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Lords of Creation OOC Thread

Started by ^ban^, June 10, 2011, 11:48:32 PM

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Bedwyr

Quote from: Perth on June 12, 2011, 05:38:01 AM
Oh? Where did I specify this?

The Domain of Trade.  Trade is a perfectly fine Domain, should give you some nice advantages later, but for a creator god it doesn't really work, as Trade is something that develops after civilization (and thus the world and life) have been developed.
"You know what the chain of command is? It's the chain I go get and beat you with 'til ya understand who's in ruttin' command here!"

Perth

Quote from: Bedwyr on June 12, 2011, 05:41:05 AM
The Domain of Trade.  Trade is a perfectly fine Domain, should give you some nice advantages later, but for a creator god it doesn't really work, as Trade is something that develops after civilization (and thus the world and life) have been developed.

I'm confused, then how Berard's Celona a creator god? She has travel. Surely that's reliant on a world and life to exist. Or Magic? Or Fear? Or Death? Or War?

Besides, it's his seconday. Deserts is primary. Surely that's just as elemental as Wind, or Water, or Earth?

Maybe this all should have been specified somewhere...
"A tale is but half told when only one person tells it." - The Saga of Grettir the Strong
- Current: Kemen (D'hara) - Past: Kerwin (Eston), Kale (Phantaria, Terran, Melodia)

Bedwyr

(shrugs) We're new at this too, and trying to figure stuff out.  To me, Trade seems pretty dependent on pre-existing civilization.  Travel doesn't.  Yes, it's highly subjective, but...(shrugs again).

Though, admittedly, I'm not terribly set on that (don't know about ^ban^) and am willing to be persuaded otherwise, and with the restart it becomes quite possible you can get in on the ground floor.
"You know what the chain of command is? It's the chain I go get and beat you with 'til ya understand who's in ruttin' command here!"

Perth

Quote from: Bedwyr on June 12, 2011, 05:55:32 AM
(shrugs) We're new at this too, and trying to figure stuff out.  To me, Trade seems pretty dependent on pre-existing civilization.  Travel doesn't.  Yes, it's highly subjective, but...(shrugs again).

Though, admittedly, I'm not terribly set on that (don't know about ^ban^) and am willing to be persuaded otherwise, and with the restart it becomes quite possible you can get in on the ground floor.

I understand. I'm just as new/confused. I don't even necessarily care all that much if my god is made "secondary" or whatever. I was just confused at how I got delegated a position without even knowing it. And then was curious what this criteria was.
"A tale is but half told when only one person tells it." - The Saga of Grettir the Strong
- Current: Kemen (D'hara) - Past: Kerwin (Eston), Kale (Phantaria, Terran, Melodia)

Bedwyr

Quote from: Perth on June 12, 2011, 06:01:50 AM
I understand. I'm just as new/confused. I don't even necessarily care all that much if my god is made "secondary" or whatever. I was just confused at how I got delegated a position without even knowing it. And then was curious what this criteria was.

Yeah, it's a little confusing.  If you want to juggle the domains a bit (you can always use the Gain Domain ability to get Trade later) that's also fine.
"You know what the chain of command is? It's the chain I go get and beat you with 'til ya understand who's in ruttin' command here!"

^ban^

#35
Quote from: Perth on June 12, 2011, 06:01:50 AM
I understand. I'm just as new/confused. I don't even necessarily care all that much if my god is made "secondary" or whatever. I was just confused at how I got delegated a position without even knowing it. And then was curious what this criteria was.

First, on the situation: It wasn't previously of import because you weren't going to be entering until after the first rollover, and hence until after civilization already existed.

As to how the criteria came about, it is related to how either how abstract or elemental a domain is. Fire, for example, is one of the most basic and prevalent things there is. Trade, however, is something that can come about only when civilization exists, which is formed through combinations of more basic parts.



Now, as to the restart, I will be removing the original IC thread tonight and putting up a new one. All characters currently awaiting rollover will be active in the new game. The roster will be updated to show this. Additionally, rollback will take place Saturday at 1200 EST.


Aaaaaaand the new thread is up and can be found here.
Born in Day they knew the Light; Rulers, prophets, servants, and warriors.
Life in Night that they walk; Gods, heretics, thieves, and murderers.
The Stefanovics live.

Jimgerdes

Name: Toridas, The Hidden
Played by: Jimgerdes
Symbol: A black cowl behind a sheathed dagger
Home: The Void
Domains: Shadow, Illusion
Favoured Weapon: Knife or Short Sword
Dive Powers: Leader of Men, Plaguebringer
Artifact Slot: Utility

He doesn't like conflict, and often tries to avoid it, however if he must fight, he takes his strikes from the shadows, where he knows he will be safe and watches carefully always gathering information before making his moves.  Though generally he prefers to be left to his devices he will communicate with the other gods, happily work with them.  He is not easily angered, but once he is, his wrath knows few boundaries.  Although he is trustworthy, he is also very cunning, and will use trickery and illusion if need be.
No man is an island, unto himself.

Silverhawk

QuoteName: Sir Mikha, The Flaming Shield
Played by: Silverhawk
Symbol: A shield with red flame on a white field and a spear and hammer crossed behind it.
Home: The Void
Domains: Fire, Protection
Favored Weapon: Shield with either a short spear or a hammer.
Divine Powers: Divine Intervention, Impulsive
Artifact slot: Combat

Mikha takes on the shape of a small and sturdy knight in full armour. He looks after those in need to protect them when needed. He loves the cold lands, as there his fire can be used as a source of protection and guidance. Although his actions not always follow a set plan. He is clearly impulsive and will follow any idea until the end.
In theory, there is no difference between theory and practice; In practice, there is.

Perth

Quote from: ^ban^ on June 12, 2011, 07:02:07 AM
As to how the criteria came about, it is related to how either how abstract or elemental a domain is. Fire, for example, is one of the most basic and prevalent things there is. Trade, however, is something that can come about only when civilization exists, which is formed through combinations of more basic parts.

I don't know about how basic and prevalent fire is... Seems to me that in most cases fire is made, usually by people. I don't really ever walk outside my house and run into some fire. Besides, my Primary Domain is Deserts, not trade. I think Deserts are a heck of a lot more prevalent than fire.

But whatever, lol, I'm just arguing for the sake of arguing.
"A tale is but half told when only one person tells it." - The Saga of Grettir the Strong
- Current: Kemen (D'hara) - Past: Kerwin (Eston), Kale (Phantaria, Terran, Melodia)

^ban^

Quote from: Perth on June 12, 2011, 09:52:46 AM
I think Deserts are a heck of a lot more prevalent than fire.

Have you ever looked up at the night sky? ;)
Born in Day they knew the Light; Rulers, prophets, servants, and warriors.
Life in Night that they walk; Gods, heretics, thieves, and murderers.
The Stefanovics live.

^ban^

The Dreaming

The Dreaming is a plane coterminus with the Material at a point known as the Portal of Sleep, which is accessible by default to all creatures that sleep. The Dreaming is of infinite size, and populated by the dreamscapes of dreamers. The plane exhibits subjective directional gravity - dependant on the dreamscape one is in - and for every 10 minutes in Dream, only 1 pass in the Material. The plane is highly morphic, changing shape based on the will of dreamers to create dreamscapes, which will solidify and persist over time.

At the core of The Dreaming is a region known as the Dreamheart. In this region, dreams take on form and reality, and those that die here die in the Material as well, when they would usually wake. Surrounding the Dreamheart's core is an eternal storm of dream-stuff, which can kill those who are unsheltered by solid dreamscape. Those who survive the storm reach Arglwydd's Hall, though no two memories of it are ever the same.
Born in Day they knew the Light; Rulers, prophets, servants, and warriors.
Life in Night that they walk; Gods, heretics, thieves, and murderers.
The Stefanovics live.

JPierreD

The Eternal Winter

Similar to the void, with planets and asteroids, some moving slowly randomly (but never crashing between themselves), some completely static.

The planets are either just lumps of rock, masses of gas, the mixture of both of them, or complex systems with atmosphere, in where chilling wind blows, snow falls and not all the water is frozen.

In a large planet covered by ice and snow there is a huge cave system that leads to the Frozen Palace, a place made from solidified gases of different colors, which slowly shifts its form as new gas is frozen and solid one sublimates, giving a think foggy ambient to the place.
d'Arricarrère Family: Torpius (All around Dwilight), Felicie (Riombara), Frederic (Riombara) and Luc (Eponllyn).

Fleugs

The Abyss

In the Abyss, gravity is mostly random. There is no possible prediction to know when it will be strong or when it will be weak, even absent. Lumps of mass collide or a drawn in two, even three pieces. There is no center of gravity present; there are not much rules. Most masses are desolate, dry, with a sort of scorches soil and rare puddles of a boiling, black liquid. In some caves, deep inside the masses, there is some water and small rays of light, entering through seemingly old extinguished volcanoes.

This plane is not for the sane. It is set on driving the "intruders" mad. It is possible to embrace madness and survive here, if you manage to survive the surroundings long enough.
Ardet nec consumitur.

Bedwyr

Ahkram

Has no stable form, appears in whatever is most useful for his current project, usually with a multitude of sensory organs and manipulating tendrils waving in a seemingly chaotic fashion about his current interest.  Many other sensory organs will be founding winding about the Hall of Creation, observing the Ahkrons and various creations with interest, occasionally forming the parts necessary to communicate and offer advice or praise.

Hall of Creation

The Hall of Creation is alterably morphic, with Ahkram and his Ahkrons able to modify it at will, though Ahkram can grant the ability to others...If they convince him they are worthy.  The Hall has subjective gravity, able to be modified at any particular point, allowing for the creation of incredible structures and art that would collapse otherwise...Or sometimes, for magnificent collapses in different directions, creating beautiful patterns of destruction.

All magic is vastly enhanced by the Hall itself, and concentration comes easily...Often blending into single-minded focus.

Time flows very quickly in the Hall, at a rate of one year per day in the material world.

Ahkrons

Created with no set physical form like their father, they mimic his style of work, forming new appendages and organs at need.  Absolutely devoted to learning in all forms, all defer to the Philosopher-King, as this Ahkron is chosen by the Compass of Learning itself, and indicates that this Ahkron has the most supple mind of the race.

Compass of Learning

This artifact guides the wielder to greater knowledge in their chosen field by slowly orienting the mind so that great leaps of intuition may be made.  This is done so as to not take away from any of the joy of learning, while still leading to incredibly fast advancement.
"You know what the chain of command is? It's the chain I go get and beat you with 'til ya understand who's in ruttin' command here!"

^ban^

Because the issue has come up, and I realized that I had not made it clear, games of Lords of Creation are intended to run for 36 weeks, with the intention of the end-result being a playable campaign world for Dungeons and Dragons (usually 3.5 edition). The only time this really matters is with the defining of classes.

For those who are not familiar with D&D 3.5, the key here is one of specificity. A base class, created through the Create Class action, is intended to be a generic foundation for a character, whereas prestige classes, created through the Create Organization action, are intended to enhance that base.

That said, please keep this in mind when using the Create Class and Create Organization actions. Now, on with the game!
Born in Day they knew the Light; Rulers, prophets, servants, and warriors.
Life in Night that they walk; Gods, heretics, thieves, and murderers.
The Stefanovics live.