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Author Topic: God Game  (Read 28206 times)

rubberduck

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Re: God Game
« Reply #150 on: January 18, 2010, 10:37:07 am »

Oh, the plants aren't sentient. Just hungry  ;)



And Hillburra forces the last fragments of the tower back into the ground from whence they came. Still, the clearing remains barren of life, a testament to that which was once here.

And Greenleaf approaches the largest tribe of the elves, the Red Maw tribe, and teaches them the proper ways of worship and religion. The rhesus macaque becomes a sacred animal to the tribe, and none may hunt or hurt the divine animals. And all elves gain a magical ability to grow plants. Some are better than others, but all have a noticeable level of ability.

And Geb conjures various acts upon the dwarves. The dwarves, six in numbers, realizing the divine presence, commune together for a while. Then they decide to leave the Islands of Discomfort, lest they accidentally step on the deity's proverbial toes. Using the Naga tunnel, they reach the ocean floor. A harsh journey lies ahead of them, surrounded by the beasts of the sea, but clad in divinely conjured armor, and wielding the one pick, the feel hearty.

And 100killer9 gives the cats the ability to shape and grow the crystal spire, while Beanchubb creates orcs.

And a great fatigue falls over the gods. And the gods fall into a deep sleep.



And now I'll work a bit on the beginning of the next Aeon, hopefully finishing it today.

Edit: I wonder whether we can use Acts as prophecy, using up mystical Act power in the present to have its effect triggered by events in the future.
Undoubtedly. I like prophesies. Here's a little double act I made in a game on rpol
Spoiler (click to show/hide)
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100killer9

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Re: God Game
« Reply #151 on: January 18, 2010, 11:49:18 am »

The nagas had other tunnels to the surface? I don't remember, but my memory's faulty. It doesn't matter considering they had a pick, but still.
« Last Edit: January 18, 2010, 11:52:06 am by 100killer9 »
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Just out of curiosity, what DOES Dwarf Fortress smell like?
Death, Booze, and Insanity.
Ladders are absolutely essential for one reason and one reason only:

Welcome, friends to Slaves to Armok III: Snakes and Ladders.

Eztuzt

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Re: God Game
« Reply #152 on: January 18, 2010, 01:31:40 pm »

A new Aeon doesn't let the waiting list rotate in, right? :(
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In August of 1943, while serving as skipper of the PT-109, John F. Kennedy's boat was ripped in two by the Japanese destroyer Amagiri. Kennedy and his crew were tossed into the water and surrounded by flames. Kennedy, despite a chronic back injury and an even more chronic boning-induced-exhaustion, managed to swim four hours to safety while towing an injured crewman by the life jacket strap with his teeth. His fucking teeth!

rubberduck

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Re: God Game
« Reply #153 on: January 18, 2010, 02:14:13 pm »

An age rolls by, the world untouched by divine hand.

The dark dwarves make their journey, though losing two of their numbers to the gargantuan maws of whales. The remaining four reached the coast of the Continent of Despair. The next bit of forest is easy in comparison, as no plant or animal is of a size to threaten a dwarf dressed in divine plate. They reach the mountains and dig down.

The orcs, recently thrust into the world with neither gear nor knowledge, live in the same mountains, surviving through sheer brute strength and tenacity. Fighting grizzly bears, great pines and lamas with your bare hands make for rapid survival of the fittest, and soon only the strongest, toughest, wiliest orcs survive. And though the mortality rate is still high, these orcs come to thrive.

In the wilderness, the elves slowly evolve to depend on their newfound powers, growing plants into dwellings and equipment. Clumps of hollow oak trees provide them homes, not only providing passive protection in the form of wood and bark, but also quite willing to eat any non-elf that strays close to their branches. Their new bows are stronger and more precise, and elephants soon find themselves in danger when straying close to an elven retreat. Still, an elephant herd is not easily taken on, and when dealing with more than one individual, the elves usually settle for luring the dim and aggressive creatures away from their homes, through the use of quick-legged elven bait. This in time develops into a rite of adulthood. A group of adolescent elves are handed bows, and sent out to lure the herd away. Those that survive are treated to a long celebration of singing, dancing, and eating fermented fruit (which in time leads to the discovery of elven wine).

The dragons are another matter. Marginally smarter than elephants, flying and firebreathing, they are not quite so easily handled. The lands around the redwood forest becomes known as the Plains of Ash by the elves, and continues to spread until a fourth of the land of the Continent of Despair lies barren.

The Naga take a time to realize that the dwarves are gone. Then a bit more time to ensure that the dwarves are really gone. And then they begin exploring. Taking the tunnel to the surface, they are immediately assaulted by hostile waterlife, but as long as the kelp beer holds out, they are suitably tipsy to work defensive water magic. They remember distant edicts of their god, and explore the ocean, looking for partners to trade with. Every now and again an exploration team gets a bit too tipsy, and doesn't realise that they are running out of kelp beer before it is too late. They don't return. However, then one day, a team runs into a mysterious crystal spire rising from the ocean floor.

Saying that the cats have been busy, would be a lie. Having found a safe haven they settle down, luxuriating in the attention lavished upon them, now that none of the dwarves can find satisfaction in work. What with the lack of trees or plants on the crystal spire. The cats are quite surprised when the naga pop out of the water, until it becomes obvious that the naga are intelligent and nonaggressive. Then they become annoyed with how their mind control doesn't work. However, the naga sticks around, and in time a pidgin is established between the dwarves and naga. Unfortunately the surface dwarves doesn't have anything to trade with the naga. Still, the two people remain on a friendly footing, and the naga visit often.

Inland, the dark dwarves are slowly rebuilding to former glories. Stills have been set up, copied from the Naga, and utilizing fruits and seeds of the forest. Edzul has become the dwarven patriarch, a title that he has taken, though not all dark dwarves are actually his children, some being sisters, brothers, nieces and nephews. Then as time rolls by grand-nieces and grand-nephews and grand-grand-nieces and grand-grand-nephews. The underground complex is sprawling, and there has even been talk about striking out to new places. That is when a group of orcs find a curious opening in the mountainside.

The following battle is terrible, killing dozens. The orc advance is only halted when three wrestlers and a legendary miner, all clad in divine plate, dive into the fray. Even Edzul, as one of the wrestlers, suffers, as he loses one eye to an orcish thumb. In the aftermath, the dead are placed in stone alcoves, and prayers said to Beanchubbs to let them rise again when they are called to battle again. Also the dwarves begin to delve into the art of trap making and defenses, their first effort being a retractable bridge over a deep pit.

Near the other end of the continent, the tribe of the Red Maw finds the dragons expanding the Plains of Ash into their domain. They see this as a sign. More fervent than any other elven tribe, the elves of the Red Maw tribe has combated the elephants, seeking the doctrine of natural balance as espoused by Greenleaf. They do not merely lure away the elephant herds. They lure them into a narrow ravine, where they are peppered with arrows and showered with rocks and boulders, until all are dead. And then the elves feast.

The dragons will not be as easy, however. More elves will be needed. And so the Red Maw embarks on a crusade, approaching other tribes to get them to join their own. Some tribes agree outright, impressed by the reputation of the Red Maws. Some tribes refuse, and come to fill the Red Maws stomachs, the survivors taken as slaves. The Red Maw tribe continuously grows, and soon the main village are receiving tribute from far and near, new dwellings springing up all the time to house slaves and warriors of other tribes eager to become full Red Maws. From the tribe of the Furious Mountain, they receive clubs and axes made from obsidian, with which they arm their finest warriors. Five time the Red Maws kill a dragon that strays too close to the village, the final slain by a bolt from an ballista grown by a bright young prodigy. And then the Red Maws are ready.

A thousand elven warriors stride out of the forest, onto the ash-covered, barren plain. Most are clad in little but loin cloth, and wield only bows, but two hundred are clad in armor of bark and leather, carrying obsidian weaponry, their faces painted in the red paint of the Red Maws. Behind them are carried forty ballistas on the shoulders of war slaves, attended by a further hundred warriors skilled in their use. Behind them stretch a sea of slaves and civilians, carrying the food and supplies needed for the trek across the Plains of Ash.

For two days they travel, before meeting their first dragon, and slaying it without casualties. The next day comes another. The next day comes two. And the fifth day five dragons dive together out of the sky, killing a hundred warriors and many more carriers, before they are finally shot from the sky. One survives the fall from the sky, and is slain with clubs and axes, its head chopped off and carried at the front of the army by five strong warriors.

On the sixth day, the redwood forest appears on the horizon. And the sky in that direction darkens as dozens of dozens of dragons take to their wings. The resulting battle is fierce. Liutha, chieftain of the Red Maw tribe is said to have struck down three dragons with his bow, before he himself was killed. Tales around the campfires tell of Hrakku, the strongest elf to have ever lived, standing atop a mound of elf and dragon corpses, still fighting as the last survivors fled. Former slaves tell how they took up arms to defend the retreating baggage train, thus earning their freedom. No warrior survived. They all fought to the last, and the Plains of Ash flowed with dragon and elven blood.

Not all the dragons were killed, but the advance of the Plains of Ash was stopped. It is said, that so many died, that the dragons find no need to leave their forest, instead feasting on the carcasses outside their door. It has been fifty years since the great march, and still no dragons are seen outside the Plains of Ash.

STATE OF THE WORLD
The dark dwarves: Two new holds have been established beyond the original one, from which Edzul still rules. Primitive defenses and traps litter the entrances to the holds, to keep out the orcs, but the dwarves are still restricted to wooden and stone clubs and axes. The four suits of armor as well as the pick is at the newest hold.

The orcs: Still primitive, still mostly relegated to the mountains. A few groups has moved into the forests, but the new environment, and elven arrows has kept them contained.

The elves: Though most elves still live in separate tribes, the religion and doctrine of Greenleaf has spread, and elephants are having a hard time indeed. The clan of Red Maw is still the center of a small federation of tribes, but the loss of all their warriors meant losing teachers for a new generation of warriors, and the federation is vulnerable to attack from the outside.

The dragons: Three remain, though they have grown bigger and nastier on all the carcasses outside their forest. And their meat supply is running low...

The surface dwarves and cats: Still hasn't considered the possibility of fishing.

The naga: Has found the two continents, but stick to the water where they can use their magic. More potent kelp brews has been made, which allow them to stay buzzed longer on a smaller supply. Still hasn't figured out what the spire, dwarves, and cats are all about, though there are naga fluent in dwarven now.

ACTs
Spoiler (click to show/hide)

A new Aeon doesn't let the waiting list rotate in, right? :(
Sorry, but no.
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100killer9

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Re: God Game
« Reply #154 on: January 18, 2010, 03:14:31 pm »

100killer9 awoke from his slumber, seeing his cats being lazy. He decided that they should learn. And the cats learned, as well as the surface dwarves. They recieved the technology to create wondorous things. Things out of crystal. The process involved the cat using his power to create raw materials and crude shapes, as a surface dwarf carved fine details, engravings and intricate shapes using a sharp piece of crystal. They made chisels, to allow much more intricate carvings. They made swords and armor for cats and dwarves. They made statues of things they liked. They made toys and jewellry. They learned how to do this, at least. This technology was known as crystalcrafting, and it was awesome.
100killer9 gives cats and surface dwarves knowledge of crystalcrafting.
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Just out of curiosity, what DOES Dwarf Fortress smell like?
Death, Booze, and Insanity.
Ladders are absolutely essential for one reason and one reason only:

Welcome, friends to Slaves to Armok III: Snakes and Ladders.

Beanchubbs

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Re: God Game
« Reply #155 on: January 18, 2010, 05:28:36 pm »

After waking from his great slumber, Beanchubbs stretches and looks down upon the state of the world after many, many years of sleep. He is happily suprised to see his loyal dwarves had made it out of the earthquake alive. His sudden glee is shot down when he looks to the forests. The elves had spread and taken over. Great villages had been made in his absence, and he is most displeased. Not wanting to directly interfere with Greenleaf's creations, lest Greenleaf take a disliking to his own creations, he descends to his dwarves, for the first time in many years. He shares stories of the elves, and their conquests. He tells his dwarves they are not yet ready to encounter them, and need to prepare. Their primitive weapons and most of their armor is far too weak in his opinion, so he decides increasing dwarven technology would be first on his list. He reaches his arms deep into the ground. His fingers and arms change the stone around them to the metal that he used in the first armor. He names the ore Beanite.

Beanchubbs creates divine metal ores near the mountain homes for the dwarves to use.
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Yikes, the Orcs have a nasty language.  Traditional foreplay would be right out for them; how would they ever "say my name" for one another?  No wonder Ocrs are always so bloodthirsty and violent, they're getting sub-par action.

hillburra

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Re: God Game
« Reply #156 on: January 18, 2010, 09:52:33 pm »

Hillburra snores very loudly, coughs, burps and then groggily wakes up. Shaking his giant head to remove the sleep from His blind olmish eyes Hillburra notices He feels bloated. Hillburra rolls over in His celestial bed far from the worries of the Earth and decides to finish digesting whatever the last meal He had was as it had left Him in one hell of an indulgence coma. Hillburra grabs Beanchubbs' ancient space rock from its journey and turns it into a ball of cotton larger than even the Sun and slithers his way into its cosy centre. Hillburra then dozes until he feels better and has things to do in the universe.

Hillburra creates a giant cotton ball from Beanchubbs space rock, bigger than any other solid object in the universe, and uses it as a bed while He naps.
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'b' is different than 'x' and a Bed doesn't hold back magma as well as a Floodgate no matter how fast you type.

Beanchubbs

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Re: God Game
« Reply #157 on: January 18, 2010, 11:38:40 pm »

I'm surprised we are 11 pages in and we have yet to invoke the wrath of Armok.  :D
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Yikes, the Orcs have a nasty language.  Traditional foreplay would be right out for them; how would they ever "say my name" for one another?  No wonder Ocrs are always so bloodthirsty and violent, they're getting sub-par action.

Geb

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Re: God Game
« Reply #158 on: January 19, 2010, 12:02:18 am »

Badly disoriented by long lack of contact with the universe, Geb sends his senses out, checking the state of the world. It becomes clear that the disappearance of the Gods has done no harm, but now there is work to be done again. The great lizard makes his way to the Naga settlement, seeking Silrazth.

On his arrival, a small crowd gathers with the priestess at its head, but the others are soon sent away to spread the message of a great celebration in coming days with the entire naga race to attend. Left alone, Geb and Silrazth speak of the world, history, and of practical magic.

"Are you really still using alcohol to carry all the magic? It should only need the water."

"We have experimented, oh mighty Geb, and found that the magic does not travel without it. We have no choice but to do it this way."

"It's not supposed to happen that way, something must be going wrong in the process. Show me."

"As you command. We perform the ritual like this..."

"Ah, I see. It is the algae absorbing the magic. You perform the magic correctly but the effects are used in protecting the wrong life. Try commanding the water to filter itself, like this..."

Geb teaches the Naga new techniques in water control.
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100killer9

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Re: God Game
« Reply #159 on: January 19, 2010, 12:10:49 am »

I'm surprised we are 11 pages in and we have yet to invoke the wrath of Armok.  :D
We did when someone created a planet and life in the same turn.
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Just out of curiosity, what DOES Dwarf Fortress smell like?
Death, Booze, and Insanity.
Ladders are absolutely essential for one reason and one reason only:

Welcome, friends to Slaves to Armok III: Snakes and Ladders.

rubberduck

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Re: God Game
« Reply #160 on: January 19, 2010, 04:00:00 am »

And 100killer9 gives the cats and dwarves knowledge of crystalcrafting. This does nothing to move the cats. They continue to just lounge around, and both dwarves and naga regard them as nothing more than pets. Flying pets to be sure, but just pets. The cats try their best to maintain that illusion.

The dwarves, however, begin to chisel the crystal around them, carving pictures and patterns in the walls, using the only tools at hand: the two steel axes. Naga visitors carry the knowledge of carving back to their own people, and the Naga dwellings become carved with patterns of waves and swirls. Still, the naga cannot compete with the dwarves, and the stout race begins to receive more visitors which marvel at the carved crystal halls.

Meanwhile, in the mountains, the dwarves of the newest hold strikes Beanite. Meanwhile, in the old hold, the dwarves begin to build shrines to Beanchubbs, now that his existence has been reaffirmed. Orcs are a wellknown enemy, all know the stories of treacherous naga and weakling surface dwarves and now they are told that there is are elves too? Surely the whole world is out to get them. Edzul commands more defenses dug, though it is hard work with but a single pick.

And now in the night sky, a fuzzy patch of white can be seen, slightly larger than the stars. Nobody gives it much notice.

And the naga learns new techniques in water control, further increasing their power. But still finds a need for spirits outside the Islands of Discomfort.

ACTs
Spoiler (click to show/hide)

Concerning the water magic, there are two sources; First the waters of the Islands of Discomfort is magical, and the naga were allowed to tap into that magic. Second there is what might tentatively be called booze magic, in which ininebriated naga gain magical powers. There are no universal sources of magic, since no such source has been created. And the naga never received any internal source of magic from any ACT. Which is why I twisted Geb's latest ACT. However, the naga are now very powerful water magic practitioners, as long as they have access to a source of magic.

Though, I might have overlooked something, of course, in which case you shouldn't be afraid to tell me. What has been done is done, but you might get the satisfaction of me head-desking.
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Geb

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Re: God Game
« Reply #161 on: January 19, 2010, 04:07:42 am »

Concerning the water magic, there are two sources; First the waters of the Islands of Discomfort is magical, and the naga were allowed to tap into that magic. Second there is what might tentatively be called booze magic, in which ininebriated naga gain magical powers. There are no universal sources of magic, since no such source has been created. And the naga never received any internal source of magic from any ACT. Which is why I twisted Geb's latest ACT. However, the naga are now very powerful water magic practitioners, as long as they have access to a source of magic.

Though, I might have overlooked something, of course, in which case you shouldn't be afraid to tell me. What has been done is done, but you might get the satisfaction of me head-desking.

What I had originally intended when I gave them the ability to carry power with them was literally just storage - using cave water magic to twist water up a bit so that it could be used as a store of yet more cave magic. I figured they were just putting the magic storage water in booze because they liked to, until that last Act.
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rubberduck

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Re: God Game
« Reply #162 on: January 19, 2010, 04:59:16 am »

Ah, I think I see where I made my misassumption.

Quote from: Geb
The protective magics of these waters can be taken with you if they are prepared in the right way and then drunk.

From which I carried with me the notion that a naga would have to be drunk to use the magic  ::)

Oh well, more interesting that way   ;)
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Haika

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Re: God Game
« Reply #163 on: January 19, 2010, 05:44:48 am »

And Greenleaf did wake from his aeon slumber and gaze out upon the world. Pleased with the continued efforts of his chosen, he decides to take on the form of an elven male, and mingle with his people. As he does so, he will teach them about capturing even the most exotic of beasts. How to tame them and then how to trade them to others in the land. And the divine in elf form thus encourages them to do so with others upon the lands.

Greenleaf teaches the elves how to capture animals and beasts in cages
Greenleaf then instructs the elves to trade more(including their newly caged animals, wood, and plant items) to the other sentients on the land(Dwarves[both cat and dark] and Naga, perhaps even the orcs should they desire it)
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The research assistant couldn't experiment with plants because he hadn't botany
Don't expect a bonsai tree to grow the miniature planting it.
Trust your calculator. It's something to count on.
Pencils could be made with erasers at both ends, but what would be the point?

100killer9

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Re: God Game
« Reply #164 on: January 19, 2010, 07:17:33 am »

100killer9 sees that the Cats were lazy beyond all expectations. 100killer9 was proud, but lazy creatures don't survive in this world. He decides to fill all the cats with a desire to create. To try to create something better than everyone else, and to make buildings and crafts and all the stuff. He attempts to make it just strong enough that the cats would make things and take pride in them, but not so strong that they sacrifice quality for quantity. A perfect balance.
100killer9 inspires cats to create.
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Just out of curiosity, what DOES Dwarf Fortress smell like?
Death, Booze, and Insanity.
Ladders are absolutely essential for one reason and one reason only:

Welcome, friends to Slaves to Armok III: Snakes and Ladders.
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