Etella (Inactive)

Game Master Tobaris

Etella map
Dawn of Worlds Rules
Etella Game Document


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Male Deity of Celestial (Sky), Destiny (Herald), Fire (Wrath), Law (Pact), Nobility (Leadership), Sun (Light).

"And I will love to hear the stories about the ones who make it, who travel the the end of the world and beyond to find their loved ones, until they join eternity together!" Karmesh responds to Belisous.

To Pyreous, he gives an approving nod. "That was kind of you, Pyreous, and maybe it will not only test those who are determined, but also ourselves as creators and guardians of our respective realms. If at any future point you need my support, I will be there."

Offering Pyreous an alliance and/or a loan of Power points


N Deity Turn 2:3 complete, 5 points remain
Domains:
Domains: Community (Family), Healing (Resurrection), Death, Knowledge (memory), Repose (ancestors).

Nimeton's mournful cry of anguish is heard from Estella as souls begin to be tortured. Gather power 5: 3d6 + 3 + 1 ⇒ (3, 3, 2) + 3 + 1 = 12"Come to me all of you souls who still have more stories to tell! I shall help you avoid the torment of torture or the unpleasantness of undeath."

Event: Reincarnation for the followers of Nimeton 10p. Reincarnation is 95% a different race. When a soul is reincarnated they have very few memories of previous lives, but devout worship can reveal more.

turn 5 done 2 remain


NG Female Deity Age 2, Turn 2 Complete 1 point remaining
Domains:
Good, Magic (Divine), War (Tactics), Protection (Defense), Sun (Day), Community (Family, Home)

Gather Power: 3d6 + 3 ⇒ (2, 2, 4) + 3 = 11
3 turns at low power for the bonus.

Atresse looks with great sadness upon the horrific things that Eyero has created, even a few of the angels succumbing to undeath. "This must be ended." she says.

"When you die, my children, walk upon fields of green and gold. Walk through valleys of grey and green. Live in cities of gold and silver. Live forever in the True Estrellus that lies beyond."

With her words a plane for the souls of any who are judged to be good forms. An even larger version of the great mountain Estrellus dominates it, surrounded by fields of golden grain, orchards, and a ring of smaller mountains. A few cities sit perched on the mountainside, glimmering with gold and silver.

Twinstar is the name of the city (reply to earlier question). Spent 10 on an event for an afterlife to house any non-evil entity that wishes to be there. We have a Norse style cosmology going on here, with all the different realms for different gods. :)


LN Male Deity Turn 8 Complete 2 points remaining
Domains:
Law, Magic (Arcane), Rune (Language, Wards), Artifice (Construct), Darkness (Moon), Nobility (Leadership)

Gather Power: 3d6 + 3 + 4 ⇒ (1, 6, 3) + 3 + 4 = 17
I think avatars give you a cheaper action each round. Your number of actions (excluding purifying/corrupting a civ/city which the rules state is 1/turn) is only restrained by your power points, so an avatar can't give you extra actions, only cheaper ones. This is balanced in a few ways: One, everyone can have one; two, it costs an initial investment; three, they have a limited action pool; and four, they can be killed, causing a further resource drain to revive them. My two cents.

While his siter takes the necessary precaution against Eyero's vile ploy, Zurakar focuses on the material world. "Imiriel, you have done well in the creation of the Great Library." Zurakar says to his Avatar. "I have another task for you. Find those among the angels who harbor the gift for Arcane magic. Bring them together and teach them that which I have imparted upon you. Form them into a mighty order, and call them the Circle of Magi."

"I shall, my liege," the Angel of Pearl replies.

Afterwards, Zurakar ponders while the Circle is created, and years later he speaks again, "Through this order, Twinstar shall have my power, the power of the arcane. So mote it be."

Finally the Star of the Evening changes the climate of the coastal lands to the southeast of Estrellus, causing generous rains and a temperate climate to prevail. He seeds the land with fruit, vegetables, and grains, leaving a fertile plain capable of feeding nations.

2 points to command my avatar to create an order, 8 points to advance arcane magic in the city of Twinstar, and 4 points to change climate in two hexes for fertile plains. 3 points left for Zurakar, 0 for Atresse.


Male

I think all ten gods have gone on their round five. So turn six? If i've missed someone, just delay this I guess
More centuries fly by, but now souls rest more comfortably, or at least, they have a fighting chance. Omaz Almas wonders at the way time now seems to have more meaning now that mortals measure it.

Turn six gather energy, current 8 PLUS....3d6 ⇒ (2, 4, 3) = 9
for 17

Omaz Almas looks to the Eastern land, and he is not pleased. Nyakushuur runs there virtually unchecked. He fears her poison will just continue to grow. While it still might, he will do what he must to show the saner aspects of nature.

Land extends from its southwest, and more mountains form, difficult to climb so that even the Azzaruki might have trouble, particularly past the tree line. On the other it turns into rolling hills and temperate land at a high rise before hitting the magnificent cliffs over looking the sea. A few islands dot not so far away at all. It is an area prone to storms of great beauty, and high waves now and then, but some mortals may yet want to live for when the storms are not present, the sky is wonderfully clear with the tang of the sea to season it.
One river seems short and rather average, until it races over a cliff forming one of the most stunning and largest of waterfalls as it pours into the sea far below.

3 hexes changed in both shape and climate for 15 total. Omaz Almas will have 2 power points after this.

"Forgive me if I offend, Nyakushuur, but I believe I have taken nothing from you and I saw a chance for expansion where it was needed."

Round/Turn 6 over for Omaz Almas


Power level 4 (Age: 2 Turn: 3 done); Death (Murder), Evil (Fear), Fire (Arson), Madness (Insanity), Destruction

Round 6

Power gain: 3d6 + 4 + 2 ⇒ (2, 1, 5) + 4 + 2 = 14

Belsious glances down at her people.

"They need to be better."

Spending 10 power points to advance the Titan civilization in matters of divine magic.

4 power left.


Male Dwarf (strong blooded) Fighter 3; AC: 20, HP: 37(Current)/49; Saves F+10, Ref +8, Will +8 (2 Hero points)

Round 6 for Dyrm
Gather Roll: 3d6 ⇒ (3, 6, 5) = 14

Total 16 points thanks to plus 2 bonus.
Second attempt since it at my #$#$#ing long post I had.

.............
"We should seek others like ourselves who know what it is to dream so strongly..." Vilgoth told Asoth. The two Vesper had struck up a friendship with not only their natural talent for prophecy, but their interests in it, "I dreamed of many streams becoming a great river, so much stronger than before."

"I saw a ring of mist and shadow form, and while it shifted and heaved like a breathing thing, it held stronger when the wind came. The bits of mist and shadow that were alone were blown away," Asoth nodded, "The signs are clear. We must find the others..."

And so, the High Dreamers formed, skilled prophets and diviners all. Soon, they parlayed their knowledge into power, and while the Vesper did not always call them rulers, they certainly heeded them. When the Dreamers spoke, other Vesper were quick to listen.

Create Order, the High Dreamers. 8 points spent.

..........

The high dreamers were not placid. They told their fellows of what they thought the gods wanted. There, in the Underland, a great city formed. It was a city of twisted spires that hung from the ceiling of the great canyon. Obsidian was formed into black glass and used as windows. Upside down arches looped down and up again, each arch inscribed with seemingly nonsensical runes that glowed and sputtered with alien light. Temples arose, one to Drym, the Shadow God, and the other to Belisious, who offered war and glory. And from the city a great road rose up, and opened the way to the surface through the old caves that had collapsed so long ago.

They named the city Dyrmbel, to honor their patrons.

And for the first time in over a thousand years, those Vesper who were brave enough could gaze at the stars again.

Command race to create City (and roadway), 8 points
Back to zero for Dyrm, end of turn


N Deity Turn 2:3 complete, 5 points remain
Domains:
Domains: Community (Family), Healing (Resurrection), Death, Knowledge (memory), Repose (ancestors).

As Nimeton continues to gather strength: 3d6 + 2 + 1 ⇒ (4, 6, 4) + 2 + 1 = 17 there are individuals within each race that begin to notice the divine presence that seems to permeate all sentient creatures (Create order "The Venerate" 8 points). Upon meditation with the presence (Me) they hear "Pray to Pyreous for inspiration and begin to craft items with metal and imagination. Ask Zurakar to make those items duplicate-able. Consult Altresse to define your defenses. Honor Olmaz Almas and be stewards of the land while gathering resources. During your downtime display your desire with Dyrm, and enjoy yourselves. Acknowledge Nyakushuur for his strength and ressurection. Respecty Eyero and his creations, never underestimate anything you encounter. Befriend Belisous, her madness may prove to be inspiration, and attempt to avoid her blade. Always know with what and whom you are dealing, and deal in proper respect. Honor the correct God for the correct task, as they will aid you most in their bailiwick."(command order 4)

Shape land 3 Create river from fjord coastline north and to the east and south from the mountains to combine and irrigate the land.

end turn 6 with 2 points remaining


Female Deity of Animal (Fur), Darkness (Night), Death (Undead), Healing (Resurrection), Plant (Decay, Growth), Strength (Ferocity).

Gathering Power #6: 3d6 + 2 ⇒ (3, 4, 1) + 2 = 10 (+2 for ending 2 turns in row with under 5 points)

When Omaz Almas starts to shape the lands near her forests, Nyakushuur turns her gaze down from the celestial heavens and watches his work from her vantage point on top of the flying rocks. She sees Azzaruki trying to climb the barren heights, and she sees them fail. Where they die of cold and the lack of organic matter, they re-form from gravel and algae, getting slower and slower each time. Nyakushuur can feel the hunger of her children, a hunger for life, for something within those mointains, and it makes her restless. "You need to feed, Azzaruki, you need to become fast and lean, you need to adapt." She opens her mouth and swallows all life from the area, leaving ash and dust and the dried husks of Azzaruki behind on the side of the mountains.

"I will free you from the circle of my realm, so you may feed upon the prey in those mountains and the plains beyond my forests in eternal unlife." She breathes out again, a cloud of darkness that descends upon the lands she ajust fed upon. The dried corpses of Azzaruki begin to rise again, but they rise taller than their brethren, walking even on two legs if necessary, with longer arms and hunger in their dead eyes. "Rise, Wendigo, rise and roam the mountains and the plains, always hungry, always running, never to stop." And the Wendigo start to roam the mountains and the lands beyond, not bothered by the cold or the lack of trees, for they don't live anymore.

Nyakushuur creates the subrace Wendigo, undead that are damned to roam the lands in eternal hunger. They recreate by infecting the remains of their prey with the seed of hunger and unlife, but only if enough matter remains.

Remaining Points: 0.

I will make the additions to the map when I'm back home, my netbook just gave me the finger when I tried to edit the map and refuses to load any kind of Google scripts right now.


Male Deity of Celestial (Sky), Destiny (Herald), Fire (Wrath), Law (Pact), Nobility (Leadership), Sun (Light).

Gathering Power #5: 3d6 + 1 ⇒ (3, 4, 2) + 1 = 10 (+2 for ending 2 turns in a row with under 5 points)

Karmesh looks down upon the Sireath. "I gave you Nal-Athiemar, The End of All Things, where your essence may rest in eternity. Now, I will give more, to mark you as my children and to allow you to find your path for as long as you walk Etella.

I will give you the wisdom to track my movements, and the movements of my celestial kin, for all things that have been, all things that are, and all things that will be have already happened. See the patterns within the stars and follow the course of my journey, and you will be able to tell right from wrong. Look also upon Zurakar, for his phases hold many secrets for everyone to see, but only few to understand. This is my gift to you, sun-children, use it well."

And Karmesh bestows upon the sireath the ability to read from the stars and the sun and the moon, and they start making charts and calendars, uncovering divine mathematics and the beauty of the natural order of things in the process.

Advancing the sireath with expert knowledge of astronomy, focussed on mathematics and direct applications such as exact calendars or maps. I think it's different enough from Dyrm's latest gift to the Vesper, although a certain overlap might be there.

Points Remaining: 2.


"The peoples need to expand to prove themselves, and require the tools to do so."
Having taken an interest in the fate of the Angels, Pyreous improves upon them.

Gathering Power: 3d6 + 2 ⇒ (1, 1, 2) + 2 = 6
+4 remaining = 10 points.
Advance Civilisation - Angels: Protective Magics

0 Power Remaining.


LN Male Deity Turn 8 Complete 2 points remaining
Domains:
Law, Magic (Arcane), Rune (Language, Wards), Artifice (Construct), Darkness (Moon), Nobility (Leadership)

Gather Power: 3d6 + 3 + 3 ⇒ (4, 4, 2) + 3 + 3 = 16

Zurakar gather in more power and raises another peninsula from the sea. Afterward he spreads more fertile plains to the east.

12 points to adjust 4 hexes of land 4 points 2 adjust 2 hexes of climate. 0 left.


NG Female Deity Age 2, Turn 2 Complete 1 point remaining
Domains:
Good, Magic (Divine), War (Tactics), Protection (Defense), Sun (Day), Community (Family, Home)

Gather Power: 3d6 + 3 ⇒ (2, 5, 2) + 3 = 12

Atresse further purifies the angels and commands Twinstar to build a series of defensive fortifications on Estrellus.

5 points to purify (now +3). 6 points to command city to build walls/fortifications. 1 left.

Sorry bout the short posts today, baby kept me busy.


power: 3d6 + 9 ⇒ (1, 1, 6) + 9 = 17
Probably going to be absent for a bit. I want to take advantage of the few days off work I have. Move on however far you go without me.


Power level 4 (Age: 2 Turn: 3 done); Death (Murder), Evil (Fear), Fire (Arson), Madness (Insanity), Destruction

I'm not sure if we are going to move onto round 7 or not. Here is the power gain for that round regardless.

Power gain: 3d6 + 4 + 3 ⇒ (6, 5, 6) + 4 + 3 = 24


Male
Belisous wrote:

I'm not sure if we are going to move onto round 7 or not. Here is the power gain for that round regardless.

[dice=Power gain]3d6+4+3

We are. Eyero is just gathering it seems and the twins went before him and they were the last on round 6, so go nuts if you want :)


Male Dwarf (strong blooded) Fighter 3; AC: 20, HP: 37(Current)/49; Saves F+10, Ref +8, Will +8 (2 Hero points)

Round 7 Dyrm
Gather: 3d6 ⇒ (1, 4, 5) = 10+3 for third round ending 5 or less

13 points total.

And finally Dyrm turns his attention to the afterlife... a new gate forms from the warrior's feasthall he made. A hulking shadow of demonic visage guards it like a bouncer, and this being answers to Belisious and Dyrm. The gate leads to a great city of sensation and shadow in his own plane. It is a winding gothic metropolis with gaming halls and feasts, with taverns and places for dancing. Almost every vice that is not harmful to others can be tried here, and yet, there are places for challenges, for honing skills. For trying your luck in deadlier games IF you are willing.

Round 7 over. 3 points left for Dyrm.


Male

Round 7
Omaz Almas is not pleased by the sight of the Wendigo, "So be it, for now." His rumbling voice is cool, but there is a pressure underneath it.

Gather for this round...
3d6 ⇒ (4, 5, 2) = 11Plus 1 for starting below 5, added to the two he has and we have a total of...14

His peninsula continues to expand deeper into the inward sea. It is not much, but it is something. While lightning still flings at the shores now and then, there are small woods dotting this area as well, profoundly normal.
Mmm climate required... and one hex growth so 5 points spent there.So 9 points left.

End turn.


Round 7
Gather Power: 3d6 + 3 ⇒ (6, 4, 1) + 3 = 14


N Deity Turn 2:3 complete, 5 points remain
Domains:
Domains: Community (Family), Healing (Resurrection), Death, Knowledge (memory), Repose (ancestors).

Gather Power #7: 3d6 + 2 + 2 ⇒ (5, 2, 3) + 2 + 2 = 14


Female Deity of Animal (Fur), Darkness (Night), Death (Undead), Healing (Resurrection), Plant (Decay, Growth), Strength (Ferocity).

Gather Power #7: 3d6 ⇒ (2, 6, 6) = 14 (+3 for ending 3 turns in a row under 5 points)

Nyakushuur turns around, sniffing the wind, tasting the soil, and drinking the water. "There is something wrong with Etella, an inbalance of some sort... maybe Wendigo is the reason, maybe not. But let my next touch be a gentle one, full of life and wonders, to see if it brings back the equilibrium."

And she spits out the soil into her hand and blows it off into the sky, where it becomes a cloud of green lifesparks and seeds. Around the world this cloud travels, bringing exotic life and wondrous creatures to two places on Etella. One place becomes a lush jungle, filled with fruits and berries never seen before. The second place becomes a hill country covered with wild flowers, bewitching the senses of mortals with colors and perfume.

6 Points for 2 hexes

Points Remaining: 11.


Male Deity of Celestial (Sky), Destiny (Herald), Fire (Wrath), Law (Pact), Nobility (Leadership), Sun (Light).

Gathering Power #7: 3d6 + 2 ⇒ (3, 4, 1) + 2 = 10 (+3 for ending 3 turns in a row under 5 points).

Karmesh looks down upon the sireath, and he sees strength, honor, and dedication. But the sireath live in small settlements, spread across the southern marshlands, with no one to guide all of them in the daily affairs of mortal life. Some tribes prosper and grow, but some fall prey to the hazards of the desert, or the poisonous realms of Eyero and Nyakushuur.

Karmesh notices one of exceptional wisdom and strength among the sireath, Egartan. He stands tall, and his words speak of truth and honor. Under his guidance, a larger group of sireath had gathered, and his gaze often went skywards to seek answers in the celestial movements. And the Lightbringer decides to answer this one. "Egartan, I hear your questions, and I see your guidance and your strength. Fear not, for I will make you my herald. You shall be a leader among the sireath, to guide them, to defend them. Accept this gift of mine, and I make you the first Priest-King of my people, the first one of a glorious dynasty to follow."

Egartan accepted the gift of Karmesh, and he became his avatar. A great many legends began to spread around, causing several tribes of sireath to gather in one place and see the divine herald for themselves.

"Now that you gathered my people, Egartan, you shall create a place for them. A safe place, with houses built from fired clay. A divine place, towering over the fertile marshlands, closer to my light. A just place, where you will judge over my people. A place of trade and music, where people from all over Etella may come together. This will be the city of Suukarmeshar, The Seat of Karmesh."

So the sireath under Egartan's command began to erect a city on top of an artifical hill. Thousands of hands worked hard under Karmesh's light, but slowly the city began to take shape and it was a beautifil place, where green terraces promised cool shadows and portals built from enameled bricks showed scenes of Karmesh's divine history.

Spending 10 points to create an avatar, and 2 points to command the creation of a city, Suukarmeshar.

Points Remaining: 1.


NG Female Deity Age 2, Turn 2 Complete 1 point remaining
Domains:
Good, Magic (Divine), War (Tactics), Protection (Defense), Sun (Day), Community (Family, Home)

Gather Power: 3d6 + 1 + 3 ⇒ (2, 5, 1) + 1 + 3 = 12

Atresse draws in her power, and this time turns her attention away from her angelic children. Instead she creates the first of a race yet unseen on Etella, a dragon. This particular one is covered in scales of every type of metal, from common copper, silver, and bronze to the mythical mithral, adamantium, and orichalcum, and every metal between. His eyes shine like diamonds in sunlight, and his breath is pure holy energy.

"You are Vinaretaar," Atresse says solemnly, "first of the dragons and my eternal avatar. I have but one task for you at the moment, but it is a monumental one. Go to the fertile plains east of Estrellus and create there the race known as Men."

10 points to create an avatar. 2 points to command the avatar to create a race (can only be performed once by an avatar of a given god). 0 points left.


LN Male Deity Turn 8 Complete 2 points remaining
Domains:
Law, Magic (Arcane), Rune (Language, Wards), Artifice (Construct), Darkness (Moon), Nobility (Leadership)

Gather Power: 3d6 + 3 ⇒ (5, 3, 2) + 3 = 13

Zurakar gathers his power and dredges up the last bit of land that he intends to pull from the sea. A smallish hilly island off the northern coast of his fertile plains. He then causes a forest of very tall, straight trees (redwoods basically) to grow upon the island.

After the last of his land is created, he speaks to Imiriel. "My Avatar, go amongst the angels once more and bring them my command. Create a school at which all angels, and those who prove themselves your allies, can learn all the great mysteries of the world. Call it the Celestial Academy."

Once the Academy was completed, Zurakar himself issued one more command to the denizens of Twinstar. "My children, create a great cathedral where you may honor the three righteous gods who hold you in their hearts: Atresse, Pyreous, and Zurakar."

3 points to bring up and island and 2 create a forest on it. 2 points to command my avatar, and 6 points to command Twinstar. 0 left.


Male

Omaz Almas' growing anger at Nyakushuur fades somewhat as she makes beauty spread. There is something in her that is better than the whole. I am sure of it. But the toxins, how can I rid them from her? Or can I ever?

The first cities spread over the land. And then the first dragon makes the first men.

This age is ending, It is the last hurrah of the spring of the world. The summer shall be hot and blistering I fear.

Turn 8
Gather Power: 3d6 ⇒ (3, 1, 6) = 10+9
19 total

Omaz Almas calls to members of all races, of all climes. Those who know and love nature in its myriad form hear his call.

They hear his voice along the desert winds.

They hear his voice in the mountain thunder.

They hear his voice in the crash of the waves as they hit the shores

And they hear his voice as it whispers along the leafs.

The world has druids.

And they begin their guardianship of the wild for they shall be needed in generations to come.

Create Order, 8 points spent. 11 points left.

Then, a lush temperate forest arises around a single mountain, a home for the druids to start, but they will no doubt be everywhere the wilds are, ready to defend. Strange standing stones, seemingly touched by no mortal hands, arise in a ring.

One hex on eastern land altered. 5 points total for hex and climate. Odd standing stones for flavor ;) 6 points left, end of Omaz Almas' turn


Male Dwarf (strong blooded) Fighter 3; AC: 20, HP: 37(Current)/49; Saves F+10, Ref +8, Will +8 (2 Hero points)

Turn 8 for Dyrm

Dyrm also feels the coming change, but rather than sorrow, he feels excited.

Gather Power 3d6 ⇒ (5, 4, 2) = 11 +3 for starting at 5 or less so 14 total.

Recalling the islands he made, he realizes they maybe of us, and breathes upon them. The islands become tropical, lush, and beautiful. Sandy beaches and white waves, colorful birds flutter about on lazy warm winds.

One group of birds sing beautifully at the dawn of Artesse's sun, and their feathers bear the colors of that same dawn.

Perhaps Drym sees it as a romantic gesture to win said goddess' approval, or perhaps he's just following a whim.

I remembered I hadn't done climate changes for the islands, so 10 points spent which will be cheaper than later ;) Total now 4. End Dyrm's turn


N Deity Turn 2:3 complete, 5 points remain
Domains:
Domains: Community (Family), Healing (Resurrection), Death, Knowledge (memory), Repose (ancestors).

gather power 8: 3d6 + 14 ⇒ (4, 4, 4) + 14 = 26

"The seas seem to be devoid of sentient life, time to make a change." tiny motes of light fly out of every sentient being and disappear into the ocean. After about 100 years a huge winged serpent comes flying out of the water, circles for about a mile then dives back into the sea. "Well that is thrilling. I wonder what will be happening next"

Next phase I guess


Pyrous gathers power one last time before the end of the age.
Gather Power #8: 3d6 ⇒ (6, 5, 6) = 17 +14 remaining from last turn. (31)

Create a mountainous island to the south, a frost-covered land of ice and snow, but rich in minerals.

(Create Land 12pts).

He then splinters a race from the Sea Drakes and creates the Jormundgandr or Frost Wyrms.
12 points

7 remaining.


NG Female Deity Age 2, Turn 2 Complete 1 point remaining
Domains:
Good, Magic (Divine), War (Tactics), Protection (Defense), Sun (Day), Community (Family, Home)

Gather Power: 3d6 + 3 ⇒ (1, 5, 6) + 3 = 15

As the age draws to a close, Atresse gathers in one last surge of power. She sees that the home of men is dangerously close to the mountains inhabited by the Titans, but she has a plan.

"Brother," the Sun Goddess says, "can you focus your energies on the land once more, that I may make the world safer for men to live in it? I require tracts of mountains and forest."


LN Male Deity Turn 8 Complete 2 points remaining
Domains:
Law, Magic (Arcane), Rune (Language, Wards), Artifice (Construct), Darkness (Moon), Nobility (Leadership)

Gather Power: 3d6 + 3 ⇒ (5, 3, 4) + 3 = 15

"Indeed my sister, I can." the Moon God replies. With that, Zurakar creates a small range of mountains and forested hills at the tip of the eastern peninsula.

Afterwards, Zurakar returns his attention to the angels. He purifies them, showering them with his divinity. Finally he speaks to his avatar, "Imiriel, the best way to create peace between peoples is by trade. With new races springing into existence all over the world, Twinstar needs a grand bazaar where it can trade with those of other races. I bid you make this happen."

6 points to alter the geography of two tiles. 5 points to purify the angels (now +4). 2 points to command my avatar to command the city of twinstar to create a grand bazaar at the base of the mountain. 2 points left.


NG Female Deity Age 2, Turn 2 Complete 1 point remaining
Domains:
Good, Magic (Divine), War (Tactics), Protection (Defense), Sun (Day), Community (Family, Home)

After her brother has made good on his word, Atresse turns her attention to the nearby titans. After watching for years, she identifies several individuals who are less wild and mercurial than their brethren. She goes to each in turn and instructs them to walk east, past the land of humans into the new mountains and forest that await.

Once they have arrived, Atresse appears before them, with the great dragon at her side, and begins to speak. "I have called you here because I believe that you can form a great civilization, rather than be only unthinking forces of nature. I will give you the gift of brotherhood with the men who live nearby, and together you will be strong." Atresse then works a transformation on the stony titans that followed her. They become creatures of flesh and bone, large mirrors of the men that live nearby. "You shall be known as giants, and these mountains are your home. You will share the bountiful plains and forests beyond with your human allies."

She then turns to Vinaretaar. "Your role is to promote the brotherhood of man and giant. Bring them together to create a city on the coast, where the mountains meet the plains. This city shall be called Atlas."

12 points to create the giant subrace from the titans. 2 points to command Vinaretaar to create a city where both humans and giants live. 1 point left.


Power level 4 (Age: 2 Turn: 3 done); Death (Murder), Evil (Fear), Fire (Arson), Madness (Insanity), Destruction

Gather power turn 8: 3d6 + 24 ⇒ (3, 3, 2) + 24 = 32

Muhahahahaha, just enough.

Belisous glares at Atresse.

"Creating more beings to destroy the natural world? No matter, the giants will be mine in the end... In fact they already are."

With that Belisous reveals the dragon Vinarettar flying through the sky. Then suddenly a flare of bright light encompasses the dragon, and it is forced to land... Right in the middle of a giant ambush. The dragon is confused long enough for some giants to begin attacking, but they don't harm the dragon very much. Suddenly a giant larger than anyone else comes forward and slices of the dragon's head before it can attack. She raises the head of the monster high and throws it to her fellows so that the precious metals it's made of can be divided. She also crafts new weapons from the bones, and scales of her fallen enemy. She then travels back to the city Atlas, and it begins to take a much darker turn with the giants. Suddenly things that were not accepted become less adverse, and one can perform the deeds with a permit. Then Belisous does here darkest deed yet. She creates a burning hatred in the heart of the giants for the humans think they are so much better. War is declared, and a call is heard across the city for an army to be raised. The army comes together quickly, and then they begin their purge of the humans rallying under the banner of Venessa the Dragonslayer.

10 points on a catastrophe to kill Vinarettar. 10 points to create an avatar Venessa. Then 4 points to advance Giants -1 on corruption/purity scale (now at 0: neutral). 2 points to command Venessa to command the city to declare war on the human race. 6 points to command the city to raise an army. Now there is an army of giants murdering the humans in the city. 0 points left. Turn 8 done.

"Let this be a warning to all who think to mess with my Titans. I don't get mad. I get even."


NG Female Deity Age 2, Turn 2 Complete 1 point remaining
Domains:
Good, Magic (Divine), War (Tactics), Protection (Defense), Sun (Day), Community (Family, Home)

"You have only roused my anger, you pathetic cur," Atresse screams, eyes wide, burning with the fires of the sun. "You slay my avatar, you kill my people and try to usurp them from me, and yet you lecture ME about DESTRUCTION?!? Destruction is all you crave. It is all you know! AND YET YOU LECTURE ME?" Atresse takes a few breaths, composing herself somewhat. She is still enraged, but no longer screaming. "I will spend all my strength to drive you back from this world, foul creature. But first, I will repair the damage you've done."


Female Deity of Animal (Fur), Darkness (Night), Death (Undead), Healing (Resurrection), Plant (Decay, Growth), Strength (Ferocity).

Gathering Power #8: 3d6 + 11 ⇒ (5, 3, 2) + 11 = 21

"Azzaruki, you shall wander my realms in the west. I will guide you over the seas, creating islands and archipelagos for you to cover the distances. Wendigo, you will follow, guided by your hunger and your desire for living things, and that shall be be guidance enough."

Nyakushuur goes to the continent in the east, and starts walking on the ocean surface, to the west. On heir way, she seeds patches of growth between the waves, raising islands in her wake.

9 Points to create numerous islands between both continents, most of them within sighting distance of each other, allowing Azzaruki to swim on driftwood from island to island. Wendigo follow them, on their own, darker paths, not bothered by the need to swim.

Points Remaining: 12.


Male Deity of Celestial (Sky), Destiny (Herald), Fire (Wrath), Law (Pact), Nobility (Leadership), Sun (Light).

Gathering Power #8: 3d6 + 1 ⇒ (2, 6, 3) + 1 = 12 (+3 for ending 4 turns in a row under 5 points)

Alarmed by the appearance of war in the north, Karmesh orders Egartan to protect the city. "Gather the strong ones, skilled at arms, to form an army and protect the city and its surrounding territories from any harm that may come upon you."

While Egartan goes out, follwoing his god's wishes, Karmesh picks a young architect from those who built his city, Nanesar. He appears to him as a small aspect of the sun coming down from the skies and hovering above him. "Nanesar, you show great promise, so you chose you to lead a new project, now that the city itself is almost done. Go the the holy area, which is a flat space right now, and errect a temple. Go and errect the biggest temple seen on Etella, with an everburning light on top for everyone to see in the troubling times ahead."

So Nanesar leads the city's architects and engineers and they build a massive ziggurat, following divine mathematics and alignments in the process. Several hundret feet above the city the ziggurat grows, and within the chamber of ceremonies on top of it they ignite an everburning fire, visible for miles around Suukarmeshar.

2 Points to command Egartan to raise an army, and 6 Points to command the city to built a ziggurat.

Remaining Points: 7.


Male Dwarf (strong blooded) Fighter 3; AC: 20, HP: 37(Current)/49; Saves F+10, Ref +8, Will +8 (2 Hero points)

'When the Silver Sun in kindness extends, The Mad Lady will Avenge. Giants shall fall in triumph, and a the love kissed scales of glory shall be sundered. Blood will be the ink of the last chapter of the First Age, and by this you shall know the end of the beginning and the beginning of the next age. Shadows shield us all from what is to come' - From the writings of the High Dreamers

Dyrm had paid this verse no mind when the High Dreamers first wrote it centuries ago. He wasn't one to look to the future, he preferred games of chance over strategy movement of pawns. But now the words came back to him, and he felt a flush of pride.

Or he would have it weren't so agog at enjoying the show.
Two of the goddesses now squared off against each other, lines had been drawn, and where there were lines, there were chances to step back and forth over them.

Round 1 of Age 2!

[B]"Well, so the age of creation is over at last! NOW it gets exciting," The laughing mask rubbed his hands in glee. The energies of the world tasted different now. Less raw, less primal, there was a new spice to it.

Dyrm found he liked the flavor of it.

Gather, +3 for still 5 or under. So 4+3+ 3d6 ⇒ (2, 2, 4) = 8

15 total.

Many humans are slaughtered, some flee. One woman is plagued by nightmares of her escape even as she huddled trying to avoid the giants.

Drym remembers humans from ..well, he's not sure, but he recalls them, "Well, we can't let them all die I suppose. Mmmm..."

And one evening, the woman finds her fears vanishing. A lover cloaked in shadow intrudes upon her dreams an turns them most pleasant. She thrashes under her thin sheets as Dyrm and she exchange passions.

And in time, she gives birth to a most unusual child. Kalaxus the Raven Eyed, he is called, for his eyes are surprisingly dark, as is his long ebony hair. The boy is clever from the start, cunning in all ways. He becomes a trickster rogue, the sort legends are spun about.

And sometimes, his father speaks to him.

Create Avatar: Kalaxus, 7 points

Relying on trickery, rather than brute force or just raw courage, Kalaxus methods help many survive the giants. And indeed, so that the game does not end, Dyrm grants men a most precious gift.

Survival. Humans will know how to adapt, how to thrive even when they should be wiped out.

Advance race, humans now excel at Survival better than anyone. Whether it is by cunning or dumb luck. 5 points spent.

Kalaxus is not always the hardest working of avatars. He prefers to steal, trick, drink and bed women to heeding his father's whims. Which is why, one night, while he sleeps between two maidens, Dyrm possesses one and speaks to his son in his own voice, "You've done well, but I have another task for you."

"GAH!" Kalaxus crawls back from the nude woman with his father's voice and eyes, "Father, promise to never do this again and I'll get you whatever you want."

Dyrm chuckled through the nude woman's lips, "No promises. Now, we both know you don't keep all your wealth in one pouch. So too, men must scatter and spread. Take your followers FAR to the other side of these lands, and form a city of your own. You need not stay there always, but men must scatter far and wide if they're to survive and that area has no giants."

"No giants? Sounds wonderful.. are there any other dangers?" His son asked

"There are always dangers my boy. I expect many of you to die on the trip."

"Thank you ever so much, Father," Kalaxus said flatly. Still, he arose and gathered many men and women who would follow him. Time passed, and dangers abounded, but eventually they made it past the great desert, and founded the city that would come to be known as Kalax.

Command Avatar found city. 1 point.
2 points left. End of Dyrm's turn


Male

Round 1 of Age 2!

Omaz Almas cannot say he wept for the war between giants and men. He disliked cities and perhaps this would discourage it. The dragon's loss was...unfortunate. It had been lovely.

Yet his greater concerns were for the undead tyrant who no doubt was building to something overwhelming, and Nyakushuur spreading like a disease across both continents.

Then Dyrm not only created ANOTHER city for men, the fool granted them a gift he no doubt did not fully comprehend. Between undead abominations and men spreading across this world as they did my old one, it is harder to guess which will be the greater threat in the long run. The latter may yet encourage the former.

Omaz Almas feels old. He has now survived the birth and death of one world, and already the spring of this world as well. Still, he was a god, and he had never been one to just fade away.

Gather Power, the current six points plus... 3d6 ⇒ (6, 1, 4) = 11
So 17 total

"It is time for children of my own," Omaz Almas declares. In the pass of renewal spirits are reborn into the world again, for some it was not the first time, for others it would be their first great movement along the wheel of the afterlife back to the living form.

He guided spirits to a stream trickling down a mountain, and that stream joined a river...and along it, deer drank and the spirits infused them. Under the eyes of the mountain chief, they were reformed and born anew into beings that might, at first, resemble tall men. But great antlers burst from the foreheads of the males, more delicate nubs from the females'. Strong builds were given to them. Their lower legs would eventually become covered in fine short fur and end in hooves. No doubt most would refer to them as Stag-Men, but their creator had another name for them.

"You are Herne. Born of the hunted, now you will be the greatest of Hunters. Keep nature pure, adhere to the old ways always, and I shall not neglect. Depart from me, and know my scorn."

Race created, the Herne. Picture descriptions of horned celtic barbarians with hooves and you've got a start. 6 points spent for creation. 5 points spent for Advancing Civilization- Herne are now the premiere hunters in the world. Alignment neutral

And still Omaz Almas is not done.

Vinaretaar lays slain, torn apart by the giants... yet the blood of the once noble beast lays pooled about in great quantities, and ignored it seems. A mistake Omaz Almas thinks, For in blood, not metal, is the true worth of a creature.

"It is not proper that the first should be the last and only. It is not right, that this world should be denied dragons so soon." The blood begins to bubble, "Though they may never be great in number, I will not allow such creations to fall entire. From the blood of Vinaretaar, I say let there be a race born. Let there be... DRAGONS!" Bursting out of the blood, as if breaking the surface of a red lake, come dragons. Just as jewels might be found within a metal ore, the dragons seem to come out in gem stone hues. Ruby scaled dragons flutter out one moment followed by Emerald skinned wyrms. Dragons with Sapphire wings dance into the sky while other dragons glimmer like diamonds.

To the other gods he says, "Redeem them or damn them as you must, but I could not let such power and majesty pass from this world."

Create Race... Dragons. They come in Gemstone like colors and appearances. Powerful but not fecund. They're as prone to extreme alignments, but currently it all balances out. If anyone wants to claim a particular gem hue as a subrace go for it :) 6 points spent... and darn, I'm down to zero again. End turn.


Pyreous gathers power once again.
Gather Power - Age 2 Turn 1: 3d6 + 7 ⇒ (4, 5, 5) + 7 = 21

Pyreous speaks to Pyros of the Angels, "It is time to spread your wings, and bring my truth to the other races. Make each race use their own talents to serve the Pyrovar."
Command Avatar: Command Order - Spread: Initially to the Home of Men. (1)

Not finished my turn yet, just out of time to post...


Power level 4 (Age: 2 Turn: 3 done); Death (Murder), Evil (Fear), Fire (Arson), Madness (Insanity), Destruction

Age 2 turn 1: 3d6 + 1 ⇒ (4, 2, 2) + 1 = 9

Belsious glances down at the world and decides that it doesn't have enough races yet, so she adds a few. The dragons circling around the sky a few begin to feel a close connection with the ground. They spend most of their time there, and as they do a change comes over them. They begin to have more rocklike features, and they begin to live for longer, and longer spans of years until finally they stop dying completely. The dragons no longer hunt instead they sit in the lofty reaches of mountains and begin to hoard knowledge of the world. calling themselves The Enternal Dragons the completely ignore anything that doesn't threaten them. Not very happy with the way these new dragon's turned out Belisous quickly cause her avatar to birth out a race of horrors. They walk across the land spreading nothing, but life as they go. Such beings seem like the epitome of goodness as they cannot kill anything living, but they have a much darker purpose. As they keep everything from dying the souls of those they save become smaller, and crueler. They give physical health, but take away goodness of spirit, and Belisous ironically names them The Spirit Healers.

Spend 4 points on creating a sub-race of dragon neutral. 1 point on commanding Avatar to create a neutral race one time only use. 2 points left.


Power level 4 (Age: 2 Turn: 3 done); Death (Murder), Evil (Fear), Fire (Arson), Madness (Insanity), Destruction

Actually 4 points left not 2.


The Angels brought by Pyros integrate with the City of Atlas, creating the Aasimaar, a crossbreed of the Humans and the Angels, who start to appear in great numbers.
Create Subrace: 4 pts, (16 remaining).

The melting pot of the City of Atlas becomes a centre for innovation, and Pyreous imparts to them the secrets of forging and smelting.
Advance Civlisation: Metalcraft 5 points, 11 remaining

The Frost Wyrms learn the power to command the primal forces of the weather, specialising in manipulating temperature, as a result of this, their isle becomes still colder.
Advance Civilisation: 5 points, 6 remaining


NG Female Deity Age 2, Turn 2 Complete 1 point remaining
Domains:
Good, Magic (Divine), War (Tactics), Protection (Defense), Sun (Day), Community (Family, Home)

Gather Great Power: 5d6 + 3 + 1 ⇒ (5, 1, 5, 2, 4) + 3 + 1 = 21

1 point left over, 3 points for at least 3 turns at 4 or less.

In the aftermath of the Great Betrayal, Vinaretaar lies dead his spirit now in the True Estrellus that lies beyond. Giants corrupted by Belisous' avatar have driven men from their first city, and Atresse knows that Belisous' only hold over the giants is this foul being. "I will cut out this cancer, and free my people from death.", she says.

As she plans her strategy, gathering in great amounts of power, she notices a small number of humans who revere the First of Dragons for its role as their creator. One among them is a mighty warrior, and through bravery and stealth he has recovered a number of Vinerataar's scales and bones. The man's name is Radakar Ghest, and he will be the first step in the Sun Goddess's plan. Atresse appears before those who worship the First Dragon, with Vinaretaar's spirit in tow, and speaks, "You, my children, who hold my fallen avatar dear, shall be witness to my new avatar's birth. Radakar, come forth, and bring with you the scales and bones of Vinaretaar."

"Yes, my goddess," the man says, as he lays the remains at her feet.

"You are the first of the Dragon Souled, who will be the instruments of my will on this world." As she speaks, the bones and scales are transformed into a large, but exceedingly light, sword forged from mithril scales with an adamantine scale hilt, a shield whose frame of bone is covered in multihued scales, and a set of platemail whose color changes constantly. Atresse speaks once more, "Vinaretaar, as you did in life, serve me now, become a part of these armaments, and grant their bearer your strength and wisdom if they be true to me. Radakar, as the first, it shall be your charge to defeat the foul Dragonslayer and bring peace and unity to man and giant once more. You shall also find one to train, for they will take your place as my avatar when you die. The one you train shall do the same, on and on, into perpetuity."

Radakar did as commanded, and raised an army from the men. As he did so, Atresse formed another army, this one from the giants that still held true to the godess that made them. "Throw off the shackles of death and destruction my children. Help to defeat the demon in flesh that is Venessa the Dragonslayer. You will feign allegiance to her, and when the humans attack, you will allow the Dragon Souled to kill her, bereft of allies."

And so, Radakar led the humans back to Atlas, for vengeance against the Dragonslayer and for unity with the giant brethren. At the beginning of the battle, it seemed that Venessa's forces were far greater, but Atresse's plan worked. The giants who volunteered for Venessa's personal unit left her at a critical moment, and Radakar and his men had the Dragonslayer to themselves. Many men died to her, but in the end she was brought low with javelins, and Radakar struck her head from her body with the sword known as Dragon's Breath. Now Belisous's army faces an army of giants and an army of men, without the benefit of her avatar.

5 points to reconstitute my avatar. 1 point to command the avatar to raise an army. 4 points to raise an army of giants. 10 points for a catastrophe to kill Venessa the Dragonslayer. 1 point left.


NG Female Deity Age 2, Turn 2 Complete 1 point remaining
Domains:
Good, Magic (Divine), War (Tactics), Protection (Defense), Sun (Day), Community (Family, Home)

So I guess we roll 2d6 against each other for the army fights. First we'll do giants against giants, same race, no bonuses against each other, so it's just a straight roll. If Belisous's side wins they'll be at a -1 against the humans for fighting 2 armies in a row.

Giant Army: 2d6 ⇒ (6, 2) = 8


Power level 4 (Age: 2 Turn: 3 done); Death (Murder), Evil (Fear), Fire (Arson), Madness (Insanity), Destruction

Giants: 2d6 ⇒ (6, 3) = 9

Well the evil giants win this round.


Power level 4 (Age: 2 Turn: 3 done); Death (Murder), Evil (Fear), Fire (Arson), Madness (Insanity), Destruction

Belisous laughs as her own champion is dealt a fatal blow, and she takes great glee in the slaughter of giants not caring which side wins.

"Yes burn you monstrosities. How dare you copy my perfect Titans! Die all of you!"


LN Male Deity Turn 8 Complete 2 points remaining
Domains:
Law, Magic (Arcane), Rune (Language, Wards), Artifice (Construct), Darkness (Moon), Nobility (Leadership)

Gather Power: 3d6 + 3 + 2 ⇒ (5, 3, 1) + 3 + 2 = 14

While his sister wages war, Zurakar looks to the protection of the angels. "Imiriel, the winds of war rise. To defend civilization, you need an army, gather one."

Zurakar knows that the angels can be a shining example to the rest of the world, and that their architecture is one way to express that, so he blesses them with unrivaled knowledge of architecture and engineering. Over the folowing years, Twinstar is changed from a city of plain stone buildings to a city of marble palaces, thin, elegant towers, aerial walkways, and stained glass.

"Now angels, hear my call, create a palace that shall be unrivaled for all eternity."

And so, the angels created a great palace near the peak of Estrellus, where the council who rule the city meet.

1 point to command Imiriel to raise an army, 5 points advance the angel civilization's knowledge of Architecture/Engineering. 4 points to command city to create a palace. 4 points left.


Power level 4 (Age: 2 Turn: 3 done); Death (Murder), Evil (Fear), Fire (Arson), Madness (Insanity), Destruction

Belisous then glances over at Atresse.

"Thank-you for the wonderful gift. I will cherish it as I do this again with humanity."


Male Deity of Celestial (Sky), Destiny (Herald), Fire (Wrath), Law (Pact), Nobility (Leadership), Sun (Light).

Gathering Power #1: 3d6 + 7 ⇒ (2, 5, 6) + 7 = 20

Karmesh watches the bloodshed in the north, and the wandering groups of men and other races all over Etella. "A time will come when food will be a more valueable ressource than all the precious gifts mortal trade with each other combinded. Sireath, my children, the time of hunter-gatherers is over, and I will see to it that your acres will be the most fertile under my light. Suukaarmeshar will be the granary for all in need, and I command you to give all those without home or hope a fair share of bread, as long as they are willing to work for it. Cultivate acres and build silos, my children, for this noble undertaking."

Advance Civilization: the sireath become experts on agriculture.

The sireath created a vast network of canals around their city and all the smaller settlements, so their fields and acres would never be flooded, or completely without water. Between the canals, they cultivated the land, and soon crops starts to grow in great numbers.

"Egartan, my trusted avatar, I know your bones start to ache more with every coming winter, and you have served me and the city well. I will ask this one last thing of you, one last service to me and your kind, before I will release you from your burden and accept your son as your succcessor. Go to the north and errect a new city, for Suukarmeshar cannot hold the entirety of my people, and your numbers grow. Go, and build a city according to your visions and planning, for I will not dictate any details or requirements."

Honored by this task, the venerate Egartan summons workers, engineers, soldiers, and architects, and they move north until their scouts tell them of strange forests, foreign races, and high mountains ahead. They find a suitable patch of land and start building a city, Shereppak. Like Suukarmeshar, it is build on an artificial hill, but instead of terraces the new city features a strong city wall and a number of towers, for Egartan fears what will come down from the north.

Seeing that his children perform so well, Karmesh shines with joy and delight, and in that moment he has an inspiration. He gathers the spirits of lions and mighty birds of prey and infuses a patch of clay with their essence. Under his guiding hands, a four-legged beast manifests itself, with the wings of an eagle, the body of a lion, but the head of a wise human. "Lamassu, you will be my ambassador and my holy symbol. Spread your wings and learn the secrets of the lands. Advise those worthy of your wisdom, but lead to ruin those with hatred and ignorance in their hearts." From his outstretched hands, lamassus begin to fly down to Etella.

Lamassu are a lot like sphinxes, the males have just fancy beards

And with that gesture, Karmesh blesses his children and brings them closer to his heart. They work hard, they value honesty and strength, and they claim their destiny.

5 Points to advance the sireath in matters of agriculture, 1 Point to command Egartan to build a new city, 6 Points to create the race of lamassu, and 3 Points to purify the sireath to +2 Good.

Points Remaining: 5.


N Deity Turn 2:3 complete, 5 points remain
Domains:
Domains: Community (Family), Healing (Resurrection), Death, Knowledge (memory), Repose (ancestors).

Gather power 2:1: 3d6 + 4 + 1 ⇒ (1, 6, 6) + 4 + 1 = 18

command order 3"All of you who seek knowledge must share everything you know. Seek out the Lamassu, teach them everything, answer all of their questions, live and work along side them. When there is nothing you can share with each other, march on Twinstar to add to their volumes. Only after you have scribed everything you know in your fashion and multiplied the collection at the library continue your pursuits of gaining knowledge, and sharing it. From the greatest teacher I shall raise my Avatar"

Small groups from each race begin to seek out the Lamassu, after about a century the mixed group of races begins their pilgrimage to the Library at Twinstar. One of the Lamassu begins to teach and put his teachings to writing. His name is Karassus.

Create Avatar 7, and Command Avatar (Command City: Twinstar) 1"Karassus I have found you to be the greatest teacher, and have selected you to be my voice among the mortals. Do me and Karmesh proud! My first task for you is to expand the Library at Twinstar. You and The Venerate are to guard, protect and share the works held there."

Command Order 3"From among your ranks find your greatest military minds and create a force to protect the works at the Library at Twinstar from harm and damage"
A small military is posted at the Library at Twinstar to enforce due dates and ensure all original manuscripts are protected.

Thank you Karmesh for creating the perfect beings for my avatar

Turn 2:1 complete with 4 remaining.


NG Female Deity Age 2, Turn 2 Complete 1 point remaining
Domains:
Good, Magic (Divine), War (Tactics), Protection (Defense), Sun (Day), Community (Family, Home)

Human army: 2d6 ⇒ (3, 1) = 4

Well. I hope you roll low.

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