Unfortunately, the sky is not controllable, because no evil mage has yet cast a spell on it to make it sentient. It wouldn't be much of a fight, though.
(darkpaladin)
Mergol:
[
1] Mergol shallowly plants some more base herbs. They rapidly grow into YOUNG plants, thanks to his DESTINY. Unfortunately, the ground rises up and decides to have a fight.
[
3]
(-10% heavy) =
2.7vs
[
6]
(+25% rocky) =
7.5The earth rushes at Mergol, who barely blocks with his new IRONWOOD HOE. It takes 2 damage from the rocks rushing past it, but also becomes slightly better balanced, losing the weight penalty.
(lawastooshort)
Nigel:
[
6] Nigel BURSTS FREE OF HIS EARTHEN PRISON! He dusts off some glass shaders while stepping to the side. He absently notices he took 0.5 damage during the process. Nothing too serious though . . .
[
3] The ground seems to be perfectly still.
(Flying Ice)
Roland:
[
4] He plants the cuttings. Nothing else seems to happen. Safe?
[
4] Out of the corner of his eye, he sees a small mound moving out of his sight. He turns, but sees nothing.
(Nirur)
Phil:
Phil eats a
grass base herb. He feels MILDLY SATIATED, giving +10% to some rolls for a few turns.
He then goes find a herb shop!
[
4] "There used to be one in our little village," says somebody Phil asked, "but the local baron didn't like that person, and got them arrested for a trivial reason. Now, you'll have to go to the big city about five days that-away to find some actual herb shop. Though, I think a travelling merchant is due to come tomorrow, and they usually have some herb stuff."
EARTH:
[
6]
(+20% EARTHEN RHYTHM) =
7.2Earth focuses, and produces a small, somewhat controllable DIRT GOLEM. It has 3 HP. It is a round dirt lump with four round legs.
[
6]
(+20% EARTHEN RHYTHM) =
7.2The Earth then collects water! It's not really collecting moreso than taking inventory of which porous rocks have water, and it discovers it currently is keeping track of THREE UNITS of water.
[
3]
(+20% EARTHEN RHYTHM) =
3.6vs
[
2]
Earth is quite good at multitasking. It discovers that there are certain ... lines, in itself, that when prodded just a little bit can release a lot of energy. It accidentally causes an avalanche in some tall mountains, but that is of little matter.
+2 EARTHEN POWER.
Earth takes a moment to think. Why does it want to acquire power? Is it to kill all humans? All plant life? Every living being? Before more power can be acquired, these important questions need answering.
Flying Dice
Roland of DETERMINATION
4.5/5 HP
- The will stay to alive. +50% to combat rolls and plant hardiness!
Things you can do:
FARMING: 1xp. Lv1: +10%
Things you have:
bronze coins: 100
rusty iron hoe: 0/7 durability
base herb seeds: 2.25 left. Like grass but edible!
bloody herbs: has 1. So metal that sometimes they weep blood instead of dew.
base herb: has 13. LITERALLY GRASS
dubious steel trowel: 0/4 durability. It's hard to tell whether it's a really mangled sword, or a weirdly shaped trowel.
DETERMIN-Os: 3 uses. Mmm, tastes like determination. Sprinkle upon a dead plant for a chance of reviving it.
loamy patch of dirt: -50% to combat rolls--loamy. furrowed. +1 respect.
- bloody herbs, YOUNG
lawastooshort
Nigel of DEVOTION
- You revere nature even as you fight it. +50% to crafting rolls and plant production!
3.5/5 HP
Things you can do:
EXPLORATION: 3xp. Lv2: +20%
POTIONMAKING: 1xp. Lv1: +10%
FARMING: 1xp. Lv1: +10%
Things you have:
bronze coins: 100
rusty iron hoe: 2/8 durability
base herb seeds: Like grass but edible!
whetstone: Give a tool durability +1, max durability -1. Approved by Ferghus.
magic fertilizer: 3 uses. Trigger an additional growth roll for a plant! Magical mutations are not covered by warrenty.
base herbs: has 2. Like grass, but edible!
poison herbs: has 2. A sickly looking purple plant with twisted, withering leaves. Not dangerous to touch. Quite dangerous to eat. Do not eat.
infernal herbs: has 7. MY BLAZE WILL BE THE BLAZE THAT PIERCES THE EARTH
infernal herb seeds: has 2. These tiny lump orange seeds are quite hot.
stiff sunshine herb: has 1. This used to be a normal sunshine herb, then it took a rare snek potion to the roots.
poison herb seeds: has 1. These tiny purple seeds look more like spores than anything.
potential deathbloom: Nigel knows where it is, but doesn't have the tools to collect it without dying.
assorted plant matter: has 2. The leftovers from messing up a harvest.
colorful rare snake corpse: 3/4 left. Its skull is crushed. Nigel can neither confirm nor deny any accusations of who did it.
clay pot with large chip: 3/3 durability. It isn't Royal Apothecarist Academy tools, but it works.
Things you own:
patch of dirt: No characteristics.
patch of grass: -25% combat rolls--drains well. +25% ashes. hard crust. pain.
darkpaladin109
Mergol of DESTINY
5/5 HP
- You are destined to take back the earth. +50% to tool durability and plant growth!
Things you can do:
POTIONMAKING: 1xp. Lv1: +10%
EXPLORATION: 1xp. Lv1: +10%
Things you have:
bronze coins: 87
rusty iron hoe of DESTINY: 2/12 durability
ironwood hoe of DESTINY: 7/9 durability. Made of solid ironwood, it is actually heavier than an iron hoe would be, mainly because people usually don't also make the handle out of iron.
small meteoric iron cauldron: It's a carefully polished, small pot made from meteoric iron
sparkling spring water: 2 uses. It sparkles like sand on a sunny beach. Calms the restless earth for a short period of time.
base herbs: has 1. This is quite certainly magical grass.
assorted plant matter: long story short: don't break herbs when harvesting.
dubious seed potion: 2 uses. Made from seeds rather than herbs. Possibly an innovation in potioncraft?
snowberries: Somewhat cool to the touch. Tiny berries the size of your pinkie's nail, colored a vivid white with a blue tinge.
Things you own:
patch of dirt: +25% combat rolls--rocky.
- base herb seeds, shallow. YOUNG
Nirur Torir
Phil of DEVOTION
4/5 HP
- You revere nature even as you fight it. +50% to crafting rolls and plant production!
Things you can do:
FARMING: 1xp. Lv1: +10%
POTIONMAKING: 2xp. Lv1: +10%
EXPLORATION: 1xp. Lv1: +10%
Things you have:
bronze coins: 62
iron hoe of retribution: 6/6 durability. Apparently it can smite undead.
small iron hammer: used to crush herbs. +10% tool bonus.
base herbs: has 16. Is it actually grass?
base herb cuttings: has 4.
white herb cuttings: has 1. It doesn't seem like it likes sunny skies, loamy dirt and abundant water.
watery herbs: has 6. Apparently a legendary potion reagent.
assorted plant matter potion: It's a potion. It smells like grass.
small meteoric iron cauldron: It's a carefully polished, small pot made from meteoric iron. +20% to potionmaking.
sparkling spring water: 3 uses. It sparkles like sand on a sunny beach. Calms the restless earth for a short period of time.
small mana potion: has 3. It smells like blueberry, and has a color like deep ocean with moonlight shining on it.
wood cutting board: For cutting and crushing things!
Things you own:
patch of dirt: -25% to combat rolls--Drains well! furrowed.
EARTH
A young--or perhaps old?-- and definitely confused pseudolifeform with much potential.
magmatic stockpile: has 5. aka MP. Defying certain laws of thermodynamics, Earth collects magma for its nefarious purposes. Interestingly, the more MP Earth has, the easier it is to collect more MP: each point of MP contributes a 1% bonus to further MP-gathering rolls.
earthen power: 5/5. The ability to move and shape dirt to one's goals. Acronym EEP (EarthEn Power)
water: 3 units. What use could water be?
dirt golem: 3/3 HP. It looks like a round lump with four legs.