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Author Topic: Too Many Gods: Age of the Earth, Turn 2 [14/12] Waitlist Open  (Read 23270 times)

Kilojoule Proton

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Re: Too Many Gods: Age of the Cosmos, Turn 5 [13/12] Waitlist Open
« Reply #150 on: November 08, 2019, 02:05:40 pm »

[X] Mahar creates the Court of Gems, a piece of the Elemental Plane of Stone rich with gems of countless hues. Many of these are probably useful for magic and stuff too. As with previous adjacencies to the Plane of Stone, there is a somewhat smooth gradation from boring rock to shiny gems. It also connects to Mahar's wonderful temple on Regadon.

In the future, the Court of Gems will be guarded by elementals or something.

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« Last Edit: November 08, 2019, 02:37:52 pm by Kilojoule Proton »
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Thanik

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Re: Too Many Gods: Age of the Cosmos, Turn 5 [13/12] Waitlist Open
« Reply #151 on: November 08, 2019, 02:31:32 pm »

[X] Mahar creates the Court of Gems, a piece of the Elemental Plane of Stone rich with gems of countless hues. Many of these are probably useful for magic and stuff too. As with previous adjacencies to the Plane of Stone, there is a somewhat smooth gradation from boring rock to shiny gems.

In the future, the Court of Gems will be guarded by elementals or something. Maybe it will connect to Mahar's ornate temple on Regadon too?

You can include that easily. The shrines and portals there should pretty much allow moving to and fro any plane/place within a plane for us after we retire mortals that manage to get there.
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DolosusDoleus

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Re: Too Many Gods: Age of the Cosmos, Turn 5 [13/12] Waitlist Open
« Reply #152 on: November 08, 2019, 03:04:50 pm »

[X] Neheb offers to boink another god.
« Last Edit: November 08, 2019, 03:09:28 pm by DolosusDoleus »
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Does that make scientific sense? No? Well it's Earth IV and he's a giant crocodile-man. Use your imagination.
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Kot

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Re: Too Many Gods: Age of the Cosmos, Turn 5 [13/12] Waitlist Open
« Reply #153 on: November 08, 2019, 08:15:02 pm »

[X] Neheb offers to boink another god.
[X]Let's make beautiful God babies.
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Kot finishes his morning routine in the same way he always does, by burning a scale replica of Saint Basil's Cathedral on the windowsill.

Glass

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Re: Too Many Gods: Age of the Cosmos, Turn 5 [13/12] Waitlist Open
« Reply #154 on: November 09, 2019, 10:52:48 pm »

[X] Acter, not really having much else to do, looks over the Starforge. Deciding that for all its utility, it was still lacking to a degree, he upgraded it, creating infrastructure around it that would allow it to be automated to create anything that it had made before, although if one desired, they could prevent the Starforge from remembering their creation.
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Glass is, as usual, correct.
Yep, as ever, I bestow upon Glass the expected +1
I'm gonna say we go with whatever Glass's idea is.

Shadowclaw777

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Re: Too Many Gods: Age of the Cosmos, Turn 5 [13/12] Waitlist Open
« Reply #155 on: November 09, 2019, 11:26:46 pm »

[X] X’arilyg seeing that its will isn’t enabled in all the planes of existence make the Thought feel disappointed, as if the entire cosmos was rejecting its ideology. With more concentrated effort, all the Planes would have a faster form of interplane transportation and thus all the Hematite Gateways were created much smaller than the cosmic objects that X’arilyg has created before, they would be giant shadowy portals that were continuously active throughout their entire existence being all bonded to the Black Hole, once a living creature or mortal were to pass through these 12 Gateways they would meet to the Lisdyiq ltukrxy (Control Room), which is an excavated room in the top of Xunar, in which the excavated room was laid out in the center where a carved-out symbolic eye ziggurat statue takes place, a mortal can transport themselves planarly through this room with each Gateway having its twin constructed in its respective plane; that being of the Eternal Engine, Perpetual Mausoleum, Grand Labyrinth in which a Hematite Gateway was inside the infinite dungeon, the Plane of Conflict, the Plane of Fire, the Plane of Air, the Plane of Chaos, the Worldmind, the Plane of Stone, and two Portals in the Material Realm of which the northernmost geographic point on Ylir and any random centralized location on the Black Slate are placed upon. In areas where they lack a solid surface for which a Gateway would be trapped upon, it spreads its existence around a half-sphere for a ground surface for the constructs such as in the Plane of Air and other Planes, in which a black stoney surface is constructed upon. In areas that have no “living room” such as the Plane of Earth, for a Portal and its archway than the Gateways harness the shadow energy to create a tiny spherical aura of “dead space” that the portals have enough breathing room to transport physical matter to and from the Control Room.

The most transparent and most difficult Portal to open is the giant Hematite Portal crusted with a layer of indestructible black platinum that is inserted into the Eye Ziggurat onyx statue that takes in the center of the Control Room, this is where the Black Holes charges all of its infinite gravitational energy into powering a portal between Xunar and the Shadowfel, and all of the other portals inside the Lisdyiq ltukrxy (Control Room) and its archways are also powered by the Boack Hole. The Control Room is guarded by 667 Psychopomps shadowy amoebas, never leaving the Control Room since if most of the other planes were uninhabitable by the amoebas except the Shadowfel in which they came from and thus just lived in the Control Room, the goal for the Psychopomps is to protect the portals against unworthy mortals, the Hematite Gateways never really absorb energy from a plane, they are much more focused on creating plane-shifting permanent portals between each of the planes and being energized by the Black Hole. The Lisdyiq ltukrxy (Control Room) is an even more focused room, in which most life is rejected by and absorbed by the shadowy aura of Xunar Pyramid on the outside, mortals and other life will quickly realized they can survive and see in this purple-glowing room as this is a dead zone area on the pyramidion of Xunar and all entities except beings of pure light can exist physically here, beings of light will however be absorbed from their very essence into this room and be used as the power if they enter.

Furthermore, there is no portal to Plane of Nothing because nobody cares what happens there and no one would want to travel to it, the Stone Eye Ziggurat also has a sense of "sentience" instilled in it, all it does telepathically tell the members who enter the Xhamber on which Portals goes to where and also telepathically vocally bullies mortals who enters them because it's very egotistical of itself. Thus the construction of a much faster and efficient method of transportation is linked compared to the currents, and a way for mortals to more easily leave the Material Plane.
« Last Edit: November 20, 2019, 12:27:33 am by Shadowclaw777 »
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Thanik

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Re: Too Many Gods: Age of the Cosmos, Turn 5 [13/12] Waitlist Open
« Reply #156 on: November 10, 2019, 07:03:43 am »

[X] In the chthonic depths spanning the Dream of Reality, the Worldmind felt an End of an Era. The Other Thoughts, too, understood the Universe at large was nearly complete - but there was always more to do.

Of all his Truths and all his wishes, Attaein felt only one was worthy of this period. A gift for both Divine and Mortal- and a test for the Creator and his Creations deserving of such a gift.

In the Ages past all the pieces of the puzzle had been laid, and it was by the threads of the Worldmind that they would come together. Attaein's children that made up the Grand Labyrinth shaped its infinity into a shell above and below the Lunar surface - the shell of light in which Yilr-Gax had encased X’arilyg's pyramid - such that the face was ever shifting above Yil, and the depths reached far into the Shadows. The Lunar and the Grand Labyrinth thus formed Caespidon - the Test of the Gods and the Gate to Regadon.

Those dungeons on the worlds of mortals which granted access to this place would, to the unaware, not appear any different than they would in ages past. They may still explore them for riches untold or for stories to tell, but within the essence of the Labyrinth, a test had been laid for those that wanted more - one challenge for each God who'd contributed to its construction. To ensure those capable are directed towards the test, Attaein would create a single servant known as Gafael, created by infusing a single angel with a multitude of his children - and thus forming the strongest among them; the largest of them given soul and infused with the Light of Yilr-Gax.

The Challenge of Acter was born with the very creation of the Grand Labyrinth. Surviving its perils! Through critical thinking, to pass through the hardest rooms of the Labyrinth and constantly improve oneself. Thus was the goal of life in his eyes.

Ad Ardua - The Challenge of the Body.

The Challenge of Attaein lay deeper. Such was the nature of this test that its very existence elluded all but the most keen-witted. Indeed, the first challenge may seem like all there is to most mortals. From subtle hints within the Labyrinth's depths would the heroes untold have to piece together its very nature. The final act by which they would pass was to pierce the veil hiding one of Yilr-Gax's temples by way of an incantation different for each individual. Like the Worldmind - they would have to learn both of the World and Themselves.

Ex Anima  - The Challenge of the Mind.

The Challenge of Yilr-Gax lay with the very nature of his shell. From these temples, only those judged to be pure of heart would be able to pass through into the greater depths. Angels would follow and protect them - aiding them subtly in their journey should they be deemed worthy.

Absit Invidia - The Challenge of the Heart.

To those that have passed all these - at the furthest depths of the Labyrinth lay the Gateway to Regadon. For each that shall complete this journey, the Gods will be given the power to grant any favor. The Gift of Attaein was thus to God for Mortal - to bend the Truth of Reality for those worthy. These legends would afterwards be free to venture to any plane or live on Regadon among the Gods should they so wish.
« Last Edit: November 10, 2019, 07:28:31 am by Thanik »
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Glass

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Re: Too Many Gods: Age of the Cosmos, Turn 5 [13/12] Waitlist Open
« Reply #157 on: November 10, 2019, 10:50:40 am »

Acter approves of Attaein‘s modification to his creation, and does not contest it.
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Quote from: FallacyOfUrist (on Discord, 11/15/21)
Glass is, as usual, correct.
Yep, as ever, I bestow upon Glass the expected +1
I'm gonna say we go with whatever Glass's idea is.

LovecraftianFairyTale

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Re: Too Many Gods: Age of the Cosmos, Turn 5 [13/12] Waitlist Open
« Reply #158 on: November 10, 2019, 04:10:38 pm »

[X] Xein’Shaan sees Caespidon, the Labyrinth various other gods had helped create, and thinks ‘You know what? That seems way too easy.’. So they create the Great Corruptor of Heroes - Weyvaros, The Golden Wyvern. Weyvaros will lurk around the Caespidon, waiting for any challengers to attempt to gain a Wish. When a challenger does appear, Weyvaros will claim to be an ancient being that can grant their Wish for them without them having to continue the challenge, appearing in expensive-looking, golden rooms, full of illusions of whatever the Hero was going to wish for. Weyvaros can’t grant them their Wish, of course, as his only powers are Immortality and being extremely talented at deceiving people. As a Hero continues ever onward, his claims get more and more tempting, ever increasing depending on the ‘worthiness’ of the hero.

If a person ever accepts Weyvaros’ deal, then they will be unable to leave the part of the challenge that they were attempting, and will only be able to speak in cryptic riddles for as long as they exist.
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Naturegirl1999

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Re: Too Many Gods: Age of the Cosmos, Turn 5 [13/12] Waitlist Open
« Reply #159 on: November 10, 2019, 05:08:40 pm »

((Sounds fun))
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Sensei

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Re: Too Many Gods: Age of the Cosmos, Turn 5 [13/12] Waitlist Open
« Reply #160 on: November 20, 2019, 01:11:00 am »

Sorry about the wait folks! Hopefully everyone still remembers this game is going on.

Age of the Cosmos: Turn 5


TricMagic
『 』, Kūhaku, God of Nothing
Domains: Nothing +2, Reincarnation (1/2)

Quote
『 』 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.
On the border of the Aether, the celestial belts grow. Shimmering points of starlight record images, and indeed, true knowledge of things which have passed, and are known to Nothing. All things which enter the Nothing leave their imprint on it before moving on to the Aether on their journey to reincarnation. It is in passing through the Celestial Belt that souls lose their memory, the final stage of death before rebirth begins. This is the fate of souls which cannot be claimed by Morrak, or are destroyed by the Shadow.
Kuhaku has gained progress in the Reincarnation domain (+1)


Powder Miner
La Chaleur, God of the Hearth
Domains: Air +1, Fire +1 (1/2)

Quote
La Chaleur creates the energizing plane of air and gives it connections to the Iavodell, etc etc etc
The plane of air! Why didn't he think of that earlier. It sounds like a nice place to hang out. Whoosh! [1d6:1] Various chunks of planet/asteroid accidentally get in, so it's not all air, just mostly air. This is convenient if you are visiting and like to stand on things.
La Chaleur has gained progress in the Air domain (1/2)


Leonardo8
Megiddo, God of monsters
Domains: Monsters +2 (1/3)

Quote
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.
[1d6+2:3] Megiddo's understanding of life is growing. Just as the Heliomantas serve as food for the World Turtle, the Terrawormers will create are and water which more complicated life will need to survive. This work is difficult, but Megiddo manages it through experience alone. Vast worms crawl on and under the skin of heliomantas, and Goladrath's shell. Over a slow eon, a healthy layer of air, water and clouds forms over Goladrath, and the heliomantas gain a thin layer of air, which struggles to cling to them as they swim the Iavodell.
Megiddo has gained progress in the Monster domain (2/3)


Chiper9
Morrak, God of Death
Domains: Death +2 (1/3)

Quote
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.
Making tools to be used by mortals is a difficult task, when no mortals yet exist. [1d6:6] However, the Starforge lets Morrak manipulate the necessary materials and energies, and Morrak makes a good guess at what the weapons should be shaped like. Three Divine Banes are made: a sword, a spear, and a bow. The sword, Sunder, is kept at the Starforge by Yilr-Gax, while the bow is given to Attaein and Morrak holds the spear. These are weapons which could harm a god- at least if that god had a body. 110 are Monster Slayers, weapons which can harm an Angel or Psycho. These come in many forms: swords, spears, axes, hammers, whips, bows and crossbows, even a few strange ones. 220 more are Mortal Maimers, each a powerful magical weapon in its own right. These Morrak withholds to give out to worthy mortals. All told there are 333 weapons of Death, which have the power of Morrak's will to kill what is living. Hopefully they will be used for good, and not for evil.
Morrak has gained progress in the War domain (1/2)


Glass
Acter Nobody, God of Improvement
Domains: Mechanical +2 (1/3)

Quote
Acter, not really having much else to do, looks over the Starforge. Deciding that for all its utility, it was still lacking to a degree, he upgraded it, creating infrastructure around it that would allow it to be automated to create anything that it had made before, although if one desired, they could prevent the Starforge from remembering their creation.
Acter Nobody, working within the confines of the Sun, set about adding his machinery to the Starforge. Countless winding clockwork gears, most of them no larger than a fingernail, turned together to create a machine which could have memories. Almost larger than the main workings of the Starforge itself, Acter's memory apparatus would allow the Starforge to recreate, automatically, anything which had been created before. [1d6+2:3] Acter completed his work only after Morrak used the Starforge to create his weapons of death, so their secrets remain with Morrak. However, he finished in time for Yilr-Gax to take advantage of the mass-production capability.
Acter Nobody has gained progress in the Mechanical domain (2/3)


evictedSaint
Yilr-Gax, God of Light
Domains: Light +1 (1/2), Craft (1/2), Life (1/2)

Quote
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.
Using the upgraded Starforge, Yilr-Gax begins mass-producing the pieces of the Lunar, a glowing shell of light to contain the shadowy Xunar, made from the Sun itself. It might be easier to just will it into existence, but this is good practice. Angels, now armed with the Monster Slayer weapons to defend themselves, beat back the Psychopomps and assemble the Lunar, which emits a silvery light. Piece by the piece, the Lunar completely encapsulates the Xunar, sealing its shadow away from Yil, and the Psychopomps cannot even touch it. Though its like is weaker than that of the sun, it is of the same nature. Dotted about its surface are Light Gates, where later a mortal could pass through if necessary, and each one is arranged with challenges to test those who would do so. Now Yil is safe from the Shadow once more.
Yilr-Gax has gained profiency in the Craft domain (+1)


Digital Hellhound
The Crone
Domains: Chaos +1 (1/2), Stone (1/2)

Quote
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.
[1d6:5] Despite not necessarily asking for permission, The Crone slides into each Plane and creates an orb of elemental essence. Indeed, each contains a sliver of the thoughts which created the element in the first place. For a lesser being, they would give its holder command over that element, and the element command over its holder in turn. For The Crone, it is an amusing diversion, quickly to be replaced with the next one. The Crone creates an orb for each plane: Shadow, Gears (more of a spherical clockwork puzzle-box), Water, the white glowing strands of Truth, a changing orb of Chaos, mixed conflict-related emotions in a red-green Orb of Conflict, Nothing, Death, Fire, Stone and Air. All are tossed into the currents of the Iavodell. The orb of Nothing is quickly retrieved by the skeletal, well-armed servant of that place.
The Crone has gained progress in the Chaos domain (+2)


Kilojoule Proton
Mahar, God of Stone
Domains: Stone +2, Fertility (+1)

Quote
Mahar creates the Court of Gems, a piece of the Elemental Plane of Stone rich with gems of countless hues. Many of these are probably useful for magic and stuff too. As with previous adjacencies to the Plane of Stone, there is a somewhat smooth gradation from boring rock to shiny gems. It also connects to Mahar's wonderful temple on Regadon.
[1d6+2:8] This doesn't really necessitate a die roll to begin with, but I feel I should iterate just how much Mahar knocked it out of the park here. The Court of Gems, at the 'center' of the Plane of Stone, is a vast palace rich with every gem imaginable. Millions of colors assault the eyes, gems of every shape and size. At the center is the way through to the Regadon, an open window to a brilliant beam of sunlight. Within the Court, the light of sun or fire shows through each facet and is changed a thousand times before it reaches the eye, each ray becoming something much more than what it was when it left its source. To see this place once, is to forever see the rest of what the gods have created as dull and gray. Not that Mahar minds: he still has an appreciation for the dull and gray stone as well. To lesser beings, though, it is utterly captivating. Even angels, in defiance of their orderly nature, pause their work and travels for a moment to tarry within its sight.
Mahar has gained progress in the Stone domain (1/3)


DolosusDoleus
Neheb, God of the Seas
Domains: Water +2 (1/3)

Quote
Neheb offers to boink another god.
Kot
Dleifrag, God of Curiosity
Domains: Chaos +2, Fertility (+1)

Quote
Let's make beautiful God babies.
[1d6:5] Neheb and Dleifrag together bring BBBence1111 into the world. This new Thought will start with Chaos (+1) and Water (+1) domains.
Neheb has gained the Fertility domain (+1)
Dleifrag has gained progress in the Fertility domain (1/2)



Shadowclaw777
X’arilyg, God of Shadows
Domains: Shadow +2 (1/3)

Quote
X’arilyg seeing that its will isn’t enabled in all the planes of existence make the Thought feel disappointed, as if the entire cosmos was rejecting its ideology. With more concentrated effort, all the Planes would have a faster form of interplane transportation and thus all the Hematite Gateways were created much smaller than the cosmic objects that X’arilyg has created before, they would be giant shadowy portals that were continuously active throughout their entire existence being all bonded to the Black Hole, once a living creature or mortal were to pass through these 12 Gateways they would meet to the Lisdyiq ltukrxy (Control Room) is an excavated room in the top of Xunar, in which an excavated room was laid out with a carved-out symbolic eye ziggurat statue takes place, a mortal can transport themselves planarly through this room each Gateway having a twin constructed in its respective planes of the Eternal Engine, Perpetual Mausoleum, Grand Labyrinth in which a Hematite Gateway was inside the infinite dungeon, the Plane of Conflict, the Plane of Fire, the Plane of Air, the Plane of Chaos, the Worldmind, the Plane of Stone, and two Portals in the Material Realm of which northernmost geographic point on Ylir and any the centralized location on the Black Slate are placed upon. In areas where they lack a solid surface for which a Gateway would be trapped upon, it spreads its existence around a half-sphere for a ground surface for the constructs such as in the Plane of Air and other Planes, in which a black stoney surface is constructed upon. In areas that have no “living room” for a Portal and its archway than the Gateways harness the shadow energy to create a tiny spherical aura of “dead space” that the portals have enough breathing room to transport physical matter to and from the Xontrol Xhamber.

The most transparent and most difficult Portal to open is the giant Hematite Portal crusted with a layer of indestructible black platinum that is inserted into the Eye Ziggurat onyx statue that takes in the center of the , this is where the Black Holes charges all of infinite gravitational energy into powering a portal between Xunar and the Shadowfel, and all of the portals inside the Lisdyiq ltukrxy (Control Room) and its archways are guarded by Psychopomps shadowy amoebas, never leaving the Xhamber since of most of the other planes were uninhabitable by the amoebas except the Shadowfel in which the the goal for the Psychopomps is to protect the portals against unworthy mortals, the Hematite Gateways never really absorb energy from a plane, they are much more focused on creating plane shifting permanent portals between each of the planes. The Lisdyiq ltukrxy (Control Room) is an even more focused room, in which most life is rejected by and absorbed by the shadowy aura of Xunar Pyramid, mortals will quickly realized they can survive and see in this purple-glowing room as this is a dead zone area on the pyramidion of Xunar and all entities except beings of pure light can exist physically here, beings of light will however be absorbed from their very essence into this room and be used as the power if they enter.

Furthermore, there is no portal to Plane of Nothing because nobody cares what happens there and no one would want to travel to it, the Stone Eye Ziggurat also has a sense of "sentience" instilled in it, all it does telepathically tell the members who enter the Xhamber on which Portals goes to where and also telepathically vocally bullies mortals who enters them because it's very egotistical of itself. Thus the construction of a much faster and efficient method of transportation is linked compared to the currents, and a way for mortals to more easily leave the Material Plane.
Within the Xunar Pyramid, X'arilyg constructs portals [1d6+2:5] vs [1d6+1:2] whose power is enough to overcome the Lunar light-shell around it. These portals connect the Xunar to every plane except the Nothing, and at the center of the Control Room, where the portals are, is the Stone Eye Ziggurat, which contains the portal to the Shadowfel and also has a rude personality (gained in part from contact with the Plane of Conflict).
X'arilyg has gained progress in the Shadow domain (2/3)


Thanik
Attaein, God of Truth
Domains: Truth +2 (1/3)

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In the chthonic depths spanning the Dream of Reality, the Worldmind felt an End of an Era. The Other Thoughts, too, understood the Universe at large was nearly complete - but there was always more to do.

Of all his Truths and all his wishes, Attaein felt only one was worthy of this period. A gift for both Divine and Mortal- and a test for the Creator and his Creations deserving of such a gift.

In the Ages past all the pieces of the puzzle had been laid, and it was by the threads of the Worldmind that they would come together. Attaein's children that made up the Grand Labyrinth shaped its infinity into a shell above and below the Lunar surface - the shell of light in which Yilr-Gax had encased X’arilyg's pyramid - such that the face was ever shifting above Yil, and the depths reached far into the Shadows. The Lunar and the Grand Labyrinth thus formed Caespidon - the Test of the Gods and the Gate to Regadon.

Those dungeons on the worlds of mortals which granted access to this place would, to the unaware, not appear any different than they would in ages past. They may still explore them for riches untold or for stories to tell, but within the essence of the Labyrinth, a test had been laid for those that wanted more - one challenge for each God who'd contributed to its construction. To ensure those capable are directed towards the test, Attaein would create a single servant known as Gafael, created by infusing a single angel with a multitude of his children - and thus forming the strongest among them; the largest of them given soul and infused with the Light of Yilr-Gax.

The Challenge of Acter was born with the very creation of the Grand Labyrinth. Surviving its perils! Through critical thinking, to pass through the hardest rooms of the Labyrinth and constantly improve oneself. Thus was the goal of life in his eyes.

Ad Ardua - The Challenge of the Body.

The Challenge of Attaein lay deeper. Such was the nature of this test that its very existence elluded all but the most keen-witted. Indeed, the first challenge may seem like all there is to most mortals. From subtle hints within the Labyrinth's depths would the heroes untold have to piece together its very nature. The final act by which they would pass was to pierce the veil hiding one of Yilr-Gax's temples by way of an incantation different for each individual. Like the Worldmind - they would have to learn both of the World and Themselves.

Ex Anima  - The Challenge of the Mind.

The Challenge of Yilr-Gax lay with the very nature of his shell. From these temples, only those judged to be pure of heart would be able to pass through into the greater depths. Angels would follow and protect them - aiding them subtly in their journey should they be deemed worthy.

Absit Invidia - The Challenge of the Heart.

To those that have passed all these - at the furthest depths of the Labyrinth lay the Gateway to Regadon. For each that shall complete this journey, the Gods will be given the power to grant any favor. The Gift of Attaein was thus to God for Mortal - to bend the Truth of Reality for those worthy. These legends would afterwards be free to venture to any plane or live on Regadon among the Gods should they so wish.
Attaein created with his will a challenge for mortals. By bending the Great Labyrinth and the Lunar to his will, he created the Caespidon's three challenges: a challenge each for the body, mind and heart. The entrances to this place are many, even moving, somewhere on the world of mortals, but leading to within the Great Labyrinth, and an angel named Gafael will lead mortals to them if necessary. The reward for a mortal who completes them is the favor of the Gods, ensured by a covenant made with Attaein. A mortal who earned this could have their wishes fulfilled, as well as being more than mortal and residing in Regadon.
Attaein has gained the Heroism domain (1/2)


LovecraftianFairyTale
Xein’Shaan, God of Struggle
Domains: Greed +1 (1/2), Anger (1/2), Corruption (1/2)

*Erroneously wrote Greed +2 last turn
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Xein’Shaan sees Caespidon, the Labyrinth various other gods had helped create, and thinks ‘You know what? That seems way too easy.’. So they create the Great Corruptor of Heroes - Weyvaros, The Golden Wyvern. Weyvaros will lurk around the Caespidon, waiting for any challengers to attempt to gain a Wish. When a challenger does appear, Weyvaros will claim to be an ancient being that can grant their Wish for them without them having to continue the challenge, appearing in expensive-looking, golden rooms, full of illusions of whatever the Hero was going to wish for. Weyvaros can’t grant them their Wish, of course, as his only powers are Immortality and being extremely talented at deceiving people. As a Hero continues ever onward, his claims get more and more tempting, ever increasing depending on the ‘worthiness’ of the hero.

If a person ever accepts Weyvaros’ deal, then they will be unable to leave the part of the challenge that they were attempting, and will only be able to speak in cryptic riddles for as long as they exist.
Xein'Shaan added his own challenge to Caespidon. Weyvaros, The Golden Wyvern, tempts challengers with easy success by avoiding the challenges. Of course, he offers only illusions, and corruption. The exact fate of a mortal who takes up Weyvaros' offer, besides being deceived, will be seen when one finally does.
Xein'Shaan has gained progress in the Corruption domain (+2)


Now the Cosmos is made. At the center is the Sun, the source of light. All the empty space has been filled with water, the Iavodell. Around it orbits several bodies. Yil is a spherical world of stone, with air and water upon it, a magical barrier keeps it in. The Black Slate orbits as well, flipping like a coin as it goes, and a chunk of it is missing. It too has air and clean water upon it, but this comes from Terrawormers, great beasts which consume stone and emit air and water. Its layer of air is more tenuous, some of it bubbles off into the Iavodell and must constantly be replaced by the terrawormers. Goladrath, the world turtle, and its smaller pray, the Heliomantas, are near the sun moving in the Iavodell as well. On their backs too are the Terrawormers, as well as parasitical Goblins and symbiotic Barbarnacles which prey on parasites. Around Yil orbits the Lunar, a silvery glowing orb of light, and inside it is the Xunar, a shadowy pyramid which serves as an access point to the Shadowfel for its servants. The Lunar effectively prevents the Xunar from casting its shadow and allowing the Psychopomps from the Shadowfel to travel in light. At the edge of all of this, the Regadon sits. A great ring outside the entire orbit of these bodies, the Regadon was made by Attaein and Dleifrag to be a home of the gods, it is made of a diamond-like translucent material.

The Iavodell stretches from the Sun at the center of the material realm to the elemental planes at the edges. Currents in the Iavodell's water serve to ease transport between these places. The Iavodell is full of debris from the creation of the Regadon, when the Plane of Chaos was used as a source of material, and the cast-off planets created by Yilr-Gax before he found the perfectr size, shape, and temperature for Yil. There is also the starlets, flames from the plane of fire contained in diamond spheres. At the center of planets (including Yil and the Slate) and asteroids is Primordial Stone, which is almost impossible to break and can never be created or destroyed. Traveling through the Iavodell are Angels created by Yilr-Gax, Psychopomps, shadowy parasitic amoebas created by X'arilyg which are destroyed by light, and Devouring Psychopomps, bug-light creatures created by Xein'Shaan whose shells protect them from light. Additionally it is traveled by elementals of all kinds, which war with eachother to combine and grow larger.

At the center of the sun is the Starforge, a magical set of tools which can create with the power of the gods, and the memory machine, which enables the Starforge to automatically re-create things which have been created in it before. At the edge of the material world are the elemental planes, where the Iavodell's waters slowly transform until they become the materials of the planes themselves. These planes are (in no particular order): the Eternal Engine, and its sub-plane the Grand Labyrinth, the plane of Fire, the plane of Air, the plane of Stone (at whose center is the Gem Court), the Worldmind whose threads connect to all planes, the Mausoleum, the plane of Chaos, the plane of Conflict, and the Shadowfel, the borders of which are guarded by a black hole. Besides these elemental planes are the Nothing, and the Aether, which are not connected to the Iavodell, but handle the end of things and their reincarnation respectively.

Let me know if I'm missing any major features of the universe from this summary.

The End of the Age of the Cosmos

The Greater Thought returned, and all of the Iavodell shifted in color a little. "I think you have made a fine garden-bed for life to grow. Some of you understand already, the Mortals will be very small. Now, you must go down onto the worlds you have made and sculpt them into places where life can flourish, and prepare for the arrival of the mortals. I will tell you when it is time for them. You will have need of a body- this will let you sculpt more finely, but also prevent you from traveling reality so freely as you have." In addition to your action next turn, describe your body. Try to keep it brief, though.

"Now the age of the Earth shall begin."

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The world is made, but its form must be defined.

Normal actions might include:
Create a region (oceans, mountain range, desert)
Populate regions with groups of plants and animals (EG, trees, flowers, forest animals, reptiles)
Create worldwide environmental effects (EG seasons, the wind)
Fight! You cannot kill each other, but your physical forms can tear mountains asunder, your spells can boil oceans, and you can wound other gods and make them lose turns.

Hard actions might include:
Affect cosmic bodies, like in the Age of the Cosmos
Bring an intelligent race into the game early
Forcibly arrange multiple regions into continents

You may normally work on only one planetary body each turn. The main sites are Yil, the Black Slate, and Goladrath, the World Turtle. One or all of them will need plants, animals, and geography to prepare for the coming of the mortals. Taking opposed actions may now turn violent, as your bodies clash in expression of your wills.
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Glass

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Re: Too Many Gods: Age of the Earth, Turn 1 [14/12] Waitlist Open
« Reply #161 on: November 20, 2019, 01:29:33 am »

Acter's body... coalesces? Reveals itself? Appears? You can't help but shake the feeling that it was always there. Regardless, he appears as a rough sketch of a humanoid figure, wearing a long oily-black coat embroidered with an ever-shifting pattern of gears in gold, blue, and white; in his right hand, he bears a wrench, while his left clutches a book.

So, Attaein, how should we go about this thing with the Celadar?
« Last Edit: November 20, 2019, 09:05:24 am by Glass »
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Quote from: FallacyOfUrist (on Discord, 11/15/21)
Glass is, as usual, correct.
Yep, as ever, I bestow upon Glass the expected +1
I'm gonna say we go with whatever Glass's idea is.

TricMagic

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Re: Too Many Gods: Age of the Earth, Turn 1 [14/12] Waitlist Open
« Reply #162 on: November 20, 2019, 07:58:42 am »

And so the age of the Cosmos comes to an end, and a new age begins. For the first time, Nothing recognizes the world, and finally takes action in it. For while that age may have passed, there is still yet time to leave their mark upon the world.

And so for the first time, 『words appear』.

"I am Nothing. But I am also the aether, Reincarnation."

"So strange, to have been ordered to show a form, after being formless."


And so they look down from within the Celestial Belt. Upon the world that occurred, in the Age of the Cosmos, recorded here in it's final form.

"There is much to be done, and little time to do so. Still, my power is at it's height. I shall gather the gods who wish to aid me, and work the discarded worlds anew."

And so does their body take shape, a mass with two arms and legs extending, but overall, indistinct, hazy, like that which a purified soul would appear, both rounded and flat in places. Still, long hair flows from the head, and eyes incapable of ever seeing nothing, a pale blue and white, a glowing body, and white-blue hair. Indistinct, is a good word to describe it, as the hair has no length, but no limit either, simply an aura of power ever flowing.

"This form shall do for now."

And so Kūhaku descends to the starlight, to entreaty with angels to serve her bidding. What does it say that they have taken a pronoun?

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DolosusDoleus

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Re: Too Many Gods: Age of the Earth, Turn 1 [14/12] Waitlist Open
« Reply #163 on: November 20, 2019, 05:58:48 pm »

Neheb is the Sea, and the Sea is ever-shifting, ever-changing. The physical form of Neheb reflects this, a body of crystal clear water that constantly changes form. Though roughly in the shape of a humanoid, as more mortal races enter the world its form will slowly shift to take on their characteristics, so as to be in a constant state of flux between the mortal shapes.

[X] Neheb gazes upon the three places that one day might be home to mortals, and wonders what sort of things a mortal might desire. After all, Neheb had never seen a mortal, and only knew what they themselves desired. So it was Neheb’s will to create beauty and natural wonders, and hope that mortals might one day marvel at them as well. Looking out into the Iavodell, they see the vast ecosystem contained within, a wondrous confluence of life interlocking in a vast cosmic dance. Then Neheb saw the seas upon Yil, upon the Slate, upon Goladrath, all pitiably small and lifeless compared to the Cosmos. This simply would not do.

And so, Neheb began work on filling Yil with life, for it already had an ocean, and the other realms seemed to have support enough from Megiddo. They rushed into the Starforge, gathering a great many ingredients along the way to create life. From the Iavodell they took a handful of water, which gives sustenance. From the surface of Yil they took a lump of clay, to bind life to the land. From the Court of Gems they took many brilliant crystals of various hues to provide color and beauty. And from one of the Heliomantas they took the spark of life itself. All of these things did Neheb combine together into a single seed, which was then multiplied with the memory machine and taken back to the ocean of Yil, where the seeds were scattered in the mud beneath the oceans.

Finally, with a single word Neheb wills the seeds to grow, bursting forth from the ocean floor into towering spires of kelp, vast clouds of algae, and sprawling plains of seagrass. Thanks to the gemstones used in their creation, these plants flower in every color that there is, filling the oceans with color and preparing them for any animals that might come in the future.
« Last Edit: November 22, 2019, 11:58:32 am by DolosusDoleus »
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Thanik

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Re: Too Many Gods: Age of the Earth, Turn 1 [14/12] Waitlist Open
« Reply #164 on: November 20, 2019, 06:59:14 pm »

[X] The Worldmind knew the End of the First Era had come even before the First Thought once more pulsed through its vast network. Through its countless threads spread a striking realization. Yet at the same time Attaein ignored it for, for the first time in the eons since his awakening, he thought of something else.

As if a veil had been lifted from his sight on the world – Attaein’s consciousness navigated the blurry edges of what was him, and what wasn’t. While earlier this meant differentiating between his own thoughts, and those of the Other Eleven (now Thirteen), now it was a much finer distinction: between that which was a part of him – his body – and everything else. As if an ego boundary had been imposed between him and the rest of reality- even the Worldmind itself now seemed something else, though admittedly something he saw himself part of. A vestige of his greater being. And his mind drifted to Regadon. With that came the corporeal vessel - at first a knot in the Worldmind’s web around which divine metal from the Regadon assembled almost organically, but it was seldom still. An amorphous translucent humanoid rose up from the heavenly ground near his city, created in ages past, and with each clumsy step, the being took on more detail, as if sculpted by the consciousness that wore it.

From the collar extended back behind the head thin white strips, connecting into a loop reminiscent of a halo tilted backwards. Seen from afar, one might note the face twisted inwards- its surface like that of a rose flower, if such a thing existed for them to draw the comparison in the first place. Likewise, the arms and legs, too, twisted- one bulk seemed to flow into another as naturally as the currents of the Iavodell, of which one couldn’t be sure where the first began and the next had ended, but which appeared strong all the same. From the torso, similar strips erupted as if with the collar, but wound themselves tightly around the body- appearing as musculature that flowed into the back and out again from the chest. Over this base, opaque white plates extended, covering the being in what appeared as chitin. And from the head sections of this plating, themselves like petals with a golden lining, flared out slowly, and crowned the being. Finally, from the threads within, a bow grew out of his right hand- itself wrapped in a dark blue band - the divine bow which he named Llachtar; his Light and his final verdict for those that threatened the Dream over which he presided.

With this shift in perception also came something else- a feeling of loneliness, for the existence of a mere thirteen others that shared this dream seemed too little in all its vastness. It was no longer sufficient that they witness its splendor, as it had before, and thus he had decided to create beings in his own image with the help of Acter Nobody. Together, the two would create the Celadar- the sons who’d see the Dream and know it in the same way as the Gods, but they’d first have to pave the way for their creations to arise.

From the divine metals within Regadon, Attaein would use the Starforge to create spherical cores imbued with the soul of the being- a tangle of Erdanous threads, much the same as those of Attaein’s own form. This vessel, although small and limited, could with its consciousness shape its surrounding due to their connection to the Worldmind, and thus make for themselves bodies of mundane metals- extracted from the stones of the world they inhabited- similarly intricate in design as his own, with crested heads in lieu of his crown with beautiful patterns reflecting their soul's core. Their bodies would, due to their material, degrade over time- and so they would need learn to repair them, but this need would serve as a duty to stop them from growing hedonistic, and would remind them to respect that which they’d taken.

The first of the Celadar were imbued with an innate curiosity and respect for the rest of creation, and a natural aversion to conflict, greed and acts of anger that corrupted his threads before, for he knew the results would be as ugly in their rage and selfishness. For as long as the core remained whole- and divine metal was a hardy thing - they would not know the touch of Death, but due to their roots, however, he knew they’d always, at their core, long for a return to the Worldmind. They would thus strive to understand the Universe around them and witness it- a natural pleasure from discovery not unlike his own, and pleasure from the presence and understanding of others. While this would give them a drive in life, he knew yet more would be lost to natural forces and other mortals, should they not be as benevolent. Despite their hardiness, they would need to be replenished much like the Heliomantas and countless other beings- yet each life should be unique. For this reason, Attaein would make it so two Celadar to knot their threads together to assemble another core within a sphere of mundane metal, and thus turn it divine. Once they'd grown experienced and formed their bodies, these children would possess crests influnced by their parents' design. The children of his children would, thus, learning from their elders, strive to greater things.

Thus the first mortals would be born- beings of metal wrapping around a divine core. They would be unhinged from the threat of death by old age, as long as they replaced parts of their bodies, so as to freely ponder reality- and would surely be expert craftsmen, artificers and sorcerers due to the ease with which they could direct the threads of the Worldmind.
« Last Edit: November 21, 2019, 11:08:47 am by Thanik »
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