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Author Topic: Too Many Gods: Age of the Earth, Turn 2 [14/12] Waitlist Open  (Read 23569 times)

Thanik

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Re: Too Many Gods: Age of the Earth, Turn 2 [14/12] Waitlist Open
« Reply #195 on: November 25, 2019, 01:14:17 pm »

Ah, sorry. I'd say you're the one who can say whether they have souls or not, then.

Nah man. That's up to peeps individually. I just wanted the worldmind to be a way for things with souls and/or that are smart enough to (more or less) easily do "magic". (Reality being subject to will within some bounds classifying as such)
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evictedSaint

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Re: Too Many Gods: Age of the Earth, Turn 2 [14/12] Waitlist Open
« Reply #196 on: November 25, 2019, 08:32:29 pm »

[X]Willing for weird god copulation with anyone

The God of Light and the God of Shadows engage in fierce, brutal copulation to produce an offspring.  It's a violent, explosive affair which gives rise to mountain ranges and deep-sea trenches all across Yil.  Continents are cracked apart and smashed back together, the storms rage for months at a time, and volcanoes erupt.  This is a period of great turmoil and change for the planet, and once it is done Yilr-Gax charges the newly-born God/Goddess to Guardian the planet from further harm.

Naturally, Yilr-Gax tops.

« Last Edit: November 25, 2019, 08:36:23 pm by evictedSaint »
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Chiper9

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Re: Too Many Gods: Age of the Earth, Turn 2 [14/12] Waitlist Open
« Reply #197 on: November 25, 2019, 10:27:00 pm »

Morrak saw the dire situation of the Celadar  as they were hunted by Corrkogni and their bodies decaying through rust with each trouble limiting what they could do. While their bodies were an issue, he understood that their creators were better suited to fix that problem and Morrak was more interested in making sure they had the opportunity to do great things and possibly earning a place in his collection.  Then only remaining way he could address the Celadar's situation is to deal with the Corrkogni.

Morrak saw two different methods of dealing with the Corrkogni. First he could just kill them all and be done with them, but this could be only a temporary solution as merely give them some time to stabilize their situation before the next monster found them. This could allow them to become strong enough to deal with next threat, but it delayed them becoming worthy of his collection. Also if might just provoke the God of Struggle make a worse monster to hunt them and undoing Morrak's work.

The other possibility was to train and arm these mortals so they could fight back. This appealed to Morrak as it makes the Celadar more interesting and capable of fighting future threats. Morrak dreamed of the future of this group as they fought the monsters of the world and face the challenges that lay within Grand Labyrinth. With this thought in mind Morrak couldn't see any better way do fixing their problem.

[X] Morrak goes down to the Celadar and walks into their village as he shifts into a bipedal form.

"I am Morrak God of the Dead and it is not your time die," says his spear Mortality shifts from inside his body to his hand.

"Your tainted Kin see you as prey, but I shall train those of you willing to fight back and protect your fellow Celadar. All I ask of you in return to is to continue to protect your kin by seeking out such dangers and to teach your children to do the same."

At the end of the training Morrak gives three of his Mortal Maimers to the best of them and tells the rest of how they visit him in his realm for future training.
« Last Edit: November 25, 2019, 10:31:38 pm by Chiper9 »
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Sensei

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Re: Too Many Gods: Age of the Earth, Turn 2 [14/12] Waitlist Open
« Reply #198 on: November 26, 2019, 01:35:50 am »

[X]Willing for weird god copulation with anyone
Naturally, Yilr-Gax tops.[/b]
Gods are sluts.

Also, you're going to have to roll for that.
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TricMagic

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Re: Too Many Gods: Age of the Earth, Turn 2 [14/12] Waitlist Open
« Reply #199 on: November 26, 2019, 09:33:40 am »

[X]『 』 continues, taking a well of nothing and the materials needed for the three seeds, forming the Aethereal Crystal shells themselves. The Gates are such that they are enchanted, but open for other objects to pass through.

From their, they gather more and more angels, and craft an Equalization Seal to be placed on 21 spots inside the sphere to help regulate the weather according to the planet. With the Starforge's recording function, this goes somewhat smoothly. The angels shall continue this work throughout the rest of this era until all the failed planets are done.

Once all the shells are made, they then start a new project. They take a few of the Seeds of Air, and travel near the shadowy waters, far from the sun's light. So done, they create Aethereal Crystal to form a massive tree, whose trunk and branches are enchanted to create a cloud sea around it, and prevent the water from flowing in or rising up above sea level. From there, they toss the seeds of air and activate them, creating the Cloud Sea.

This Cloud Sea floats through the currents slowly, cold, but bursting with possibility to be shaped, it's tree keeping it formed. A planetary area.
« Last Edit: November 26, 2019, 02:49:00 pm by TricMagic »
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Imic

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Re: Too Many Gods: Age of the Earth, Turn 2 [14/12] Waitlist Open
« Reply #200 on: November 26, 2019, 02:08:55 pm »

If there’s a spot in the waitlist, dump me in it.
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Thanik

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Re: Too Many Gods: Age of the Earth, Turn 2 [14/12] Waitlist Open
« Reply #201 on: November 26, 2019, 02:21:47 pm »

Amidst the ferns and bushes of a plain field was a lone Celadar, sitting peacefully on the ground. The sound of waves in the distance and the fluttering of wispy leaves in the newly created wind echoed through the night as a curious rose face watched the starry expanse of the heavens with an innate curiosity. It enjoyed the peace of this place; the time away from its extended Family left its flow of thoughts unobstructed -- and from that flow spewed outwards webwork, lining the space between the stars with stories.

And yet, unbeknownst to it -- the webwork stared back. The petals of Attaein's crown gently lowered themselves against the God's head and, just as quickly, the environment dissappeared from view; once more bringing into focus the monolithic white walls of the shrine room with its intricate relief. He spoke no words, for words could be misconstrued (it was for this very reason that he had gifted the Celadar the ability to speak through thoughts), yet he already knew Morrak would understand his message. Ever since the corruption of his first sons by the Thought of Conflict, Attaein had known the deep pain of loss, and felt a great resolve to push his creations onwards.

Yet knowing the Death God's ways, he knew it would not be enough. The heroes that would defend their family would be great indeed, but without direction they would surely lose their way. Sowing the seed of conflict in both those who felt greed and in those who feared them would only lead to sorrow, loss and rage festering like a plague upon the first beings like the Gods themselves -- and this he could not allow.

Thus it was that he would bestow upon the Celadar three gifts.

Upon the most curious of his creations, he would bestow a crown of divine metal and name him Ahneros -- Hero of Sight -- for while others would think and ponder the Dream, his connection to it would be greater still, and his mandate over them in place to assure they lived morally and prospered. He would thus be their greatest teacher and the one to keep the Family together.

Upon the crests of thirteen others, whom he would name Akrekoi (Those who cry), he would embed shards of the metal; their role to engage eachother in debate, and execute matters that concerned rulership so that work was done well and the Family would accomplish many works of grandeour.

Finally, his last gift would be a vast sheltered landscape throughout which beautiful emerald and ruby flowers would blossom, thusly called the Emerald Fields. These, when consumed by the Celadar, would keep their furnaces alight for years and allow them to live peacefully -- concerned with higher things.

With that done, Attaein again let his focus step among his children -- eager to walk once more in the footsteps of innocence. The shrine room, as silent as before, was now also empty, and the only sign that something had transpired would be the relief of a tall white tower amidst a field of bright red and green.

[X] Attaein crafts a crown and thirteen shards of divine metal and bestows them upon those Celadar he finds to be the purest in their amazement with the world. These would enhance their wielder's connection to the Erdanous, making them uncorruptable, and would possess a natural inclination to act as the rulers of the first society on Yil. These select few will gather all the Celadar and, directed by Attaein, arrive in the Emerald Fields, where they will build their first city. This complete, he will watch over them to assure their survival; as despite the Ahneros' foresight, some matters may simply be outside their ability to address.
« Last Edit: November 26, 2019, 02:44:27 pm by Thanik »
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DolosusDoleus

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Re: Too Many Gods: Age of the Earth, Turn 2 [14/12] Waitlist Open
« Reply #202 on: November 26, 2019, 03:40:43 pm »


[X] 'Twas then that Neheb sought to fill the seas of Yil with life, to mimic the cosmic ecosystem of their beloved Iavodell. These creations would not be spread haphazardly across the land, only to perish soon after like the works of Dliefrag. No, instead they sought to perfectly craft each of their creations, so that they formed a flawless cycle of life and death, of predator and prey.

And so, Neheb retreated to the bottom of Yil's ocean, to the great Needle they dropped there in the previous Age. From the top of the Needle they whittled away slices and shards of Heliomanta bone, forming it into the skeletal structures of whales, sharks, fish, and all manner of other creatures. They laid soft loam and clay from the ocean floor onto these basic structures, and sculpted their bodies into ones that would glide easily through the water. Finally, they took a fragment of the Leviathan's essence, to give them instinct, and the drive to survive. Some creatures fed upon the plants, and others fed upon other creatures. Some breathed the air above the surface of the ocean, and some breathed through gills. There were creatures of every conceivable size and shape, all set to be arrayed in a vast dance of creation beneath the waves.
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Kilojoule Proton

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Re: Too Many Gods: Age of the Earth, Turn 2 [14/12] Waitlist Open
« Reply #203 on: November 27, 2019, 05:05:08 pm »

[X] Mahar makes Mountainsnails mit Moon-Masher. Barely sentient continent-sized/shaped flatsnails on the Black Slate with molten rock for blood who leave completely hidden tracks of magma, they fight and flee each other over the course of countless years. The occasional rumbing quakes on the surface are what happens when their interlocking shells slip against one another, and  volcanic eruptions are what happens when their shells are punctured and they bleed. The Black Slate, second among stones, loves those with denser shells the most and pulls them closer. This leaves large depressions on the surface to be filled with...something liquid. Perhaps another divinity knows what's supposed  to happen next. Whatever it is, Mahar goes back to looking regal in the Court of Gems. The angels kind enough to guard the place without having been asked are each allowed to take a fist-sized gem not in Mahar's hastily selected throne room as compensation each Turn.
« Last Edit: November 27, 2019, 05:06:41 pm by Kilojoule Proton »
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Sensei

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Re: Too Many Gods: Age of the Earth, Turn 2 [14/12] Waitlist Open
« Reply #204 on: November 28, 2019, 01:11:47 am »

Waiting for a few more...
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LovecraftianFairyTale

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Re: Too Many Gods: Age of the Earth, Turn 2 [14/12] Waitlist Open
« Reply #205 on: November 28, 2019, 03:05:04 am »

Xein’Shaan likes how the Corrkogni turned out, and decides to actually make something original for once. They spend a while trying to figure out what to make, before finally deciding to start on an idea they’d had a while ago. And so, the Parvyrns were born.

[X] Create Parvyrns, reptilian beasts twice the size of the average Celadar with two legs and two scaly wings. Their scales are coloured various shades of bronze, and are five times as strong as iron. Their lungs are impressively large, allowing them to breathe even in the thinnest of air. They will start to starve to death after five days of no food, and are omnivorous. Lastly, they have a flight speed of roughly 175 miles per hour.

These beasts are, as is everything Xein’Shaan makes, extremely greedy. However, they also have an impressive memory, despite their far below average intelligence. Their greed and memory combined makes them quite easy to train and tame, as they remember anyone who’s ever given them food and will trust them to supply more food in the future if the Parvyrn does as the person says. Xein intends for Parvyrns to be used as a mount in the future, a beast made to either ride into battle or cross incredibly large distances.

They’re scattered all across Yil, anywhere it looks like they could survive, with a larger amount being dropped near the Corrkogni and Celadar.
« Last Edit: November 30, 2019, 05:12:01 am by LovecraftianFairyTale »
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Thanik

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Re: Too Many Gods: Age of the Earth, Turn 2 [14/12] Waitlist Open
« Reply #206 on: November 28, 2019, 04:31:05 am »

Xein’Shaan likes how the Corrkogni turned out, and is about to leave them to move onto something else (something actually original this time), but then he sees some of the other gods giving the Celadar help. So, Xein decides to give the Corrkogni a power boost.

[X] Xein gives the Corrkogni the power to perfectly control any physical matter that their Core has touched before. Xein gives them a few ideas on how to use this power, like shapeshifting, or detaching part of themselves to use as a psychically controlled weapon or shield. This isn’t limited to themself either. If their Core has touched it, it doesn’t matter if it’s biological or metallic, Living or Dead, they can control it. Xein’s also going to try to give them a biological body again. He doesn’t really like the metal aesthetic.
Lastly, Xein’Shaan warns them to be careful, to plan and deceive. Xein still encourages their greed, but suggests that they hide in the shadows and build their forces and power unnoticed, until they can finally take what they want.


Shapeshifting's already a part of their roster, as is limb manipulation, but neither I nor Sensei (I assume? He might have to confirm this) had a reason to highlight it. Now- "touched before" seems absolutely untenable?

Even ignoring the fact maintaining magic at a distance becomes harder (due to the bulk of the threads you have to will simultaneously increasing) and the fact their magic should be shorter range still (due to their threads being constantly at war with the rest of the Worldmind), the thing would have to sense what every part its ever touched can "see" etc.

And seriously. I doubt they need any boosts. Its not a game of "who can exterminate the other side" unless you make it that. There's a line where "interesting opposition" becomes annoying. :V
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LovecraftianFairyTale

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Re: Too Many Gods: Age of the Earth, Turn 2 [14/12] Waitlist Open
« Reply #207 on: November 28, 2019, 04:33:01 am »


Shapeshifting's already a part of their roster, as is limb manipulation, but neither I nor Sensei (I assume? He might have to confirm this) had a reason to highlight it. Now- "touched before" seems absolutely untenable?

Even ignoring the fact maintaining magic at a distance becomes harder (due to the bulk of the threads you have to will simultaneously increasing) and the fact their magic should be shorter range still (due to their threads being constantly at war with the rest of the Worldmind), the thing would have to sense what every part its ever touched can "see" etc.

And seriously. I doubt they need any boosts. Its not a game of "who can exterminate the other side" unless you make it that. There's a line where "interesting opposition" becomes annoying. :V

...A’ight, fair enough. Have changed action.
« Last Edit: November 28, 2019, 06:29:31 am by LovecraftianFairyTale »
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Thanik

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Re: Too Many Gods: Age of the Earth, Turn 2 [14/12] Waitlist Open
« Reply #208 on: November 28, 2019, 09:11:16 am »


Shapeshifting's already a part of their roster, as is limb manipulation, but neither I nor Sensei (I assume? He might have to confirm this) had a reason to highlight it. Now- "touched before" seems absolutely untenable?

Even ignoring the fact maintaining magic at a distance becomes harder (due to the bulk of the threads you have to will simultaneously increasing) and the fact their magic should be shorter range still (due to their threads being constantly at war with the rest of the Worldmind), the thing would have to sense what every part its ever touched can "see" etc.

And seriously. I doubt they need any boosts. Its not a game of "who can exterminate the other side" unless you make it that. There's a line where "interesting opposition" becomes annoying. :V

...A’ight, fair enough. Have changed action.

Ooo. "The Dragon-riders of Yil"! I love it. :D
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Kot

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Re: Too Many Gods: Age of the Earth, Turn 2 [14/12] Waitlist Open
« Reply #209 on: November 28, 2019, 11:06:45 pm »

Wyvern riders.
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