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Author Topic: Bay12 Communal Worldbuilding Game  (Read 68299 times)

Haspen

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Re: Bay12 Communal Worldbuilding Game
« Reply #915 on: July 22, 2020, 12:12:54 pm »

Year 336.1

Having killed the Demon King C'is, the shamans and diviners of Sicis declare that they're saviors and new leaders of the Toadmen. They proclaim that the place for Toadmen to expand to is not north or south, like the deranged King said, but to the east, where the Great Lake is. A new wave of migration and expansion follows!

Meanwhile, very similar to the one that fell at Slugman Duchies, a meteorite falls just west of Great Scar University!
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TankKit

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Re: Bay12 Communal Worldbuilding Game
« Reply #916 on: July 22, 2020, 12:36:28 pm »

Year 336.6

After half a year yet another meteorite falls from the sky, this time landing near the foxfolk shamans and human kingdoms of the far south.
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Unraveller

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Re: Bay12 Communal Worldbuilding Game
« Reply #917 on: July 22, 2020, 01:12:14 pm »

(( My favorite part about this thread is seeing all the interpretations and ideas that people spring up for open ended stuff, like how the conflict unfolded just then. No matter what the outcome, or how it's written, I'll be happy just 'cause that's the spirit of the game ya'know? So don't worry yourself Strik3r! ))

(( In fact, here, I'll leave something REAL open ended for you to play with. ;P ))

Year 336.7
Long had it been since the Løkhunds of Nordica, once Bloodjarls, came in contact with the Brüdines above. Not since the Battle of Four Armies, it seemed. And even then it was a bond merely in bloodshed, things were different now. . . The houndmen were ever a merry sort, having driven off the shackles of malice, in Nordica to put it simply; they prospered. The vertical distance between themselves and their allies in war of old was the death knell of any continued relationship, indeed the Løkhunds knew nothing of the affairs of Dragolia, and little beyond their own sphere.

Still, in hopes to continue their Age of Ship and Song, the hounds decided that now was the time to look beyond their borders.

Jarl Wülfærd, first of his name, coated in shaggy shimmering blond fur took up this challenge, gathering countless good bois men to join him. Ever the warriors they were, the Løkhunds saddled up their ash longboats with arms and armor at their side, and set off from Nordica in hopes to find a way to connect their home with the lands of the Red Elves and Brüdine.

Some twelve ships were spotted sailing by way of Eudenland, far more than any diplomat needed, but the dogs were always just a little too cavalier. How fared the first leg of their journey?

Y̖̟̳͍͖͈̜̘̆ͭͩͧ͟e̐́ͨ҉͝҉̗̦͖a̵̷̦̳̖̝̩̭̗͈̰̐̿r̬͙̘̍̍̍̇͂ͮͤ ͖͕̪̟̪̦̫̏̽U̯͖̥̅͗ͫ̊̏̋͝͝n̝̹̬͉͎̮͈͖ͣͯ͞k̥̥͌͗̀͠ṉ̶͈̣̳̥̖̦́̌͊ͦͅo͎͔̺͓͔͇͙͊ͣ̍̃ͭͤw̴͎̦̭͉̆a̢̡̫̲̼̯͕͈̘̲̓ͨ̉̄̎̇ͥ͛ͫ͢b̯̩̝͖ͨ̒̈̑͋ĺͨ͂̾̾ͤ̔͐̉҉͎̥͖̤̱͡e̛͚̲̖̣͛̊ͤ͐̚ͅ


C̴͙͈̦͈̼̃ͭ̋̑ͨ̋͒̿õ͔͗ͣͤͣ͑͘͝m̧̹̥̫̟͓̔̾̂̚͘͠i̸̲̜͚̭̲͙̓̏̂̊̕ṇ̢͎̙̉͆̉̿ͧ̾̚͘g̴̦͇͖̻͚͇͎̜͒̿ͩ̚̕ͅ
̭̠̞̳̳̱͉͛̚C̣̋a̰͚͗̾͘l͈̘̻͍̲̙̲͓̻̽̉̈́̎l̵̵̮ͯ̎͑i͑ͪ͋̂̐ͦͣ̌͏̪̫n̜̠͙͑ͣ́͋̿ͤ́͝ͅg͊͗ͯͤ͆͛͋̅͋͏͇̫̝̪̗ ͖̩̼̫͉̠̤͔̹ͮ̆̄ͫ͝
͕̙̜͕̳̾̃ͧ̏͠C̿̇ͭ̽҉̹͉̩̝̟͠h̎ͩͮ̅̿͘҉̲̝̗̗̙̗̘̹i̽́͏͚͈̗̪l̯͙̗͎̘̔ͩ̈́̏̕d̶̨͎̠̫͓͉̲ͪ̏ͤr̦̞̝̥͓̈́̓͠ͅe̛͍̝͕̥͚͆̑ͯ͑ͩ̆̿ͦ͜͟n̛̫̼͚̩̠̬͔̪̊̆͂̒̽
̖̉͒̊̓͊ͧ̀̀Y̷̩̝͓̞̹̮̲͙̽̾ͥ͆ͥͩ͊̎̀é̡͓̪ͥ̋ͤ̑a̢̢͚͇̞͙̳̠̼͈ͬ͂͑͊ͧͮr̛͓̪ͨͨ̔̅ͮͭ͐n͗̍͏̴̹̲i̮͙̱̞͕̮̗͐̈́ͬ̌ͥͤ̊͜ͅn̸̙̰̫ͭ̋͒̿͠g͗͐̈̃ͦ͆ͬ̆͏̺̖̱̩ ̵̨͈̙͉͍ͬͨ̔
̧ͫͣͧ̏ͫ̓̎ͩ҉̦̼͓̣̥̹̠͜F̶̢͚̼̏̂ͦ͗̅ͦ͢a̶̤̖̠ͩ͊̿l̵̤̣͕̜̰͍̯̬̟ͤͥͦ͂ͤ̉͛͜l͚̠̗͙͈̫͍̺̼ͬ͐͋́͢ḯ̬̳͙̙̠͕̞̿͆̏͊ͫ̿̌n̋̆̍̆̑̎̏ͣ҉̣̱̥̤̤g̶̮͍̱̻̤̻̓ͩ́͠
̙͔̜͕̓̈́̎̃̋́͞ͅM̛̙̣̥̙̜̱͇ͦͮ̆ͨ̈ͥ̌ͭ́́å̴͕̟̬͕̱ͦ̆h͚̺͕̥̺̫̻͛͒́͝-̛͇̣͕̭͇͈ͯ̑̍͆ͭ͞Ę̵̼͎̣͉̦̜ͨ͜͠-̵̲̞͈͂̊̕͢G̭͕͖̝̝͔̑ͭͦå̗̝͛̿̓͂̐̾͘͢l̞̘̬͍͖̇̀

With a great heave of her battle cracked fist, and war torn muscles, Zchuld pummeled the grizzled face of the final challenger. Between her tusks, the beast of a woman rose both arms, streaked with the blood of the honorable dead, she let out a cry that shook over the great savhanna and tore at the firmament of the land. There was a quiet among the countless Orkish faces that gazed upon her effort and vibrant spirit. A reverant calm. It had been the first night in many moons from which the scattered tribes of the Greenskins came under one banner.

To witness the Great Choosing.

At last, the decrepit Zornaraugh laid down his crown. A number of goblinoids emerged from the woodwork, dressing the victorious Zchuld in a coat of fine furs, then placing the crown of the shaman upon her head of thick, braided hair. "You. . . Big Boss now." He sputtered to say.

To her new followers she spoke, voice like the howl of mountain wind, "Tribes? No more! I spit on name of Big Boss!" The woman roared, ambition unlike an Ork in her eyes. "I am Khan Zchuld! And all tribes are of my bosom!"

The first among the Greenskins to unite their races in more than mere battle emerges, naming her people now the Zchuldae Khanate. They immediately begin work centralizing under this new strength.
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TamerVirus

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Re: Bay12 Communal Worldbuilding Game
« Reply #918 on: July 22, 2020, 01:14:13 pm »

Year 336.8- The sudden upswing in destructive celestial phenomenon drive a surge of interest in the study of astronomy. Scholars and researchers scramble to identify the cause behind the meteor impacts or if there's any sort of discernible pattern. With the re-establishment of the Sandstone Qhanganate and a re-normalization of trade in the area, the availability of high quality glass has gone up significantly as compared to the era when the forces of Chaos ruled. With this in mind, Lake Scar University begins construction of a great observatory. The University designates a clearing close to the newly created impact crater as the ideal location; the tree line was pretty much obliterated during the impact, creating a clear, unobstructed horizon. Custom orders for large curved pieces of glass go out to slugman artisans. Construction begins   
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Strik3r

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Re: Bay12 Communal Worldbuilding Game
« Reply #919 on: July 22, 2020, 02:09:03 pm »

Year 336.1
Meanwhile, very similar to the one that fell at Slugman Duchies, a meteorite falls just west of Great Scar University!
Code: [Select]
1d20=18This meteorite was slightly smaller than the one that landed on the Western Continent but not by much. The impact formed a sizable crater, and the earthquakes caused a secondary "Scar-like" fracture to form near the Great scar.

With the incident report from the Lake Scar University, and the meteorite's similarity to the one that landed there, The Magi of the University took no chances. After verifying and confirming the meteorite's integrity, that it had not fractured before or after landing, it was annihilated with a Chaos Entropy Beam.


Year 336.6

After half a year yet another meteorite falls from the sky, this time landing near the foxfolk shamans and human kingdoms of the far south.
Code: [Select]
1d20=7
This meteorite was much smaller than the ones that landed in the West or on Dragolia, probably having broken off from the main body long before appearing in the skies and most of the meteorite burned up in the sky before hitting the ground, which it did with some force, leaving a small but respectable crater and being completely vaporized in the impact.

map

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King Zultan

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Re: Bay12 Communal Worldbuilding Game
« Reply #920 on: July 23, 2020, 06:54:42 am »

Year 336.9: With the recent meteor impact next to Great Scar University a panic arouse that it might have sped up the cracking of the floating continent. Roll to see if the meteorite impact has sped up the continent breaking apart.
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Strik3r

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Re: Bay12 Communal Worldbuilding Game
« Reply #921 on: July 23, 2020, 07:09:39 am »

Notices and Summary:



TURNS:



WORLD STATE:
The Dwarves of formerly Vanishmountain have continued on their sky-island building.

Streamland and New Qhanganate have grown into the remainder of their weak territory


Rolls

Griffons attempt to replicate Batpeople's Earth Magic
Code: [Select]
1d20=5The Griifons have discovered that Earth magic and Griffon do not really mix well.  Nor does the Batpeople way of casting that magic, namely dancing and singing, which are highly specific and even small deviations from the form having at times, disastrous consequences. Deviations which are unavoidable by the Griffons due to their different physical build. Several budding Griffon Earth magi are hit square in the beak with rocks that suddenly shot out of the ground. Others die by suffocation after accidentally summoning dirt inside their lungs.


Griffon scouts attempt to convince the runaway settlers to return
Code: [Select]
1d20=9The Scouts followed the trail of flags and other markings left by the runaways for the runaways, halfway across the continent. before reaching their massive encampment, which was led by a large, old Griffon that spoke in a strong but calm tone.

He explained to the scouts that they would not be able to convince them to come back to a nation that does not respect them. The Griffon runaways only laughed at the mention of "Being blessed as true "Warriors" in shrine of Nara", with jokes regarding its troubled construction being thrown around. With their leader adding: "What kind of "True Warrior" prays to a god for strength?".

The Scouts were sent off being told that if they ever return, The Griffons wouldn't be here anymore.


The Griffons attempt to resell things between the Elder Council of Dragolia and the Batpeople
Code: [Select]
In order: Batpeople, Dragolia
1d20=19+20!

The Griffons reselling of goods goes incredibly well both ways, allowing them to skim a significant profit off of each trade.

The Goods from the Elder Council of Dragolia are intensely interesting for the Batpeople as they're things they've never seen before, from a nation that has existed for far longer than they have.
At the same time, things fromt the batpeople are highly desired by those living in the council lands, often times being magical things of an highly exotic nature to the dragons.

Foxfolk try to train archery and magical skills
Code: [Select]
1d20=16
With the "Butcherer" having become something of a bogyman for the foxfolk, many train and practice archery skills tirelessly, having become quite good at hitting smaller and smaller targets from further and further away, but lingering doubt remains in the minds of many, asking whether any amount of training will be enough against such a foe, one that seems to see every attack coming, if the stories are to be believed.

At the same time, those foxfolk adventurers inclined to magic have been practicing, trying to create new more powerful spells and trying to cast them. Foxfolk magic consists almost entirely of Earth and Spirit magics and sadly in their last fight, spirit magic proved completely useless, so they have been focusing on mostly Earth magic, its unlikely the Butcherer's blade will be able to cut a rock.

Some Foxfolk pray to Duenta and Foreus to do something to help them fight the Butcherer
Code: [Select]
In order: Duenta, Foreus
1d20=3+14

Those praying to the twin gods receive some divine words from them of varying usefulness in response but that is all they receive.

Duenta refuses to offer any aid to the foxfolk, stating that she revels in the strife and discord, but did offer a nugget of wisdom: "Without conflict, nothing grows, everything stagnates. Look how his appearance has spurred you all into action where before his appearance, the fox kin had become dormant and content."

Foreus however reveals that he might not be able to do anything, as "The Butcherer" is the most zealous follower of his revered god, but does not depend on said god for his power, believing that gods do not give, only take and is happy to deliver his sacrifices to his god using his accumulated skills.

Toadmen try to expand eastward
Code: [Select]
1d20=1!
Toadmen have grown sick of being constantly told what to do, constant decrees and orders. The settlers that were supposed to go eastward instead turn on the shamans and diviners, easily executing a brutal coup and leaving the nation of Sicis leaderless, as the rebels refused to take the seat of power, fearing the same fate befalling them too, instead proclaiming that Toadmen will no longer be ruled by any god or king, instead Toadmen will be the rulers of Toadmen.

This has resulted in the fastest downfall of a nation ever as it descends and returns into a bunch of separate tribes once more.
(Sicis has become "Tribes of Sicis" and is no longer a nation.)

Jarl Wülfærd sails out
Code: [Select]
1d20=20!
In the wake of the great waves of the recent years, the ocean had grown exceptionally calm, the days sailing south were spent in revelry, songs of old, sea shanties and hymns, drink taken with them from home, the finest mead in the land and fish caught from the sea. Long gone were the days of oar, now replaced by sail and rigging. And as the days turned to night so did their songs to ones of haunting howls sung to the moon and the aurorae of the north, their way of calling out to those departed from this earth.

And howl did they too at the day when the moon "ate" the sun, turning it into a bright, burning eye in the sky. Even the Sharkmen dared not attack the ships that day for they feared its harrowing gaze.
But not the Løkhunds, they howled to scare the moon into returning the sun...

Somewhere on Dragolia, a pair of little orange eyes meet the great one in the sky, looking on from within the crystal that is its home.
The Children of Elysium could sleep in those moments, even if the great eye could not see them. They were wide awake, watching themselves sleep deeply.

Indeed, the hour of the red eye was strange, shadows cast by nothing, mirages of islands no longer there, visions of multiple worlds laid on top of one another. Some even hearing strange voices in their minds...

But soon, everything returned to mundane as the moon did "give back" the sun, continuing on in its eternal celestial journey through the sky and the Løkhunds cheered in unison at one more victory their own.

Zchuldae Khanate attempts to centralize
Code: [Select]
1d20=13
With Khan Zchuld having united all of the greenskin tribes under one banner, both Goblins and Orcs have been concentrated, packed more tightly together and have begun working on serious construction efforts, starting with a capital city of their own, though it will eventually more resemble a very large fortress rather than the grand sprawling cities of Streamland or the Sandstone Qhanganate.

But orcs being orcs, creatures given form by Chaos, regardless of their unity, are still prone to confrontation, competition and infighting in all areas of their lives, many of which are ended over trivial matters, such as architectural planning. Regardless, they are making headway into becoming an actual nation, albeit a bloodthirsty one. As expected, the crowning of Khan Zchuld changed very little in regards to Greenskin culture.
(The Greenskin Tribes have lost some territory, but have become a nation: Zchuldae Khanate. The construction of a Capital City is also underway)

Lake Scar University attempts to build an observatory
Code: [Select]
1d20=4
The convoys, with brick, glass and lenses everything packed and the researchers, magi and the construction crews ready, they set out from the lake scar university, but somewhere along the way they lost the map they were using to navigate and had to navigate from memory and guesswork alone, which they didn't do too well as they walked through endless forests and when they thought they had finally reached the crater, they instead found the sea staring back at them... they had walked all the way to the western coast... But they still have their resources and plenty of food.

YEAR 337
As predicted, with The White Tower growing, being built taller by the day, a need for more permanent residence has become necessary and a town is taking shape around the great wizards' tower

Although everyone agrees that calling the nation by the tower's name is less than ideal, no better name has been settled on, and the archmagi are welcoming suggestions from anyone near the tower.



Map and Legend



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TamerVirus

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Re: Bay12 Communal Worldbuilding Game
« Reply #922 on: July 23, 2020, 09:44:40 am »

Year 337.2- Rather than risk any more unforeseen delays, the project manager in charge of the observatory project decides that  the observatory would function just as well here when compared to the originally surveyed location. The ocean-side locale provides a clear unobstructed horizon with the added benefit of not worrying about any future tree growth. In any case, the original location was selected from it's close proximity to Lake Scar University; convenience that can be easily replicated by setting up a portal node when construction is finished. The caravan sets up a tiny settlement for the builders before sending out runners to re-find civilization and to inform worried parties about where all the construction material went.

And speaking of portal nodes, the successful slugman proprietor P.M. Martin, now in the twilight of old age, petitions the magi of the university to connect the Free Cities of Dalai to their portal network: the boat trip between the two territories has become more and more difficult for the old slugman, but Martin also argues that there is definitely a market in Dalai for those portal stones. The wealthy upper-class folk would definitely pay for the convenience.   
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Kakaluncha

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Re: Bay12 Communal Worldbuilding Game
« Reply #923 on: July 23, 2020, 01:01:44 pm »

Year 338-339

Ndara personally travels to the location of the scouts, and pronounces what will be known as "Ndara's Iron Speech".
Spoiler: Ndara's Iron Speech (click to show/hide)
Roll for success

Meanwhile, Prime Daughter Sha'Fimira rules as the regent queen while her mother is gone. As the economy improves, she decides to reform the northern territories into agricultural land, instead of settlements.

The Prime Daughter also orders the occupation of the northern Island, the Eastern Island, and the two southern islands, as trade outposts.

Fimira also decides to take a different approach regarding magic. Instead of adding variations to magic, she proposes that the Griffons create their own style of Earth magic, using ritualistic Griffonian battle dances.

Lastly, Sha'Fimira tries to diplomatically approach the Lizard people in the North-West.
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Strik3r

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Re: Bay12 Communal Worldbuilding Game
« Reply #924 on: July 23, 2020, 01:43:40 pm »

Year 338-339

Ndara personally travels to the location of the scouts, and pronounces what will be known as "Ndara's Iron Speech".
Spoiler: Ndara's Iron Speech (click to show/hide)
Roll for success

Meanwhile, Prime Daughter Sha'Fimira rules as the regent queen while her mother is gone. As the economy improves, she decides to reform the northern territories into agricultural land, instead of settlements.

The Prime Daughter also orders the occupation of the northern Island, the Eastern Island, and the two southern islands, as trade outposts.

Fimira also decides to take a different approach regarding magic. Instead of adding variations to magic, she proposes that the Griffons create their own style of Earth magic, using ritualistic Griffonian battle dances.

Lastly, Sha'Fimira tries to diplomatically approach the Lizard people in the North-West.
((That is a Lot of rolls. Please dont go overboard with the amount of rolls, people

Also, after reading that little text, a certain suspicion that has been growing in my mind for a while now...
I just want you to put my mind at ease;
Surely your Griffons are not wholesale copied or even heavily inspired by the ones in the land of small magical equines, right?))

YEAR 338.1
With the loss of their foothold in the South and recent acqusition of the formerly "Ukalia" now Dark Ukalia, The Chaos Coalition, as it is known, has been putting its focus inward, for the longest time now, it seems as if the Aetherials and the Chaos Coalition have been stagnant, despite Chaos being synonymous with change.

For a long time now, the size of the chaos domain has stayed relatively constant, that is because at its current size, the Chaos Rift does not discharge enough Chaos energy to have it at sufficient density beyond the current borders for it to corrupt the land and thus spread the chaos domain before dissipating. However, The Aetherials have begun pumping more Chaos energy back into the Rift, in an effort to cause it to expand, and thus widen the gateway between the two worlds, thus, causing more Chaos energy to spill out onto this world, increasing the size of the chaos domain. Not even the Aetherials themselves are sure how this process exactly works, but one can liken it to... an ongoing construction project.

At the same time, their other two projects are ongoing, too. They really are playing the long game...

The Agglomate Titan has been sitting about, largely completed for close to fifty years now, the Aetherials have seen no reason to wake it and send it  on a warpath, for such an action would surely bring the wrath of the whole world upon them.

Their attempts to "crossbreed" Aetherials and Chaos Dragons... have hit a few snags. But they are slowly getting that done, too.

With the death of Arythia in the Third Crusade, much of the research on Aetherials has been lost, but a thesis apparently written by her has turned up in the Lake Scar University, concerning the unity of Aetherials.

The great spires of made of Chaos Crystal within the Chaos Coalition lands has been known for a while now, but their function has been unknown for just as long. Many times have people questioned, how can creatures born of Chaos retain any kind of order? The idea of an "Aetherial Consciousness" has been thrown around for a while now, but this thesis proposes an alternative answer, that all Aetherials share the same memories. With what Queen Arythia learned of the Chaos Crystals, she proposed that if all Chaos Crystals contained the memories of whomever created or grew the crystal the same, then the spires of Chaos Crystals may be MASSIVE repositories of Aetherial memories, each one containing the collective memories of every Aetherial that has ever touched it, adding all their memories to it as soon as they do, and simultaneously seeing every or at least a large amount of memory contained within the spire, thus adding them to their own. Thus, all Aetherials share the same memories and thus, think the same way, with their memories indistinguishable from others'.
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Kakaluncha

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Re: Bay12 Communal Worldbuilding Game
« Reply #925 on: July 23, 2020, 03:11:45 pm »


((That is a Lot of rolls. Please dont go overboard with the amount of rolls, people

Also, after reading that little text, a certain suspicion that has been growing in my mind for a while now...
I just want you to put my mind at ease;
Surely your Griffons are not wholesale copied or even heavily inspired by the ones in the land of small magical equines, right?))

((First of all, yeah, I'm sorry for going overboard with the rolls. I will be more moderate next turn.))

((The second thing has taken me some actual research. I think you are talking about that series named My Little Pony? If not, congratulations, I just discovered that a show about horses actually has Griffons))
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Strik3r

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Re: Bay12 Communal Worldbuilding Game
« Reply #926 on: July 23, 2020, 03:30:47 pm »

I think you are talking about that series named My Little Pony?

((I was indeed. The, i suppose coincidental(?), similarities then are unfortunate... Though once more im happy to be proven wrong in that the two aren't related.
Honestly, it was hyperbolic and based on assumption. I don't actually know what they're like in the show, i just extrapolated from what i DO know of the show, which is a little.))
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Re: Bay12 Communal Worldbuilding Game
« Reply #927 on: July 23, 2020, 11:26:20 pm »

(( Sorry about this one, I'm feeling totally out of it today. Just wanted to continue the Lökhund journey. Strik3r, your telling of their sailing voyage was a natural 20! :p  ))
Year 338.3
The journey of the Nordic Løkhunds is not one of dire urgency, nor a voyage of war. With their spirits high the hounds of Wülfhærd made landfall just after the great eclipse in Eudenland. Long trading partners with the mercantile nation, they spend a good month or two mingling in the population, fostering even greater relations between there people. A handful of the sea dogs even decided to remain, having found new an interesting threads and chapters to their lives.

The injection of yet more hard working Lökhunds into Eudenland mark another period of acceleration for bith growth and business. Still, the honorable Jarl pats them upon their backs and wishes them the best, those loyal hounds assure him that no matter the circumstance, they'll always remain loyal to Nordica.

Something else caught the shaggy Jarl's eye, something that certainly hadn't been there before, the floating island just a bit beyond Eudenland. It's not long before they learn of its origin, and even, how to ascend its heights. In the past unforgotten, under a different name, the people of Nordica may have raided the high elves, and sewn chaos amidst them. This day was different. Jarl Wülrfærd and two shield-hounds became perhaps the first Lökhunds to step through a portal. How fared their journey thence?
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Strik3r

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Re: Bay12 Communal Worldbuilding Game
« Reply #928 on: July 24, 2020, 06:49:45 am »

Notices and Summary:
(( Sorry about this one, I'm feeling totally out of it today. Just wanted to continue the Lökhund journey. Strik3r, your telling of their sailing voyage was a natural 20! :p  ))
Nothing there to be sorry for.

TURNS:

(TamerVirus, Year 337.2)
After ending up all the way on the west coast due to their poor sense of direction, the researchers from the Lake Scar University begin building the Observatory on the coast.

the old and successful slugman proprietor P.M. Martin, petitions the magi of the university to connect the Free Cities of Dalai to their portal network.
The Magi move in to open a portal in Dalai immediately.

(Kakaluncha, Year 338-339)
Ndara attempts to personally convince the runaways to return, but her "Iron Speech" is only laughed at, except for the Runaways' leader, he was infuriated by her.

Griffons finally settle the northern half of the island, but at the cost of it being largely farmland.

Griffons successfully settle two nearby islands as trading outposts, with the other two yielding typical results.

Griffons unsuccessfully attempt to create their own form of Earth Magic using using ritualistic Griffonian battle dances.
But they do get some interesting insight into magic in general.

(Strik3r, Year 338.1)
Aetherials have begun pumping Chaos energy into the Eye of Chaos in an effort to increase its size.

(Unraveller, Year 338.3)
Jarl Wülrfærd and the Løkhunds travel through the portal in Eudenland to Ukalia, get mistaken for a threat and get detained, held and interrogated before being released with only clothes and portal stones back to Eudenland.

(Strik3r, YEAR 338.7)
The Griffon Runaways have formed into the "New Griffonia".


WORLD STATE:
The Dwarves of formerly Vanishmountain have continued on their sky-island building.

The Construction of the Zalalastan's Skydock and Sky-Ship have progressed.

Purple Leaf Disease has spread within unmitigated regions.

Red leaf disease has spread, as a result, the Purple Leaf Disease is no longer present in Thairmar.


Rolls

Ndara attempts to personally convince the runaways to return
Code: [Select]
1d20=3
Ndara's "Iron Speech" is only met by roaring laughter from the Runaways present, which is quite a few. Their leader however, the large an usually calm griffon, he's probably one of the laborers from the old home, has for the first time shown anger, having become infuriated most of all by Ndara trying to present herself as their equal, when in the Runaways' eyes she's done nothing but proclaim her superiority. The Runaways' Leader, he curses her, her sisters, mothers and daughters, exclaiming that Matriarchs like her and the ways of old are exactly the reason why their old home fell and they, the Runaways are determined not to repeat the mistakes of the past.

It seems that the Runaways are firm in their conviction and can not be made to return. Ndara is told to leave by their leader, adding on that if she truly has any respect for the Runaways, She'll leave them alone to forge their own destiny, a destiny that Ndara nor Nara will have any part in.

In hindsight the formation of such a faction was inevitable, in response to a great disasters, many start to question the ways of the old and look for new, sometimes radical solutions.

Sha'Fimira attempts to reform the northern into farmland
Code: [Select]
1d20=17
Finally after multiple attempts to settle the northern lands, the Griffons succeed, but it comes at the price of making grandiose promises of large estates with wide tracts of land to those willing to settle there.
This has however had the effect of still leaving the land quite sparsely settled and hard to settle further due to being largely farmland with a few small farming and fishing villages dotted around, but still less sparsely populated than before...

Griffons attempt to settle nearby islands as trading outposts.
Code: [Select]
1d20=11Sha'Fimira is successful in getting Griffon settlers to occupy two of the closest islands, with the other two yielding typical results, as far as Griffon settlement attempts are concerned.

Griffons attempt to create their own style of Earth Magic
Code: [Select]
1d20=7Creating a style of magic is much more difficult than learning an existing one and the Griffons are unsuccessful in doing so, but a realization strikes them, that perhaps they are approaching magic from the wrong angle, and the Batpeople's form of casting may be an outlier rather than the norm. After all on the Scouts initial scouting of the Great Scar University, they did not find any mages dancing to cast their spells, the few spells that they did see cast, were mostly verbal incantations along with the occasional gesture, and some, more basic spells only a gesture, apparently being cast with one's mind alone.

Griffons attempt diplomacy with the Jahtari Sultanate
Code: [Select]
1d20=12The Diplomacy with the Lizardmen goes generally fine, there were few communication problems, as Jahtari diplomats tend to be able to speak many languages, including Draconic and Bleg.

They welcome the Griffons to trade with them, as their own trade has somewhat slowed down over the last few years, due to the apparent loss of their Sky-Ship, a fact that pleases neither the Sultan, nor a certain Golden Dragon...


Jarl Wülrfærd and the Løkhunds continue their journey in Eudenland
Code: [Select]
1d20=5
Although the Løkhunds of Nordica may have once been the fearsome Bloodjarls, that is not the reason for the events that transpired, but simple fear of the unknown. The high elves had endured much over the last few years so the appearance of three well armed and largely unknown beings in their capital city on the great lake, was not taken to well by the high elves.

Despite arriving in the city with peaceful intentions, the three Løkhunds caused much panic in the city square where they had exited the portal and were subsequently detained by the city guards. Detained, held and interrogated, and the number of Jarl Wülrfærd's men held by the High Elves only grew daily as more and more of them ventured through the portal, having grown worried as to the fate of the Jarl and those that went in before them. Eventually they were all released, but not before being stripped of all possessions of note, especially their weapons, chief among them Jarl Wülrfærd's axe, an heirloom that has been passed down for generations. They were only spared portalstones back to Eudenland.




YEAR 338.7
With the "Sha Matrifocality"'s constant pestering of the Griffon Runaways, they have decided to officially declare themselves an independent nation and have sent envoys to the Avarrian Empire, the Jahtari Sultanate, Refugio Guerra and Great Scar University, bearing their declaration of independence.

They have taken up a territory just east of Elysium and have become known as "New Griffonia".



Map and Legend



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Kakaluncha

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Re: Bay12 Communal Worldbuilding Game
« Reply #929 on: July 24, 2020, 10:03:48 am »

Year 339
((Well fuck those guys. Bunch of pansy victims))

Ndara returned from her travel deeply affected. Despite their attitudes, she can't but feel that there's some truth to the words of the Runaways. She decides that some reforms are necessary.

Ndara's first task is the creation of philosophial schools across the island, which will provide education, and enrichment of ideas for all citizens, be it Griffonian, or from other races.

Ndara also decides to promote Griffonian culture through the creation of art schools across the island as well, which will promote creation of Griffonian art, be it through sculpture, painting, prose, literature... You get the memo. That way citizens of all classes and jobs will have a chance at expressing themselves.

Lastly, Ndara finishes the year with two final tasks. The first, is to recognize the indepence of the New Griffonians and declare that any unwarrented agressions against the newfound nation will lead to conflict with the Sha Matrifocalty. Ndara also declares that she will send supplies to the New Griffonians for the next five years, to ensure their stability.
((Can I request not rolling for this one? It's just a geopolitical move))

The other task is sending the most capable Griffons in theoretical magic to the Great Scar University, in order to learn more about magic, and how to use it.

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