Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: [1] 2 3

Author Topic: Xorvintaal (IC)  (Read 2054 times)

Roboson

  • Bay Watcher
    • View Profile
Xorvintaal (IC)
« on: April 02, 2022, 09:05:13 pm »

Xorvintaal



In the time before the gods, this land was wild and primordial. Unbound by the wills of the wills of the gods, the spirits raged across land and seas. The rivers shifted with the wind, and mountains crested like waves. Beings of power rose and fell, carving out castles of fire, of ice, of wood, or bone. Even mortals rose from the chaos, living short and brutal lives.

Yet, such a state of chaos, with its enormous potential, would eventually give rise to order out of sheer chance. And so it was. Over the eons, eight regions became less and less chaotic, each growing as it cemented itself further into the fabric of this world. And like a plant drinking water through its roots, so too did these drink deeply the magics of this land.

In time, these forces coalesced, turning in on themselves and permutating into what would become the gods. From each of the regions, a god was birthed.

First rose the mountains, an enormous mountain chain that rose high into the sky. The northern end gave rise to Ravana, with the south, Acter. In the north, the winds were harsh, and the path treacherous. Winding shelves of rock made for narrow passage throughout the peak, though possible, these paths are perilous. The steep rough terrain is not a pleasant place to make one's home, yet many species of bird and rodent have come to dwell here. Larger animals live here as well, goats, rock snakes, and large agile cats call these lands home. Shale feather eagles can often be seen circling above. The south is wetter and greener, receiving more rains than the north. Grassy highlands dot the mountain, and groves of pine cling to existence where bird or wind deposit their seeds. Game is more common here, but so too are predators. Many look to this location for its strategic importance, overlooking both forest and field alike.

As one continues south, the mountains continue deep into the heartland. To their west, lay the swamps which gave rise to Yume No Kaze in the north and Jud in the south.   A region of soggy pools and wild willow trees. Here the circle of life bleeds grey between the light of life, and the darkness of death. Rot hangs heavy in the air, and insects buzz through the smell of decay. Amphibians of many sizes are common, though among them the Marsh Gulper species reign supreme. A gargantuan ambush predator, known to swallow oxen and men alike if given the chance. Fish, snakes and birds are also common. Mushrooms, lichens, and baser organisms thrive here. In a way, it is a very full region, full of life, full of death.

To their east rose from The Dust Wilds, a dry barren land of dry dirt and cracked stone. North belonging to Than and the south to Cwrec. Here Strong winds from the west kick up dust and gravel, with lethal velocity during the winter storms. This creates a near constant sound, of small rocks battering against stone expanse and rock cliff, wearing them down into more small stones to one day join their erosive cause. The days are hot and the expanses of stone grow hot enough to crack and pop under the sun. The nights are cool, and the wind shifts and dulls it's sharp advance. From the crags and crevices, what tenacious life that eeks out existence here, wanders beneath the cloudless sky. Lizards and snakes are common here. Bats, birds, and a species of flying Guinea pigs have roosts among the cracked stone. They feed on hard nuts, born from dry gnarled shrubs, on what grass can find. On the north, a band of land wraps around the mountain edge, winding under cliff and along slope, no more than half a mile wide, reaching far across the northern coast, beyond the mountain, and into the swamps

South of the mountains, the slopes give way to the South Forest in the west, in the region that births the god Muffins. The wet winds are blown northward by the winds from the south. While wet, this region is not as much so as the swamps to the north. The humid temporate climate gave rise to a forest of great thick trees. Among the leaf litter and shade, numerous creatures from deer to bears thrive. Birds and rodents of many kinds live among the canopy. Monkey birds can often be spotted lazily eating fruit among the leaves. Wolves, large cats, and bears form the top of the food chain here.

Finally in the southeast, the Wide Plains which gave rise to Garmathis. Sprawling open grasslands spread far beyond the horizon. A sea of grass, speckled with islands of woodland groves. Large herbivorous creatures thrive on the open plains. Bisonphants, and wild stallions can be spotted grazing, while coyotes and lions linger in the shadows. Smaller life thrives here as well, hidden among the tall grasses, or in burrows in the soil.

From each of the regions, both mountains, both swamps, both badlands, the forest, and the plains, a light rose into the sky, and with it, a newborn god. They halt their ascent, and look down upon their world with fresh eyes. They see the world laid out before them, eight regions, eight gods. Each sees their brothers and sisters, and the lands before them. This is their world.

« Last Edit: April 02, 2022, 09:20:01 pm by Roboson »
Logged

Roboson

  • Bay Watcher
    • View Profile
Re: Xorvintaal (IC)
« Reply #1 on: April 02, 2022, 09:05:53 pm »

OOC Link: OOC
« Last Edit: April 05, 2022, 01:06:57 pm by Roboson »
Logged

Egan_BW

  • Bay Watcher
  • I want to be your blahaj.
    • View Profile
Re: Xorvintaal (IC)
« Reply #2 on: April 02, 2022, 10:20:51 pm »

Create Specified Mortals (4): at north badlands
Specification: Reptilian, small snakelike creatures with four weak arms, as if a lizard got halfway to evolving into a snake before deciding to fill the sapient niche instead.
Being diminutive in size and cold-blooded, they use little energy, using periods of low activity to ponder matters both relevant and irrelevant, though in a less focused and more dreamlike mental state. This trick can prove unhelpful for concrete conceptualization but comes in handy for bolstering one's creativity and abstract thinking.
They often feel driven to discover one's own 'personal truth', which once found is not easily dislodged.
Their scales vary between grey, brown, orange, and green depending on the environment. Their eyes have yellow or grey irises. In their tongue, they are called Ittlithir.

Discover Copper Deposit (1): at north badlands

Call north badlands Clli from now on because it's my place and I get to name it.
Logged

Kilojoule Proton

  • Bay Watcher
  • µ
    • View Profile
    • YG toolbox
Re: Xorvintaal (IC)
« Reply #3 on: April 02, 2022, 10:45:04 pm »

Cwrec spins down merrily into the southern Dust Wilds like a fiery chinook, kicking up a massive dust storm and inadvertently excavating and scrambling a deposit of titanic bones near the as yet somewhat fuzzy border with the north badlands and nestled in the foothills of the mountains, where deep, worn gullies and crevices shield them from being blasted to dust in his jolly wake. Although a bit too jumbled to be useful to paleontologists, they should still be perfectly serviceable as crafting materials, perhaps offering a transitional material to wandering Ittlithir until they get around to exploiting copper.
Not to be outdone in the naming department, Cwrec will refer to the high, rocky, and battered landscape that accounts for most of the southern badlands as Chwll and the low south badlands where stone gives way to steppe as the Naaw.
« Last Edit: April 02, 2022, 10:54:16 pm by Kilojoule Proton »
Logged

b28b 84f2 b6e5 6f86 b10b c99b 8d9a 8530 54dc 2c8c d3b2 0e8e 36d4 9949 d87e d12b

Demonic Spoon

  • Bay Watcher
  • Peering from beyond the veil of reality
    • View Profile
Re: Xorvintaal (IC)
« Reply #4 on: April 03, 2022, 12:45:34 am »

Jud judders with happiness as they discover the perfect card, and then spend 5 mana creating a Dwarven Mountain home in the south-western mountains, close to Jud's Swamp.

Spoiler: Mountain Home (5) (click to show/hide)
Spoiler: Location (click to show/hide)

Jud spends some time hollowing out the earth, rerouting underwater springs, peppering everything with neat statues, planting plump helmets everywhere, before turning some of the leftover earth into industrious dwarves, allied to Jud's muddy cause! May they prosper!

Not long after they are made, the dwarves begin to work with their standard fervour, mining out metal veins, farming crops, heading aboveground to hunt mountain goats and making some of the first tools to exist within this grand game of Xorvintaal.
Logged

IronyOwl

  • Bay Watcher
  • Nope~
    • View Profile
Re: Xorvintaal (IC)
« Reply #5 on: April 03, 2022, 12:50:32 am »

Muffins studiously adjusts her hat. There's work to be done!

Name the forest Snugglehearth

Create Mortals (5) in the middle of Snugglehearth
Gulpers look and act much like giant plump grizzly bears. They're better optimized for bipedal locomotion and fine manipulation of objects, but otherwise a Gulper in a bearlike position looks more or less identical to a fat bear, while an upright one looks more or less identical to a bipedal fat bear. Also like bears, they have a fondness for fine cuisine and comfortable lodgings, tend to be rather curious and jolly, and are quite able and willing to rip most things in half when hungry or angry.

Spoiler: Map! (click to show/hide)
Logged
Quote from: Radio Controlled (Discord)
A hand, a hand, my kingdom for a hot hand!
The kitchenette mold free, you move on to the pantry. it's nasty in there. The bacon is grazing on the lettuce. The ham is having an illicit affair with the prime rib, The potatoes see all, know all. A rat in boxer shorts smoking a foul smelling cigar is banging on a cabinet shouting about rent money.

Maximum Spin

  • Bay Watcher
  • [OPPOSED_TO_LIFE] [GOES_TO_ELEVEN]
    • View Profile
Re: Xorvintaal (IC)
« Reply #6 on: April 03, 2022, 06:38:58 pm »

Create Magical Mortals, (5)
These giant centaurlike people, known as Ifioi, have tusked heads, shaggy manes, varying numbers of arms (but never more than Ravana's ten pairs, since only Ravana can have the most arms), and the bodies of boars from the waist down. They have a strong sense of hierarchy based on a combination of verbal and physical sparring, where anyone who can get the best of another in some way is the latter's social better until and unless the situation is later reversed. Complementing this, they possess telepathic ability, allowing them to communicate and project their wills, mentally dominating those with less willpower to an extent depending on the difference. In small groups, they form temporary hiveminds according to their hierarchy to accomplish their goals more efficiently; they can also use this ability on other beings, though the communication would only be one-way. Ifioi possess an innate need to control territory, always seeking to found new colonies to spread their domain outward; this need applies to the mental as well as the physical sphere, so they work, as much as they can, on improving their individual willpowers so that they are more dominant in their hiveminds.

These shall be placed in the northern mountains.
« Last Edit: April 05, 2022, 01:09:59 pm by Maximum Spin »
Logged

TricMagic

  • Bay Watcher
    • View Profile
Re: Xorvintaal (IC)
« Reply #7 on: April 04, 2022, 05:48:24 pm »

Looking over the land and their siblings, Yume no kaze dreams of winds and travel. While others seek to create within their own lands, they are spread out, weak. They do not know of the wonders the world has to offer. So they seek to rectify this with their... creative interpretation of artifacts..
\
Create Divine Artifact(3): Yoko no kami
A special sphere that feeds off the presence of grain, it keeps goods fresh and manifests itself as a dire wolf or wolf-woman. It's memory is long, and it's physically powerful, but it's also rather needy. Those merchants it bonds with will find themselves with a powerful companion. Those that abuse it will find themselves destitute though, for it can both ensure a good harvest, or bring about a poor one.
\\
Add Card: Create Wandering Merchant(2)- A shrewd mind for commerce and tricks, this man goes about the country buying goods in one place, and selling them for a profit in another. He's just started out, but the Yoko no kami has taken a liking to him. (Result: Wandering Merchant Power Level is increased to 2 while the Yoko no kami travels with him.)


With the new merchant of indeterminate race, Yumi no kaze also makes a basic bland cart with the grain needed for the artifact, and sets them down near the Dwarven Mountain Home. ... And gives them a basic map. Let dreams guide you, and winds shield you, Wanderer and Yoko no kami. May your partnership be long and fruitful.
« Last Edit: April 04, 2022, 07:16:35 pm by TricMagic »
Logged

SOLDIER First

  • Bay Watcher
  • Trans fucking rights, baby.
    • View Profile
Re: Xorvintaal (IC)
« Reply #8 on: April 04, 2022, 06:55:51 pm »

Garmathis is incapable of smiling while assuming their true form, but they seem to exude a sensation of satisfaction as they begin their turn.

First, they play No. 29 - Create Minor Land Feature for 1 mana. Gesturing towards the northern mountains, domain of Ravana, they channel the power of the card to erect a cold spire of dark stone from the earth. A monumentous thing, its surface glossy and somewhat translucent but ultimately impenetrable to the eye, the tower is an imposing sight to all. Its depths are crisscrossed by various caverns and tunnels, with ample space for all manner of things to roam about within. A single spirit of the earth is created alongside it, sharing the tower's color and somewhat crystalline appearance. They catch Ravana's attention and gesture towards their creation, as if to ask, Are you impressed?


Then, they play another card from their hand - but this one is unidentifiable, and fades away without immediate effect. They seem pleased, regardless.

For their last action, Garmathis plays No. 4 - Create Mortals for 3 mana. From all across the plains arise the Lakoni - a people with six-legged torsos like that of a horse, but hairless upper bodies, one set of arms, and variously colored eyes, hairs, skins, and coats. Free-spirited and kind by nature, the Lakoni begin gathering in massive communities across Garmathis' domain. They feed upon the various grains and vegetables native to the plains, with the able providing for those who are not, and all members of a community cared for by their fellows.


Their tasks for the first turn complete, Garmathis passes some of their time by assuming the form of a Lakoni and gallivanting across the plains with their creations.
Logged
Black lives matter.

Glass

  • Bay Watcher
  • Also known as the Chroniqler
    • View Profile
Re: Xorvintaal (IC)
« Reply #9 on: April 05, 2022, 12:08:13 pm »


Acter... well, Acter starts by taking out a blueprint sheet. Well, that and a feather quill. They start sketching out a sprawling complex before realizing that they don't actually have that much space.
So they compress it.

The, ah. "Dark Fortress" begins to take form, near the center of where the mountains meet the badlands - in fact, quite nearby Cwrec's store of fossils. Large plates of the mountain's deep-grey stone are bound to each other with a metal far more advanced than any mortal could make-
There's dwarves.
Eh?
There's dwarves, they definitely know how to make good steel.
...I can make it a better metal, then.
-a metal far more advanced than any mortal could make today, its dark blue coloration holding a sheen of green, much like the distant ocean. More than simply holding the structure together, this metal - Cascadite - was used in a myriad of mechanical systems throughout the Fortress, their machinery complex yet undeniably effective at... well. Ah.
Whatever it was they were for. It wasn't entirely clear. There seemed to be a lot of pipes and cogwheels just scattered about the place at random. It was easy to lose track of what was supposed to do what, or simply get completely and utterly lost. It certainly made the location feel much larger, however.

And then, at the center of it all, was... a courtyard. A sprawling one, that felt almost like it was too large to truly fit inside the Fortress. At its center was... well, it was originally a fountain. Strictly speaking it still actually is a fountain, probably. The problem with properly calling it a fountain, however, is that an entire tree grew up around the Cascadite artwork, its bark a stark white against the dark grey stone, its leaves the blue-tinged green answer to Cascadite's green-tinged blue. Where once, water would have sprayed out from the fountain's top, now, it seemed the tree had grown channels within itself, spreading the water throughout its branches until it fell like rain under everything in its shadow.

And then Acter took every plant that existed, and then a few more lot more that didn't, and threw them literally all over the building.
Are you sure?
100%. Never been surer. This'll be great, I promise.
Just, everywhere. There were probably a couple dozen varieties of plants found in the Fortress that not only didn't exist anywhere else, but also did things that no other plants did. Most of these things were utterly worthless things to do, of course, but god-damn did they do them.

And finally, to top the Fortress off, Acter set about making a caretaker for it. A template of the Ifioi was retrieved and constructed, then garbed in a cloak of white bark and "crowned" with a circlet of dead leaves, their skeletal veins appearing extremely fragile, yet remaining unbroken no matter what may happen. Into them was invested a certain... madness? Manic energy? Certainly curiosity and drive; the rest likely would have to be decided by others. Great powers of druidry were granted to them that they might experiment with the essence of life itself... and the first thing they made was a plant that would not merely grow in corpses, but then use the structures left behind to achieve mobility. Ask the druid, they certainly weren't zombies. Technically.

Listen do you want the plant-zombie to harvest your crops for you or not? Stop arguing about technicalities and let the corpses do the hard physical labor, you're still alive and should get to follow your dreams and stuff.

(They were remarkably friendly for a probably-mad druid with a penchant for raising the dead and a desire to rule the world. Though they quite assure you that the whole world-conquering thing is entirely a benevolent matter. No, really, they're honest. Who'd you rather do back-breaking labor, yourself or the walking plant?)

And really, that was only their first plant.

Spoiler: The mysterious druid (click to show/hide)
Spoiler: Location (click to show/hide)
« Last Edit: April 05, 2022, 12:17:43 pm by Glass »
Logged
Quote from: FallacyOfUrist (on Discord, 11/15/21)
Glass is, as usual, correct.
Yep, as ever, I bestow upon Glass the expected +1
I'm gonna say we go with whatever Glass's idea is.

Roboson

  • Bay Watcher
    • View Profile
Re: Xorvintaal (IC)
« Reply #10 on: April 05, 2022, 05:20:12 pm »

Xorvintaal Turn 2

North Badlands
In the great badlands of this land, far in the north, the first mortals of this world crept out from under their stones and withdrew from their hidden safehavens, to look up and bask in the sun. These were the Ittlithir, known as those who speak, but do not walk. In time, this came to have a double meaning, often used as a euphemism for the race, as well as a description of their demeanor. The Ittlithir were a lackadaisical race, and could often be spotted lounging in the sun, basking in waxing and waning sunlight of the morning and afternoon, retreating back into shelter as the midday sun climbed murderously high into the sky and releases a volley of heat down upon the parched earth below. They often formed small communities, of one hundred or so members living in nearby burrows and gathering in groups to laze about and meditate beneath the sun, only to retire into the safety of their burrows and discuss what thoughts they had been dreaming upon that day. This lead them to be a very social culture, meditating in large groups, only to splinter and discuss before returning again once more to meditate under the sun. Information was widely shared and discussed, and one might think the Ittlithir to be quite educated, however this did little for the actual prospects of the race, as few went out of their way to either use or build upon this knowledge, save for immediate concerns such as the avoidance of poisonous plants. Such is the case with the copper discovered in the area, many came to know of the strange green rocks, but few found them at all useful to their concerns of the day. For a time, this existence lived on peacefully, save for what wild beast or Shalefeather wandering down from the mountain, might happen upon the Ittlithir. Until the Ifioi came of course.

South Badlands
Not much can be said of the Southbadlands for this age, for little went on here directly. From the north, wandering Ittlithir began to travel south. Some simply wandered, unpushed nor pulled by any goal or destination. Others ran through the evening twilight, the sky as red as the blood spilt on the ground. Driven south in an attempt to escape the Ifloi, the South Badlands now hosts several small populations of Ittlithir, which may gain a foothold here if fate does not intervene.

Though of course, there is one exception, a small area of unusual stone uncovered by the joyous flight of Cwrec. Many moons later, a strange being visited these unusual stones. Accompanied by shambling creatures, of which life clung deftly to death, the being stole from the earth many of these stones, and retreated to their stronghold to the west.

Northern Mountains
Unlike the quiet swamps to the west, the mountains were the focus of the gods' attention. The many tusked Ravana laid down first touch upon this land, and from their hand they gave rise to the Ifloi. The Ifloi were much like centaurs, possessing the upper body of a man, and the lower body of a boar. Yet, their faces were tusked like their creator Ravana, and a wreath of a mane surrounds their heads. Their torso boasts many arms, with most individuals having several sets.

A strong race, by arm and hearts account both, they formed a hierarchy around sparring both with word and weapon. Insults and club would swing through the air in tandem, and failure to properly dodge either could lead to a defeat. And so the hierarchy became established, each victor imposing their will upon the defeated. The Ifloi, blessed so were they by Ravana, that they had gained the power to summon forth their will, forcing it upon your lessors, and sharing it with your equals. And so it was for a time, stable. The hierarchy was established, and the Ifloi became moderately peaceful and most productive. Working in close groups, communicating in loose telepathic messages, hunting parties were rarely unsuccessful, save for the occasional landside or friend lost over cliff's edge.

Yet, this did not last than more than an a few seasons, for two discoveries would drastically destabilize the hierarchy. The first was the rise of the Earth Spirit Obisi. Garmathis, Querent of Desire, plunged their mirrored arm deep into the earth, and drew forth a tower of dark glossy stone. Formed from and bound to this very rock, Obisi awoke and claimed dominion as the primary elemental spirit of the region. As they did so, the ground shook and the Ifloi sensed the stones begin to stir. Some, seeking glory or territory, ventured to this monolith. None returned. Not due to death, though there was a fair deal of that involved, but because Obisi had bested them in combat. Those that survived against the spirit who's flesh was harder than stone and who's fists could deflect weapons unarmored, found themselves splintered from the hierarchy, their loyalty claimed by a being who's will was as immovable as the mountains themselves.

The second discovery was to the east, along the mountain's edge. There, the Ittlithir were discovered. The small snakelike inhabitants who lived near the roots of the mountain, did not understand nor fair particularly well in the challenges presented by the Ifloi. And quickly, blood was spilled. Soon the formality of the challenge was abandoned altogether, and the Ittlithir found their wills supplanted by those of their conquerors. And so the hierarchy became unclear once more, as many who were not equals, found those most eastward, blessed by minions from the badlands. Of course, they made poor minions, lazy and contemplative, a state most often correct through violence by their Ifloi masters. And such, chaos began to once again characterize the Ifloi. A new hierarchy is beginning to form, as the slavers of the east turn their eyes to the badlands below. Some ventured south, to claim their own dominion, seeking to claim the edge of the mountain so that they may raid untouched badlands for slaves. Those that do, do not return and are never heard from again.

The South Mountains
Far to the south of the rise of the Ifloi and the plight of the Ittlithir, another civilization began to rise from the depths. They broke forth from beneath the ground, and gazed up for the first time at the sky high above. These were the dwarves of Mountainheim, stout beings born of the mudstone drawn up from the swamps below by the rising of the mountain. Their skin was as the stone around them, brownish for the most part, though many were of lighter dryer tones, and some even had flecks of clay coloration. They had not yet become one people, and their features were quite disperse. Some had scowling brows, others had begun to bald before they bothered to grow hair, and others wore merry smiles upon their faces as they turned them towards the sun. Some were muscled, others, rounder. Yet, despite all this variety, two features were held by all the dwarves, deep onyx eyes and a love of the earth. As they came from the earth, so did their city. Great and grand were its many halls, carved from the stone itself as if an ancient river had formed the walls of their homes and the columns of the kingdom. Here the dwarves set about their lives, spending their days expanding the halls and mining the earth for stone and ore. The forges were lit, the mushroom fields planted, and the dwarves began to build an empire.

One such entrepreneurial dwarf was named Auranor Copperbeard. Auranor was a dwarf born of slightly different make, though wrought from the same stone, the hands that shaped Auranor did not belong to Jud, but to their neighbor. This fact was not readily apparent, but is the root of Auranor's eventual rise into the upper echelons of this budding society. Auranor was a sharp eyed dwarf, with black whispy hair that had begun going silver underneath. They were quite shrewd in their tactics, often using charm and tricks to get a good deal from one, and sell to another at quite the price. In a short while, Auranor had made a good deal of money, despite having worked very little at all. Yet, despite their gains, Auranor was restless. The mind's of dwarves were dense, not impenetrable, and soon their dark eyes will turn towards Auranor's wealth and begin to wonder how much should have gone to them. Of this, Auranor began to grow worried more and more. And so he prepared to leave, taking with him the strange artifact which had blessed him with such luck, and which guided him gently into wealth. The wider world called to him, and he set out with gold and goods in search of other dwarves which lay beyond this corner of the mountain.

For a time, the industrious dwarves lived and worked as they pleased. Though one day they might become well learned in these arts, these dwarves were young, their smithing arms weak and their knowledge of the earth was like that of a child, naïve, but full of curiosity. Crude weapons and armor of soft ores, and small forges characterized the dwarves, and perhaps one day might give rise to knowledge and craftsmanship as the race matures.

That is of course if nothing derails this progress, as is the case with Ygdri the mad druid. While Ygdri did rise near the end of this age, there were a great many dwarves birthed from the mountainhome, and it was only a matter of time before some came to wander high into the peaks so that they may gaze out into the world beyond the mountain. And from their vantage point, the sharp eyed among them could spot the blue-green glint of the distant fortress. A group of curious dwarves ventured out to get a closer look, returning with tales of a castle of strange metal not born from the earth, and of a tree which rose above and rooved the strange place. Here the dwarves began to turn away from their smithing hammers and look to their swords. For the fantastical tales heralded much more disturbing questions as to who could build such a garden, and how those who live there might respond to the fledgling dwarven civilization.

And of course, these questions were quite justified, as a wielder of dark magic had taken up residence on the north eastern slopes of the southern mountains. A druid turned necromancer had appeared along with the structure the dark sorcerer Ygdri inhabits. While they were undoubtedly powerful, they were perhaps a little odd. They looked like an Ifioi, though they had enough arms to insult Ravana, some of which were plants, vines which moved with the wizard as an arm moves with a man. Yet, despite their imposing visage, tusked of face, wreathed white bark cloak, and arms which seem unable to lay still for they possessed too much excitement, they were rather a friendly being. Certainly much friendlier than the rest of the Ifioi. But their experimentation was a source of contention. Here is a rather friendly creature which might chat with you about the weather as vines ensnare the bones of the dead and give rise to shambling minions. While many of the first created were animals, in time, Ifioi came. Many came alone, seeking new territories so that they may come to rival the slavers in the north. Almost all challenged Ygdri, for this was what they knew. And such is it that none were successful. Few died of course, Ygdri had no intent to use the undead for evil purposes, simply for manual labor, and so most were spared. In time, there came to be many, and new Ifioi stopped arriving from the north, claiming these lands cursed. And so a new hierarchy formed around Ygdri, as those she defeated, came under her service. This was ideal, as the Ifloi yearned for conflict and their presence led to a sudden rise in available test subjects. As a result of one such Ifioi excursion into the badlands, for the purpose of collecting slaves and corpses, Ygdri sensed something that piqued his interest. Ancient fossils, stone hard bones of bygone beings. Later Ygdri returned with many minions and claimed a third of the bones found here.

Snugglehearth Forest
Far away from the action of this world, far from the bloodshed, far from the mountain peaks, far from the dark sorcerers and elemental spirits, a race of bearfolk were ascended by Muffins, god of chaos and destroyer of worlds. Muffins called these being Gulpers. They were like grizzly bears with thumbs, more accustomed to walking on their hind legs than their ancestors. The gulpers lived a very pleasant life, for they had been born into quiet solitude and had no murderous neighbors to speak of. They went about their lives very well content. The forest was rich with bounty, fruits, mushrooms, tubers, and nuts. Game was common, and carrion a well met surprise. The gulpers had quite an appreciation for food, and had a palette that extended beyond what other mortals might consider delectable. And such, variety was the spice of life, as the day determined the menu, the gulpers became quite creative chefs in their own right. They lived in caves for the most part, lining the floors with pelts and snoozing in piles of soft warm piles of fur before a fire, with the smells of good food and smoke all around them. Of all the mortals in the world, it is perhaps the Gulpers who are the happiest, if not that, then at least the coziest.

The Plains
Of all the regions of the world, the plains is likely the largest, depending on how you count the mountains. Nonetheless, while the plains are wide, they are sparse. An ocean of wild grass, dotted by the occasional island of trees, or broken by a small brook flowing from the mountains. There it is that one would find the Lakoni, the six legged centuars who call this place home. They gallop across the plains in massive herds, nomadic communities which feed upon the wild grains and forage for fruits and vegetables among the grasses. They have a very communal lifestyle, with the labors of one being shared by all and the labors of all belonging also to one. Each does more than their share, and the race prospers in quiet seclusion.
Logged

Roboson

  • Bay Watcher
    • View Profile
Re: Xorvintaal (IC)
« Reply #11 on: April 05, 2022, 05:20:35 pm »

(Reserved)
Logged

Demonic Spoon

  • Bay Watcher
  • Peering from beyond the veil of reality
    • View Profile
Re: Xorvintaal (IC)
« Reply #12 on: April 05, 2022, 11:51:15 pm »

Jud busies themselves secretly...
Logged

Egan_BW

  • Bay Watcher
  • I want to be your blahaj.
    • View Profile
Re: Xorvintaal (IC)
« Reply #13 on: April 05, 2022, 11:54:56 pm »

Than folds out a magazine and begins cutting perfect cards out of it in a frenzy using safety scissors. Cards fly everywhere but most of them just seem to be parts of advertisements?
Logged

TricMagic

  • Bay Watcher
    • View Profile
Re: Xorvintaal (IC)
« Reply #14 on: April 06, 2022, 11:57:04 am »

Woossh, zing, clatter. Yoko no kami is busy putting something together somewhere. Where, who knows? Action PMed.
Logged
Pages: [1] 2 3