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Author Topic: Titans of Creation: A Setup Game [World Two]  (Read 18859 times)

FallacyofUrist

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Re: Titans of Creation: A Setup Game [8/7]
« Reply #90 on: August 20, 2015, 06:00:13 pm »

((By the way, the titanium spire on the main(non gas-giant) world isn't listed.))
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Urist Targaryen

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Re: Titans of Creation: A Setup Game [8/7]
« Reply #91 on: August 20, 2015, 07:10:41 pm »

ptw
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Spiderking50

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Re: Titans of Creation: A Setup Game [8/7]
« Reply #92 on: August 20, 2015, 09:20:52 pm »

As his final act before leaving Marrow crafted a god to watch over the underworld.

Spoiler (click to show/hide)
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Iituem

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Re: Titans of Creation: A Setup Game [8/7]
« Reply #93 on: August 20, 2015, 11:36:05 pm »

Enos Teleport Adjustment: [4x20, because 4 limited physics changes] The Enos are altered, such that after their third teleport (of the seven in their lives), an Enos gains one of four boons; the Boon of Physique, which improves their agility in flight; the Boon of Life, which accelerates their natural healing and extends lifespan; the Boon of Grace, which improve intelligence and creativity; and the Boon of Magic, which increases their natural magic and grants them infinite teleports.

The catch is, such boons are not evenly distributed.  The Boon of Physique is by far the most common, with eighty of a hundred receiving it.  Fifteen of a hundred might receive the Boon of Life, just under five of a hundred the Boon of Grace, and less than one in a hundred might receive the Boon of Magic.

The Gem of Paths is made, a silver necklace set with an emerald, which creates temporary planes of shimmering light upon which one might walk.  The planes can be dismissed at will, or will fade naturally after several hours.

The Sword of Devouring is forged, a blade of unrusting steel, shaped as a single piece of metal.  It drains the blood of those it strikes, using the power of their life-force to enhance its own balance and empower the guiding spirit inside it.  As the spirit strengthens, it will anticipate the wielder's intent and its target's actions, and guide itself to compensate.  The improvements diminish the more blood is put into it, so it becomes harder to improve as time goes on.  Right now, it is just a sword.  With enough blood, it could be a legend.

The Wickerstaff of Terrortails is not actually made from wicker, but from ebony.  The owner of the staff can pacify and tame terrortails, but said control only lasts until the owner or terrortail dies, or the staff is claimed by another.  Said control is instinctual on the part of terrortails, who will at the very least not attack the owner of the staff.

The Fungiskin Robe of Diplomacy is a purple robe of woven mycelium.  Whilst unpleasant and clammy, wearing it enchants Mushroids you meet to react more favourably towards you.

The Waterflask of Disgust is a clay flask filled with what looks, smells and tastes (and has the texture of) stale vomit.  However, a full draught will completely heal anybody who drinks from it of sustained injuries.  It takes a minute for the flask to refill once drunk.

The Alienated Figurine is a fist-sized statue of a deformed mushroid.  If blood is sacrificed to it (by literally bathing the figuring in a fresh bucket of it, ideally), the figurine comes to life and becomes a life-sized deformed mushroid, serving whoever performed the sacrifice without question for 25 hours before reverting to a statue.  The figurine is a living, thinking being bound to serve its master, and is unaware during the periods it is a statue.  While the statue is completely invulnerable to harm, sufficient injury to the figurine in living form will cause it to revert to its statue form.  When it is restored by blood to flesh again, it will be fully healed.

Terrortails are altered such that some of their power is lessened and they are only able to dig through loose rock, soil and sand.  Those who remain in the Underworld are still potent beasts, but no longer able to just drill through walls to reach prey.  Those up above become terrifying predators of deserts and plains.

The Lorestone, a tablet of the same perfect black stone as the monolith, contains the key to all speech.  Whilst held, it gives the user a glimpse of all language that was, is and ever will be.  Most of this knowledge is lost, but present-day languages of the world and the language of the gods is retained.

The Deriyn are brought into being, seven immortal sapients.  They possess a long and clear (but not perfect) memory, and a simple ability to shift into the guise of mortal races.  They have instinctive knowledge of languages (including that of the gods), but cannot make use of divine artefacts relating to knowledge - they are forced to walk the world and learn it for themselves.

As it turns out, the Deriyn possess a measure of invulnerability.  Their bodies are flesh and bone and can be effectively killed, but each one contains an indestructible core, no bigger than a pea, in their brains.  So long as it remains in their bodies, the bodies will regenerate and eventually bring them back to life.  If the core is removed, it will spin a body from air and dirt if nothing else is available, but it might take many years.  Eventually, a Deriyn will walk again.

The Deriyn are slightly compelled to share knowledge, but they are living, breathing people and develop personalities of their own.  Aeryn, the first, takes on the role of a mage, gathering knowledge of the Radiance and how to make use of it, turning its hand to changing the world and keeping it in flux.  Bethryn, the second, descends into the deep places of the world and the dark corners' of men's hearts, seeking and hoarding what secrets he can gather, and remaining hidden from the world - a spider, tugging at the strands of his web.  Gisryn, the third, becomes a glutton and a gardener, seeking the pleasures of the world and working to grow and tend plants and animals for the eventual eating - the same philosophy applies to the sapients he tends as well.  Dalryn, the fourth, becomes a rapacious scholar, obsessed with the acquisition of knowledge by any means, and she guards jealously what she obtains.  She develops a tendency of paranoia, of even destroying knowledge to keep it from others.  Herryn, the fifth, becomes a hermit, standing apart from the others and retreating to places of isolation, crafting art or writing poems or building castles or tending gardens.  He does not seek out interactions with sapients, but may well aid the few that find him.  Varryn, the sixth, wanders the world without particular aim, seeing where her fancy takes her.  She aids and heals those who cross her path, defending those in danger she meets, crafts tools and sings songs and dances, but rarely stays for long, adventuring on to find the next thing of interest.  Zayrin, the seventh, becomes a warrior and a quarreller, starting fights and joining wars, seeking to interpose herself and mix things up.  She tips battles, interferes with wars and takes advantage of her immortality for the thrill of death and the kill.

The Font of Stars appears on the world, shifting location whenever its boon has been granted.  It is a spring of liquid metal, bubbling up and back into the ground.  When a mortal with a destiny plunges their hand into a spring and declares their goal or duty, the spring will produce a weapon of the liquid metal, shaped into the hero's preferred form, and then disappear.  The weapon grants the user a shade of pre-cognition, allowing them to react to blows and to the movements of their enemy before they happen.  The weapon disappears after seven years, or the stated goal is completed.

[I'm charging you 150 points, because the Font is an artefact generator, so it counts as an artefact.]

Twenty Memory Jars are scattered around the world, sealed jars of flawless black stone.  When touched, they describe the details of the creation of the world, with pictures, in the language of the gods, appearing as white writing on the sides.  Each jar tells a different chapter of the tale.

Cats abound through the world!  Big cats, small cats, dolphin equivalents of cats, flying cats (more like flying squirrels than true fliers).  They get everywhere.

Halrathi emerge in the forests of Amparea.  They are 1 metre high, agile and stealthy.  They do tend to live somewhat 'in the moment', however, and are like to be distracted by a bird or passing yarn, which speaks poorly for their research skills.

The Catblock comes into effect, a change to the rules of pre-cognition and post-cognition that prevents feline memories from being stored magically, and for their futures to be seen.  They are wild-cards in the deck of time.

The Bow of Radiance is made, a longbow which creates arrows from its component Radiance - these arrows fly truer and strike harder than ordinary ones.

The Spear of Radiance is forged from a spark of radiance as well, whilst no more accurate or balanced than an ordinary spear, does staggering amounts of damage from the radiance that explodes from the tip.

The Radiant Blade, whilst a balanced and capable sword, has its real power in the Radiance it grants directly to the wielder, enhancing their store of magic.


The Titans' Stars shine brightly in the sky, constellations visible from these worlds, leaving forever the marks of their makers; Ultan-Tor, a great eye; Marrow, a tusked elephant; Morbidon, a Terrortail; Isgon, an eagle; En, a mass of strands; The Artist, a humanoid with a raised hand; Maliel, a humanoid, walking, with a trail of stars following its footsteps; and Ashteh, a cat.

The Isle of Creation forms where Ultan-Tor's slumbering form descends into the ocean, east of Ur, and transforms into an atoll in the shape of a great eye.  Any mortal who walks upon the isle shall restlessness, loss, joy, hope and the promise of change - it shall inspire any who live there.

As its body turns to sand, and the vast iris fills with clear spring water, the last of Ultan-Tor's strength leaves its body.  Time, now, to return to the stars - to let the endless void wreathe it once again in flesh and power and potential.  Ultan-Tor's spirit departs the world and returns to the stars.

From the echo of Ultan-Tor's form, a god is born: Ashult, the First Steward.


Nine Hearts of Radiance are created, literal beating humanoid hearts the size of two-storey buildings, torn from the flesh of Marrow's own body.  The flesh of the hearts is indestructible, and the hearts are physically anchored in position relative to the orbit and spin of the planet, so they appear to be stationary and immovable, and will float if their supports are removed.  From their massive arteries and veins, they spew intense Radiance into their surroundings, a boon for any magical civilisation or magical beasts.  They are a natural, inexhaustible source of Radiance, weaker than the core but stronger locally.

Aes-Vel and Aes-Rae, two continents, lie high in the sky, just beneath the inky black clouds, forged from Marrow's bones.  They are supported there by immense magic, powered by two of the Hearts of Radiance, and physically anchored to those Hearts as well.  They cast a perpetual shadow (albeit one that moves with the sun), and the rivers of those places end in waterfalls, crashing to the world below.  Birds, Avioids, Eaglekin, insects, bats and spiders make their way to the surface, along with air-borne fungus and the seeds of shrubs and trees, in the fullness of time transforming these continents into verdant paradises.

With this last effort, Marrow can feel what remains of his body begin to die, his life dwindling.  What was left of him has now gone into the Hearts, his hearts, beating with the last of his blood.  He relinquishes his remanants, and they crumble to dust but for a single tiny heart.  Marrow's spirit departs the world and retuns to the stars.

The last remanant of Marrow, the heart, coalesces together with the dust of his body to form a grey man, who fades.  From his ashes a god is born: Sous-Rio.



Spoiler: Map (click to show/hide)
Spoiler: Details (click to show/hide)
Spoiler: Titans (click to show/hide)
« Last Edit: August 21, 2015, 07:53:08 am by Iituem »
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Digital Hellhound

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Re: Titans of Creation: A Setup Game [8/7]
« Reply #94 on: August 21, 2015, 05:43:23 am »

(The world is sorta equally full of danger and wonder, or at least danger and the means to combat it. It's a perfect place for heroes - magic weapons, places of power and destiny, adventure just gushing out of every hole, with monsters like Terrortails, Magur, Giants, and legendary, you-must-save-the-world beasties like Fellbeasts, Frost Serpents, etc... Though it has even more potential for 'and man grew proud' kind of stories - maybe someone tries to dig to the core of the world for ultimate power, or the ice caps melt and release the Serpents, or someone descends to the Fellbeast pit for Science! and awakens every egg at once...)

(So yes. Carry on. I can't wait to see the final product.)

EDIT: Also, the Tower of Augury doesn't seem to be listed in Amparea, unless I'm just blind.
« Last Edit: August 21, 2015, 05:46:02 am by Digital Hellhound »
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endlessblaze

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Re: Titans of Creation: A Setup Game [8/7]
« Reply #95 on: August 21, 2015, 05:50:25 am »

((Indeed, and more is yet to come))
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Ukrainian Ranger

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Re: Titans of Creation: A Setup Game [8/7]
« Reply #96 on: August 21, 2015, 06:51:31 am »

Cath. Ashteh's first creation. It was created to shine and defeat darkness of the night but action of another titan made it darker then the night itself. Cat titan couldn't tolerate this.

Create "golden belt of Cath". It is 1 kilometre thick layer of pure gold going around equator and covering one quarter of the moon
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Spiderking50

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Re: Titans of Creation: A Setup Game [8/7]
« Reply #97 on: August 21, 2015, 08:15:19 am »

(One thing that I didn't think about is now that we have spent all our points, the other players can do whatever they want with the world and there's nothing we can do about it  :o.)
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Iituem

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Re: Titans of Creation: A Setup Game [8/7]
« Reply #98 on: August 21, 2015, 08:24:15 am »

(One thing that I didn't think about is now that we have spent all our points, the other players can do whatever they want with the world and there's nothing we can do about it  :o.)

It helps, really, that this is not strictly a competitive game.  Each of you are simply trying to leave the best world you can for the mortals who come next - conflicts of belief notwithstanding.
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FallacyofUrist

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Re: Titans of Creation: A Setup Game [8/7]
« Reply #99 on: August 21, 2015, 10:17:28 am »

En was pleased with the Gas Giant- but it needed a name.

En bestowed the name of Argurath upon the Gas Giant.

For a last benefit to the Enos before moving on to artifacts, En spends 20 points to let the Enos take anything they can carry/wear/hold, up to their own body weight, through the Enos Teleport.

Once finished with that, En proceeds to create a few artifacts for the good of the mortals.


50 Points: The Amulet of Divine Invisibility: The wearer of this near-indestructable titanium amulet cannot be perceived by gods or titans. Place it on Aes-Vel.
50 Points: The Necromancer's Slab: Written in divine language, this Slab of obsidian will project its necromantic knowledge into whoever even attempts to read the words, granting them literacy(can read the divine language) and the Necromancer's Gesture, the ability to gesture to raise any corpse as an undead servant that will last until the Gesture user dies. Anyone who receives knowledge from this Slab can also write in the divine language, and can inscribe the secrets of the Necromancer's Gesture onto another slab(with a little effort). Place it on Aes-Rae.
50 Points: The Crown of Life: The wearer of this titanium crown cannot die of aging, and is locked at their current age for as long as they wear the crown. Place it on Aes-Vel.
50 Points: The Compass of Titanium: This compass points towards the location where its holder most wants to go. Place it on Aes-Vel.

(220 points spent, out of 390: 170 points left.)

En then creates a few special locations:
25 Points: The Mist-Grove: This grove of magical trees cannot be perceived by gods or titans, and is invisible to Pre-Cognition. It is covered in Radiance-Suppressing mist. Any mortal who does not want to be bothered by the gods will come to this place eventually, with some luck and proximity. Place it in Amparea, on the left side, close to Marrow's Tusks.
25 Points(x2): The Obsidian Gates: This pair of obsidian arches cannel Radiance to create a pair of portals that transport anyone who steps through one Gate to the other Gate. Traveling through a Gate more than 3 times in one's lifetime may result in spontaneous changes of species, gender, or personality. Place one on Aes-Vel and the other on Wushkrag.
25 Points(x2): The Basalt Gates: This pair of basalt arches channel Radiance to create a pair of portals that transport anyone who steps through one Gate to the other Gate. Traveling through a Gate more than 3 times in one's lifetime may result in spontaneous changes of species, gender, or personality. Place one on Ush-Vor and the other on Aes-Rae.

(spent 125 points out of 170, 45 points left.)

And with his last power, En spent 45 points to create the Titanium Enos, a guardian of divine fairness that will seek out and attack gods that unfairly attack the Enos species or the Gas Giant's biosphere. It has incredible fighting powers(capable of causing harm to a god), free teleportation between any point on a world, twice-a-day teleportation between worlds, and is very hard to cause damage to. It doesn't need to breathe, eat, sleep, drink, or worship. Even if destroyed, it will reincarnate itself from a Fellbeast egg, given time.

En was pleased with his work. He went off to the void, leaving behind Enias to care for his creations.

Spoiler: Enias (click to show/hide)
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FoU has some twisted role ideas. Screw second-guessing this mechanical garbage spaghetti, I'm basing everything on reads and visible daytime behaviour.

Would you like to play a game of Mafia? The subforum is always open to new players.

Detoxicated

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Re: Titans of Creation: A Setup Game [8/7]
« Reply #100 on: August 21, 2015, 02:17:38 pm »

Become solid rock, forming a great mountain range in the north which looks like a gigantic worm emerging out of the depths -50
A young god is born
Name: Hungarion
Sphere: Hunger
Typical depictions: A wormy humanoid with five heads and sixtynine arms
Preferred form of worship: Devouring great amounts of food while being buried in the earth
Expected Boons: Hunger resistance, great strength and the ability to cause famine
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Spiderking50

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Re: Titans of Creation: A Setup Game [8/7]
« Reply #101 on: August 23, 2015, 01:19:48 pm »

*bump for those with points left*
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endlessblaze

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Re: Titans of Creation: A Setup Game [8/7]
« Reply #102 on: August 23, 2015, 07:39:55 pm »

((bit busy, but don't worry, I should have something up sometime tomorrow-Disclaimer: endlessblaze has recently obtained new games and has school tomorrow, treat any predictions with skepticism))
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Whisperling

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Re: Titans of Creation: A Setup Game [8/7]
« Reply #103 on: August 23, 2015, 08:05:15 pm »

((I must have forgotten to mention I'm traveling. Some creations will be up when I have internet on my computer, and some time to type things up. Probably tomorrow afternoon.))
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Iituem

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Re: Titans of Creation: A Setup Game [8/7]
« Reply #104 on: August 24, 2015, 05:10:14 am »

Perfectly fine, busy in RL at the moment.  Will update soonish, though.
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Let's Play Arcanum: Of Steamworks & Magic Obscura! - The adventures of Jack Hunt, gentleman rogue.

No slaughtering every man, woman and child we see just to teleport to the moon.
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