Opening Moves
REDCreate Life -3 AP: Create a species of beetle that collects metals for its exoskeleton and nest
5
The figure in red robes reaches out, the first to stretch their true power in this world. A will is imposed, and a rush of divinity stirs winds around them as reality caves to their touch. Is this what it is to be a god? There is no ritual, no incantation. No rules to follow as with the magic of old. She simply wills it, and it is so.
A great heat and energy begins to melt the beach in front of her, and the glowing molten morass begins to form into creatures, shapes with their own design. It is a subtle stirring at first, and then all at once! Massive beetles burst fourth a meter in height each, shaking drops of still molten sand from their carapace. One cracks its shell and wings of delicate glass still cooling shimmer in the air. It beats them once to take the measure of the wind, and then bursts into flight. In a moment the pit on the beach has become a swarm, a million shimmering beetles take to the air. They will find a place to burrow, to nest. They will hunger for the many metals of this earth untapped, and feast. Their shells will grow hard as iron, and their horns sharp as razors. These beasts will be common in places under the earth.
Yellow
Create World Action 3AP
The voice trails off, magic weaves about the yellow one, striking hard into the earth below with a tremendous roar. Firmament cracks and splits, the ground shudders as an elephant's share of marble is thrust from the schism. "May this tooth mark our arrival. And seal our ascension!" With that, at a 60 degree angle, the marble is cloven, shaved and sheered where a perfectly flat surface remains, polished to a mirror shine. The skies above open up where twin moons gaze down, their cosmic beams of pale light enrapture the mirror. A chant of the olde tongue reflects images of this quiet world, they search for something.
Scrying 1AP
"Great Seerstone of mine own design, find our interloper, our heathenous bandit, and never again let thy eyes off its detestable form!"
--
The one in yellow seeks to create a permenate fixture, aught of use for mages three; a mirror-like Seerstone of marble that unerringly reflects the image of the kobold known as Vylt.
2
Pharros is the next to act, eager to experience godhood for themselves. Perhaps too eager. From the glowing pit left before a giant plateau of marble begins to rise, but perhaps their focus slips, perhaps their companions actions have left divine power here unstable. No matter the cause, what was for a moment an even flat slab of marble rising slowly from the ground fractures and radiates out in fractal patterns. The elegant simplicity is lost in a dizzying reflection of divine complexity. Nonetheless, the structure is made. A dozen concentric circles of marble marked by dizzying swirls of magic. The
Seer Stones will provide a +1 to scrying actions performed here for any familiar with the magic of divinity.
5+1-4
Pharros frowns, just for a moment. It will do for now. Perfection is less of the essence of time.
Nonetheless when they begin to scry, they are far more careful. Their concentration blooms outwards, and the reflection on the center stone begins to waver.
The image on the stone begins as a reflection of Pharros themselves, sitting cross-legged in front of the stone. Then, slowly at first but ever more rapidly it begins to pull outwards. The images races across continents and then oceans and then land again, at last settling upon the image of a kobold. For a moment the image is clear as the kobold seems to be looking at the ground in front of them, but then it snaps its head up, staring directly into the stone, and the image comes apart into a cloud of static and shadowlight. Pharros curses, fighting for control, and when at last the image clears again the kobold is gone and all that can be seen is a giant yawing cavern entrance, stretching deep into the earth.
BlueThine name with cloth covered in life and chaos shall be Sarros. Thou art a male.
Create Life Action
The world turns and shakes as Sarros works his magic. Out of his efforts emerges a gigantic squid with telepathic and mind related abilities. “Thine name shall be Xelqu!”
Install Loyalty Action
Perhaps worried that Xelqu will turn against him due to the dirty thief, He adds a loyalty spell when he makes it.
5
While his companions busy themselves with beetles and maps Sarros sets his ambitions higher. A god must have a god like servant, and he will make one. He reaches out and casts his power into the ocean and the air itself beginning to shimmer. The ocean roils, and the fish flee from such power. The kelp trees rooted in the floor twist and knot themselves together and seem to melt and fuse. A shape begins to emerge. Xelqu, thine of a thousand tentacles! The mind of a thousand beasts! It thrashes the water, and lets loose a psychic birthing scream that crack the air. All three mages, gods as they are, wince at its sound. The seer stone flashes and swirls, the image of Xelqu forming again and again and again. This is a beast of the gods! a monstrosity of the deep! Its presence commands the attention of all gathered.
4+1 vs 6+1
"
Xelqu!"
Sarros roars above the crashing of the waves.
I am your master! Your creator! Submit to me!!The best screams again and lashes out, massive tentacle swishing through the air and crashing into the sand where the incorporeal
Sarros stands.
"
SUBMIT" He roars again, focusing all his strength, his will against the beasts mind. For a moment the waves still, the thrashing subsides. For just a moment, a hope of victory begins to blossom in Sarros, before the air itself explodes. The psychic shock sends all three newborn gods flying, incorporeal as they are. Static swims in his vision and Sarros struggles to stand again. Horrific scenes of water and stars flash across the seer stone until a hairline fracture spits the center and renders it dark.
By the time the mages have picked themselves back up, Xelqu is gone. The beast has fled into the waves. Sarros stares out over the ocean, while Pharros checks on his seer stone. The stone is still functional, though it bears a scar. NatureGirl examines the corpse of one of her beetles who had lingered on the beach. It shell is untouched, but its mind is gone.
Having survived one psychic battle with the gods, Xelqu will be more difficult to tame in the future. For now, it roams as a power of its own.
KoboldVylt looks about himself. It has been many migration-cycles since they have seen the sun. They were one of the last to do so, before all of kobold-kind was finally forced underground.
He sighed. A shame they’d yet again find it necessary to go to ground, then. But secrecy was paramount here. If they were being hunted, they would have little time to do the work they needed to do.
Still, he took a moment to appreciate his body, which felt stronger than it had in years. His age had been catching up to him; now, he feels as if all of his youth has returned.
Regardless. Focus. There is work to be done.
Vylt weaves a Great Magic about himself, pulling together a veil of stardust, stone, shadows, and secrecy. Let those who seek him out find naught but wisps around the corner, leading them on wild chases, never catching sight. The earth is a place to hide.
Feeling more assured of their secrecy, Vylt sets about his second working, worldshaping. Below the surface, stone and metal churn and shift. A vast cavern system grows, where once such was uncommon. Vylt knows that to achieve the scale they desire, they cannot specify much of the caverns’ nature, but that is no matter; more specific regions can be constructed at a later time. What is needed now is a place to find.
With that done, in a feat of small magic - small for a god, at least - Vylt’s form wavers and becomes translucent, and they dive into the ground, phasing through it to reach their cavern sanctum.
Upon reaching the depths, Vylt considers his options. Kobolds will need to be created, eventually, but to do so now would provide them nothing but a target on their back and his; they are too obvious. A different race might be more useful to begin with - but, ah, it may be best to let that wait until the locale may be more effectively established.
Hmn.
Absentmindedly, they wonder, and as they wonder, their powers scry to answer. Who, beside us, are the gods of this place? But the answer shall remain locked in his own head, until he has reason to share.
Question answered, Vylt sets to yet another work of Great Magic. A curse on the underground, or a blessing. The caverns shall shift, twisting and turning, such that direction is meaningless and the walls form or disappear behind you. Yet in this working, so too is declared an exception: where mortals congregate and live, where they sign the mark of the pickaxe in the walls, the caverns shall lie still, that they might build their homes to their desires.
And finally, within these deep stones, close to the heat of the core, Vylt builds a small forge. It does not look impressive; in fact, it looks cruder than anything humanity might call an acceptable forge. It barely looks “made” at all, more closely hewing to a natural lava spout with a big, flat rock next to it. But it is suffused with divine power, and suits Vylt’s needs. A place to forge, just as the earth.
And with a place to forge, forge he does, using minor magics to pull metals to himself for use, crafting them into a set of tools. A pickaxe, small enough to wield in one hand, good for mining and self-defense; and a shield - buckler, really - to deflect the blows that may come their way.
Construction done, Vylt moves on. It would not do to stay by something so easily located.
4
Many miles away, a kobold stretches in sun, on a different shore. His admiration of the warmth is short lived however, as he feels the prickle of unseen eyes on his scales. The mages he stole from have not forgotten it seems. The battle is not over yet. With a thought he sets the magics about him into a whirlwind. This will be sure to scatter and search for him by magic means. With another, he sets the patterns in place, that this enchantment might follow him. The pendant glows pleasantly warm against his scales.
3-1
This is to be a world for kobolds, and kobolds are nothing without their caves. This world is sorely lacking in such natural features, so this will be his first task. He places his hands upon the ground and concentrates. The world begins to fall away, massive chambers opening before him. It is slow, and difficult though. His magic seems to stutter and change. It is difficult to control. Suddenly he realizes, his enchantment is interfering with his work! It will continue to do so until it is dispelled.
The caverns are massive and stretch for many miles. Mountains could be lost in these caves, but it is not quite the continent sized wilderness he had hoped for. It's a start, he thinks to himself.
Auto success
With one last longing glace at the sun, he whispers a word and whisks himself down under the ground. Nothing is left on the surface but a single massive cave entrance at the edge of the jungle.
5-1
Here in the depths he finds himself in a grotto. A still pool of water in a dark cavern. He casts a simple spell, and touches a claw to the surface. The pool will show him answers. The sound of dripping water will whisper secrets.
3-1
Satisfied with his information, he sets about his second task. Deep caverns will do much to protect his people, but the old world has taught him much. Caves, no matter how extensive, can be explored. Labyrinths, no matter how complex, can be plotted out. It is not enough. He will set the walls themselves to shift, the earth itself will become unnavigable. It is an ambitious work and the enchantment does not help. He manages, after a sorts. Places seem to shift in the dark, but general directions will remain the same. nothing will travel too far from where it starts, and walls marred by picks will lose this magic, but an army would lose itself in the dark here. He has made it such.
3-1
3-1
A few last minor tasks await him. He draws magma up from the depths, and smooths stone for a forge. The walls are left unmarred, this place will shift and hide itself.
He draws all manner of metals through the earth to him here, and they fill the chamber. This world is plentiful and common ores are in ready supply. Iron and copper and silver and tin. Even chunks of gold glitter in the dark. The pool that gave him answers before will cool the metals now, and the magma keeps the air warm and lit. This is a workshop of great natural beauty and potential.
For this turn onlyunused ap will roll over. This means for the next turn:
Red will have 7ap
Yellow will have 6ap
Blue will have 5ap
Kobold will have 12ap.
This is only for the next turn, after which unused ap will not roll over!