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one or 2

wahid (1)
- 2 (14.3%)
itnanii(2)
- 4 (28.6%)
laa araf (dont care)
- 8 (57.1%)

Total Members Voted: 14


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Author Topic: Middle Earth (a bit LOTR) Age of Reason(age two) turn 2  (Read 22071 times)

Furtuka

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Re: Middle Earth (a bit LOTR) Age of Reason(age two) turn 2
« Reply #450 on: February 08, 2011, 04:29:23 pm »

Yeah sure reaper

2+4+3+1=10

I use create race one more time on the blizzard island to the east. The resulting creatures are intelligent and called the Icelaulds. They appear to be humanoids made of ice and have clawed hands. the Icelaulds have no face except for a large mouth stretching from both ends of their face with HUGE pointed teeth.If one looks carefully at them from the right angle they might see small red strands inside of their transparent bodies. these are theorized to be an organic nervous system of some sort. Though they are made of ice they cannot melt  via normal means tough they have a natural weakness to fire. They ice they are composed of is also unusually strong. They reproduce in a odd manner. They carve a sculpture out of ice and then carve out a chunk of themselves which when inserted into the sculpture turns it into a new Icelauld.  Combining this with their natural affinity for ice magic means that an entire horde could arise from a single Icelauld. The Icelaulds are naturally warlike and will swarm together in hordes with the intent of conquer and distruction. However they are not very disciplined or coordinated and are eventually defeated. They possess little to no creative ability so nearly all their tools, armor, and other possessions are either scavenged, looted from their dead enemys, or haphazardly assembled from whatever they can get their hands on.

These guys are eeeeevil. So anyway you might have noticed the bit about them being  able to completely rebuild from a single survivor. Basically I'm inviting you guys to have them get wiped off the map and then return to reek havoc and rampage across the countryside as much as you want.
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squeakyReaper

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Re: Middle Earth (a bit LOTR) Age of Reason(age two) turn 2
« Reply #451 on: February 08, 2011, 04:32:30 pm »

Sounds good.  Do they need to eat, or do they sustain themselves on...  say, snow and cold?  I'll move the Quarrus to the eastern continent on my turn, then. Speaking of "east", is the world...  round?  Couldn't we go west and hit the other continent?

And lemon10's move.
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Furtuka

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Re: Middle Earth (a bit LOTR) Age of Reason(age two) turn 2
« Reply #452 on: February 08, 2011, 04:45:10 pm »

I'm assuming there is another large empty ocean in between. and they don't eat it, would be too weird since they're transparent
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lemon10

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Re: Middle Earth (a bit LOTR) Age of Reason(age two) turn 2
« Reply #453 on: February 08, 2011, 04:54:17 pm »

4+1+6=11
I advance the dwarven civilization (11-5=6) So that they can draw energy out of the land to make runes (mainly used for defense, although they can be used for offense as well if they come to attack you. They are created by carving them into the ground/walls (permanent), or drawing using chalk or some other dye (single cast)), they can't use very much magic for them , but combined with a stronger (non-dwarven) mage, their wards can be many times more powerful then regular spells, at the expense of taking much longer to create and being stationary. The most powerful of dwarven runesmasters are able to create the runes in the air or water with their mind, negating the only real downside to runic magic. AND so that they are able to enchant weapons with the runes they can create (the maximum strength depends on the skill of the enchanter, the material used to make the weapon and the quality of the weapon (eg. a wood training sword would get a almost useless enchantment, but a masterwork adamantium sword would be able to get a extremely strong one).

I spend 6 (6-6=0) points to create prism cats, for story reasons Ekona (negar avatar makes them creates them), BUT i spend the full price to create them, so their shouldn't be any objections.
Spoiler: Prism cat info (click to show/hide)
Spoiler: On their creation. (click to show/hide)
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And with a mighty leap, the evil Conservative flies through the window, escaping our heroes once again!
Because the solution to not being able to control your dakka is MOAR DAKKA.

That's it. We've finally crossed over and become the nation of Da Orky Boyz.

Furtuka

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Re: Middle Earth (a bit LOTR) Age of Reason(age two) turn 2
« Reply #454 on: February 08, 2011, 05:01:24 pm »

Is Ekona eternally drunk/on a sugar rush or something?
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squeakyReaper

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Re: Middle Earth (a bit LOTR) Age of Reason(age two) turn 2
« Reply #455 on: February 08, 2011, 05:08:36 pm »

Oh god now we have cats Armok help us all.  Okay cool though.  Elitetaco, century 4; go!
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elitetaco3519

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Re: Middle Earth (a bit LOTR) Age of Reason(age two) turn 2
« Reply #456 on: February 08, 2011, 08:40:41 pm »

I rolled a 5+8=13
-4 to build a thorian city at the edge of the mountins on the desert island name in Iorna (Thorian for iron)
-5 to advance them to work with iron, ya know weapons, tools, etc
Could some one place it forme please? Thank you
I now have 4 pts
I am too lazy to think of any lore, hope its good <(~_~(<
Ps it snowing like hitlers wonderland out there, I'm gonna get a snow day!!
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squeakyReaper

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Re: Middle Earth (a bit LOTR) Age of Reason(age two) turn 2
« Reply #457 on: February 08, 2011, 08:49:56 pm »

Added the new cities to the map.  "Dwarfail", since the Quarrus are eastern, never existed.  The Dwarves have no idea who the Quarrus are.  Instead, the Quarrus build the first eastern city, "Tonai", which they pronounce as Tunnel.

Will work on turn in a moment.

Rolled a 7.  7 + 2 + 3 = 12 points.  Lessee.

I appoint Falak as an avatar (7).  He is a black colored dragon, and claims the Acid Rivers as his domain, renaming them Falak River.  He orders (1) a group of Kobolds to follow him, and they establish a town which becomes known as Acid City.  I then advance Hunter's Peak (4) to improve the bone crafting to insane levels- they now hunt enormous creatures, and even grow them, to create buildings out of bone.  That's all my points.

« Last Edit: February 08, 2011, 08:58:35 pm by squeakyReaper »
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adwarf

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Re: Middle Earth (a bit LOTR) Age of Reason(age two) turn 2
« Reply #458 on: February 08, 2011, 09:31:12 pm »

Where is the wall on last haven ?
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adwarf

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Re: Middle Earth (a bit LOTR) Age of Reason(age two) turn 2
« Reply #459 on: February 08, 2011, 09:32:41 pm »

I rolled a 4 so I wait
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squeakyReaper

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Re: Middle Earth (a bit LOTR) Age of Reason(age two) turn 2
« Reply #460 on: February 08, 2011, 09:33:14 pm »

Oh, forgot Last Haven.  Bah, will add later.
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Furtuka

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Re: Middle Earth (a bit LOTR) Age of Reason(age two) turn 2
« Reply #461 on: February 08, 2011, 09:35:42 pm »

6+4+4=14

I use create order and place democratically elected council of 13 placed in charge of the Quarrus. Candidates for the council are generally considered the oldest and wisest out of all of them.

by the way adwarf which continent are the gnomes are? I need to know for storyline reasons
« Last Edit: February 08, 2011, 09:37:50 pm by Furtuka »
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adwarf

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Re: Middle Earth (a bit LOTR) Age of Reason(age two) turn 2
« Reply #462 on: February 08, 2011, 09:53:47 pm »

They live in the mountains on last haven the inner ones by the way the outer mountains of Last Haven make an impenetrable wall
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lemon10

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Re: Middle Earth (a bit LOTR) Age of Reason(age two) turn 2
« Reply #463 on: February 08, 2011, 11:34:56 pm »

Is Ekona eternally drunk/on a sugar rush or something?
He's overdosed on magic. Right now he is almost godly strong, with the only thing that could stop him if he tried to kill off whole races (given that if he wanted to, he could use the aggregate lifeforce of the negar to power cosmically strong spells) would probably be a) zachina, or b) all the dragons banding together. His body despite being amazingly powerful, isn't intended to handle so much magic at the same time. As such, he is basically insane, sometimes its good insane like "IM GOING TO CREATE A RACE OF CATS", other times its bad insane like "Oh, the blood, it sings to me" and torture someone to turn their blood and suffering into a pain golem. If he was sane for a while, he could probably use magic to fix the problem, or he could delegate most of the magic he controls to other negar. He probably will at some point, but right now its more fun for him to be just insane.
« Last Edit: February 08, 2011, 11:53:09 pm by lemon10 »
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And with a mighty leap, the evil Conservative flies through the window, escaping our heroes once again!
Because the solution to not being able to control your dakka is MOAR DAKKA.

That's it. We've finally crossed over and become the nation of Da Orky Boyz.

squeakyReaper

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Re: Middle Earth (a bit LOTR) Age of Reason(age two) turn 2
« Reply #464 on: February 08, 2011, 11:36:19 pm »

Noticed a few things.

Middle Earth is a magically inclined planet.  Mana is thrown here and there, and knowing magic cantrips is a normal thing for every race.  It is practiced by many, many people.

Gelenson is about evolution.  Many talking animals, and the gods only act to prevent evolution from happening in the wrong path, or too quickly.

Gyandor is about divine wrath and guidance.  The gods intervene constantly, doing what they want in order to keep things on track.

I like how each has their own distinct theme.
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