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Author Topic: Kalpa: A Game of Divinity  (Read 20997 times)

evilcherry

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Re: Kalpa: A Game of Divinity (Ascendant Taken!)
« Reply #60 on: November 25, 2013, 06:44:22 am »

"I only take blood offerings until I have the time to dissuade them."
Let them to offer their blood to me, and everyone will be happy. You will feel good for no longer need to have blood shoved down your throat, and I will have the power to sustain my continuous presence on the worlds. Its a wondrous win-win situation.

sjm9876

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Re: Kalpa: A Game of Divinity (Ascendant Taken!)
« Reply #61 on: November 25, 2013, 01:05:11 pm »

Feros looked upon creation, and was horrified at what he saw. How could creatures have embraced this abhorrence? The Plague was unnatural, unholy. But they were also - wild - and he could not simply reject them.

And so he called upon Sol Raxxis.

'Those that will not change, my son. What do you think of these creatures? For whilst they are cursed, they know of the Hunt. I ask of you that you give them a chance. If they are incurable, let them choose - live or die. And either way, respect their wishes. And if they choose the former, let them know that I am watching them. If the latter, let their deaths be in my name. But regardless, keep searching for some way to cure them. Their minds are stained, and broken, and they know not their own unholiness. If you require aid in this venture, do not hesitate to call upon me.'
Logged
My dreams are not unlike yours - they long for the safety, and break like a glass chandelier.
But there's laughter and oh there is love, just past the edge of our fears.
And there's chaos when push comes to shove, but it's music to my ears.

Sigtext

Cheesecake

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Re: Kalpa: A Game of Divinity (Ascendant Taken!)
« Reply #62 on: November 26, 2013, 05:04:39 am »

"Then, if it be thy will, grant me passage through the cursed nets that slaughter my brothers like fish! I will grant thy command, Sunfather.
Logged
I wish I could unwatch a thread because every time I look at this I can feel myself dying faster
Dying of laughter?
Dying of pure unbridled hatred, actually.

sjm9876

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Re: Kalpa: A Game of Divinity (Ascendant Taken!)
« Reply #63 on: November 26, 2013, 01:47:44 pm »

'I have not the power nor the will to overturn the command of another divine my son. But I promised my aid, and you shall have it. I will grant unto you and your most trusted pack items which will permit you passage inside the nets, to bring some memory of the Hunt to the Plague havens. Perhaps I will be able to make the nets fall in time. Perhaps not. But here is my gift to you.'

Act: Feros creates 13 gems, each granting the wielder the ability to pass unharmed through the nets. The gems are absorbed into a being upon contact, and are released upon death. Any creature may only contain a single gem at a time. He grants these gems to Sol Raxxis and the closest members of his pack.
Logged
My dreams are not unlike yours - they long for the safety, and break like a glass chandelier.
But there's laughter and oh there is love, just past the edge of our fears.
And there's chaos when push comes to shove, but it's music to my ears.

Sigtext

Cheesecake

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Re: Kalpa: A Game of Divinity (Ascendant Taken!)
« Reply #64 on: November 28, 2013, 05:51:31 am »

Accept gems and begin hunting the infected and help them if they wish.

"Thy will be done, Sunfather."
Logged
I wish I could unwatch a thread because every time I look at this I can feel myself dying faster
Dying of laughter?
Dying of pure unbridled hatred, actually.

micelus

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Re: Kalpa: A Game of Divinity
« Reply #65 on: November 28, 2013, 07:57:28 pm »

Turn 4: Clinic of the Gods

Plague, Pain and Conflict. These are what characterised Life in the Universe.

With the Gems of the Sunfather, the Wildlings were finally able to breach the Nets of the Fisher and conduct their grand crusade against the Cursed and Damned. For decades, the Networlds had been free of the menace of the Solar Demons and worried only about the actions and beliefs of their fellow neighbours. Now it was time for their reckoning to come anew.

Where the wise and elderly had expected the rampant slaughter and pillaging that had characterised previous raids, the Wildlings only seemed to target victims of the Plague and ignored the Children entirely. This led many crafty members of the Children to capture those who followed Namq'ua and through one way or another, hand them over to the Demons of the Sun. Though an odd reversal of beliefs, the Children soon came to see the Demons as another weapon against those who had been tainted by the Plague and had embraced it to its fullness.

Sol Raxxis, having captured several Abominations and many more docile organisms, soon had a whole menagerie from which he and his kin could develop cures and treatments for the disease. Abiding by the wishes of the Sunfather however, the Exalted found that several of the Wildlings who had become afflicted had become...different. They spat on the name of Feros and cursed their Clan and Kin, saying that only Namq'ua, Lord of Change, or Teskort, King of Beasts, had been there for them when they had been ill. Such heathens were killed, as was Fero's decree. Other captives, being either simple creatures or non-understandable, were simply experimented on; no Wildling had ever learned the speech of the Ones Below.

Through trial and error, as well as many casualties, Sol Raxxis discovered no cure for the Plague besides that of the Tooth and Claw. For all their might and martial excellence, the Wildlings were not a people of great technology or science; they discovered no cure amongst nature nor by amputation. Though discouraged, Sol Raxxis continued with his task. His people would continue with their experiments, in the hope for finding a cure. In the meantime, the Plague would have to be dealt with through the Blessing of Feros. It would take centuries, but the Plague would be cured, Feros Willing.

After decades of accruing essence, the Twin-Gods Neyravah was finally able to create Its cure for the Plague, the Counterplague. Though a simple creation with a simple name, it was miraculously successful. Once unleashed on the Celestial Drakes, it quickly treated the individual, forcing mutations to recede and disappear as well as immunising against future occurrences. Though many Drakes had begun to doubt the strange creature, they soon saw the Plague gone from their bodies and eventually, the world. Neyravah had developed the first true effective cure against the Plague. And yet, it would not spread beyond the world, beyond this small isolated speck of existence, without aid...Aid many would pay in blood for many times over.

On the Networlds, the Fisher attempted another method of curing the Disease. The God imbued his Children with divine essence, giving many the power to cure the Plague through unnatural means. One in particular, a newly hatched juvenile, was given the powers beyond that of a mortal; Ascendence was in the child's blood and soul. In time, It would lead others in the Battle against the Plague and serve in the Fisher's name. For now however, it would witness the Curing of the Plague.

Through the power gifted by the Fisher, the Children of the Networlds now had a widespread cure against the Plague. Those who had stayed loyal to the Fisher were soon enough treated for the Plague; only those who had embraced the Plague, those who worshiped the Pestilent One and the King of Beasts, had refused the cure. In fact, seeing the Plague as holy or at the very least useful, they saw the Blessed as abhorrent; they were denying the people the path to a better way of life. The war of the Gods had not at all ended; it had only just begun.

Those who had been given the power to heal, the Blessed, soon found themselves as part of the elite; part of the nobility and clergy. With obvious proof of their holiness, such individuals soon became powerful and influential. Amongst many cultures, these people became leaders simply due to their Blessing, regardless of their actual skill at ruling.

Teskort, seeing the way Children treated the Panacea Fish, saw it only right to make their capture much more difficult. Giving them the blessing of Mind, Strength, Venom and Antlers, the Fish would be a worthy adversary for the Children. Amongst the Networlds, this development was seen quite rightly as the actions of Teskort. The Children, though the Fisher's Blessing, no longer saw a practical purpose for the Fish and were now only kept as pets by the wealthy. Teskort's transformation had caused an immense shock to the elite society, with many high-ranking nobles finding themselves or their family being devoured by their now bloodthirsty fish. Due to their quick discovery and effect, they were quickly declared heretical and destroyed, for the Greater Good.

Amongst the Plaguebeasts however, these newly changed Fish were seen as allies in their fight for dominance; they were fellow children of Teskort, fellow creatures of the Pack. As they would find out however, the Panacea Fish had no interest in alliance or aid. Whatever shape or deity it worshiped, A Child was Child and would be devoured as such. As such, despite their shared lineage, the Panacea Fish preferred to fill their stomachs rather than ally with others of the Antler.

Though amongst the Networlds the Fish were contained, other worlds had not been so lucky. In worlds where the Fish had been carefully managed, the Children soon found their precious resource a deadly enemy. In such worlds, the Children practically went extinct, shocked by the quickness their Plague-Cure had turned on them.

While Teskort had changed the Fish into his own image, Namq'ua had done the same, in a more subtle fashion. Implanting a disease amongst the Panacea Fish, those who devoured such Fish would now find themselves slowly but surely serving the Pestilent Lord. Though ineffective amongst the Networlds due to very few Children eating or even seeing a Panacea Fish, their effects on lesser worlds were drastic; whole societies which had depended on the Fish to deal with the Plague now succumbed to it. Though unchanged and non-heathens, those who partook in the Fish were now in the pockets of Namq'ua. Namq'ua had become lord and master of many worlds.

As the Cure and Disease were given and taken, Liram set about forging the Xavrax Quotix, a symbol of his divine power. Infused with divine power beyond mortal comprehension, it in effect transformed mortals into an avatar of Liram's will. A blessing and a curse, it forced the user into Liram's service all the while making them godly entities. And so, while the Plague ensued, the Gaunlets were set adrift into the Universe, searching for its bearer.

Pleased with his efforts, Liram appeared to his Kin, ordering them not to administer their art upon the Flesh-Creatures. Being utterly loyal, the Kin solemnly agreed, instead switching their art to plantlife, hoping the Creator would not care for such beings.

While the Gods played their games, the distant edges of the universe shook and and swelled with essence. Blood, Chaos, War and Conflict had taken their toll on the Stability that upheld creation.

The Judge readied the Scales.

The Trickster laughed with Glee.

And the Walls would Break, as predicted.


The Wildlings break through the Nets and conduct their experiments. No breakthroughs. The Hunt continues.
Neyravah creates the Counterplague, which is extremely successful.
Psaras Dorit creates the Blessed.
Psaras Dorit creates the Blessed One.
Teskort uplifts the Panacea Fish.
Nam'qua transforms the Panacea Fish into Plague Fish.
The Plague Fish cause most worlds to worship Namq'ua

Liram creates the Xavrax Quotix.
The Liram-Kin cease with creating Abominations.


Code: [Select]
Psaras Dorit: 0 Acts (+2)
Namq'ua:  0 Acts (+2)
Teskort: 0 Acts (+1)
Feros: 0 Acts (+1)
Liram: 0 Major Act, 0 Act (+1)
Neyravah: 0 Act (+1)
Sol Raxxis: 2 Minor Acts(+.5)
    Spoiler: Sources of Essence (click to show/hide)



    Two Ascendents Available:
    • Blessed One
    • Avatar of Liram
    (NOTE: We've reached the Ascendent limit; I won't be accepting beyond the above two so don't bother making any more.)

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    Do you hear that, Endra? NONE CAN STAND AGAINST THE POWER OF THE DENTAL, AHAHAHAHA!!!
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    HissinhWalnuts

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    Re: Kalpa: A Game of Divinity (Two Ascendents Available!)
    « Reply #66 on: November 28, 2013, 08:07:30 pm »

    I'm not sure what to do, I have no energy reserves so I have wait for the next time period. Also I would like the universe to stay alive for awhile, so can we have a small ceasefire?

    Nothing, besides suggesting a ceasefire with the other gods.
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    GreatWyrmGold

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    Re: Kalpa: A Game of Divinity (Two Ascendents Available!)
    « Reply #67 on: November 28, 2013, 10:01:56 pm »

    Neyravah watched the ravaging of yet more worlds. This Plague would be the end of all, if left untreated. Only one island of safety remained: The World of the Celestial Drakes. The Counterplague ran in the veins of all organisms on this world, but could not spread beyond. This was an issue Neyravah wanted to solve...but They could not. So They watched, planning.
    Logged
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    Cheesecake

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    Re: Kalpa: A Game of Divinity (Two Ascendents Available!)
    « Reply #68 on: November 29, 2013, 05:28:23 am »

    Enter a Networld and find the largest and most civilized nation. Offer them to join me and the Sun Demons to help capture the Plagued and bring them to us to be cured. If successful, have the other Wildlings with Gems (now named Chaplains) to spread it across other Networlds. Speak this message to the Fishers.

    "Help us take the Plague away! We are finding a cure, and we need your help! If you want to end this madness and conflict, join us and round up those willing to be cured! If they are unwilling, persuade them! If they fight back, call us! Do not hesitate for our aid!"
    Logged
    I wish I could unwatch a thread because every time I look at this I can feel myself dying faster
    Dying of laughter?
    Dying of pure unbridled hatred, actually.

    sjm9876

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    Re: Kalpa: A Game of Divinity (Two Ascendents Available!)
    « Reply #69 on: November 29, 2013, 12:53:44 pm »

    @ Psaras
    'You see Psaras? I mean your people no irreparable harm. My children come bearing cure, whether you accept it or otherwise. Work with me in this, and we can end the Plague. I feel the walls of this world grow thin, and fear if we do not cooperate all shall be lost.'
    Logged
    My dreams are not unlike yours - they long for the safety, and break like a glass chandelier.
    But there's laughter and oh there is love, just past the edge of our fears.
    And there's chaos when push comes to shove, but it's music to my ears.

    Sigtext

    Powder Miner

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    Re: Kalpa: A Game of Divinity (Two Ascendents Available!)
    « Reply #70 on: November 29, 2013, 01:10:47 pm »

    "Yes. Yes, I see. Thank you. The plague is much of a threat, but... this blood, this death, it's unbefitting. Nothing good can come of it... I'll have the Blessed One aid in stopping that, when he awakes. For now, I have much to do to aid my people, both on the Networlds and not. And perhaps I can also aid yours."
    Psaras needed to act. War was beginning, and though he'd expected it... he hadn't expected it to be this much. Dammit... Psaras had never intended to be a god of blood, yet that's what he was becoming. And he needed to turn it around now. He wanted to be a god of life, and that's what he'd be.
    First, he needed to switch his priorities. Feros was right; he wasn't a threat, but a force for good. Now that both he and his Children had been taught in that regard, the nets needed to switch to follow his priorities. He intended to aid his people in learning, and in fighting, though he no longer intended to spill blood. And he intended to let them spread- yet not those of the Plague.
    "Here, Feros. I'm making the nets safe for your people.
    He could aid all of those causes with a single change to the nets. Let them be less lethal, and let them protect against the plague.
    Change the nets around the networlds so that they no longer target the children of Feros, and no longer kill, but instead merely provide a wall that keeps plague beings from entering OR exiting.
    Now, to give his people a chance. He needed to aid them in the plague war. But not with blood, no, that was too widespread and too far. No, he'd aid with life. With technology.
    Place ideas for technology into the heads of inventors all over the Networlds. Give them ideas for medicine, for keeping civilizations alive and spreading. Give them ideas for weaponry, but NOT lethal weaponry- weaponry that subdues, weaponry that forces Plague-worshippers to be cured. And, if it's still possible... give them boats.
    Logged

    sjm9876

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    Re: Kalpa: A Game of Divinity (Two Ascendents Available!)
    « Reply #71 on: November 29, 2013, 05:16:19 pm »

    'Thank you, pack-brother. I too have a plan. My children have aided yours much. But there are many places that they cannot reach, as their homes drift. This shall be no longer.'

    @ Sol
    'Son, I bring you news. The nets have been weakened, preventing the plague rather than your kind from entering. The crusade can continue there unhindered. And I bring you a gift. the gems that you hold within you have thus become purposeless, and so they shall receive a new purpose. They shall guide your jaws and claws to where they are needed most, and let you guide your homes there also.'

    Act: Feros takes the 13 gems of the Chaplains and alters their powers, so that they now - in addition to bypassing the nets - allow the wielder to sense the concentrations of Plague in various directions around them. They also permit the wielders to steer a photosphere that they occupy. ((Due to the sheer excess of photospheres compared to gems this should not upset light levels to any significant degree))
    Logged
    My dreams are not unlike yours - they long for the safety, and break like a glass chandelier.
    But there's laughter and oh there is love, just past the edge of our fears.
    And there's chaos when push comes to shove, but it's music to my ears.

    Sigtext

    Cheesecake

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    Re: Kalpa: A Game of Divinity (Two Ascendents Available!)
    « Reply #72 on: November 29, 2013, 06:59:55 pm »

    "I thank you, Sunfather. Our quest shall be greatly aided due to this."

    Accept gems.

    "Now, my brother Chaplains, we can spread out our forces. We will heal many more worlds and the plague will be culled."

    Assign each Chaplain one Photosphere each with around 1,000 Wildlings. They are to steer them to the most afflicted worlds first and cure them. Name the Photosphere under their control Plaguebreakers.

    Also, use a Minor Act to bless the Chaplains and me the ability to understand any creature's language upon contact with a creature.
    Logged
    I wish I could unwatch a thread because every time I look at this I can feel myself dying faster
    Dying of laughter?
    Dying of pure unbridled hatred, actually.

    HissinhWalnuts

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    Re: Kalpa: A Game of Divinity (Two Ascendents Available!)
    « Reply #73 on: November 29, 2013, 07:07:28 pm »

    Anyone think I should talk to this ascendant? I'm debating making my own faction, perhaps the Quotill would be the name, yes the Quotill.


    Forms Quotill faction including my ascendant, and everyone at least following me partially, EG: worshipping me and Namq'ua at same time.
    « Last Edit: November 30, 2013, 02:31:10 am by HissinhWalnuts »
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    Weirdsound

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    Re: Kalpa: A Game of Divinity (Two Ascendents Available!)
    « Reply #74 on: November 30, 2013, 02:27:55 am »

    Teskort looks at Psaras and sadly shakes his head. Most of the Beast Father's children were at least loosely aligned with the plague, and he himself was ambivalent to the issue, but bringing in development and technology was taking things too far.

    "You are making a huge mistake brother. Boats and weapons and medicine lead to industry. Once your children industrialize, they will drive wild fish stock extinct with their efficiency, and kill what is left with their boat fumes. They will then move onto other ways of sustaining themselves, and will have no further need for a god of fishing."
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