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Author Topic: Battle of the Gods 3 : Rule discussion, OOC talk and preparations  (Read 29590 times)

Akroma

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This tread is for the rules and for each player to introduce their races

The name of your god and some info on him
Spheres
Civ symbol
Hero symbol
Army symbol
prefered site type
race
physiology
history
culture
combat and weapons
magic/tech
describtion of the champion
their movement speed in different terrains (see the table a few pages further)
pictures are not required but nice


Code: [Select]
KEY:

^ mountain peak/volcano
▲ mountain
⌂ rocky hills
. plains and grassy hills
~ deserts and sandy dunes
♣ forest
! Conifer forest
↑ palm forest
♠ rain forest
╞ dead/burnt forest
○ river source
─┬┘ river
≈ lake
█ glacier
√ wasteland
⌠ swamp
● tundra
░ storm (dependant on terrain type)
═╦╝ tunnel or road
╫ bridge
♥ special place
æ ruins
≡ migrating group
» Oceangoing ships
÷ temporary camp
< > Messenger animal
« Last Edit: July 16, 2008, 02:30:07 pm by Akroma »
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Find comfort in that most people of intelligence jeer at the inmost mysteries, if superior minds were ever placed in fullest contact with the secrets preserved by
 ancient and lowly cults, the resultant abnormalities would soon not only wreck the world, but threathen the very ingerity of the cosmos

Akroma

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Re: Battle of the Gods 3 : Rule discussion, OOC talk and preparations
« Reply #1 on: July 08, 2008, 11:35:43 am »

 deleted, switched to another race
« Last Edit: August 25, 2008, 11:58:11 am by Akroma »
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Find comfort in that most people of intelligence jeer at the inmost mysteries, if superior minds were ever placed in fullest contact with the secrets preserved by
 ancient and lowly cults, the resultant abnormalities would soon not only wreck the world, but threathen the very ingerity of the cosmos

Prometheus

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Re: Battle of the Gods 3 : Rule discussion, OOC talk and preparations
« Reply #2 on: July 08, 2008, 03:25:36 pm »

God: The Great Father Xar
Spheres: Eternity(25%), Earth(25%), Wisdom(50%)
Race: The Iraxi
Civ: The Eternal Empire
Civ symbol: I
Hero/army symbol: i
Favored Terrain: Tropical rainforests, coasts.
Starting location: (20,70), the ruined capital city of the Eternal Empire, Ehn'gha
Movement speed (copypasted from Istrian's post and edited):
Code: [Select]
plains/forest/jungle/hills/swamp/desert/rocky hills/tundra/high mountains/sea/on river
Irax    5/7/9/4/3/1/4/1/2/N/N

The Iraxi and their creator, whom they refer to as the Great Father, have an unusual relationship when compared to other deities. The Iraxi agree that Xar deserves a little respect for being their creator, but they won't bow to mindless worship. This, of course, makes Xar immensely proud. The Iraxi ask very little from the ancient god, and even then they show courtesy, although without much ceremony. Other than that the long-lived Iraxi tend to solve their problems themselves.

The Iraxi themselves tend to be slightly withdrawn and resigned to observing the world around impassively, which might be a good thing considering their appearance, which to most sentient races is quite repellent. They have many features usually attributed to aquatic creatures, despite living on land. Their bodies are covered in a shell similar to crustaceans and their primary form of locomotion and tool manipulation is a number of thin tentacles protruding from underneath the main body. Mounted on a flexible neck is a head with large eyes and a circular, lamprey-like mouth surrounded by tiny feelers.
Relations with other sentients often start off badly, rarely becoming close allies with other civilizations.

Due to their observant and thoughtful attitude they've come to amass large amounts of knowledge. A few have mastered ancient forms of ritual magic which is used now and then for long-term passive enchantments and the creation of wondrous artifacts. These artifacts are rarely used, however, and are considered to be works of art rather than tools. Due to their long lives, the Irax rarely make anything that has a short useful lifespan. Everything is made to be durable and low-maintenance, which leads to slower construction and crafting speeds, but with higher quality and durability.

Most of their settlements are made of high-quality stone, engraved with works of art, often related to history or practical knowledge. In fact, one of their mechanical workshops was famous for its beautifully carved warning signs. They tend to leave their mechanical devices relatively simple, as more complex machines break down easily and are more subject to the ravages of time. Of course, they do have schematics for complicated clockwork machines somewhere, they just don't put everything they know to use if it's not necessary.

War is sadly a subject they have some experience with, as younger, more violent races often find their appearance  a sufficient casus belli, and set out to exterminate them. They use many common weapons, such as spears and the like, but have slightly different views on some types. Blunt weapons, which some races might see as less lethal alternatives are seen as weapons intended to kill, not incapacitate, since the only thing to break is their shells and skulls. Bladed weapons aren't seen as quite so lethal, as they are most useful in severing an Irax's limbs which can completely regenerate over the course of a few days. Often Iraxi opt for ranged combat with repeating crossbows, because they are weaker on average than many other races.

The vast libraries of the Eternal Empire contain some information on ancient magics practiced eons ago by long-extinct species. The type the Iraxi favor are usually long-term enchantments or ways to produce their famed artifacts, which aren't always useful or practical, but they are usually meant to be pieces of art, not tools. A few more powerful enchantments are known, but haven't ever been used or even tested due to their demanding preparation procedures and resources needed. Most of these higher enchantments are barriers, to keep intruders at bay.

Regarding the late history of the Iraxi Empire: Thousands of years ago their greatest leader Gizash, weary of politics, descended deep into their vaults of hidden knowledge and sealed himself into a tomb, falling into a meditative trance. In his absence, the Eternal Empire has stagnated as a strange psychological has caused mass-scale apathy, causing the once powerful empire to wither away. The jungles have claimed all but two of their settlements: the Imperial capital of Ehn'gha and the Great Library of Odua. The Iraxi numbers have dwindled until only around a hundred are left, desperately trying to keep the ancient buildings free of the encroaching rainforests. Unless something is done, millenia of civilization and knowledge will be lost, along the last remnants of the ancient races.

Starting settlement:
The ancient capital of the Eternal Empire of Irax, once a wondrous metropolis of cyclopean proportions has fallen into ruin since the height of the Empire's glory so many millenia ago. Almost all of the city is uninhabited by sentient life, overgrown and collapsed. Habitation is limited to a neighbourhood near the edge, here there is relatively easy access to the plantations outside. Despite the city's looming presence very little attention has been focused on keeping a record of the city's layout. The only landmark is the gigantic palace in the very center of the city. Not far from the city limits is Odua, a settlement constructed to service the Great Library, the greatest store of knowledge the Iraxi Empire has assembled. It is there the ancient Emperor disappeared into the vaults, not to be heard from since. Still a small group of Iraxi faithfully guard the vaults without knowing exactly why.
The known total number of Irax still living in the area is 120, of which 20 are situated in Odua, the rest in Ehn'gha.

The population growth rate is 15%

The pop cap values are as follows:
Plains:50
Temperate Forest:60
Jungle:90
Seas/lakes:70
River:+40
Desert:0
Tundra:0
« Last Edit: July 27, 2008, 04:52:02 am by Prometheus »
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Istrian

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Re: Battle of the Gods 3 : Rule discussion, OOC talk and preparations
« Reply #3 on: July 09, 2008, 09:06:39 am »

No deity.

Spheres : None
Civ symbol : T
Hero symbol : No heroes
Army symbol : t
Prefered site type : Urban areas/Roads
Starting area : (20,60) island
Movement speeds : For Mages
Code: [Select]
plains/forest/jungle/hills/swamp/desert/rocky hills/tundra/high mountains/sea/on river
Human      6/5/5/4/3/3/4/4/2/N/N
Lost Elf     6/7/6/3/4/3/3/4/2/N/N
Dwarf       5/4/3/6/3/2/6/4/5/N/N
Gnome      6/4/3/5/3/2/5/6/4/N/N
Leotaur     7/5/7/3/4/5/3/2/1/N/N
Vampire     6/6/6/5/6/4/5/5/3/N/N
Undead      4/4/4/3/4/4/3/4/2/2/3
That's an average for a mage since they don't like to move too quickly. Of course they summon mounts and teleport to make up for the lack of speed.
Runeblades, being better trained physically, get a +1 on all terrain types their race can move through.

General
The Elchandaar Arcane Tower, or just the Tower for short, is not a civilisation per se. Instead, it is an organization which freely accepts all races and kingdoms.

Its goal is to aid those able to learn magic to get the knowledge they deserve. While doing so, they also teach of the dangers of using and not magic and spread Tower Law, which is a law forbidding the use of certain powerful effects magic can achieve.

One of these effects is the creation of a deity. When a mage becomes powerful enough, he may deincarnate and transcend his mortal shape to send and his soul and will joins the realm of the Immortals. As this unbalances the already existing pantheon, the Tower will do anything it can to prevent this from happening.

Anyone who breaks Tower Law is either killed or brainwashed.

Tower Organization

The Tower itself is divided in 16 schools spread across 4 principles. Each mage belongs to a school. Each school is led by a Grandmaster who appoints Masters, who are the teachers of that school. Above the Grandmasters is the Elchmaster, who is the supreme leader of the Tower and who is usually chosen among the Grandmasters (but it is not unheard of a simple mage becoming Elchmaster).

Each school and each principle have their own premises. There are also Common grounds for those who aren't in any school.

Tower Hierarchy

When a new member enters the Tower, he is given the rank of Novice and has to wear a grey robe. Novices are not allowed to leave Common places and must not enter Principle or School grounds. Novices have to study general principles of magic under the supervision of Mages who live in the Commons. Once a Novice thinks he has learned enough, he can try the tests to enter one of the Principles.

Once a Novice has passed one of the tests he becomes an Initiate. Initiates are allowed within the Commons and the Principles, but not within the Schools. They are also forbidden from leaving the Tower. From here, they have to practice magic by themselves but can seek advice from Mages and Masters. Once they feel confident enough, they can take a test to enter a School which is under the Principle they are in.

After that the Initiate is given the rank of Mage and earns the right to leave the Tower. Most mages who leave become either free researchers of magic in their own small abodes, or advisors to a ruler. Those who remain are given private quarters within the Commons.

From there, promotion can happen in three ways. A Grandmaster decides he needs another Master under his supervision and appoints one of the graduate Mages to the new position. A Master dies or retires and appoints a replacement. A Mage provokes a Master to a duel, with the position being the prize of the duel.

Masters can get promoted either to replace a leaving Grandmaster or by duel. There can only be 16 Grandmasters, one for each school. Grandmasters can only become Elchmasters if the position is vacant (how it becomes vacant does not really matter). The Elchmaster retains his previous position and duties, therefore the Elchmaster can also be a Grandmaster.

The Tower also has some Sages whose may or may not have any magical powers. It also has melee fighters called Runeblades who use Symbolic magic, and who act as bodyguards for the mages. They are under direct command of the Elchmaster and Grandmasters.

Tower Customs

The Tower has a strict clothing code on formal events, but Mages and above can choose to dress as they wish on normal days.

As said before, Novices wear a grey robe to show their lack of affiliation and a ring as a means of identification, the ring changes as the mage gets promoted. When they become Initiates they are also issued a necklace which bears the symbol of the Principle they are in.

Mages and above wear a carefully designed robe to show their rank and School. They are also given a heavily enchanted staff with the mark of the Tower on it : a large central circle linked by lines to four smaller circles and each smaller circle is linked with a line to another four even smaller circles.

Masters and Grandmasters also wear a golden circlet with a gem of the color of their school. The Elchmaster can wear the robe that came with his previous rank or a special robe of pure bright purple.

It is customary to adress a Tower mage by rank and title (i.e. Master Necromancer). Mages can also be safely adressed as "your Honor", Masters and Grandmaster as "your Excellency" and the Elchmaster as "your Highness". Names are also accepted.

A Mage's staff contains powerful attack spells. It is able to send out powerful shockwaves. A shockwave can either go in one direction, or in every direction. A monodirectional shockwave is powerful enough to punch holes in stone walls... or in people (uses 1 charge). A spherical shockwave can toss back everyone around the caster by 20m (uses 5 charges). A staff has 10 charges and can be easily recharged by any mage using a 2-hour long ritual. The staff also amplifies the ability to manipulate the flows of the mage for whom the staff was made (yes, the staves are made individually and attuned to the person they were made for).

The rings are enchanted to resonate when they are worn by the person they were made for. The resonance is used to identify mages and for magical messengers to find their way to their destination. The resonance can be easily detected by any mage.

The robes are enchanted to protect the wearer against hard weather and to be very resistant. Very often the robe outlives the mage.

Magic System

The Tower recognizes a system of magic made of three types of powers : Universal, Symbolic and Transcended. The first two are based on manipulation of magic flows, directly in the first case, and through symbols in the second. The latter encompasses all unique powers that belong to a person by birth.

There are 16 distinct types of flows, which are the topics of study of each School. They are also grouped depending on their effects and uses in 4 groups, each being one of the Principles. They are :
Creation : Water, Life, Binding, Illusion
Change : Displacement, Air, Transmutation, Temporal
Balance : Nature, Earth, Divination, Mental
Destruction : Death, Light, Darkness, Fire

Casting a spell requires to gather the flows in one place and to make it take the shape the caster wants it to achieve. Universal magic focuses on gathering the flows and willing them to take a shape directly, by sheer force of will. Symbolic magic uses words and symbols to achieve the same results. Transcended magic does not manipulate the flows at all in most cases; though there are cases when it is something else that manipulates the flow (for instance when priests ask their god to do something, the god may use a power that is innate to him or he may manipulate the flow for the priests).

Flows are reinforces when a creature dies and are redirected or weakened when a spell is cast. When the flows become too strong, they saturate and that causes rifts in space-time which may cause anything from a negative aura to a huge blast. A duty of the Tower is to make sure the flows never saturate.

The ability of a mage to manipulate the flows using Universal magic is determined by his affinity with the flows. The affinity is usually the same within a race at birth, but changes with repeated manipulation of a certain type of flow. Practice of Universal magic also causes a lengthening of the lifespan of the mage as it gets the mage closer to the way the universe is made. However life gets cut short by the politics of the Tower.

Starting Races

((As agreed on IRC I will start with only a handful of mages to make up for the overpoweredness of my civ. Here I describe my starting races.))

Highbloods : Humans who descend from the Immortal Emperor are granted a longer lifespan (between 200 and 600 years) and have an above average affinity with all flows.

Mixbloods : Humans may have their blood diluted either by having a non-human ancestor, or as the result of magical experimentation done upon them. Their abilities vary depending of their ancestry, but they mostly look human.

Truebloods : Humans who have only Truebloods among their ancestors. They have average magic affinity.

Lost Elves : Elves who shun the devotion their ancestors have shown to the gods and instead turned to magic. Due to their high use of magic they have a lifespan of a few thousands of years and their greatest mages have been able to live up to 6000 years. They also have a tremendous magic affinity.

Dwarves : Creatures who have evolved underground on a frozen world and therefore are used to have long hair and beards and are also very short of stature. They have below-average affinity with most types of magic but have a high one with earth magic.

Gnomes : Having evolved alongside dwarves but on the surface of the world as traders between dwarven colonies, gnomes have a good affinity with air and water magic.

Leotaurs : A race of ancient creatures, half lion, half human. They are usually strong enough to lift a two-handed human sword. They shun the use of magic as being unfair, but some of them are allowed to practice it. Life affinity is high.

Vampires : While human in appearance, vampires do not suffer from the usual affliction humans dread : death. Indeed, vampires cannot die of old age. They also have some powers of their own, like the ability to age their body back and forth. They are only slightly inconvenienced by sunlight as their eyes are better suited for darkness and can regenerate limbs unless they lose too much blood (in which case they die). They are also stronger and more agile than humans but require blood to use their powers. They are distinguished between 2 types.

Born Vampires : Children of vampires are usually vampires. They cannot regenerate their blood naturally but like drinking that of others.

Turned Vampires : If a member of a race drinks the blood of a vampire he will become a Turned Vampire. He will retain his ability to regenerate his blood but is not used to drinking that of others. Turning into a vampire is a very painful process and most do not survive it.

Undead : A general classification for those who can lead a life beyond the grave. Most have the same magical affinity as they had during their life, but some, like liches, gain even greater affinity with Death.

((Starting party :
Grandmasters : 1 Leotaur, 2 Liches, 2 Vampires, 1 Dwarf, 1 Gnome, 4 Lost Elves, 2 Highbloods, 2 Mixbloods, 1 Pureblood
Runeblades : 1 Leotaur, 3 Vampires, 2 Zombies, 2 Highbloods))

Gaming Style

The Tower will not grow by itself or create new settlements except its HQ and some minor towers for mages (which will not even be shown on the map). Their growth will come from candidate mages from other civs willing to learn magic and able to do so.

They will also try to set up shop in major settlements, either openly when allowed, or covertly. They will also be actively hunting all magic items for study.

They can also be asked by other players to send a mage to deal with a difficult situation (chances are, one of the Grandmasters will accept to send someone over).

For obvious reasons anyone getting promoted to Grandmaster comes under my direct control. Of course noone will be promoted to that rank without the owning player agreeing to the promotion. Also, while graduate Mages are under the control of their original player, they will receive orders from the Tower which they can choose to disregard with dire consequences. It should also be noted that Tower candidates have to swear an oath before they enter the Tower and that oath involves (but is not restricted to) not bringing any kind of harm to the Tower.
« Last Edit: August 11, 2008, 10:58:19 am by Istrian »
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Nhiphanter

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Re: Battle of the Gods 3 : Rule discussion, OOC talk and preparations
« Reply #4 on: July 09, 2008, 01:09:20 pm »

The god: Sem'seddin, Lord of the underworlds
spheres: Death 20%, Undead 30%, Dark magic 30%, Dark creatures 20%, Eternal night (this is an universal goal and effect of worship, i refuse to give it a percent number how important it is).

Sem'seddin is mainly an unknown god, the god of those who often dont worship him in any other ways than providing him with new servants.
Watching over all the dark and hideous creatures and the restless undead in the world, he is a dark and merciless god, his only goal to spread the darkness of his
Eternal night.
He most often takes the form of a bodiless lich, only the one last strangely shapen black skull remaining, floating above ground and hiding its bodilessness in dark red, Long sleeved robe embroidered with gold around sleeves and edges of the hood.

Civ: The Akkad Sultanate.
Civ symbol: ±
Hero symbol: Ç
Army symbol: ç
preferred site: Deserts, plains and ancient sites.


Race: Akkadians

A common Akkadian warrior.

Code: [Select]
            Plains/forest/jungle/hills/swamp/desert/rocky hills/tundra/high mountains/sea/river
Human         7     6       5      7     5     10        6        4          2         9    9
Undead        7     6       5      6     7      8        6        5          3         6    8

(the undead moving speed varies by type and human by mount. At somecases, even undead troops might be mounted up on for example skeletal camels.
Also, the sea movement varies by the ship, but since Akkadians never dare sea with rafts, their usual moving speed is high enough, If they dont have harbor with ships ready, they need to build one which takes 1-3 turns.
Undead units by common sense ignore water as a obtrusion, they simply walk through bodies of waters.)

Population caps
Savanna   60
Desert   60
Palm Forest   70
Rain Forest   40
Swamp   40
Temperate forest   95
Wasteland   20
Taiga   30
Tundra   25
Glacier   10
Plains    120
Rocky Hills   30
Mountains   10

As everyone knows, Humans are highly adaptive. Hence the high pop caps. And since Akkadians have mostly lived their lives in desert enviroment, they know how to survive.


physiology: There isnt much to say about Akkadian physiology, They are basically Humans, the only difference being their naturally tanned skin and slightly longer noses that tend to curve downwards.
The Akkadians tend to be nimble and strong, yet some are quite frail.

History: The history of the sultanate and people of Akkad is long and mysterious, leading to times long past. About 5000 years ago, the Akkadians were still a nomadic people of the deserts and surrounding dry plains. Even at those times, They had knowledge of magic, the power that so much rules their ordinary life these days.
Many a generation of Akkadians were spent in infighting and territorial wars before the time of the unification wars.
The unification wars began about 3600 years ago, when in a single tribe four wizards rose to take the power from the petty sultans. The first tribe was quickly subjugated, for their power was terrible. Each one was a great wizard at their own right, but together they were unstoppable to the splintered tribes that could not unite against them.
Finally the great sultanate of Akkad was born, and the wizards formed a council of four, taking the ultimate seat of power to their hands. They ruled with an iron fist, gathering an army of hedgemages and bloodthirsty tribal warriors to ensure their power and control over the Akkadians.

Nearly one hundred years passed by, and the wizards began to see their life slipping from their hands as those hands grew frail and bony, their hairs and beards drooping in long white manes and bones aching with the smallest of movements. They had ruled long, and the Akkadians were beginning to recognise them as somesort of eternal rulers, yet a threat of the end of their rule loomed over the wizards. They were not going to give up so easily.

Several years passed, and the wizards researched magic with fervor like never before. Soon they began to experiment with the magics of death and life, hoping to find the answer for the immortality of their minds and bodies there.
They delved deep into ancient and forgotten books describing arts banished from the face of world long ago, and soon they were practising the art of Necromancy.
It was very experimental at first, they raised dead bugs and small rodents back from the death, their skeletons and husks and rotten bodies caught into cages in order to be studied. They noticed that with right incantations these beings would become either creepy inactive living husks that looked into space with their empty eyes, or horrendous aggressive flesh hungering beasts. They homever couldnt control these soulless bodies, and dared not to raise anything larger or more dangerous than a bunny.
In search for the answer and secret of controlling death, they delved deeper into the ancient and forbidden books. Finally they hit gold, a text about some sort of well deep in the desert, inside an ancient tower rising in junktion of two rivers. There, they would find what they seeked.

As the journey began, notable changes in the wizards could be seen. They had grown pale, their hairs and beard more thinner and now blazed in the color of brightest white, they were thinner than ever, mere skeletons under their robes and turbans. Yet still, the Akkadians revered them as ultimate rulers and no soul dared to oppose them in their already dark quest for immortality.
Months did they travel in the desert, their bodyguards and escorts dying around them in the heat and lack of water. Finally it was only the wizards, pressing onwards with unnatural determination.

At last... they reached their destination. They saw the two rivers flowing through the desert, forming a line of lush vegetation and a small paradise along its banks. And in there, where the two rivers connected into a single large one, stood in the middle of the currents an ancient tower rising from a small island of stone.
They made their way in, over a small stone bridge and into the gaping doorway into the darkness of the tower. On entering one of them lit a small magical fire and they saw on the middle of the floor a round hole, staircase descending downwards to the earth. Going down and down for nearly two hours in this small round shaft, they finally reached a large, round natural cavern with floors of dry black sand. In the middle of the cavern, was a dark pool of water. It was deep, deeper than any pool they had ever sawn. It was so deep that upon dropping a macigally enchanted glowing rock in it, the glow dropped on until it faded from sight.

Suddenly, a loud voice, yet a whisper, spoke in their heads. It asked them why they were here, in the most sacred sanctuary of Sem'seddin, Lord of the Underworlds. Answer came: We have come here, seeking immortality for our minds and bodies! Now we know that you can grant these boons upon us.
Answer came: Indeed... It is in my everlasting power to grant such boons... But there's a price. You must swim in the well of souls, and grant your souls to me, devote yourself to me. Such is the price of immortality.

The wizards, their greed for power and wealth controlling in them, did what asked, and swimmed in the well of souls... Soon after, they returned to the small city where they formerly had kept power, and ordered it to be abandoned and a new one to be build around the tower and the shores of the rivers.
And from that day onward, began the everlasting rule of the council of four wizards, now immortal. The flesh slowly rotting from their bones since flesh is not immortal, but their minds and bones. And so it came to pass that Sem'seddin was now the god of the Akkadians, the nights of the deserts growing longer and dark creatures allying themselves to this now corrupted people.

Lately, a strange shifting has come to the minds of the liches, making them to desire creating a portal to other worlds... It was done, but so doing, the liches have made an enemy with unknown fate.


Culture: The Akkadians nowadays are a very arabian like people, retaining their old ways of magic and desert culture, only that they are now living in the single city they build around the tower. There are some one hundred and twenty five Akkadians living in there. After the devotion to the god Sem'seddin, the sultanate of Akkad has become a land of dark creatures, lurking death and the shadowy people of Akkad, All over seen by the four liches governing over them from the ancient tower.
The Akkadians are skilled in all forms of art, making paintings, structures, sculptures and other that kind of thing, but mostly they focus on music, which is often very important to them.
The unnaturally long nights in the desert has made its effect on the culture of Akkad, making their cities often with wide passageways and windows to let the moonlight everywhere, and it has made their sleeping habits not that very sound since they tend to sleep just when they feel like it.
On the counter of it, daytime is scorchingly hot and any wandering into the desert in day is often deemed as suicide.

Magic is one of the things Akkadians are proud of, sometimes someone among them decides to take up the path of wizard and seeks to enter the tower of the liches, in order to join in the ranks of the magistrates, who are the voice of the liches.
Magic is often seen in the usual lives, as torches that light with deep blue light the streets and magic carpets that soar the sky. It is also not uncommon to see magically enchanced items and things in the streets.
After the pact with Sem'seddin, the Akkadians have slowly gained affinity over magical creatures of dark and the undead, capable of control and live with them all around. As such, an armoured skeleton is not unusual homeguard or a gargoyle as messenger animal.

The religion is strongly present in Akkad, and minarets and temples often dominate cities. The praying time is once a day, when the moon falls and rises immeaditetly back on the sky. The praying reaches its highest point when moon falls into horizon for several minutes and the night turns pitch black.
Anyone interrupting the prayer is deemed infidel and declared as a "free one" Meaning anyone can do anything they want with him/her without anykind of penalty.

The Akkadians are often seen as shrewd traders, seeing how their greed for wealth often drives them to do trade in even places most inhospitable and unwelcoming. They often drive their goods in large, sometimes miles long caravans of camels, wagons and traders. The goods Akkadians trade are usually only of highest quality.
Mostly they trade: Exotic foods, spice, valuable minerals, weapons and armors, exotic animals, magical trinkets, Akkadian rugs and sometimes even the more valuable items tied to their culture like magic lamps and magic carpets.

All the traditional middle eastern magics and stuff of legends are used by Akkadians, namely Magic carpets.

The magistrates: these are those Akkadians who have shown enough sway over magic to create or capture a node of their own, and have thus become wizards. The magistrates govern over the Sultanate of Akkad as the voice of the liches and the greatest of them is aptly called the Sultan. The magistrates are a quite powerful bunch, though not as nearly as powerful as the four liches residing in the natural cavern under the tower.
They take residence in the upper parts of the tower, living in decadence and luxury there, researching their powers and doing what the liches wish.

A peek on the city of Akkad

Ways of war
The Akkadians, being humans dont have any notable physical advantages expect being jacks of all trades, often prefer ingenious tactics combining their vast manpower of undead troops, small ironfist troops of various magical beasts and the Humans in the back, throwing spells and often being the elite cavalry and heavy infantry units.
In battle, the Akkadians prefer to fight mounted onto camels or horses, using spears as charge weapon and then quickly switching to shamshirs.
Armours are often half plates with chainmail or leather covering the back or just chainmail. The armours are always hidden underneath a thin desert robe, preventing the enemy from seeing the weak joint places in the armour, and preventing the armour from heating up in the sun.

Those Akkadian men belonging to heavy infantry often prefer a sword and a shield, and a more ingenious weapon, They wield a long curved shamshir in right, and a shield in left. Homever, hidden in the sleeve of the robes right hand, they wear a small but long bladed wrist blade, springing up with a certain wrist movement. This weapon is most often used in toe to toe battle but sometimes as a surprise weapon when charging.

The magics of Akkad
The Akkadians have always had potency for magic, there being long traditions on practising it. Sometimes, a practitioner rises above others, like the liches, and gains immense power. The Akkadian magic uses a special way of harnessing the magic of the world, most usually the places where it is especially strong, called Nodes.
Once a wizard or wizards gain control of the node, it begins to flow its magic, often referred as power, to the wizard in steady rate. The power flows are usually endless, the node creating more magic when some of it is taken away. Thus, the only way to permanently hamper the wizard from casting spells, is to sever the link between him and the node, which can be sometimes very difficult and very dangerous.
The nodes vary in power, depending usually where the node of magic is. Very special places are often powerful nodes for wizards. The power of the node governs how much power the node gives to the wizard each day.
Build structures and temples to the wizard or the god he serves, often act as lesser sources of power, backing the the major nodes. The larger and/or more impressive the structure is, the stronger node it is.

If a wizard casts spells that remain overtime or summons creatures to do his bidding, these spells follow a simple prodecure:
The initial casting drains a set amount of power, once casted, the effect or creature will be under wizards control. Homever, these spells continue to drain wizards power at steady rate, depending how powerful these spells are. If the drain exceeds the flow of power to the wizard, he will begin losing power gradually for the amount the drain exceeds the flow.
The drain can be controlled by the wizard, if he decides to weaken or strengthen the spell currently in use.

Akkadian wizards are those devoted to all sorts of dark arts, having special affinity over magics and spells of that kind after the pact with sem'seddin.
Even though they have special affinity over the dark arts, the wizards and the  four liches CAN use other kinds of magic, namely they can for example throw fireballs and lightning.

((This might get edited a little))

The Four Liches
The liches are immensevily powerful, nowadays rather ancient creatures that are in the most direct contact with Sem'seddin of all. They reside in the natural cavern, where the well of souls is, drawing their power directly from this powerful node of magic.
The names of the four liches are those they had in life, Sechmed, Fared, Yarasin and Al'Debar.
The hierarchy of power among the lich is determined solely by their power and control over magic, the most powerful of them being Sechmed, then Al'debar, Yarasin and Fared.

The four wizards, some 1000 years after the pact. Sechmed would be the one in the front, the second Al'Debar, the one not seen very well is Yarasin and the last behind Fared.

The Liches control supremely over all their minions, human, beast and undead alike, Their word being the law in Akkad. This coupled with their limitless greed for power and knowledge, makes them rather dangerous even when not in immediate closeness of their enemies.
The Liches are almost never referred as "liches" among the Akkadians, rather they call them "The council of four". Even further so, the Liches can disguise themselves in their original human shapes, preferring to move around the earth in this form rather than as what they truly are.

(As it seems to be customary to tell something of the combative abilities of thy heroes, ill do it here)

As said before, the liches vary in power. Eventhough every single one of them is a terrifying foe and immensevily powerful, being 4000 years old practitioners of magic.
The Liches can actually inflict damage on brutish melee fights, often brandishing their metallic, enchanted staves to bash the enemys skull and ribs in.
The wail of Lich is a terrifying sound, often driving the hearer mad and sometimes even kill the most weakwilled. It also calls all the lesser nearby undead creatures to rush to their aid. They will always start the fight with a chorus of wails.

The magical affinity of the liches is unparalled, their control over forces of darkness supreme. The liches are highly proficient with almost any kind of magic, but if the spell is of dark nature like for example finger of death, the liches are casters supreme.
« Last Edit: July 29, 2008, 01:29:44 am by Nhiphanter »
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Strife26

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Re: Battle of the Gods 3 : Rule discussion, OOC talk and preparations
« Reply #5 on: July 09, 2008, 01:39:55 pm »

I really think that this is premature. No matter the intent, it will be percieved as a coffin nail to II.

It sure is looking like this one might be a bit darker than the last one. I'll probably join with the zefies.

Not sure though, so I won't post their hirechry and stuff.
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Nhiphanter

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Re: Battle of the Gods 3 : Rule discussion, OOC talk and preparations
« Reply #6 on: July 09, 2008, 01:43:41 pm »

The second one is from what i see and know, nearing the end soon.
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Akroma

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Re: Battle of the Gods 3 : Rule discussion, OOC talk and preparations
« Reply #7 on: July 09, 2008, 02:44:39 pm »

premature ?

turn 41 started yesterday

only 3 took it so far

4 people have left

3 people (inclduing you) only post occasionaly

BotG2 will still be played for a few weeks, but I, for one, don't give it much of a chance to get as lively as it was in the beginning. It is badly structured and moving speed and civ growth are slow (and by most people ignored).
Of course, you didn't notice that, because you were hardly ever here, nor were you involved in anything but a bit chit chat with the elves, so you don#t see the problems
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Find comfort in that most people of intelligence jeer at the inmost mysteries, if superior minds were ever placed in fullest contact with the secrets preserved by
 ancient and lowly cults, the resultant abnormalities would soon not only wreck the world, but threathen the very ingerity of the cosmos

Armok

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Re: Battle of the Gods 3 : Rule discussion, OOC talk and preparations
« Reply #8 on: July 09, 2008, 06:18:37 pm »

-removed-
« Last Edit: July 20, 2008, 11:37:39 am by Armok »
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So says Armok, God of blood.
Sszsszssoo...
Sszsszssaaayysss...
III...

Armok

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Re: Battle of the Gods 3 : Rule discussion, OOC talk and preparations
« Reply #9 on: July 09, 2008, 06:22:13 pm »

-removed-
« Last Edit: July 20, 2008, 11:38:11 am by Armok »
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So says Armok, God of blood.
Sszsszssoo...
Sszsszssaaayysss...
III...

Armok

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Re: Battle of the Gods 3 : Rule discussion, OOC talk and preparations
« Reply #10 on: July 09, 2008, 06:29:29 pm »

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Logged
So says Armok, God of blood.
Sszsszssoo...
Sszsszssaaayysss...
III...

OneRaven

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Re: Battle of the Gods 3 : Rule discussion, OOC talk and preparations
« Reply #11 on: July 10, 2008, 12:31:37 am »

God Name: Sarvesholmul the Crafter (Furnacebathed in Dwarven)

Spheres: Fire 10%, Earth 25%, Magma 25%, Crafting 40%

Civ Symbol: G

Army Group Symbol: b

Hero Symbol: B

Site Type: Near Magma or metal deposits

Race: Datandolush (Ironborn)

Movement
Code: [Select]
                  plains   forest   jungle   hills   swamp   dessert   rocky hills   tundra   montains   glacier   sea   across river      snow
Ironborn golems   8        5        5        8       3       3         8             8        4          5         X     X (Need Bridge)   -2

History: Long ago, in a Dwarven Fortress now lost to time, their lived the metalcrafter Sibrek Stukoslaltur. Unlike the few other crafters of legendary skill in the small outpost, Sibrek had gained a legendary skill as a metalworker not through a sudden, supernatural burst of inspiration but from a lifetime of hard work and a love for the forge. He was nearing the end of his long life, and never once had he regretted his lack of an artifact to call his own. When the miners struck a vein of adamantite, however, Sibrek suddenly experienced the onset of a mood - he was taken over by a supernatural power, his only task the creation of his possessor's artifact. He snatched iron and obsidian from the craft stores, gems and precious metals from the treasury, and built a golem of undwarven size. Standing taller even that a human, the great creature had rubies for eyes and powerful iron limbs for rough work and fighting, but the silver-laced fingers could also be gentle. Golden thread worked into the face gave it a variety of expressions depending on the light, at once kind and furious, curious and distainful. At the center of the thing's chest Sibrek put an adamantite core forged by his own hands from the first of the adamantite extracted from the mines. As he placed it within the golem, the magical presence left his fingers and caused the core to glow with an unnatural light. Sibrek sat down, exhausted, and looked at the metallic figure he had created.

At first, Sibrek was proud of his creation, but as time wore on, it began to unnerve him. The eyes never blinked, nor did the fingers move, but he still felt as though it was watching his every move. The glowing only made the feeling worse. He tried to remove it from his room but found that the door was too small. Unwilling to sleep next to the silent menace, Sibrek began sleeping in the barracks, or simply passing out in the common area.

Meanwhile, the miners had continued their trade, bringing a fortune unimaginable to such a small community from the depths of the earth each day, and soon the fortress had grown tenfold. The more adamantite the newly arrived King gathered, however, the more he wanted. Soon, the miners' picks broke through the adamantite to arrive in hell. The demons poured out of the pit, killing many of the miners and quickly overrunning the panicked guardsdwarves. The captain of the guard pulled a pick from the severed hand of a miner and struck it quickly into the wall of the shaft, caving in the demon-infested cavern and buying the citizens' lives with her own. But the respite would not last, for every night, the dwarves, unable to sleep from terror, could hear the steady scratching of the demons' claws at their rock prison. Sibrek, who working furiously to reforge adamantite ornaments into armor, eventually succumbed to exhaustion and passed out before the forge.

In his dream, he stood in a hall of unimaginable size. Pillars larger than meeting halls stretched into the air until they could not be seen. Sitting before him on a masterful Diamond throne sat a dwarf, but Sibrek knew that it was not a dwarf: it was Sarvesholmul the Crafter. Sarvesholmul told Sibrek that it was he who had possessed the dwarf and he who had made the golem. If it were to come alive, it could destroy the demons and return the fortress to safety. To do that, however, Sibrek must give up his mortal life to become the golem. 
Knowing that the demons would surely kill him if his advanced age did not, and determined to help his fellow dwarves, Sibrek agreed. The dwarf who came in to take the next shift in the forge found not Sibrek but a perfect statue, forever holding his work in front of the forge.

In Sibrek's room, the golem came to life. Sarvesholmul had infused the adamantite heart with Sibrek's soul, and finally, gave to Sibrek's now immortal mind the knowledge that would have driven a mortal mad: the secret to forging the living golems. The soul previously known as Sibrek became Kelestun - Ironbound. Crouching through tunnels not made for the golem's girth, Kelestun came at last to the seal of the adamantite mine, and with a powerful fist, broke the thin wall remaining between the demons and the fortress. As they poured over him, Kelestun grabbed demons by the handful and smashed them against the walls and each other. No matter how many demons flooded out of the hole, only the demons that crawled back survived. Kelestun then sealed the hellhole with his bare hands, bending and weaving the stone around him into a solid barrier. His task done, Kelestun returned to the fortress.

He would be tasked with defending the fortress many times over the next century, and each time the threat he faced was no match for his god-forged form. A generation passed in peace with the mighty iron guardian standing, ever watchful, outside the gates. But when the title of King passed on, it found itself in the possession of a greedy dwarf who had not know the terror his parents and their companions had faced at the hands of the demons. He ordered the passage unsealed, and the only dwarves who remembered the slaughter and fear were outnumbered by the youngsters, eager for a piece of the untapped riches below. When Kelestun protested, the king ordered him banished from the fortress. Knowing that the doorway to hell would soon be open once more, Kelestun performed the same job he had once performed at the entrance to the pits, this time at the entrance to the fortress. Hell would be unleashed, but it would not leave the fortress. Thus, Kelestun began his wanderings, forging a race of companions to help him keep his eternal vigil over the world.

Physiology: The Ironborn are a race of golems forged from metals, rocks, glass, and gems. Hidden at the heart of each golem is a heart of enchanted adamantite. The enchanted adamantite is not superior to normal adamantite in any way, except that only this adamantite can hold the spark of life each golem has. Any part of the golem severed from the heart becomes inanimate until it is reattached; severing the heart from the golem is equivalent to cutting off a living creature's head. The preparation of the enchanted adamantite is incredibly difficult and prone to failure. Because the golems have no natural causes of death, they have very little reason to reproduce unless one of them is destroyed, in which case the heart is recovered and reforged into a new individual. The worst fate for any Ironborn is to be defeated and looted by a treasure-hungry adventurer, for their core is lost into the hands of mortal trinket-seekers.

The Ironborn are extremely resistant to damage from all sources. They are only affected by heat and cold extreme enough to melt or crack their armored shell. Only weapons capable of piercing normal armor will have a powerful effect on an Ironbound, and they will continue fighting until their core is destroyed. Their weakness is water, for they are too heavy to swim and will rust to death if not aided by another Ironborn in removing any corrosion. The extreme weight of the Ironborn also slows them heavily in any less-than-solid terrain, such as sand, marshes, or snow. The movements of an Ironbound's limbs make no sound on their own; they are, however, quite noisy when walking because they crush anything underfoot.
 
Culture: The Ironbound are nomadic and mostly solitary, traveling in groups of three or four to help maintain each other. Although Ironbound are capable of modifying their own bodies, it is only rarely done; they prefer to hold weapons rather than attach them, for a limb with a hand can be used for both fighting and working, while a limb with a blade can only harm. Some Ironbound add spikes or hooks to their bodies, but these are ornamental and only used to impress other sentient races. Because Kelestun, the first of the Ironbound, was once a dwarf, the Ironbound keep a humanoid body, with two arms, two legs, and a head. Likewise, they rely primarily on vision and sound to sense the world around them, with only a rudimentary sense of smell, best suited for detecting the sulfurous odor of a magma vent.

The Ironbound groups are mostly autonomous and rarely stay in one place. Occasionally, a group will find a site with accessible magma; they will mine down to the magma and build a forge to craft metal tools, weapons, and replacement parts. Nearby Ironbound are drawn to the site of a racially-made forge, and temporary communities spring up, hidden beneath the earth. These communities are only temporary in the mind of the immortals; they can last hundreds of years. Ironbound do not care strongly about their individuality; they were made for a purpose, and that purpose is to honor their god with their work and guard the world from those who would undo it. Although Kelestun first fought demons, the Ironbound have no more hate for them than any other creature, natural or unnatural; they are an enemy because of their desire for destruction and corruption, not because of their being. They are naturally opposed to any force in the sphere of destruction, but willing to communicate with any creature that crafts, even if it is of a demonic or destructive nature. Ironbound do not quarrel and will always cooperate with another Ironbound.

Although the Ironbound are warriors, their passion is the mining and working of metal in all forms. They revere Sarvesholmul for creating them, and the highest form of worship to their god is the creation of a beautiful piece of metal work, which is then "Gifted to Sarvesholmul" by throwing it down a magma vent, sacrificed to the god of crafting. They also value stonecrafting but do not view it as a divine labor as they do metalworking.

The Ironbound, as a rule, do not grow weary or bored. Their patience is as long as their lives. Although they do not require it, an Ironbound may go into a semi-sleeping state in which it experiences the passage of time at a great rate, allowing them to stand motionless for decades until a task presents itself. All Ironbound suffer from Strange Moods throughout their lives, but the Ironbound are patient and can wait forever for the proper materials. Although their craftsmanship is on the level with the greatest mortal craftsmen of all time, they do not trade with other races as they require nothing that the mortals can offer.

Combat: Ironbound have no preference for bladed, blunt, or piercing weapons, using whatever they find most effective against anything that attempts to fight them. They rarely use bows or crossbows, as their strength is wasted on such a weapon. Their raw strength also makes them fierce wrestlers, and although they do not favor hand-to-hand combat, an Ironbound would rather grapple with his hands than pick up a weapon made by a non-Ironbound smith. The weight of an Ironbound makes its body a fierce weapon, but it is also a disadvantage, as a more agile foe can easily evade the Ironbound’s powerful attacks by moving away before a strike. They can throw heavy objects considerable distances, but like many things about the Ironbound the action is slow and deliberate.
Magic/Tech: The only magic the Ironbound can use is the creation of enchanted adamantite. The process is long, and can fail for thousands of reasons, leaving the adamantite a twisted lump of baser metals. As such, the process is performed only when needed. The power of the Ironbound is spread across all individuals; the more Ironbound that exist, the weaker each individual is. The Ironbound thus keep their numbers down as low as possible while being able to aid each other and patrol the world for enemies of creation. There have never been more than two dozen Ironbound in existence at a time.

Champion: Kelestun still roams the world, the oldest and most powerful Ironbound. His hulking body has been reforged and repaired countless times, until the exterior appears to be a patchwork of iron plates. However, his body is stronger than any other Ironbound, more powerful from his long existence. He has mastered the sword, hammer, axe, and spear, and distains the use of a shield, preferring a larger weapon. He does not care about appearances, and is sometimes mistaken for the least powerful of his group because of his lack of ornaments and his much-patched shell. He has vague memories of mortal life, but does not regret his transformation, for the experiences of the flesh are a pale thing compared to the divine purpose he has been given.

EDIT: Recent History and Arrival on the new world:

Kelestun stood over the fallen body of the colossus, broken by a thousand blows. He bent down to retrieve his left arm, ripped from his body by a lucky blow. The other Ironborn of his party stooped and wordlessly grabbed the body of the colossus, stopping to gather the pieces that had been separated in the fight. Bronze was a weak metal, but it was pleasing to the eye. Kelestun and his group set off in the direction of an Ironborn forge. They had never been there, but each could sense the calling of the forge in his heart, and there was no chance of getting lost as long as the pull remained.

They did not need to rest or forage, but by the time they arrived, two seasons had passed, and it was late autumn. The weary group found that with their arrival, nearly half of all the Ironborn were now present in the forge, but it was not surprising; the call was strong. The only sound in the silence was the roar of magma furnace and the pounding of smith's hammers. Without any pleasantries, one of the smiths began to work of Kelestun, reforging the ruined arm and preparing it for its reunion with its body. The Ironborn rarely spoke to one another. Each knew that the needs of others were the same as their own, and needed no speech to convey their needs.

With his body restored, Kelestun went to one of the unused forges and found that his share of the colossus was already waiting for him. He took the lifeless bronze to a nearby furnace, and began to melt it into usable bars before returning to the forge. Eager to begin, he took from the bench a well-used hammer of typically beautiful design, and began to work. He did not see the work as it took shape, he simply allowed the art to flow from his hands as he had so many times throughout his life, allowing the inspiration of his God to guide his fingers.

After countless hours, he completed his craft. It was a small statuette that only he would recognize: the form of Sarvesholmul that had appeared to him in his dream so long ago. Even as he looked at it, he felt a weakness in his joints and his consciousness slipping away, and then he was dreaming.

He stood in the same hall, with the pillars reaching towards the unimaginable roof. Yet the hall was different, grander. The floor and pillars and, he assumed, the ceiling had been made of plain Diorite, but were now shining marble. Sitting in countless alcoves recessed in the pillars were equally countless artifacts, each bathed in its own pool of light, each one given to Sarvesholmul's embrace throughout the history of the Ironborn. Kelestun recognized some of them as his own creations, but he new every one ever given to the magma was there. Sitting in his Diamond throne was Sarvesholmul, still in his dwarven form, but grown to match Kelestun's height so as not to be overshadowed by his own creation. Kelestun stood unmoving before the throne, waiting to hear the words of his God.

Sarvesholmul stood and walked to Kelestun. “Sibrek, you have done well in this world. You have destroyed the last colossus, the last mockery of my craft. The demons are sealed in their pits, and the mortals dare not release them. And yet you are not content. You have felt your purpose slipping away as opposition to Creation has faded.”

“Yes, so have we all,” Kelestun replied, unnerved by hearing his former name.

“As a crafter completes his work, he finds that he need create nothing more, and his purpose fades. But though you need not do more in this world, there are others to be found and new crafts to be forged.”

Kelestun was not surprised by this, as he had learned much in his existence, and Sarvesholmul knew this, so saying it could only mean one thing. “You would have us go to another world?” Kelestun asked. He would not be surprised by the answer – “Yes.”

“I could move you myself, but that is not the way of your people or I. You will forge your own way. Build a bridge to the sky, and you will find your next task.”

“We will do as you say,” Kelestun said neutrally, but his heart was lifting and falling by turns. A new world meant a new purpose, but it also meant new battles.

“I have but two things to say to you before you go, Sibrek. First, you will encounter such people as you have never seen before, and you must not be so reclusive as you have become. You must meet these creatures to find what they can create and what they will destroy. Second, there will indeed be enemies before you. As such, I have a gift for you.” Sarvesholmul beckoned something forward, and from the infinite expanse of the hall Kelestun heard the whistling of air over a blade. Two things came into view and stopped before him - a warhammer and a greatsword, made of flawless steal and perfectly fitted to the hands of an Ironborn. Kelestun recognized the hammer as his own work; the blade was equally fine, the work of another Ironborn given to the heat of the Earth. He moved for the first time in the dream to take the weapons, and as his hands touched them, he found himself back in the forge, holding the two weapons. The bronze dwarf also held the weapons, perfect models in the brilliant bronze. Setting the weapons aside, he took the statue to the most sacred part of any Ironborn settlement, the core magma vent itself, and gave the figure to Sarvesholmul’s embrace.

There was no question of finding enough metal to construct such a massive project, so the Ironborn turned to their mastery of stone. As the bridge stretched into the sky, the remaining Ironborn converged on the forge, and the bridge construction quickened. The span had no pillars, supported only by the will of Sarvesholmul, but none doubted the God’s power. After many years, the bridge met the clouds, and everything was shrouded in fog. The downward curve had hardly begun when they met ground, and as the last of the Ironborn set foot upon the new world, the fog thickened and the bridge was lost to sight. Just as quickly, the fog cleared, and the Ironborn found themselves on the face of an unknown planet, with no return to their home. Such was Sarvesholmul’s will.

Kelestun passed the sword on to another Ironborn for safekeeping as he held the hammer high - for now, he would use his own work.

VV EDIT: Oops, didn't check the symbols carefully. As for the adamantite, I'm not sure exactly how large a wafer is, but the core is about the size of a cannon ball. The adamantite stops glowing once the life force is extinguished, but retains an unusually bright sheen, even for adamantite. It is otherwise identical to normal adamatite. A destroyed Ironbound will also leave behind other valuable items, including the gems it uses for eyes.
« Last Edit: July 16, 2008, 09:19:17 pm by OneRaven »
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Messing with hardcoded stuff is playing with fire. And we all know how dwarves react to fire.

Akroma

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Re: Battle of the Gods 3 : Rule discussion, OOC talk and preparations
« Reply #12 on: July 10, 2008, 12:58:01 am »

OneRaven your civ and army symbol are already taken by Prometheus.
Also, they might be very hard to damage, but since it's only 2 dozens of them, I have no problem with that.

Btw, how much Adamantine does one of their hearts yield ?
« Last Edit: July 10, 2008, 01:02:16 am by Akroma »
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Find comfort in that most people of intelligence jeer at the inmost mysteries, if superior minds were ever placed in fullest contact with the secrets preserved by
 ancient and lowly cults, the resultant abnormalities would soon not only wreck the world, but threathen the very ingerity of the cosmos

Mel_Vixen

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Re: Battle of the Gods 3 : Rule discussion, OOC talk and preparations
« Reply #13 on: July 10, 2008, 01:17:50 pm »

This race is drawn back.
« Last Edit: July 21, 2008, 05:24:28 pm by Heph »
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Strife26

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Re: Battle of the Gods 3 : Rule discussion, OOC talk and preparations
« Reply #14 on: July 11, 2008, 11:36:12 am »

I'm starting to become strangly used to the idea of II becoming extinct. So the zefies will definitly be in this game.

Race: Zefies!
City symbol: Z
Army Symbol: z
Hero Symbol Y

God: Strife
Valor: 25%, Theme Music: 10%, Purple :15%, Armor: 25%, Justice: 25%, Sarcasim and bad addition: 15%

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