This is the Lords of Creation OOC Thread. All OOC discussion should take place
here.
The IRC channel can be found at
irc.quakenet.org #bm-locAll approved players, please repost your character sheet in this thread. Please
do not post in this thread if you do not have an approved character. Your post *will* be deleted.
MODS |
^ban^ (ADMIN) |
JPierreD (formerly known as Anders Celsius) |
Approved and In-Game
Name | Player | Divine Powers | Domains | Custom Artifact Slot | DR |
Arglwydd | ^ban^ | Impulsive, Divine Authority | Dream, Fate, Mind | Utility | 3 |
Ahkram | Bedwyr | Organized, Leader of Men | Knowledge, Magic | Utility | 3 |
Arkh | JPierreD | Landshaper, Plaguebringer | Cold, Unlife | Boon/Bane | 2 |
Celona | Berard | Artificer, Divine Authority | Wind, Travel | Utility, Utility | 2 |
Caradon | Solari | Livegiver, Progenitor | Life, Water | ??? | 1 |
Dwyn Gaald | Perth | Organized, Divine Intervention | Deserts, Trade | Utility | 2 |
Laune | Sypher | Impulsive, Divine Intervention | Fey, Chaos | Utility | 3 |
Mikha | Silverhawk | Divine Intervention, Impulsive | Fire, Protection | Combat | 2 |
Nicolai | DoctorHarte | Mythic, Progenitor | Sun, Nature | Boon/Bane | 2 |
Oofrums | Adriddae | Impulsive, Progenitor | Joy, Music | Utility | 1 |
Sophia | Ta|i | Mythic, Lifegiver | Moon, Love | Utility | 2 |
Toridas | Jimgerdes | Leader of Men, Plaguebringer | Shadow, Illusion | Utility | 1 |
Varrach | Iltaran | Mythic, Plaguebringer | Vengeance, Sorrow | Combat | 2 |
Zbartivlast | Fleugs | Warrior, Divine Intervention | Madness, Fear | Boon/Bane | 2 |
Torus | Artemesia | Organized, Mythic | Change, Knowledge | Utility | 1 |
Brom | Madmonk77 | Mythic, Leader of Men | War, Tradition | Utility | 1 |
Approved and Awaiting Rollover
Name | Player | Divine Powers | Domains | Custom Artifact Slot | DR |
The Mechanics- How does it work?
- Answering that question in depth is the primary function of this set of rules. But right off the bat, here are some basics: First off, you're a god. That said, you are not omnipotent - there are other gods who share the world with you, some of them your equals, some your inferiors, and some who are quite frankly much, much more powerful than you.
These limits are represented by Action Points - a sort of divine currency, with which you may purchase powerful effects to help you shape the world to your liking. The specifics of what you can do with AP are covered in the next section - Divine Actions. Aquiring AP is significantly more difficult however - the vast majority of AP you aquire will be through an event called "Rollover". At Saturday @ 1200 EST, you acquire a small sum of AP. The specifics of this process are detailed later.
So, in summary... you start with a sum of AP, and you get more of it each week. You spend the AP to make stuff happen. Simple enough.
- Divine Actions
- Divine Actions are all considered massive feats on behalf of the deities which require a certain amount of divine energy in order to do accomplish.
- 1 AP actions
- Alter/Create Terrain: Create a Size Rank 1 region of terrain, or change existing terrain to a different type of terrain. Each 2 additional AP increases the radius by one Size Rank. Note that this does not cover "Attacks" - while you could in theory "Sink Atlantis" with this action, that falls under the category of Curse, below.
- Size Ranks (For the Create Land action)
- 1AP - A small country, like Belgium. (~10,000 sq mi.)
- 3AP - A medium country, like France. (~250,000 sq mi.)
- 5AP - A large country, like India. (~1,000,000 sq mi.)
- 7AP - A small continent, like Australia. (~3,000,000 sq mi)
- 9AP - A medium continent, like North America. (~10,000,000 sq mi.)
- 11AP - A supercontinent, like Pangea. (~50,000,000 sq mi.)
- 13AP - A planet, like Earth. (World encompasing.)
- Create Class: Creates one base class. Each additional AP makes another class that follows a theme. Commoner, warrior, and expert will automatically exist for all species that have formed a society.
- Raise Hero /Exarch: Raises a mortal to near divine status, truly an epic character capable of great feats of power. These are the heroes who shape the destiny of the world. Keep in mind that not all heroes are mighty warriors – some are inspiring leaders, or artists without peer who spread their culture throughout the world.
- Create Life: creates creatures, such as animals, monsters, humans, elves, etc. These creatures may form colonies or family groups, like ants or lions, but they can not form structured societies beyond small tribal groups. This is used for the creation of sentient, intelligent, or specific life.
- Enter/Leave Locked Plane: You may enter or leave a locked plane. Each additional 2 AP increases the Magnitude Rank of others that may enter or leave with you.
- Create Society: While small hunter gatherer societies may exist, they will never build cities or become civilizations. This action creates a civilization of existing sentient creatures, such as humans founding Nineveh and building the Assyrian Empire. Note that you may forge multiple species into one society - for example, letting the Orcs, Goblins, and Ogres form a Greenskin Empire.
- Join Pantheon: Invests a measure of energy to attune oneself to a divine pantheon.
- Lead Populace: You teach a race how to do something. You don't NEED to use this, except for RP purposes and for counting actions towards domains. This is for like teaching dwarves about steel and gnomes about magitech and such. While there is no strict mechanical effect, there should be definite fluff-benefits to mortals who benefit from this action. It is up to the god using this action to determine how widespread the new technology or practice is, and how fast it spreads.
- Bless: Buffers against and counters Curse. Each additional 2 AP increases the Magnitude Rank of the area. Additional AP spent do not increase the potency of the effect - it is assumed to be at full power at 1AP, so long as it is not countered. Only the scope of the effect is increased. A Bless may be fully countered by a Curse of equal Magnitude, or weakened by one of a lesser Magnitude. Note that the area affected does not decrease – only the potency of the effect.
- Curse: Buffers against and counters Bless. Spend 1 AP to increase buffer. Each additional 2 AP increases the Magnitude Rank of the area. Additional AP spent do not increase the potency of the effect - it is assumed to be at full power at 1AP, so long as it is not countered. Only the scope of the effect is increased. A Curse may be fully countered by a Blessing of equal Magnitude, or weakened by one of a lesser Magnitude. Note that the area affected does not decrease – only the potency of the effect.
Magnitude Ranks (For the Bless and Curse actions)
MR 1- From a single person to an average-sized town's worth of people. A section of an army. An exceedingly sparsely populated area (i.e., a non-magical forest)
MR 2- A large city's worth of people. A small army in its entirety. A rural, but settled area.
MR 3- A massive metropolis' worth of people (i.e., Waterdeep, New York City). The army of a large kingdom. A swath of land, including hamlets and small villages. An extremely narrow group of people. (i.e.,Those with the blood of Gustav Augustus in their veins, NNHIS Employees)
MR 4- The vast army of a legendary empire. A small nation, and all within it, including settlements of any size. A very specific group of people (i.e., Wizards, Blacksmiths)
MR 5- A large nation or kingdom, and all within it, including settlements of any size. Anyone matching a broad descriptor (I.e., Arcane Spellcasters, Commoners, those who worship a certain god)
MR 6- A super-massive continent (such as Pangaea), or several smaller ones (such as Europe and Asia). A world-spanning empire. The population of the western hemisphere. A massively generalized group of people (i.e., Casters, Militaries, those who worship any god on a certain pantheon)
MR 7- Everyone. Everywhere. A truly global effect, usually reserved for cataclysms or other history-shaping events, as there is literally no-one who is entirely untouched by an act of this magnitude. (Second Impact, Ragnarok)
- 2 AP actions
- Create Avatar: This forms an almost mortal body for your deity to walk the mortal world. It is slightly more powerful than an Exarch, but it is nowhere near the power of a true god. Avatars do not age, and are effectively immortal - they may be slain, but their creator god may restore a damaged or destroyed Avatar for no cost. A deity may have only one avatar at a time.
- Create Organization: This creates a new organization within a civilization, such as a wizards' guild, a secret cult, an assassins' den, etc. Each organization allows for the introduction of a single prestige class.
- Create Pantheon: You create a pantheon, which can be considered as an alliance between gods who have united for a common cause. The cause is normally decided by the creator. Every week, the Pantheon generates an AP pool depending on the amount of members. For every two members, the pantheon generates 1AP which can be used by any member. So if a Pantheon has 4 members it will generate a weekly 2 AP, but if it has 3, it will only generate 1AP. Only 1 AP Actions can be done using Pantheon AP, and the AP does not stack after roll over – it is merely set to the weekly amount. The god who takes this action is the mechanical Admin of the pantheon (Usually, although not always, they will take some form leadership role story-wise as well), and has the final say in any expenditure of Pantheon AP. All other gods who wish to join (including founding members) must instead use the 1AP action Join Pantheon.
- Lock/Unlock Plane: You stop entry or exit from a plane you control for any deities or mortals you choose. Gods fewer than one rank above your Divine Rank must spend 1 AP to enter/exit the plane.
- 3 AP actions
- Create Plane: Create a Plane - a realm with fundamentally different laws than The World, where your god can walk freely. Initially, the only existing planes are The World (which is barred to divine entry) and The Void (i.e., space). This page (http://www.d20srd.org/srd/planes.htm#planarTraits) can be a useful guide for determining your plane's traits, but creativity is encouraged.
- Gain Domain: This action also requires that the user have performed at least 5 Divine Actions related to the domain in question. (Please, for the sake of the MODs, provide a list of these actions along with your Gain Domain action)
- Create Artifact: Create an artifact related to an action. You can have up to six artifacts: One Battle artifact, Two Utility artifacts, Two Boon/Bane artifacts, and a final slot chosen from those types by the player at character creation. Artifacts are powerful options, and the MODs have the authority to veto any artifact or combination of artifacts if they appear to be prone to abuse. The following is a list of the various Artifact Types:
- Battle: This artifact gives you a +1 bonus to Combat ranking, plus an additional +1 per 2 AP spent, up to a +5. The effects of multiple combat artifacts stack.
- Bane: This artifact grants a +1 bonus to the MR of your Curse actions. Also, it gives you one free use of Curse (un-augmented except by the artifact effect) each rollover. Bane artifacts may be augmented at creation - every 2 additional AP you spend on this artifact increases the MR bonus by another +1, to a maximum of +3. The MR bonuses of multiple Bane artifacts do not stack.
- Boon: This artifact grants a +1 bonus to the MR of your Bless actions. Also, it gives you one free use of Nourish (un-augmented except by the artifact effect) each rollover. Boon artifacts may be augmented at creation - every 2 additional AP you spend on this artifact increases the MR bonus by another +1, to a maximum of +3. The MR bonuses of multiple Boon artifacts do not stack.
- Mortal: This is an artifact granted to a mortal, leading them to be more like you. Examples include Boccob's Blessed book or the Hand and Eye of Venca. This gives you one free use of Lead Populace per week. Additionally, a mortal wielding an artifact is considered to be a Mortal Hero, even if you have not spent AP to raise him. Mortal Artifacts occupy a Utility Artifact slot. Mortal artifacts have no augment function.
- Scaping: You may use this artifact to enhance your Alter Terrain actions by one Size Rank. Scaping Artifacts occupy a Utility Artifact slot. Scaping Artifacts have no augment function. The effects of multiple Scaping artifacts stack.
- Grand: A Grand Artifact is a phenomenal work of power made possible by the combined powers of a group of gods. Such creations are always wondrous and incredible beyond words - for example, a mechanical sun, a palace of a divine pantheon, or the Weave of Arcana. Mechanically, a Grand Artifact must be made as collaboration between AT LEAST 3 gods. Each participating god must spend a full 3AP on the artifact, and it takes up an artifact slot on each of the gods. The effects of the artifact are purchased from among the other artifact effects, using the AP pooled from participating deities, minus three (for the Grand artifact's "framework"). Effects may be purchased more than once, but all instances of an effect must be the same magnitude. The Artifact may reside in any slot, so long as it has at least one effect that fits in that slot, but any given god may only be attuned to ONE grand artifact. A grand artifact may be upgraded at a later date if another god wishes to attune themselves to it. The newcomer spends 3AP, and chooses a slot for the artifact to occupy, as if creating an artifact. These 3AP may be used to purchase effects for the artifact in a manner identical to creation. Upon creation, the creators of the Artifact choose an Admin for it. The Admin of the artifact has final say in all uses of the artifact's expendable powers, and is responsible for settling disputes over how it is to be used.
- Example of Grand Artifact Creation: A group of five gods wishes to forge a Grand artifact. As five gods are contributing 3AP each, and they lose three for the framework, the group has a total of 12AP to spend on effects. As a warlike group, they agree that a Battle effect would be beneficial, spending 5AP to give it a +2 bonus. For those times when they wish to intervene directly, they purchase a 3AP Blight effect – deciding not to magnify it, since it is intended to be a tool of war, not a cataclysmic destroyer of nations. They have now spent 8AP, leaving them with 4 in the pool. After careful consideration, they decide to purchase a second Blight effect for 3 more AP. They technically have 1AP remaining, but as there are no effects they can afford with it, the AP is lost.
In the end, their artifact has the following attributes; all the participating gods receive +2 on combat rolls, from the Battle effect. Additionally, the artifact may be used to produce an unmagnified Blight effect up to twice per week – this ability may be accessed by any of the gods who created it, but the two charges are shared among them. The artifact may take up either a Boon/Blight slot or a Battle slot, chosen by each player attuned to it.
- Divine Rank, Growth, and AP Gain
- You begin the game with 12AP. But over time, you will acquire and spend much more than that.
Gods do not remain constant - they change, evolve, and grow in power over the aeons. This slow but steady increase in power is represented by Divine Rank, or DR. All gods begin at Divine Rank 1. Every point of AP you spend gives you precisely 1 Growth Point. When enough Growth Points have been accumulated, the following action may be taken.
Divine Growth: This action cost an amount of Growth Points equal to three times your CURRENT AP income. The Growth Points are lost, and your god's Divine Rank permanently increases by 1. This action represents the fruits of experience, age, training, or anything else imaginable. No AP are spent on this action.
Remember – ONLY AP that you actually SPEND counts towards accumulating Growth Points - hoarding AP teaches you nothing. Likewise, you do not gain GP from 'bonus' AP acquired from ANY source (Such as combat, a pantheon, or the Divine Intervention or Impulsive powers). While your god can use such external sources to work towards their goals, it does not truly help them better control and understand their own divine abilities.
Divine Rank is of vital importance in determining your weekly AP gain. This is a simple equation - each Rollover, you generate AP equal to your DR+3. So as a newborn DR1 godling, you will have a weekly AP gain of 4. You begin the game with 12 AP - notably, if you spend all of it, you will have exactly enough GP to advance to DR2. This is to encourage players to make in immediate impact on the game, rather than hanging back and attempting to accumulate AP.
The maximum AP a god can store is equal to their weekly AP income, times three. There is only so much energy even a divine being can hold - any additional AP that would be gained beyond this is lost.
Transferring AP to another god is not allowed under any circumstances.
- How to post
- It is important for everyone to be as clear as possible when making IC posts in order to avoid confusion between players. There are many ways to do that.
- At the beginning of each post, open each "scene" of your post with the name of the character (or characters), and location. For example:
QuoteZeus & Thor: Gates of Valhalla
- When doing a Divine Action, please post your AP Expenditure in a neat and easily understood manner. For example:
QuoteAP 3 = 4-1: Bless the Elves, end the famine
It allows for better book keeping as well as making the MOD's life easier. When doing multiple Actions, separate them neatly, being sure to define what each action is doing and how much it costs. For example:
QuoteAP 7= 9-2, Create Avatar
AP 4= 7-3, Create Plane, The Plane of Fire
AP 3 = 4-3, Alter Terrain, Create Volcanoes : SR 2
- Many situations will arise where, through a god's divine powers or artifacts, actions are discounted or free. When using such an action, always state the source of your discount or free action. For example:
QuoteAP 9 = 11 – 2 (Claim Domain, discounted from Divine Authority) – 0 (Lead Populace, Free use from Leader of Men)
- In the event that your god acquires Bonus AP (Through Divine Combat or the Divine Intervention power for example), always track it separately when listing your AP or AP expenditures, and remember that bonus AP vanishes at Rollover if not spent. For example:
QuoteAP: 3
BAP 2 = 3 – 3 (Create Excalibur: +1 Battle Artifact)
- Players are encouraged when making a post, to be as descriptive as possible. Players who tend to describe their characters, mortals, cities ect, are more likely to be interacted in a positive fashion by other players. If you are leaving the other players to guess things about your character or mortals, then do not be surprised if they interpret things differently from what you had originally intended.
- Pick a colour for your character's speech text. That way it will be easier for people to understand who is talking and when.
- When gaining a Domain, write a list of the actions done towards gaining the said domain.
- Whenever you spend AP, be sure to also keep track of how many Growth Points you have earned.
The Mechanics cont.- Combat
- Combat, both divine and mortal, is ideally to be settled in a freeform RP style. Both sides are expected to Role Play their battles, and find a solution to it, in a constructive manner. We encourage both sides to talk between themselves via PMs if possible in order to decide the course of events. Try to keep things cordial, and even if things are not going your way, do not start pulling out some outlandish stuff out of nowhere, for MODs will come knocking on your door. If it seems that both sides cannot reach an agreement, then it will fall to the MODs to decide the outcome, and that will probably not be a good idea, so try to avoid taking it as far as the MODs.
However, deities are allowed to challenge each other in duels, putting their AP on the table in a risky confrontation with great risks and rewards. How does it work?
- God A and Bod B, want to duel.
- God A bets X AP, if god B wants to duel he will have to bet the same amount. Both have -X AP in their AP pool at the moment.
- Both gods roll: 1d20+ any combat artifacts + Divine Power (if any)
- In case of a draw, both sides roll again with the same format stated above
- God B wins! However both sides still have -X AP from betting
- Upon roll-over, god B who won, is reimbursed the X AP he originally gambled, plus X AP for winning the duel! However, the X AP of "winnings" is Bonus AP, and should be counted and recorded as such. Bonus AP, when spent, does not count towards Growth. Bonus AP can allow a god to temporarily exceed the AP cap for their GR, but ALL bonus AP is lost at the time of the next rollover, so it is wise to spend your Bonus AP first if possible.
- ALTS
- Each player, besides their main character, is also allowed to create one alt character. This character may or may not be related to your main, that is up to the player. While the creation of an Alt does not cost AP, it is required that a player who wishes to create an Alt send to the MODs a request for an Alt using the Character Application Format given above. It is not guaranteed that the MODs will accept though - depending on the time and circumstances, the response may be a negative one. While it is acceptable for an Alt to be related to – or even serve under – your main, bear in mind that they are a god. They are an independent character, with their own goals, methods, and personality, and Alts who are merely lapdogs or AP-slaves will almost certainly be rejected.
- The Rules of Conduct
- The Objective of Lords of Creation is to allow the players to create a living breathing and workable world for a playable campaign, but at the same time, create an interesting, original and flowing story. In order to do that, it is important to understand that this is not a 'God Campaign' but a 'World Building Story'. If your objective is to create a god simply to show off how great you are at other people's expense, then this is not the game for you.
The following guideline is being placed so that the players may be able to focus on world building in harmony, and with respect to each other both in and out of character. Extreme violations of the rules - or just being a general twit and making everyone miserable - will result in your god getting run over by a bus driven by an inter-dimensional clown, scooped up by an insane goblin, and taken off to tiny-town. Seriously. Don't mess around.
1) Gods are not omnipotent
Yes, perhaps we are role playing deities, but for the sake of the story, we are going with the notion that gods cannot know everything, and cannot be everywhere at the same time. In the end, it will become almost impossible to do anything without having another god finding out.
2) Godmodding is bad and wrong
In this type of game, it is difficult to completely avoid Godmodding, and sometimes it's done accidentally, but its important to keep it down to a minimum.
3) Fights/Combat/Plot Devices
Combat is ALWAYS optional. Always. Just because your god can beat another god in a fight does not mean that your god can order that god around. Gods are tough. Ultimately, even the most savage beatdown will just send them to lick their wounds and regain their power - and ideally, all fights should be worked out ahead of time by those involved. The combat system is designed to provide guidelines, and a potential chancy gamble for power if you're feeling adventurous.
4) Consider your fellow player
You are not the only person trying to establish a certain feel to their character. It doesn't hurt to play along with what your opponent may be up to, rather than just shrug it off, and many times this will lead to an interesting situation. If you start shrugging off your fellow players, do not be surprised if they do the same to you, which will make the story-telling process rather lame.
5) Do not ignore other people's posts
Particularly if they're directed at you. There is nothing ruder than having someone take time to create an IC post, only to have the post completely ignored. If your character has a reason to ignore the post, then declare it IC "Fred Flintstone ignores Mickey Mouse because he has bad breath". It is much more acceptable than not responding at all and keeping your fellow player waiting.
6) Respect your fellow player
Everyone is different, we all have different mentality, different writing styles, different... just about anything. We want to promote harmony in the OOC, so if a player does something wrong, or out of line, leave it to the MODs to take care of it. Do not go to the OOC and start brow beating a player simply because they did something you don't like, or made an honest mistake. Brow beating will not be tolerated.
7) Respect the MODS
Seriously. We run the game. Unlike what many people believe, MODs do not accept the title and responsibilities simply because they have a hard-on for authority. Granted, some might, but that is why we have other MODs to keep everyone in check. Our job is not easy and quite thankless. MOD responsibilities are
a) Keep the OOC nice and harmonious
b) Make changes to rules if deemed necessary
c) Accept new players
d) Arbitrate rules disputes
e) Make sure the IC rules are followed
f) Point out any cheating/mistakes done with AP expenditure
8 ) Do not complain or argue in the OOC thread
If you have an issue with something or someone, do not go to the OOC to cry/whine or make a big issue out of it. That's the whole reason the MODs were picked. To keep conflicts out of the OOC. They make the atmosphere oppressive, they make things less fun, and generally unpleasant and maybe even make the arguments larger than they need be. So if you do have a complaint, either PM the offending party or ask a MOD to mediate on the issue. If you have a problem with a MOD, or have a reason to distrust a MOD, simply send the message to another MOD.
9) Keep the general welfare of the game in mind
As mentioned before, our objective is to create a living world. However, if some people rather put their own characters/personal agendas ahead of the game itself, do not be surprised if you find the MODs knocking on your door.
10) The ADMIN's word is Final
The ADMIN is the MOD-MOD. If you don't like it, feel free to take it to a higher authority... except you can't... it stops with me.
11) Lastly, you are expected to follow the BM Social Contract
As this is on the BattleMaster forums, you are expected to abide by the BattleMaster Social Contract. Remember, we are friends playing a game with one another.
- A Few Reminders...
- Gods are not omnipotent. They cannot know everything that is going on at any given time. They may get their "Domain Senses Tingling" when someone trespasses against them, and even then, don't go around claiming to know everything.
- Gods don't know where they are unless it's in their domain or outside their influence on the Material Plane. Do not pop up the first time in someone else's plane and know everything that is going on (unless you have a very good excuse to know this)
- Gods cannot physically walk on the material plane. They are instantly rejected by the laws of the universe. That is why we have exarchs and avatars.
- If a god wants to send a message to another, put it in a spoiler. If it is a secret message then its considered bad form to read it, if the message is not intended for your character.
- Gods can only be where their main bodies and their avatars are. So your character cannot be in a dozen places at the same time.
- Overall, we are aiming for a serious world building project. While moments of silliness are encouraged, make sure that it does not wind up as a recurring theme, nor that it gets out of hand.
- Do not assume that a character is good/bad due to what was written in the application. Wait to see the character's actions IC, and then have your character make his/her decision. Doing otherwise is considered meta-gaming, and we don't want that.
PantheonsGrand ArtifactsCreate Plane- Arglwydd: The Dreaming
- Ahkram: The Hall of Creation
- Arkh: The Eternal Winter
- Caradon: The Wellspring
- Celona: Eye of the Storm
- Laune: The Feyrealm
- Mikha: The Searing Keep
- Zbarvtilast: The Abyss
Create Life- Ahkrons (Outsiders native to the Hall of Creation)
- Alfar (Society: The Alfar Imperium)
- Buin-ak
- Elves (Society: Emerald Court)
- Eyonoi
- Dragons (Society: Enclave of the Dragons)
- Ghost, Walking Corpse, Walking Skeleton, Lich (Templates)
- Magma Guardians (Guardians of the Terbazent volcanos)
- Pixies
- Scraads (Society: Kingdom of Ganbazatar)
- Sons and Daughters of the Sun (Society: Zendikon)
- Urdimkal (Society: Kalvaz Kingdoms)
- Wolves
Create Terrain- Therbazent SR1: Small mountain island with 16 volcanoes describing a circle. Home of a few Magma Elementals. Location unknown.
- Atlantis SR5 (Spine of Atlantis SR2 + Lands of Ganos SR2): Continent with a medium-sized mountain range in the center, a river flowing from the range to the north, and plains around the river, forming decently-sized plain lands. Magical Wolves living in the plains, Urdimkal in the mountains and Alfar in the rest of the continent. Location unknown.
- Great Ganbazatar Desert SR3: Large desert island next to (or land attached to) Atlantis. Home of the Scraads.
- Draconis SR1: Small island with rocky cliffs for a coast, and no natural harbors. Forested interior home of the Dragons. Next to Atlantis.
- Land of Avalon (The Green Island) SR2 + Sylvan Isles SR2: Medium island surrounded by smaller ones, home of the Elves. Next to Atlantis.
- Goralian SR3: Large island of mixed and contrasting terrains, home of the Eyonoi. Location unknown.
- Dune SR3: Large island with rocky formations in the center and sand deserts around it. Fertile caverns in the rocky center are home to the Sons and Daughters of the Sun. Location unknown.
Create Class
- Dread Necromancer: All
- Discoverer: Ahkrons
- Explorer: ???
- Noble: Urdimkal
- Psion: Alfar
- Ranger: Elves
Prestige Class
- Children of Dream - Thrallherd (http://www.d20srd.org/srd/psionic/prestigeClasses/thrallherd.htm): Alfar
- The Dark Circle - Horned Harbringer: All
Placeholder
QuoteName: Zbartivlast, The Insane
Played By: Fleugs
Symbol: A Kingfisher.
Home: The Void
Domains: madness, fear
Favored Weapon: mace
Divine Powers: Warrior, Divine Intervention
Artifact: Bane
While Zbartivlast mumbles his own title as "The Emperor", all Gods know that he has gone insane. His insanity is guided, though. His favourite activity is luring others into insanity. Next to that he tends to exploit his own madness to scare off his enemies, either in battle or before. As a self-punitive decision, he has spent many of his years blindfolded. This gave him better hearing and improved his other senses, but he has a weak sight when he is in a bright area.
Zbartivlast is a dark personality, wearing scruffy black-leather clothes and dragging his bloodied mace with him wherever he goes. Some say that Zbartivlast is more than one person, all inside one body...
Ahkram, the Teacher
Played By: Bedwyr
Symbol: Six pointed star, with further stars repeating inside
Home: Void
Domains: Knowledge and Magic
Favored Weapon: Compass
Divine Powers: Organized, Leader of Men
Extra Artifact: Utility
Ahkram has a burning desire to understand and master the universe with his creations growing at his side. Those he creates can be assured of a protector...So long as they follow his teachings. Ahkram has no compunctions about disciplining his students, after all...
Name: Nekhrus, the Balancer
Played By: Sacha
Symbol: Double-headed Eagle
Home: The Celestial Plane
Domains: Balance, War
Favored Weapon: Interlocking Short Swords
Divine Powers: Warrior, Divine Presence
Extra artifact: Battle
Nekhrus is a calculated and pragmatic deity, who will seek the shortest and most efficient path towards fulfilling his goals. He is depicted as an ethereal body wrapped in clad silver armor, with blueish glowing eyes appearing from the eye slits of his helmet. He carries a pair of straight short swords, that can be interlocked at their hilts to form a single, double-bladed weapon. His origins and purpose remain a mystery for now.
Name: Caradon
Played by: Solari
Symbol: A winding river or a white tree
Home: Void
Domains: Life, Water
Divine Powers: Lifegiver, Progenitor
An enigmatic and reclusive god, Caradon's domain lies in fertile plains, mountains, rivers and forests; oak groves and ancient trees serve as his holy places. When he chooses to let himself be seen, Caradon appears in the image of local flora and fauna, or as a greying but vigorous man in loose robes, with a gnarled deadwood staff. He avoids speaking to mortals, and can be either kindly or cruel; Caradon has been known to aid some lost travelers and to call down lightning's fury upon others, seemingly at random.
This is a sample to get the idea of how to structure posts and what not. Do bear in mind this is not an ideal start, as this god would be forfeiting the chance to influence the creation of the mortal world, which is very much a big thing to give up.
Void, Ahkram.
In the beginning, an eye opened. Then another, and another, and countless eyes looked out into the Void, and where all others saw emptiness, these eyes saw potential. Then ears, mouths, tongues, tendrils, all reaching out, sensing the grand, limitless potential...Until they found another.
The senses were so focused on the potential that they were unaware of the reality, and the other, heedless of the ethereal eyes, and ears, and senses beyond count, brushed against them. And the senses, extended so far examining the potential screamed in agony at this contact with something more solid than their own imaginings. They withdrew, grew hard and protected, realized that with another, there existed the possibility of many others, and grew afraid. The senses saw all, saw the birth of others like it, creations of vast new worlds, and worried. What if they were not enough like it? Their creations were so...Limited. They did not understand potential. And so the senses grew harder, and more protected, and fled, building a protective shell as they did so. This shell housed the limitless possibilities it had seen without allowing the others in unless they proved themselves.
But without the others, the senses grew lonely. New potential was discovered every moment, and they wished to share this wonder. What point in a grand palace of marvels if there is none to share your joy? And so the senses created others like them, though lesser. It saw that limitless potential frightened them, and rearranged their home so that it would be simpler until they grew enough to experience the full wonder without terror. And these others like the senses looked up at the greater and asked "Who are you, great one? And who are we?"
The senses paused, wondering. That question had never been asked before.
"I am Ahkram. And you, my children, are the Ahkrons."
And the Ahkrons agreed, and Ahkram taught them to organize themselves, and they created a Grand Collegium, learning to fly between the lands that dotted the plane Ahkram had made. The Ahkrons named it the Hall of Creation, for that was their business. And their leader was the Philosopher-King of Ahkram, wielder of the Compass of their father. This Compass showed them many things, how to discover, the deeper ways of science and magic, how to guard their borders against the new planes grown by those akin to their father, building immense technological and magical traps (though they did not yet grasp how to combine them fully). They learned how to use the lesser compasses, created in copy of the great Compass their Philosopher-King used as they were copies of Ahkram. And thus the Guardians of the Compass stood to judge those who came to the Hall of Creation, to see if they were worthy. And even when they fell, the compasses would not work for any save their Guardians, and the traps would consume the travelers.
Soon, the best and the brightest of the Ahkrons were inducted into the Enlightened Thought, a group of close assistants to Ahkram who had learned much of Science and Magic, and began working with him on his next great project, that of combining the two disciplines.
In time, Ahkram began to wonder if any of the other creations shared his wonder, and so he created an enclave in the mortal world, in a land uninhabited by the rest. Ahkram made it fertile and full of ores and woods, and those of the Ahkron who were more adventurous volunteered to ready this land, and they build many defenses, but also roads, schools, mines, farms, and they enjoyed learning how to produce these things rather than merely wishing for them as at home. A ring of mountains protected the tiny country from the rest of the world until they were ready.
Someday soon, the Ahkrons would send searchers to find those to populate these enclaves, but there was much preparation to do first. And in the meantime, with all this new work and the assistance of his children, Ahkram was growing, stretching, and his power grew slowly...
----
AP 9 = 12-3: Create Plane (Hall of Creation).
AP 6 = 9-3: Create Mortal Artifact (Ahkram's Compass).
AP 5 = 6-1: Create Life (Ahkrons).
AP 5 = 5-0: Create Society (Free from Organized Divine Power).
AP 3 = 5-2: Create Classes (Discoverer and Guardian of the Compass).
AP 1 = 3-2: Create Organization (Enlightened Thought). The two prestige classes (Organized Divine Power) are Scientist and Wizard.
AP 0 = 1-1: Alter Terrain (Havens of Thought).
AP 0 = 0-0 Lead the Populace x2 (Free from Mortal Artifact and Leader of Men): Teach the Ahkrons defensive fortifications/architecture (immediate, widespread) and magical barriers (immediate/widespread).
Growth Points 0 = 12-12: Divine Rank from 1 to 2.
Celona, the Silent Guide
Played By: Berard
Symbol: Leaves caught in the wind.
Home: The Eye of the Storm
Domains: Wind, Travel
Favored Weapon: Chakram
Divine Powers: Artificer, Divine Authority
Extra Artifact Slot: Utility
Artificer Extra Slot: Utility
A goddess relying nothing more than a gentle breeze to direct send someone on the correct path. She is ultimately an unbiased party that understands how creatures can change just as easily as the wind.
The in-character thread is now up hereLIES, DAMNED LIESHERE (http://forum.battlemaster.org/index.php/topic,687.0.html).
Name: Arkh, the Frost Lord
Played by: Anders Celsius
Symbol: Ice Shards, Diamonds
Home: The Frozen Plane (once made, The Void before)
Domains: Cold, Unlife
Favored Weapon: Staff adorned with an animal skull on top of it. The animal in question changes from time to time.
Divine Powers: Landshaper, Plaguebringer
Extra Artifact Slot: Boon/Bane
Arkh is a coldblooded god which shows little emotions. He takes pleasure in the study of the natural laws ruling the world but resents the uncertainty caused by things like "life". The alive mammalian creatures act in such unpredictable ways that confuse him, making him prefer the more reliable coldblooded or purely instinctual animals. They are, however, no match in his preference for undead creatures, or mechanical golems, when lacking the former.
It is his theory that the core of the problem resides in the excess of energy fluctuating everywhere, making everything shake and move into the chaotic frenzy universe he lives in. Would all of it be absorbed and or separated completely, the world would return to the peaceful everlasting cold serenity it once was in.
Name: Dwyn Gaald
Played By: Perth
Symbol: A triangle of ten dots representing a Sand Dune
Home: The Void
Domains: Deserts, Trade
Favored Weapon: Scimitar
Divine Powers: Organized, Divine Intervention
Extra Artifact Slot: Utility
Dwyn Gaald is a proud and shrewd being. He values survival, and indeed thriving, in the harsh conditions of the desert. He seeks to show his creations trade and civilization and build vast empires in the desert which he views as the ultimate beauty: life thriving in the middle of nothingness.
Name: Varrach the Unforgiving
Played By: Iltaran
Symbol: A screaming face
Home: The Void
Domains: Vengeance, Sorrow
Favored Weapon: Executioners Axe
Divine Powers: Mythic, Plaguebringer
Artifact: Combat
From the moment he came into existence, Varrach has been driven to seek revenge, but despairs for he knows not how. Blind to his own flaws, he believes that through granting Vengeance he will succeed in destroying Sorrow.
I don't understand... did you guys all play this before? It's all kinda confusing to me how you guys are making up such coherent/relevant stories (I'll admit I skimmed a lot of stuff, but to be honest there is a lot of tldr) :-\
Those awaiting rollover
Until the rollover, feel free to follow the IC thread. In the mean time, talk with other players and consider ways of introducing yourself into the story.
Quote from: Foundation on June 11, 2011, 08:53:33 AM
I don't understand... did you guys all play this before? It's all kinda confusing to me how you guys are making up such coherent/relevant stories (I'll admit I skimmed a lot of stuff, but to be honest there is a lot of tldr) :-\
I've never played before. I'm a wee bit confused on a few things, bit if you give the instructions a good once over it isn't too bad. That, and it's a story so you just basically have to follow other people's leads, insert some of your own, and see where it goes! (I think...)
I've never played before, and neither has Bedwyr. We're generally just going with our gut instincts and it seems to be turning out for the best.
Also, I'm not sure if creating the basic necessities for the planet costs AP, so I'm going to leave any AP deductions out of my latest post until I get the verdict from the higher ups.
If there is anyone willing, I would like to have a second MOD before the first rollover to handle the increased player count.
I have a quick question: I don't see a description of "utility" artifacts in the artifacts section. I have been assuming that utility artifacts are merely ones that do things that don't necessarily fall under one of the other categories. Is this correct? Just thought I would ask for clarification.
Mortal and Scaping Artifacts are Utility.
You can take me off the roster for now... I have no clue on how to get started with this, but maybe I'll have another go once this thing is well underway and I have a better idea on how to go about it.
Quote from: Perth on June 11, 2011, 08:37:49 PM
I have a quick question: I don't see a description of "utility" artifacts in the artifacts section. I have been assuming that utility artifacts are merely ones that do things that don't necessarily fall under one of the other categories. Is this correct? Just thought I would ask for clarification.
Utility artifacts include Mortal and Scaping type artifacts.
Quote from: ^ban^ on June 11, 2011, 08:55:46 PM
Utility artifacts include Mortal and Scaping type artifacts.
Great, I see now. Thanks!
Also, might I take Sacha's place, then?
Quote from: Perth on June 11, 2011, 09:25:22 PM
Also, might I take Sacha's place, then?
No, sorry. Firstly, your character is very much a second generation god. Secondly, while I'm frustrated by Sacha dropping out, I don't want to start making exceptions for the guidelines that have been set. With any luck, this will both make myself and MODS scrutinize applicants harder, and remind players that such things
are the death of games like Lords of Creation.
Rules clarification on Create Life
It has been decided that Create Life will be used for the creation of SENTIENT life such as humans, dwarves, devils, etc. The creation of non-sentient life, such as plants, game, birds, and fish, will fall under a broad category of actions I will call "fluffy stuff", and consume no AP. Please update any relevant posts on the IC thread. I'm sorry if this has changed your plans, but the current rules made little sense.
Okay guys, giving Sacha dropping out and a couple of other things, there's been discussion of a restart. I think people can see how this works a bit better, have had more time to see how their gods are going to work, we've clarified a few of the rules, etc. and we can start up again with more gods in the first-generation and get this going properly.
Are there any objections?
Quote from: ^ban^ on June 11, 2011, 09:40:21 PM
Firstly, your character is very much a second generation god.
Oh? Where did I specify this?
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.
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...
(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.
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.
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.
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 (http://forum.battlemaster.org/index.php/topic,687.0.html).
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.
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.
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.
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? ;)
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.
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.
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.
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.
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!
Quote from: Bedwyr on June 13, 2011, 07:38:20 AMCreated with no set physical form like their father, they mimic his style of work, forming new appendages and organs at need.
Did you have something like this (http://geocoinvault.com/wp-content/uploads/2009/05/touched_by_his_noodly_appendage.jpg) in mind?
I admit nothing.
The White Curse: +3 Bane
The frost sun is a devilish artifact. Its a huge mass of mostly-solid substances that orbits around the Earth. It's designed so that when the orbit makes it approach the planet, The White Curse is mostly solid, and it absorbs large quantity of heat from the Earth, and when the orbit is in it's furthest away point, the Ice Sun is largely in gaseous state, expelling said energy into The Void.
As a side effect, perhaps a complementary process of eliminating the absorbed energy, the star's interior contains minerals which exposed to certain conditions emit a resulting high output of white cold light. This seemingly random occurrence happens three times a week at most, and twice a month at least. It is seen as a terrible omen, for sometimes The White Curse emission starts turning cold-blue colored, event which is directly tied to several plagues and curses bestowed upon the planet.
The mechanics posts have been updated with two new actions: Enter/Leave Locked Plane (1 AP), and Lock/Unlock Plane (2 AP).
Name: Laune
Played By: Sypher
Symbol: A Flower
Home: Void
Domains: Fey, Chaos
Favored Weapon: none
Divine Powers: Impulsive, Divine Intervention
Artifact Slot: Utility
Laune does whatever comes to mind, acting on a whim. Playful and drawn towards interesting individuals Laune bestows favor on those of interest but is prone to withdraw it just as quickly if they displease her. Laune's appearance fluctuates with her whims and moods but often appears as a child with grass stains on her feet and with flowers in her hair.
The Alfar
The children of the Dream Lord and eldest of the mortal races.
The Alfar are a race with two primary stages of life. In the first stage, known as Ka'Alfar, they are semi-sentient plants. These plants raze in size and shape from small sprouts to trees as large as redwoods. These plants tend to be extremely prolific, spreading to as much open area as possible. Nutrients are drawn primarily from the soil by a process of chemo-synthesis. This process has an effect of photoluminescence, a hail back to the birth of the race before there was light from the sky. A subsection of Ka'Alfar, kwown as Sa'Alfar, are omnivorous vines, capable of gaining energy through the consumption of both meat and plants, and have only a minimal chemo-synthetic reaction at any time. One in one hundred Sa'Alfar will bud at some point in their life, and in the process die, giving birth to a litter of Alfar.
The Alfar are humanoids, standing an average 6' 5" when full grown. To other races, their appearance would be considered fair, if more angular, and they are generally quick both on their feet and the large red wings on their backs. While they are a generally lighthearted and romantic people, they take dreams with a deadly seriousness. This attitude, combined with the vicious life from which they are born, led to the bloody war of unification early in their existence, leading to the formation of the Alfar Imperium.
Alfar names and family structure, as a result of being plants, is somewhat odd. Each Alfar has three names: a brood name, clan name, and personal name. The full name of Kurgin, the first emperor of the Alfar Imperium, is Kurgin Jloi Kurgin. The first is his personal name, which is choosen by each Alfar at the age of maturity. The second is his clan name, which comes from the identity of the group of Alfar that raised a particular Alfar. Lastly is the brood name, which is the name the group of Sa'Alfar responsible for the birthing are known by. There are currently only two known broods: The Kurgin (ruling class) and The Ular (servant class). All other broods are thought to have been brought to extinction in the war of unification. The Kurgin have dozens of clans, and are by far the larger portion of the Alfar population, while the population of the handful of Ular clans are carefully watched.
As our first rollover approaches, I would like to ask incoming players to consider how they might come into being in the world. While it is possible to simply materialize in the void, you will likely find that a direct relationship with one or more of the elder gods is beneficial. If you're interested in coming from some elder or group of elders, make sure to contact them beforehand so that circumstances can be properly set up.
And as a reminder to those currently playing, it is strongly recommended that you spend all your AP before the rollover and rank up, otherwise you will start falling behind those who have.
Perth
Your most recent IC post contains several issues. See my PM and please correct them ASAP. If not dealt with by rollover the entire post will have to be voided.
Just a minor point, but please be aware you're free to play with/torment the Urdimkal/Dwarves; I dont really have anything planned for them aside from the hardwired obsession with hunting down those who wrong them.
Spine of Atlantis
The largest mountain range (currently) on the planet, the Spine of Atlantis runs roughly from east to west.
Urdimkal
Sometimes disparaging known as dwarves, the Urdimkal come originally from the Spine of Atlantis. Around four feet tall when fully grown, they're heavily built and customarily wear long beards. Urdimkal society is very rigid, ruled over by a hereditary nobility who hold both secular and religious power. The first race to learn to use metals, they work them with considerable ability. Justice is extremely important to the Urdimkal, but also very harsh, once guilt is determined most crimes are punished by death and ignorance is no excuse for unfortunate foreigners.
So who wants me on their team? ::)
Nah, I would rather make my own introduction! It will be something a lot more than just.. coming into being.
Quote from: DoctorHarte on June 17, 2011, 06:04:45 PM
So who wants me on their team? ::)
Nah, I would rather make my own introduction! It will be something a lot more than just.. coming into being.
Still need you to post your char sheet here, btw.
Name: Oofrums
Played By: Adriddae
Symbol: Triangle surrounded by a circle with a line through the center
Home: Void
Domains: Joy, Music
Favored Weapon: Lute
Divine Powers: Impulsive, Progenitor
Extra Artifact Slot: Utility
Oofrums the Joyous is carefree and blissful. He wishes nothing more than to attain happiness and life and to make those around him to enjoy the radiance of joy and happiness. Always excited to please, he is generous and kind. He spreads his sounds and makes many wondrous noises to appease the ears of others. It is his aspiration to make sure everyone has contentment in all worlds.
(Forgot place mine.)
Quote from: ^ban^ on June 17, 2011, 06:43:11 PM
Still need you to post your char sheet here, btw.
At once, Overlord ^ban^ :o
Name: Nicolai
Played By: DoctorHarte
Symbol: A golden fist rising up, inside a circle of vines, with a black background.
Home: The Void
Domains: Nature, Sun
Favored Weapon: Chakram
Divine Powers: Mythic, Progenitor
Artifact: Boon/Bane
Nicolai, he goes where the sun goes. Never seen at night as he is never there at night. He walks the planet nurturing and creating a new habitat that will thrive.. if nothing goes wrong. He is good-natured (haha!) and helpful yet will not divert from his path.
Buin-ak
Zbartivlast's minions that dwell The Abyss (plane). Keep in mind that these are not entirely real creatures, as they exist in a plane, not the world. The Buin-ak are guardians of The Abyss and are horrifying upon sight. Though blinded by strong light, they have a good hearing and a general "sense". They run fast and jump high, but it is possible to escape them by flying (until the Abyss shape-shifts and you are on the ground again). The Buin-ak feed on one's brain, but will most likely eat everything of their victim. They run around in small packs, between 9 and 15 of them. Sometimes they fight amongst each other.
Goralian
A huge land mass (huge land mass, ~1,000,000 sq mi.) has a tremendous biological diversity. Some places are hospitable to the most creatures, others are dry and dangerous. Goralian is not yet connected to any other land mass and is thus to be considered a "continent" on itself
Eyonoi
These creatures, an intelligent species, are half humans, half orcs-or-whatever-is-evil. You might say they look somewhat like zombies. A grey, dark skin, unicoloured eyes, average height... Very crafty people but cruel for nature. Live a nomad's life (for now), destroying most of nature they meet on their way, using its resources to stay alive. When groups of them get lost in inhospitable terrain, they feed on each other's flesh and blood (cannibalism occurs). Unorganized beings without a clear society. Dwelling on Goralian without a clear purpose. Can sometimes be utterly retarded, which might cost them their life.
Black Kingfisher
Zbartivlast's avatar (currently interacting with the Eyonoi). Can only make a few shrieking sounds, but is capable of telekinesis, mind control and what not. Albeit it being a rather beautiful bird itself, the avatar has a frightening appearance. It can grow or shrink in size and move rapidly (skipping "chunks" of land while moving). Usually resorts in the woods to watch others.
Dragons
Much like their names, these creatures resemble your standard dragons (from Dungeons and Dragons) and as such, live longer lives than other living beings. For the time being, when in their dragon form they do not breathe fire, but rather the wind that they create with their wings is enough to rip trees from the ground. While in their humanoid form, they resemble what was depicted in the IC. Pointed ears, eyes that resemble those of a dragon, their teeth are sharper, and their senses are heightened.
Draconis
A small country, like Belgium. (~10,000 sq mi.) Draconis is the island that the Dragons reside on. The edges are rough and do not allow for ports to be created. Towards the center of the island is a lush forest and at the center is a tree larger than the others. This tree marks the home of the Dragons and traveling here is not an easy feat as the Dragons will not take kindly to any intruders on their land.
Nill
Nill is Celona's Avatar, manifested on the island of Draconis in order to lead the Dragons down a pre-ordained path that the god has come up with herself.
Pharos
The dragon that Celona placed the Dragon Heart into upon creation. He has a strong sense of loyalty to Celona, and will serve her until he perishes. He is easily identified by checking for a unique pattern on his chest resembling the leaf from a maple tree without the stem.
Spero
The dragon that Celona made a hero out of. She is on par with Pharos and will eventually become his partner. She is also identified by the same mark on her chest. (Although I do not suggest groping the dragons chest while looking for the mark.)
Quote from: ^ban^ on June 17, 2011, 09:35:18 AM
Perth
Your most recent IC post contains several issues. See my PM and please correct them ASAP. If not dealt with by rollover the entire post will have to be voided.
Modified.
And replied to private message. Let me know if I'm still erring.
Quote from: Perth on June 18, 2011, 08:01:12 AM
Modified.
And replied to private message. Let me know if I'm still erring.
Looks good, I'll add your things to the list tomorrow.
So has roll-over occurred yet? May I work my magic 8)
Roster has been updated.
Quote from: DoctorHarte on June 18, 2011, 07:39:25 PM
So has roll-over occurred yet? May I work my magic 8)
Quote from: ^ban^ link=topic=682.msg11744#msg11744
At Saturday @ 1200 EST, you acquire a small sum of AP.
I find it a bit disconcerting that none of the new characters have posted yet... is there something I missed here? :/
Quote from: ^ban^ on June 21, 2011, 09:06:38 AM
I find it a bit disconcerting that none of the new characters have posted yet... is there something I missed here? :/
I was a bit busy over the weekend and Mondays are always a busy day for me.
But, I think I got mixed up on who was posting what. Were you going to post the part your character plays in Laune's creation or was I?
I was taking a bit of time to post this since I got a bit mixed about what's Sun and what's Moon in this world, but I'm posting anyway. I suppose if something changes I can ask the mods for permission to change here?
Name: Sophia, the Pale (will probably change as she develops a bit?)
Played By: Bluelake (Tali)
Symbol: A full moon crossed by a sword, must be tied to a chain.
Home: The Void
Domains: Moon, Love
Favored Weapon: Sword
Divine Powers: Mythic, Lifegiver
Extra artifact: Utility
Sophia, as opposed to Nicolai, is mischievous, but not in a bad way. She is curious towards everything, especially towards what the other gods are creating around the material world. She won't often appear as an avatar in front of the earthly creatures, but will always try to meddle in their lives. She promotes the feeling of love, love for another creature, love for knowledge, love for battle, love for whatever she thinks can make the world more interesting.
She usually approaches the earth at night, when the darkness covers forbidden yearnings and plans, and the moon is a token of hope for her followers. She carries a sword to symbolize a close battle for something you love.
Quote from: Sypher on June 21, 2011, 02:30:56 PM
I was a bit busy over the weekend and Mondays are always a busy day for me.
But, I think I got mixed up on who was posting what. Were you going to post the part your character plays in Laune's creation or was I?
I've actually been waiting for you to log on IRC so that things could flow smoothly. lol
Weekends I usually leave my laptop behind and go have some.. fun recreational activities with my friends ::)
But I'll do my intro sometime today!
Ghost
A ghost is a half-ethereal half-material being, a soul of a dead man returning to the material plane. The reasons are usually very violent, humiliating or for some other reason suffered deaths, which the person denies to accept. Instead of joining the afterlife, he stays in a limbo until some force allows him to travel back to the material plane to finish its business. The problem is that usually the same force that brings them back also controls them to do their bidding. The ghosts will always try to fight its control, indirectly acting against the controller, but are unable to act directly against him. Should a ghost be killed, its soul is effectively destroyed.
The ghosts can walk through material structures, but not through material live beings, for their own souls act as a barrier. Water slows them down, draining their energy (but not damaging them).
They could be said to be rather weak, but not many types of damage can hurt them. They have very high Damage Reduction against most material-based attacks, and are only vulnerable to fire and magical attacks.
A ghost may wield a phantasmal weapon, if he had one in life, dealing normal physical damage with it, or can use a draining touch, with which he can heal himself.
Never can ghosts leave a certain area they are bound to, unless someone controlling them orders them to, and even in such case, it will cost them, as if they were moving through more thick air.
A single ghost should not be extremely dangerous, though it would be very hard to kill by physical means. A pack of ghosts, however, can severely threaten lives. Explaining: an adventurer finding a ghost in an old manor might be unable to kill it with only a sword, or a small torch. It is unlikely that the ghost will be able to pose a real threat for his life, unless he acts with extreme carelessly. A regular priest or wizard should be able to deal with such creature. An adventurer in the middle of a cemetery at midnight discovering that is the time the whole buried dead men awake as ghosts, on the other hand, will find himself in an almost-sure-death situation.
Walking Corpse
A walking corpse is a an animated corpse of very limited intelligence, lower than most animals. It's sole purpose is to seek living flesh, but it's a doomed quest, for as soon as he strips the life out of their targets, they see a new undead before them, and they have to keep seeking a new food source. Its intelligence is similar to that of a mammal animal.
They can survive in rural areas by hunting animals down and feeding on them, while also attacking unwary travelers. In more densely populated areas it is unlikely to find them, unless contained by necromantic magical means, or in large hordes ravaging the land.
Walking Corpses are particularly resistant to piercing and bludgeoning attacks, being more easily hurt by slashing them, burning them or by magical means.
Walking Skeleton
A Walking Skeleton is a being with no purpose or motivation other than it's masters'. He won't act or move unless having received an order to in the given context, but never on its own initiative. It can be seen as the simpler undead, and it works with absolute loyalty to turn into reality the requests of the Necromancers that usually raise and control them. They need to receive rather simple commands, like "kill everyone who passes through the door" or "kill all the goblins", but cannot understand more complex demands like "kill all those who threat the safety of the princess". On the other hand, for its deeper connection with the controller, it can get implicit orders. In that sense, if the controller knows how to pilot a vessel, it can order the skeleton to "sail", and the skeleton will understand what the controller understand for "sailing". If the controller has no idea of how to navigate, the skeleton won't be able to do more than what the controller might attempt by himself. Its own individual intelligence is similar to that of an insect.
They are rarely found without a master, in which times they can be easily confused with an inanimate pile of bones, and normally are found either in the lair of Necromancers, be it in the reclusive wilderness or in dark corners of cities.
Walking Skeletons are particularly resistant against piercing and slashing attacks, but are extremely vulnerable and can hardly sustain much bludgeoning damage. Magical and burning attacks will also hurt them quite badly.
Lich
A Lich is a being of immense power, and can be seen as semi-gods. It is the voluntary abdication of life for an eternity of negative-energy-fueled unlife, and seemingly unlimited power. They can drain life from people like a ghost, have an immense magical repository, and usually those who reach such state they also have very vast magical knowledge and resources.
An extremely rare sight, a Lich's presence is never unnoticed for long. They can even destroy realms with their vast power. For they tend to be chased and destroyed by their neighbors, since they are a constant threat, they are usually governing territories with low to no alive population, in hard-to-access lands. That is, of course, when they are not governing large empires of subdued mortal populations.
A Lich's body will be similar to a very well preserved Walking Body, and if sustaining enough damage will decay into that of a Walking Skeleton. Draining enough life, he'll be able to regenerate it back into the better state.
Wolves
Wolves are the first children of Sophia, the Pale. They can come in all colors and shades of black, white, brown, gray, ranging to golden and red, but there usually few colors within the same region. Their animal nature makes them see the world in simple colors, and they are often surprised about the difficulty that other sentient life forms feel to know right from wrong. They live in hierarchical packs, hunting in groups and worshiping the goddess who made them. They are mostly nightly creatures, but function under daylight just as well, when necessary. They form lifelong couples, and their friendships see no boundaries. To be accepted as a couple, they must prove their bond before the pack, with a test made by the eldest wolf. This is one of the few rites the packs have.
They are sentient creatures, but they don't have the inherent ability to actually talk or write. Their language is extensive and complex, based on groans, gestures and a primitive ability to connect their minds (only used for really complicated interactions). Usually, such ability is stronger in pups, and start to fade as they start to use the external language for most conversations. A wolf must always practice, or he can lose it completely. The ability to connect their minds is also a sign that distinguish the two types of wolves: the Wolves from the Mythic Wolves. The stronger the ability, more likely it is for the wolf to develop as a Mythic Wolf, though other signs might also show at a young age. The Mythic Wolves are stronger, more agile, and are able to communicate freely with each other through their minds. They are able to use limited magic, related to the power of their Goddess, and it is believed they can hear her voice in their minds. Among the wolves, they are the most free from their instincts, and often travel to meet a companion of another race that hears the call of Sophia. Mythic Wolves most basic magic is the ability to voice out his thoughts in languages he understands (not through their mouths, note it, and they have to know the language to be able to voice it out). The Mythic Wolves powers are much more effective in night time, so they tend to avoid daylight whenever possible.
They are organized in packs with strict hierarchy, based on strength, intelligence and wisdom. The Mythic Wolves are always at the top, so it is not unusual that common wolves try to kill them while they're still pups. It is also a sign of strength for a pack to have many Mythic Wolves, and attests for the quality of their gene pool. It is transmitted genetically, but not with a large amount of certainty. Some of the greatest Mythic Wolves were born from both common parents and had brothers and sisters at the lowest rank in the pack. However, out in the world are many packs of wolves who slowly degraded into wildness, killing their Mythic pups and ignoring whatever trace of culture they might have had. Their intelligence is the same, but the wisdom is greatly diminished, and it might be dangerous to cross their paths.
Sorry guys, I've been having net problems the last few days.
Name: Torus <--Color-coding for your convenience.
Played by: Artemesia
Symbol: Red Lotus
Home: The Void
Domains: Changes, Knowledge
Preferred Weapon: Explosives
Divine Powers: Organized, Mythic
Extra Artifact Slot: Utility
A practical god who is curious about the creations of his fellow gods. Rarely creating anything of his own, he prefers to lead the creations of other gods down his path. Torus wants to see how far any lifeform can progress, as his stance is that he is a tuner among gods. What life they create he modifies. Societies that seek knowledge of their world, heroes who rise and lead their worlds, all come and go, and new ones arrive. The appearances may change through time, but the pursuit of knowledge remains.
But as curious as Torus is of low lifeforms, they simply are that: low. He does not care much for individual creations, only how far they advance before failing. Advances in technology and renowned scientists are the results Torus likes to see. But as a result of his meddling with other gods' creations, he can have varied relationships with them. Some may like his help in raising their creations, while others do not enjoy his interference.
Quote from: Artemesia on June 27, 2011, 11:34:45 PM
stuff about pink
The forum supports HTML in the [color] tag, such as: [color=#XXXXXX][/color]. Something like this (http://www.w3schools.com/tags/ref_colorpicker.asp) can help find specific web-supported colours if you aren't too familiar with them.
Feyrealm - The plane of Faerie
Type: Parallel plane.
Size and Shape: The Feyrealm has topography vaguely similar to the mortal world. It is a sphere and has mountains, forests and oceans.
Gravity: Normal.
Time: Timeless
Morphic Traits: Divinely Morphic
Energy-Traits: minor positive-dominant
The Feyrealm appears roughly like the mortal world but is also a more wild and untamed version. Instead of a sun, it is illuminated by luminescent plants and by stars that fill the sky. It has animals similar to the mortal realm but they are generally larger and more dangerous than their counterparts. Time does not pass like most other places, the inhabitants do not seem to age nor do things do not decay in the same way. They do experience hunger, thirst, and grow tired.
Certain spots in the Feyrealm connect to the mortal realm, allowing creatures to pass between. Known as Faerie-gates, unwary travelers can pass into the Feyrealm on accident and be lost. In the mortal realm, these spots generally are found in dense forests and other uncivilized places.
Pixies - The first of the fey created by Laune and residents of the Feyrealm. They are tiny humanoid figures with insect-like wings. Skilled tricksters, they enjoy playing games on others. Though fragile, they possess magic abilities that allow them to be invisible among other things.
Avalon (The Green Island)
A large island near Atlantis, Avalon is a forested island and home to the Elves.
Elves
The second of the fey created by Laune. They tend to be slender and fair in appearance. They mature slower than other races but in exchange can live long lives. Most elves tend to prefer nature over large cities and the elven tribes tend to be spread out and small in size.
The Emerald Court
The Emerald Court is a gathering of the leaders of the various elven tribes. The Court settles disputes between tribes and meets to discuss issues facing the elven people.
It appears to me that every player has lost interest. Posting for the last month has been - at best - erratic. If I'm wrong about this, and people actually intend to play, I'm going to give you guys four days to respond. If there haven't been enough responses by then, I'll be closing down the game.
I'm still in.
The Feymark Curse Those with this mark may look more wild than others of their race, its exact changes in their appearance will vary by individual. They may have pointed ears or be more slender in comparison to others of their race. The curse is passed on to the children of those first cursed. The bearers of this curse will not be uncomfortable remaining in one place for too long and tend to be impatient in general. They will tend to chafe at orders, have less respect for authority, and have a strong desire for freedom and independence.
Can't come in without Bedwyr's input. I'm guessing Bedwyr's also waiting on Fleugs.
Quote from: Artemesia on July 16, 2011, 12:20:55 PM
Can't come in without Bedwyr's input. I'm guessing Bedwyr's also waiting on Fleugs.
Then stop waiting on them, because I've lost faith that either give a damn.
It's a really cool game idea. It just became way to much information for me to keep up with.
I was waiting for Fleugs, and then lost track of time. I've got another RP that will explain the whole thing and get Artemesia's god into play kinda half worked out, I'll finish it up and post sometime soonish.
Since my posting, there have been only three in-character posts, one "I'm still waiting post", and a player withdrawal. This is quite literally right on the line I was hoping for as a minimum: unless at least one more becomes active I can see little reason to continue spending time managing this game for so few people.
And one that has never stopped posting! :P
Berard, Solari, Perth, Silverhawk, Adriddae, Jimgerdes, Iltaran, and Fleugs have been marked inactive and should be considered removed from the game. If any of these players wish to return to activity they should contact me directly.
Bedwyr will be removed when he makes his death post.
Artemesia has been moved to the Active portion of the table (which I should have done weeks ago).
Quote from: Artemesia on July 24, 2011, 12:53:29 AMLooking above at the airships, the now-advanced autocannons that had since been established at the walls took aim and fired.
Your Urdimkal come from a 20 years research of the use of gunpowder, and would be probably still in the 100 years of Basic Scientific Research. Instead of autocannons, it would be expected of them to have something like primitive cannons from the XV century, or from the XVII if you really want to push it, but there is no way they could have made auto-cannons yet. If you don't mind correcting that, it would be very appreciated. :)
Hey, Ban, about the curse of the Children of the Dream, making them hate unlife, does it imply I cannot raise a Lich Hero to command a group of Alfar against the Emperor? It would require for some Alfar necromancers, at least, to follow the Lich and oppress their brethren.
The Children of Dream are a specific subset of the Imperium. Militant and extremely powerful psions. The curse effected only them; not the Alfar at large.
Entropy Curse on Undead
Curse that causes undead to experience decay in one way or another. For intelligent undead magic may prevent the curse from causing their body to wear out, but their mind would slowly but steady experience the ravages of time making them forgetful and/or slowly lose whatever grip on sanity they might have had.
Sealkie - Another Fey species created by Laune. Their size is dependent on what kind of seal species they came from, the small Fairy Seals, the medium sized Grey Seal or the large Leopard Seals. When in humanoid form, their size stays roughly the same. Like seals, they tend to make their home along the coast where they can easily access the ocean for fishing or escape danger.
Well, the lack of posts make me thing this is dead, so I'll be departing the game.
If people want to continue, and want my god to RP the end of his existence, PM me, and I'll do so.
Laters!
I'm out also. If it starts up again maybe I'll rejoin.
I no longer have the time to run this, despite having the desire. With so many players having left, I am forced to end the game here.
It was fun while it lasted.