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Author Topic: Spirits of the Sevlagar- Turn 3 Lucky squid  (Read 3272 times)

Urist Mc Dwarf

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Spirits of the Sevlagar- Turn 3 Lucky squid
« on: February 11, 2014, 06:30:19 pm »

In a world, four ancient beings hold sway. These being, called  Sevlegar, have hosts of massive servants. The Sevlegar create worlds, but by ancient law, only the spirits can manipulate the world, and even the Spirits must do so through pawns. A new world rises and each of the three Sevlegar create hosts of spirits, and they leap forth to advance their masters cause.

Spoiler: Sevlagar (click to show/hide)

How this will work: The players choose if they want to do a strategy game or a role-playing game.

I'll explain after the choice is made. First one to four votes wins.
« Last Edit: March 03, 2014, 05:34:02 pm by Urist Mc Dwarf »
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Urist Mc Dwarf

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Re: Spirits of the Sevlagar
« Reply #1 on: February 11, 2014, 06:30:35 pm »

There are as many players as you want, but only four civilizations, one for each Sevlagar. Actions are rolled on 1 d100. rolls will be hidden

Sign-up sheet-
Name of civ:
Starting location:
Faction:
Race:( any standard fantasy or df race, or darksquid, which are many armed land based squidlike humanoids, and bog blokes, which are small squat creatures with long arms who are made out of wood.)
Magic:
Tech:
Numbers:( You have 30 points to spread among these, which will improve what you start off with.)

Rolls will be made on a d100.
 A 1 is a critical fail, an 100 is a critical success. The failure margin will vary.
You have to make your Sevlegar happy by performing actions that advance their cause or you start taking penalties to rolls.
« Last Edit: February 19, 2014, 08:31:34 pm by Urist Mc Dwarf »
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Urist Mc Dwarf

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Re: Spirits of the Sevlagar
« Reply #2 on: February 11, 2014, 06:31:04 pm »

Encyclopedia

Darksquid- many armed squidlike humanoids

Rune magic- A process where through deep mediation about something, you discover the rune for it. That rune can then be inscribed in anything, and if that thing is a stone, it becomes a rune stone. The rune enables you to manipulate a thing or cause something to happen. Each rune eventually decays, and specific runes last longer.

Spirit magic- Request or forces spirits to actively help you. sometimes requries incense

Praying- Praying to a god or other powerful being for aid.

Ancestral magic- A ritualized method of requesting help from your ancestors.

Dowsing- Finding things using special gestures and materials

Guggle bush- a fast growing tropicla plant with edible fruits and leaves
« Last Edit: February 19, 2014, 08:39:18 pm by Urist Mc Dwarf »
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Urist Mc Dwarf

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Re: Spirits of the Sevlagar
« Reply #3 on: February 11, 2014, 06:31:27 pm »

Player list
The Imperium of Salvo, guided by spirits of Nazca
The Kingdom of the Garganthuan Reptile, guided by spirits of Dorzo
The Empire of Mind, guided by spirits of Corzo
The land of The Great [The sound that you make when you slowly blow out through your lips with moving your finger back and forth slowly], guided by spirits of Mazca
« Last Edit: February 16, 2014, 09:15:03 am by Urist Mc Dwarf »
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WhitiusOpus

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Re: Spirits of the Sevlagar
« Reply #4 on: February 11, 2014, 06:32:52 pm »

Reserved. Strategy.

-Sheet-
Name of civ: Imperium of Salvos
Starting location: Crest of hills amongst rolling plains and forests
Faction: Nazca
Race: Humans
Magic: 10
Tech: 20
Numbers: Ninety-Nine and One
« Last Edit: February 12, 2014, 11:33:02 am by WhitiusOpus »
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Remuthra

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Re: Spirits of the Sevlagar
« Reply #5 on: February 11, 2014, 06:33:12 pm »

Both.

LeoLeonardoIII

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Re: Spirits of the Sevlagar
« Reply #6 on: February 11, 2014, 07:40:35 pm »

Strategy
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My Name is Immaterial

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Re: Spirits of the Sevlagar
« Reply #7 on: February 11, 2014, 07:41:09 pm »

In, and supporting Remuthra's idea of both.

Icefire2314

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Re: Spirits of the Sevlagar
« Reply #8 on: February 11, 2014, 07:43:21 pm »

In, and supporting Remuthra's idea of both.

Both +1 (not interested in playing though, if this disqualifies my vote then ok, I'm kinda more PTW)
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The Froggy Ninja

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Re: Spirits of the Sevlagar
« Reply #9 on: February 11, 2014, 08:08:13 pm »

RPG

Urist Mc Dwarf

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Re: Spirits of the Sevlagar
« Reply #10 on: February 11, 2014, 08:11:28 pm »

Strategy it is.

Detoxicated

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Re: Spirits of the Sevlagar
« Reply #11 on: February 11, 2014, 08:34:14 pm »

Sign-up sheet-
Name of civ: Kingdom of the Garganthuan Reptile
Starting location: Jungle
Race:Lizardmen
Magic:10
Tech:20
Numbers:2 and 9
« Last Edit: February 11, 2014, 08:48:44 pm by Detoxicated »
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Remuthra

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Re: Spirits of the Sevlagar
« Reply #12 on: February 11, 2014, 08:41:58 pm »

Sign-up sheet-
Name of civ: Empire of Mind
Faction: Corzo
Starting location: Snowy Mountains
Race: Mindflayers!
Magic: 20
Tech: 10
Numbers: Five and Seven.
« Last Edit: February 13, 2014, 02:55:45 pm by Remuthra »
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My Name is Immaterial

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Re: Spirits of the Sevlagar
« Reply #13 on: February 11, 2014, 08:51:59 pm »

Name of civ: The Land of the Great [The sound that you make when you slowly blow out through your lips with moving your finger back and forth slowly].
Starting location: Warm Beach
Race: Darksquid (Unless I can be actual giant squids :P)
Magic: 29
Tech: 1
Faction: Mazca
« Last Edit: February 13, 2014, 11:51:06 am by My Name is Immaterial »
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GreatWyrmGold

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Re: Spirits of the Sevlagar
« Reply #14 on: February 11, 2014, 09:05:11 pm »

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