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Author Topic: Divine Engines (Sign-ups Open)  (Read 2315 times)

Roboson

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Divine Engines (Sign-ups Open)
« on: May 09, 2021, 12:03:10 pm »

Divine Engines

Discord Invite: https://discord.gg/MqtW4eRv

Divine Engines is a kingdom creation and management game taking place in a shattered world. Chunks of land float across an endless sea of sky, and among them sail the Divine Engines. These powerful machines were gifted to mortal-kind, and house the power of creation.

Each turn players will be able to use their Divine Engines in two main ways.

The first is exploration. These powerful machines are indeed engines, keeping your kingdom afloat and allowing you to explore and traverse the swirling cloudscape in search of new islands, other players, and engage in airborne battles.

The second use of the Divine Engine is it's use as a Creation Forge. This powerful machine can take raw essences, alchemical components, and all manner of ingredients and transmute them into creations for your kingdom. The mechanics of how this works is unknowable to mortal minds, but operation is actually quite simple.

Spoiler: Transportation Rules (click to show/hide)

Spoiler: Creation Forge Rules (click to show/hide)


Spoiler: Colonies (click to show/hide)


Spoiler: Mote Types (click to show/hide)

Spoiler: Character Sheet (click to show/hide)

Warning: This game will require players to keep track of many of their resources, and it is suggested to keep an updated log on your posts. (This will make more sense once you get your starting inventory)
« Last Edit: May 16, 2021, 10:48:26 pm by Roboson »
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Roboson

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Re: Divine Engines (WIP)
« Reply #1 on: May 09, 2021, 12:45:41 pm »

The Creation Forge uses Motes, small concentrated essences, in order to create new objects, effects, and life. Motes can be used to craft all kinds of things, and in some cases, can be used to craft anything.


There are four standard types of Motes: Food Motes, Material Motes, Treasure Motes, and Attribute Motes.
Spoiler: Mote Types (click to show/hide)


Combining Motes
Motes can be combined together into new kinds of motes. By experimenting with mote combination, new powerful motes might be created. Though it is often unclear what the resulting mote may be until a combination is attempted.

Two motes can be combined into a single (+1) Mote. For example, two Wheat Motes can be combined into a Bread Mote (+1).

Two (+1) motes can be combined into a (+2) Mote. For example, a (+1) Bread Mote can be combined with a Salted Meat (+1) Mote  mote to produce a Sandwich (+2) mote.


Using Your Creation Forge
Generally the creation forge is entirely freeform. There are a few guidelines to keep in mind.

Generally, common items can be produced in a 1 to 20 ratio. I.e, 1 iron motes will create 20 iron swords, axes, shields, and so on.

Generally, combined motes produce about double the amount of common objects, though some extra is common and depends a bit on luck as well as the complexity of the created object.

Generally, Servants can be made with 10 motes at a minimum, though powerful, talented, magical, or complex servants will cost more than 10 Motes.

Generally creation of a new species of plant or animal requires 10 motes at a minimum.

Generally a race of mortals requires 20 motes.

Generally artifacts can be made with any amount of motes, with more motes allowing for greater power, effects, and useful traits.

Generally, you get what you pay for. More motes always correlates to more of something, whether it's greater number or greater power or greater usefulness.
« Last Edit: May 25, 2021, 06:36:44 pm by Roboson »
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Glass

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Re: Divine Engines (Sign-ups Open)
« Reply #2 on: May 09, 2021, 01:13:33 pm »

Spoiler: The Admiral himself (click to show/hide)
« Last Edit: May 11, 2021, 05:18:59 pm by Glass »
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TricMagic

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Re: Divine Engines (Sign-ups Open)
« Reply #3 on: May 09, 2021, 02:32:15 pm »

Leader Name: Yume no yōna kaze
Civilization name: Kowareta
Mortal Species Name: Kowareta
Mortal Species Description: Shambling masses of energy. The older ones tend to take on a singular form, though what that is varies on themselves.
Kingdom Culture: Once, there was land, whole and unbroken. Then came the calamity, which shattered and uplifted. Finally came the Divine, to offer salvation. But war snatched them away, leaving only a broken people. The Before, under the guidance of their leader, threw themselves into the machine in a last ditch effort to survive. And so the Kowareta came to be, their leader being born, and giving birth to the others from the souls trapped within their salvation.
The customs of the Kowareta revolve around self-expression, and only someone who has meditated and learned their true self are considered adults among them. Yume no yōna kaze, or the Dreamy Wind as other cultures translate it, takes the form of a broken hurricane, the walls surrounding her core as they gently float around and merge with each other, showing gaps.
Their architecture is more alien, being based often upon a person's own expressions. Also rather chaotic, as often the person who makes it was also the one who designed it. So one can say they are a people devoted to self-expression. The primary architecture designed by the Dreamy Wind resembles towers, plazas with canals, and a central temple around the primary tower, leading into the Eternal Engine which lets their home move.
Diet is the consumption of food sources and changing it to energy. Though it hasn't actually changed from the Before's tastes. Likewise their sleeping habits remain the same. It is theorized that their souls, despite being broken, still hold to the old ways. Those considered adults did not lose access to their shifting ability, so most can take on a humanoid form, and some have such as their own default. Fashion tends to be as self-expressive as anything else in their society, though tends to shift rather quickly for each individual.
The Kowareta as a whole are all capable of flight, though how and the mechanics of it differ from each individual. Nonetheless, most tend to prefer the ground when resting or relaxing, though there do exist some outliers. Like with most philosophy, this has been noted to likely have been a deep-seated wish in the hearts of the Before, hence why the now Kowareta have the ability. Like their need for food, water, and rest remaining, most things in philosophy and the sciences of their existence are tied back to this central tenet. Whoever the Before were, they are noted to have been a truly individual and social sort.
Their writing system is rather new compared to others, and most still prefer to give reports verbally, though that has been changing in recent times.
The Kowareta's death ceremony is one based upon guiding the dead back the the Eternal Engine, so they will be born anew. While this does occasionally result in those with past life memory, such is often fractured and incoherent. It is still proof that the soul exists for them, and that by returning they may live on in their 'descendants'. Their death is often noted by their bodies breaking down into the ether around them. A bit slow, but their disappearance fully marks their death. Likewise wounds bleed this essence from them, though it can be restored/refilled/regrown through closing the wound and eating enough, along with rest.

(Rundown of Abilities)
Shapeshift(Child): Kowareta are divided between the Adults and the Children. Children don't have much form, tending to be freeforming masses and only keeping a single form for a while. While humanoid forms are more normal among them, they are also more likely to suddenly shift to a mass of energy. Needless to say, teaching them is a chore.

Shapeshift(Adult): Adults have two forms, a true form that represents themselves, and a humanoid one they make for general interaction. These true forms tend to differ in shape, but have no inherent function being their 'free' form. Kowareta in this free form are much more susceptible to damage, as also applies to children. Once can call it the shape of their soul, and while possible to manipulate it, such is very rare among them. (As of right now only Yume no yōna kaze knows how to do such due to her age and experience) An adult Kowareta's humanoid form is stable and solid, which naturally makes shapeshifting it not possible. Features from the true form often make it into the humanoid form, so stuff like wings, halos, claws and such. Generally, once chosen this form doesn't change at all over the decades.

Kowareta Flight: The standard flight exhibited by the Kowareta is often limited to their 'free' forms. There are also limitations among most of them,  being often limited to walking speed at max. This can mostly be traced back to it being more like a hover than actual flight. There are outliers who defy this, prefer to spend large stretches of time in the air, enough that their humanoid form is capable of it. Most Kowareta however prefer to stick to the ground, only occasionally going for a flight. And some don't leave the ground at all.

Lifespan: A Kowareta's lifespan varies between 60 and 100 years after childhood. The length of this childhood varies, but is no more than 20 years. As one grows older, they may have trouble keeping their form, which is usually where death comes for them. They just drift away in their sleep. As always, there are outliers, though in this case it is exclusively the immortal.

Diet: The Kowareta transform food into energy, and water into energy, and air into energy. Generally, their processes are the same as the Before. They don't use the bathroom though.



Starting Lands:
Plains of the Beginning- The birthplace of the Kowareta, and central island of the Eternal Engine. Known for it's wacky architecture and being the Before's center. Has another city with a maintained landbridge for connecting to other lands located on it's north face. [Eastern Connection: OoD, Western Connection: FoB]
Holds the Broken City. And farmland. The rest of it has been allowed to grow somewhat freely, showing plenty of natural beauty outside to old houses and abodes scattered around, and small towns.
Ocean of Discovery-A freshwater ocean often enjoyed by young Kowareta. Snatched up early on in their history. Fish and other delights exist in modest abundance, and quite a few floating towns and houses. The primary Port-town itself is built on the waters through weaving and motes, though larger access to wood has resulted in upgrades.
Forest of Beasts- A hard-fought battle occurred here in the past. Now, all that is left is game, herbs, wood, and old ruins. And the scars left in memory. Never again.
Maintains a hunting city on the connecting edge and a few further encampments. Homes outside of this are few, mostly for the eccentric or dedicated.
« Last Edit: May 09, 2021, 03:36:15 pm by TricMagic »
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TheImmortalRyukan

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Re: Divine Engines (Sign-ups Open)
« Reply #4 on: May 09, 2021, 02:33:09 pm »

Leader Name: King Parion
Civilization Name: Kingdom of Turinga
Mortal Species Name: Humans
Mortal Species Description: You know the ones, furless bipedal apes with two eyes and an ugly mug
Kingdom Culture: The men of Turinga live in great stone cities with tall towers and domes of many colors. Their diet consists of what they grow and raise, and are quite flexible in regards to new and exotic foods. The King holds de jure rule over the Realm, but really only manages the Engine and course, while the Senate, elected by the people, governs the day to day affairs of the Kingdom. They also have a very peculiar holiday where they throw nuts at each other all day, visiting during this time is not advised.

Starting Lands:
- The Grey Mountain [Mountain]: The center point of the Kingdom, the Capital City of Lora sits around the base. The Engine lies inside and a bit under the Mountain, accessible by roads carved through the Mountain. A hot water spring sits near the summit, enjoyed by many of the Kingdom's denizens.
  -- The City of Lora, despite it's physical size, contains a deceptively small population. Most of the city's architecture revolves around great temples, libraries, parks, and other nonresidential structures. The stone used in the construction of the city was quarried in the mountain, and so the city is mostly gray in appearance, with only the many domes, gardens, and parks of the city breaking the monotony of color. The Palace of the One lies on the eastern face f the mountain, and is where the King resides when not attending the Engine. The city also contains the University of Lora, the largest institution of learning in the Kingdom and the main bulk of the city's population are there to attend.

- The Burning Forest [Forest]: Despite the name, the forest isn't really burning, the name comes from the red leaves of the trees. A few towns dot the forest, connected by roads cut through the trees. The forest encircles the Grey Mountain on three sides.
  -- Quartz Lake sits near the inner edge of the forest, and contains much of the Kingdom's fishing production, from the various towns and villages dotted around it.

- The Outlands [Plains]: The largest region by far, the Outlands contains rolling hills, tilled fields, small lakes, and wide open skies. Most of the Kingdom's population lives here in small cities and towns. The Outlands are very developed, with farmsteads and ranches covering most of the area.
  -- Polaris is the largest city by population in the Kingdom and lies on the northern edge of the Outlands. Part of the city overhangs the edge, and here is where the great sky port facilities of Turinga are located, with airships zipping to and fro. The city is also home to the Sky Castle, the Military headquarters of the Kingdom. Despite the name, the complex is not a defensive structure, nor does it float, it is a massive complex of barracks, academies, and armories situated near the Port.
« Last Edit: May 09, 2021, 06:55:51 pm by TheImmortalRyukan »
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Rockeater

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Re: Divine Engines (Sign-ups Open)
« Reply #5 on: May 09, 2021, 03:44:18 pm »

Leader Name: Rangoon Prime, the supreme

Civilization name: Of Rangoon

Mortal Species Name: Rangoon, Rangoon for multiple

Mortal Species Description: The perfect beings: 5 hunched brown grey legs under insect like yellow body (Insects actually have Rangoon like body, and they have too many legs), their face are large and one side is orange and the other is green, the perfect color combination, from it back 3 arm like appendices called Globs (Arms are Glob like, and most creatures have too few of them)

Kingdom Culture: As Rangoon are the perfect creatures, they have the perfect culture, and enjoy only the best things: Talking to Rangoon, loving Rangoon, working for Rangoon, thinking about Rangoon, entertaining Rangoon, being Rangoon, making everything that isn't Rangoon into Rangoon, and art, especially one about Rangoon

Starting Lands:
Plateau, on which a giant painting of Rangoon that can be seen from a tower in the shape of Rangoon, and food is grown to see the tower and painting.
Volcano, from it volcanic stone mirrors are made to allow Rangoon to look upon themselves
Mountain out of which the perfect head of Rangoon was carved.
« Last Edit: May 10, 2021, 08:40:12 am by Rockeater »
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Re: Divine Engines (Sign-ups Open)
« Reply #6 on: May 09, 2021, 03:53:31 pm »

Leader name: Lord Rings

Civilization name: Ore

Mortal species name: Gnomes, gilded

Mortal species description: Small humanoids who love decorating, adorning, and otherwise bedecking themselves in trinkets (mostly rings and bracelets) of precious metal. The oldest gnomes, having indulged their obsessions the longest, are easily mistaken for some sort of expensive golem.

Spoiler: Kingdom culture: (click to show/hide)

Starting lands:

   Greater Ore: Lush, rolling hills dotted with lakes. Ore's metropole and its most densely populated island.

   Mount Silver: A beloved extinct volcano (in the sky?) and Ore's main source of metal and gems.

   The Woods: A forest. With trees. There's nothing particularly interesting about it.
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IronyOwl

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Re: Divine Engines (Sign-ups Open)
« Reply #7 on: May 09, 2021, 06:38:44 pm »

Leader Name: Scarralax the Dire

Civilization name: Dragonstone

Mortal Species Name: Salamander

Mortal Species Description: Bipedal dinosaur-like reptiles in a range of fiery colorations, usually with some manner of feathers or horns adorning their head. Salamanders are well adapted to volcanic terrain, enjoying swimming in lava and relaxing in ash storms. They can also breathe fire, though doing so well requires practice and training on par with honing martial arts.

Kingdom Culture: Salamanders are firmly devoted to evil and tyranny, but they're usually too derpy and monologue-prone to do much damage. They enjoy competing with each other over who has the most grandiose schemes and glorious conquests, which drives both their ambition and tendency to trip each other up. Despite these flaws, they're frighteningly intelligent and cunning once they set their minds to something, and when their plans actually go off the results can be utterly apocalyptic. They are also, of course, basically flaming dinosaurs, and so not to be underestimated in shows of brute strength.

As might be expected from their affinities, they're skilled at unpleasant magics- pyromancy, necromancy, demonology- and labors involving great heat. They tend to consider tasks not involving heat to be slave work, and will farm crops or carve wood only with much grumbling about how those fools will pay for this insult.

Surprising to no one, they tend to prefer gothic, excessively imposing architecture from volcanic stone, often decorated with polished metals or bone. They have no particular aversion to nudity, but appreciate fine clothes and sinister armor for their image. They are omnivores with a preference for meat and a tolerance for exotic minerals and salts (such as sulfur) most mortals wouldn't enjoy, and prefer their food thoroughly cooked. And ideally served on a fancy platter by frightened slaves in a grandiose feasting hall where they rant about their next brilliant scheme.

Starting Lands: Volcano, Forest, Plains
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micelus

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Re: Divine Engines (Sign-ups Open)
« Reply #8 on: May 09, 2021, 09:09:32 pm »

Leader Name: Prime-Arch Minister Abbas Tearcrutch

Civilization name: Clan Yuut-ar

Mortal Species Name: Ratkin

Mortal Species Description: in terms of physical appearance, look almost exactly like large bipedal rats, possessing just enough intelligence to make simple tools and converse in a developed language. The more gifted among them are able to learn complex mathematics and rudimentary engineering. Ratkin have an expected lifespan of about a handful of years or less; that said, were it not for the (often violent) internal competition of their species, they might live to be in their 20's. Most have brown, often dirty or matted fur, with large fangs in the upper jaw structure, red blood-shot eyes, over-grown claws, and a naked tail growing to the size of its body length. The large majority of Ratkin are normally malnourished, having scrawny arms and legs, and lacking greatly in terms of strength or weight. Though physically weaker than most races, Ratkin are naturally faster, more agile, and natural diggers. As such, a Ratkin can never truly go head to head with a human, and due to their cowardly nature, they will more likely run than engage in direct conflict. Only when cornered will a Ratkin fight with a reckless sense of rage.

Clan Culture:  Ratkin culture in general is known for being cutthroat, murderous and pragmatic. All serve the One-God-Above; the primordial rat. Like all ratkin, Clan Yuut-ar is known for favouring the selfsame intrigues, cannibalism and reckless abandon for getting an edge. Clan Yuut-ar however, is a clan truly dedicated to the "Love" of the Primordial Rat. The concept of love is an ambiguous one, one that combines fear and self-preservation as much as it does platonic affection. The Clan sees God as encompassing all elements and as the binding force of all Creation. The ratkin are his angels, his most truest advocates of Love. Love is all things and nothing; so it is with Clan Yuut-ar. This mystical view on their faith encourages great zeal in its clan members. Bouts of fasting and feasting; caring and killing; serving and backstabbing - all are venerated by the Clan. The Clan's manner of elevation of the self is similarly, related to God in that one rises in status by displaying one's knowledge of the faith. By memorising the holy word and practising the faith, one's prestige is greatened. Of course, such knowledge of the faith is displayed just as much by a quick stab to a rival's spine as much as it is by a public debate on the nature of God.

Yuut-ar architecture is much the same as other ratkin clans, although there is a tendency to not illustrate rat-like imagery, for none can truly depict the vastness of the Rat-Above (and Below).

Yuut-ar ascetics are known for being granted visions and powers by their devotion. Sword-Saddled Saints are known warriors of the clan known for fighting with great endurance and with unratlike beavery.

Yuut-ar philosophers are known for their 'warren-words', vast oral essays that are made as much as to confuse as to enlighten.

Starting Lands: Desert, mountain, formerly coastal paradise.
« Last Edit: May 09, 2021, 11:54:50 pm by micelus »
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Stirk

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Re: Divine Engines (Sign-ups Open)
« Reply #9 on: May 09, 2021, 10:12:39 pm »

Leader Name: Emperor Eldwin "the Eternal"

Civilization name: Oberon Empire

Mortal Species Name: Fairies

Mortal Species Description: Tiny winged humanoids, ranging in size from a larger race's palm to their dinner plates. Most have wings shaped like a mother or butterfly, matching their "hair color" to their wings. Minorities with other insect wings exist (nobles possessing such traits typically showing them off to prove the purity of their bloodlines, with the Emperor himself having the truly unique trait of possessing a pair of Eagle wings signifying his Divine Right). Skin color follows typical human divergence. Two antenna jut out on their forehead, which is capable of movement and used to signal emotional state.

Physically they are significantly weaker than other races as one would expect from being a fraction of their size. They claim to make up for this with their agility, and their ability to fly certainly allows them to move faster than most other races. Their antenna are functional and give them comparatively good hearing, allowing them to operate in darkness or the misty conditions of their homeland with little trouble.

Kingdom Culture: Oberon has two main fractions, the Imperial faction and the Nobles. On paper the Imperial faction rules over matters for the entire kingdom while the Nobles handle more and more local matters as their rank decreases, but some meddling between jurisdictions is permitted and quite common. As one would expect the Imperial faction contains the Imperial Family, but it also contains a variety of bureaucratic positions filled by commoners such as governors and chancellors allowing the common man to have a voice even on the global scale. The Noble faction is almost entirely filled with Nobles and their followers, out of which most Uplifted Servants are pulled as is their duty.

Diet typically consists of the usual fair of meat, vegetables, and fish a settled society has access to. Buildings are typically built tall rather than wide (with some exceptions for those expecting foreign visitors or those unable to fly). This usually means cities filled with towers, or hollowed out trees in more rural areas. As lower elevations mean less flying, the lowest elevations are often reserved for the most honored of the house and expected to be surrounded by an impressive garden for wealthier households.

Starting Lands: Lake, Forest, Plains
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darkwarlock3

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Re: Divine Engines (Sign-ups Open)
« Reply #10 on: May 09, 2021, 10:41:29 pm »

Spoiler: rats (click to show/hide)
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Re: Divine Engines (Sign-ups Open)
« Reply #11 on: May 09, 2021, 11:47:52 pm »

Spoiler: Why Did I Make This (click to show/hide)
« Last Edit: May 09, 2021, 11:49:57 pm by Shadowclaw777 »
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Imic

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Re: Divine Engines (Sign-ups Open)
« Reply #12 on: May 10, 2021, 06:18:48 am »

Leader: Empress Gwendolyn is the pilot and controller of the Divine Engine, a very old woman who has held the position for long enough that she can no longer remember being born. Possessing the appearance of a bent, wizened old hag, she is often described as overwhelmingly pessimistic, cynical, and grumpy, but ultimately well meaning, her rare bursts of rage notwithstanding.

Mortal Species: Kells are an omnivorous humanoid owl-like species. Their feathers range in colour, though generally not outside the spectrum of colour seen in regular owls or, at best, in human hair. They possess the ability to fly, however flapping one's wings against the wind is much more tiring than walking so in general except when gliding is an option they default to walking. They have long lifespans, though no Kell has ever lived past 210, and even then, those who reach 200 are the exception rather than the rule; the vast majority will pop off long before then, though this can vary.

Civilization: The ship and nation in which the Kells reside is named Kellin, which more or less translates to "Kell-land". It was once the epicentre of a considerably larger Empire, but that Empire is long gone. The days when Kellin was still ruled by an aristocratic elite are still in living memory, but following an 80-year period of rapidly and violently switching between civilian governments, Aristocratic rule, and even a military dictatorship once, they finally settled on a parliamentary system, with a Chancellor chosen by elected representatives acting as the head of state. After many years of rebuilding, or trying to rebuild, Kellin was turned into a less top-heavy nation, and although things are still messy, things are at least better than they were.

Kingdom Culture: It's sometimes said that Kells are some of the most friendly, welcoming, accepting, tolerant, and neophilic peoples you will ever meet, but if you put two Kells in the same room for five minutes, they'll be at each others' throats in minutes, and only one will survive to tell the tale. This is a stereotype and therefore at best an exaggeration of the truth, but it does come from somewhere. Kellish culture is often described as anarchic, messy, and fiercely independent. Outside of major settlements, most decisions are made independently and communally by vote, usually following a considerable amount of "lively debate".

In general, Kellish culture outside of debate halls is loud and boisterous, with lots of singing, dancing, joking and drinking involved, with making fun of one another being a favoured pastime but boasting about yourself, your wealth, or your status is almost a taboo, and an instant invitation to be relentlessly mocked and poked fun at until you stop. A frequent complaint about Kells is them not knowing when to stop with this, and an extreme fear of being judged by others bordering on PTSD is often a characteristic of Kells who decide to leave Kellin for greener pastures.

Kellish architecture makes overwhelming use of stone, from the tiniest cottage made of whatever rocks were around when it was built to the most unbreakable Fortress built from vast smooth blocks, everything makes use of stone. Their cities and towns are nightmarish to navigate for newcomers, since the concept of City Planning is something that never really caught on, and the tall stone buildings on either side make it difficult to navigate the already complex streets and alleyways.

Kellish clothing is usually practical, and not all that interesting. Coats and boots and hoods and such, generally given plain earthy colours, are the norm.

Kells believe in creatures called Land-Spirits and reincarnation. Land-spirits are said inhabit every inanimate thing and object, every hill and tree and river and stream and cloud and wisp of wind. Praying, or giving small offerings, or burning incense, or singing songs, or any number of usually private methods of worship are used to get their favour and keep them happy. In Kellish culture, it is said that when you die, you become a Land-spirit inhabiting the place where your body was placed, or where you died, depending on the interpretation, and that eventually, after a long period of rest, your soul becomes ready to enter a mortal body again, and the cycle repeats.

Starting Lands: Kellin (The giant floating island, not the country) is very big, but the amount of habitable land is limited. It can be roughly divided up into three areas:

The Hreldin valley: A large river basin where most of the Kellish population resides, it is primarily made up of forested wilderness, with stretches of farmland huddled around the banks of the many river branches. Most trade is done through boats going up and down the river rather than by cart or horse, and at the point where the many branches of the river Hrel meet, where all the trade slowly filters down towards, is the capital city of Tolan. An ancient and monolithic labyrinth of tall stone tenements and thin stone streets, it is the slow-beating heart of Kellin, where airships dock to trade, where food and stone and timber is brought to in boats from the rest of the valley, where the parliament hosts its regular shit-flinging sessions in the old Palace hall, and where every day vast quantities of goods are gobbled up by the city's industry to be processed into new, improved goods.

The Eldrathion mountains: A large mountain chain surrounding the Hreldin valley on all sides, is is self explanatory. Its terrain ranges from barren highlands to needle-like peaks to quiet meadows where sheep graze. Unlike the valley below, from the mountains one can see over the edge of the world into the great unknown, and from the highest point on a clear day, it's said that you can see all of Kellin laid out beneath you. This is where the Divine Engine is located, amongst the quarries and the hidden farms, deep within the mountains, never sleeping, always roaring.

The Sea: For the Kells, there is only one sea, it is the definite article; there's no need to give it any name besides that. Where the river Hrel ends, the Sea begins, and it continues for some time, before eventually reaching the edge where the saltwater plunges endlessly into the abyss, forever kept from actually draining by the Divine engine and its pilot, Gwendolyn.

I think that's it. If I went overboard with the actual ship, or with anything else really, please mention. Hopefully this isn't too long. Hopefully.
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Quote from: smyttysmyth
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Regrets every choice he made and makes, including writing this here.

Maximum Spin

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Re: Divine Engines (Sign-ups Open)
« Reply #13 on: May 10, 2021, 05:17:34 pm »

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Roboson

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Re: Divine Engines (Sign-ups Open)
« Reply #14 on: May 11, 2021, 10:55:55 pm »

Okay, after much consideration, here are the 5 players:

Aeternum Custodiam of The Spectators

Admiral Auden Bracket of The Cloudbank Bastion

Empress Gwendolyn of Kellin

King Parion of Turinga

Yume no yōna kaze of Kowareta

I'm opening to allowing players to form collectives if they so chose to bring someone into their slot, but this is neither required or obligatory. If you got a spot and want to fly solo, that's all good. I'm also open to adding a sixth slot if there's a large number of people who want to put forward a collective sheet with multiple races. In any case, each slot will start with the same total population and number of lands.
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