World Building Game...


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Dark Archive

3d6 + 257 ⇒ (5, 2, 6) + 257 = 270


ME:
3d6 ⇒ (3, 2, 4) = 9
Stock: 441
Total: 450

UMBRAL REAVER:
3d6 ⇒ (2, 6, 5) = 13
Stock: 4
Total: 17

TROAS:
4d6 ⇒ (4, 2, 5, 1) = 12
Stock: 228
Total: 240

Lantern Lodge

1 person marked this as a favorite.

100 + 3d6 - 18 ⇒ 100 + (4, 2, 5) - 18 = 93
The Feathered Serpentfolk, now long detached from the world below, and only capable of communicating infrequently at best with their former allies are shocked by the sudden advent of the thought singing, suddenly so much more intimately connected they listen long to the new thoughts. To most it is simply lovely, but to some, mostly the more highly trained psych-priests it is deeply meaningful as well, allowing them to watch the rapidly advancing knowledge of the Colony Sophonts. Although the concepts soon race far beyond their grasp they are able to gain some understanding of the concepts on the nature of light, gravity and the orbits of celestial bodies.

Command Race [8] "Steal" Technology
The knowledge of gravity and orbits is quite fascinating to the Feathered Serpentfolk, but only raises more questions given their current situation. The concepts of the nature of light and the ways to manipulate it are turned to almost immediate use though, both in the construction of devices that allow them to watch the happening on the lower world using their existing knowledge of ceramics and the addition of their knowledge in dyes and colourings to create great works of coloured glass which on certain days of the year make their city shine in the sky like a mystic gem set amoungst the clouds.

As the watch and listen to their ancient allies advancing far below the Feathered Serpentfolk yearn to see the great works the Colony Sophonts have been constructing truly, with their own eyes, and this intense yearning is the final step towards something they have wished for for eons, the final capturing of flight.

Advance Race [10] Animal Husbandry
After so long the isolation and desire to see the world below are the last steps required to drive the Feathered Serpentfolk to the necessary recklessness required to draw in and capture the great carnivorous flying beasts of the mountains. It takes a long time, a great deal of effort and numerous tragic sacrifices but in time they manage to get the beasts to the point where they will bear a rider. Finally having this capacity for flight the Feathered Serpentfolk take full advantage, exploring widly around their high home and soaring through the towering wonders of the Colony Sophonts.


I haven't made rolls here since Sunday?

167 + 3d6 ⇒ 167 + (6, 2, 6) = 181


It looks like I should stop presuming people know that they've missed rolls. Sorry, man. :/

Dark Archive

3d6 + 270 ⇒ (2, 4, 4) + 270 = 280


Quasi-but-not-really edit:

Huh, that's kind of a neat spread of rolls.

Cool. Cool. (Also, it's nice to push everything below my avatar.)

ME:
3d6 ⇒ (4, 3, 4) = 11
Stock: 450
Cost: -10
Total: 451
EDIT: I realized I never paid for my Herald of All avatar. Oops!

TROAS:
4d6 ⇒ (1, 4, 3, 2) = 10
Stock: 240
Total: 250

UMBRAL REAVER:
3d6 ⇒ (3, 2, 5) = 10
Stock: 17
Total: 27

Lantern Lodge

Must say I'm somewhat fond of the tension created by knowing Troas could destroy the world at any moment as soon as he gets a chance to come around.

93 + 3d6 ⇒ 93 + (6, 2, 2) = 103


The goddess has spoken, her will be done.

ADVANCE CIVILIZATION (10) Colony Sophonts, Extra-Sakaian Mining Techniques (Lunar and Astroid Sculpting and Transport)

Realizing the desperate need for more readily accessed materials than were currently available for any long-term viable living arrangement, the Colony Sophonts begin looking for ways to acquire those. Using their advanced sensory probes and relays to find many useful materials in the extra-Sakaian bodies they've carefully mapped, they begin to tackle the problem of how to acquire them.

Applying careful observation of these celestial bodies, and the forms and movement of their probes and relays, the Colony Sophonts begin learning that, surprisingly, things behave in non-gravity in environments in some ways similarly to their own aquatic ones, though without the pressure. Combined with their advanced theories and art forms, they begin forming (strictly theoretical) techniques that would not only allow them to mine celestial bodies for needed materials, but scuplt them into beautiful and pleasing (and, most importantly, mobile) shapes, and move them across the distances of void and near-weightlessness without expending much energy or resources.

COMMAND CIVILIZATION (8) Colony Sophonts, Develop extra-Sakaian Colonization Program

Having finally perfected all the basic individual elements to launch a viable long-distance extra-Sakaian colonization program, the Colony Sophonts begin working in earnest to develop all the techniques together in order to create a full-fledged colonization program, carefully factoring in all of the variables, challenges, and using both their conventional thinking and computational style to analyze all the available data they've collected for exactly such a project.

Through a large amount of testing, trial-and-error, and careful study, the Will of All is able to perfect the techniques necessary to launch Explorators and their carefully constructed ships beyond the rim of the world - most importantly, while all of them survive process and the re-entry. The careful study of these non-living tests create a viable program for the living Colony Sophonts.

They prepare for the final push to attempt to acquire the ultimate example of the intelligence, determination, and will: colonization beyond their original world. The Explorators prepare for their ultimate exploration.

From their new vantage point, they believe, they can learn far more about the world more efficiently, as, with their ability to see everything below enables tremendously rapid development, as well as secure themselves from a cataclysm by existing in more than one place.

The first step, they determine, however, is to make a potentially-habitable place for them to live before attempting to move there.

Stock: 9 pts


Yeah, the CS are kind of racing against time there^.


Rolling...

181 + 3d6 ⇒ 181 + (2, 5, 2) = 190


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drop
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ME:
3d6 ⇒ (6, 2, 6) = 14
Stock: 451
Total: 451+14=465

TROAS:
4d6 ⇒ (3, 2, 2, 3) = 10
Stock: 250
Total: 250+10=260

UMBRAL REAVER:
3d6 ⇒ (6, 6, 5) = 17
Stock: 9
Total: 9+17=26

EDIT: bother, early submission. Due to a (very wrong) clock, I thought it was past midnight. Ah, well. Whatever. It'll do for my roll tomorrow.


The goddess has spoken, her will be done.

COMMAND AVATAR (2) Will of All; Send Explorators into the Void

The Will of All focuses its incredible mental energies into creating a set of analyzed systems to successfully launch half of all extant Explorators into the void, in such a manner as to make their journey and efforts not only viable, but successful.

COMMAND SECT (4) Colony Sophonts (Explorators); Explorators, Sekaiform the Moon (and explore)!

The Colony Sophonts gather almost half of their developed Explorators for their greatest mission: ensuring the survival of the race and improving their information-gathering techniques by a large margin. The drift through the void is harrowing, horrifying, and nearly maddening for many, but with the records from the previous expedition, and the Localized Will projection, the Explorators manage to find and secure the various extra-Sakaian bodies they required to place long-term colonization into possibility. The Colony Sophonts utilize many of these materials along the way, perfecting their previously only theorized artform, and creating new ships that have never experienced the drag of a planet's atmosphere or waves before. Many of these are carefully aimed toward the moon, aggregating in a large body near, around, or even on it.

After the first mission was a minor success, a second was quickly sent. Again and again into the harrowing void the Colony Sophonts launched themselves, gathering wasted product from across the star system, and beginning to gain a terrifying understanding of just how vast their "world" truly was - and how tiny they were compared to it.
Over the course of almost five hundred years, the Colony Sophonts gathered and directed materials toward the moon, creating an ever-more-potentially livable locale. The sky over the planet Sekai beings to fill with many new, closer stars, some of which occasionally crash, though most that do burn up long before reaching the ground.

Stock: 20

Lantern Lodge

Burning up before they reach the ground, well that's well and good for those of you who are ON THE GROUND!! >.< Haha

103 + 3d6 ⇒ 103 + (3, 3, 3) = 112


Eh, I was trying to say "burn up in the atmosphere" but staying a bit in-character. But you do have a point. Hm.


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drop
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ME:
3d6 ⇒ (1, 3, 1) = 5
Stock: 465
Total: 465+5=470

TROAS:
4d6 ⇒ (6, 6, 4, 1) = 17
Stock: 260
Total: 260+17=277

UMBRAL REAVER:
3d6 ⇒ (3, 2, 2) = 7
Stock: 20
Total: 20+7=27

This is a purposeful early submission - I don't know if I'll have internet access tomorrow.

If I do, I'll use UR's points to complete her long-term goal...

Dark Archive

3d6 + 280 ⇒ (4, 6, 6) + 280 = 296

Dark Archive

For today 3d6 + 296 ⇒ (4, 5, 2) + 296 = 307


Today roll is 190 + 3d6 ⇒ 190 + (3, 1, 5) = 199


I have a question: How are wars resolved in this?


Rules were never developed to that point...


The goddess has spoken, her will be done.

COMMAND CIVILIZATION/SECT (12) Colony Sophonts (Explorators), Colonize the Moon (and explore)!

The Colony Sophonts are prepared at last. Loading up a large number of potential breeding and resource-creation and sustaining technologies, they launch to the moon itself. The launch, landing, and set up go surprisingly smoothly.

SHAPE CLIMATE /SHAPE LAND(15) The Moon (triangles 21, 22, 23), habitable (by Colony Sophonts) Satellite (21 and 22) and Mobile lanetoid-Ship (23)

Having carefully studied how celestial bodies interact, they have successfully shifted the conglomerate, larger moon they are crafting from it all into a stable orbit, one that will not decay. With all this in place, the Colony Sophonts quickly construct a stable, powerful planetoid capable of sustaining their population, and permitting a powerful growth of their people. In addition, they create the first of what may one day become their ultimate gateway to the stars - a planetoid that is a ship (triangle 23). This ship orbits the moon which orbits the planet.

Though it takes nearly five centuries, the unwavering skill, intelligence, and determination of the Colony Sophonts create their own habitable second home - a home above the world of their origin -, and a gateway to even more.

Stock: 0


Hah! Made it, barely. I rolled yesterday for today, so I'm waiting until tomorrow to roll again. If UR manages to get ten points tomorrow, a second Will of All will come online (one on the moon).

Umbral Reaver:
Hey, Umbral, after the Explorators (hopefully) manage to explore their planet, and the total of three deep-space ships are made and sail out of the game, is it okay if I drop the "rolling" for you? If you'd like, I'll see if I can get you to some evenly spent point-value, and then close out your "account" so to speak (effectively having you "leave" with the Colony Sophonts, though with the ability to come back whenever), and thus leave the current Sophonts running as they are until their inevitable destruction.


Yeah, that's fine. Thanks for helping finish their story. :)

Dark Archive

3d6 + 307 ⇒ (2, 2, 6) + 307 = 317


Glad to!
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drop
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ME:
3d6 ⇒ (2, 3, 6) = 11
Stock: 470
Total: 470+11=481

UMBRAL REAVER:
3d6 ⇒ (5, 5, 5) = 15
Stock: 0
Total: 15

TROAS:
4d6 ⇒ (5, 5, 3, 5) = 18
Stock: 277
Total: 277+18=295

EDIT: I forgot Troas! Sorry! Fixed!


Last roll was Saturday roll, really!

199 + 3d6 ⇒ 199 + (2, 1, 1) = 203

Dark Archive

3d6 + 317 ⇒ (1, 3, 1) + 317 = 322


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drop
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ME:
3d6 ⇒ (6, 1, 3) = 10
Stock: 481
Total: 481+10=491

UMBRAL REAVER:
3d6 ⇒ (6, 5, 4) = 15
Stock: 15
Total: 15+15=30

TROAS:
4d6 ⇒ (1, 4, 3, 1) = 9
Stock: 295
Total: 295+9=304


Monday roll - I will return from work after midnight so I am rolling now.

203 + 3d6 ⇒ 203 + (1, 5, 2) = 211


The goddess has spoken, her will be done.

CREATE AVATAR (10) Will of All (moon, 21)
The achievement of recreating the moon in their own image is a phenomenal one, but cost the Colony Sophonts much. They spend almost as much time recovering from the attempt as they did in their efforts to create their second home in the first place. However, the moon is highly uncomfortable for all those who are there during their stay - it is simply too far from the Will of All. As this information is passed to the Will of All with the cyclical visits and rotation of living arrangements on the part of the Explorators, it generates a solution - creating a second Will of All.

Taking many supplies and nascent brain zooids into the heavens, the Colony Sophonts utilize their Localized Will to train and grow the new Will of All into an adult. The moon now also has a Will of All.

COMMAND AVATARS (4) Will of All(s), Commune, Become One
The second Will of All matures and grows, becoming full and powerful as the first. The Two begin communing with each other over great distances, and the differences between their thought process are effectively purged - they become akin to a singular entity, though each half is only updated when the moon passes overhead (otherwise being too far away). The Colony Sophonts are, at long last, one again.

COMMAND SECT (12) Explorators, Explore! (And make peaceful contact with sentients, and share information and rudimentary technology with the Feathered Serpentfolk!)

As their society recovers from their intense efforts to colonize the moon, and their population grows (or re-grows) and stabilizes in both of their homes, the Colony Sophonts begin taking advantage of their new station, examining the world from above very carefully and transferring it slowly to the world below; After collecting as much information as they can, they set their Sekaian Explorators to move across the whole earth in their flying ships, landing in every region (except where tragedy struck once before) to examine, gather samples, and leave. They purposefully keep their contact with any sentient races brief, but successfully study at least individuals of all of them thoroughly.

The final leg of the Explorators' journey ends in a stop at the Feathered Serpentfolk's new city. There, they visit their long-time allies, and use the advent of Thoughtsong (delighted that they have learned such techniques as well) to teach the Feathered Serpentfolk about many of the wonders they've seen and created. Though much is completely beyond the comprehension of the Feathered Serpentfolk, the most rudimentary of the concepts, how the Colony Sophonts used them, and what they used them for, are clearly taught, though often quite mind-bending for the Feathered Serpentfolk to wrap their heads around. The ideas and concepts of having a Will of All when there is no Will of All (and there being two Will of Alls although only one), turning numbers and thoughts into reality, ensuring that all things move in cycles, and ascension into the heavens to ensure eternal survival are all explained as much geography and mapping of Sekai, its moon, and the void beyond (though this is nearly impossible with three-dimensional map-structures).

The Explorators would sculpt several (very bizarre-looking) monuments within the flying city to better illustrate and teach what they are explaining. It... only helps a little. Still, the vast explosion of information and powerful, alien teaching (which nonetheless has application in their world) heavily influences the Feathered Serpentfolk's art and culture. Note: Hordshyrd, this only persists for this turn, unless you want it to persist beyond that. Mostly it's here for flavor, and to somewhat imitate Lovecraftian themes and elements, even in a non-horrific way. Feel free to do whatever you'd like with it.

After their extended sojourn in the floating city, the Explorators finish their journey across Sekai. The information they've gained floods the Colony Sophont culture, and is stored in both of Will of All's locations. From this point forward, many smaller expeditions are regularly sent out across Sekai for updates and additional information.

Stock: 4

Lantern Lodge

1 person marked this as a favorite.

112 + 3d6 - 10 ⇒ 112 + (1, 6, 5) - 10 = 114

Advance City[10] Ho'Ka'I'Do

The Sophont monoliths are strange towering constructions of strange beauty and deep meaning that escapes the Feathered Serpentfolk for now, they understand the importance inherent in them and make many copies to ensure that the knowledge survives. Although whether they will some day understand the secrets of their ancient allies or the monoliths will someday become simple pieces of art with all meaning forgoten remains to be seen.

As the Sophonts depart from their mission of sharing knowledge the great high psych-priest of the Feathered serpentfolk, his body withered and wasting, his feathers faded all to white, having lost even the strength to raise a spoon to his mouth but with the greatest mind of his people begins to weep, mystifying the younger folk around him, when they ask him why he has such sorrow he answers that it is because the Sophonts are leaving. Most who hear this think he simply means leaving their city, but those few who speak long to him in his final days some time later are given the impression that he did not mean they were leaving the city on that day but instead that they were going far further on some day that had not yet even come to pass, though he seemed to see it as clear as day.

Lantern Lodge

More rolling, waiting for the end. The kobold scholars are by now firmly confused as to why their god would have swept them up from the ground below.

114 + 3d6 ⇒ 114 + (6, 1, 6) = 127


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drop
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ME:
3d6 ⇒ (3, 6, 2) = 11
Stock: 491
Total: 491+11=502

UMBRAL REAVER:
3d6 ⇒ (4, 4, 6) = 14
Stock: 4
Total: 4+14=18

TROAS:
4d6 ⇒ (2, 4, 2, 4) = 12
Stock: 304
Total: 304+12=316


The goddess has spoken, her will be done.

COMMAND RACE (8) Gather More Celestial Resources
The Colony Sophonts, upon seeing the success of their previous two expeditions, send out their forces to gather more resources from the regions beyond their Cradle Planet. They gather a vast amount of resources two and a half centuries, once again nearly doubling the original size of the moon.

SHAPE LAND (6) Two New Planetoid-Ships (moon, 24, 25)
From the materials gathered, the Colony Sophonts form and craft two new planetoids - two new celestial ships to take them to the deepest reaches of reality and beyond. Their efforts going smoothly, they complete these Great Ships within two more centuries.

Stock: 4

Dark Archive

3d6 + 322 ⇒ (4, 6, 5) + 322 = 337


Talked with Troas. We shall see what, if anything, happens, soon.

EDIT: Having worked out the full details of the Colony Sophont plan to excruciating detail, I now know that it will take 73 points to "finish" their story (for now). I wonder if this will all be done before the Cataclysm?


Oh, why not? I've got plenty, and I'm a sucker for a good story, so I kind of want to see them finish, too, now. EDIT: besides, I had it all written out and everything. :)
Transfer of Power: I transfer 73 points to Umbral Reaver
My Total: 429
UR's Total: 77


The goddess has spoken, her will be done.

ADVANCE CIVILIZATION (10) Colony Sophonts; Advance Celestial Eyes (technology, mutation)
The Colony Sophonts utilize their excess resources and all their technology to modify their Celestial Eyes by implanting a highly-specialized variant Colony Sophont without the normal memory or paddle zooids, but maintaining information processing, computational skill, and telepathic communication abilities, creating a powerful suite of information-gathering and telepathy-augmenting living devices that are self-sustaining systems based on the Colony Sophonts' Cyclical Essence design and philosophy; this new development with which they can explore their cradle-planet far more rapidly and thoroughly before, organizing their landing parties efficiently and avoiding many obstacles with these powerful devices.

SHAPE LAND (3) Colony Sophont Celestial Eyes (no actual triangle, spread across the sky)
The successful development and deployment of the Colony Sophont's newly augmented Celestial Eyes within a mere twenty years enables them to effectively instantly explore and catalogue the entire planet. Utilizing their skillful artistry of lightbending and sculpting, they create beautiful displays for those on the moon and on the planet (though races other than the Colony Sophonts tend to find the moving stars somewhat disconcerting somehow, even if extremely beautiful). Their feathered serpentfolk allies sometimes also call these the "Bright Array" or the "Singing Stars" (the latter due to the errant wisps of thought-song occasionally received from these devices, granting extremely accurate, but often bewildering pieces of information; the former because they often array themselves in various mind-bending patterns as they transfer light and information). The world of Sekai is filled with the Colony Sophonts' telepathic communication and the skies are filled with their Celestial Eyes and light bending. These are also used to speak and share with their Feathered Serpent allies, though poorly as the Celestial Eyes are not, themselves, sentient.

COMMAND RACE (8) Colony Sophonts; Additional Celestial Eyes (no actual triangle, spread across the sky... of other worlds)
The success of the Singing Stars is such that the Sophonts begin creating much larger arrays, and using the lunar Will of All's computations, send them en-masse to other worlds, and even the sun, such that they create stable orbits and begin gathering information. This project is long and on-going, however, as the void is very large, and the gap between worlds are enormous. The sudden explosion of Thought-song information from the Celestial Eyes is wondrous and bizarre beyond comprehension to the Feathered Serpentfolk. This is a project that the Colony Sophonts will continue performing more or less "forever". It is not a discrete one-and-done thing. Thus, it's a "command race" instead of a "shape land".

ADVANCE RACE (8) Subspace Long-Range Telepathy Enhancement (mutation)
Having tested their own limits with their celestial resource-gathering, the Colony Sophonts recognize the limitations inherent in their telepathic communication and communion. Taking and analyzing the data their Research Stars have acquired old from triangle 3, they discover methods of delving deeply into reality, and beyond it. In doing so, the brain and memory-pod zooids alter and become capable of utilizing these alternate frequencies of reality to commune and communicate with each other, regardless of distance. NOTE: While the Celestial Eyes also gain the benefit of this mutation, they make for a poor method of communication, lacking sentience at all - thus anything that would come through them, while exceedingly accurate, would be hopelessly bizarre and nearly incomprehensible without the benefit of sentience like that of the Colony Sophonts, or at least a somewhat similar technological and scientific progression and understanding; some kinds of non-sentient computational devices could, in theory, communicate with the non-sentient Celestial Eyes, though the interface and translation protocols would need to be carefully considered and implemented to do so. That said, communication could likely be performed to the Colony Sophonts, but receiving anything back would be quite difficult.

CREATE AVATAR (30) Will of All (one each in M23, M24, and M25)
The Colony Sophonts spawn incredibly vast numbers of their brain and memory zooids to create additional incarnate manifestations of the Will of All, synching up all five localities to create a singular mind in preparation to launch themselves deeply into the Void beyond.

COMMAND RACE, COMMAND AVATAR (14) Spread to the Void, the Planets, the Moons, and the Stars!
The Colony Sophonts, at long last, have completed all their preparations. In a strangely solemn communiqué with the Feathered Serpentfolk, the Colony Sophonts bid them the closest concept they have to a true "farewell" - that of separation and loss, an emotion similar to love, but strongly associate with death. And with this, the Colony Sophonts send three planetoids - with more zooids of all forms than have ever existed on their cradle world - to the void and beyond to learn, explore, and settle all things, leaving behind many wonders and uncertainties for all they have touched. The Feathered Serpentfolk might not understand - after all, the Sophonts are still around, even sharing information with them. If queried, they can only explain that "we have left" - something very peculiar to those who see them when they explain this.


And with this, the Colony Sophonts are effectively sailed out of the game, once the great catastrophe occurs. I will continue updating until either that event takes place or Umbral Reaver runs out of points in a relatively even fashion; I will also be effectively sharing all information with the Feathered Serpentfolk, but it's mostly just going to sound like incomprehensible gibberish - like a rocket scientist using modern English to explain the details of metaphysics to a Gaul subsistence farmer - every once in a while things will sound vaguely familiar, but you're not only talking about a different language, culture, and way of looking at the world, but a nearly incomprehensible set of seemingly irreconcilable data.


1 person marked this as a favorite.

Thanks for the finish to what was once my story, but became truly our story!


That's what the Herald of All is for! It was a great story to begin with, and I wanted to finish strong for you. (I do apologize for my occasional typos, though - I usually did this when it was late at night.) Anyway, I'm really glad you created them. They're incredibly awesome! Also, I love collaborations in general, so that's pretty sweet, too. I'm glad you like it, and yeah, it's a wonderful thing that it's "our" story! And thank you too, Hordshyrd! :D


Rolling Drejk's dice, so he doesn't miss another day...
211 + 3d6 ⇒ 211 + (3, 5, 4) = 223

His total is 223

EDIT: I never actually responded to this, because I lost my internet, and it's a pain with the iPad... and then I forgot. Oops!

Troas wrote:
I will make adjustments later. Tacticslion, I understand the whole amount of work, thanks for keeping the other game up to date!

Hahah! Yeah, it's a real doozy. I appreciate all the work you've put into this one, too...

Dark Archive

3d6 + 337 ⇒ (6, 4, 5) + 337 = 352


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drop
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ME:
3d6 ⇒ (5, 6, 2) = 13
Stock: 429
Total: 429+13= 447

UMBRAL REAVER:
3d6 ⇒ (5, 1, 5) = 11
Stock: 4
Total: 4+11= 15

TROAS:
4d6 ⇒ (1, 2, 4, 4) = 11
Stock: 316
Total: 316+11= 327

Lantern Lodge

1 person marked this as a favorite.

Awww, byebye sophonts, you will be forgotten...

I don't mean that in any unfriendly way, but it's partly the point right?

127 + 3d6 - 28 ⇒ 127 + (3, 2, 6) - 28 = 110

Advance Civilization[20] Psionics - listening to the stars, prescience

The feathered serpentfolk largely don't understand the colony sophonts concept of leaving but an occaisional pang of loss does ripple through the racial consciousness.

The Feathered Serpentfolk marvel at the singing stars their ancient allies have created, their light bursting into the sky before all others as night falls and their singing fills the mind. Some few among them begin to define out bits of meaning from the singing. Pulling astronomical information and recording greater learning about the stars. This advent of greater knowledge mingles with an emerging ability to predict the future, leading to the belief that the stars tell them of things yet to come.

Command Race [8]
As such the feathered serpentfolk begin flying out as far as their steeds will carry them, and constructing omens of warning or good fortune where they believe the stars have given warning, of course most of these warnings come from their prescience, but some come from warnings of events to come on Sekai, asteroids or volcanic eruptions. Whereas others will never occur on Sekai at all but are warnings meant for other worlds altogether.

The warnings built by the Feathered Serpentfolk are majestic and strange, towers of twisting glass, stone circles and cairns all covered by twisiting script in their written language. Which having split off from the Serpentfolks and been so twisted by isolation from other races and influenced by the math-language of the Colony Sophonts is next to indecipherable to every other race, leaving their constructions as vague and ominous warnings rather then the direct and concise warning they are meant to be.


Balthe Synder wrote:

my apologies to everyone. I had posted that this world building just wasn't really for me, however my post I made about that must have disappeared during the forum wonkiness a couple weeks ago.

Sorry all.

So, considering this post in the other thread, which, having talked to him, I think was meant for this one (since he wasn't in that thread), means...

Transfer 9 points to Balthe...
(My stock: 438)


The god has spoken, his will be done.

Stock: 12 points

COMMAND AVATAR (2) the Dwarven Cave System
Teach advanced mining, chemistry, industry, metalworking, engineering (and machinery) and weaponmaking; taken partially from the visiting Colony Sophonts Instead of being a discrete once-only effect, it is presumed that each turn until the cataclysm all the points that would be rolled go into this purpose. The exact amount of advancement will be determined at the time of the first cataclysm.

COMMAND RACE (8) Dwarves; Steal technology and advancements from the visiting Sophonts, adapt for the world below

ADVANCE CIVILIZATION (10) Dwarves; Chemistry, Engineering (and machinery), Industry, Metalworking, and Mining (taken partially from the occasionally-visiting Colony Sophonts) This is only an initial, incredibly basic "advancement" in any of these areas. Their actual advancement will be exceedingly gradual. It is also presumed to have been happening "off camera" as it were. In any event, this doesn't empower the dwarves much at all, everything considered, merely making them masters of the basics of these kinds of things.

The dwarves' own deity progresses them directly in tremendous advancements across the board... advancements taken from the bizarre alien visitors that occasionally slither creepily through the chasms. Still, their carvings and maddened whispers have kernels of truth and power - genuine, lasting power. Over the centuries and millennia, the dwarves slowly replicate elements they discover from the Sophonts, taking their technology and applying it properly. Aided directly by their god directly, the mysterious caverns around them train them how to survive on their own in the depths, against the coldness.

The very caverns around them teaches of the coming need for weapons, and drills them in their basic use to ultimately defend themselves against any that might stand come against them. The caverns themselves warn that the dwarves might not always have its protection.

Note: the dwarves will continue on in this manner until the cataclysm. All future turns are presumed to have 3d6 ⇒ (1, 5, 1) = 7, 7 points per turn going to the above actions. Any left-over points (not evenly distributive) will go into a special event for the cataclysm.
EDIT: functioning tags


A little refresher on what we're working with and why the above happened:

Troas wrote:
Are they making the guns out of stone and wood? You have no metalworking, no gunpowder, let alone lots of advancements towards guns or war machines... also why would they need these, they have no threats except for basic animals unless they are fighting themselves. There is technically no racial enemies for they have not been created. They should not be warring because they are purified and coming together.

Dwarves

Creatures that are highly adept at survival in adverse conditions.
The dwarves begin to come together and purify as a society (x3)
Advance in machinery (x2), Advance [masters of weaponry]
- simple basic tools and machinery
- beginnings of true machines, war engines, and primitive guns
- masters of weaponry: emerging firearms and advance hand-to-hand weaponry

The dwarves dig deeper into the earth creating a single massive city spanning their whole race, they manage create new methods of agriculture that allows them to specialize, rather than live as a race of underground hunter, gatherers.

The very system of caves that their nation is becomes a living personification of the dwarves.

Total advances 4, 3 purify, 1 avatar

The ultimate point of the above is to simply head into the vision that's noted within the spoiler, and undergo the necessary processes to achieve that. Also: no problem, Hordshyrd - you're cool. :)

EDIT: It's worth noting that the outright theft of their technology with no other major interaction means that the dwarves and sophonts likely won't get along very well at all...


Fair warning... I may have successfully summoned the Frozen One...

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