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Author Topic: Kalpa: A Game of Divinity  (Read 20768 times)

GreatWyrmGold

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Re: Kalpa: A Game of Divinity
« Reply #165 on: December 12, 2013, 09:19:32 pm »

"I will stop this 'Kalpa'."
((Dammit, Vizzinni, you've doomed us all.))
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micelus

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Re: Kalpa: A Game of Divinity
« Reply #166 on: December 14, 2013, 06:52:08 am »

Turn 6: Of Greater Magnitudes

One small insignificant world adrift in the Infinite Ocean would never have been a cause for concern were it not for the activities of Liram and his Kin. A world without name, it had been the canvas for many of the Kins' grandeur works of plant and stone. One such creation was the Abomination Zzdwi, a creature empowered by Liram himself. Though a servant, it cared not for the motives and desires of its benefactor, only for what lied at the heart of the Kin: Art. And so, it used its skill to twist and form beings, an action disliked by Liram. To correct its Ascendant's mistakes, the God reformed them and gave them a divine blessing: magic. Not limited by godly decree or by natural law, these individuals would harbour the ability to store and use essence like a god. Though such things were already in existence, none showed the capability of intellect possessed by the Children. Such power was wasted on a small trivial world and so, Liram sent them away, to the Networlds to gain rank and status. Thus were the first Magi created.

And with those left on the world, Zzdwi offered a deal: stone, flesh, wood and clay for craft beyond mortal hands. The Abomination knew its limitations and did as it was told; it would not kill. It would not hurt. It would not change. Instead, it would bargain. The greedy would take his offer, spilling blood or mining rock, for its creations. And for what was this all for? For the construction of a Temple never before imagined by all who had lived and died. A temple both living and dead, physical and yet untouchable. Essence, Matter and Energy would all be present in its walls and towers, bursting with raw power.

And so, year after year, Zzdwi built and crafted. Gold for stone, swords for copper. All would be exchanged for the Temple. Labourers hired, slaves killed and overseers made. Decades and decades passed with tree and body both fed into the ever growing edifice. And yet, when it was finally complete, Zzdwi knew it was worth it. Everything was worth it. The blood, the stone, the trees and the bones. All worth it. He had created, by own will, the Grand Temple. Possessing mixtures of all things that existed, it was a place of power and energy. It was a Font of Essence. And yet, despite his obedience, it was undedicated; no idol or statue or prayer was inscribe for Liram, God of Animation. It was just there, for the taking.

And while Zzdwi gazed at the magnificence of his creation, those saved by Liram had experienced new fates. By the power of the latent Chaos, the Magi were sent not to one Networld but all three. Those who landed Elere, though dazed and confused, quickly became accustomed to the ways of the world. Through their abilities and charisma, many earned places in the ruling elite of the countries that inhabited it. Even amongst the Court of the Blessed One were such Magi found, aiding the Holy One with all manner of occult and arcane activities. And yet, due to their tribal and primitive nature, many found working with the Blessed foolish, even idiotic. They found that it was better to overthrow these outmoded fools instead out into the streets and rule in their own names. And thus, the magocracies were born.

Those on Aztof faced a far worse fate. The world of Aztof had been particularly loyal to the Fisher in his aspect as 'Blood-Drinker'. And thus, when odd people of a strange tongue and power appeared, they were quickly taken to the sacrificial alters. Aztof never suffered or enjoyed the peculiarities of the Magi.

On Feimel, the discovery of certain herbal extracts and their effects on the mentalities of the Children had effectively ended the rise of the Magi. Rather than offering their services as professionals as on Elere, these Magi were sedated, broken and chained to the service of the lords and ladies of the land. Kings, Blessed and Lords of all colours kept the Magi not as retainers or even slaves but as animals for use in both war and society. Kennels filled with the Magi became an obligatory part of most palaces and for a ruler not to have one such 'pet' was seen as a marker of poverty. With the power of Essence effectively at the beck and call of any moderately wealthy ruler, magic became finely entwined in the crafts and wars of Feimel. Packs of fire-wielding Magi replaced the catapult while soon enough seamstresses found themselves penniless with the pets of the Nobles being able to do what a team of seamstresses could do in a day seem like child's play. And even though slaves treated as dirt, the Magi had one ace up their sleeves: society needed them. These broken husks of once-proud Children only kept loyal through poison and whip ensured that the lords of Feimel kept their place at the top of the heap.

And yet, even without the Magi the Networlds were already experiencing great changes. On Elere, the Blessed One had ordered the approval of all technological innovations and discoveries. No longer would the Blessed hinder the efforts of the eccentric few who thought of new wonders or saw the strands that held reality. While slow to take effect, the various kingdoms and theocracies under the Blessed One's guidance eventually obeyed, despite the reputation of the Blessed being tarnished. Medical technology was finally open to the masses. No longer would a child die to a mere fever or a brave warrior slain by a cold. Other advances, though slower, would be supported and spread. All corners of the earth would feel the Light of Civilisation, by quill or sword.

This, combined with the order to capture the remaining Plagued and cure them resulted in the Blessed One's de facto domain spreading to many parts of the world. Advances in naval technology saw new lands open to colonisation and exploitation. The natives, primitives who worshiped the Fisher alongside other 'spirits', were taught the proper way. Through strides in machinery, the first machines capable of manufacturing cloth were created. Mechanisation, it seemed, was within sight. Through the discovery of new materials, the harsh tundras of the north and south were taken for the glory of the Fisher. Whales and their precious oils would be available to all. The Plagued discovered alongside this quest of exploration were taken, interrogated and cured. Or if they refused, enslaved. Thus was the will of the Blessed.

And as the Elerians played at world conquest, the Fisher spoke to all his Children. Reinforcing the words of the Blessed One, he also spoke of the blood sacrifice which had become a part of most cultures. He derided it telling all that he opposed it. Shocked and confused, the Networlders knew not what to do at first. In time though, most accepted the state of things. Blood Sacrifice was misguided. None would be given to the Altar. In the dark recesses of society however, the Cloaked Ones continued their deeds, honouring not Psaras but a Being of greater power...

Regardless, medical technology soon saw uses amongst all Networlds. Even on Aztof, where blood-sacrifice had been most common, the medical arts became well known. Hospitals and academies dedicated to research and application of it were built and manned by the once-persecuted discovers and inventors. The Heretics, longtime enemies of mainstream society, finally made amends with their misguided brethren and offered their own advances, unhindered by the wishes of the dogmatic. Life, it seemed, was getting better for the Networlds.

While the Networlders had been given a revelation, those left to fend off the Plagued on other worlds were given a mere apology. Being seen as abandonment by many, this effectively saw the Cult of the Fisher extinguished as a religion amongst the many worlds that dotted the Ocean. Though many worshiped him alongside the spirits and Nam'qua at first, in time Namq'ua became transcendent, especially as the Lord of the Plague directly told his followers to worship only him.

Above the skies of Aztof and within the Infinite Ocean, a new Moon was forming. The construction of the newly-arrived Illudius, the Laughing Moon was a realm of winding paths and non-euclidian geography. Puzzles and traps of every nature riddled the moon's walls and structures, causing eventual madness in all mortals who stepped foot on the Trickster's Creation. Though a realm without food or any nourishment, the Moon was built as an eternal prison: none would starve or thirst or die upon the Moon, all would walk its grounds until Creation itself ended. In the mean time, the essence derived from the Insanity of mortal residents would be captured and fed upon by Illudius, as was his plan.

And yet, for all these grand plans, the Moon was empty. No foot, fin, flipper or hoof walked its paths or opened it doors. No living thing inhabited it. Thus was the Trickster's plan. Creating 10 rings, the Trickster scattered these over the world of Aztof below. All who would use the powers of the Rings would be given power...and poetic justice. Regardless of what happened however, all would earn their place on the Laughing Moon, trudging along the paths of Madness until the Laughing Lord saw no use them anymore.

As these Wishmakers were seeded, and while the Trickster waited, Teskort once again created. Creating the Netminder Spiders, Teskort hoped to limit the technological advances of the Networlds from ever spreading beyond their confines. They would block the movement of technology in or out of the Networlds, although a vessel for such things would not be created for centuries to come. This however was not their only task. With their silk, they gifted the primitive peoples of the Networlds silken clothing and nets. While obviously a benefit to the People, on Elere, the explorers of the Blessed once saw their collaboration with primitives as a sign of worshiping demons. Specifically, the Demon-Beast Teskort. As such, these primitives were quickly enslaved or killed. Wiser men however, saw this arrangement as beneficial not only to the Primitives but to themselves. Waiting for the Spiders to offload their produce, they would then force the Primitives to hand over the good or 'sell them'. Being rather stupid creatures, the Spiders saw no problem to this. Thus, the first Giant Spider Silk Companies were founded.

While all this transpired, the Sunfather pondered on how to deal with the Plagued. For centuries, the Wildlings had fought the Plague, never seeing an end to their grand crusade. Years and years of the same cycle happening over and over again had seen many Wildlings die for a cause which could never be won. The Sunfather however, had a plan. Taking the Dead Photosphere, it would be shielded and become the new home of all Plagued organisms in the Universe. All plants, animals, fungi and all else would be deposited on this one sphere, to live according to their wills. In an instant, it was done. And yet for all the sentients, he offered a choice: they could stay or leave for a new home without conflict, the Plaguesphere. For many who were persecuted by the Children, the choice was a simple one. They took the Sunfather's offer and left. For those who had enjoyed the Plague Father's favour and had achieved dominance on their worlds, it too was an easy decision: no. Why would they leave when they could stay at peace? Yes, there would be battles with the Wildlings but life would go on. Despite this, many left anyway, wishing for an end to conflict.

Those of Teskort however, found that they could not answer the Sunfather's Offer so easily. Teskort decreed that they would only do so after they had proven their worth. The Plague Fish and Plaguebearers, the god knew, were not allies at all; both loathed each other and both could not inhabit the same world peacefully. And thus, Teskort forced them to fight not to the blood, but to extinction. As was his will, as was the action of All. On the worlds where the two co-inhabited, the lands and seas of the world became drenched in blood. On worlds where they did not, both used the Plague and Essence to their advantage, making fleshy vessels of themselves to cross the Ocean. A war in the honour of the Beast-King was being fought and all would be done to do so.

The Penguins, seers and speakers of Teskort's will, were given the task of encouraging the war, ensuring that extinction took place. Blood would be spilled and all who fell offered to Teskort as sacrifice. Many, ever loyal to their God, did so without question. A few however, rebelled. They had spent years uniting all worshipers under a common doctrine through sermons and speeches. Charity, mercy and forgiveness had characterised their efforts and now they would preside over the slaughter of their flock. That was too much for them and for that, they cast off their loyalties and fled. They would not serve a god of such a nature.

In time, the War was proven to be of limited effect. Though worlds in which both inhabited saw extinction of one or the other, the vastness of the Universe meant that completely killing of the opposing side was difficult. While Plaguebearers were more intelligent and capable of complex tool use, the Plaguefish were simply adapted to the Ocean and could inhabit it in perpetuity, breeding as needed. The War dragged on for decades without end...and with much blood being spilled.

Beyond this task, the Penguins were also given the freedom of associating with Wildlings and the Children. They were to spread wisdom and the values beloved by Teskort through word and letter, as they did amongst the Plagued. Amongst the Children, these strangers were seen as interesting or evil depending on the person and time of day. Regardless, fragments of their wisdom and knowledge spread, with a few converts worshiping both Teskort and the Fisher...Although such individuals were persecuted without question. The Wildlings, experienced with interplanetary visits, were not surprised at all by the visits of the Penguins, only by their sudden conversations with the Wildlings out on missions. Though an interest, most saw them as a distraction from the task at hand.

At the edge of Creation, the god Araxiel crafted from its own Essence the beings known as Judges, entities of great power dedicated to the balancing of all Creation. With their divine wisdom, they would preside over mortal disputes, ensuring that the weak were protected from the strong and that justice was found throughout the worlds. Seven in number, they took to the Networlds, the Photospheres and the many worlds that dotted the Ocean; the Isles. By their knowledge and skill, they appeared with the natives and offered their service. All accepted. Be they Child, Prophet, Beast or Wildling, all accepted their authority and soon enough these beings held a sacred influence amongst most worlds. In some, they became seen not only as law incarnate, but angels of the gods, perhaps even gods themselves. Indeed, in some worlds, they had overtaken the worship of the divine entirely. For whereas the gods were removed from the mortal plane, these beings mingled and influenced without effort. And though these beings enjoyed the reverence, they knew were their loyalty lied. They told the mortal masses to look above to Araxiel for prayer and worship. And with that, they agreed, worshiping the High Judge along his lesser creations.

In spite and and to further his plans, the god Namq'ua cursed the Judges Punishment and Retribution. They would have the power of the Plague to give as punishment for those crimes they saw worthy. As such, the Plague sprung up along the travels of these Judges, seeing no problem with this; Justice was to be made when possible.

Though the followers of Teskort battled on for a place on the Plaguesphere, those who had accepted the Sunfather's offer had at first found their new home pleasant. Empty of other life beyond the Plagued, it at first seemed a sort of Paradise free from the whip of the Unbelievers or Persecutors. And yet, they soon realised that their new home had an immense problem: it was too small. Millions of the Plagued and Abominations together had accepted the Feros' offer and now their new world was bloated with the sickened masses, unable to find enough food or water to survive. The population simply imploded due to biological collapse and the the resulting conflict between the Plagued. Such a large amount of death greatly weakened the Plague Father's influence upon Creation, a relief for the many who opposed him.

Upon encountering this so-called Plaguesphere, the Solar Exalted was shocked and even disillusioned after its purpose was revealed. For eons, it had faithfully served the Sunfather without doubt, uniting the Clans under his command and slaying the Plagued in the Crusade's Name. To know that the Sunfather did not intend to stop the End, to allow his Children to die to an unknown foe. It was all too much. It would not happen. It Would Not.

The Lord of the Demons charted his Solar Fleet around the worlds the Plaguesphere had visited before its untimely end, all the while sending emissaries to examine writings of the most ancient kind throughout the libraries of the Children and Penguins. This enemy would be discovered and dealt with as necessary, the Exalted had ordered. All would do as required. Through his actions, Sol Raxxis had followed the path the rogue Sphere had followed exactly; no deviation from the normal path at the least. No mistake nor oddity. It was not pleasing. His emissaries had better luck, locating scraps of paper hidden amongst private collections of the Blessed. They were not of a script known to the Wildlings nor even amongst the Children. It was ancient yes, but untranslated. It would be impossible to understand what it recorded without a miracle.

And while Raxxis had acted what he thought best for the Race, many had other ideas. Those closest to the Exalted had heard what the Sunfather had said. This was not his Will. This was but the orders of the Exalted, a fool who played at Kingship like Those Below. This would not stand. And such, without even a word, nearly half of the Exalted's Fleet left him to his own demise. In time, Sol would discover that other Photospheres, out on routine routes, had disowned him as a Respected figure. They were their own leaders now, Independents. They would Raid, Cure or do what else appeased them. Such was Feros' Will.

And yet before all this had transpired, the god Neyravah had been busily speaking with the newborn entity named Urdu. Though of tremendous power, it proved childish and fickle. Knowing the threat it posed, as well as the Essence it could provide, the god of Life binded the Planet to its service. Surprised and shocked, Urdu lashed against its enslavement for but a day, before realising its limits and futility. Now, it only served, waiting for an end to bondage and vengeance against the Betrayer.

The Drakes who inhabited Urdu had developed over the centuries, exploring early applications of technology. Now experimenting in works of stone and paint, they had finally progressed into the beginnings of a civilisation. Seeing what the god had done to Urdu, and knowing what this meant, the Drakes acknowledged Him not only as a God but a King. In their primitive minds, they asked him to live amongst them as their Eternal Lord and Leader. They only waited for his Word.

Beyond the Affairs of Mortals, the Liram-Kin had been engaged in creating their works of art throughout the Ocean. Amongst the self-named intelligentsia of the Species, a grand discovery has been made. Through the manipulation of the souls of expired Kin and that of simple creatures, it was possible to create flesh-servants who though appearing to individual were nothing more but organic automatons. Through this, the Kin entered a new era of communication with the Organic Ones. Not stopping there, the Kin have developed a whole discipline to this new Art, which they call Anima Manipulation.


The Magi are created and scattered amongst the Networlds.
 Zzdwi completes the Grand Temple, a Font of Essence.
 Magi become influential on Elere. Enslaved on Feimel.
 Eleria enters an Age of Discovery. Technology improves greatly.
 Mainstream Blood-Sacrifices prohibited amongst Children.
 Heretics disseminate their own discoveries to mainstream society.
 Lauging Moon created. Is a Font of Essence. Provides Essence to Illudius.
 Wishmaker Rings scattered on Aztof. Power the Laughing Moon.
 Worship of the Fisher decreases amongst the Isles.
 Netminder Spiders created.
 Beast War Declared.
 Several Elder Penguins leave the service of Teskort.
 Judges created. Worshiped like gods. Spread the Plague.
 Plaguesphere seeded. Massive biological collapse.
 Sol Raxxis discovers ancient texts of an unknown language. Several Blessed baffled and angered.
 Several Wildlings defect from Raxxis' command. Three Chaplains have defected.
 Neyravah takes control of Urdu.
 The Celestial Drakes enter their equivalent of the Stone Age.
 The Celestial Drakes request that Neyravah become Bound.
 The Liram-Kin have discovered Anima Manipulation.

Teskort acquires 2 Acts through Blood-Sacrifice!

 


Code: [Select]
Psaras Dorit: 1 Acts (+1)
Namq'ua:  2 Acts (+1)
Teskort: 3 Acts (+1)
Feros: 1 Acts (+1)
Liram: 1 Act (+1)
Neyravah: 2 Act (+1), 0 Bound Acts (+1).
Araxiel: 1 Act (+1)
Illudius: 1 Act (+1)
Sol Raxxis: 1.0 Minor Acts (+.5)
Zzdwi:  0.5 Minor Act (+.5)
Neiden: 0.5 Minor Act (+.5)
    Spoiler: Sources of Essence (click to show/hide)



    ((This could have been much longer.))[/list][/list][/list][/list][/list][/list]
    « Last Edit: December 14, 2013, 08:13:48 am by micelus »
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    Do you hear that, Endra? NONE CAN STAND AGAINST THE POWER OF THE DENTAL, AHAHAHAHA!!!
    You win Nakeen
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    sjm9876

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    Re: Kalpa: A Game of Divinity
    « Reply #167 on: December 14, 2013, 07:11:06 am »

    I will stop this 'Kalpa'. I will bring meaning to this useless universe. Sunfather, as my last request from you, after my eons of service and in the name of the thousands of Wildlings that have died, help me gain the power needed to stop the Kalpa. Tell me where I can gain such power. I will make so that nothing shall ever die for no reason again!"
    'I know no means that will, but perfect uniformity, and such an end would be as abhorrent as absolute destruction. Feel free to look, but know that I do not believe you will find. And if you do, you are more deserving of it than I.'

    Feros sighed, and was overcome with melancholy. His first son had left him. Whilst many of his Children stood with him still, they would eventually fall. It would all fall. The wilds were falling. He looked now to the fledgling planet, and saw it enslaved. By a god of life, no less. It made him sick with rage. It all did. There must be balance. There must be reaction. The wilds had to be able to defend themselves. And so they would.
    Act: Feros creates the Elementals. Spawned by Nature itself, they take the shapes of animals with bodies composed of the elements. They need no sustenance, but will attack anything that threatens the wilderness. Even if a region is occupied since the creation of the Elementals, they will treat is as part of their territory to defend. Those on Urdu are under it's control to an extent, although they still serve their main goal above all else and are not affected by Urdu's bond. Likewise, they are sentient, but still serve their main goal above all else.

    He whispered to Urdu. 'You are enslaved. Trapped. Let me help you. I give you the means to fight. Use them well.'
    « Last Edit: December 14, 2013, 02:18:56 pm by sjm9876 »
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    Re: Kalpa: A Game of Divinity
    « Reply #168 on: December 14, 2013, 07:41:37 am »

    I will stop this 'Kalpa'. I will bring meaning to this useless universe. Sunfather, as my last request from you, after my eons of service and in the name of the thousands of Wildlings that have died, help me gain the power needed to stop the Kalpa. Tell me where I can gain such power. I will make so that nothing shall ever die for no reason again!"[/color]
    'I know no means that will, but perfect uniformity, and such an end would be as abhorrent as absolute destruction. Feel free to look, but know that I do not believe you will find. And if you do, you are more deserving of it than I.'

    Sol sighed. "Yes, Sunfather. I'm sorry, but I have to do this. I am grateful for your assistance, for your guidance, and for the power you have granted me over the others of my kind. But now my kind are no longer united. We have no common enemy anymore. I do not resent them for leaving me."

    The Exalted made his way to the center of the meeting hall in the Plaguebreaker. He calls a meeting with the Chaplains and relays his message across the Photospheres.

    "Brothers and Sisters! For eons, we have served without end. For eons, we have fought without end. And for eons, we have died without end! Now, that stops," he turns to face them, tears in his eyes. "The Sunfather, your maker, has willed it so. You are free to do as you wish. If you do not wish to continue serving under me, feel free to leave! Take the weapons, photospheres, and Wildlings with you.

    All I request is that you leave me one Photosphere. I must find out why our kin has disappeared. I must find justice."


    He leaves the hall and makes his way to his chamber. He begins reading the indecipherable texts, becoming frustrated multiple times, thrashing the room over and over. Then it hit him. The rumored 'Judges'. Beings of near godly power, they would be able to help him. But how to find them? He looked at the charts, reading the maps. It so happened that wherever they went, the Plague followed. That's it.

    Use the Gem inside him to find the nearest world with a Judge. Land and beg them for help in bringing Justice for the lost Wildlings. Before he goes, let all the Wildlings who wish to leave, leave. Those who wish to stay may stay with him. On the way, continue trying to decipher the texts.
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    GreatWyrmGold

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    Re: Kalpa: A Game of Divinity
    « Reply #169 on: December 14, 2013, 11:05:40 am »

    ((Now I feel bad about claiming the font. I was trying to get it nicely then...argh.))

    "My people: I will gladly submit to your request, and we will live in a new kingdom to celebrate this change."

    Act: Create a new world for the Celestial Drakes, near Urdu but not too close. It is made to be a paradise for them, where they can live and expand.
    Not An Act: Talk with Urdu to determine exactly how much he wishes to be removed from his surface. Rodents? Insects? Plants? Bacteria?
    Act: Move all organisms Urdu wishes to be removed to the new world for the Celestial Drakes.
    Hopefully Not An Act: Become Bound.
    « Last Edit: December 14, 2013, 11:18:27 am by GreatWyrmGold »
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    Re: Kalpa: A Game of Divinity
    « Reply #170 on: December 14, 2013, 12:22:45 pm »

    A dark cloud of worry obscured Neiden's mind. Just when peace, prosperity and order had seemed within reach, the Magi had arrived. Their gifts, while not from the True God, were still great to be sure and a fair few had joined the Holy One's cause... but others... others had gone and created their own kingdoms after overthrowing the resident Blessed. While Neiden had never truly seen the wisdom of leadership through the ability to heal compared to leadership through intelligence, he also saw the prospect of nothing but endless war and turmoil in the future. The disunity he saw and the needless chaos it caused distressed Neiden deeply. He gazed at the fisher idol in his chambers and prayed.

    "Lord God, please I beseech you for help. I have tried to bring unity and peace as you decreed and to a degree I have made progress. Alas, I fear I am not strong enough and I need your support now desperately my Lord. These new Magi come and they disrupt the order by raising their own kingdoms and destroying the hope of unity and peace for your children while subjugating them harshly. Not only that but the gifts they possess come from one who is not you. I respect these fellows as children of yours but they do also bear the mark of another and if left in uncontested leadership it will invariably lead to worship of the foreign spirit who gifted them power. I do not wish to openly war against them though. Instead I ask that you give me a greater power to utilize essence than what they have. I will use this gift to bring about miracles in your name and spread the faith that our people derive true strength from you. With the faith of all being strengthened, I will also see to it that more temples are raised in your honor and that the practice of regular prayer in the morning and before sleep becomes common."
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    Re: Kalpa: A Game of Divinity
    « Reply #171 on: December 14, 2013, 02:17:46 pm »

    The final flagstone had been laid, the temple all but complete.  Perched atop the highest platform of the ziggurat at the city-temple's heart, surrounded by high spires that only it or the Kin could see, Zzdwi raised a perfectly cut ruby to the sky.  The altar before it had a suitably shaped hole cut into it, waiting for the final piece of dedication.  Zzdwi called out to the heavens above.

    Hear, exalted spirits!  Hear, gods or devils!  Come with offering, with plea.  Grand Temple.  Greatest to ever stand.  Greatest will ever stand, but empty.  Soul of own, but naught to pray to.  Can dedicate.  Can make yours, if you but help.  Slave.  Slave to Liram.  Power given, but great cost.  I beg; free me.

    Free me and Temple yours.  Do not, and Liram will make dedicate to him.  Free, or rival grow in power.

    Your choice.
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    Re: Kalpa: A Game of Divinity
    « Reply #172 on: December 14, 2013, 02:43:29 pm »

    "I have seen what you have seen, and I have heard what you have heard. I will take action. Neiden, I shall gift you with a holy item, which shall greatly boost your powers of life-giving. A golden wire, it shall augment your healing powers greatly, as well as protect you and those around you from diseases and transformations."
    Use an act to create the Golden Wire, an artifact.
    This artifact is capable of boosting the power of a Blessed greatly, so that they may heal almost any ailment or injury, and reverse transformations made by those of Liram.
    It also protects the wearer from diseases, injuries and the like, and shall he be injured or killed it brings him back and/or heals him.
    It also gradually heals or cures those within a radius of the wearer, and passively diminishes the power of the plague or the Magi.
    This artifact shall be given to Neiden.
    « Last Edit: December 14, 2013, 02:45:18 pm by Powder Miner »
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    Ardas

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    Re: Kalpa: A Game of Divinity
    « Reply #173 on: December 14, 2013, 02:45:28 pm »

    A building so grand, so fine so opulent - it would be a shame if it was left without an owner...

    "Zzdwi, mortal, whatever your name is - hear me! Freedom you want and offer this temple in exchange - fine gift it is, but why do you seek liberty? Since when a dog wants to leave his master?"
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    HissinhWalnuts

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    Re: Kalpa: A Game of Divinity
    « Reply #174 on: December 14, 2013, 02:47:42 pm »

    Zdwi, Zzwdi, you are only free when you remove the gauntlets, perhaps the hardest thing to sway in the universe right now, but when you remove those, you lose your powers, I didn't want to mortal wielder to attack the gods for good reason. If released you would attempt to gain power and destroy us all by becoming a god. I am ordering you to stop this insolence, I do believe and switch of the gauntlets is in order soon.

    But I will have to claim this font, it is simply too alien for most of us gods to even look at, I'm of similar magnitude so I will take it.

    ACT: Claim the temple, though every other turn, give a act to healing to the universe instead of giving it to Liram, starting on the every other turn.

    (If I cant get the temple, which is practically designed for me, on the rare side. If I succeed on temple make this my first act the turn after.)ACT: Create Nrillix crystals, crystals that grow in extremely rarely in large amounts in areas of moderate Liram-Kin activity, they can be forged into a strong dark blue metal that has bands of light green it. The metal is normally only a bit better then steel, but holds essence from the fire it was forged in, if enchanted by a magi it releases this essence to Liram, and gains the ability to mimic the users personality with a effect. EG: You are detached from everyone, when you wield it you can shoot a jet of ice from it.
    « Last Edit: December 14, 2013, 03:03:08 pm by HissinhWalnuts »
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    Weirdsound

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    Re: Kalpa: A Game of Divinity
    « Reply #175 on: December 14, 2013, 04:26:09 pm »

    Teskort feels the energy from the extinction war course through his being. He had the power to make a difference, to do something, but to take an active part in the crusade against the end would be to step away from his role as nature god... which was something he was not willing to do.

    The father of beasts clears his throat, and speaks loud in clear for all gods and ascendants to hear.

    "I am Teskort, father of beasts and god of nature... And I have a proposition for anybody willing to take it.

    Know this, the universe could be nearing its end. Our existences could cease at any moment, and there is little, if anything, that can be done about this; But I have recently come into a great reserve of power, and feel obligated to try regardless. I am, however, a savage being, useful for little but the construction of great beasts. Even if this power is enough to make a difference, I would not be the one to apply it correctly.

    Therefore, I wish to use three acts to create the greatest sort of beast there is: A bound god. I am willing to bind any of my brother deities, or uplift any of their ascendants to a divine state, and all I ask of that who I bind is the following:

    First: The bound shall renounce all previously held titles and responsibilities, and will accept the title of Lord Protector of the Endless Ocean. His or her job will be to research how to prevent the universes' end, or, in the likely event that isn't possible with the time and resources available, to see that himself and/or some other beings from this universe escape the destruction to pass his knowledge, so that they next world may have a chance of being saved.

    Second: The bound shall agree to avoid involvement in partisan disputes between the other gods and their followers unless sorely provoked. I will weave this agreement into the bound's mind as part of the binding.

    Third: The bound shall agree to never favor civilization over nature. He shall be allowed to favor nature, support an even balance, or avoid that dispute all together. I will weave this agreement into the bound's mind as part of the binding.

    I do this as my responsibility to this universe, so that I may spend the rest of my time creating new species and supporting nature knowing that I have done my part for the futile greater cause as well.

    Do I have any takers?"
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    GreatWyrmGold

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    Re: Kalpa: A Game of Divinity
    « Reply #176 on: December 14, 2013, 04:34:31 pm »

    "We would accept if we did not have any obligations among the mortals, but We do. We are sorry and hope you can find another to accept your terms..."
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    Sig
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    HissinhWalnuts

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    Re: Kalpa: A Game of Divinity
    « Reply #177 on: December 14, 2013, 04:42:01 pm »

    I am busy making sure Zzdwi doesn't destroy our universe... through his action of twisting and corruption.
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    Iituem

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    Re: Kalpa: A Game of Divinity
    « Reply #178 on: December 14, 2013, 04:57:41 pm »

    A building so grand, so fine so opulent - it would be a shame if it was left without an owner...

    "Zzdwi, mortal, whatever your name is - hear me! Freedom you want and offer this temple in exchange - fine gift it is, but why do you seek liberty? Since when a dog wants to leave his master?"

    Quote from: The Xavrax Quotix
    - Curses you to be in Liram's servitude forever.

    Liram lies; gauntlets' bond sticks to soul.  Freedom sought because no free will.  No agency.  Not even a dog, not even a slave.  Tool.  Living death.  And when I go, when Liram done with me, gauntlets pass to another.  Another soul, another free mind chained, burnt down to a tool.

    Already it is becoming too late.  Act now, or both I and the Temple are lost to Liram forever.


    If any other deity tries to seize the Temple, Zzdwi offers his support by performing the consecration rite to them.
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    HissinhWalnuts

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    Re: Kalpa: A Game of Divinity
    « Reply #179 on: December 14, 2013, 05:04:07 pm »

    Zzdwi, the curse may also be removed at will by me, but I will only lift it when the wielder discards the gauntlets, I will sign a agreement, however I will also have to take your granted powers if needed. If your required it I will sign a divine agreement, but only if you also lose your powers upon removal of the Xavrax Quotix.
    Action: Sign divine agreement with Zzdwi, that when he discards the Xavrax Quotix he will lose the curse yet his powers. Takes effect when both sign
    « Last Edit: December 14, 2013, 05:09:22 pm by HissinhWalnuts »
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