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Author Topic: Kalpa: A Game of Divinity  (Read 20901 times)

evilcherry

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Re: Kalpa: A Game of Divinity (Ascendant Taken!)
« Reply #45 on: November 23, 2013, 12:49:54 pm »

"My children are fine enough without your... ruining them! Cease this immediately!"
Gloat. Gloat. Gloat.
Namq'ua disappears into the planes.

HissinhWalnuts

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Re: Kalpa: A Game of Divinity (Ascendant Taken!)
« Reply #46 on: November 23, 2013, 04:41:43 pm »

I'm debating making the first god weapon with my major act, any suggestions other gods of godliness?.
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GreatWyrmGold

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Re: Kalpa: A Game of Divinity (Ascendant Taken!
« Reply #47 on: November 23, 2013, 04:48:54 pm »

Fix the plague! All the cool gods are doing it.
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HissinhWalnuts

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Re: Kalpa: A Game of Divinity (Ascendant Taken!)
« Reply #48 on: November 23, 2013, 04:53:09 pm »

I'm debating making gauntlets for a mortal of destined loyalty to me to take, the gauntlets should be able to cure diseases, summon a projection of me for combat, etc. perhaps that what the currently 'strongest' god should do with the last major act. Also your voice seems a little distorted.(Part of your letters are cut off D:)
« Last Edit: November 23, 2013, 06:46:08 pm by HissinhWalnuts »
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micelus

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Re: Kalpa: A Game of Divinity
« Reply #49 on: November 24, 2013, 05:24:07 pm »

Turn 3: To Cure Or To Harm

The Pestilent Lord, though pleased with his Plague, saw that few had seen it for what it was: a gift as well as a curse. The few who had been enlightened or had at the very least come to terms with their existence were found by the God and given knowledge..and divine fervour. Chosen carefully, they were from the most afflicted populations of the Fisher's Children. These Prophets of the Plague, as they were known in some languages, exhorted their fellow afflicted to embrace their changes, good and bad. They asked them to see beyond their disfigurements and make use of their newfound abilities: all would be given the most suitable position in society as their abilities merited. They also revealed to their flocks that the Plague was not created by the Fisher but by a god named Namq'ua and that he was not to be cursed but praised: he was the key to true potential, to greatness and purpose.

Despite their abominable beliefs, many followed the words of the Prophets. Many afflicted saw no chance with common society, fearing sacrifice or exile. They saw embracing the Plague and its Creator as a way to recover purpose and a place in life. Furthermore, for many, it was a new experience that differed greatly from their old lives. Though varied, the civilisations of the Children were nearly always oligarchical and resistant to change. By following Namq'ua's Way, the poor and the rich were no longer divided by birth but by pure ability. In effect, the Way of the Prophets had instituted the first meritocratic societies amongst the Children.

By their beliefs and their target of worship, the followers of Namq'ua were obviously persecuted amongst the Fisher's Children, being routinely round up and sacrificed due to their advocating and embracing of the Plague. Soon, amongst many worlds, war broke out between those of Namq'ua and of Psaras Dorit. These wars devastated the remaining numbers of the Children population but in the end, none could say that either had truly won or lost; death and misery came to both sides.

In an effort to protect his children from the Plague, Psaras Dorit  created the Panacea Fish, which would immediately cause mutations received through the Plague to fall off or die when consumed. Extremely useful, it was seen by the Children as the Fisher's way of ending the Plague. Unfortunately, the high value and vast consumption of the species resulted in its quick extinction in many worlds due to overuse. Even worse of all, many individuals came to hoard the fish, selling them only for high prices or only giving it to specific groups. In the end, while many were cured of the disease, thousands were still infected due to lack of supply and mortal greed.

In dealing with the Demons of the Sun, Psaras set about at protecting the more populated worlds with nets of divine essence that would entangle any Photoorganism that attempted to pass it, killing them. Protecting 15 worlds, the Wildlings would no longer be able to pillage them in the name of their depraved Hunt. While offering their inhabitants a reprieve, these worlds were also still heavily affected by the Plague; their large populations had seen the Panacea Fish either going extinct or being hoarded by the rich and influential.

While the Prophets honoured the Plague and established the faith of Namq'ua, Teskort  made use of the Plague for his own gains. Promising salvation from the Plague, he turned many of his afflicted followers into Plaguebeasts, creatures of animalistic strength, emotion and mentality. Most importantly, they were immune to the severely harmful elements of the Plague, only receiving mutations that were beneficial in some form.

 The majority were shocked to see the form in which their salvation had come; they had expected to return to normality or at the very least lose their mutations. Over time however, many of these came to accept that they were superior to what they once were, being better in every conceivable way.  A minority however, seeing that there was no real change to their predicaments, abandoned yet another god. Those who remained were all turned to Plaguebearers, the followers of Teskort. Though worshipers of the Beast God, many also heard of Namq'ua and his Prophets, and as they saw no direct contradiction, followed both Gods.

The Plaguebearers would soon divide into packs, traveling their worlds in nomadic lifestyles. Several afflicted would come join them in the hope of ending their disease. These nomadic groups, due to their animalistic nature, soon came to be known as brutes and savages by the Children and even amongst the worshipers of Namq'ua. To be nomadic and so primal, indeed, seemed barbaric.

While the gods played and jostled for the Children's attention, the Solar Exalted decided that the Plague was to be dealt with and destroyed. It had corrupted and weakened all of life, from the smallest to the greatest. Blessed by Feros with the power to eradicate the Plague by mere injury, the Wildlings followed Sol Raxxis in his plan to destroy or cure those who had been infected. As they soon discovered however, the worlds had changed significantly. The largest worlds with the greatest populations were discovered to be inaccessible; those who attempted to enter such worlds were killed by an unknown force. Though a disappointment, the Wildlings pressed on, scouring smaller worlds of the Infected. By tooth and claw, plants and animals were cured of their disease, being Hunted and then released. Yet, as the Wildlings discovered, the Plague had progressed. They found creatures unrecognisable to nature, clear Abominations that were both plant and beast and fought in defence of their curese. In such cases, the Wildlings found that the only cure was death.

Even though the Wildlings sought to end the Plague, years of raiding the Children meant that few if any trusted the Demons; it would have been madness. Heretic, Plaguebearer, Child or Prophet; none would trust a Demon. And so, the Wildlings found themselves being attacked as they attempted to cure the Weak; it was a difficult endeavour. For the most part, it seemed, the Wildlings would be consigned to curing the Plague in nature rather than amongst the Children. This in itself would be a long and difficult task for there were many worlds and it would take time to travel to each, especially as no Wildling could control the journey of a Photosphere, no matter how strong or gifted.

And yet, while others acted against or towards the Plague, Neyravah sought a more personal goal: survival. Having not obtaining worshipers from any of the worlds, the Nature God had begun to die. Knowing this, it travelled to one world, home to the Celestial Drakes, the most intelligent of the God's creations. The world was wracked with the Plague with many lifeforms in clear pain or confusion. Eyes existed on the stalks of trees and leaves grew out of the teeth of fish. Amongst the Celestials, the Plague had decimated them in the worst possible way: several had lost their ability to store Essence, either killing them outright or forcing them to land. Other abnormalities, such as fur, venom and internal organs growing on their exterior, further changed the lives of the Drakes. When Neyravah appeared to one such group, there was shock: they had not seen such a form nor a creature that spoke. When the God offered them a cure if they were to but follow him, they were frightened and immediately awed. Amongst the group, all offered their obedience, if the God were only to give them a cure. A cure that would only come after enough essence had been gathered and offered...A cure that would only come in time.

Finally, after eons of brooding, the god Liram offered his own input into creation. He created the Liram-Kin, beings of energy that wandered the expanse of the Ocean, doing as they pleased. Though lacking matter or form, they were gifted with an intrinsic ability to make use of essence, allowing them to interact with the universe. Due to this, the Kin congregated around the less inhabited worlds, making use of the unused essence. With it, they crafted art both observable and that which was only comprehendible by their own kind.

The Kin, being so different to the life of the Universe, saw such creatures as lesser or abominations; they would be used as they saw fit. As such, amongst worlds inhabited by the Kin, life of all forms could be found transfigured into gruesome poses or shapes; the Kins' art at its finest. Amongst the Children, it came to be believed that such was the work of the spirits, the Fey; entities of childish minds that did as they pleased. For this, they were cursed to never be seen by the Fisher, although this did little to end their games.


The Prophets organise the followers of Namq'ua.
Psaras' Panacea Fish are used to cure the Plague; becomes extinct or difficult to find on several worlds.
The 15 most populated worlds are surrounded with essence nets that kill any Photoorganism.
Plaguebearers created; several worship Namq'ua and Teskort.
War erupts between the followers of Namq'ua and Psaras on several worlds.
Wildlings led by Solar Exalted begin curing the worlds unprotected by the Nets. Blessed by Feros.
Neyravah reveals Itself to the Celestial Drakes.
The Liram-Kin are created.


Code: [Select]
Psaras Dorit:  Acts (+2)
Namq'ua:  0 Acts (+1)
Teskort: 0 Acts (+1)
Feros: 0 Acts (+1)
Liram: 1 Major Act, 0 Act (+1)
Neyravah: 0 Act (+1)
Sol Raxxis: 1.5 Minor Act (+.5)
    Spoiler: Sources of Essence (click to show/hide)
    [/list][/list]
    « Last Edit: November 25, 2013, 12:56:55 am by micelus »
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    HissinhWalnuts

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    Re: Kalpa: A Game of Divinity (Ascendant Taken!)
    « Reply #50 on: November 24, 2013, 06:04:54 pm »

    My Kin do not harm other mortals unless it is warranted, unless a great intentional plague comes upon, don't not kill or twist those of souls and flesh. They are weaker to most of you but, they cant retaliate, so stop in my name.
    -Tells Liram-kin to not twist the physical creatures into horrible hate filled abominations.

     Soon thereafter Liram made a artifact for mortals to use, in order to show that he is not a evil creature/god/thing, Liram creates the Xavrax Quotix, a pair of gauntlents that are destined to find a mortal of destined loyalty to Liram, the gauntlets will morph to fit any mortal. The gloves will not be given to the utmost gifted Liram-Kin, but to those of born of flesh, in order to maintain some balance between the spiritual, and physical followers. Below is a list of attributes.

    List of attributes.(Im using my major act so expect a lot.)
    -Grants user Liram-Kin like arcane abilities, but MUCH more powerful.
    -Ability to imbue animation into particles or into inanimate objects, or take it from particles or animated objects.
    -Animation(Heat) rays of high magnitude to scorch the earth, varying magnitudes depending on purpose.
    -The ability to shape and sculpt the earth itself, can be used as a very powerful improvised weapon.
    -Summon a ghostly copy of Lirams avatar to fight for you, it is controlled by the mind of the wielder of the Xavrax Quotix, and is extremely powerful (Can take on several battalions at a time.)
    -Heal, and cure ailments and injuries all the way to the masses, not capable of restoring life.
    -Does above to wielder automatically.
    -Reanimate corpses.(They don't have their own mind but you can order them to do something.)
    -Curses you to be forever in Lirams servitude.
    -Allows wielder to see the ghostly apparitions known as the Liram-Kin, and automatically teaches them their language.
    -Liram-Kin are mentally hurt badly when they attack you, hurting them very badly causing recoil and befuddlement.
    -More physical wellness in strength, agility, etc.
    -Grants access to some of Lirams vast library of knowledge.
    -Immortality.(Doesn't count towards being killed by a blade, but natural/unnatural ailments will never harm you)
    *-Finds a new user each time the old one dies.
    *-Fits the current wielders hands/similar limbs.
    *-Comes with a tablet showing the attribuite list in the users language.
    *-Tablet has a quick primer on Lirams role, and creations, in the users language.
    *-Puts user on Lirams side of the otherworldly motives.
    *-Only flesh creatures can use it
    *-Makes user a ascendant.
    -Allows user to see posing gods or the real Liram.
    (*) Means its not shown on tablet.

    -1 MAJOR ACT.
    « Last Edit: November 25, 2013, 02:07:15 pm by HissinhWalnuts »
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    Re: Kalpa: A Game of Divinity (Ascendant Taken!)
    « Reply #51 on: November 24, 2013, 06:13:53 pm »

    Psaras had not been the most effective, but Feros was doing his job for him on the world not of the net...
    However, Psaras still had power, and he was going to use it.
    First, this plague was still an issue. The Panacea had not done all he had wished for.
    Psaras uses an act to imbue citizens of the Networlds with healing abilities, specifically abilities to remove mutations and cure Plague.
    He had yet more power, and Nam'qua needed to be stopped. Psaras was tired of being on the defensive. Why not strike back? He had the power to, after all. But how to go about it...? Why not create an Ascendant? The others had spoken to his people more than he had!
    On the very largest of the Networlds, Psaras imbues a newly hatched and noble-hatched Child with knowledge of Psaras' word, immortality to age, and immunity to the plague.
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    HissinhWalnuts

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    Re: Kalpa: A Game of Divinity (Ascendant Taken!)
    « Reply #52 on: November 24, 2013, 07:36:01 pm »

    Sorry Psaras, didn't mean to have my creations do... that to your people. Should stop soon, and if doesn't, there is going to be some cannibalism of my new creatures.
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    GreatWyrmGold

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    Re: Kalpa: A Game of Divinity (Ascendant Taken!)
    « Reply #53 on: November 24, 2013, 07:43:09 pm »

    ((What does the +1 mean?))

    Begin curing the Celestial Drakes of the Plague by creating a contagious, symbiotic counteragent as described earlier.
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    Weirdsound

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    Re: Kalpa: A Game of Divinity (Ascendant Taken!)
    « Reply #54 on: November 24, 2013, 09:13:59 pm »

    Teskort turns to Psaras grimly. "Behold your people Fisher God. You have given them a gift to protect them from the plague, and they have squandered it. Look at them, fishing the Panacea Fish into extinction and witholding them from their brothers in the name of profit. This is why I don't much care for civilization, and why I suspect Feros feels the same.

    I bear you no ill will Psaras, as you are my brother, but I fear it falls to me to protect the Panacea Fish and punish the greedy amoung your children. You are of the fisher and I am of the fish, so let the game begin my friend."


    Teskort begins improving upon the Panacea Fish! He grants them sentient minds, huge bodies, venomous teeth, a faster rate of growth and reproduction, and of course Antlers. They keep their plague curing properties. The improved fish race is also granted a taste for the flesh of The Children.
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    HissinhWalnuts

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    Re: Kalpa: A Game of Divinity (Ascendant Taken!)
    « Reply #55 on: November 24, 2013, 09:17:14 pm »

    I'm debating making a source of magic for all mortals to tap, allowing everyone at least to have a chance of using magic. Any ideas anyone?
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    Re: Kalpa: A Game of Divinity (Ascendant Taken!)
    « Reply #56 on: November 24, 2013, 09:24:01 pm »

    Sorry Psaras, didn't mean to have my creations do... that to your people. Should stop soon, and if doesn't, there is going to be some cannibalism of my new creatures.
    "As long as you stop them..."
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    evilcherry

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    Re: Kalpa: A Game of Divinity (Ascendant Taken!)
    « Reply #57 on: November 25, 2013, 06:08:42 am »

    The Pestilence god, Namq'ua, gloated at the fisher-god's actions.

    Utter hypocrisy. How would a god who expect his followers to just act good accept blood offerings?

    Act: Devise a virus/bacteria/whatever disease, which will transmit through the panacea fish and infect the fisher's children. This will not kill them, but will slowly make sure that they will offer their blood, body, and everything towards the advancement of Namq'ua on their own worlds.

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    Re: Kalpa: A Game of Divinity (Ascendant Taken!)
    « Reply #58 on: November 25, 2013, 06:17:58 am »

    "Tsk. Though I am uninfected, this plague has shown me my weakness! I must find its weakness!"

    Kidnap infected beings, then experiment on ways to cure them. Or kill them quickly qnd painlessly.
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    Re: Kalpa: A Game of Divinity (Ascendant Taken!)
    « Reply #59 on: November 25, 2013, 06:36:22 am »

    "I only take blood offerings until I have the time to dissuade them."
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