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Author Topic: Titans of Creation: A Setup Game [World Two]  (Read 18749 times)

Detoxicated

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Re: Titans of Creation: A Setup Game [8/7]
« Reply #30 on: August 16, 2015, 09:33:34 pm »

((Oh must have overseen that, yea I meant a regular forest, I edited the original post))
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endlessblaze

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Re: Titans of Creation: A Setup Game [8/7]
« Reply #31 on: August 16, 2015, 09:39:31 pm »

((Reminder for the GM-the crystal obolisk only heals you during the day. Just makeing sure you are aware for when it enevitably comes up in the future))
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Spiderking50

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Re: Titans of Creation: A Setup Game [8/7]
« Reply #32 on: August 16, 2015, 10:19:46 pm »

(Now that I've done this post, I feel as if I should have made the slugs snails instead..)

Marrow liked the quiet creatures who moved beneath the world. They used the traveler pools and are mushrooms and could defend themselves when needed. A quiet and simple people in their quiet simple world. They would guard the depths against unfriendly intruders and guide those deemed true to the deep.

However, this was not enough.

Marrow looked out to the ocean and wrought deep gashes into it. Two trenches so deep and dark that they rivaled the drier deeps. Tunnels, half submerged, connect the trenches to the caverns in such a way that there is no flooding of the caves or emptying the oceans.

Here Marrow fathered the Drepthar. Another race who call the deep their home. They are crustacean-like people who construct cities along the walls of the tenches. One trench has red Drepthar and the other blue, both deep and dark of color. They are known to trade with Darklung and surface-dweller alike during peace. During war, vast numbers of raiders sink ships and ravage the coasts. They hunt for fish and cultivate algae gardens for food. Male Drepthar are as tall as a man, but twice as wide. They look like lobsters in human shape. They  have three sets of arms. The largest of which has powerful pinchers, but the other four each have two digits and a thumb. They stand upon two legs and have a powerful tail. The females are more slender and brighter of color. Most Drepthar wear Depth Snail helms or hats on their head (much like a hermit crave wears a shell on it's body). They can be out of water for an hour, give or take.

To accompany them Marrow creates the Depth Snails. They are snails with shells as hard as iron. Some are rounded and others are pointed spirals. The Drepthar use the shells for their tools weapons and armor and eat the soft flesh of the creature. They grow quickly and are usedc for different purposes. Small ones being bred for their hard shells and larger ones as beasts of burden to move things up and down the trenches. The bottom of the trench is (will eventually be) littered with thousands of shells of various sizes, which the Drepthar use as needed.

Create a set of trenches. Create Drepthar and create Depth Snails. -110
« Last Edit: August 17, 2015, 08:23:11 am by Spiderking50 »
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Ukrainian Ranger

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Re: Titans of Creation: A Setup Game [8/7]
« Reply #33 on: August 17, 2015, 01:12:52 am »

One could assume that titan in a form of cat liked darkness of the night but opposite was true. He believed that hunting someone who can't see you at night is not a honorable way to sustain yourself.

Create a big(40% of Ao's mass) moon made of ice\water. Place it  closer to Ao to provide a lot of deflected light at night and generate large tides. Name it Cath -100 points
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Re: Titans of Creation: A Setup Game [8/7]
« Reply #34 on: August 17, 2015, 04:07:05 am »

Ultan-Tor saw the rapid changes happening to the world and approved as they took place in his Great Vision. The creators shaped new things or built on old, changing all that they touched.

The Great Eye descended upon the surface of the waters once more and brought forth a great mass of groaning land. Even as it raised the new continent it struck at it with lightning and raked it with tendrils of power, wounding the pristine earth, scarring it with deep valleys, broken gorges, high, bloated mountains, thousands of rifts, plateaus, badlands and great, snaking rivers.

The Great Eye turned north and reached for the green and life that covered the world that was. The scars of this place could be hidden beneath verdant growth. It told the Titan something could be both beautiful and ugly, and this pleased Ultan-Tor.

He saw that something yet was missing. The Great Eye's gaze focused and out he drew new beings, giants, towering behemoths that he gave the shape of all races that were and would be. He gave them minds of savage intelligence, and some he made violent brutes, but others careful builders, others driven with wanderlust to see, as Ultan-Tor saw, every corner of land and sea and the depths beneath, others still he gave focus and affinity to seek out the Radiance and its gifts, and many, so many, he made deranged and temperamental, with minds fractured by divine madness.


Ultan-Tor creates the continent of Amparea to the south of Ur, separated by a narrow sea, a great swathe of broken land filled with valleys, pits, canyons, mountains and snaking caverns. [Major Geographical, -50?]

Ultan-Tor spreads existing mushrooms, algae, trees and microbial life to Amparea. [?]

Ultan-Tor creates the Giants on Amparea. Giants are born with the forms of the existing thinking races of the world, just deformed and enlarged to around thrice the usual size. Their intelligence is limited and their minds and personalities differ enormously, but many are quite insane. [New Sapient Race, -50]
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Iituem

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Re: Titans of Creation: A Setup Game [8/7]
« Reply #35 on: August 17, 2015, 09:39:18 am »

Trees, bushes and shrubs come into being, clawing a life out on hard rock on the surface, with mushrooms acting as pioneers to help break it down into soil.

Wushkrag, a new land springing up into being along the eastern edge of Ur and nearly linking with the shallows of Uth-Vel, swiftly becomes thick with trees across its ideal climate.  Mushrooms proliferate across the forest floor, surviving off fallen leaves and detritus in the absence of light.  Glow slugs follow them, tiny beacons of blue light in the shade.

Ur, Ush-Vor and Uth-Vel are colonised in large part by mixtures of shrubs and mushrooms, creating relatively verdant plains and islands.  Small forests even appear in the right places.

Movifungi appear, primarily in Wushkrag but later migrating elsewhere.  They come in a variety of forms and species, but all descended from the fungi that colonised Wushkrag and the Underworld.  Specialised organs and pseudolimbs allow them to slowly migrate from place to place to scavenge, or even to prey on one another or on glow slugs.

Mushroids appear in Wushkrag, sapient, ambulatory mushrooms with pseudo-limbs for arms and hands.  Highly social tribes of Mushroids live in the Wushkrag, moving slowly through the forest to collect and consume detritus.  Mushroids can link together, pooling their intelligence, but increasing their nutritional requirements.  In an area plentiful with food, Mushroid elders may form semi-permanent links, relying on the rest of the tribe to feed them until the area is bare enough that they must unlink and move on.  Some mushroid colonies move down into Vash-Narad, but typically do not extend into the Underworld's passages.

The Intestines of Change burrow through the earth of Wushkrag, a tunnel that transforms creatures that pass through with extremely chaotic effects.

Devouring Magic is created, such that the devouring of sapient creatures (or a gluttonous amount of animals or plants) grants one characteritics of that which is devoured, such as strength, speed or flight.  It usually triggers morphological changes as well.  This magic is voluntary, and must be specifically invoked.

The Hall of Echoes is an enchanted cave within the tunnel network of Vash-Uthred.  It echoes every sound that has ever reached the cave, which is mostly the sound of the slowly moving earth.  Unfortunately, since this has had time to build up the Hall now emits a deafening roar of thousands of simultaneous grindings of the earth's movement.

The Channel of Uth-Vel cuts directly into the Radiance at the world's core and pipes it gently and evenly across the isle of Uth-Vel.  As a result, the island is subject to a gently iridescent sky, as if constantly subject to the northern lights (but in every visible colour).

The Buffer of Uth-Vel dampens and channels the effects of the Radiance across Uth-Vel, as directed by mortal minds.  Magic is significantly easier to perform here, if much weaker.

Avioids appear upon the island chain of Ush-Vor, birds with roughly humanoid heads and features (barring the beak and lack of obvious ears), along with working graspers in place of hands at the tips of their wings.  They primarily fish the seas surrounding Ush-Vor, either by beak or hand, or with simple nets of knotted fungus strands.  The Avioids can fly, and they have excellent eyesight, but their society is based around small family units rather than the tribe and they lack social cohesion.  Their predatory nature is more likely to cause trouble between Avioids.

The Memory Pyramid comes into being on the plains of Ur, towering above the shrubs nearby.  A mountain-like structure of the same perfect black stone as the monolith, the pyramid stores the memories of all sapient creatures.  One who could climb to the top might be able to touch the white capstone and view these memories, but it would be a matter of intense will to find the information one wanted and not be driven mad by the recollection of billions of ghosts in the machine.

Naturally, the world is warped so that Memory Capture is a part of it.

Canids come into being around the pyramid, revering and living near it.  Every once in a while a Canid will climb to the top, touch the capstone and go completely mad (if prone to occasionally saying very true and sometimes almost prophetic things).  Canids are dog-like humanoids who mostly live off the Movifungi in the region, tend to be fiercely territorial as well as social, but are not the most adept at coming up with new ideas or adapting to new situations.

Marrow's Tusks are gouged into the sea, two deep trenches that swiftly fill with marine life.  In places, natural airlocks link the trenches with Vash-Uthred.[-50]

Drepthars appear within the Tusks, living on the ridges and a few in the deeps.  Upright crustaceans, they have red or blue shells, vaguely humanoid heads (if you account for the antennae, spikes and black, bulbous eyes), two legs, six arms (two with pincers, four with two digits and a thumb) and lobster-like tails and carapaces.  They can survive out of water for an hour at a time (they have chambered gills) and could also survive in freshwater lakes and rivers.  Five minutes in water every hour is enough to refresh their gill chambers.  Drepthars are aquatic, strong and possess a thick natural armour, but are incapable of operating away from the coast or major bodies of water.

Depth Snails follow the Drepthars, a family of molluscs not dissimilar to the glow slug, all bearing iron-hard shells.  Some are huge, capable of carrying burdens, and some are tiny, and their shells come in a variety of shapes.  They can be used effectively as tools.

Cath, a moon primarily constructed of ice, appears in the sky, orbiting at a slightly closer distance than its sister, the world's un-named moon.  Reflected light from it makes the night often quite visible, and it has a powerful effect on the world's tides.  The two moons follow slightly different orbital periods, but every so often they synchronise and one gets a dark night where both moons are new, or an exceptionally bright one where they are both full.  Tides tend to be especially strong during these times, and flooding is common.

Amparea rises from the sea, south of Ur.  A broken land, Amparea is filled with mountains, rivers, canyons, plains (of shrubs and fungal mats) and rivers.  It is geographically rather more interesting than some of the other continents.  [No cost to spread existing.]

Giants of all shapes and sizes, based off the other races of the world, appear in Amparea.  They are a motley of different species (who only breed with other giants of their kind), but group themselves together with other giant races for survival, and so may be thought of as one race.  Giants are huge, with accompanying strength, and their hides are appropriately thick.  Giant Drepthars tend only to survive in the rivers and lakes, and do poorly at sea.  Giants tend to have rather poor wits, and their huge size demands an equal diet.


Meanwhile, over in the Gas Giant...

Floons, living balloons that give off a bright golden glow, course through the atmosphere of the Giant, sifting nutrients and lift gas from the skies.  They are so plentiful that their effects can be seen from space, as forests make the Earth's lands look green - the gentle blue of the Giant's skies are shot through with lines of gold where the Floons are most common.

Sky Nodes fill out the less glamorous part of basal ecology on the Giant, great balls of slime suspended by internal sacs and producing tasty fruit-like spheres.

Floons and Sky Node fruit are fed upon by Sky Snakes, sinuous gliding serpents.  The Sky Snakes themselves are eaten by Sky Wolves, mammalian, fire-breathing, winged, wolf-like fliers who also consume Node fruit.

To top the ecology off, Sky Lords take the form of vast, turtle-like creatures who resemble floating islands and consume Sky Nodes.  They have a very efficient, slow-burning metabolism, which helps stave off the starvation such vast creatures might experience.  Thick veins of Sky Vines often grow on the backs of Sky Lords, producing tart berries eaten by Snakes and Wolves.

The Polar Nodes of the Giant are vast arcane islands, policing the ecology of the Giant.  Any threats to the ecosystem are destroyed by long-range lightning bolts.  The nodes can cover most of the Giant, although they cannot effectively target the equatorial region.


Spoiler: Map (click to show/hide)
Spoiler: Details (click to show/hide)
Spoiler: Titans (click to show/hide)

Edit:  Fixed points.
« Last Edit: August 17, 2015, 10:05:55 am by Iituem »
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Re: Titans of Creation: A Setup Game [8/7]
« Reply #36 on: August 17, 2015, 09:43:34 am »

((Ummm, did you update my titian points?))
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endlessblaze

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Re: Titans of Creation: A Setup Game [8/7]
« Reply #37 on: August 17, 2015, 10:31:25 am »

"Yes...now then...."

The artist gives his island a wide verity of fruit bearing plants and trees. From trees with leaves that have the color and shine of gold, bearing sweet blue orbs, to black vines with dark tangy berries.

He also creates a set of herbivores and Carnivores. The herbivores graze on the lower plants and fallen fruit. While the carnivores stalk stragglers from the herbivores, and avoid groups.

The the main carnivores are snakes the color of ruby, and the birds with gold feathers.

The main herbivores are the shapire lizards, predators see the easy, but the scales are tough. And the dreios, these four legged fur-less creatures are fast and provide great nutrition.



In the future the predators should not be an issue for the mortals who would form villages, there numbers would frighten the solitary carnivores.

The carnivores will avoid the mortals, the carnaviores will prey on the herbivores, the herbavores will devour the plants.

The mortals will consume all three, but greatly prefer the plants and a few herbivores.
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tntey

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Re: Titans of Creation: A Setup Game [8/7]
« Reply #38 on: August 17, 2015, 10:34:52 am »

((Alright cool cool))

Create an artifact called the seer of memory. People wearing the seer of memory can look into the memory pyramid without losing their minds. However, once they take it off, the person wearing it will likely go insane.

Create a large tower, with an enchanted telescope at the top. The tower contains records of all the stars in the sky

Create a race of sapient eagle like creatures. They are kind of related to the avoids, but not really. The eagle creatures inhabit the area around the tower. Some live inside the tower, making maps of the night sky.

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Re: Titans of Creation: A Setup Game [8/7]
« Reply #39 on: August 17, 2015, 11:50:31 am »

The Great Eye wandered once more, taking note of the things that walked and swam and wormed and thrived and reached for the sky. All things living delighted Ultan-Tor, for they were chaos and unpredictability in flesh and thought. Their small lives formed an intricate tapestry of possibilities. The Eye had begun with the Giants, but they were only reflections of what already was. Now was the time to create something anew.

Earth. The Great Vision was an endless pool, and from its depths Ultan-Tor plucked a heart. The plains of Ur and Uth-Vel and the vales of Amparea whispered alone in the wind, growing, but stagnant, unchanging. The Great Eye struck the heart once and it grew, swelling into great proportions, taking on shape of flesh and blood and horn and hunger. Great, four-legged beasts arose where he looked in herds that could raise clouds of dust with their passing. They would consume the shrubs and mushrooms that clad the world, and be consumed in turn by others.

Air. Only in the distant world of gas did things fly and soar as gods. This would not be. Ultan-Tor reached for a voice and placed it in the skies, and around that voice it placed wings, hollow bone, sharp eyes, a love of the wind and of high places. Where it flew, others of its kind multiplied in swarms and droves.

Fire. The Eye saw pools of magma and roaring volcanoes pushed forth by the wild heart of the world. Here Ultan-Tor planted a breath of ash and flame, and around it drew together great, hulking things that grew out of the molten rock and inescapable heat. In their chests bellowed a need to burn and to consume, to burrow and dig, shaping the earth around them as they ate.

Water. But here the Great Eye came to a halt. The depths already thrived with life. The creation of its fellows needed no interference. But, there were places water stood locked in great glaciers and walls of ice. The Eye saw what might come to pass should something be left within - and unbidden, beings leapt into existence, things of frost, of undying nature, trapped, only able to see the world, not touch or feel it. They would crave to be free, but freedom would not come, and their minds would change with it.

The Great Eye drew back from its work, eager to see the world change.


Ultan-Tor creates species of grazers to live in great herds across the plains and open spaces of the world. [-50 for new broad family of life]

Ultan-Tor creates species of birds to fill the skies. [-50 for new broad family of life.]

Ultan-Tor creates the Magur, a bestial race of beings composed of molten and volcanic stone, living in volcanoes, by seafloor vents and other places of extreme heat. They melt and devour stone, creating tunnels and mounds and changing local terrain through this process. [-10 for new specific creature?]

Ultan-Tor creates Frost Serpents and places them inside the ice of the poles. These creatures are enormous, long sea serpents that may breathe cold and manipulate currents of water. They have an innate need to swim and roam, but are trapped in the ice for now, unable to move but seeing the world outside. This cannot have good effects on their psyche... [-10 for new specific creature.]
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Ukrainian Ranger

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Re: Titans of Creation: A Setup Game [8/7]
« Reply #40 on: August 17, 2015, 12:37:22 pm »

Magic. This dangerous creation of another titan will give too much power in hands of mortals. It must be limited.

Create a new cosmic law: Sunlight* deflected from water ice** will suppress magic and hurt magical beings. This means magic will be unusable during nights when Cath is in the sky and during winter days.

*other kinds of light don't qualify including sunlight deflected from unnamed moon or other planets
**including snow
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endlessblaze

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Re: Titans of Creation: A Setup Game [8/7]
« Reply #41 on: August 17, 2015, 12:41:22 pm »

Magic. This dangerous creation of another titan will give too much power in hands of mortals. It must be limited.

Create a new cosmic law: Sunlight* deflected from water ice** will suppress magic and hurt magical beings. This means magic will be unusable during nights when Cath is in the sky and during winter days.

*other kinds of light don't qualify including sunlight deflected from unnamed moon or other planets
**including snow

Oppose.  If you want a to limit magic just make it impossible/weaker in certian areas. It's cheaper and won't interfear with anyone else's stuff
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Digital Hellhound

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Re: Titans of Creation: A Setup Game [8/7]
« Reply #42 on: August 17, 2015, 01:05:33 pm »

((Straight-up 'unuseable' is a bit extreme, but I don't really have a real problem with it. Makes for interesting tactics to counter magic-users in the future. It also does nothing to magic underground. I'd prefer if it just weakened magic, perhaps with the effect growing stronger the fuller Cath is or so, but I won't complain if you'll stick with this.

I kinda wish to see the effects of two Titans fighting over this creation, though. Can only end in beautiful destruction.))
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tntey

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Re: Titans of Creation: A Setup Game [8/7]
« Reply #43 on: August 17, 2015, 01:07:15 pm »

Magic. This dangerous creation of another titan will give too much power in hands of mortals. It must be limited.

Create a new cosmic law: Sunlight* deflected from water ice** will suppress magic and hurt magical beings. This means magic will be unusable during nights when Cath is in the sky and during winter days.

*other kinds of light don't qualify including sunlight deflected from unnamed moon or other planets
**including snow

Oppose.  If you want a to limit magic just make it impossible/weaker in certian areas. It's cheaper and won't interfear with anyone else's stuff

Isgon revises a law of physic: Ice and snow no longer reflect sunlight.
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FallacyofUrist

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Re: Titans of Creation: A Setup Game [8/7]
« Reply #44 on: August 17, 2015, 03:59:56 pm »

Next up: En creates the Enos. The Enos are blue-skinned winged humanoids(intelligent). 50 points for sapient species. Notably, they can breathe the atmosphere of both the gas giant and the normal planet with the majority of creation.

To support the Enos, En creates the Sky Trees, large trees that grow on Sky Lords and grow delicious citrus fruit. They spread by firing long-ranged seed capsules at other Sky Lords(from a fully grown Sky Tree). An Enos that places its hands upon a Sky Tree's trunk can shape the Sky Tree's wood by force of will. 10 points.

En then does a revision of physics for 20 points: an Enos, seven times per life, can teleport between a Sky Lord and a new location on the rocky watery world, or teleport from that location to the Sky Lord the Enos left from. This new location, for 50 points, is to be placed at the center of Uth-Vel, and is to be called the Warp Spire, a massive spire of solid titanium.
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