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Author Topic: Between the Rivers: Gods Adrift [IC]  (Read 22738 times)

micelus

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Re: Between the Rivers: Gods Adrift [IC]
« Reply #150 on: May 17, 2019, 06:01:30 am »

Dirugulatl agrees to the oath.

The lightroot, being a lightroot, is unable to fully understand the oath. It sends good vibes towards Tala's hallucinations, however.
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Tiruin

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Re: Between the Rivers: Gods Adrift [IC]
« Reply #151 on: May 17, 2019, 06:51:48 am »

Dirugulatl agrees to the oath.

The lightroot, being a lightroot, is unable to fully understand the oath. It sends good vibes towards Tala's hallucinations, however.
Tala wobbles good vibes back to the lightroot. In any case, she is pleased. She instructs the lightroot champion to stay with the human--to learn from them, and to be taught as their apprentice that they may master these early stages of life and...people-hood, and create their own memories, life, and other potentials. To theirs was trust, as there would be many things to do in the coming generation.

"A warning. Many great people acknowledged by others acted beyond personal goals--personal needs and otherwise. The drive for passion and curiosity delves into the value placed upon things, and even those with mortal lives have done much more beyond their time--but they always needed each other. Teach each other as you teach others, and may the systems you make focus on what you can fulfill, for all needs may not be recreated more than they are, therein lies the spirit of anxiety. You have much power realized, outside of time and age--know that it may be used to harm just as much as heal and help, but always at a pace. You will always have to work with others and yourselves.

"Also, do master at least one language."
« Last Edit: May 19, 2019, 10:44:39 am by Tiruin »
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micelus

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Re: Between the Rivers: Gods Adrift [IC]
« Reply #152 on: June 11, 2019, 06:38:24 am »

Obfuscation.Delivery. Thieves.

TURN 4: Age of Death, Ascending Postman, Year of No King.


The gods acted.

The Shattered Statuecontinued their centuries long hunt, trudging divinely through the marshes and bogs of Err. Through tree, reed, hippo and boat; the Statue's anger simmered through all of these things, stopping for nothing or anyone that held the misfortune of being upon the entity's chosen path. In time, the god did enter the drier lands of the savannah, and yet entered once more into the flood plains of one of Err's tributaries. It was upon the banks of this river did the god stop, its form tired and fatigued. Before the being collapsed into a sabbatical, he (she?) did feel something coalesce in its alien mind.

The experiences of the long march, the centuries long malice, the wrath of a god spurred; all these had slowly thickened and coiled inside the inner sanctum of the divine soul. Perhaps activated by supernatural annoyance and determination, these aspects did flow into one another and bloom into a flower of transformation. A inflorescence of power and ascendance.

With a shudder and a sigh, the bloom dissipated, receding into the essence of the Shattered Statue as a whole.

Form absorbed: Lord of the Hunt
Code: [Select]
Lord of the Hunt: A being wrought of concentrated desire, this corporeal spirit has given itself into the pursuit. In doing so, they have suborned some of their divine qualities in favour of corporeal manifestation. These spirits are adapted to seek their prey, wherever they may be. 
PHYS: CP: 3 DP: 4 SP: 15 PS: 6 AS: 5
SPIR: INF: 0 EGO: 0 SS: 1 W: 4
Path of Pursuit: The Lord's reach is as vast as their desire allows. At a cost of a Wound, the Lord may teleport to any hex.
Feeding Desire: Some stronger prey may aid in strengthening the Lord's base attributes.

As the Statue did absorb these qualities into itself, she (he?) did enter the minds of his (her?) followers, and did attempt to gift the secrets of bronze. Though not fully understanding this knowledge, many artisans are able to take the dreams into memory.  Further, the deity did allow for the ascendance of a new subsoul, which she (he?) enstatued Nusku. This being he granted the Eye of the Basilisk. A tool of bloody essence, it gleamed with an aura not quite of Statuely vigour or make. Even so, Nusku did take it with reverence and pleasure.

With that, the statue did then slumber.

Fu did speak to the vast many that did worship her. From the ruins of the first River Palace, her voice did rumble in the souls and minds of the River Palace People. In the swamps, upon the river banks, or in the thralldom of the horselords; all heard the voice of their deity. It promised salvation, destruction and creation of a new land; all things befitting a god.

As she waited for her act to come to fruition, she did make from herself the Gladius Vaginae, a most minor subsoul that did attempt to pass on total immortaility to the bearer. This of course, was harder said than done.

Subsoul Type Discovered?: Functionally an Accouterment.

Of course, such an act was opposed by Fu's rival entity, the god known as Guar. With essences contributed, Fu found her actions muddled with the energies of Guar; to know the result of such an action would require a closer look.

[Continued in another post]

Basderieen granted his aura and being to three of the strongest clanheads amongst the oasis.

The badger god did then sleep.

Metalhand did craft for himself a device known simply as Capacity, a device for the storage of power. It was to be used  for later utility at a different time. For the tribe, he did create a source of tin upon the mountains that the Door-worshippers had set up a hamlet. This, presumably, would be used in a later age for the benefit of all.These chores completed, he then did command that the most sinful of the tribe be presented to him. This, the tribe did without hesitance.

The god of craft did labour with the new material he had been given, beating flesh and bone into new bizarre and alien formations. As the minutes turned to hours, days and weeks, Metalhand's labour finally did cease. No longer was there a man, but merely a jar. Penance.

Accouterment Type Discovered: Blood-Soul Artifces. Artifacts imbued with the souls of the living tend to have queer quirks reminiscent of their past existence.

Explaining only the utility of the creation, Metalhand gave the object to Zapharia and the tribe as a whole. None questioned what had happened to the criminal they had presented previously.

With that, the labourer god did sleep.


Shelldon , did create Elder Wood, though quite young in truth, these trees did possess many astonishing qualities that would be found useful by many. Its fruit was a panacea; its lumber a good crafting material. Futhermore, Shelldon did also, reveal the lores of many a plant throughout the bogs, gifting this knowledge to his tribesmen.

The Crab did then sleep.

Du-Ur *Creak*

Midan did say a many a thing to his beloved prophet, gently rebuking him on his false presumption and approving of his future pilgrimage. As payment of blood spilled, Midan did command the sacrifice of several of the Blood to the wronged oasis-dwellers, who the Midan did hope to make accords with. Further, he did also command him to gather the misbegotten kind born of the Midan's commandment. These he did speak to, and name the Fireborn. Naturally abominations of baleen and primate, they were bestowed by the Midan new powers of shamanry and intellect; a fair trade for their physical disfigurement.

This completed, Midan did then make questions of his people, clarifying on the roles of his beloved abominations, of elephants and the like. He then did give insight on the secrets of the earth's treasures; metals. Though in truth, other forms of wealth and bountry did also lie in the subterranean depths.  Partly to demonstrate this truth, the Midan did then craft the Excellent Hammer of the Craftsbro, which was passed on to the best craftsman amongst those gathered.

Midan, finally, did also teach the secret of the strangled fire...though this was difficult for most to comprehend. Indeed, the secret of the strangled fire was quite lost in communication, perhaps a quirk of divine-mortal thought transaction. This did not stop the curious and zealous of the tribe. Perhaps by something in their blood and minds, many did try and evoke more esoteric methods, hoping to understand the Midan and his secret of the...'strangled fire'. By odd stars and queer hums, the crafty whales of the mountain did read the entrails of goats slaughtered, and re-attempt the Midan's teachings. Not with wood, but with fresh sacrifice of mortal birth. Quick and relatively painless, thrall and runt were butchered and thrown to fire- exactly to the Midan's command. Whereas the Midan had named a 'strangling fire', the result of this macabre rite had been a wriggling and lurching obsidian amongst the burnt remnants of the dead. Warm to the touch, the obsidian groaned when pressed to one's ear, but cut and diced at superb efficiency.

With that, Midan slept.

Kakkabum.

...

Kakkabum then slept.


Tala did make unto creation, champions both of human and lightroot persuasion. The lightroot did take the name granted to it, Moska, whereas the human did retain its name of Dirugulatl. Tala did explain to them both her gift to them, and something quite vague about sapience and spirits. The duo replied to her query on what they would do with their immortality. Dirugulatl replied that he would do the obvious and clear thing and engage in Lawyery, as was the duty entrusted by Tala. The lightroot, already being more or less immortal, did not quite understand the query, but responded with positive vibes.

Of course, lightroot was a soulless creation, lacking in the base substrate that would catalyse one's divine essence. As such, while the being named 'Moska' had become a subsoul of Tala, it was effectively a very minor reflection of Tala itself, rather than its own person. Of the mental being that was once the plant, who can say, save that what ever chemicals or reactions that once made up the organism's upper processes ceased to be.

Subsoul Type Discovered?: Minor Aspect. An abomination filled with a soul, it is the reflection of its master, which in truth, is itself.

She did then further lecture them on herself, as well as her goals and the like.

Finally, she did then further teach on the matter of Justice. Though Tala had always been a speaker of mercy, care and lenience, the teachings of Justice she did give this awakening was odd and misshapen. Truth it was that the goddess had spoken of universal love, free labour, social welfare and unity with animals. Truth too however, was that her words had dripped with blood from the outset. By bloody omen, her words did take place, and did the people learn a Justice quite at odds with Tala's presumed stances. Feuds and the like were now declared illegal, and that labour was free. It was not, therefore, wrong to force one's brother in society to work or do, as long as it was in the name of the common good. Indeed, to harm the social structure of the Just Society would be to harm the very foundations of life itself; a transgression against Goodness. And so it was, that transgressions would be punished in blood and pain- so as to maintain beloved peace.

Tala also requested certain materials to be available to her the next awakening.

Finally, Tala then took on the form of an Idol.

She then slept.
 
Vulpes Grande did gather the foxes of the realm and did speak unto them and did command them into sapience. To these quick-thinking vulpines did the entity grant a task; to survive.

The Fox did then hibernate.


Sarkyran did bestow upon the tribe, a Fountain to which the people would make pilgrimage to. Upon a holy hill, he did cast into shape the clear-water source. In the bodies of humanity, this water would change and morph them to Sarkyran's desire, as well as perhaps improve their base essences. The Sandwich board of Law is created to accompany the Fountain. On this are written the Laws of Sarkyran; initially five in total. To these laws would be added, the Laws and Amendments of Jus, who held fundament-law till the awakening of Sarkyran in a later time.

On less high-minded matters, Sarkyran also informs his people about adzes and saws, composing them of metal. His followers are able to make crude copies with little problem.

Finally, Sarkyran creates the Bow of Banishing, a tool wrought of his essence, but also of bloody persuasion. This was then granted to the first to wield it competently, which soon turned out to be the first who attempted it. A mere youth with no prior experience with bows, the lass did show devilish aptitude for the newborn killing-craft; she soon led one of the first bands into the bogs and marshes. Time would tell what would happen, of course.

Sarkyran did then enter a sabbatical.

Guar had awoken and did see what his rival, Fu, had intended to wright upon Creation. With utmost rejection, he did rage and dispute such an accord from taking place

[Continued in another post]

On an unrelated matter, Guar did grant ascendance to the woman who would become known as Valtoria. Infused with essence of Guar's own make, as well as a bloody aura, she did rise and give fealty to the god that she and her ancestors had served- even in the current time of strife.

With that, Guar did slumber.

And so, the gods slept.
« Last Edit: June 22, 2019, 03:01:00 am by micelus »
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micelus

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Re: Between the Rivers: Gods Adrift [IC]
« Reply #153 on: June 17, 2019, 06:05:50 am »

Blood And Gales, Hails and Wails

And so it was, that Fu did order the grounds of the River Palace to become home to lightning, thunder and storm. Rain would fall, lakes would fill high, and chunks of land would rise. Into the air, they would float, their inhabitants still upon them. Struck with the forces of wind, thunder and hail, the horsemen would be sacrificed by Fu to herself. Those that lived through this terror, would not survive the fall of the land back unto the earth; save for those still yet loyal to Fu.

In the middle of the storm would rise the new world of Avalon, new home of those loyal yet and lucky enough to be within the radius of the River Palace.

Guar reacted with a fury of blood and an fury of life; trees did grow, to hold the ground to Err. Latching soil, rock and clay, the roots did erupt with vibrant energies, erupting into flowers and leaves and fruits and petioles, thrusting the newborn isles back into the old earth. Though infused with the power of the Blood God, these newborn titans of life did strain and stress, many breaking with the pressure they had been tasked to keep back. Many a tree did bend and break, a sign of Fu's mastery of winds and gales.

Though Fu had ordained the sacrifice of many a man and woman throughout the realm, Fu did not empower this, simply given it a thought and whim. As such, Guar's new growth forests did find themselves at ease, given only but the task of remaining firm and keeping the earth beneath and between their roots.

Without the boost of essence Fu had expected, Fu's dream of Avalon remained but figment. Naturally, Fu did flee from the scene, her plan failed for now. Making for the mountains, she did flee far.

As a parting shot at the fleeing deity, the ferocious god of blood did conjure a tree of bone-white, and did command it to grow profusely and smite Fu. Of course, such an action was an impossibility amongst god and beast. As the tree did touch the air around Fu, the branches froze and with a moment, shattered into a seven-seven pieces. Like the sound of thunder above, the great bone-oak did crackle and turn, snapping at the trunk's base, falling upon its newborn sisters and brothers.

As the god Fu did flee, so did the storms and changes wrought upon the land. In hours, the storms and winds of rising did abate. Soon, so did the forests of Guar, wilting as if they had lived a hundred centuries.

Within a day, it had been as if nothing had ever happened. Such was life in Err.
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micelus

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Re: Between the Rivers: Gods Adrift [IC]
« Reply #154 on: June 22, 2019, 06:11:53 am »

Era of Blood?

As the various entitiesslumbered, their actions and decisions of their waking hours did come to fruition and influence the path of the world to come. Tempted by influence beyond their means, did many of the so-called gods did invoke the essence of Blood and did extend their dominion. Even as they slept however, they felt prods and clenched limbs sifting through their dreams. Sporadic nightmares did haunt them over the decades, interspersed by the dreams of everything and nothing. In all of them, a blood red moon did always appear. Sometimes as a piece of art, at other times a monster or more rarely as a celestial sphere in the sky

Just before they awoke, the blood-tempted gods did feel a prick, as if something had escaped from their inner being into the wider dream.


Blood Actions (1) may be used once more this turn. It must cause mortal death if used.
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micelus

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Re: Between the Rivers: Gods Adrift [IC]
« Reply #155 on: June 26, 2019, 06:50:32 am »

Messenger

34 And in that Time, and the Times after it, did the penultimate era did come to pass. Mewling droplets of the divine rain did fall upon the hardy sands, as it had before in the cycles future. In this time did they gain will and do as their divine being did engorge and will engorge.  But like rain come from the mortal sky, did this attract the attentions of the celestial peerage. For it is true and known in both prophecy and farmer's wisdom, that rain does bring bounty and those who seek it. 35 And so, did the corpse of great mother Tama come to bear the depredations of her siblings upon their lesser kin, as it will in time once more.

                                                                                  -The Summary of Creation, Verse 34-35


The gods awoke.

The Shattered Statue revived itself from the grogginess of decades' dreaming, to the sky and muck of Err once more. He (She?) did find itself somewhat under and amongst the currently flooded plains of the river where she (he?) did make camp. As had become routine, the memories of the most ancient land did once more come to her (him?), whispering their easily-given secrets.

The Six Tribes of Ulkai, so did the land say, did earn power and strength under the child lugal Murdus. For many years did the tribes act placid, keeping to their lands or performing small raids. It was in this time however, that the great Murdus did emerge from her obsession and ravings of  ritual and stone, ordering for the vast exaltation of The Greatest, and the enrichment of her own slaves.

Extracting from him a promise, the child lugal did make the subsoul Nusku suspend the holy task given by The Greatest, in order to pursue her own plans. Conflicted, having had to suborn his divine mandate before once even leaving Ulkai, he did ultimately obey. For after all, The Most Good had indeed told him to obey and in the end, he was still a slave by oath to the lugal.

With Nusku and his Eye made to obey, Murdus did prepare her people for war. Engaging them in mock battle and bloody festivals, she did make them brothers and sisters through ritual of scars and smoke, of bodily union and mental conjunction. Calling for the mass deforestation of the hills, and the mass collecting of stones, copper and other fine crafts of war were also enlisted from the Lugal of Flint. By the advice of his heavenly ghulams, did the King aid the Lugal of Stone and did levy from his vassals a great crafting of goods to feed their desire. Further, many a warrior did join the Six Tribes as spear brothers and sling sisters, augmenting the tribes force. In return, did the Six Tribes pay many years indemnity of food (for the men of Flint did still eat), hide and precious mineral. Consequently, many a tribesman formerly freed from having to eek out a life farming did now return to it, to pay for the Flint People's aid. Such had been ordained by the Child Lugal.

This preparation of course, did not catch the other tribes unaware. Knowing they did of Murdus' intention, and knowing most true that their fates would not be quick and painless natures, the tribes around Ulkai did band into coalition, as had the Six done so under Murdus' own direction. With taunt and joke, the coaliton did lambast the people of Ulkai as invaders and foreign pests who fed on men for sport. They did band together their heroes and their shamans, their children and their elders, their hunters and their warriors to stand against the Six. Attacked before her preparations were yet completed, the lugal still yet expected easy victory. Cackling in a maddened bronze-heart fashion, she did don her battle garments and did have herself painted in the blood of slave, of the blood of copper and of the blood of ochre. Armed with a three-pronged spear, she did single-handedly fight many engagements by her own and did rip and tear through enemy and foe with her mercury-devised dagger. Yet, she could not be everywhere and in time, even she became fatigued. Though the lugal could easily dispatch a hundred men, she could not due so if these men were all miles apart and staggered.

Nusku, for his part, did engage in the campaign in a more cunning fashion, taking with his person, small parties of tribesmen and conducting a sneaking-war into the villages of the enemy; looting what they could find. The people too, were taken to be used for other purposes. Those deemed useless were thusly made to stone by Nusku's Eye. Those war parties of the foe that did find Nusku, were similarly reduced to granite or microline as well. Of course, such a power took time to power and so, Nusku did prefer to use it sparingly. Many tribesmen did thus imitate the child war leader's tactics, deliberately avoiding the enemy to attack their villages instead. Horrible acts of war did occur there, forever scarring the survivors. Ultimately, these raids had a catastrophic effect on the morale and ability for the enemy tribes to make war.

Several however spoke unlovingly of such dishonourable tactics, preferring the Lugal's warrior courage. These differences would eventually give rise to two warrior societies amongst the Ulkai Tribes. The Society of the Wolf and the Lodge of the Marschow. Those who did prefer to attack where the enemies were weak, through cunning, witchery and trickery and sought to emulate Nusku's stratagem called themselves Sons of the Wolf (regardless of sex, to pay reverence to The Greatest). Those who did charge at the enemy where they were strong, cultivated warrior skill and sought to emulate Murdus' valour called themselves Daughters of the Marshcow (regardless of sex, to pay reverence to The Greatest). In both societies, joining was made limited by a feat of slaying; to slay a wolf for the former, and a marshcow for the latter. As a final requisite, each warrior would then don the creature's hide, to show their membership in the grand company they did choose.

In the end, it was a combination of these, as well as the aid of Flintborn mercenaries, who did ensure that the campaign was won. Many a tribe were driven off, fled or exterminated. Others, quite a bit more unfortunate (or perhaps fortunate, from the views of others), were captured and enslaved by Ulkai. These tribes were separated and divided amongst the Six as slaves, some eventually being integrated into the tribe as speartip-forced equals. Triumphant, Murdus did claim the conquered lands for Ulkai, allotting them to the Six Tribes at her own discretion. In praise of The Greatest for her victory, she did personally see to it that hundreds of the captured foe were sacrificed, their blood milked as they died slowly upon a plinth. Those bearing children still in their wombs were much favoured as sacrifices by the bloody-faced child, for their sacrifice was worth twice of any other. At least, she did accord to the lugal's own reasoning. Eventually, her bloody sacrament was done and with that, the lugal did rest and did let her people celebrate their victory.

In the years and days that followed, the Six Tribes of Ulkai did spread throughout their new territories, founding muchly new villages and homesteads. Away from the direct supervision of the obsessive lugal, they did slacken somewhat, finally given away from her immediate attention. Still loyal yet, they did dedicate themselves to crafts and the production of foodstuffs, in order to satisfy the pact with the Flintmen of the south. Others did patrol the borders, most especially the Marhcow Daughters and Wolf Sons, and did make paltry raids upon other tribes. In turn, they too were raided by foreign tribes. Some, riding horses and other beasts, did too infiltrate and cause devastation upon Ulkai. Though the warriors of Ulkai are fierce, none are as quick as the beasts.

In time, these new villages came to be dominated by strongmen who claimed leadership and as such, were responsible for directing resources back to the lugal's abode. This fostered a network of well-used paths and a need to travel quickly with great burden. Simple wheeled carts were eventually developed, fostering trade. Trade with the Flint Kingdom did also continue, although many villages were burdened with the necessity to produce great quantities of food. Many places were wiped clean of animal life. Those nearer to the river did have a simpler time, being able to engage in common agriculture, as well as receiving the brunt of Flint goods. Trade too, was established with the lumbering whalefolk of the far mountains, those who did worship many gods and bore great weapons of hardened tree and sharp feather. With them came exotic hide and ivory and gem. Apparently attracted by rumours of Ulkai's wealth and ferocity in their people, they had come to trade for warriors and slaves. This the lugal did authorise. With difficulty however, did they make the return trip to the distant mountains, for to return was to pass by hostile tribes.

In matters of technology, the people of Ulkai did garner better understanding of weapons, of metal, of mining and craft. Most especially, that of pottery and gems. Adopting the script of the Flintmen, Nusku encouraged the teaching of this memory magic, using it to more easily transfer information throughout Ulkai.

In matters of culture, it soon became practice for poetry to be made and it was held in high regard by all. It was considered best for a warrior to sing as well as kill and both warrior societies encouraged poetic learning. Indeed, poetry competitions became common and both societies saw each other not only at rivals of war, but also art. Shamans, who had so far held mainly minor positions in Ulkai, came to use rhythm and chant in their rituals, becoming known as bards and known for travelling the land in search for song. These they did combine with their knowledge of the otherworld in order to commune and grow strong.

While Ulkai grew and changed, the child-explorer Nusku (who so far was bereft of sapient parchment or lavender roughsack), was oft away from the country. Occasionally hunting elephants and forcing them to Ulkai (where they were used for purposes of labour as well as organic telegraph towers), Nusku spent much of the decades searching for fragments of the Greatest. To his great disappointment and astonishment, he could *not* find any in his travels. Not on the floodplains, not in the mountains, not amongst the people of the horse, palace, law, oasis, rivers or in the farther deserts. Not the pygmies, not the beasts of far Err, not even beyond Err. The child was quite obviously, depressed with his lack of results. Eventually however, he thought to enter the forbidden city of Err. To prepare, he did collect as much lore of the place as he could find, though he could not entreat with the ancients of the waterfall peoples who did harbour much knowledge of the place. With determination, he entered the outskirts of the city, beyond the senses of any god, and continued his quest to find pieces of his god. With him he brought a continent of Wolf Brothers, elephants, Flintish literates and craftsmen, Horse People scouts, Shipbuilders and even a few mantises persuaded by the opportunity to discover treasure for their mates. Since entering the ruins  six years ago, there has not been any word heard from the expedition. Murdus has been despondent since confirmation of his disappearance. Just recently however, the Eye of the Basilisk washed upon the riverbanks of Ulkai. When this was reported to the lugal, Murdus did send a few hundred into the city; none have yet returned.

In somewhat less dour tidings, the cults of other deities- most foreign ones- have appeared in the lands of Ulkai. The cult of Sarkyran and his ghulams have proven attractive to some. Others have turned to revering the gods Tala or Guar. All have some form of attraction. Some seek Sarkyran as benefactor of learning, Tala as a giver of natural bounty and law and Guar for safety (mainly, from the depredation of his chosen people). Murdus quickly concluded that such things were of course, counter to the teachings of The Greatest, and had them killed or otherwise made to flee. Of course, this was only reserved for those who would praise them above or equal to The Greatest. Some praise given to Sarkyran was not without merit, and even worshipers of the god were sometimes looked over and given some tolerance (as long as they praised The Greatest yet more). Of course, as is often the case, such policing of thought required that Murdus knew of such thoughts. This was not always possible.

1 Worship [1 Essence] (Six Great Tribes of Ulkai) added.
3 Essence (Source: Sapient Blood) added


Fu did awake upon the mountains far, far from her lands. Upon the slopes of Err, she did find herself not so distant from the windy peaks inhabited by hairy men and immense whales. Even here however, the lands whispered to her what had occurred in decades past.

The people of the River Palace Lugal had long taken to calling their land Anka, which they did borrow from the name oft used by the local tribes. Referring to themselves as Ankans, these loyal lugalmen did continue unswervingly in their devotion to the lugal. Gemegishkirihallat, for her part, did continue to rule in Fu's name. Buildings of prayer had been built of the native hardwood, as well as new defensive structures. The lugal, much afeared, had yet to give up the belief that those that had defeated her before would not attempt to take her realm again. Perhaps because of her focus on this, did she decide to entreat with the local tribes as friends and not foes. The local chiefs and kings of the shipbuilders and other tribes- who did call themselves en rather than lugal- were given boon of equality with Gemegishkirihallat, and she did thus unite their bloods with the union of her descendants. Further did she release from service many of those spirits she had acquired from her life north of the river. Now, she did call the spirits of the south bank and the river, for their zephyrs and auras were much more attuned to the lands she now did inhabit. Further, she called upon the guardian spirits of the shipbuilders (from which she had taken husbands and concubines) to aid her and her people. These spirits were ancient beings of the water and of the old arts of shipping, from when Err was inhabited by races long gone and governed by gods long dethroned. For peculiar reasoning, these had adopted the shipbuilders as their charges and in that time since, they had bestowed upon them guidance and knowledge. Now, they too swirled around the Spirit-Seeker lugal, for their destinies entwined with her's. At least, for now.

For her endeavour, the shipbuilders were much honoured and many did come to reside within the land of Anka, contributing their skills to the realm's burgeoning rivercraft. Canoes of reed, palm and softwood were now joined by larger and sturdier ships of cypress- kept together both by shipbuilder expertise as well as spirits jointed into the very being of the vessels. Though built with tools of stone and oddly strong copper (so did the shipbuilders say), these in truth were inadequate to keep these unnatural craft whole or congruent. Instead, spirits had been bargained and praised, induced to serve in the planks and knots of reed and metal.

Much help were these in gathering fish and yet other riverine resources. However, much greater were the paths of navigation opened by them. With these did the Ankans travel up and down the river Err and did make exploration and investigation of many lands. Some, perhaps many, did head to the northern bank. Here, they did discover, trade and raid. Seeing the old ruins of where they (or their fathers and mothers) had come from, there experienced many mixed feelings. Some slaves and freemen in that land, clearly of River Palace stock, were bought or brought to the south, to be with their people once more. Of course, many of these had long lost connection to that people and that god, now being little different from the horsemen who now inhabited those lands. That said, while the horsemen had been foes in the past, many did find little problem with trading with them. After all, they sold many fine hide and horn and milk and hair.

It was with the selfsame vessels that the Ankans did first make contact with many of the lost River Palace polities and did force them to submit once more to the lugal. Some did flee deeper into swamp or inland, whereas others did surrender once more. Forced into tribute, they did become lugalmen again. Soon, it became common sight to see the vessels going up and down the river, easing the trade of goods and information. In time did others learn the crafty artifice of Anka and the Shipbuilders, but not yet with the skill of those of lugal Gemegishkirihallat.

In the ways of bread and pastry did the people of Anka grow in skill (though not quite matching the gastronomers of the Lawful People), as well as in artwork and toolcraft. Perhaps aided by the shipbuilders, did the people of the ruined palace gain skill in making precise nails and tools for necessary tasks. With this relative prosperity did the lugal once more feel confident in the holding of frequent festivals.

People did also begin importing and growing lightroot en masse in this time, bringing the south into cultivation of the wonder plant. While many ens are skeptical or afeared of the plant yet, many do see the benefit of it and adopt it in a limited fashion.

Encouraged by the lugal, Ninsar did perform the commandments entrusted to her and did find disciples to entrust with magic. Though many failed to sprout with the so-called mana or gift of magic, handfuls did and became entwined with the power of water. Many were of  the shipbuilders, who while technically of Fuish denomination, did pay only lip service to the divine. Regardless, these foreigners were considered friends of the lugal and thus were they allowed to learn of Ninsar's methods of magic. As a result, these disciples did experiment and infuse the elements of water in their craft, building canoes and boats held together partially of water and with its properties. While enigmatic, such experiments did require constant maintenance, and thus did this order of magicians become entwined with that trade. Ninsar, for her part, allowed this direction her disciples did take to, continuing to teach them in-between her sanctification and  institution of  funerary rites throughout the land.

As a consequence of the Ankan mastery over the water, they did discover many new resources (to them at the very least) along the banks of the many lands. From this tribe, treebark like metal. From that tribe, cats with fur that incited dreams. From this village, a herb that engorged one's phallus. From that witch, a charm that cured desire for fish or lard. With all these goods, the Ankans were encouraged to take them for themselves- trading or fighting for them as each crew deigned fit. Indeed, many became proper merchants, building patrician mansions in Anka near the palace of the lugal herself.

Still, while the shipbuilders had benefited the realm greatly, some amongst the lugal's cohort trusted them not, or were perhaps jealous of them. Some of the populace too, found it odd or repulsive to share home and hearth with a people so different in culture, and ones who mainly venerated other spirits. While nothing more than the odd scuffle did take place, tensions were high in some regards.

In matters of spirituality, the people of Anka mainly did continue worshipping Fu, but also the guardian spirits of the Shipbuilders, to whom they owed much thanks. The worship of Tala to a degree too did spread, for she was now known as progenitor of the lightroot. Others too came to be known, such as the Statue (a creation or perhaps paramour of Sarkyran), Sarkyran (a cousin of Fu), Great Crab (an immense guardian of crabs and his chosen) and Dorhand (twin-soul god of the desert sands). Other spirits too, came to be heard of, though to a much lesser degree.

As for the Gladius Vaginae, it was granted to the Miko of Water. It did not make itself of much use and if it was capable of boredom, it would feel that for many a year. Though it had been granted a task, it lacked the abilities to carry this out. As such, it waited.

1 Worship [1CP] (Kingdom of Anka)

Basderieen awoke to find the oasis oddly emptied of basdreenin. Certainly there were some clans here and there, but not the number one would expect. Perhaps with some confusion did the deity feel that something awry had occurred. Of course, with the memory of the land stirring in him, did the badger-faced god know truth.

In decades past, the three strongest clans were approached by representatives of the Mishtraqchi, who did gift them knowledge and warning of events to come. Alarmingly, Basderieen could not hear what this was; from the mouths of these foreign people came no sound. Their lips did move and their tongues did flap, but not one word was heard or sounded. And yet, in the memories of old, the badger-faced people seemed to understand what the foreigners had told them. On the selfsame night, they did come together and did discuss the revelations. It was decided that the people would need to spread out across the sands, to find new home or wander more to prepare for the age to come.

Those that remained at the oasis were mainly of the weaker clans, though the Fist of the Badger did remain amongst them. Here, they continued the lifestyle they had lived since their creation. Far from the oasis did Basderieen feel echoes of the stronger clans, living a nomad's life. Surviving on oasises and the desert life they did find, they travelled the sands. Perhaps due to the nature of the divine being, their nomadic life and small numbers did make it difficult to exert true influence over their environs or themselves.

Of the three bloodlines, only that of Allwissendes Auge remained at the oasis. As expected, the title had passed to a daughter, who had continued to keep the gift. Her clan was the strongest of the oasis and were the de facto ruling clan. According to the elders of the clan, the other strong clans had been warned of auspicious omens, that the elders of the world would rise and that a time of hardship would come. The sands would part, the rivers would dry, the mountains would shake and the people would die. Still, there was prosperity in the events to come and that the basdreenin did have position to attempt to claim it.

According to the memories, the Mishtraqchi continued to visit the oasis and do as they did before. The Mishtraqchi came and did come with goods, but also tablets of hardened clay on which enscribed were lines and shapes in ordered patterns. This script they did recite poetry and tales from, which they did teach to the local basdreenin.

Metalhand did awake, to the watch of Stoneye. Firstly, did the bird recite the genealogy of his chicks, as well as the chicks he had personally bred in the last half-century. He did seem most proud of himself.

According to the bird, as well as the memories of the land, the tribe of the Door and Hammer- the lengthy name now having mutated into the much shorter Durham- had continued to flourish. As always, the disciples of Du-Ur had continued to exalt in the teachings of the fleeting god, who had long become estranged from the people. As mortals are wont to do, their beliefs on what the eastern god had done and had commanded had evolved and changed. Many, including the tribal leader Asteriskasteriskasterisk, had experienced visions of Du-Ur  in the last few years and were now of the belief that the door god was now forever gone from the realm of the living. Now, he did reside in the land of the dead, there in the land of the dark and forgotten. And so, did they weep in the god's memory, for while only Asteriskasteriskasterisk lived to recall his countenance, the consequences of his actions had shaped and reverberated until the present day. And so, the people no longer worship Du-Ur as a living god with worth of prayer, but as a memory worth of veneration. Small idols of the god, now once used as votive offerings or foci of worship, became memorials of the once-living god. Prayers are given yet, but ones not intended to be answered; only a thanks for previous aid rendered. Further, with the deity's recognised death, the people did begin to honour his memory annually, in great public mourning and great public celebration. For as the saying had come to be said, as one door closes, so does another open.

Perhaps because of the god's death, did the people redouble their efforts to worship Metalhand. The articulation of prayers and thanks once reserved for the planning-god became directed at the acting-god. In other matters, the cult of Metalhand  did differ little. As had been true before, people gave thanks and did pray to the god when needed or when custom dictated it so. However, it had come to pass that certain families did become involved with ritual duty. For various reasons, these bloodlines did have entrusted in them the right to lead prayer, to give sacrifice and to tend the groves of the crafting god. Most were craftsmen of one sort or another- although never once a mason. Masons, verily so, were associated with the dead god Du-Ur. With this prestige, such families became known as 'priests', and such families were called as lak-clans, for such was the word for prayer leader in the tongue of the oasis. The patriarchs (or sometimes matriarchs) did oft adorn themselves with fetish and imitation of the living god- necklaces of metal hands or black wigs of copper.

As had been the culmination of previous years, the various craft families did become the main influence in Durham's politics, truly outshining all else. Indeed, there too came to be a slight stratification of prestige, in which some forms of crafting were considered more noble than others. Smiths of copper and masons did currently hold the most sway-Asteriskasteriskasterisk's own clan(a lak-clan by honor, for they held high position at the dead-god's council) oft held the decisive force. The late ruler Zapharia, who had passed perhaps 14 years before Metalhand's current awakening, had attempted to balance the influences of the various clans and had been mainly successful. Not once had the clans come to blows, always arguing their cases in council or otherwise. Asteriskasteriskasterisk had continued the same policy, although his sullenness at his god's death has pushed him into a terrible depression, leaving much to his fellows in the council.

The selfsame council had seen the trader clans of the oasis humbled and did carefully leash them- ensuring that their wealth or power did not get so great as to threaten the artisan clans. Descendants of the traders and explorers of the tribe's past, these people had been the ones to create (or at least discover) the markets in which the oasis now found customers in, or suppliers. It had always been in the ruling clans' advantage to keep relations like this and the traders as merely intermediaries in such dealings. This, the traders did chafe at and something which many of their number do wish to subvert. It was perhaps, the events of the last awakening that did contribute to their recent chances at gaining influence.

When the whales of the northern mountains did send twenty of their own as sacrifice to the gods of the oasis as repentance for raid given, it had been the idea of the trader Udrelazzar who did suggest that their sacrifice be given in lifelong service to the servants of the gods' people. With loops of the tongue and great intellect, Udrelazzar did convince both council and the whales to permit such interpretation. Further, perhaps risking all his reputation and manner, Udrelazzar did attempt to ask that such slaves did give service by protecting those that they (or their blood) had diminished. These, the wily trader did reason, were the traders. For after all, it was the trade of the Fuorilings and the Oasis that had been most inconvenienced, and the traders who had first experienced the bash of the whalsh club and the humiliation of whalsh slavery. This did cause much flurry in council and much wagging of tongues, but eventually, Zapharia did permit such a thing and so far, the council has honoured that decision. In the time since that decision, the whales (and their descendants) have served as bodyguard and cargo carrier. Further, they serve to strengthen the ties between the whales and the oasis, for they speak the tongues of the north and know its custom- enhancing the traders' influence in such affairs. With an awakening's time to let such a situation stew, now the traders do have position and network to claim influence over the trade routes. Friendly disposition from some northerly tribes, too, have not gone unnoticed. There is too, in whispers, an underlying fear that the physical might of some of the trader clans may allow them the opportunity to coup the council. Fears that the whalsh of the north may see it fit to put their friends in rulership (and perhaps acquire advantage in way of the oasis trade) may'st also have an affect on public belief. Currently however, there is seemingly no threat of outright war. The oasis clans barely did fight one another in the time of Zapharia, and not once in the 14 years since her passing.

In less political matters, technique and technology did advance and change. Now using more precise and better methods, as well as tools, the artifice of the oasis did enhance. However, it soon did become much apparent that the oasis itself, while a fine place to live, was a poorly place to manufacture. Many a family and clan did thus, emigrate to places with better resource for their needs. Some left the bounds of Durham entirely, whilst others made for the growing mountain outposts established by the lak-clan of Asteriskasteriskasterisk. Whilst conflicts did erupt with local peoples, these were dusted over with application of force and gifts. This did thus decentralise the clan, but did also allow for the growth of many styles. Others, less connected to their roots, did travel to farther places (such as the lands of the Lawful People) and did bring their artifice there. In this way, the culture of Durham did spread and take root elsewhere, as well as the worship of the twin gods.

While the trade clans and the craft clans did continue the game of power and rule, the fewer and less important grower clans did continue to exist. With the gift of Penance, the farmers were thus able to foster the growth of yet more herbs and delectable crops for the enjoyment of their fellows, as well as for trade. Seemingly, this did work. Perhaps, on an unrelated matter, people did report an uptick in cases of unforeseen laceration in the period since the last awakening.

Though the people of Durham did enjoy the patronship of Metalhand yet, the establishment of trade and the easing of travel did open up the people to the idea of foreign gods. To the north came the cult of Bloody (But Bountiful) Midan, lord of mountain, whalsh and fertility. From the south, Tala, lady of goodly law and the great crop lighroot. From farther yet, Guar, lord of the plains,trees and horse; spiller of blood and planter of life. More miserly spirits, far less in influence, too were introduced to the people. The Great Crab became rumoured to live upon the salt isles of the great river, and farther yet was the god-lugal of Mirth; Gemegishkirihallat, who herself did kowtow to another. Other did speak of legendary Err, the abomination of society, the land called a 'city'. On that dreaded isle whole peoples did disappear and within did lurk monster and ancient lore, as well as great bounty. Of course, to the vast majority of Durhamites, much of this was but foreign tall-tales, something travellers did make to pass the time and trick the goodly people of the oasis.

1 Worship [1 CP] (Durhamites)
1 Worship [1 DP] (Durhamites)


Shelldon rose from the muck of the island swamps like a wasp emerging from its caterpillar mother-host, shaking mud and vegetation over and under. The earth did shake and the trees did bow, for the ruler of crabs did come to awaken. Or rather, thus would it be had Shelldon not been the size of a small and insignificant coconut crab. Instead, the diminutive god of the pygmies did cause a small ripple and did shake loose some pebbles and most finally did inconvenience slightly some reeds.

The kindly memory whispers of Shelldon's isle did enter the thoughts of the crab god and did educate the deity on what had occurred since the last rise. In ages past, the island of the pygmies, and the surrounding environs, had been muchly isolated from the lands of the tall folk. This did change in recency, with the coming of the water-drawn vessels. Great contraptions of wood, reed and spirit, these terrifying artificial monstrosities did come to the isles and did explore and did mingle with the local people. For many pygmies, and the honestly few taller folk of the isles, the sighting of these boats were a great spectacle. To some, it was an omen (of both ill and good). To others, an object of wonder. To the cynical, the sign of invaders. Even-oddly were the passengers; people of Anka, representatives of the "One Lugal and Hundred Ens" who did speak much finely about 'trade' and 'friendship' and some blathering about 'Fu'. Of course, this was met by much pleasure by many, for muchly did the passengers give of gifts. Odd implements of copper and tin, bread and the mythical litroot (amongst others). Forsoothly, many a voyager did thus visit the isles in later seasons and years, bringing trade and their own peoples to establish 'trade posts' or 'jetties'. Had a few fools not perhaps steamed a many newborn crabs under protection of the Tribe of the Crab, muchly would this prosperous relationship continue. Furious (and much afeared of the Great Crab), Aea and her tribe did quickly demand their lives as repentance; something quickly refused. In retaliation, Aea did most quickly slaughter the visitors and take their goods for the love (and continued tolerance) of the Great Crab. As for the vessels, though Aea did not know how to use or make such contraptions, did think it prudent yet to keep them. The spirits, while complicit with their crew, could not stop their sacrilege. By great luck, another member of the Tribe did think great things. A man named Almdra did come up with the idea of offering up soul and body of the crew to reconstruct the memory of the ancestral crabs, from which all crabs (and by extension, the tribe) did originate from. With much solemn chant and effort and blood did he and his fellow shamans did summon the idea-spirit of the ancestors, who was thus convinced to dominate watery spirits of Ankan' descent. Invading the spirit-fundament of the vessels, it did make itself lord and master over the aqueous vapours and did make them slave-minded. With success thus, the Tribe of the Crab did dominate other vessels, converting them their loyalties from that of the water to that of the crab. With a communion of thought, the crab fetishists of the tribe could now direct the vessel, placating the spirits within through their crustacean bond. Through later study and imitation did the Crab Tribe come to recreate some techniques of the Shipbuilders. Though yet lacking in tools and material to reach their heights, the command of the vessels did allow the Crab Tribe to discover and exploit yet more of the world.

Though this was a great opportunity for the Tribe, the tribe was at its core, very much an insular one. In truth, the people had very limited desire to expand or explore, seeking only to maintain their life and placate the Great Tribe. Already, the surrounding tribes and clans had already been made to kowtow and made to obey the ritual taboos of the tribe, as well as sometimes participate in the placation of the Crab. Thus, the vessels they did take from the Ankans were rarely used,  save for festival or the caretaking of the crabs. Indeed, oft did the Tribe have to hide their stolen boats from the sight of yet other Ankans who came to trade, unawares of what had occurred in previous times.

This said, it did become apparent, that the crab magic of the tribe did become much potent, capable of casting a much wider variety of crab-based spells and muchly dominating the environs surrounding through them. Indeed, the lands of the Tribe were becoming inherently crabby, drawing in more of the creatures to the land, some even from the great salt-river in the direction of the rising sun.

In matters of technology, the pygmy tribe of the Crab did little to progress, being already dominant over its surrounding neighbours and having no need to expand or cultivate a particular advancement. They did however, acquire muchly in forms of tools or otherwise from the Ankan visitors.

Through greater exposure to the world, knowledge of other worldly spirits of significance did come to be known. The god-lugal Gemisherllat, patron deity of Anka, was known well, and her protector Fu was known thusly. The Good Brethren of the Waters, regal and ancient guardians of shipbuilders, became muchly known. Tales of Tala, Lady of Litroot and Slavery, did come too. Even more exotic gods such as Horseman, the giant crystalline horse-man, or Metaldur, twin-spirit god of crafts and sand, did come to be spoken about.

Shelldon: 1 Worship [1DP] (Crab Tribe) added


Du-Ur

A spirit most powerful moved its hinges one last time, lead away to the deeper realms by a friendly goddess. As he begins the long journey, he leaves some of his followers with one final tenet:

"Also, close your doors at night, lest drunkards walk in"

Du-Ur has been struck down!


« Last Edit: July 08, 2019, 06:18:24 am by micelus »
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micelus

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Re: Between the Rivers: Gods Adrift [IC]
« Reply #156 on: June 26, 2019, 06:52:03 am »

Midan

The Midan did arise- perhaps. Perhaps it did still remain in torpor in a dream-like state, yet still receiving the whispers of its fair land's greetings.

In decades past, the Midan's beloved Fire-Marked did indeed make pilgrimage over a many the mountains and amongst a many tribe. He did abase himself at the feet of the lowest of the tribe and did elevate the clans that did make trade. Going farther, he did make journey to foreign tribe and did make trade in the name of Midan- offering the goods of the mountains to those who would make goodly trade. Other tribes of whale, as well as human, were made friendly or otherwise not conquered as before. Though of course, some were; such was the truth of the Volcano. Others did thus emulate the Fire-Marked for his humbleness and rejection of recalcitrance and thus did make merry with the foreign and exotic. Though previously done verily in ages past, these new pilgrims did do the most queer of acts by arranging happy times with those of the foreigner, without first kidnapping them and silencing their kin. Thus were the first of many arranged marriages (or otherwise) developed between the tribes.

Whilst first these acts had been done as a form of piety, it soon did become an useful tool for the tribe. Ensuring much peace between tribes, it did bring about the opening of trade routes and exchange of ideas, as well as allowing the Volcano Tribe to extract dithering amounts of tribute from these tribes- or sometimes the reverse. This did enrich the clans as well as foster much friendship. Further, this did most interestingly, reduce the frequency of aberrant disorders amongst some clans. With far less copulation between siblings or parents or otherwise due to the union of tribewhales and foreign whales, it did become more common to see whales with heartier hail or otherwise. Humans of course, followed suit and did make much marriages with the other tribes.

On the matter of the oasis people, who had come to call themselves Durhamites, the clans of the Volcano Tribe were currently of one mind. As Midan had rebuked the Father Above for them, so must the tribe thus praise and give warmest affections to the people of the oasis. They did thus give a sacrifice of twenty of the tribe, fully expecting their souls quickly offered to the twin gods Metalhand and Du-Ur. Shockingly, a trader named Udrelazzar  did make argument that a sacrifice of life was too savage, and that they were of better use as slaves. This was found to be muchly agreeable to the people of the oasis and thus did they become enslaved. In decades since, their population has grown and muchly loyal they are to their trade-clan masters. Indeed, the Volcano Tribe has found much prosperity in selling slaves captured in raids or young excess children of the tribe to them. Not only enriching the clans, but also currying favour with the people of the oasis. This, they did think, would please the Midan greatly.

Other relationships with the Durhamites were also formed in the way of concubinage and marriage. Though frightening to the locals of the oasis, the promise of trade and blood tie with a powerful tribe did attract the ambitions of some oasis-dwellers. So thusly did they arrange marriage between their sons and daughters and members of the Volcano whales. Or sometimes, humans. Many of these innovative clans were of trader stock and thusly did strengthen their own position amongst the oasis. Through these blood bonds, the Volcano Tribe were thus involved in the intrigues of Durham and thusly supported their in-laws most graciously.

Resulting from these mismatched breedings, and previous ones, the Fireborn were seen as beloved by Midan, even more than one would expect. The Fireborn abominations had been told to breed between themselves, and so did they. By great genius perhaps, they had come up with the idea of lineages and had thusly grouped themselves under different names. Though one individual may be a 'Fanling' or 'Drosding' clansman, this was quite separate from their lineage. These servu bloodlines- the word for 'closed'- were used to dictate, organise and communicate the reproductions of the Fireborn as well as divy up spheres of responsibilities. These priest clans were thusly given jurisdiction over different geographical areas- parishes of fire and phalli. Shamans for the most part, fireborn did thus commune with spirits and did thus work with the Gut Fetishism of old, as well as discovering new ones. The ritual of the strangled fire was expanded in order to produce small braziers in shape and form of the primal volcano- that which was Midan's residence. Volcanoes in minature, these became foci of the shaman's power as well as an object of worship during ritual and prayer for the whole of the clan.

Whilst in matters spiritual did the people of the Tribe progress, their mastery of the earth-bounty had slowed. In the last awakening of the gods, Midan had made and granted the Excellent Hammer of the Craftsbro to the best of the tribe's crafters. Most unfortunately, this had been stolen from the tribe by a raid of enemy whales. In the dead of night, the clan of Walofings were attacked. A tribe from the south, with their human thrall warriors, did steal, burn and pleasure, taking the Hammer with them. Indeed, the Hammer had come to be most useful for them, aiding that tribe in their trade of stone art as well as construction of cave homes. Thusly boosted were their ways of statue-making, that they had imported several to the plain-living tribes of the most far 'Ulkai', who in return traded them their ferocious half-human half-cow/wolf knights.

Plodding Felly in these years had spent much time in establishing more settlements and more clans to populate them. Whilst many were created from his loins, some were also made to convert to the worship of Midan. However, this he did stop after he had heard of the Craftbro Hammer's theft by the foreign tribe. In the ten years since, Felly had pursued a raiding campaign against the whales of the Piercing Feather tribe, though this was muchly made difficult due to the great defences of the enemy and their mastery over plastik crafting. Whilst the sleeping-fire obsidian of the Midan's providence was most powerful, it was most resource consuming to produce. If rumours did tell few lies, the Piercing Feathers did directly mine their plastik from beneath their holds and indeed, was the catalyst for their cave-homes. Whilst Felly did fear that the reclamation of the Hammer would take a great deal of time, he did thus resolve to retake it. In the meantime, he would raid what he could and fornicate freely. Perhaps as a result of desiring to break the defenses of the Piercing Feathers did he craft the first covered battering rams and simple, very very simple trebuchets.

In terms of other gods, the Tribe did thusly expand their spiritual network by hearing of the Statue, Of Zark Flint-King, of Talvo of the Loitrout, the Guagua Snake and the Fair Lady Gem. Some did of course, hear of more miserly deities, such as Fu or the Fair Brothers of the Great Stream.




1 Worship [1 CP] (Volcano Tribes)
2 Essence (Source: Sapient Blood) added


Kakkabum...

Has entered Torpor!


Tala emerged from the dream,  an Idol of stone and love. In her forms, the memories of the lands did quickly hither to her, like lodestone unthwarted.

The Lawful People, or perhaps the world, had changed significantly in the time of dreaming. As before, the people did look to the chiefs for rule and to the lawgivers for guidance. Shamans did deal with matters spiritual, and all else were done by the common people. Or perhaps, this was the case for those up'n the westerly banks. Upon the east, queer development did take place. Taken as affinity of Innol, those hamlets and clans did forsooth take to the advice and guidance of the lawgiver Diwata. She did, in much passings, encourage the rule not of hereditary or elected chiefs, but of those who would pass law and carry it out; the lawgivers. For thusly did the peoples of the east bank did over time (through debate, intrigue or skullduggery) come to be lead by disciples of the Innolian First Chosen of Tala. To the people across the river deeps, this was an oddity and did cause debate. One who carried out law did not rule, but guide. This queer act of Innol was seen with some suspicion and did result in a fastidious series of litigation amongst the law-circuits of the People. Dirugulatl did act as embassy and did relay such concern muchly to the lady of the Konseil, who did sing and dance diddly rhymes of legal fecundity and pedantry. Eventually however, it came thusly that the decision was as following; there was no law against the rule of lawgivers nor sufficient evidence that foul play had occurred to come about the outcome that was the lawgiver-rule.

This of course, was a source of tension. The New Laws of Justice, such was the title given to the last outburst of Tala's teachings, did state muchly about the common good and that to damage that was to invite punishment. And so did many a warrior did take up arm and did attempt to cross the rivers deep and did try to capture or kill those heretics of Innol far. Some preached against this, warning them this was foolishness, but it was the minor aspect Moska who did calm most of them- for she did remind them of the sleeping goddess herself, along'st with the positive vibes. Even so, a few bands did cross and did thusly make attempted arrest of the Innol lawgiver heretics, who did resist with gusto. By queerness unexplained did the lawgivers have them captured and sent back, some lacking eyes or hands. Such was the established punishment for the unremorseful assaul of lawgivers.

Of course, many petty would-be "rescuers of the goddess' law" would attempt to reverse the Innol deputation, nearly always being forced back with or without their eyes or hands. Over time, these did lessen, although did perhaps contribute to a true disruption in the state of affairs. True, both sides of the river deep were of the Lawful People, but it was verily true that there were now irreconcilable differences between the two groups. Allies of Innol, the eastern bank clans did come to divide the lands into jurisdictions of lawgivers. These did come to be known as Lawyeries, with each lawgiver a lawyer-in-rule. Or simple, a lawyer. These were de facto in subservience to the lawyery of Innol, though there was no official law or oath giving such lands over to Innol control. Innol itself boomed under the auspices of Diwata, becoming a small town in comparative size to great Ulkai, the River Palace Complex of Anka or the combined walled townships of Durham. Absolutely covered in lightroot, the town was nearly all green, being wall-to-wall covered in the life-giving plant. Around these plants were the shapes of buildings and statues and stalls. Within and around these, did the citizens of Innol did live and did thrive, feeding off the positive vibes of the ever-present lightroot. Though built for reasons mainly spiritual, Innol, under the advice of spiritly council, did come to become a centre of enkmen craft. Though only temporarily solid in cold temperatures, the people of Innol had devised ingenious, but alien, works of architecture that did maintain coldness- allowing for the maintenance of the material. These did become the material of luxury for many, and those from Innol did harbour this secret well-only building such structures for others at quite obscene price. This did allow for the creation of water-like statues, figurines, weapons or even paintings.


Those on the western bank did continue the old tradition, with the people organised by tribe and ruled by their old chiefs. Despite this political shake-up, the People were still of one ethnicity and muchly unified in the overarching belief of law's upholding and the delivery of equalness. In contrast to the Innolites, the peoples of the west did limit their use of lightroot, halfwise out of Tala's teachings and halfwise due to impracticality. These people did tend to gardens of herbs and other crops, some tasty while others were not. The bread-plant was quite known as not being all that good, without much much much preparation. Of course, it was also these same clans that did receive much of worldly traffic, intercepting traders from Durham and even farther afield, who did bring with them finery of craft and exotic goods. In return for fish, mineral and other local goods, did the people trade with the foreigners and their gigantic monstrous whale friend-spouse-lover-mules.

Not all visitors were as amiable, with the horsemen of the plains often raiding the Lawful People. After much terror and loss of life and goods, the people did begin to arm themselves as militia or construct fortifications. Expertise from Durham, son of the door god's prophet, did come and for fees quite high and continuous, did teach many the secrets of a many defence. Even so, the increasing raids of the horsemen in recent decades did cause much fright and anxiety amongst the Lawful People. For all their goodness and law, they were not a people of warrior- especially compared to those with six limbs. Desperation however won over nature and did result in the creation of better shields, spears, slings and bows. Both loyal champions of Tala, though blessed in the manner of speaking, were incapable warriors or warleaders. Indeed, parlay simply resulted in the offering of regressive and unacceptable offers of thralldom- and subservient worship of the Blood God! This was out of the question. Moska, for her part, did try and appeal to the alien warriors' sense of goodness and mercy and benovelence- fair words that did nought but earn her an arrow in the chest. Luckily, plants like lightroot did suffer little from such things.

It was with luck then that Diwata did herself leave Innol at the head of the many husks she did make. In the years since her separation from Tala, Diwata had thusly created perpetual husks. While truthily she did skirt to the spirit and letter of law, husking criminals and then freeing them at the end of their service, she did also experiment in another method. In this time of Err, unwanted children were dealt with as infants, via exposure in most cases. There was nothing seen-wrong by this by most; it was simply the removal of something not wanted and without a mind yet to suffer from it. Diwata did find this wasteful and came up with another use for such cast-offs. She instead, husked them and raised them to maturity, beings that never utilised their body truly and were always at the call of their linked master. This caused a great increase in the numbers of husks, each chaperoned or controlled afar by a shaman master. These Diwata did arm with bow, spear, dagger and sling and did thusly cross en-masse across the river deep and did thus fortify the positions of her beleaguered kin. In the years since, the people of the west have not suffered nearly as awful the losses as they did previously. For this, they were much thankful, if disapproving of Diwata's...creations...and further shows of lugalship. Though seemingly not a tyrant, the people of law recognised no universal ruler, no lugal and this garrisoning of husks throughout the realm was seen most suspiciously.

For now however, Diwata did not dictate law or enact policy in the west, only requesting that the people feed the husk garrisons to ensure the safety of their clans. For while the people could sustain themselves with lightroot, husks could not. Lacking soul or emotion to form bonds with the magical plant, they could not thusly devour the vibes given off from the plant. This most did do; those who did not found the husks gone from their lands to thither knows where.

In matters technological, the Lawful People did greaten their mastery over weaponry and craft, even capturing some horses from the horsemen and taking them for their own. These, or their descendants, now did serve as mounts or aided in agriculture or other industrious works. As would be expected, the culinary arts of the People did expand, especially with the opening of trade routes to Durham, Anka and beyond. Small, juvenile crabs from the pygmy islands were most popular and most expensive- quite difficult to take due to the hostility of the locals to such an idea. Herbs, many local, were muchly cultivated, ever expanding with new desert or mountain plants. It was thus that many a people did come to here of the Lawful Peoples' foodcraft and did come to call their greatest culinary masters gastronomers. Even some of the shamans of the People have begun experimenting with taste-based rituals- some more successful than others. The failed eel-eye soup rite has been made illegal in most lawyeries and clans. Still, Lawful is quickly become a byword for Delicious, and this do the People take pride in.

In matters cultural, the People have continued to diversify their pictograms-which has now come to be used in Durham and by other tribes around them. Many of these involve food, but also have second meanings- so as to simplify the number of pictures one must learn.

In matters spiritual, the Lawful People have come to hear of Du-Ur and Metalhand; the gods of Durham. Guar, the Blood God, is most feared for his people as well. The Great Crab is known to inhabit amongst the dwarfs of the south, though most wonder what it tastes like rather than the powers it holds. Fu, and the goddess-lugal Jemesh, are known to be patrons of Anka, as well as the Good Fellows of the Waters. Milo, God of Fecundity and Earth-Blood, is known to inhabit the far north of Durham and is serviced by whales. Other spirits too circulate in the minds of the Lawful People, especially amongst the lawyeries. Ashburigal, spirit of boredom, is well known. So too are Fejech-Throne, servant of royals, Ravash, cast-out son of death-guide and Kanty, jovial brother of the river cycle.

On another note, materials requested by Tala have been delivered to her idol. These include a few tonnes of granite, a storyteller, a farmer and a poet of Ulkai. Though spears had been requested, these were seemingly re-taken to defend against raiders.

1 Worship [1 DP] (Lawful People)


Vulpes Grande did smell the scent of the desert dew, scant in the air as it was. The sprites of memory, though few in number and slow to act, did spill upon Vulpes their cacophony of whispers. To perhaps the spirit's amusement or despair, or perhaps another iota of emotive response, he found his realm with but a trifling amount of foxes- less than a 40 in total. The memories of the land did show that various factors led to this.

The blood-berries took far too long to bear food, too long to sustain a large permanent population. Knowing this, the foxes did compete for territorial control over the area and did force others to flee to the deserts and continue the life of the traditional fox. Though now granted the gift of sapience, the foxes were woefully unprepared to figure out how to excite the growth of yet more bushes. Many failed attempts did see the destruction of several bushes, or at least the visible portions or perhaps but the fruit. Coupled with the fact that the foxes lacked a culture or much of a reason to linger, many did not see a problem with returning to what they had done before- travelling the dunes in search of nourishment and shelter. This lifestyle, whilst favourable to the foxes' natural adaptations, is not at all convenient to the rise of a spirit's influence.

This all said, the 40 or so foxes still   within the vicinity of Vulpe's realm are most alarmed by the being that did arise. For it had been many a generation since the spirit's last arrival; more than ten or so. What system of communication the foxes used had resulted in much forgetting of the past events, fully delivering Vulpe's memory into the shadow of a myth.

Forgotten Myth of Ascendance (Foxes) Attained

Sarkyran's great azure stone once more, grazed the realm of the Flintish people, who had muchly developed in the decades since the last awakening of the jovial immortal. The dainty whispering winds that did bow and greet the divine did give unto the great spirit knowledge of the land.

The great majority of the Flintish clans did make travel to the site of Sarkyran's great fountain and did quench thustly thirst from its slightly tinted waters. By this did many exhibit very slight changes to their flesh, though nothing noticeable. In their children were earned slightly less slight blessings of Sarkyran; flesh greatened in mind and strength, but also tinged of the faintest blue. In time perhaps, their children were too born and so exhibited an intensity of the fountain's blessing, and were born of deeper hues. So too did their hair and ears take shape and hue desired by the Flintish god, though as of yet, a full transformation had yet to occur.

Despite the gradual shift away from their base humanity, the Flintmen did continue life as they had before. Small advances here and there, taking on the crafting of yet more of the earth's bounty, be they mineral or plant or animal or otherwise. Other metals, such as the twins of lead and sweet-ore (distinguishable quickly only by the scent given off by the latter), came into the acceptance of craftsmen. So too did cedar gain the trust of builders and carvers, as they were wont to do. In terms of agriculture, the Flintmen farmed as they had before, although oft received new foodstuffs from their friends in Ulaki, who did toil greatly to repay debts and trade for Flintish goods. Flint itself, whilst the cornerstone of culture, did more-and-more find itself in more ceremonial use, even if it was still used in some quantity for the manufacture of weapons. In truth, obsidian and plastik from the far mountains beyond Ulkai were seen as finer materials for weaponry and indeed, were much sought.

In terms of culture, did the Flintish peoples did uplift themselves from baser humanity and did reach for new sophistication. The pictograms of Flint, used muchly in the last century, had now been transplanted to a many a tribe and realm, being of much use in the tribes of Ulkai or the kingdoms on the southern banks of the river Err. So too did grow the the stories and tales told by elder and entertainer, as Flintish people did return from trade with the outside world, or from service as mercenaries. Most especially, from the camps of Ulkai campaigns. From these same campaigns came the poetry traditions of Ulkai, with their stanza structure and rhythm muchly influencing the singmaking of the kingdom. Further, these mercenaries brought with them the warrior societies of their hosts, which did result in the opening of Flintish chapters of the warrior societies. Though nominally, and probably truthfully, worshippers of Sarkyran, most maintained the traditions of their new societies- including the taking on of the society's gender. This did cause much bemusement, confusion and disgust, for many did come to see the societies as foreign exoticisms and something quite apart from traditional society. While Ulkai were friends of the kingdom, they were still alien and foreign. To take membership in the warrior societies was to mark oneself as outcast or eccentric. Thusly, many amongst the societies did perform sacrilege by worshipping not only Sarkyran, but the Statue as well. Not as a lesser spirit, but as co-equals. As a result of discrimination, these societies mainly operated only in the open in places muchly visited by Ulkaimen or in isolated areas. In other places, the societies did operate with greater secrecy.

Of course, at the same time, these selfsame warriors were valued for they made up much of the kingdom's veteran warriors and their displeasure of their status did make question of Jus. Jus, ruminating on the issue, did finally make her judgement. To worship any being as co-equal or superior to Sarkyran was a crime. However, Ulkai and their deity were friends of the kingdom and sanctioned by Sarkyran. Furthermore, the societies had not performed any great crime besides this blasphemy and did themselves remain loyal to the realm in all other regards. Stating these things and other factors, Jus came to the decision that the societies were exempted by these laws by the virtue of the fact that they were not followers of Sarkyran. Nor were they foreigners who were to be eradicated nor were they Ulakimen, who were allies. Based on these, Jus decided that members of these societies were instead, their own sovereign tribes that were vassalised to the lugal of Flint. To Jus, this solved every problem involved in the dispute; members of a society would no longer be thought of as Flintish, but as foreigners serving the king of Flint. Regardless of the peculiarities of this decision, all were forced to accept the decision on the pain of death. This was, for the greater part, heeded.

As a result of this, the royal of the realm did thusly gain a force nominally loyal to them. The lugal at the time, a woman named Eldrizal, did then use this force to greaten her authority over the tribes of Flint, who were at the time, quite independent of the lugal. This was met by much resistance, leading to the migration of some tribes out of Flint, or otherwise resulting in violent conflict- the authority of Jus did little to soothe the independent-mindedness of the Flintish chiefs. Of what remained of the Flintish tribes, all submitted to Eldrizal's sovereignty. This did thus, allow her to exercise greater control, leading to the construction of a palace, the fortification of its grounds and a greater efficiency in the bringing in of tribute. Resulting from this, a culture of art and craftmanship did blossom at Eldrizal's palace, for much did she spend to maintain this aura of beauty. Of course, by the time of Eldrizal's death, this had expanded into becoming centre of the arts and did thusly support a great population of artists. Her death, too, saw the lugal replaced by a weaker (if good-hearted) lugal, who was not able to reign in (nor desire) the tribes under him. This lead to the return of some tribes to the Flintish fold.

Despite the current lugal's laxness, Eldrizal in her time, had been muchly successful in clearing the fens of the heretics and heathens, killing them by the hundred and forcing the few survivors to drown in the river Err or flee far beyond. A few infants were spared, raised as Flintish tribesmen, while weaker-willed women and men were taken as thralls and concubines. Oddly, many of those taken captive died in the ensuing months, mainly due to the bloodthirst of their new owners. Of the snakes, apparently beings of worship to the heathens, many were made to flee or destroyed by the shamans of flint, the most powerful of whom bore the Bow of Banishing. Having cleared the fens, the exterminators did discover a clutch of husks and bloated bodies in the bogs; infested with ethereal eggs of dark nature. Too complex to study, these were destroyed upon discovery.

In matters spiritual, Flint did advance. By Jus' decree, the various families had performed prayer and ritual in observance of Sarkyran's own commandments. Small blocks of rock, either painted blue or made of the much rarer and far more beloved lapis lazuli (considered the most worthy and most glorious and most beautiful of the earth's riches), became idols of worship and were found in the houses and public spaces. The priests taught and created by Jus did muchly to eradicate alien thought from the goodly minds of their fellows, saying horrible things of the foreign gods. Of Talan came gluttony and laziness and lightroot was its accursed contribution. Of Gar came the demonic horses and savagery inhuman. Of Fu came frivolousness and stupidity. Of the Statue came tyranny and small-mindedness (though this they did dress with as much politeness as their faith allowed).

Now muchly connected to the greater world, especially with the establishment of the Ankan-led trade network, Flint did hear muchly of foreign events and rumours. The trees that grew branches like metal were thought of greatly, but were stubbornly guarded by the kingdoms of the southern bank, who did not wish them cut or tarnished. No offer of trade, no sharing of information no reasonable discussion could persuade them. For such reasons did many thusly take to raiding to bring back branches and trunks of these great trees. Upon landing on such foreign shores, the Flintmen were beset by wolf-like creatures, but with odd bands of leather and hemp around their necks. Seemingly loyal to the locals, these packs of hellish creatures did beset the Flintsmen, who were forced back to their boats- much afeared by them. These, the Flintmen, would later learn were 'dogs'. These were 'pets' of the southerons, who did make friends with their ancestor spirits in the times of dreaming before the first rest.

Whereas others went south for riches, others went north to the lands of the elders. Everyone had heard of the elders of the north, old beings who preceded the peoples of this age, who did shelter themselves in vales and crags for reasons unknown. Supposedly, they held great treasure. To the sophisticated people of Flint, such treasures were beyond comprehension. All knew of gold of silver of copper and of lead. But in those lands untouched by time lied metals and trees from a time before time, when old spirits walked the world rather than secluding themselves in places far. Rumour was it, that such treasures allowed one power like God or spirit. Regardless of rumour, those who did venture into the Eld lands either returned without being able to access the Eld lands (not without a great deal of trying; every attempt to enter saw them find themselves elsewhere) or simply did not return at all. It was quite a mystery.

1 Worship [1 CP] (Flintish Kingdom)
Myth of Monotheism (Sarkyran) attained


Guar form did shift into the physical plane, refreshed from an age's dreaming. Quickly did the plains and mountains rivers whisper to the god of life and blood, for they had much to whisper and explain.

The horsemen of the floodplains, deserts and steppes had engaged in a miniature era of blood. Upon the the plains of Egech, where the confluence of the rivers Ash and Ghef doth make itself known, was the territory of the woman who would'st become known forevermore as Valtoria. In the time of the last awakening, Valtoria had been a petty leader of a small band with few thralls to her control. However, she was thusly blessed by Guar. From this blessing did she thus engage in a long campaign of blood and death, worthy of chronicle and song. Suffice to say, Valtoria (her former name being thusly forgotten or made taboo) spilled much blood of the horsemen, leading to vast depopulation of the horsemen heartlands- but not simply due to mass eradication of enemies. As befitting of nomads, many clans (who did refuse to serve the upcoming warlord) did simply flee. Packing away their belongings on horse, they did flee far beyond the reaches of Valtoria.

Of those that remained, all had swore fealty (nominal or otherwise) to the chosen of Guar, who took not the title of lugal nor shaman, but of warrior. Thusly, did Valtoria title herself as Sarrat-Er-Err; Warrior-Queen of Er itself. A most lofty, yet bizarre title. Those who did not swear by blood and ingest of her own bloodwater were swiftly executed. All else did thus, become bloodsworn of this so-called sarrat-er-err. Having unified most of the heartlands, Valtoria engaged in a period of centralisation. Muchly, she bemused, the weakness of every realm was that the ruler could not be everywhere. This she dedicated an extravagant of amount of time. She concluded that it was necessary to create a system of messengers so that her authority could be known everywhere and anywhere. Also, to enforce order, she did take hostage from each clan and tribe and did thusly put her affinities in the retinues of the selfsame tribes' councils. This period of centralisation incited a great deal of conflict and rebellion and further fleeing of tribes to beyond her reach.

While the sarrat-er-err did find it difficult to establish her dominion on the nomadic horsemen, she found it simpler and easier to do so with the more settled lords of the floodplains, who did find it much costlier to move. Indeed, the Rivermen, those thralls and few freemen of River Palace stock, were far easier to control in this matter. Perhaps because of this (as well as other factors) did Valtoria thusly surround herself with Rivermen who she did believe to be more loyal than her own cultural kin.

As this occurred, Valtoria did also encourage spiritualism and the apprenticing of more shamans- drawing out many who had fled into the mountains in disgust at their kin. Her court, ironically, began to resemble that of the Spirit-Taker; the Queen of Anka. This was a comparison only a few did miss and this did become a long-running criticism of her. Regardless, her patronisation of shamans, spirits and Rivermen did see a great advancement of spiritual arts- especially after the Ankan system of writing was borrowed and learned. Indeed, so great was her interest in the affairs of shamans, that she moved her own retinue and clan closer to the rivers of Err- for there did the shamans gather. Taking the advice of Rivermen and their Ankan cousins (who did oft come to these lands to trade), Valtoria did build a stone palace of similar nature to that of the Ankan lugal. Around this was built the abodes of her thralls and retinue, as well as the many tents of clan.

Principal of these discoveries was the benefice of the Goodly Gentlemen of The Rivers; water spirits oft allied to those tribes known as Shipbuilders. With jovial mood, they did offer aid in the control of the river in exchange for spiritual nourishment and the building of shrines. This, Valtoria saw no reason to refuse. Other lesser spirits too entered alliance with Valtoria's court, such Red Eir (who did claim overlordship of equine health) or Hara-hara-Kus (s most efficient lordship of pottery). The shamans were also able to extract a deal of much importance; the use of horsehair to incite spells of mood and feeling. Horse Fetishism thusly took root in the court of Valtoria.

These developments, whilst most pleasing to the sarrat-er-err, did add thusly to the resentment of the nomadic clans, who feared that Valtoria was too kindly and too accepting of a thrall people. Perhaps due to this feeling of outrage, some River communities were razed and sacked. Valtoria, though furious, did not feel she had the political backing to order for these clans to be exterminated and did thusly ignore such issues- earning her criticism from her court. This issue, amongst many, was only one of Riverpeople-Horsemen relations that would plague Valtoria's rule.

With the chaos and warfare that did take hold in the 50 years of unification, the spirit snakes that did remain in the lands of the horsemen did multiply, feeding on the weak and isolated. This caused a great deal of problems that until recently, had not been dealt with. With the heartlands unified, warrior-shamans were sent to deal with them and did thusly cause major blow to their numbers; restoring the balance for now.

As for the tribes that did flee from Valtoria's unification, these did spread far west and east, making new homes in the lands around Ulkai, the Lawful People and even the deserts surrounding Durham. They would go on to both plague and contribute to the trade networks there, and causing much chaos for the local communities. The tribal lord Ugalath, for example, would lead his people into the sacking and razing of many Lawful People villages- enthralling many or offering others to the Blood God. Only stopped by the army of the soulless of Innol, Ugalath later chocked to death on a thrall- his horde has been busy infighting ever since.

Those clans that did raid Ulkai found hardier foes, but ones still easily pillaged. After all, Ulkaimen simply could not outrun a horse and it was most simple indeed to make off with their loot-including the Ulkai invented wagons. This, the western clans did find most useful, allowing them to engage in greater journeys with greater belongings with them. For this reason, many clans did head even farther, up north. There, the whisperers of memory simply did not know what occurred.

Due to the vast spread of the horsemen, the culture as a whole has come into contact with the other great societies of the northern regions- even getting their names and gods right. Those of the west know of course of the Statue and Zarkoran, and some even of Mido. Those of the east know of Tala and Metalhand, and even of Shelldon to an extent. Those of the heartland know of Fu, though all of the culture knew of her. Some had even begun to worship foreign gods- Tala and the Statue principally. This of course, was much less accepted in the heartlands.

1 Worship [1 CP] (Horsemen
2 Essence (Source: Sapient Blood) added



« Last Edit: July 09, 2019, 03:10:33 am by micelus »
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micelus

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Re: Between the Rivers: Gods Adrift [IC]
« Reply #157 on: June 26, 2019, 06:53:26 am »

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« Last Edit: July 24, 2019, 04:50:04 am by micelus »
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Re: Between the Rivers: Gods Adrift [IC]
« Reply #158 on: June 26, 2019, 06:54:09 am »

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« Last Edit: September 19, 2019, 07:45:53 pm by micelus »
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Re: Between the Rivers: Gods Adrift [IC]
« Reply #159 on: June 26, 2019, 06:54:53 am »

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« Last Edit: September 28, 2019, 07:41:27 am by micelus »
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Re: Between the Rivers: Gods Adrift [IC]
« Reply #160 on: July 09, 2019, 03:26:10 am »

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« Last Edit: July 09, 2019, 06:28:27 am by micelus »
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Re: Between the Rivers: Gods Adrift [IC]
« Reply #161 on: July 09, 2019, 06:28:54 am »

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« Last Edit: July 10, 2019, 12:46:08 am by micelus »
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Re: Between the Rivers: Gods Adrift [IC]
« Reply #162 on: July 10, 2019, 01:07:05 am »

Action 1: Shelldon filled with rage but does talk to Aea "Aea i am not anger with you or my worshipers but those across the water have anger me greatly so I must punish them with a scourge that will teach them a lesson" then Shelldon creates a group of fantastical organisms in the water tile closest to those across the water
Action 2: Shelldon then teaches his worshipers about creating and curing poisons and gives them examples of such plants hopefully this will get them to the right direction to advance in there medicine practices
action 3: i also tell my worshipers that light root is to be burned and forbidden since it takes away a drive of life
« Last Edit: July 10, 2019, 01:13:28 am by darkwarlock3 »
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Re: Between the Rivers: Gods Adrift [IC]
« Reply #163 on: July 10, 2019, 03:43:50 am »

[Vulpes Grande]

Once again, the red sand of Vulpes Grande emerges, and looks upon the Blanford's Foxes before Vulpes Grande.

Vulpes Grande is greatly disappointed. This is what happens when you get foxes that aren't Fennec like Vulpes Grande.
But, 40 have remained, and 40 is enough for Vulpes Grande.
Vulpes Grande speaks to the foxes who should serve Vulpes Grande. But also readies writing, and uses 1 CP to boost it, with stories to help remember.
"You have failed to cultivate the Blood-berry Bush. But Vulpes Grande is merciful, and sees you have already suffered starvation and division. But what Vulpes Grande cannot forgive, is forgetting Vulpes Grande's gift. This shall be corrected immediately."
Vulpes Grande erects a Runestone before them. First of many.
Spoiler: The Canach Stone (click to show/hide)
"You are henceforth Canach, and this shall be your written language. No knowledge shall be lost, and you shall become a civilization surpassing even the Monarchs."
Vulpes Grande starts to teach the Canachs the written language. Canachi.

Vulpes Grande walks among the foxes named Canach. Vulpes Grande's great red body towers over them. Watching them read and write. Using their claws upon the sands. But it comes to attention that they do not know the people named Monarch. The lost civilization. How they came to be, and where they are now.
The Monarch is none of their concern. But ignorance is unforgivable.
"Vulpes Grande shall now write the saga of the Monarch. The saga of the Canach will have to know what civilization they will soon eclipse. By Vulpes Grande's guidance."
Vulpes Grande erects 3 Runestones before the Canach, written in Canachi, for the Monarchi is no more.
"The rise, the rule, and the ruin, of the Monarchs."
With the mention of the Lion Sun, Vulpes Grande has the inspiration for Vulpes Grande's fourth accoutrement.

Vulpes Grande uses the 4 stored DP in the Sinister Digitus and Manus, to make a 6 DP investment into the Sinister Brachión, the Staff of Destruction.
Spoiler: Sinister Brachión (click to show/hide)
With the Sinister Brachión made. Vulpes Grande no longer needs the Sinister Digitus and Sinister Manus. So Vulpes Grande tosses them aside.
"I have no more need of these accoutrements."

"Now, you did not succeed in cultivating the Blood-berry. But Vulpes Grande is a merciful god, and shall give you assistance."
Vulpes Grande uses 2 CP to alter a select few Blood-berry Bushes in this hex.
Spoiler: Blood-berry Grande (click to show/hide)
Vulpes Grande makes sure to space them appropriately.
"The Blood-berry Grandes are strong, but do not like each other. However, Blood-berries will benefit in their presence. Plant the Blood-berry Grande and nurture it. And you will have a bountiful harvest."

With that done, Vulpes Grande's sands grow ebon, and Vulpes Grande slumbers.

Spoiler: Storage (click to show/hide)
« Last Edit: August 17, 2019, 07:34:15 am by Happy Demon »
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I like cats, they're smart and mysterious, and their kittens adorable.

I'm a Forum Demon, expect to find me lurking, and knowing random details.

TricMagic

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Re: Between the Rivers: Gods Adrift [IC]
« Reply #164 on: July 10, 2019, 08:15:36 am »

Action: Not a Blood Action



Fū has arrived.

She looks around for a bit to see what or who is in the area. She has plans.

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