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Author Topic: Legend of Aetheria (A different kind of godgame)  (Read 13773 times)

Demonic Spoon

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Re: Legend of Aetheria (A different kind of godgame)
« Reply #45 on: June 17, 2015, 01:14:32 pm »

So we're waiting on Ama and Pencil Art?
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Deny

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Re: Legend of Aetheria (A different kind of godgame)
« Reply #46 on: June 17, 2015, 09:22:09 pm »

yeah, I'm pming them now
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Ama

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Re: Legend of Aetheria (A different kind of godgame)
« Reply #47 on: June 17, 2015, 09:45:26 pm »

Oplo looked down upon this promising new world and saw his chance. Harnessing the powers of frost and cold, he struck the most northern point of the world. He then sat back and watched as the ice grew, covering the northern regions of the world, creating an eternally frozen north.

As his creation grew Oplo began to notice the north was to flat and bland. Thus he used his hands to carve a grand frozen ocean and three great mountains across the harsh landscape.

Seeing the majesty and beauty of his finished creation, Oplo returned to waiting.
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Pencil_Art

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Re: Legend of Aetheria (A different kind of godgame)
« Reply #48 on: June 17, 2015, 11:54:58 pm »

Tarros took the world in, marveling at it's untouched demeanor and potential. The dark rivers and flying continents, the works of the other gods, were beginning to take shape in the first ages of this new planet. As it spun through the emptiness of space and void, he pondered what he could do to help sustain it.

He looked upon the ground, and summoned into existence a great obelisk, detailing the history of the world as truly as the void's emptiness, with many a great blank swathe to be filled by the magics working within the stone spire. It would write by itself the history of the world to come, and resist any attempt to mark or otherwise change the workings of the spire, thus ensuring the equality of the sapient races.

It was to be called the Great Spire of History.

For the rest of the world, he summoned into place similar landmarks, though not magical and only to be used as landmarks, rising out of both land and sea. These would be used as reference points in the years to come.

« Last Edit: June 18, 2015, 12:46:07 am by Pencil_Art »
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Deny

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Re: Legend of Aetheria (A different kind of godgame)
« Reply #49 on: June 18, 2015, 11:12:29 am »

Turn will be out tomorrow, I meant to put it out today but then I got distracted by Metro 2033 and a long skype chat with one of my friends, but it WILL be out tomorrow
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Deny

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Re: Legend of Aetheria (A different kind of godgame)
« Reply #50 on: June 19, 2015, 06:00:49 am »

And so the world was shaped anew, some changed it out of kindness, others out of spite, but whatever their reason, it did not matter to Deravro, only that the world was changed. Water now covered nearly two thirds of the planet, though many continents remained, the forge land, crafted by Odar to protect his Great Forge, the northern continent, covered in frost and cold, with its great ocean and northern mountains. Benevilan, out of Pride, created his great floating continent of Benea. The Wheel had crafted a great underground network, with it's Chamber of Eternity located a vast distance away for any surface continent, Zur had covered the world in volcanoes, and made his Lenses of Sight, while Ulth had torn much of the world apart, and made the Wellspring of Lack and used Ardnac's Vial of Dark Tears and vast metals to create the Doom Gold, even as Zur manipulated his Wellspring of Lack to create the Valley of Lack. Tarros had covered the world in might obelisks, while making the greatest into the Great Spire of History and the Wheel had crafted the Great Rings beyond the world, providing light and beauty for the races below.

Deravro looked upon this and was satisfied, the world had been made new, but he first made one final touch of his own, in the great ocean of the north, another spire rose, crating an island around it, with a single entrance. Within this there lay a stairway reaching far down into the world, and up to the heavens themselves, all the way to the core itself, this stairway, isolated from the Wheel's great underground chambers, and with it's walls magically reinforced to be impenetrable, would take weeks to traverse, with a great many strange and difficult trials along the way. But upon reaching the top, one would find a gateway to the worlds beyond, the Divine Gateway, and at the very bottom, in the core of the world itself, lay a strange stone, the Heart of Aetheria and the source of this world's mysterious power, how it worked was beyond even Deravro, but the powers it possessed where incredible. This Divine Spire was kept hidden from all records, even the Great Spire of History would not know of it, or what lay within, only the great beings would ever know the true secret of the Divine Spire.

Now satisfied with the shaping of the world, Deravro moved again, he spread simple life, plants and animals across the world, nothing particularly special, but enough to give the world a proper biosphere, to make it special, that he left to the other great beings.


Spoiler: Crude Map, will update (click to show/hide)

Spoiler: Aetheria (click to show/hide)

Now each of you may make up to three unique species, not civilization capable creatures, but "natural" magical beasts like unicorns or dragons. The Biosphere at present is pretty much the same as earth, minus any form of Primate (From Lemurs to Humans). I'm aware the map is probably not truly to scale
« Last Edit: June 19, 2015, 06:22:15 am by Deny »
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Demonic Spoon

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Re: Legend of Aetheria (A different kind of godgame)
« Reply #51 on: June 19, 2015, 06:04:31 am »

I made volcanoes, not mountains.  ???
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Deny

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Re: Legend of Aetheria (A different kind of godgame)
« Reply #52 on: June 19, 2015, 06:21:18 am »

I'll fix that, though technically volcanoes are often still mountains, anyone else notice a mistake please point it out to me
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tntey

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Re: Legend of Aetheria (A different kind of godgame)
« Reply #53 on: June 19, 2015, 06:54:01 am »

nvm
« Last Edit: June 19, 2015, 06:57:26 am by tntey »
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Speaking of lowest intelligence, that reminds me of the fact that it's probably your first time in prison. Don't worry, I can give you some tips, having spent some time in a few myself. The best way to make friends here is to drop the soap during shower time. Try it, I'm sure you'll love making friends like that!

Demonic Spoon

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Re: Legend of Aetheria (A different kind of godgame)
« Reply #54 on: June 19, 2015, 08:28:09 am »

I modify some mundane life to heavily feature additional eyes in various locations. Horses might have eyes on their flanks, trees might sprout eyeballs instead of leaves or have eyes in their trunk, birds might have eyes in their wings, elephants might have eyes in their legs etc. These eyes are fully functional, and even have tear ducts. Many different types of eyes. Compound, lense, patches of photosensitive cells, those weird eyes trilobites have and with varying pupils and looks etc.



Create the Oracles, massive singular eyeballs hanging from floating bags of gas. They keep watch over all events that transpire on the surface of the word below with rapt attention and ultimate eyesight, storing it in their prodigious memories. Their bodies brightly glow gold and green, alternating between these two colours in pulses. Several tentacles like those of a jellyfish hang down from their main mass. They feed on sunlight, ambient magic and any birds that happen to be caught in their tentacles. If a intelligent being's gaze meets with that of an Oracle, the Oracle will send a vision to the mortal, visions of the past. These visions aren't related to the mortal's current location and can be near anything. Grand battles that the Oracle happened to witness, the birth of a baby, a lion bringing down a deer, a particularly dazzling sunset. If something tries to attack the Oracle, it can incapacitate them with strong visions of horror or the like, or try to inject them with the paralyzing digestive venom of their tentacles. Oracles are immune to gaze attacks of any sort, with the sole exception being that of other Oracles. Oracles will often exchange visions with each other if they meet



Create the Magma Wyrms. Great fleshy worms covered all over in eyes. In their fledgling state they swim around in lava, often playing around in the calderas of volcanoes. Once they become adults, having reached an immense size, they have an intense urge to swim down the magma tube into the mantle, dwelling there for a while, rapidly swelling in size unrestrained, then burst forth from the crust at another location, forming a new volcano. This is quite a draining affair and large amounts of flesh and eyes are torn off while they tear a hole in the crust. These gobbets then slowly regenerate, growing into new fledgling Magma Wyrms. Having spent many years swimming in lava, absorbing the magical energy, the Aether, welling up from the center of the planet, the Wyrms are quite powerful. Once they have become adults and gone through the volcano birthing, they go into pained frenzies, causing massive wildfires with their pyrokinesis abilities. They then immerse themselves in these blazes, being healed by the flames.

During these firebaths, they undergo a dramatic rebirth, their fleshy skin becoming hard and scaled, while their size, already diminished by having parts torn off during the re-emergence from the mantle, shrinks further. While unable to repeat their acts of volcano creation, they become much better suited for digging, no longer tearing off pieces of flesh when moving through hard rock and quickly dive back down into the earth, where they are fond of seeking out gems and metals and devouring them, these metals being incorporated into their body either as decorations or reinforcement, their scales becoming iron edged with gold, their teeth replaced with titanium reinforced diamonds, for example, or their eyes covered with jeweled lenses to protect them.

At this Apex stage they are known as Metal Wyrms. Metal Wyrms do not die of age, and continue to grow larger and stronger. Magma Wyrms possess strong abilities of fire manipulation, while Metal Wyrms possess abilities of Earth and Fire Manipulation. They die immediately if fully submerged in water, but are otherwise tough to kill, possessing significant regenerative abilities and extreme resistance to physical and magical harm. In addition, looking into any of their eyes causes extreme fear in the looker.



Create the amphibious Eyebeasts. Titanic slugs who possess 8 eye stalks/tentacles/feelers, two stalks on the head, with the remaining being situated in pairs down the length of the body. Different Eyebeasts vary widely in colour, from dull browns all the way to garish patterns of brightly clashing colours. The powers of their eyes varies as widely as their colour, though specific eye powers are not linked to specific colours. One might possess the relatively harmless ability to make anyone it sees fall asleep, another to set anything it sees aflame, or freeze it. The abilities can range from something as mundane as causing hiccups to killing anyone who sees the Eyebeast.

Eye abilities are divided into three types: Outwards, Inwards, and Mutual. Outwards are caused by the Eyebeast looking at things. For example, looking at a bush and causing it to catch fire. Inwards is caused by looking at the Eyebeast, for example: catching sight of a slug and dying. Mutual is caused by the gazes of the Eyebeast and the victim locking: for example, turning to stone when locking your eyes with that of a slug. Each eyebeast possesses all three variants, but each specific type may be something different.

One Eyebeast, may set fire to anything it sees, cause hiccups in anyone who locks gazes with it, and cause anyone who looks at it to fall asleep for example. Looking at an eyebeast indirectly, such as through a mirror, weakens the effects of the Inward and Mutual Gaze attacks. However trying to filter it while still looking directly at the Eyebeast, such as by wearing sunglasses does not work. Looking at an Eyebeast through the Lenses of Sight protects against all three types of gaze attacks as long as you don't look at it with your normal eyes.

Having the Eyebeast see itself in a mirror will subject it to its own gaze attacks, though weakened depending on the quality or potency (if magical) of the mirror. If you were to approach a Eyebeast behind a massive mirror Tower Shield you would theoretically be safe from it. Water reflections don't have this effect.

Example Gaze powers may include but are not limited to : Causing Blindness, Death, Hiccups, Sleep, Spontaneous Combustion/Freezing/Melting/Sublimation, Memory Wiping of anything relating to the Eyebeast, Magic Destruction, Stop Magic from Working, Mind Control, Telepathic link between slug and victim, Muteness, Insanity, Infection with various different Diseases, Deafness, One Random Limb Exploding, Petrification, Paralysis, Granting a random Gaze Attack Ability to the Victim, Sterility, Resurrection, Healing, Permanent Transformations (e.g. into a toad), Magical Curses, Change Gender and Feeling Hungry.

The abilities of offspring of an Eyebeast is random and completely unrelated to the parents own abilities. For this reason Eyebeasts will try to get as far away from their eggs as possible when they lay them, and lay them separately from each other, for there is no knowing which Eyebeast might possess killing abilities once hatched, and inadvertently kill the parent or siblings. As such the life of an Eyebeast tends to be a lonely existence.

Eyebeast mating tends to be cautious affair, and they tend to be largely solitary as a result of their powers. Eyebeast slime trails are very noticeable and can contain all sorts of information, most pertinently the gender of the Eyebeast who made it. Once a Eyebeast detects an Eyebeast of the opposite sex, and wishes to begin courting, they will cautiously follow the trail, trying to get closer to their potential mate. Once they get as close as their caution allows, they will retract all their eyes and begin releasing mating pheromones. If their opposite number picks up on these and is interested, they will begin moving towards the source of the pheromones, also retracting their eyes once they get closer. Unable to see each other, and thus unable to trigger gaze attacks, they will then mate in blindness, never seeing their partner and quickly separating from each other again.

The process does not always go this smoothly however, and two Eyebeasts may spend months indirectly courting each other through scents and intersecting slime trails before finally doing the deed.

(Unlike mundane slugs Eyebeasts are not hermaphrodites, though an Eyebeast with a Gender Change gaze ability may try to force the creation of a mate if it has trouble finding any, though this is of course risky.)
« Last Edit: June 19, 2015, 03:06:25 pm by Demonic Spoon »
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Iituem

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Re: Legend of Aetheria (A different kind of godgame)
« Reply #55 on: June 19, 2015, 12:52:16 pm »

I create the Ghoul Blight, a microbial infection.  When a creature is infected with the blight it begins transforming into a ghoulish version of itself - heightened metabolism creates an insatiable hunger in the victim, often resulting in haggard, thin or skeletal appearances as their bodies metabolise their own tissues away.  The heightened metabolism increases strength and speed, but the hunger drives all of their actions.  Any intellectual or instinctual cunning and reasoning they had is preserved, but subordinate to the desperate need for food.

Their mouths, tear ducts and primary weapons (claws, horns etc) begin secreting the blight, so injury to another creature has a high risk of causing infection, especially bites.  The blight will grow passively on any discarded meat, although not as successfully as when in a living host.  Eating the tissues of dead hosts carries a major risk of infection as well.

The ghoul blight infects across species, but operates on the rules for normal microbes - resistance and immunity is entirely possible.  However, the blight has a high rate of mutation, so different strains may have different chances of infection.  The only safe treatment is to thoroughly cook any infected flesh.  Species such as Magma Wyrms are safe - their environment is too hot for the microbe to survive.  Extreme cold may prevent infection as well, but the blight can 'ride' a warm body that goes into arctic zones and stay dormant until a new victim appears.

The primary strain of the blight can infect plants (usually if chewed by a hungry creature), but they act as a commensal organism.  Ghoul blight does not seriously harm infected plants, although it does spread throughout their tissues and may carry on through seeds in a dormant state.  In these vegetable vectors, however, they can stay hidden for years - ready to infect another animal host.



[The other two can wait, need to mull on that a bit more.  But enjoy the ghouls!]
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Demonic Spoon

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Re: Legend of Aetheria (A different kind of godgame)
« Reply #56 on: June 19, 2015, 01:07:05 pm »

That reminds me!



If possible, nudge one of the Metal Wyrms to consume some of the Doom Gold.



For science!
« Last Edit: June 19, 2015, 01:13:01 pm by Demonic Spoon »
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Humaan

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Re: Legend of Aetheria (A different kind of godgame)
« Reply #57 on: June 19, 2015, 02:44:01 pm »

Benevilan frowned at his own hubris. He had become distracted, ensuring that Benea would be secure, that it did not look to the other lands below. The wildlife on Benea was relatively untouched by the other entities, but the lands below quickly became odd. Mostly, it was in the form of eyes. Oracles, as he learned their name, observed the surface below, though they seemed a little distant from Benea, he knew their flight would one day take them there. The great Wyrms of the surface, eyes covering their body, continue to make mighty volcanoes. The horrific Eyebeasts, slugs with horrific magical powers.

But worried him was something he could not quite see directly. A horrific disease had formed, turning those into horrific ghouls. It was this that worried him, as he was dedicated to ensuring that the world would be protected from dark influences.

It was then he knew he had to create something to passively safeguard the land, for he could not fix everything when he could only gaze at one thing at a time. He went to safeguard his own haven first, calling upon his power to create a new plant. He crafted the aesthetics of it to be pleasing, one which flowers in amazing blooms, so very few would try to destroy it, and would be attracted to it. He added its own magic, however, so it could serve as something to safeguard the world from further influence, and possibly help those who could find it. Benea's Favor, after its own home, but its seeds will find themselves on other lands in due time.

He then waited, and watched the world, keeping and eye on what others may make. He would not be caught off-guard again.


Benea's Favor are interesting magical bushes which can be found growing on its namesake, though it can be found on nearby continents as well. The plant grows about to be a meter high, and does so relatively quickly, growing from a small seed to full size in about a year in the most favorable conditions. Once they are fully grown, the tips of the plant into stunning white flowers, each of which glow softly with golden light. When these are pollenated, they curl up into themselves, and release seeds high into the air with a small magical blast of force. This doesn't release many seeds, but the seeds are very hardy, and get released far and wide. As the bushes last for quite a bit, this means that a single pollinated plant might make a small glade of the plants in only a few years.

What makes it unique, however, is its magical properties, which can be summarized as an ability to bring things to their original nature. If the plant is applied to wounds, whether as a makeshift bandage or as a processed ointment, the wound would begin healing rather quickly, though more severe wounds require far more of the plant to recover. A fully grown plant, however, would be enough to recover almost all major wounds, and having enough might make it possible to regenerate limbs and restore sight and other senses to those who have lost it.

More importantly, at least in Benevilan's eyes, this also can be used to restore objects to their original states. Corrupted metals can be purified, magical mutations can be removed, curses can be undone, all of this is possible with the plant. Diseases would also be effected by the plant's magic, but it would mostly cause symptoms to disappear, and would require many doses to remove the disease altogether.

Ghoul Blight, due to its unearthly nature, interacts oddly with the plant. Its own natural magic means that the plant itself cannot be infected with any disease, Ghoul Blight is no exception to this. Those infected with Ghoul Blight, however, should take this plant shortly after infection if they are to beat off the disease, as the symptoms of the disease will not manifest, and it might be cured if you take the plant for a while. The later you take it, however, the more likely the plant will not only fail to cure the disease, but even harm those infected with the attempt, wracking their bodies with pain in an attempt to restore something which isn't there.

Due to the magic generated within the plant, the plant can sustain itself for a while without rain and other resources. It still needs some of these resources, however, or it will eventually die. For this reason, the plant can be found almost anywhere in any environment, as long as it can still get some water and absorb nutrients from the earth. The magic of the plant also prevents it from being corrupted by magical means, the attempt more likely to kill the plant outright then to affect its protected nature.

I am also saving a bit of my creations, if only because I need to be able to react to others. I am partially convinced I am the only actually good god, but who knows.
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Demonic Spoon

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Re: Legend of Aetheria (A different kind of godgame)
« Reply #58 on: June 19, 2015, 02:54:54 pm »

You might be good, but Zur is better!
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Ama

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Re: Legend of Aetheria (A different kind of godgame)
« Reply #59 on: June 19, 2015, 04:41:30 pm »

Oplo looks down upon this new world and begins to form his new creation, the Akhlut. An Akhlut is an orca spirit that takes the form of a gigantic wolf or a wolf-orca hybrid when on land. It is a vicious, dangerous beast that ventures onto land in order to hunt humans and other animals. Its tracks can be recognized because they are wolf tracks that lead to and from the ocean, indicating that the creature is waiting for prey under the water nearby. Little is known of this spirit other than that it changes from an orca to a wolf when hungry. Not many mortals shall learn of their existence, because they only live in the Great Northern Ocean.
« Last Edit: June 21, 2015, 08:52:14 am by Ama »
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