The only way to be rid of the Circlet, other than by dying, is to give it away.
    The Armory of Dreams - Attached to the Oneiropolis, the Armory of Dreams holds a dream-conjured copy of every weapon conceived. The centre of the armory opens to a dreamscape called the Forge where the dream-conjured weapons are created in dreams by their designers. Weapons from the armory have a limited but long lifespan outside the dreaming, though they can be preserved through Atkanlan's will. The weapons are unnaturally sharp and can emit a soft silver glow if desired by the wielder. The Armory can be used to arm entire armies, but does not contain artifact weapons.


    Avatars
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    Auroch-Woman the Builder
    Chief Ten-Hands


    The Oneiropolis
    Spoiler
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    Population: Jakaru, Kali, Aliman (sentient crabs)
    Structures: The Armory of Dreams
    Last edited by Ambon; 2008-11-23 at 07:20 PM.

  18. - Top - End - #18
    Ogre in the Playground
     
    RedKnightGirl

    Join Date
    Jun 2006
    Location
    Not in Trogland

    Default Re: Status Thread for Blank Slate

    Name: Outer
    Domains: Planes, Portals, Conjuring
    Alignment: Neutral
    Description: Outer's form is that of a large strong man. He has a large brown beard and long brown hair. His eyyes are a multitude of colours. His arms look muscly and the overall impression is that of a strong person.

    He is a generally sollemn person and is slow to change emotions. One side of that is that if you make him like you, he'll like you for a long time. If you make him hate you, he'll hate you for a long time.

    Major Acts
    Created The Circle Temple of Portals.
    Created Conjuration. - 2
    Made it difficult to enter the Astral Plane



    Minor Acts
    Created Plane Dogs - Animals that change depending on the plane they were in when young.
    Create the plane prophets.
    Create portal of scrying.
    Last edited by Emperor Demonking; 2008-11-15 at 05:36 AM.

  19. - Top - End - #19
    Ogre in the Playground
     
    Imp

    Join Date
    Aug 2008
    Location
    Belgium
    Gender
    Male

    Default

    Xiren


    Name :
    Xiren, the Kind Mother, the Mistress of Despairs, the Blood Flower, the Smelly Wench
    Symbol :A circle of thorned vines
    Alignment : CE
    Owned domain : Plant, Pestilence, Fey, Rain
    Spoiler
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    Plants
    • Entangle
    • Barkskin
    • Plant Growth
    • Command Plants
    • Wall of Thorns
    • Repel Wood
    • Animate Plants
    • Control Plants
    • Shambler

    Pestilence
    • Doom
    • Summon Swarm
    • Contagion
    • Poison
    • Plague of Rats
    • Curse of the Grey Render
    • Scourge
    • Create Greater Undead
    • Otyugh Swarm

    Fey
    • Faerie Fire
    • Charm Person
    • Inspired Aim
    • Blinding Beauty
    • Tree Stride
    • Heroes’ Feast
    • Liveoak
    • Unearthly Beauty
    • Summon Nature’s Ally IX


    Divine Rank : 11
    Description :
    Spoiler
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    A sort of young hybrid between a human woman and a big tropical flower (something like Amorphophallus titanum), she extend long roots all around her and a cloud of pollen float in the air, influencing mortals.

    Xiren's soul is ridden with Envy, spite and grudge. She is headstrong, sadist, easily annoyed and generally regard mortals as either toys or preys, sometime as both. She think the world exists only for her own amusement and regard the other gods as invaders who shall be hunted down and use as fertilizer.

    She asks her followers to listen to their instincts and to avoid moral dilemmas by just acting without regard for the consequences. Live is short, afterlife is sh*t*y, so enjoy yourself right now and don't care for the others : they won't care for you, anyway...


    Minor acts: 2/51
    Spoiler
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    Planned :
    Used :
    Create Swamp plants (1)
    Create Dipteraes (1)
    Create the Putrid Swamp (alter geography) (1)
    Create Toads (1)
    Create Dire rats (1)
    Gift exponential growth to an already parasite-infected jungle (1)
    Create the 12 "Holy Shambling Mounds" (1)
    Triple the Putrid Swamp size (3)
    Create snakes (1)
    Increase Grig population (1)
    Ward the Tree of Decay (1)
    Summon 200 Otyughs (1)
    Accelerate the fungus growth (1)
    Give a power boost to Sfarina (1)
    Increase Hellish Rats population (1)
    Increase Fire Locusts population (1)
    Create 12 Hunting Centipedes (1)
    River Dragons extermination (4)
    Epidemy for the Lycians (1)
    Vermin infestation for the Lycians (1)
    Corrupt further the lands of the Yanze Empire (2)
    Increase the virulence of the diseases in the Putrid Swamp (1)
    Ease the gathering of the monsters (1)
    Black Plague on the Wall (2)
    Increase the population of the Grigs (1)
    Increase the population of the Dryads (1)
    Teleport the Ravager in her home plan (1)
    Shape the Underwater Jungle (1)
    Twist some of the swamp plants into toxic seaweeds (1)
    Create the City of the Depths (1)
    Boost Kappa's population (2)
    Create Über Ebola (1)
    Boost the Kappa population (2)
    Invocation Jars (1)
    Boost the Kappa population (1)
    Flesh Eating virus (1)
    Biotechnology affinity for Naļades (1)



    Major acts: 0/39
    Spoiler
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    Planned :
    Used :
    Create Mutagen Seed, an artifact (1)
    Reclaim the Grigs (1)
    Create the Dryads (2)
    Twist a Chaos Beast into several Otyughs (1)
    Gift the Dryads with a "dominate person" magical ability and +2 Charisma(1)
    Create the Cloaque, a afterlife plan for her followers (2)
    Infected every plants on planet with a one-year-long corrupted growth (1)
    Create the Scepter of Sins, an artifact(1)
    Gift the Grigs with a "Plant growth" magical ability (1)
    Create the Walking Amanites (1)
    Create the Hellish Rats (1)
    Create the Fire Locusts (1)
    Create the Mogrh Worms (1) with Moghor's help.
    Spread the Mogrh Plague to the whole mainland (1)
    Shield the Putrid Swamp against the invading forest (1)
    Artifact : Ring of Swarming Death (1)
    Artifact : The Best Buddy Necklace (1)
    Shield of the Cloaque against teleportation going out(1)
    Banish Zuli from the Cloaque (1)
    Create the colossal Nimones (1)
    Twist a bunch of Dryads into Naļades (1)
    3 missing acts somewhere (I'm searching where they got)
    Create the Kappas (2)
    Give Grigs disease resistance (1)
    Give Dryads disease resistance (1)
    Create the Fey Flower, avatar of Xiren (1)
    Infect the whole troll race with a sterility disease (2)
    Create the Spiked Crabs (monster race) (1)
    Tainted Island (2) (reverted since...)
    Gain Rain domain (1)
    Rain blockade (1)
    Create an artifact : the Pearly Spawn (1) (+1 because of avatar's sacrifice)


    Worshipers
    Spoiler
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    -Grigs :
    Spoiler
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    Look at a 5 years old human children. A playful one. Add a sadistic instinct, a devilish innocence for cruelty, a very imaginative and gory sense of humor and a general love of flesh...any flesh.

    Grig's mentality is exactly this. As for their body, it is like the one of crickets. A 1-feet high cricket but with a human torso, thin blue skin with bloated veins underneath it, green hair which looks like rotten kelp, and antennae as long as the torso itself. Their face is the one of a child who smiling madly most the time. Some of the eldest grigs can grow up to 2-feet.

    The grigs are social fairies, living in groups which can be as large as a thousand but usually don't get over a few dozen. The main reason is that, though they enjoy being in group, they usually end up killing each other for fun or for petty deals such as food, victims, a aggressive glance or just because one is in a bad mood and need to vent it on someone else.
    No rules govern them and the only hierarchy is the one of the strongest and meanest. A grig who cannot defend itself is a dead grig but a grig who bully his fellow grigs too much is also dead because the rest of the group will eventually gang on him, either out of fear or out of boredom.

    Grigs can fly but badly. They prefer to jump and are really good at it. They have magical abilities to conjure small lights and to befriend sentient creatures, though the term "deceive" fit better than "befriend". You don't befriend your meal...or your toys. (Charm person and Fairies fire at will)

    -Dryads :
    Spoiler
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    A dryad’s features are delicate though her flesh is like bark while her hair is like a canopy of leaves that changes color with the seasons. They are gifted with powerful charm abilities that they use to seduce mortals. Though highly territorial, they avoid physical combat and are rarely seen unless they wish to be. While attacking, a dryad attempts to gain control of her preys.

    She then proceed to disarm them before "playing" with them for a while. The lucky ones are those who die quickly, because most Dryads are sadistic nymphomanes who relish in torturing their victims in every possible way.
    Being the "Holy Daughter of Xiren", the adult dryads are usually priestess of the Kind Mother.

    Dryads do not age but can be killed like any mortal creature. However, each dryad's spirit is linked to a chosen tree from which she pulls the magic which keep her alive. The more close she is of the tree, the quicker she will heal her wounds. Killing the tree weaken considerably the dryad and she'll die in a few days if she doesn't find another tree to infect.

    The tree must be old enough to sustain the dryad (10 years for each of the Dryad's HD) and the infection process last for a whole night. The tree will slowly change, becoming a twisted version of its old self, a mirror of the dryad's soul. Eventually, it will die but, from his rotting trunk, young dryads will be born. Though still children, they must flee to find a suitable tree before their own mother, listening to her dark territorial instinct, kill them.

    The Dryads have been blessed with a incredibly strong will, so strong that they can literally bend others to their will, either by using seduction or by brute willpower. This way, they usually gather a herd of slaves from other sentient races and use them as toys, workers or bodyguards.


    -Naļades
    Spoiler
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    A subspecies of Dryads who were magically transformed to become sea creatures. Their lungs became water-filtring sacs while their legs changed into eight octopus tentacles. They still retain their dominating power and strong will, as well as their violent, sadistic and treacherous instinct.

    For this, they are the Daughters of Xiren. And as such, they get access to her spells like any priests does, the true mindset of the Kind Mother being somewhat imprinted in them. From their very creation, each Naļade has been using this power to create her own underwater kingdom, battling against the local fauna as well as against her own sisters.

    The infightings are still limited, though, as no Naļade can venture away from her Nimone for long. This restriction is however a blessing from Xiren, as the Naļades use the plant to channel lifeforce and Fey magic, preventing them to age like normal mortals do.


    - Swamp Jakarus
    - Swamp Trolls
    - Mohrgs
    - Kappas
    - various cultists among all races.

    Living creations
    Spoiler
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    -Dipteraes and their polyformed offspring
    -Toads and their polyformed offspring
    -Swamp plants and their polyformed offspring
    -Rodents and their polyformed offspring
    -Otyughs (yeah...not really but still)
    -Walking Amanites
    -Hellish rats
    -Fire Locusts
    -Toxic seaweeds

    Other creations
    Spoiler
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    -The Putrid Swamp
    -The Mutagen Seed (artifact)
    -The Thorn Jungles (not really her creation but she'll take care of them)
    -The Scepter of Sins
    -The Ring of Swarming Death
    -The Best Buddy Necklace

    Actions of pure hate toward mortals or gods
    Spoiler
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    -Stole half of Parda's Sprites (and kept about 20% of them)
    -Ordered the grig priests to wander the world to spread various plagues.
    -Kill one of Nihlek's Chaotic Beast ...and ends up with Otyughs
    -Allow Kzan to desecrate a major temple of Moghor but lost a good priest
    -Infected all plants she could with a corrupting growth.
    -Summoned 200 Otyughs at the rear of a imperial army ...which them usethem as meatshields against the alienists
    -Infected the Cave Nation with toxic fungus and monsters but most of them were killed
    -Sent millions of rats and locusts against the Ruskies and Trolls. ...which were then mostly annihilated by Zuli's World Tree.
    -Plagued the world with undead psychopaths who raise zombis.
    -Ordered the genocide of the River Dragons.
    -Cursed the Lycians with diseases and vermin.
    -Ordered an attack on Castle Roth which failed miserably
    -Make Sfarina betray Archaeus ...which ended with the deaths of both of them + 25% of the Putrid Swamp population.
    -Make the grigs charm a Titan who is now swimming aimlessly in the bay
    -Teleport the Ravager in the Cloaque
    -Trapped Kuto in the Cloaque
    Last edited by Johel; 2009-02-15 at 03:13 PM.

  20. - Top - End - #20
    Barbarian in the Playground
     
    PirateCaptain

    Join Date
    Aug 2008
    Location
    London, England
    Gender
    Male

    Default Re: Status Thread for Blank Slate

    Name: Volkano
    Domains: Fire, Volcanoes and Heat
    Alignment: Lawful Evil
    Divine Rank: 12
    Description: Volkano is a physically a hunk of molten magma in a crude, jagged, humanoid form. He has no facial features, although a few small rocks on his 'face' move when he speaks and when he does, fire spits out of his 'mouth'. His voice is deep and makes a hissing sound like steam whenever he speaks. He has fingers and thumbs, but no toes. He gives off a lot of heat and steam and is generally quite slow. He is somewhat hot-tempered, but honourable, at least in an evil way.
    ---------------------------------------------------------------------

    Turn 1:
    Major Acts: (1) Created the 'core' of the planet, a raging inferno held together by invisible barriers. Small runs of magma force their way up to the planet's crust and form small hills that spew magma and fire (volcanoes).

    (1) Created Mount Redunkeep, a massive volcano.

    Minor Acts: (1) Created 10 servants called Sparks, these servants are small balls of fire that have humanoid features that can talk and have some intelligence.

    (1) Created a city within Mount Redunkeep, called Redunkeep after the volcano.

    Turn 2:
    Major Acts: (2) Created the Fire school of magic

    (2) Created the race, Imps, which live in Redunkeep

    Turn 3:
    Major Acts: (1) Created Avatar, Inferno, 9ft, Humanoid-Fire Elemental

    (1) Created Fire Elementals, a monster race similar to Inferno except generally weaker

    Minor Acts: (1) Created Hellhounds, black, dog-like creatures that have flames for fur

    (2) Contributed to creating Cerberus

    (2) Blessed Inferno with incredible strength and self initiative (meaning he can work without direction from Volkano, although he still obeys him)

    (1) Added finishing touches to Obsidion Lair

    (1) Added servants to the Lair, called Embers, red humaniods who staff the Lair

    (1) Created the Bowl of Fire, which burns, unhindered, throughout the duration of Moghor's tournament

    Turn 4:
    Major Acts: (3) Gained DvR 12
    Last edited by Blockhead; 2008-11-23 at 12:35 PM.
    I drew this line myself

  21. - Top - End - #21
    Halfling in the Playground
     
    MindFlayer

    Join Date
    Apr 2008

    Default Re: Status Thread for Blank Slate

    The Dreaming Plane

    Dreamscapes
    Spoiler
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    Rudah, The Preserver
    Spoiler
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    Seeing that things in the mortal realm were going as well as could be hoped, Rudah set about a way to communicate to his followers and took up the offer of the god of dreams. I must teach them that life is a blessing, and not to question its workings. the Preserver thought in his own loud way.

    He shaped his dreamscape as a tower of cells where dreamers would be trapped, but well cared for. Any who asked the reason for their imprisonment would be told that all would be explained when they were released. Any that asked to be released would be cast out of the tower and fall towards the jagged ice below, waking just before impact. To his priests the meaning of this dream would be clear, the cell is life, and it is restraining. To go against this restraint is to lose its protection and die. No one knows what lies after death, and therefore to die is to venture into the frightening and painful unknown. The Kinrii in the South always asked to be released.

    Zuli
    Spoiler
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    He made a bit of her dream into a wild forest-scape, where the beasts of the world could spend their dream time.

    Moghor
    Spoiler
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    He shaped his own dreamscape as a series of utterly dark tunnels full of traps, pits filled with monsters and other challenges. Many of the tunnels led to dead ends, but not all. The dreamers who succeeded at disarming the traps or evading the guardians found themselves in one of two places: either a vault filled with treasure (weapons and armors, coins and gems) or a mountain slope overlooking a vast misty valley where a giant shadow roamed. The dreamer awoke moments before reaching the treasure or seeing the face of the giant.

    Akteron
    Spoiler
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    Over the years, Akteron watched as the Jakaru expanded and multiplied. When they died, he ushered them through the Gate, and would calmly explain to them what was in store for them. Using the space set aside by Atkanlan-Yotetl in the realm of dreams, he allowed the souls of not just the Jakar, but all the others as well, to say good bye to those left behind. Very rarely, a being that should have been dead would perform one last heroic act before passing on: Saving a life, passing along a message, finishing one last task.
    *Akteron had just finished an alteration to his section of the realm of dreams. Sometimes, just sometimes, when a being faced a problem they desperately needed a solution to, they would remember a past life. They would meet themselves, and talk, and gain insight based on previous experiences. This did not happen often and was much more likely to occur when lives were at risk.*

    Kuto
    Spoiler
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    Kuto's part of the dream plane was bizarre, but not nearly to the extent of that of Nirhek's part. It was very similar to the sky plane he had helped create. There were the same long plains made of the light pink clouds that one could walk on. The "sky" looked dark and starry. There were small houses on the clouds where one could find rest and food.

    Huang Long
    Spoiler
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    "Interesting." he mused. He shaped his dreamscape simply, taking a little bit from the world and painting the landscape.

    He began with clouds - thin, wispy ones like those the heavenly courts were made from. Then, he painted the borders with the blue from the sky, so that everything faded into the distance. Finally, he opened a window the the Earth below, so that any dreamers could see down.

    Finally, being a god of benevolent nature and competent in the ways of responsibility, he made it so a mortal who fell would awaken before they hit the ground.

    The Porter
    Spoiler
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    The Plane of Dreams: Traveler's Expanse
    In the space of a wink a portion of the dreamscape, that allotted for the Porter's use, took shape and form. Rolling hills and dipping peaks pervaded this section, with a high mountain located at it's very center. Meanwhile the weather shifts erratically, never constant to further test the skill of true explorers. Dreamers who scale the cliffs of the mountain and explored it's many caves found it different every time, as if the stone walls and rocky edifices shifted with each visit.

    At the peak of the summit there is a single constant, a rotating mirror that mysteriously hovers in place just above the mountain's surface. Any who spy through it's glass perceive a view taken from the real world, a glance of the location of one of the many doors scattered throughout the planet. As the mirror spins the view switches to that of another door, never remaining at one for more than mere seconds.

    The Forge
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    An area of the dreaming attached to the Armory of Dreams. Here, engineers, smiths, warriors, and weapon makers of every kind are attracted to build weapons to stock the armory of the dreaming plane. While the Dreaming plane is everchanging and dynamic, the Forge can most often be found between Moghor and Rudah's dreamscapes.


    Inhabitants
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    - Dreaming plane dogs
    Last edited by Ambon; 2008-11-15 at 04:25 PM.

  22. - Top - End - #22
    Ettin in the Playground
    Join Date
    Oct 2007
    Gender
    Male

    Default Re: Status Thread for Blank Slate

    Wharheit:
    Name:Wahrheit (Cookie for those of you who know enought German to get the meaning.),
    Domains: Shadow, combat, Purity (To counter the oh, so popular corruption domain.)
    Apperance: Wahrheit has no true apperance, but when he does appear to others he s a White, and black armored warrior of increibly fair skin that glows with an inner radience that no hter being in existance not even agod can match. Yet the circlet that he adorns upon his head seems to blot out all the light behind him extingushing any light soruce that coems within its range. even the magical kind. His back is adorned with a single black wing, and a single white wing (tropify!) which enables his favoured method of travel. flight.
    Alignment: True Neutral
    Personality: Wahrheit is a fairly stoic, and neutral charecter who rarely acts rashly, and usually weighs the consequences of his actions before even begining to act. Yet, as the bear is slow to stir his rage is indeed terrible the Sun itself shuning his enemies who have dared to anger one so moderate.
    Background: No one really knows anything about this guy. He is the epitomy of enigma emobdied.
    Starting race: Dopplegangers
    Artifacts:
    The Blade of Purity: the Blade of purity shines with Immense brillance, and the blade itself is adorned with ornate designs, and a feathry pattern. The blade gives the wielder an immunity to death effects, and spell while also beqstowing upon them an icnreased porwess with the blade itself allowing even a peasant boy to slay a enemy if wielded with a strong enough heart.


    Acts:
    Minor acts:
    1:
    Create a feasting hall for the gods
    2:
    Create food for the gods.
    3: Make Io.
    4: Make rakzaghal
    5:Make Nerhein.
    Major acts:
    1-2: Dopplegangers
    3: Obtain the Balance domain.
    4: Create Grangir spear of infinte purity


    Mega super awesome bengs:
    Io
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    Io the first born: Io is a great extraterrsitial Entity forged from a comet that strayed close to the hall of the gods. she is a collosal beast of truely epic proprotions, and flies throughout the Void searching for Ionized gas clouds to devour for her food source.

    Rakzaghal Puerheart
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    Rakzaghal pureheart: Rakzaghal is a tall lean doppleganger of excpetional dexterity, and constitution she is inciredble both with her blade, adn with the strange innate magic that seems to be her saving grace in combat against larger foes.


    Artifact (s):
    Grangir Spear of Infinte Purity
    The spear of infite purity emboides both Wharheits prowess in combat, and his sacred will to purify evil, while maintining balance between the two forces of both. it is a 15 1/2 foot long spear made of a odd glowing metal that wharheit found within the depths he was born of. The spear itself bestows prowess to any who hold it in addition to its own purifying strike it also has a will of its own that takes "not be used by the wrong hands" to a whole new level. The spear is a practical genius when it comes to battle plans ,and tactics, and thats just the tip of the iceberg. Somehow the metal it was created of allows for the wielder to sotre some of his actual energy that would otherwise be used for physical activity, and convert it into spell energy that allows them to sling about spells crafted from a secret language that only whahrheit, and Io the firstborn can teach the wielder, and through this they unlock the artifacts true power.

  23. - Top - End - #23
    Barbarian in the Playground
    Join Date
    Apr 2008
    Location
    Somewhere!
    Gender
    Male

    Default Re: Status Thread for Blank Slate

    Name: Rofvolm
    Domains: Alchemy, Illusions, Paranoia
    Alignment: CG or CN (He does want to do what's right, as long as he is sure he himself is safe and comfortable. Good, but not at all costs)
    Description: A lithe and thin being, he is also very short, coming to just under 2 feet. His rough skin is dark purple and covered in marks, veins, and muscle, but he is usually wrapped in an assortment of cloaks, buckles, and vestments. However, he dislikes showing himself as much as he can, and will avoid it at all costs.

    He is a meddler, but very sketchy. Scared of any repercussions an action could have against him, he is a master escape artist. However, more than that, he is a master at getting what he wants through other people or objects, shaping their thoughts with his own, or changing the specifics of what is going on so to create a situation favorable for him.

    However, his paranoia has been reinforced recently by his own powers. An unknown surge of magic burst into one of his illusions, giving it power and mass, purpose, a mind, reality. It banished him from his own plane, sending him hurtling to his new one. Now, always looking to survive, then manipulate, he quickly began his usual machinations.
    My last breath... ...is also my mintiest...

    Avatar credit goes to a strictly platonic friend.

    Former Avatar credit goes to Howl.
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