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Author Topic: Too Many Gods: Age of the Earth, Turn 2 [14/12] Waitlist Open  (Read 23729 times)

evictedSaint

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Re: Too Many Gods: Age of the Cosmos, Turn 5 [13/12] Waitlist Open
« Reply #120 on: November 07, 2019, 05:16:35 pm »

Man, as soon as I make something cool, someone gives it cancer. Come on, shadowclaw.

TricMagic

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Re: Too Many Gods: Age of the Cosmos, Turn 5 [13/12] Waitlist Open
« Reply #121 on: November 07, 2019, 05:25:31 pm »

[X] 『 』 looks upon their work, and deems it acceptable. So that when nothing is filled, so too are the Souls and materials reborn and recycled. And so too can materials be given new form by mortal hands.

Yet, there will remain an imprint upon Nothing, of these past eras. Layers and scenes of times long lost to the passage of history.

For now, 『 』 works in the True Aether, and where Ntohing meets it, begins to craft from a mix of Nothing and Aether the Celestial Belts.

The Celestial Belts are made up of all that came before, a seeming vast array of stars which hangs below the Nothing. Here, all data is recorded of ages long past, and memories stored in a vast collective subconsciousness. Here is where all things that have passed can be read, and remembered. And here is how those of the past will leave their memories here, while their soul is born anew.

And the first thing to be recorded, is TIME. It's passage, and all that has occurred so far is known and remembered here, in this strange place.
 And in time, those mortal shall die, and have their souls born anew. And that which they have once know shall be recorded in this place. And so it too is reflected as knowledge the Nothing has seen once before, and perhaps may one day be remembered, should those mortal choose to delve into the Nothing to recover works and memories long since lost.
« Last Edit: November 07, 2019, 05:27:30 pm by TricMagic »
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Powder Miner

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Re: Too Many Gods: Age of the Cosmos, Turn 5 [13/12] Waitlist Open
« Reply #122 on: November 07, 2019, 05:31:12 pm »

With its will largely satisfied in regards to fire, La Chaleur elected to, with the little time it had before its perception narrowed, turn to its other domain and make that domain as it should be. The Plane of Air was something that questionably seemed to even exist, with wind elementals allegedly seeming to exist on their own plane but with that plane being hard to individually actually pinpoint, and with it never really seeming to have existed in the first place. La Chaleur decided that as air was its domain, it became its responsibility to provide for the air even if it were not necessarily the hearth.

And so La Chaleur stabilized the existence of the Plane of Air, a Plane which constantly generated new air, and which would expand (insofar as any plane can actually expand separate from the Iavodell) if not for the fact that it was being consistently drained for the same amount of air, through many holes into the Iavodell. These holes came around Yil, various small planets, a few of the starlets, and the Black Slate, giving these things atmospheres where they had none (though La Chaleur was careful to try not to interfere with the spinning of the Black Slate, in deference to one of its fellow gods) and strengthening and expanding their atmosphere where they did -- it was best, indeed, for Yil's barrier to not be breached in the future, lest mortals suddenly be faced with the apocalypse.

Much as the Plane of Fire is of warmth and comfort but still of fire at its core, the Plane of Air is empty but for twisting and even sometimes tearing currents of wind and as-of-yet-unaltered wind elementals -- yet where that Air enters the Iavodell, it is found to be something that energizes and lightens burdens, provides freedom. The Plane of Air is also to be "adjacent" to the Plane of Fire, with the goal of giving the Hearthlings an easier time bringing air to the Iavodell.

[X] La Chaleur creates the energizing plane of air and gives it connections to the Iavodell, etc etc etc
« Last Edit: November 07, 2019, 05:33:18 pm by Powder Miner »
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Leonardo8

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Re: Too Many Gods: Age of the Cosmos, Turn 5 [13/12] Waitlist Open
« Reply #123 on: November 07, 2019, 09:00:06 pm »

Megiddo was curious. He did not mind the actions of La Chaleur, after all the form of te shell of the elementals was fleeting and irrelevant. Only the spark mattered and that was indestructible. Heartlings, fire elementals, shadow elementals...just parts of the same life cycles. Even the devouring of the Psychos did not concern him, at least for now. They were but a momentary diversion in the process, meaningless in the face of eternity. The elementals would be fine after all.

The effort of the Crone on the other hand piqued his curiosity. It appeared the new goddess was trying to create some new lifeform, mortal but...small? somehow? What a bizzarre idea.

Still, Megiddo knew he would soon be forced to reduce the scale of his work.It would be hard for him to replicate anything on he scale of the world turtle, at least for a while. So he started to practicing with smaller things. Only 30 meters longs to be exact.

[X] These were the Terrawormers, humoungous worms as big as blue whales that live on the skin of the heliomantas and on the back of Goladrath. While they cause no harm on their hosts, due to the massive size difference, they have profound effects on the outer layers of their gigantic hosts. Their solid excretions, produced after eatingthe outer layer of skin and scales, are fertile soil, their liquid extretions are nutrients-rich water and their gaseous excretions are perfectly breathable air. They dig just below the suface and their activities will quickly shape the outer layer of their host into a form suitable to having life. They particulalry enjoy  goblin-rich skin, and they are in turn eaten by the barbarnacles, who ingest them accidentally during their cleanings. Should their hotss get too far way from the sun, they just dig a little deeper and hibernate, ready to awaken when the temperature rises. 
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Chiper9

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Re: Too Many Gods: Age of the Cosmos, Turn 5 [13/12] Waitlist Open
« Reply #124 on: November 08, 2019, 12:26:33 am »

With little to do until the end of this age and waiting for new intelligent life, Morrak decided to spend his energy on creating something that would make is collection more interesting. Then looking upon the many creations of his fellow gods, Morrak saw how they fought with only their natural weapons and how when the Psychos die would give themselves to the void.  While the aspect of reality created by Nothing eased him mind, Morrak decided he needed to take an active role in the making sure life had enough time to become intresting.

To this end Morrak made a deal with the Lord of to use his forge make weapons of death.

[X] Morrak traveled to the Starforge and created 333 weapons of Death. The power invested was split equally between the three groups of weapons. All of these weapons have a few properties in common: they all record the death they inflict, the death of the user, and send the information back to the Mausoleum. They would also change in size to be at scale to their wielders to prevent them from being unusable.
 
The Divine Bane was the first and smallest group only containing three weapons with each of them having an equal amount of power.  These weapons would allow non-divine being a fighting chance against the divine. Deciding that this would make their death more interesting and would provide a worthy center piece for his Museum. To fulfill his bargain with Yilr-Gax, leaves on at the forge and takes the rest back to his Museum.

The next level down was the Monster Slayers with a total of 110 weapons. Each of these weapons would gain in power with each being it killed and taking on some of ability or properties of the slain. These weapons would be spread given out to the Angels to fight off the Devouring Psychos and other forces damage the dead before they are put to rest.

Finally the Mortal Mainers, which individually held the least power as their third of power was split between 220 weapons. There was little unique about these about these weapons expect for the fact they were made by Morrak's hand. These weapons will be kept in Morrak's realm until a life heroic and worthy enough for these weapons.

Looking around for another worthy wielder for his Divinity Bane Morrak narrowed it down to Kūhaku, and Attaein. Both have shown traits worthy to control the power of death. The God of Nothing at first worried Morrak, but his recent action showed that he wouldn’t intrude on Morrak’s realm. This focus on preserving the cycle, while strange to him, did put him at ease.  Attaein on the hand has shown restraint and control through his action.  His response to the strife within his Worldmind showed he wouldn’t carelessly use his power.

Then looking at their abilities Morrak decided that Kūhaku would likely have the ability to end divine being with his domain, but Attaein lacked the ability. In order to prevent one being from becoming too powerful he decided to hand off the last Divine Bane to Attaein the God of Truth.

« Last Edit: November 08, 2019, 01:26:29 pm by Chiper9 »
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evictedSaint

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Re: Too Many Gods: Age of the Cosmos, Turn 5 [13/12] Waitlist Open
« Reply #125 on: November 08, 2019, 12:27:51 am »

Yilr-Gax would not allow you to forge God-Killing weapons of Death in his forge.  Sorry, Chiper9.

Chiper9

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Re: Too Many Gods: Age of the Cosmos, Turn 5 [13/12] Waitlist Open
« Reply #126 on: November 08, 2019, 12:38:32 am »

Yilr-Gax would not allow you to forge God-Killing weapons of Death in his forge.  Sorry, Chiper9.
Would you be willing to allow it if I lessened the power so it gave them a chance against the Devouring Psycho and other beings on their level?
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evictedSaint

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Re: Too Many Gods: Age of the Cosmos, Turn 5 [13/12] Waitlist Open
« Reply #127 on: November 08, 2019, 12:48:15 am »

Yilr-Gax would not allow you to forge God-Killing weapons of Death in his forge.  Sorry, Chiper9.
Would you be willing to allow it if I lessened the power so it gave them a chance against the Devouring Psycho and other beings on their level?

I would allow you to forge weapons to give the Custodians in order to combat the Dark Forces (aka psychopomps, Devouring Psycho's, etc), but the prospect of hundreds of divinity-slaying weapons being left in a pile to be handed out to mortals is not a good one.  It's too easy for them to end up in the wrong hands.

My concern isn't entirely that they would exist, so much as it is there's not a great deal of oversight.  Mortals can be...fickle.

If you give these to the Custodians, then each Custodians would be individually responsible for that weapon - it would be pretty cool in a DnD game if a player was given a sword from an actual Angel, right?

Plus, you can trust my Angels.  They're forces of Good and Light.  They escort the Dead to your realm, fight against the psychopomps, maintain the universe, and they're pretty damn tough in their own right.
« Last Edit: November 08, 2019, 12:50:10 am by evictedSaint »
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Chiper9

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Re: Too Many Gods: Age of the Cosmos, Turn 5 [13/12] Waitlist Open
« Reply #128 on: November 08, 2019, 12:59:35 am »

Yilr-Gax would not allow you to forge God-Killing weapons of Death in his forge.  Sorry, Chiper9.
Would you be willing to allow it if I lessened the power so it gave them a chance against the Devouring Psycho and other beings on their level?

I would allow you to forge weapons to give the Custodians in order to combat the Dark Forces (aka psychopomps, Devouring Psycho's, etc), but the prospect of hundreds of divinity-slaying weapons being left in a pile to be handed out to mortals is not a good one.  It's too easy for them to end up in the wrong hands.

My concern isn't entirely that they would exist, so much as it is there's not a great deal of oversight.  Mortals can be...fickle.

If you give these to the Custodians, then each Custodians would be individually responsible for that weapon - it would be pretty cool in a DnD game if a player was given a sword from an actual Angel, right?

Plus, you can trust my Angels.  They're forces of Good and Light.  They escort the Dead to your realm, fight against the psychopomps, maintain the universe, and they're pretty damn tough in their own right.
Only three of them would any anti-divine nature, but I see your point. I can have the top three be in case of emergency weapons kept hidden, the next level be for the Angles and  the weakest would be stored for future heroes.

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evictedSaint

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Re: Too Many Gods: Age of the Cosmos, Turn 5 [13/12] Waitlist Open
« Reply #129 on: November 08, 2019, 01:01:52 am »

Yilr-Gax would not allow you to forge God-Killing weapons of Death in his forge.  Sorry, Chiper9.
Would you be willing to allow it if I lessened the power so it gave them a chance against the Devouring Psycho and other beings on their level?

I would allow you to forge weapons to give the Custodians in order to combat the Dark Forces (aka psychopomps, Devouring Psycho's, etc), but the prospect of hundreds of divinity-slaying weapons being left in a pile to be handed out to mortals is not a good one.  It's too easy for them to end up in the wrong hands.

My concern isn't entirely that they would exist, so much as it is there's not a great deal of oversight.  Mortals can be...fickle.

If you give these to the Custodians, then each Custodians would be individually responsible for that weapon - it would be pretty cool in a DnD game if a player was given a sword from an actual Angel, right?

Plus, you can trust my Angels.  They're forces of Good and Light.  They escort the Dead to your realm, fight against the psychopomps, maintain the universe, and they're pretty damn tough in their own right.
Only three of them would any anti-divine nature, but I see your point. I can have the top three be in case of emergency weapons kept hidden, the next level be for the Angles and  the weakest would be stored for future heroes.

That is acceptable.  If I might ask, could I safeguard one of the three?  Perhaps you could keep one for yourself, and give the last to another trusted God.



Yilr-Gax gazed upon his creation of Yil and saw that it was Good. He then watched as his sibling X’arilyg, a being of jealousy and spite, grew envious of his creation. X’arilyg crafted a dark pyramid of obsidian and placed it in the sky above the young, fertile world, where it would poison any life that may spawn there. It was a dark and vile thing; a haven where his dark facsimiles of the Custodians - these "Psychopomps" - could fester and grow.

Determined to keep Yil a place safe from the dark machinations of his kin, Yilr-Gax set to work in his Starforge. Making use of Actor's clever upgrades, Yilr-Gax crafted a shell imbued with the evil-banishing powers of the sun itself. This shell was assembled carefully around the Xunar pyramid and sealed in place; permanent, glowing, and impassable to any dark, evil thing. The pyramid would be trapped inside, along with a X’arilyg's legions of psychopomps. Few gates dotted the surface; elaborate temples designed to test those who would pass through. In particular, this shell acts as a quarantine, barring any travel to and from the pyramid without passing specifically through the gate - including teleportation (this does not render travel impossible, but instead forces the travel to pass through the Light Gates).  A number of Angels equipped with Morrak's Monster Slayer blades would be sent to maintain and guard the shell - now known as the Lunar - and the Light Gates.

The area between the shell and the pyramid is left empty, for now.

Additionally, a number of Angels with the Monster Slayer blades are assigned to hunt down Devouring Psychos who threaten Custodian duties - particparticularly those who have devoured Angels already.

Yilr-Gax will keep the Divinity-Slaying Blade given by Morrak by his side.  The blade is given the name - Sunder.


« Last Edit: November 13, 2019, 10:58:23 am by evictedSaint »
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Chiper9

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Re: Too Many Gods: Age of the Cosmos, Turn 5 [13/12] Waitlist Open
« Reply #130 on: November 08, 2019, 01:03:49 am »

Yilr-Gax would not allow you to forge God-Killing weapons of Death in his forge.  Sorry, Chiper9.
Would you be willing to allow it if I lessened the power so it gave them a chance against the Devouring Psycho and other beings on their level?

I would allow you to forge weapons to give the Custodians in order to combat the Dark Forces (aka psychopomps, Devouring Psycho's, etc), but the prospect of hundreds of divinity-slaying weapons being left in a pile to be handed out to mortals is not a good one.  It's too easy for them to end up in the wrong hands.

My concern isn't entirely that they would exist, so much as it is there's not a great deal of oversight.  Mortals can be...fickle.

If you give these to the Custodians, then each Custodians would be individually responsible for that weapon - it would be pretty cool in a DnD game if a player was given a sword from an actual Angel, right?

Plus, you can trust my Angels.  They're forces of Good and Light.  They escort the Dead to your realm, fight against the psychopomps, maintain the universe, and they're pretty damn tough in their own right.
Only three of them would any anti-divine nature, but I see your point. I can have the top three be in case of emergency weapons kept hidden, the next level be for the Angles and  the weakest would be stored for future heroes.

That is acceptable.  If I might ask, could I safeguard one of the three?  Perhaps you could keep one for yourself, and give the last to another trusted God.
Sure, I'll make the changes in the morning.
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TricMagic

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Re: Too Many Gods: Age of the Cosmos, Turn 5 [13/12] Waitlist Open
« Reply #131 on: November 08, 2019, 06:33:06 am »

Yilr-Gax would not allow you to forge God-Killing weapons of Death in his forge.  Sorry, Chiper9.
Would you be willing to allow it if I lessened the power so it gave them a chance against the Devouring Psycho and other beings on their level?

I would allow you to forge weapons to give the Custodians in order to combat the Dark Forces (aka psychopomps, Devouring Psycho's, etc), but the prospect of hundreds of divinity-slaying weapons being left in a pile to be handed out to mortals is not a good one.  It's too easy for them to end up in the wrong hands.

My concern isn't entirely that they would exist, so much as it is there's not a great deal of oversight.  Mortals can be...fickle.

If you give these to the Custodians, then each Custodians would be individually responsible for that weapon - it would be pretty cool in a DnD game if a player was given a sword from an actual Angel, right?

Plus, you can trust my Angels.  They're forces of Good and Light.  They escort the Dead to your realm, fight against the psychopomps, maintain the universe, and they're pretty damn tough in their own right.
Only three of them would any anti-divine nature, but I see your point. I can have the top three be in case of emergency weapons kept hidden, the next level be for the Angles and  the weakest would be stored for future heroes.

That is acceptable.  If I might ask, could I safeguard one of the three?  Perhaps you could keep one for yourself, and give the last to another trusted God.
Sure, I'll make the changes in the morning.

Could always offer one to Nothing. One in the Halls of the Dead, one where Nothing exists, and 1 in the hands of the Light.

I'll stick it in the lowest sections for a worthy champion to one day make their way to that place. Right where Nothing meets the Aether.
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Digital Hellhound

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Re: Too Many Gods: Age of the Cosmos, Turn 5 [13/12] Waitlist Open
« Reply #132 on: November 08, 2019, 06:53:23 am »

(Aw, I didn't think I was being that ambitious. Ah well, the end result is fine by me for now.)

Oh! There was much hardship for the Wretched People. They cried out for their creator, but the Crone turned her face away from her failure. She gazed outwards into the Planes and knew what was to be done...

-Dirge II: IV, from The Black Book of the Crone, The Last Age

[X] The Crone circles the universe and reaches into each Plane. Her talons snap off a piece from the heart of each realm and toss it into her cauldron. From the Plane of Shadow, a shade of darkest night; from the Eternal Engine a still-turning gear; from Iavodell a drop of abyssal waters; from the Worldmind a small yet terrible truth; from Chaos something wild and ever-changing; from Conflict a bitter anger; from Nothing, nothing; from Death, a scrap of the first dead thing's essence; from Fire a steady-burning flame; from Stone a fragment of Primordial Stone; from Air a gentle breeze - all goes into her cauldron. Once finished, the Crone retreats into the Forge and begins to grind together all that she has stolen. She laughs as she works, something taking form from the cruel caress of her talons.

The shaping complete, the Crone plucks out the first of her creations and holds it to the light. This is an orb of swirling shadows, no larger than a mortal hand, and it whispers of darkness and fading light. The Crone sees that it was good and much pleasing to her eye - but she is a creature of whims, and tosses it over her shoulder into the currents of Iavodell to be carried who knows where. It is followed by orbs echoing the power of every other Plane, until the Crone has shaped and discarded eleven Planar Orbs. These allow a living thing holding one to channel power directly from its respective Plane and gain control over that thing or element. Over time, they also change the user towards the nature of the Plane itself. For gods, the influx of power is insignificant, a drop in an ocean, but for mortals it provides vast abilities when mastered. Of course, channeling too much at once from a Plane will surely kill the user, and only the mad or truly formidable would attempt to claim several at a time.

TL;DR: The Crone creates elemental orbs from the essence of each Plane. These Planar Orbs grant their holders power over that element or thing and allow them to channel the Plane's energies through themselves. The Orbs are tossed into the currents of Iavodell to be carried off to who knows where, to be found by whomever.


Basically, creating some Rings of Power/Infinity Stones/Plot Objects for the world to come. Seemed like an appropriate way to end this Age.
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TricMagic

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Re: Too Many Gods: Age of the Cosmos, Turn 5 [13/12] Waitlist Open
« Reply #133 on: November 08, 2019, 07:33:32 am »

(Aw, I didn't think I was being that ambitious. Ah well, the end result is fine by me for now.)

Oh! There was much hardship for the Wretched People. They cried out for their creator, but the Crone turned her face away from her failure. She gazed outwards into the Planes and knew what was to be done...

-Dirge II: IV, from The Black Book of the Crone, The Last Age


And as a God reached out to take Nothing from Nothing, a servant forgotten watched and stole away the completed Planar Orb of Nothing. For while they may be a god in name and action, Nothing shall be upheld.

From the Annels of History: End of the Beginning



I.E. There is a servant who upholds nothing, and plucking Nothing from Nothing means that it must be returned to Nothing. No need to change your action.

Nothing knows where.

Aren't there twelve gods though?
« Last Edit: November 08, 2019, 07:35:51 am by TricMagic »
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Naturegirl1999

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Re: Too Many Gods: Age of the Cosmos, Turn 5 [13/12] Waitlist Open
« Reply #134 on: November 08, 2019, 08:20:52 am »

I think one god created 2 planes
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