Turn 2: The MeetingYear 764, Month of:
Korroarfall
Rexxisreign
Bellia
Autumnjoy
Kia
Valor
ClammorAlvin
Abbey
Mortus
Autumnwrath
Glaciana
---
Pyrite:Using divine energy to conjure and craft some iron into the shape of a scorpion, and then placing a gigantic pearl on top of it, you manage to create your own private prayer orb in your room without much dificulty. The device should help you meditate to receive directed prayers, and should automatically display some prayers made at any temple specificly devoted to you... if such a temple were to exist.
+New Improvement: Personal Prayer Orb for PyriteCalling Chell, you set sail for beach pass, where you seek out and find the camps of the 1st Kiatown Army. Announcing yourself, and your intention to claim the Orcish prisoners, you are shown to the tent of High Corporal Destrin, son of Spark, a battlescared one-eyed middle aged Bellian man. It doesn't take much convincing to get the mortal to agree to fork over the prisoners to you.
"You came just in time exalted one. I was about to purge this batch..." He explains while he leads you to the cage like pen where until very recently the Orcish Prisoners were awaiting execution. Along the way, he is kind enough to offer what little information he has on the orcs. The race shows little sexual dimorphism; The only way to tell an Orc's sex for sure is to remove its bottoms, but in general females tend to wear more tattoos than the males. The officer theorizes that Orc Tattoos say alot about one's life and social status, but they vary too greatly for him to make heads or tails of them, perhaps suggesting that the creatures besieging Kiatown may be some sort of large coalition made up of many subcultures.
Arriving at the pen, you find twenty eight orcs. They rise to great their captor respectfully in a chorus of different, yet closely related, languages. Compared to the average Bellian, or even the common red haired Barbarian, they are quite impressive, if not somewhat ugly. The average prisoner in this group stands at just over seven feet, and a handful seem to be in the neighborhood of nine feet tall. Their bodies are somewhat more lithe than that of a Bellian, but by no means scrawny. Most of their head is lower jaw, and the vast majority have prominent underbite; The lower teeth on the older looking ones are more like protruding tusks. In terms of skin color, they range from a lime color to darker greens, to browns, blacks, and grays. Each orc has six nipples arranged in two columns of three running down the torso, and you suspect that gender has little to do with an Orc's ability to nurse.
Most of them are completely shaven, but a few wear mohawks, facial hair, and/or braids. They wear only loincloths, which you suspect reflects more on their Bellian Captors than their own dressing preferences.
You watch them in silence for a few minutes, taking advantage of your ability to understand tongues, and quickly pick up on who the defacto leader is: A female Orc that seems to go by a name that translates into 'Unrest' in her own tongue. She stands at least eight and a half feet high, is covered in more tattoo ink than unmarked flesh, and has tusks that nearly reach up to her forehead.
You could engage these Orcs in conversation here, or wait until you have them on Chell's boat away from prying Bellian ears.
---
Having finished your business with the Orcs, you again track down the little sailor and this time instruct her to take you to Kiatown. It takes a bit of searching, and asking around, but you eventualy find Shilo, her son, and her twin daughters, perhaps a few years away from proper womanhood, living in an alleyway a few thousand yards from the cities' main market.
Judging by the state of the family and their possessions, you get the feeling that Shilo was once employed in the sort of business where one could lose their livelihood when he or she lost their youthful beauty, and that now they get by on odd jobs and perhaps some petty theft.
You can tell right away that the boy is of Orcish Blood; His lower jaw and teeth are rather pronounced, he is nearly the size of a full grown man, and his skin color is slightly off. The fact that he bounces to his feet upon your appearence, produces a nasty looking rusty mace, and marches right up to you yelling
"What in the hells are you doing in my home punk? You have to the count of two before I END YOU!"His mother looks terrified, clearly at least she has figured out who you are...
Auratus:Making gold is easy. Convincing yourself to part with it for a cause is hard. After some hours spent agonizing over your own greed, you take your newly minted money down to Selma's gate, where you attempt to set up a temple guard for the still under construction shrine.
People seem generally hesitant to take up guard duty in a town full of pirates, but the sheer amount of gold that you are offering is more than enough to convince some to overcome their scruples and accept the job. In the end your temple guard is a strange mix of pirates found unworthy and cast off by their lord or captain, members of Scion's old crew who had left the fleet to avoid having your mark branded onto their skin, members of Rook's crew who had actually liked the guard work and found your money more than payment enough for your loyalty, and the wives, husbands, and children of various pirates who have chosen to make their home in Selma's gate.
The Herald Canvas agrees to lead the squad until you find somebody willing and worthy to hold the position permanently, but she readily admits that she would like to use her share of your gold to buy some ships and a crew and start a pirate fleet of her own sooner rather than later.
While in town, you manage to make a few observations. Scion had left as planned, and Kell was also making ready to depart with her fleet. Three more pirate fleets have arrived however, and the largest two are equal in number of ships; There could be some unrest upon Kell's departure.
Of the three, two are somewhat recognizable. One flies a banner that shows a snake making love to a woman, a symbol which you recall that Canvas said belonged to one of the Pirate Lords who engaged in Harpy Worship. Another flies a standard depicting a clawed and scaled hand clutching a fireball; This symbol once was flown by those mortals in the service of Korroar or one of his lesser brothers. Since the war before time, however, dragon symbols have been more or less used indiscriminately by any mortal seeking to express rebellion against Bellian religion or society. The third new fleet flies a black cauldron full of gold coins on a white background.
You also note that progress on the shrine is going well. As promised, Kell has set up a large marble foundation, and a small marble building on top which you may easily expand upon. Ux has been hired to decorate the building in gold, and it seems as if you will have a modest entry level shrine opperating by the end of the month.
New Improvement: Shrine to Auratus in Kiatown[Also, you can take an RP for this successful interaction. Perhaps instructing Canvas or relieving Rook of duty.]---
After finishing up with the pirates, you instruct chell to take you to Kiatown, where you are met with failure and slight humiliation.
You publicly announce that Haze is a sinner, demand that he be brought forward to face penance, and inquire as to the location of his ship. To your dismay, you learn that The Cartel has already left port, having just set sail with a hold full of tropical fruit preserves bound for the Island City of Corusu's Eye yesterday.
Furthermore, you learn that Haze himself is out of town; In fact, he is at Newbellum castle, attending Ketemos' meeting of the learned. Several of the mortals present have the stones to chuckle about the inconsistency of the will of the gods, right in front of you.
Action FailedKetemos:Going over Clammor's blueprints, and the map of the Domain Islands, you are taken in by the urge to create and build.
Nexus means connection, and by creating a divine system of transportation that might remind mortals of the word's literal meaning, you might take some bite out of the political party using it as a name. Your Nexus is made up of a system of arches that mortals might use for transportation. For now you limit this system to your own followers.
After temporarily connecting a few of the arches in the room to one another, and testing to make sure that the system works, you move onto your next project, which is simply decorating some rooms at the center of Labyrinth Domain and adding much of your accumulated knowledge in the form of books. You also add a Nexus gate to this 'Hidden Hall'.
Deciding to share your new creations with the mortals, you head to Kiatown and begin to dig for the names of the scholarly and influential. After a few days, you manage to produce an acceptable list, so you proceed to send invations to a meeting at the Nexus Chamber. You also task the people in charge of delivering the invites to spread the word about said meeting to the general public, so that any intellectuals that you missed may attend. Since you have yet to introduce the Nexus Gates to mortal kind, and since you are unsure that all, or even most, of the scholars you intend to meet with would be willing to worship you for the sake of using such a device, Chell is tasked with picking up the elect at the Kiatown Docks on the appointed day...
---
Some time later, Mortal feet trod the floors of Newbellum Castle for the first time. The scholars settle into the main Nexus Chamber, and you bid them all to introduce themselves.
The group representing the Nexus is lead by Princess Summer Aluorthin, daughter of the great King Casper and the Goddess Autumn. She is a notable authority on Climatology and Divine matters. You suspect that with such a parentage, Summer may be a powerful being in her own right, but she wears some sort of artifact pendant that disrupts your attempts to read her strength.
The Mercede delegation is headed up by General Tobbin Nighcharm, a famed military tactician and historian who is also rumored to study the black arts his family is infamous for.
The Populi have the largest delegation, and it is lead by Vincent, son of Cram, an up an coming young philosopher who achieved great fame and respect before his 20th birthday. You notice with dismay that he holds his robes closed with a broach depicting an eagle, which is one of your father's sacred symbols. Also present and noteworthy are Mikkia the poet, and the Merchant Haze, who claims to be an expert on economic philosophy and social engineering.
Lastly, a strange fourth group arrives. Members of this final group all wear hooded cloaks, and pick up distinct signs that some of them are not humanoid in shape. You detect that their leader, at least in terms of combat strength, clearly surpasses you. When asked to introduce itself, this being drops her hood and reveals a strange face; It appears to be that of a female Bellian, but some of her features are just a bit off. Her ears and nose seem to have been taken from some sort of beast, and her eyes match neither in size or color. Her skin is a tie-dye pattern of various colors and textures.
"Greetings Bellian citizens and god," she begins in a sweet sing-song voice,
"my name is Patches, and I am a Chimeric Deity of Corpses, Graverobbers, Lifeforce, and Kiatown. Be not alarmed, and do not alter the course of this meeting on my behalf. Any business I may have can wait until our esteemed host is finished."The entire room promptly falls silent.
[This Interaction was a Critical Success. You can have any three RPs related to this meeting or the people attending that you would like]
Tulwor:With a generous amount of help from Chell, you are able to maintain your patience, apply large amounts of divine energy, work hard in your forge, and eventually produce a mighty sloop for a seafaring adventurer. It is equipped with weapons, nets, cages, and traps for taking monsters alive, and of course all the standard fixings that a ship would require to sail. The ship far surpases that of any vessle built by mortal hands; you suspect that once it is fully crewed that it might almost equal the Kiatown Coast Guard on its own.
You invite your sister to name the ship, and she promptly dubs it
Corusu's Wing. In many ways it is a fitting name; As she suggested, it would likely have to brave the storms of its name sake, and the island over which Corusu once ruled, on the mouth of the Bellian Sea, has always been one of the most important naval strongholds in all the City States, and as such the dead storm dragons name has always been popular among sailors. You can't help but wonder, however, if Chell might have named to ship just to spite the dragon himself...
+Greater Artifact: Corusu's WingWith your construction project complete, you decide to turn the tables and work on training Chell in the art of combat. It is here that you encounter trouble. Although you can't help but admire her spirit and determination to succeed and do better, but her performance is frustrating, and damn near infuriating. The girl, in spite of her outer bravado, reflexively flinches away from every incoming blow, creating all sorts of predictable openings for further attacks.
The girl openly curses the cowardice of her own body, and seems to try hard to overcome it, but in the end it is to no avail; Eventually you can no longer hide your disappointment, and it is this disappointment that finally breaks the sailor's will and causes her to cease in giving it her all.
Unsure of what to do next, you leave Chell alone to stew for a spell and take
Corusu's Wing on a voyage to Kiatown. You arrive, publicly declare your support of Malcome's expedition to rally the same from the mortal population, and inquire as to his location. You are directed to a small but luxurious house on the Skullcrest Family Compound on the east side of town.
The doorman bids you enter, and informs you that his master has just returned home from a trek into the jungles. You find him in his sitting room, writing in his journal and bouncing an infant child on his knee. His face and hair are still covered in mud, as is a pile of clothes sitting in the corner of the room. He damn near drops the kid out of shock when the doorman announces your arrival.
Ketari:Ketari, among the wooded walls of her chamber, stirred restlessly, having slept amoung the feathers of her latest meal.
She groaned and stretched out her wings. In truth, being a floc kof birds was disconcerting, even for her - a hundred minds as one, but the wings of the humanoid form made her unpleasantly reminded of her feather-fueled spawn. She picked up a bird and small dog from her chamber, one in each hand as they squirmed, and took off.
She easily stepped out the vast, paneless window, the shutters (Closer to a door) open as always, and soared into the air with a few beats of her wings. She landed on the rocky isle, feeling the moss beneath her feet in it's sparse patches. Thsi would do.
She focused - a difficult task for her as always. The plants grew, sprouted, growing into a thick forest of giant moss and weeds growing into trees. The seeds should carry on the wind to other islands, but that was only a secondary effect, and she ignored it to channel the miracles towards what she wanted.
Once the forest began to sprout, with a single sharp nail she ripped the throats out of the animals in her hands. She poured her mind through their bodies, and from them took what she needed - she began to shape the growing plants, imbuing them to grow new structures - and primitive minds. She'd enhanced the mind of the mouse, and she only had to modify the procedure slightly to create a simple one from scratch. Shaped like a cross between a dog and a bat, skin of bark and muscles of vines, the Barkers took form, their minds little more than beasts - but focused, completely, loyally, to Ketari. They flexed wings of translucent leaves and murmured, the sound like the rustling of leaves. Some growled with life, teeth razor sharp thorns read as blood. Shaggy moss coated them like fur, and their ironwood bones creaked as they moved.
"My children." Ketari purred. "Let us hunt."
Two miracles - one to create a forest from the plants startign to grow on the Rocky Island, and a second miracle to create the Barkers from those plants - the plants will slowly grow more barkers. The barkers are plant-based bird creatures that have features reminiscent of hunting dogs. They have only very basic intelligence, but are loyal to Ketari (basically like dull dogs.) The trees/plants themselves have no intelligence, and Barkers grow in pods that split open when they reach maturity - however long that takes, as only the first batch have been magically grown to full size.
Ketari performs these miracles without incident. The first Barkers are birthed and ready to hunt, and a forest has been seeded to produce more of them.
+New Actor: First Barker Pack
+New Improvement: Barker Forest[You still have your interaction left, and must use it on something related to your other actions this round. Hunting with the barkers seems likely, no?]
NPC Report:-Sarah's training goes critically well this month in the Crucible. She has graduated to actor status, and now has a combat power of 4. The training has also cleared her mind, and put her in a state of grace with the will of Tulwor. This state of grace will either protect her once from dying or becoming injured in the Crucible, or grant Tulwor a +50% Success Rate Bonus on one action involving her.
These developments have satisfied Sarah's Prayer, and Tulwor gains 1 Prayer Energy! [As she is presently stuck in the Crucible, I wont bother adding her to the NPC page until she gets out]
-Veilia the Filthbanisher got out for a bit this month, and has returned to Newbellum Castle safely.
-Mortus has arrived to collect souls, offer advice, plan naval warfare, and deliver messages as needed. Feel free to RP with him once all post turn RP has been completed. He will next visit during the month named in his honor.
-Some of the NPCs from Ketemos' meeting are likely to stick around for a bit afterward. More information after said meeting.
Newbellum Castle:Jade Throne:
No lord. No temporary lord.
Miracle Bank:
4 Neutral Miracles (+1/2 Per Month)
0 Miracles from Ketari (+0 Per Month)
1 Miracles from Auratus (+0 Per Month)
0 Miracles from Tulwor (+0 Per Month)
1 Miracles from Ketemos (+0 Per Month)
0 Miracles from Pyrite (+0 Per Month)
Moon Chamber:
Upgrade (Cost)
+1 Combat Power (1 Prayer Energy, +2 Prayer Energy at Combat Power 30 and every 10 Combat Power thereafter)
Random Boon (3 Prayer Energy)
Targeted Boon [Grants you bonuses in a desired area] (5 Prayer Energy)
+1 Miracle or Interaction a Month (8 Prayer Energy, +8 Prayer Energy each time you take this upgrade)
Defenses:
-Sandy Domain lowers the success rate of hostile miracles aimed at Newbellum Castle, or any resident or welcome guest inside of said stronghold, by 75%
-Rocky Domain grants all inhabitants of Newbellum Castle a x3 Modifier to their combat power rolls while defending the castle in battle.
-Frozen Domain prevents the Young Gods, and anybody fighting alongside them, from suffering an utter defeat, as long as the battle takes place in Newbellum Castle or on the Domain Islands.
-Labyrinth Domain prevents creatures intent on destroying any feature or improvement made to Newbellum Castle or the Domain Islands in battle from winning a Complete Victory to do so.
-Sunken Domain allows each young god may call a single actor who is willing or bound to instantly appear at their side in a battle to defend Newbellum Castle or the Domain Islands.
The Crucible: Each month, Any sentient being in the Crucible to train has a 5% chance of being killed, a 10% chance of suffering serious injury, and a 85% Chance of Gaining 1d6 Combat Strength. Non-Actors who gain strength from the Crucible become Heroes. In addition, the Crucible can store monsters; A person in the Crucible to train may fight a stored monster each month, and if he or she prevails, that person gains an additional 1d6 Combat Strength that month, and cannot be killed or injured by the Crucible that month. Any Actor in the Castle may put somebody from open storage or a storage they control into the Crucible to train as a free action. Nobody may be freely removed from the Crucible until they have fought a stored monster at Tulwor's request, but any Actor, including an actor inside the Crucible, may use a miracle or interaction to interfere with the process and break somebody out.
Trainees [1/3]
-Sarah, Bellian Soldier (Currently Hero with a Combat Power of 4. In a state of cosmic grace with Tulwor's will and goals)
Stored Monsters [0/5]
Nexus: A room that supports a system of gates fueled by the worship of Ketemos. Once a year, Ketemos may make a free interaction at a location with a Nexus Gate. NPCs who worship Ketemos may occasionally visit Newbellum Castle. This system can be expanded outward to work with the worship of other gods, or inward to create a framework for priestly translocation magic for loyal Ketemos supporters.
Ketemos' Free Nexus Interaction:
-Ready for Use
-No warp gates avaible yet for use
Loose Storage:
Resources
-3 Tonnes of Cut Ruby (+15)
-Stunning Pearl Necklace (+5)
-June, Bellian Child (+2)
-Assorted Primates (+10)
-4 Adult Harpy Warriors (+12)
-12 Harpy Chicks (+6)
-Unrest the Alpha Orcess (+5)
-22 Orcish POWs (+16)
-Oliver, the Half Orc Thug (+2)
-Shilo, the Retired Whore (+2)
-Twin Daughters of Shilo (+2)
Lesser Artifacts
-Dress of the Rose Dragon (+6% to interactions dealing with high society. Bonus halved for non-females)
Greater Artifacts
-Corusu's Wing (Once fully crewed, serves as a Combat Power 8 Host with a significant bonus to capturing weak monsters, or provides the same power and bonus to an existing naval host)
-Mysterious Egg of Power (Who knows what, if anything, is inside)
-Baby Neurotoxic Pachyderm (Combat Power 3 Actor with a bonus to any combat in which it is trying to kill foes with a complex nervous system. Unlikely to survive long on its own at its current age)
-Chimeric Key [x2] (As a free action, a god may bind this artifact to his or her flesh, and gain the False Chimera boon)
Prayer Glass:
Pyrite has a personal prayer glass that grants +5% Success Rate on Miracles to pick up prayers specifically intended for Pyrite. Will be automaticly linked to any temples built in Pyrite's honor.
Prayers in the Main Prayer Glass:
-Answer my plea for vengeance! I was recently approached by the merchant Haze, who demanded that I sign a contract agreeing to sell my crop exclusively to him at a price lower than what I could get at the open market. My entire season's crop was set alight and destroyed the morning after I refused him. I know the flagship of his shipping fleet, The Cartel, is docked at the Kiatown Port. Sinking that would be suitable payback, but I would be happy with any sort of vengeance. From: Hugoph, Son of Hugoph, Humble Farmer Auratus is working on this... but Ketemos has a fair shot at stealing it! A foreign goddess is also sticking her nose in this?!?!?
-Perhaps this island will be what turns our luck around. Already has your Herald Messel agreed to accept the hand of my daughter, and our family name as well. I pray then, that we may further reverse our fortune by finding one of you new gods interested in challenging our curse and serving as our patron. All I ask is that the god willing to accept our service prove his or her luck by beating myself, and any other interested divine, in a hand of cards. Should you win, you shall earn the undying devotion of the Island Branch of Infelix, as well as an artifact from my vaults. From: Lord Ryder Infelix
-For eons my people have been under the protection of the Goddess Multia, and she has shielded us from the worst of the persecution and hate born towards us. Since learning that Multia has no power here, many of us are nervous that people will treat us with the utmost contempt and violence as they did in the dark days. Please send me a sign that some god is still watching over us! From: Samwise Wildefair, Speaker for the Husbands of Husbands and Wives of Wives Pyrite has shown interest in this one...
-Gods above! For the last week I have been having the same dream, and it becomes deeper and more vivid every night. I see gnarled hunks of wood, dozens of times bigger than the largest Galleon, floating on the open sea, and then I see the bodies of myself and everybody I know and love mutilated and dangling from vines suspended from the walls of Kiatown! If this is a prophecy of sorts, interpret it for me! Otherwise, rid me of these nightmares! From: Darla, Daughter of Thatch, Humble Worker at the Kiatown Docks
-Help a poor mother out. I always knew there was a chance that my son was half an Orc, but now he is starting to develop the teeth and jaw to prove it. I'm afraid they will kill him once we can no longer hide it! Help us! From: Shilo, Daughter of the Streets Pyrite is getting involved.
NPCs and Actors:Locations and Map: