Holy Sites provide their creators with Might Per Turn equal to half the Might spent to create the Holy Site.
Demigods (but not Gods) receive Might from having worshippers. The current ratio, subject to change, is that each 1000 worshippers provides 1 Might per Turn, up to a maximum of 4 Might per Turn.
2 Khookie - Teach people a basic technology or idea (stone houses, Monarchy, empiricism) 5 Khookie - Form a village, tribe or other small settlement 8 Khookies - Teach people an ideology (such as a religion or way of life, Code of the Samurai etc.) 10 Khookies - Teach people a powerful magic or technology (Magic, The Force, Damascus steel, sword specialization etc. very unique boons to a people) 10 Khookies - Form a full-fledged Order, complete with any unique skill or magical specialization
Khookies are earned by Heroes for being involved in posts, based on the length of those posts. For a Hero with minor involvement in a post, only the sections of the post relevant to that Hero count towards Khookies earned. For a Hero with major involvement in a post, including a post with multiple Heroes, then the whole post is counted towards Khookies earned.
The length of posts are measured by the number of characters in the post.
After creating your first Holy Site, you must wait for four turns before creating another.
After creating your second Holy Site, you must wait for four turns before creating another.
After creating your third Holy Site, you must wait for eight turns before creating another.
After creating your fourth Holy Site, you must wait for twelve turns before creating another.
You may not create more than five Holy Sites.
The 1st/2nd/3rd/etc Avatar you create costs 1/2/4/8/12/16/20/... Might. Beyond the third Avatar, the cost increases by 4 Might per Avatar. Deceased Avatars still count towards the cost of future Avatars.
N.B. This is different to the original pricing scheme in the OP.
The stats for Gods and Demigods (notably on their Might) is kept in a publicly accessible Google Spreadsheet. Keep this spreadsheet up to date, particularly nearing the end of a Turn. In particular, update the Current Might and Freepoints and the Last Updated entries. This spreadsheet makes our lives as GMs easier. Failure to update the spreadsheet before the Turn changes may result in Might being withheld until the spreadsheet is updated.
Divinus also has a dedicated wiki page. The wiki page is the current preferred medium for updating your character's information and recording information about creations. Using a wiki makes it easy to compile, search, edit and cross reference the vast amounts of information which gets generated. Even relatively brief entries are acceptable.
Courtesy of Double Capybara, we have a list of commodities produced on the planet Galbar, where most of this RP has taken place. This is a world-building aid. You can use it to check where the presences of various commodities have been canonised. It is not comprehensive; feel free to add to it.
Errata
Additional rules that have been accumulated over the course of the RP, recovered from the far reaches of the OOC.
It is possible for multiple Gods to pool their Might into making a single Holy Site. This is a Joint Holy Site.
Joint Holy Sites provide each God who built it half of the total Might spent to create the Joint Holy Site per Turn.
Joint Holy Sites count as two Holy Sites towards the five Holy Site maximum, and each God may only have one Joint Holy Site.
For each God who contributes to the Joint Holy Site, the time to wait before they may build another Holy Site increases by the base amount.
To discourage the hoarding of Might, there is a Level-dependent limit on how much Might a God or Demigod may accumulate, called the Might Cap.
The current Might Cap, subject to change, is Level 1-5: 45 Level 6-10: 50 Level 11-15: 55
Excess Might, rather than being destroyed, is sent into Fate's Might Pot. This Might is to be spent as the GMs see fit. Any ideas from the players will be entertained, especially from contributors to Fate's Might Pot. Preference is made for environmental effects, such as the leakage of godly influence into a region.
A player may request a grant/loan from the GMs to enact a special project. First, you are to PM the GMs and deliver your pitch, and we will negotiate and likely come to an agreement. Special conditions may be tied to the grant. Next, after receiving approval, you are to write a post where your character calls upon Fate and, after some interaction, receives the Might from Fate's Might Pot. Third, you are to spend the Might in the agreed upon manner.
These grants/loans are targeted mostly at demigods (who tend to be short on Might), but gods may also apply. The intent is to assist players in contributing to the world/story even if they don't have the Might to do so.
Sometimes, you may want to perform a task worth a Freepoint but only have Might (this is especially true for Demigods, who get no Freepoints). For any such instances, 0.25 Might has the same effect as 1 Freepoint.
The difference is that Might spent counts towards accumulating new Domains and Portfolios, while Freepoints do not, and Freepoints generally cannot be used to perform an action which requires Might.
Two Gods can not share a Portfolio. Two Demigods should not share a Portfolio. A God and a Demigod, however, can share a Portfolio. If, however, the Demigod ascends to Godhood, then there will be a clash. However the conflict is resolved, only one God will be able to keep the Portfolio.
Also, the same Portfolio in different Domains still counts as the same Portfolio.
In rare and unlikely circumstances, it may arise that two Gods/Demigods might fuse to form a single, new entity. Note that any such events should be extremely rare, and must be discussed with and approved by the GM team first.
Details of such a merger are yet to be confirmed, although it would likely involve an averaging of Might and a fusion of the Domains and Portfolios. The resultant character must be a valid God or Demigod for their Level.
The original ruling that Demigods must be played by players who are different to their parents has been retracted. A player is now permitted to have multiple divine characters, and may create a Demigod character as the child of one of their own God characters. GM approval for the new character must still be acquired, as for other Demigods.
Remember, however, that Demigods are not Avatars. Demigods are separate characters to their parents, and should not be created simply to further the agenda of your God character. If this rule is abused, we will intervene, and you won't be happy.
The original rules permit rebuilding a Holy Site if it is destroyed. This mechanism can also be used to upgrade existing Holy Sites. The Might spent to rebuild the Holy Site replaces the original value of the Holy Site. Rebuilding a Holy Site does not affect and is not affected by the time limits for constructing new Holy Sites.
When rebuilding a Holy Site, you cannot spend more than 2 times the original cost of the Holy Site, measured against the original value of the Holy Site.
To tackle inflation and power creep, all future divine weapons/items/artefacts will be limited to 10 Might. This prevents a continual escalation of the cost of powerful items, and encourages more creative uses of Might.
This RP was inspired by an OldGuild roleplay, by the same name, GMed by ActRaiser. It found new life in the early summer of 2015 and developed tremendously. We would now like to launch a new, reconfigured and refined version –
Dɪᴠɪɴᴜs: Tʜᴇ Dᴇɪᴛʏ Rᴏʟᴇᴘʟᴀʏ (Mᴋ.II)
*** The Old Universe is Dead.
It has been rent asunder. How? Why? By who? 'Tis a mystery.
The world is empty, and Amul'Sharar has summoned new gods to reign supreme. The 'new' world can hardly be called a 'world' at all.
Nothing exists.
It awaits the coming of the new gods. They will create – or perhaps, recreate – life. They will mold this virgin world, creating a universe in their image, molding it to their will and desire. Planets, creations, religions, ideals, nations, magic and more; they do as they wish, for they are gods.
However, they must remember that the gods of the Old Universe were also gods, and they are now gone. To where is unknown, but two remain. One is a terrifying being, a watcher of an untold million worlds, far above the might of any newly risen god.
He is known simply as Amul'Sharar.
The other is Fate, whose exact function is a mystery.
These two act as guardians of the world, and though they are not occupied with the happenings in the new universe and its new gods, they are part of the mystery of this universe and the old. What they guard the new universe against is unknown, but guardians they are.
But of what concern is the Old Universe and its gods? This is a new world, a new universe!
This is your world. Welcome, those of you who are new and those who have been here before. Thank you for giving this RP your time and passion. I know that dedicated RPers can create truly majestic and beautiful RPs. I don't aim for that, however, because even greater RPs can be created if we all aspire to enjoy ourselves to the full. So, welcome, and let's get this show on the road.
Gᴀᴍᴇ Mᴇᴄʜᴀɴɪᴄs
Domains are 'elements' of the universe over which a god rules. These 'elements' are very broad and can range from the obvious (the classic four elements of air, fire, earth, and water) to the far more obscure (such as 'fear' or 'fantasy'). A god can share a domain with many others - for instance, there can be many gods who have dominion over 'fire' or 'fear'. What makes gods more unique is their 'portfolio'. While many gods can share a domain, no two gods can ever share a domain and a portfolio, or just a portfolio. Portfolios are specific elements of a domain over which the god's powers are dramatically enhanced. A god whose domain is water will have power over all water, but if their portfolio is 'rivers' then their power over rivers is particularly potent and overrides the power of any other god - whose domain is water or otherwise - over rivers. Of course, this is very simple, for other factors will also be at play, such as the level of said competing gods and so on. But adopt this as a general rule, and exceptions can be explored in-game.
As a god increases in power and their level rises, they are capable of adding new portfolios within their domains to their personal portfolios. A god of water (oceans) may - once they reach the required level, carry out the requirements, and have the Might to spare - add another portfolio, like (rivers) to their portfolios. Likewise, a god can also add another domain, though the requirements for this are for more stringent than for portfolios. This will be explained in more detail further down.
It must also be emphasized that gods are not limited to their domains per se. These are powerful beings and all share a basic threshold of power. This moves us on to levels.
All gods of level 1 have a basic threshold of power:
They can control the weather, landscape, and other physical phenomena within their direct vicinity, which amounts to 100 miles (while gods whose domains are specifically geared towards weather, or earth etc. have a much-increased vicinity and power over these.)
They have the ability to appear in whatever shape or form they wish (though it is the norm for any individual god to switch between a set number of preferred forms, while those more geared towards deception and shape-shifting make full use of this power.)
A god cannot be harmed by normal weapons or magic. A god's weakness is usually particular to that individual god and a secret hidden with the utmost care and vigilance. However, gods can muster power great enough to hurt another god, and if united, a group of gods can even cause the 'death' of another god. The death of gods may well occur as this RP drags on, and it will be discussed in more detail below.
A deity has the capability of, at any time, knowing all things within their vicinity, including thoughts, feelings, holy sites and other gods. However, a god has the ability to cover their presence or block the senses of another god to their presence, abilities whose success rate depends on level and domain (portfolio). A deception god, for instance, would be far more skillful at hiding their presence than one who is not.
Any deity can create their own, private plane of existence. This can act as a private retreat or a manner to escape from other gods. These generally cannot be located by other gods unless the god in question allows them to find it. Those gods whose domain involves dimensions or space/time warps may be able to find said planes. These planes are very small - don't think you can go creating a separate universe in your own plane!
A god can travel wherever they wish, however they wish at speeds incomprehensible to other creatures. Being present at one end of the universe or the other is simply a step away.
A god's essence leaves a mark, or a trail, wherever they go. This trail, unless concealed, can be detected by other gods. Might can be used to strengthen a god's concealment, and detecting these trails requires the expenditure of Might by a god on their detection capabilities. Detection and Concealment begin at Level 1 for every god and naturally rise by 1 per level up. As mentioned, a god can spend Might to specifically increase their Detection and Concealment capabilities. These levels DO NOT take into account inherent Detection and Concealment capabilities of a god due to their Domain (Portfolio), they only build upon them (so, for instance, a Level 1 god of Trickery will be inherently better at Detection/Concealment than a Level 1 god of Light).
As a god's level increases, so too will their powers with regards to the above list. For instance, each level causes a god's vicinity to increase by approximately 10%:
100-mile radius at level 1
110 at level 2
120 at level 3
130 at level 4
145 at level 5
etc.
Do not take this literally, but keep in mind that with each level up their level of awareness will reasonably increase so that, for instance, by level 10 a god's vicinity would cover a whole planet. Further, gods have a basic idea of what is happening outside their vicinity. They do not know details, but general things. For instance, of tensions rising, of wars in the making, of scheming going on (no details of said tensions or schemes, but a general gist. Very much like smelling food that you cannot see). Further, with each level a god's ability to manipulate landscapes and weather and other such things will increase. So whereas a level 1 god of Fire could not get away with creating a Himalayan mountain range without the usage of Might, they could quite possibly do so at level 10 (while a god of Earth can do as they wish in this regard from the offset.) I think this is pretty self-explanatory at this stage. If you do have further queries, do ask in the OOC and I will reply and add to this post as necessary.
Higher levels open up new abilities. Of particular importance are the following:
At Level 1, a god can create tiny creatures that have no magical properties, like ants, beetles, mice etc. without using any Might. These can reproduce, survive and thrive.
Once a god reaches Level 2, they can create unintelligent species of animals or other beings that can reproduce and thrive. This includes magical and non-magical creatures.
Once a god reaches Level 3, they can create intelligent species of animals or other beings that can reproduce and thrive (at this level, humans, elves, dwarves and whatever else you can come up with can be created.)
A god's level also dictates how much Might Points (MP) they have to spare. Might will be discussed in more detail later, but here is a simple table (subject to change) which breaks down the amount of MP required for each level up:
A turn is simply a game mechanism which functions to order the game and put some limits on what any one god can do at a given time. A turn, in-game, has no set time-limit. Indeed, one turn can have billions of years pass while another only a few days or weeks. In real-time, we play a turn out until it reaches its natural end and it is necessary to move on to the next turn in order to allow for the story to develop. Why? This is because MP is used up during a turn and recuperated once a new turn begins. The first turn will see all gods at level 1, meaning they have 4 MP to spend. Further, each god gets 1 Freepoint (FP) per turn. This is similar to MP but has reduced power, as will be explained below.
Everything up until now has been hair and bones. Might is the meat of the matter! (Note, alliteration.) Might Points, MP or simply Might, are the units of power in the game. Particularly powerful miracles or actions will require Might. However, one must first differentiate run-of-the-mill god actions which require no Might at all. A god can, using their inherent abilities alone, raise a small island or mold and form land more to their liking and so on. However, using Might to, for instance, raise an island will very quickly find you raising continents instead - raising such large landmasses without a higher level or dominion over Earth requires Might as it is.
Before going into more detail on Might, just a quick explanation of Freepoints. A god's actions can be split into three; those which require no power other than the god's inherent one (this becomes more powerful as the god's level increases, but in the beginning includes moulding small pieces of land, raising small islands, making a relatively normal item, like a sword or amulet etc.), second are those which are not great enough to require Might but too great for a god's inherent power and thus requires FP, and third is actions using Might. The Freepoint can be used for relatively low-key things like teaching people a simple idea (e.g. agriculture, reading, writing, loyalty, honor, bronze-working etc.) or creating an item imbued with magical properties - but NOT something blessed or divine. And other relatively low-power things. Going from Ug the Caveman to Ug the Tractor-Riding-21st-Century-Farmer is NOT how it works. If ever in doubt about whether an action falls under FP or Might, just drop @Kho or @Rtron a PM or ask in the OOC (it'll benefit everyone that way.)
Now, MIGHT. So you're happy enough with agriculture and loyalty, but you suddenly have an itch to teach your creations something else. Something big. Like Magic. Or The Force. Or maybe you've already taught them Magic and the Force and want to teach them Jedi or create some other Order to go out and do your divine bidding. Or perhaps you want to teach them agriculture but make them particularly talented and skilled farmers (you shall conquer the world's food source first, and then the world!). You need Might for such things. But Might is not only limited to this.
What kinds of actions require Might? Here is a (far from exhaustive) list:
1 Might: Teaching your minions/worshippers/humanity powerful and unique skills/abilities
1 Might: Creating huge land masses or oceans, or stars and planets if a god is of the correct domain or above Level 5
1 Might: Create a Hero. These are exceptionally powerful individuals among your creations whose powers and skills are renown and well beyond the capabilities of normal members of their species or race. Those who gain such an honor also gain immortality, though a god may set conditions to this. Further, immortality does not mean they cannot be killed.
1 Might: Bless or Curse. This is the will of the gods made manifest. A blessing can range from a Golden Age for the blessed, or an increase in population. The population blessed by a god will find its crops grow well and their ways smoothed, as the subtle will of the god is worked in their favor. A blessing is not limited to these and can range depending on the will of the god in question. The population cursed by a god will find their earth is barren and blighted, as the will of the god works against them. It depends, as always, on the will of the god (a population under a curse can find itself suffering from a frog infestation to far more sinister things, liking being devoured by Gremlins). Blessings and curses can be countered by other gods.
1 Might: Censure or praise. This is very similar to the above miracle, but it is applied to individuals or small groups of people and are far more severe. For instance, one who is censured may turn into a stone or find themselves with green skin and snakes for hair, while one who is praised may be summoned back from the dead or in other ways blessed.
1 Might: Form a society. A god may decide that his creations should move on in life beyond their nomadic or hunter-gatherer ways, and thus form them into a more organized society. Societies allow for created beings to make better use of the teachings of a god. There is only so much Ug the Caveman can do with knowing about armies and bronze-working, but King Ug, who has a whole village at his command, can begin organizing individuals into armies and allowing others to specialize in metal working and so on. This can also be used to form a highly specialized and well-trained Order - if you want to create the Jedi, the Knights Templar or the Valkyries, this is your port of call.
1 Might: Create a portal. A portal is a permanent connection between two places. Deities and magic can create temporary portals, but you can use this action to create a permanent one for your worshippers/minions/everyone to use. Alternatively, this action can create a hotspot for mana from a different world. For instance, you could create a permanent strong magical connection between the dungeons of a castle and your world of death, leaving deposits of negative energy there and wreaking unknown mutations on whoever is unfortunate - or fortunate - enough to be there.
1 Might: Create an Avatar. Being in the presence of a god in their full, divine glory, even a minor one, is enough to drive lesser mortals mad. To remedy this problem, a god has two avenues. They can simply take on a form which will not destroy the physical world by its mere presence. Or it may create an Avatar. These are small fragments of a god, which operate completely independently. Given the tremendous willpower of a god, they may give their full attention to all of their Avatars simultaneously, without suffering from any distraction or deterioration of abilities. In this way, gods may be in two or more places at once. Avatars are beings of extreme power. They can be devastating in war and boons during peace. Magically, physically and in many other ways, they are very difficult to match. Depending on the god in question, an Avatar's abilities and qualities will differ. These beings exist so long as their creator will it or a more powerful Avatar or god destroys them. Magic from mortal beings, if powerful, can harm and weaken them, so far as to force them to dissipate until they regain strength, but they cannot destroy them. If an Avatar is created, the next Avatar will cost double (i.e 2 Might), and the one after that will cost double again (i.e 4 Might) and so on. There is no limit on the number of Avatars a god can create, and Avatars are taken to be at the same level as the god in question. While a Hero can potentially defeat an Avatar, the level between the Avatar and said Hero must be extraordinary for an Avatar to be completely bested (unless the Avatar actually allowed itself to be bested for whatever reason).
1 Might: Create a moon.
1 Might: Level a Hero up. The number of levels is dependent on the current level of Hero. Higher level Heroes require more Might for each level up. a Level 1 Hero can be raised to level 7 or 8 quite easily with 1 Might. A Level 20 Hero may only be able to rise by 1 or 2 levels. A Level 30 may require 2 Might for a single level up.
If, when a turn comes to an end, you find that you have not used all your Might, then the unused Might will move on to the next turn and be added to however much you recuperate per turn. So, if you have 4 Might per turn and only use up 3 Might in the current turn, then you will recuperate 4 Might in the next turn, and the 1 remaining will be added, giving you 5 Might in total. You may well find yourself having to save Might if you want to level up.
As you know by now, leveling up is one of the ways in which you can increase the amount of Might your god recuperates per turn, each level up increases your total Might recuperation by 1. However, there is another way to increase Might recuperation.
'Holy Sites', which generate Might, can be created by a god. Half the amount of Might which goes into creating a Holy Site is produced by it per turn. So, for instance, if you spend 4 Might on creating a Holy Site in a given turn, it will generate 2 Might for you every turn thereafter. These Holy Sites can be destroyed by other gods, however, and non-godly beings can destroy them if they use powerful magic or apply enough force (for instance, a concentrated barrage by a good few catapults can bring Holy Site in the form of a temple down). Holy sites can range from something like a temple, a lake, a totem, and anything else you can come up with. Different Holy Sites will be more or less difficult to destroy, but none can be made invulnerable. Holy Sites are also places where one can expect creatures who revere the god to travel to in pilgrimage or live near to or within.
A player must wait four turns after creating a Holy Site in order to create a second, and another four to create a third. After the third one must wait eight turns, and after the fourth one must wait twelve. One cannot create more than five holy sites unless one of the five is destroyed in which case it can be repaired or a new created. If a holy site is destroyed then repaired, the Might used on its creation will be lost, and the Might used to repair it will replace the original creation figure. For instance, if you create a Holy Site for 10 Might (meaning you get 5 Might per turn from it) and then it is destroyed and you repair it for 12 Might, you will now get 6 Might from it per turn. The rule applies if you build it for 10 Might and repair it for 6 Might.
I am open to exploring in-game methods in which a god can produce extra Might (for instance, a particularly bloody god may have his worshippers sacrifice animals or other creatures etc. in a ritual). Before you go ahead and spend Might on such things, please PM me and ensure that you have my approval.
And, as a final note on that, a god's power and Might are in no way related to how many worshippers they have. A god is an independent, mighty being, it does not draw its power from 'worshippers', but depending on the kind of deity, worshippers may well add to its power. If you believe your character is one such god, PM me and we can see to it.
To clarify the above: It clearly says that there are 'in-game methods in which a god can produce extra Might' - we are talking about Might production here not temporary or one-time additions to Might. The example of a bloody god does not refer to a one time sacrifice, it refers to an ongoing ritual which would happen per turn and thus add to said god's Might per turn (for instance, a yearly celebration where enemies are slaughtered in the name o- BLOOD for the BLOOD GOD!). The key is that the ritual is dedicated to the god in the example - a huge battle would not add in any way to a bloody god's Might as it is not dedicated to them, is not a ritual and so on - even if its worshippers were involved in said battle. The fact that spending Might on creating such in-game methods is specified brings the mechanism closer to how Holy Sites work - you spend X Might and you get X Might per turn out of it.
With regards to worshippers, it quite clearly says that a god is 'an independent, mighty being' that does not 'draw its power from worshippers'. This is to separate from gods in this RP and other gods in fantasy settings - like the Chaos gods in Warhammer and so on - whose power is purely generated by worshippers. The gods in Divinus, when stripped down of everything - Holy Sites, special weapons, worshippers etc. - are still very powerful, independent beings. BUT, under certain conditions 'worshippers may well add to its power'. A god is not dependent on worshippers, but that does not mean they cannot gain power from them per turn, just as a demigod does. Again, there will have to be special circumstances surrounding the god ('depending on the kind of deity', 'If you believe your character is one such god') in order for this section to apply.
So, to summarize. Per turn, a god gets Might depending on their level (i.e. at Level 1 a god gets 4 Might per Turn; at Level 2 they get 5 Might per Turn; at Level 3 they get 6 Might per Turn etc.) If a god is Level 0, for instance, they would get 0 Might per turn. Whatever your Level provides + any spare/unused Might from the previous turn + half the total Might spent on Holy Sites.
One of the uses of Might is, as has been mentioned, to adopt more (Portfolios) for oneself and even Domains. Once a god reaches the required level, carries out the required actions and have the Might to spare, they can add a portfolio. The following are the requirements in order to add a (Portfolio):
A god must have used at least 3 Might points in the specific (Portfolio) before they are eligible to adopt it as theirs. For instance, a Water (Oceans) god who wishes to incorporate (Rain) into their (Portfolio) must spend 3 Might points on (Rain) related actions before they 'unlock' (Rain) as a portfolio which they can add.
A god must spend another 3 Might points in order to incorporate the (Portfolio). So, the above god spent 3 Might points on (Rain) related actions, now they need to spend another 3 Might points to incorporate it, just as they spend Might to level up.
A god cannot incorporate a (Portfolio) which is not within their Domain. So, a Fire-type god cannot incorporate (Rain) as a (Portfolio).
Each (Portfolio) requires 1 Level to sustain it. For instance, a Level 1 god cannot sustain any more (Portfolios) than they have. At level 2 they can add a new (Portfolio). So, before being able to add a new portfolio, a god must reach level 2 and fulfill the above requirements, then they must reach level 3 to add another and have fulfilled the requirements and so on.
These are the rules regarding portfolios. Domains are as follows:
A god must have used at least 6 Might Points in the specific Domain before they are eligible to adopt it.
A god must spend another 6 Might in order to incorporate the Domain.
A god cannot incorporate a Domain which is a natural opposite to one of their existing Domains. For instance, a god with a Water Domain cannot then incorporate Fire. Earth cannot incorporate Wind, Light cannot incorporate Darkness and so on. If you are unsure whether a Domain is a natural opposite to one of yours, PM a GM or ask in the OOC.
Each Domain requires 7 Levels to sustain it. So once a god reaches level 7, they can only sustain 1 Domain, the one they already have. Once they reach Level 14, they can add another, and so on.
It is entirely possible that, as the RP trots along, unexpected developments will find you in the loving arms of a significant other (or in some cases, in the unrelenting grip of the bane of your existence.) Whatever the case, marriage is not a concept foreign to the gods, though individual gods have different approaches. Some feel incomplete and yearn to find their other half, others are not fussed either way and are content marrying should they find someone or living alone, and others still may avoid marriage like the plague – what do they want with such things! Moreover, individual couples may have very different approaches towards married life and its implications. Some may treat it as a bond as divine as godliness itself and not to be betrayed in any manner, a completely exclusive bond in every way. Others may go about as their lives before and rut where they like and with whomever, whether their partner approves or not. Naturally, where the partners are not in agreement the latter approach can cause significant scheming, plotting and divine drama (and no, divine does not mean ‘blissful’ here xD) for examples, see: Hera x Zeus; Aphrodite x Hephaestus.
It is entirely possible, too, for whatever reason, that a god may take a liking to one of his/her creations, or the creation of another god and seeks in some way to seduce them. While this is clearly a most natural godly urge (a cough), do try to keep it PG13 and descriptions to the bare minimum necessary. However, know that this RP does lean more towards adult themes - there will be extreme violence, horrific immorality & lack of conscience and, yes, nudity.
Now, on to the meat of the matter! As can be expected, such relations would naturally bear fruit, and for gods, these are not your run-of-the-mill fruits. Relations between gods produce upper tier demigods while relations between gods and created beings produce lower tier demigods. It does not cost any Might to create these demigods, but there is also a catch. Demigods are independent beings who are played by independent players – NOT by the player who controls their father/mother. Either a GM or a new player will take control of these beings and play them as the others play their god characters. If a good reason is given, however, there may be exceptions to this rule.
Demigods are similar to Heroes but much more powerful. They have the ability, with time, to become full-fledged gods. They too have Domains and (Portfolio), although their power over these are much reduced and grow as they level up. Leveling up occurs for demigods as it does for gods, they must consume Might. Demigods, however, do not have Freepoints. Demigods, it must be emphasized are as different from gods as Heroes are to demigods. Gods and demigods are entirely different beings and wield nowhere close to the amount of power a god has. Unlike gods, demigods are purely physical beings, although as their level and power increases, it may result in a change to their form - they may become something more like this.
As mentioned, demigods have a Domain (Portfolio), and they have great power within those. Unlike gods, however, demigods do not have any power over other Domains and (Portfolio). Thus, while a Fire god could still create, fashion and control water and do water-based things with skill, a fire demigod has no such capabilities. If anything, their opposites are usually their weaknesses and they can be expected to be extraordinarily vulnerable to being near or being attacked with, what is considered an opposite of their Domain.
The extent of their power over their Domain increases as they grow in power, in the beginning, however, said power over their Domain is very restricted. A demigod of Fire could, for instance, create huge fireballs and withstand great heat, but they could not create volcanoes and open up the very earth to let lava spew out (note: lava-spewing dependent on whether a magma core exists or not.) However, demigods are not simply over-powerful Heroes, they have a unique baseline of abilities:
Demigods exercise increasing control over their Domain (Portfolio) as they level up.
Demigods can add (Portfolio) and Domains to their already existing ones in the same way as gods do.
Demigods have greater initial strength and stamina than the average Hero, though not by much unless the demigod in question is somehow tied to martial ways or physical power.
Demigods can fly.
Demigods are capable of using magic and are usually naturally proficient at it.
Demigods have a phenomenal amount of magical energy reserves, in comparison to mortals.
Demigods are annihilated if they venture beyond the atmosphere, though higher level ones may be able to generate an 'atmosphere' of sorts around themselves should they wish to explore the empty spaces beyond.
While the presence of a demigod does not cause living things to be annihilated, the presence of lower level demigods can put a strain, or a weight, on people. The presence of higher level ones can cause terrific headaches - the effects of this vary depending on the power of the mortal in question.
Demigods have a limited ability to know things within their one thousand meter vicinity, including the presence of living beings, strands of thoughts and feelings, holy sites and other demigods. However, a demigod, unlike gods, does not have the ability to cover their presence or block the senses of another demigod to their presence. Those geared towards deception or stealth, for instance, would be capable of hiding their presence, though success is limited. Demigods cannot sense gods unless the god in question wills it.
Normal weapons are generally ineffective against demigods, and so too are all low-level magics.
Demigods, as a rule, cannot bend space-time and create personal planes or travel between dimensions of their own power. A god may, however, move them between dimensions or planes of existence. Thus, should a god wish to banish a demigod to another plane the demigod would be utterly helpless.
Demigods can create life, though this is generally not sentient and very basic - for instance, a carnivorous plant. Or an unintelligent hobgoblin who must be injected with purpose (i.e. defend demigod's lair, collect wood)
God and demigod Levels and Might requirements are the same:
Demigods, like Heroes, can be aided by gods to grow stronger, and a god can use their own Might to increase the Level of a demigod. The higher the demigod's level, the less effective 1 Might is in leveling them up. Unlike Heroes, demigods do not level up naturally with time, Might MUST be spent. Demigods whose level is 15-20 can ascend to Level 1 gods, those whose level is 25-30 can ascend to Level 3 gods and those whose level is higher will ascend to a higher level, as will be decided by the GM. Demigods can use their Might in the same way gods use Might and Heroes use Khookies to teach, create and other such things.
Demigods, like gods, can also build Holy Sites, though these are nowhere near as impressive as those created by gods. They are, however, an extra source of Might, functioning in the same way as those constructed by gods. Unlike gods, demigods can be affected greatly by worshippers. For each thousand worshippers, a demigod gains an extra Might Point per turn - when populations increase, the number of worshippers required for 1 Might will also increase. 3 or 4 Might Points will be the max a demigod can get from worshippers. This will happen by having the ratio of worshipper population to the amount of Might earned constantly change. For instance, those with anything from 0-3500 worshipers have a ratio of 1 Might:1000 pops. Those with higher will have 1:1500. It will keep altering to ensure that the max a demigod gets is 3 or 4 Might out of worshipers.
Other than hanging about and being in every way more terrifying and powerful than you, Amul'Sharar and Fate also have a pretty decent purpose which relates to you directly (other than destroying you if they feel the time has come). They can be approached if you have questions about the game-world and the mysteries of the Old Universe and what they guard against. They will also intervene should they feel the need to, either blessing or cursing, praising or censuring. It is a mystery why they do this and what their reasons are. Further, and of further interest to you, they can be directly approached for favors and powers. How a god does so must be explored during game-play (you certainly cannot just waltz up to them ;P). If you RP well and show creativity in approaching them, they may take note of you and listen to what you have to say. These two may even be challenged – but as things are, any challenge to them, even should the new gods unite, will certainly be crushed. It will take a long time before such a thing can be considered, if you wish to consider it (if things get so far.)
Before discussing the death or destruction of a god, a quick comment on combat is in order.
Generally speaking, gods will usually engage in wars and combat indirectly, through their minions/slaves/worshippers and so on. Such wars and battles will take place like in any other RP: players can either have a good back and fro posting battle until strategy and best writing wins out, or they can discuss it and decide a plot line or they can collaborate on a post and write up something terrific to read. If battles should become direct, and one god takes up the sword against another, then the procedure will be much as above. However, in both cases the level of the gods involved must be taken into account, and so too must the amount of Might in play. For instance, if we have a battle between the armies of a Level 5 god and the armies of a Level 10 god, but the L5 army has ten heroes and is blessed and has various technologies, bringing the total Might spent on bringing about such an army to, say, 15-18 Might, but the army of the L10 is made up of hundreds of Ug the Caveman with absolutely no idea which is the sharp end of the stick and which is not, then clearly, the Level 10 god, despite being a higher level, will be really hard-pressed. So such things must be taken into account. With direct god battles, level plays a very major part, obviously, but so too does quality roleplaying. If the lower level god puts up a heroic fight and uses all the wit and power available, while the higher level merely plays on the fact that they are a higher level, the 'Forces that Be' may well step in. For me, quality roleplaying and gripping writing trumps statistics any day. Keep that in mind.
Now, for god death. As mentioned earlier, a single god may be able to hurt, even badly damage, another god. However, unless the difference in level is huge (perhaps, 10 levels higher) then they will not be able to 'kill' the other god alone. Should a few gods, three at the least, gang up on one god, and they are all of similar levels, then they could potentially muster enough power between them to kill their victim.
There is a difference between a god dying and god being destroyed. A god who dies merely slips from the current planes of existence available to any other god. In other words, they exit the 'World' guarded by Amul'Sharar and Fate completely. They are formless and without will and power, but they are still technically living. Their existence as whatever god they were before is permanently gone, but their essence lives on and can return as a new god with a different domain and portfolios. This is how old gods 'die' and new ones are 'born'.
If, however, a god is destroyed, which is impossible for player characters in this RP to accomplish, then their very essence is destroyed and their existences all cease to be. While PC's may not be able to achieve this, be warned that certain actions may bring upon you the wrath of those who can and will (you will be warned if you are in danger).
Once sentient, intelligent beings have been created, a god may wish to create Heroes. Heroes are creations who have been 'chosen' by the god and granted great power in order to go out into the world and do as their god has commanded them. The one playing the god who created the Hero also plays the Hero. Should the Hero be converted by another god, the original player will continue to control them. Heroes wield tremendous power and can be devastating forces on a battlefield and great, charismatic leaders. They may also be peaceable creatures, depending on their god, with very little combat knowledge or ability. Heroes are immortal and are largely impervious to things which would otherwise kill normal members of their species - such as poison, serious stab wounds, and magical attacks. However, this does not mean they are invincible. Potent poisons can kill them in large quantities while powerful magic or numerous serious wounds (or both) can bring about their death. Depending on the god in question, their Heroes can be more or less impervious to such things. While all Heroes have unique powers, all have a basic threshold of power, as listed below:
All Heroes are, given potential conditions particular to individual gods, immortal
All Heroes are impervious, to varying degrees, to attacks, poisons, and magic
All Heroes have extraordinary strength, speed, and stamina, the extent of this depending on their god and level
All Heroes can cast magic, the type and their proficiency with it depending on their god and the Hero's level
All Heroes can Bless or Curse individuals, though the power of this grows with level and is not as powerful as a god's ability
All Heroes can to a very limited extent, mold their direct surroundings to their will - an inherent kind of magic rather than a divine capability
All Heroes can sense people, objects, creatures, and gods unless any of these are concealed, within their 100-meter radius
As Heroes grow in strength, their own, unique abilities will grow, and so too will their basic traits listed above. Heroes level up using Khookies (or XP points). Beginning at Level 1, Heroes have 0 Khookies, and as they go about their daily life, they will earn Khookies. Khookies are earned by writing posts.
- Every hero post will earn a base of 4 Khookies. - After the first 2000 Characters in the hero post (so the first 2000 characters DO NOT earn extra Khookies), every 2000 characters will earn 1 Khookie. - The maximum any one post can earn, including the base, is 10 Khookies. - If the post in question is a collab in which the hero plays a minor role, they will only earn extra Khookies by taking into account the parts of the post to which they were relevant. - If the hero in question plays a big part in the collab, then all the characters are taken into account when tallying the Khookies earned.
The following are the Khookie requirements for each level up, subject to change, considering all Heroes begin at Level 1:
Level 1-2: 2 Khookies
Level 2-3: 3 Khookies
Level 3-4: 6 Khookies
Level 4-5: 7 Khookies
Level 5-6: 10 Khookies
Level 6-7: 11 Khookies
Level 7-8: 14 Khookies
Level 8-9: 15 Khookies
Level 9-10: 18 Khookies
Level 10-11: 19 Khookies
Level 11-12: 22 Khookies
Level 12-13: 23 Khookies
Level 13-14: 26 Khookies
Level 14-15: 27 Khookies
Level 15-16: 30 Khookies
Level 16-17: 31 Khookies
Level 17-18: 34 Khookies
Level 18-19: 35 Khookies
Level 19-20: 38 Khookies
Level 20-21: 39 Khookies
Level 21-22: 42 Khookies
Level 22-23: 43 Khookies
Level 23-24: 46 Khookies
Level 24-25: 47 Khookies
Level 25-26: 50 Khookies
Level 26-27: 51 Khookies
Level 27-28: 54 Khookies
Level 28-29: 55 Khookies
Level 29-30: 58 Khookies
Level 30-31: 59 Khookies
Level 31-32: 62 Khookies
Level 32-33: 63 Khookies
Level 33-34: 66 Khookies
Level 34-35: 67 Khookies
The higher a Hero's level, the more Khookies needed to level up. As there will undoubtedly be time-skips, it is important to know that Heroes naturally grow in power over time - which manifests in the form of a 'Timeskip Khookie Bonus'. Thus, after a time-skip, a hero will be granted extra khookies. The amount given will most likely be generic and apply to all, though GMs and Co-GMs may use their discretion if they believe plot demands that a certain hero is given more khookies. Such must be consented to by at least two GMs, and other players will generally be consulted on the matter to ensure that the measure is consented to by a majority and that it is fair.
Khookies can also be used in much the same way a god would use Might. Using Khookies, a Hero can found a full-fledged Order without a god having to use Might, form societies and teach their people new technologies and ideas. A people who could previously not build stone houses may be shown by a Hero to do such things, one who could not use magic in a particular way can be taught, and a Hero could set himself up as a King, thus teaching them monarchy. Further, a Hero can teach ideologies - by building a temple to a certain god, he can teach them a religion and teach them laws and so on. The only difference is that unlike things a god does, they do not magically affect an entire species or people, merely those whom the Hero interacts with, and they must be shown to taken a substantial amount of time ICly, depending on the thing in question. Teaching people how to make Fire may take a few months, teaching people about Monarchy and getting them to accept a monarch's authority may take decades.
Khookie usage:
2 Khookie - Teach people a basic technology or idea (stone houses, Monarchy, empiricism)
5 Khookie - Form a village, tribe or other small settlement
8 Khookies - Teach people an ideology (such as a religion or way of life, Code of the Samurai etc.)
10 Khookies - Teach people a powerful magic or technology (Magic, The Force, Damascus steel, sword specialization etc. very unique boons to a people)
10 Khookies - Form a full-fledged Order, complete with any unique skill or magical specialization
It must be noted, last of all, that there is potential for Heroes, given extraordinary circumstances, to become demigods. There is no set route for a Hero to go about becoming a demigod and it is a matter of developing ICly, though one ingredient that is of utmost importance is to gain access to divine essence in some way.
If an extremely powerful Hero were to harm an Avatar, for instance, and drink its blood, they would take in some of said god's essence present in their blood and become somewhat divine themselves (or at least close to it). It must be noted, also, that normal mortals or Heroes who are not powerful enough would be immediately destroyed upon exposure to divine essence. So any unworthy creature lucky enough to obtain divine essence, which then goes on to consume it, will quickly find itself the most wretched of beings before being completely annihilated.
In cases where a god willingly gifts a worthy Hero with their essence, this will cause said Hero to immediately ascend to godhood. However, whether a Hero is worthy or unworthy is a matter for the GM to decide once the divine essence has been consumed...
Some Rather Important Rules
Tʜᴇ Gᴏʟᴅᴇɴ Rᴜʟᴇ: Tʜᴏᴜ Sʜᴀʟᴛ Nᴏᴛ Gᴏᴅᴍᴏᴅ
It's funny 'cause you're a god and all xD some people think that this means normal RPing rules don't apply, but they do. You cannot take control of another player's god, that's basic.
However, there is more space for battling for control when it comes to creations, and it can make for some very interesting play - imagine creating a hero who is then influenced by another god and doing some of their bidding before returning to your true path after you guide them once more etc.
It's all good being able to influence another god's creation, but before doing any such thing, you must tell the other player that you will be influencing said character, either in OOC or PM. They MUST agree before you post in the IC influencing their creation. If you believe another player is being unreasonable and you should be able to influence a certain character, then bring the matter to either myself or Rtron and we will mediate.
Sometimes you read a post the writer finds fascinating, and which many others may also find fascinating too. However, others may well find it dull as dishwater. As a Good Summaritan, you should give a comprehensive and short summary of any posts exceeding 5,000 characters at the head of your post, in a hider labelled 'Summary'. You can also give these summaries for shorter posts if you are a Summaritan unparalleled.
We're all here to have fun, these are the three most important rules in my view and I don't need to spell out every rule imaginable, because RPGuild rules are generally the same. Use your common sense, come to the GMs if there are any issues.
On the Universe and the World:
Just remember, what we currently have is an empty 'World'. Before we can begin creating things (or, indeed, destroying what has been created or bringing about chaos, untold misery and destruction), we must create a 'Universe' within this word. The universe is basically the skeleton which we can then begin building meat upon, the husk which we slowly fill up, the empty cell membrane which we must fill with all those fascinating things which complete it. In the beginning all there would exist is a 'World'. A completely empty world where nothing exists - space, time, the universe as self-contained 'thing', 'plane of existence', or 'dimension', the laws of nature, physics etc. All that doesn't exist, it's not even a 'void' or 'vacuum' in the sense that outer space is a 'vacuum'. What must be created, first and foremost, is the 'Universe' as a new dimension or plane of existence within 'The World', Time must begin, Space as a thing must exist, the Laws of Nature and Physics must be brought about (default as they exist in our world). If you are confused, then think of 'The World' as outer space in god-terms, and 'The Universe' as planet Earth in god-terms, and a god's personal plane of existence as a separate dimension within 'The World' i.e. something like a satellite.
On Creating the Universe:
Now, for a universe to come about, all the gods must pool their power and create a 'Big Bang' effect. Through this Big Bang each god can then will things into being, such as galaxies, stars, planets etc. The power of the pooling together of energy, this moment of divine unity, as well as the Big Bang, carries their will forth and a universe is birthed which can then be built upon. For instance, once the universe is complete, we may find that something like water does not exist, or seasons, or fire. We can then go our separate ways and do as we like. While not necessary as the game develops, we might want to all focus on developing one planet first, and bring life to others later by replicating the first. So, some of us may be thinking, if the gods can barely create ants at Level 1, how the the hell are they going to create an entire universe? Even if they combine their power. The simple answer is, they can't. Not on their own at least. The raw power is not available. But there is more than simple gods at play here, there is Fate at play, and a new universe must come about. It is Amal'Sharar and Fate who will supply the power for the creation, and the gods must all add their own power to it. Each god, upon adding their power, gives the eventual 'Big Bang' something unique; Vestec may add something of an inherent chaotic element to the universe yet to be born, Vowzra may ensure that the chaos operates within a greater, ordered and hormonal (O.O) harmonious whole and so on.
The process of adding one's power consumes 1 Might if a god is level 2, but consumes 4 Might if the god is at level 1. Unless the level 1 god levels up before they give their energy, the strain of either giving their energy or the 'Big Bang' itself will force them to level up automatically. So every god will be at Level 2 and without Might after the creation is complete.
The 'big bang' experience may well be different for each god, but one defining feature of it is that it will be BIG (hence, BIG bang). And it will be a bang (hence big BANG). Huge and noisy is the way gods like it xP. To qualify this, the very experience of the 'Big Bang' will be different. This is as much a physical 'creation' as it is a spiritual, ethereal, intangible one. This isn't just the beginning of the universe as a physical 'thing', this is the coming into existence of infinite timelines and futures, lives, orders, seasons, chaoses and so on. A god like Vowzra, for instance, may find it to be an awe-inspiring, overpowering thing, he may be carried off, mentally, into a thousand futures and see a thousand flashes of lives that could be. One like Escre (god of Life (Spirits)) may suddenly sense all the lives that will ever be within him, Vestec may be engulfed by all the powers chaos can muster and so on. It may create an epiphanical experience. On the other hand, it may be purely physical, perhaps the raw power and ear-piercing sound may drive a god to near madness, it may fill them with joy to know that this is of their doing, they may be filled with inexplicable terror and so on.
On the Scope of 'Creation' in Rules 1 and 2:
When we speak of 'Creations' in these rules, we mean important creations. Heroes, specific monsters, entire races, major temples, etc. If you create a race that naturally reproduces, another God could play around with a faction of that population (until another God chases them off that is) without seeking permission. If Astarte creates an entire race of Ug the Cavemen, Vestec can go convert a portion of them to his religion. Or turn them into forging cyclopes. Or just smite a portion of them. Maybe drive his own race to war with them. Whatever suits his fancy. Naturally, this might irritate the creating god and they can retaliate if they so wish. Vestec cannot, however, exterminate the entire race without prior permission. Nor can a god meddle with specific characters deemed important by a player without permission.
In summary, you have to get permission to screw with major creations of a Player, but not for minor things. (If you feel something is minor, and the creator says it's major, talk to a GM. They'll mediate.)
Now, for the sake of maintaining OOC peace and order, when you agree on something via PMs or OOC, use clear language which leaves no space for doubts. Things like 'Yes you can do that,' and 'No you can't' are examples of clear language. Things like 'Maybe,' 'You can try,' 'That sounds like it could happen,' 'Hmm,' are not clear.
Moreover, if a player does godmod or goes beyond their remit or does something that requires permission, try not to post a revenge post of godly godmodding to get them back. Godmodding is an issue dealt with OOCly, attempting to take vengeance won't sort it, and the RP could easily devolve into godmodding bonanza if enough like-minded people are about.
A Comment on the Roleplay's pace:
Due to the fact that we're in the middle of the academic year, this RP's pace will be reasonably slow until the exams come to an end. Expect periods of absence and slow responses, particularly during examination periods. It is expected, however, that players will keep us all informed of how busy they will be and what we can reasonably expect. Disappearing for long periods (like, two weeks) without warning is unacceptable.
On Considerations for Combat:
Levels - mean that a god is inherently stronger, has more Might anyway and is just in every way more powerful than the other and therefore should, if they use their strength correctly, come out on top. At worst, they can force the other to spend all their Might and then take them out with their own remaining Might.
Might - The more of it you have, the more powerful the strikes you can deliver. An attack which uses 5 Might as could obliterate Solar systems. If an attack using higher Might, or an army with higher Might, goes against one of less Might, it will generally win out, unless tactics and strategy are also at play.
Tactics and Strategy - This is really about the individual and how smart they can be about their battle. If they are very intelligent about it and deliver one act of genius after another, whether they are high or lower level, things should swing in their favour whether due to their brilliance alone, or due to some kind of divine intervention in their favour.
Writing quality - This is just a matter of pure writing quality. Is it gripping? Does it make sense? Is it well thought out? This will be a factor a GM considers when deciding who should win in cases where players cannot decide between themselves.
Plot line/Player agreement - If the players have agreed what the result will be, then that will generally over-ride all the above (unless the result is absurd. Like a frail old mortal lizard which can't think and has no magical powers going up against a Hero and winning.)
A Comment on Creating Species:
No completely new species, upon being created, will have a fully functional social order or knowledge. Species must either be created and developed ICly, or the first post (detailing their creation) must also detail their development/evolution/growth to the present day. For instance, when humans are first created, they will have no knowledge of 'society' or 'magic' or even something like 'self', 'identity' etc. unless they are taught it or naturally develop it over time. These things can either be given them in the creation post (meaning the player would have to detail their growth, giving a reasonable time-frame) or they can be allowed to develop naturally ICly, with contribution from the original creator and other players. If a new species has evolved from a previously existing species, then it can be assumed that they have all the knowledge of the original species, as well as anything new that has been given them either directly by a god or by virtue of their evolution, and said evolution must be detailed in their creation post. Try, as much as possible, to ensure that we do not have cases of creation ex nihilo when it comes to species, intelligent or otherwise. Try to maintain a logical development of and building upon what has already been created. For instance: Big Bang -> Universe -> Planetary tilt, atmosphere, seasons etc. -> Development of fungal plants and germs -> Development of larger sea animals -> Sea animals develop ability to live on land -> etc.
Of course, it is not expected that every planet will follow such a route, but the point is to develop and build upon what others have done. This is not a rule, merely an expression of preference by myself, for whatever it is worth.
On Balancing Game-Play, Plot & Character Development, and Technological Advancement:
Natural technological advancement should be slow and there should be a focus on the development and growth of the various civilisations in existence (growth of nations, conflicts, godly politics etc.) When granting technologies, players should be aware of the seismic consequences this will have on the game-world as a whole. Sometimes it is far more interesting to explore a certain technological period in depth before allowing for advancement in technology. Keep that in mind.
On Using More Might than you have:
This is technically possible (stat-wise that is, you will simply go negative) but is highly discouraged. Gods who over-exert themselves to this extent can suffer from some VERY serious side effects...(e.g. transformed into a very vulnerable mortal creature for a given period of time). What happens if, for instance, you create a very powerful Holy Site and go negative? Technically speaking, the Might you spent creating it didn't exist at the time you created it. It would be unfair if anyone could go negative in order to build an amazing Holy Site with what, 100 Might, and then get back into positive in 2 turns thanks to the return on it. It would break the system. Therefore, there will be an assumption that any positive effects on Might-gained-per-turn due to going negative will be taken into consideration until said god's Might naturally returns to positive figures.
(A Far From Exhaustible) Technology/Ideas List, Just So We're All Aware of the Current Technological State of Things
Double Capybara's Helpful Tech Guide Self/Soul Emotions – disgust, love, hate, fear, anger, joy, trust, anticipation, surprise, shame, pity, jealousy, pride, patience, confusion Equality Beauty Boredom Entertainment Learning Creativity Chakra/Spiritual Energy Nodes Magic Knowledge Epistemic Virtues – attentiveness, benevolence (Principle of Charity), coachability, circumspection, conscientiousness, creativity, curiosity, discernment, discretion, foresight, intellectual honesty, intellectual humility, imaginativeness, interpretive sensitivity, objectivity, parsimony (Occam's razor), perceptiveness, prudence/practical wisdom, studiousness, tenacity, truthfulness, understanding, warrant, wisdom Empiricism – All knowledge stems from experience and evidence Rationalism – Where criterion of the truth/knowledge is not sensory, but intellectual and deductive Scepticism – It is not enough to have a belief, one must have good reason or justification for that belief. It is impossible to have good reason or justification. Materialism – Matter is the fundamental substance in nature, and all phenomena, including mental phenomena and consciousness, are the result of material interactions. Choice – Mentally making a decision: judging the merits of multiple options and selecting one or more of them. Free Will – The ability of conscious agents to be free to make their own decisions , free of any social, moral or political constraints. Society Civic Virtue – A series of habits individuals have which are important to the welfare of society and put the welfare of society above the individual. Friendliness – A pro-social set of behaviours seen in people who are pleasant, agreeable, interested in others, genial, empathetic, considerate, and helpful. Duelling in response to an intolerable insult has been considered a civil behaviour in many cultures, but it is not a friendly action. Etiquette Class and Class Consciousness The Common Good – A specific "good" that is shared and beneficial for all or most members of a given community. Universal Good – g Utilitarianism – It is the greatest happiness of the greatest number that is the measure of right and wrong Common Sense – Basic ability to perceive, understand, and judge things, which is shared by ("common to") nearly all people, and can be reasonably expected of nearly all people without any need for debate Morals – Conscience – An aptitude, faculty, intuition or judgment that assists in distinguishing right from wrong. Moral judgment may derive from values or norms (principles and rules). Conscience is often described as leading to feelings of remorse when a human commits actions that go against his/her moral values and to feelings of rectitude or integrity when actions conform to such norms. Spirituality Meditation Enlightenment – Full comprehension, awakening to the truth Debate and Discourse Distrust/Xenophobia – Xeno = foreigner/enemy or insect Duty – A term that conveys a sense of moral commitment or obligation to someone or something. Arises as result of being human; or one's particular place in life (one's family, one's country, one's job); or as a result of one's character; or as a result of one's own moral expectations for oneself Home/Dwelling Place – Tents, caves, huts. Humans no longer sleep under tree, but have their own dwelling places. A place to call home. As human advance into societies, their dwelling places will become huts and villages. Later, these will become towns and cities, and huts will become houses, manors and even castles. Fidelity and Loyalty Identity Justice & Injustice Just War Pacifism Oppression
Claimed by Vowzra
A way of life aimed at leading one to happiness by achieving the truly ‘good’ things in life, what are called ‘Virtue’. The supreme ideal of Stoicism is a combination of ‘Wisdom’ or moral insight, ‘Courage’, ‘Self-Control’ and ‘Justice’ which includes upright dealing with other people. By following the supreme ideal and achieving it, a man becomes truly self-sufficient; that is, immune to suffering and bad fortune. ‘Virtue’ is a personal characteristic, not one bestowed by class or position: thus, even a slave who has achieved ‘Virtue’ is free, because no man, not even a king, can affect him. Stoics believe in that, as all people live in a singular community under more or less similar conditions and restraints, all have a duty to live in conformity with the community. There are two main principles; 1) resigning oneself to Fate and; 2) living life according to nature’s laws. Although resigning oneself to Fate seems to mean that one should not try to improve the future, this is not correct: stoics put a high value on public service, for instance, or striving to better oneself. In the case of stoicism, resigning oneself to Fate means that one should not set too high a value on cursory, transient thing. By avoiding a fixation on the unimportant, man can find true inner peace and unshakeable contentment that does not rely on possessions or fortune. By accepting that things come and go, this contentment and peace will withstand the obstacles of ambition, luxury, and—most importantly—greed. As for living life according to nature’s laws, this can mean generally conforming to society, but is also deeper as a key tenet of stoicism is ‘questioning convention’. Living according to nature’s law are two-fold:
Training oneself to live with only the bare necessities. A man should know how to live with just basic food, water, clothing, and shelter. “Set aside now and then a number of days during which you will be content with the plainest of food, and very little of it, and with rough, coarse clothing, and you will ask yourself: ‘Is this what one used to dread?’”
Stoics insist on developing the gift of reason. One must perfect their sense of reason to conquer their devastating inner emotions: grief, pain, fear (of death, especially), and superstition. Reason allows one to escape from and discipline their passions, understand that ‘nothing is good or bad, only thinking makes it so,’ and to generally accept the mind as a greater source of truth than the body or emotions. Stoics are famous for their idea that ‘the shortest route to wealth is the contempt of wealth.’
Mercy – A broad term that refers to benevolence, forgiveness and kindness in a variety of contexts. Names Nation Nature War & Peace Philosophy Property Ethics Golden and Silver Rule – One should treat others as one would like others to treat oneself; One should not treat others in ways that one would not like to be treated. Good & Evil Fire Stone tools Fur Clothing Mining Logboat String Painting Ceramics Bone Flute Animal Domestication Sewing Rope Plant Domestication Brick Spindle Metalworking Salt Cultivation Leather Irrigation Equestrianism Weaving Loom The Wheel Spear and Javelin Spear-throwing/Javelin-throwing Boomerang Club Bow Small Settlements Wooden Walls Sundial Language Alphabet/Writing Reading Mummification Papyrus Ard plough Glass Making Galley Pottery Bronze Forging Plumbing Abacus Iron Smelting Arch Calendar Mapmaking Steel Saddle Aqueduct Archimedes Screw Crane Watermill Paper Horseshoe Sword Chariot Ram Bow (for galleys) Incendiary Arrows Crossbow Catapult Sarissa/Pike Stirrup Scorpio
27. I wanna join.
Introduce yourself in the OOC, and once a place opens up, you can play a demigod. Feel free to join in all our very serious conversations, heated philosophical debates and other very, very serious stuff we tend to very seriously do in this very serious thread about very serious things. And on that very serious note, don't forget to read the OP and second post! If you have any ideas concerning your potential future character, wrath you would like to one day unleash upon the universe, comments on anything, or any questions at all, don't be shy.
1. Do we have to use Might to level up?
Yes.
2. How much Might is required to level up per level?
Second hider down, beneath 'Game Mechanics', under 'Levels'.
3. How much extra Might do we get per level up?
Each god begins at Level 1 with 4 Might and gains 1 Might per level up.
4. Can I just level and save Might?
You can do as you like.
5. I want to make a few creatures another character made loyal to me.
You can convert a small number of another character's creations without asking. Bigger actions against important creations require that you seek permission from the player in question.
6. I want to create a species which is mega-loyal to me and is immune to the approaches of other gods.
You can create races which are blind loyal to your character, whose loyalty is basically gene-encoded. You cannot make them immune to being messed with, converted or in any other way affected by another god.
7. So, is there any posting order or can I just get working o my post?
There is no posting order or limit, you can post in any order and as many times per turn as you can. Do try to allow two players to post after your last post before you post again though.
8. I want to create a species that goes 'Harungamunga' upon emerging into the world.
That is scientifically impossible. The Inherent Laws, the Fundamentals of Existence, the Alpha and Omega dictate that the first thing any creature can say, upon emerging into the world, is 'Wow'. Your creatures can say 'Harungamunga' all they want, but their first sound must be 'Wow'.
9. How do I know a new turn has started?
An IC post will come up which will say 'Turn [insert turn number here]' in big, red writing with a summary of how much Might each character has available.
10. Why doesn't the spoiler work anymore?!
...click on 'Toggle' below the writing box and the formatting cheat sheet will appear to help you out with that.
11. What are Khookies?
They're mine!! All mine! *Crazed laughter* (See the 'Heroes' hider above)
12. What is this 'fire whip' everyone seems to fear?
Fear it.
13. I want to create another planet!
You can if you so wish. However, there are billions of barren planets about, creating a new one from scratch may just be a waste of Might...
17. Does the planet Galbar rotate? Does it have gravity?
No it doesn- OF COURSE IT DOES YOU, MINION!
18. If we get to level 3, can we create unintelligent creatures without spending might?
It depends on the creation. Creatures like ants don't require Might at all, from the very beginning. When it comes to creatures like the T-Rex (or other terrific real life top predators), that do not have any magical properties; then 1 Freepoint is capable of creating one, and 1 Might considerably more. When one reaches level 10, these creatures no longer require any Might at all. If it is a powerful creature with magical capabilities, you can create 1 such species using 2 Freepoints. At level 10, you can create 4 using 1 Freepoint. At level 15 you no longer need Freepoints to create them. Intelligent species require 1 Might regardless of level.
19. I want to do more than one thing with 1 Might Point.
It is entirely possible to do more than one thing with 1 Might. You can teach an intelligent species more than one idea, concept or technology using 1 Might alone, and create a few species with 1 Might. Feel free to experiment in-game in this regard. Remember, the more Might you use on creating something, the more powerful it is and the more difficult it is to tamper with by other gods.
20. I'm confused about the Freepoint.
Read its function above, under the 'Might' hider. If you are still confused, ask.
21. Is it possible to destroy, steal, take, appropriate, eat, put out, bury, dodge, parry or in any other way reduce the catastrophic damage of the fire whip?
*Gets fire whip out*
22. I just created something! Awesome!
Great, now go fill out one of the sheets in the second post you miserable minion.
23. How long are the days and years on Galbar?
Assume Earth-like statistics unless otherwise specified in-game. So days are 24 Earth hours, a year is 365 Earth days.
24. What is this Undatec/UNDATEC/undatec/Undawhatsisface some people keep mentioning?
Just some slave who will soon be consumed by the mighty Thulemiz.
25. What is this Thulemiz?
You shall find out very, very soon... *Ominous, rather disturbing laughter*
26. Kho has mentioned this 'Astartian philosophy' a few times. What is it?
That is a mystery before which all mysteries wane. A paradox amongst paradoxes, the enigma of enigmas. Only those who come humbly before their Mother Astarte and ask can ever come close to finding out. As of yet, this is all we have:
"You're all mad. The only Reality that exists is everything you experience in the present, the rest either ceased to exist or doesn't exist yet. Concepts like Chaos and Order are useless, created by mortals and gods to explain things as simple as patterns of actions and strings of moments. Nothing but what you're perceiving truly exists to you in that moment."
Tell me a bit about your Domain, what specific powers it entails. Likewise for your chosen (Portfolio).
Aʟɪɢɴᴍᴇɴᴛ
Good, Evil, Indifferent or some kind of variant of Good or Evil. For example, if you are a god who is extremely into law but who is also benevolent and uses law for the 'good', Lawful Good is your alignment. If you are a Jackboot fascist, you are Lawful Evil.
Pᴇʀsᴏɴᴀʟɪᴛʏ
Their personality etc. the way they see themselves.
Pictures, descriptions or both are fine. You can specify preferred forms and what forms they adopt in particular circumstances.
Dᴇsᴄʀɪᴘᴛɪᴏɴ
What is the essence of the character? For example, if they are a god of war, are they a savage killer, a shrewd tactician or warrior king type of war god? If they are a god of magic, are they a wise type of mage, or evil and wicked? This is more about how they are viewed by others, what kind of aura do they give?
[b]AGE [sup](IF APPLICABLE)[/sup] | GENDER [sup](IF APPLICABLE)[/sup] HEIGHT [sup](IF APPLICABLE)[/sup] | WEIGHT [sup](IF APPLICABLE)[/sup][/b][/center] [u][b] Dᴏᴍᴀɪɴ & Pᴏʀᴛꜰᴏʟɪᴏ [/b][/u] [indent]e.g. Water (Oceans)[hider=Description]Tell me a bit about your Domain, what specific powers it entails. Likewise for your chosen (Portfolio).[/hider][/indent] [u][b] Aʟɪɢɴᴍᴇɴᴛ [/b][/u] [indent]Good, Evil, Indifferent or some kind of variant of Good or Evil. For example, if you are a god who is extremely into law but who is also benevolent and uses law for the 'good', Lawful Good is your alignment. If you are a Jackboot fascist, you are Lawful Evil.[/indent] [u][b] Pᴇʀsᴏɴᴀʟɪᴛʏ [/b][/u] [indent]Their personality etc. the way they see themselves.[/indent] [hider=Aᴘᴘᴇᴀʀᴀɴᴄᴇ][indent]Pictures, descriptions or both are fine. You can specify preferred forms and what forms they adopt in particular circumstances.[/indent][/hider] [u][b] Dᴇsᴄʀɪᴘᴛɪᴏɴ [/b][/u] [indent]What is the essence of the character? For example, if they are a god of war, are they a savage killer, a shrewd tactician or warrior king type of war god? If they are a god of magic, are they a wise type of mage, or evil and wicked? This is more about how they are viewed by others, what kind of aura do they give?[/indent] [u][b] Mᴜsɪᴄᴀʟ Tʜᴇᴍᴇ [/b][/u] [indent]Lets add some spice.[/indent] [u][b] Cᴏɴᴄᴇᴀʟᴍᴇɴᴛ & Dᴇᴛᴇᴄᴛɪᴏɴ Lᴇᴠᴇʟ [/b][/u] [indent]Did you read the OP? Did you read it properly?[/indent]
Recorded here are all the additions to the Codex of Creation, and their authors, such that knowledge of the Codex may carry on for all eternity.
From the memory and trial of Logos, as transcribed by Teknall, Order, and the Laws of Physics upon which all else is built upon.
By the hand of Teknall, the elements Adamantine, Mithral and Orichalcum.
By the hand of Toun, suitability for life.
From the scrawls of Vestec, impossible and ridiculous distortions of some objects. By the amendment of Teknall, at the command of Logos, bounds upon the chaotic variations.
By the editing of Vulamera, unity of the Codex, so it would work as one.
By the hand of the Adversary, the occult, magic inherent to objects, materials and rituals.
By the hand of Vakarlon, luck and chance.
By the touch of Julkofyr, emptiness, and uncertainty at the quantum level.
By the mark of Zephyrion, reactivity of gases.
By the breath of Zephyrion, Change, such that the Universe will always be dynamic and even the Codex is not inert.
By the hand of Niciel, a bit of purity.
By the mark of Astarte, her own magical essence, a wild kind of magic which will suffuse the Universe.
From the touch of Slough, universal palatability for life.
By the hand of Belruarc, arcane, lawful magic.
By the mark of Jvan, the Other, life existing outside the Laws of Physics. By the amendment of Teknall, at the command of Logos, imprisonment in the Gap, keeping the Other outside the Universe unless freed.
From the efforts of Toun, vain attempts at perfection.
By the touch of Ull'Yang, stellar evolution, and unity.
From the defiance of Julkofyr, the Orbs of Darkness.
By the power of Kyre, resilience for the Codex.
By the power of Vulamera, mind, intelligence and sentience.
By the will of Vowzra, something inscrutable, unknowable until the Time has come.
By the irrevocable word of Fate and unmatched power of Amul'Sharar, many things, incomprehensible to all.
And all these things were written into the Codex, and by the will of Fate the Codex was written into the Universe and the Universe was born in a Shattering Disunity.
Recorded here are creations made separate from the Codex, yet still form a fundamental part of the World. They are written here such that they may not be forgotten.
From the essence of Reathos, the Primordial Pool, the plane in which all souls go when they die, and is part of the cycle of Life and Death.
From the creativity of Illunbar, the Dreamweaver, a magical harp with the power of dreams.
It is through all these things that the World was made. Thus it was Fated. Thus it has been.
Esaulic Era
??: The hain are created by Toun in the Valley of Peace. Toun steals the slave hain and scatters the rest all over Galbar.
??: Hain gather into small tribes and embrace hunter-gatherer lifestyles.
??: The mythical hain, Ch'eater, sacrifices his family to occult powers in return for immortality.
??: Cultural signs of a clean white and complete hain shell being considered attractive and smooth, gapless surfaces seen as aesthetically comforting is observed. Scholars speculate this to be imparted by Toun's perfectionism, though this theory is not popular. Most attribute this behaviour to the nature of its origins; areas populated heavily by dangerous fibrelings originated a cultural aversion to hair and gaps where hair might poke through.
??: The first sculptor in the Cult of Jvan, Fishbones, completes metamorphosis.
??: The first wild urtelem walk upon Galbar.
Ikanotita Era
??: Widespread and sudden signs of violence and fear towards the Cult of Jvan erupt across the global Hain population. This is correlated with evidence of wild creatures and ants behaving the same way.
??: The tale of Niciel's forgiveness takes place, founding worship of Niciel amongst valley hain and beginning relations with the newly created angels.
??: The tale of Slough and the Hunters takes place, where Slough is known by the name ‘Life-Deer’. The tale is supposedly allegorical, but its alignment with descriptions of the life goddess from other species suggests otherwise. Reverence for nature spreads amongst hain tribes, particularly around the north-west Jvanic coast.
??: Stone Chipper begins wandering Galbar, spreading knowledge to willing tribes of hain. Stone working and urtelem taming become widespread. Hain tool use increases and tool designs homogenise, save for contextual applications that prove more efficient.
??: Gerrik the apprentice joins Stone Chipper's travels.
??: The Chipper Tradition of travelling scholars and craftshain begins.
??: The Rovaick walk Galbar. Putatively, they were made by Vestec from an amalgam of all life on Galbar at the time, including hain. They are mostly confined to mountains, away from white giants.
??: The first signs of bright staff flowers (also known as hogweed) used as protective talismans by some hain tribes. This lines up with spread of a number of new flower varieties all over Galbar. Association with Toun appears to be independent, despite some shamanic traditions applying the new flowers' significance to each of the gods.
??: Teknall's 'sacred flower', called the earthsoul flower by most hain, is used in urtelem taming in some parts of the world due to its strange property of colouring to urtelem emotions in the vicinity.
??: Humans walk Galbar in small numbers.
??: The demigod, Lifprasil, is born. The insidie are created. Hain interactions with insidie are limited to Vectec's voren insidie in chaos hordes.
??: Strange remains of an entire tribe of hain, cut into precise and perfect portions, are dated to this point in time.
??: Chaos hordes form near the ironheart mountains, including hain members.
??: First evidence of hain 'second hatching' rituals, otherwise known as 'Beautification of the Flesh' in Jvanic circles. This ritual is different from tribe to tribe, but follows from the intrinsic urge of hain to carve disturbing images into their shells upon adolescence. This evidence lines up a short time after the needle fae appear on Galbar. Attacks against Jvanic sculptors decline.
??: The metatic ocean is created. Countless hain and human tribes are annihilated. Cornerstone is created.
??: Tales of the Great Ant TOBIA take place. The Niciel worshipping valley hain in particular speak of the friendly creature's exploits with them and the angels.
??: A simultaneous period of shared pain amongst the entire hain population precedes the first accounts of strange sparks of unexplained power from a few hain.
??: Proto-Ilunabarous languages tie many languages and dialects by a common root, extrapolated to have been created at this time.
??: Rudimentary astronomy is depicted in some hain societies.
??: The bow drill sees use in hain tribes. Fire creation spreads around Galbar via Chippers.
??: Gerrik Far-Teacher is canonised by Stone Chipper. Stone Chipper reveals his true identity as the god Teknall.
??: Grot's armies mobilise. Hain tribes around the north of the ironheart mountains are destroyed or displaced.
??: Phantasmagoria takes places. Great leaps are made in sentient technology and culture. Evidence of formal trade, bread making, pottery, leatherworking, trapping, herbalism and poisoning, eloquence, poison use, fruit selection, sewing, binding and weaving, artistic wood carving, winemaking, bead making, petroglyphs, and painting are seen worldwide rather than in secluded, accidental pockets.
??: Stories of the archangel Falas speak of meeting 'strange creatures' outside of the Valley of Peace take place. These are a tribe of regular hain, suggesting that the Valley Hain have either emigrated, died out, gone into hiding from the angels of the valley, or mutated beyond physical recognition. Of course, Falas may have simply had a secluded upbringing. Such things are lost to history.
??: Shamanic hain tradition shows more mentions of the foreign entity known as 'Jaan'.
??: The Prophet Sularn is inscribed and the cult of Toun and Teknall is founded. Those with the mark of Toun are able to descend from the mountains without fear and interact with humans and hain.
??: Gerrik Far-Teacher and a mysterious warrior hain known as Wind-Striker assemble an army to help repel a horde of chaos, bringing the first purely hain army to bear. Dedicated weapons and fortifications are crafted and refined in hain communities that participate.
??: First tales of hain-human interaction. Some episodes are peaceful and trade is made, others are violent and superstition is born. Deep seated beliefs about hair do not help in some cases.
??: The battle of angelblood ridge results in some chaos hain joining Lifprasil's budding empire. These are the first hain believed to have joined him.
??: Hain develop djinni fighting techniques with their shamanistic magic. They do not initially work very well. This is in response to some stories of tribes being slaughtered for their second hatching rituals. Hain that consciously avoided second hatchings fell victim to anxiety, fear, and eventual madness as what they would normally carve on their shells became vivid hallucinations. The only cure for this was to undergo the ritual.
??: The event that caused many life forms to follow the tracks of the reincarnation of Slough occurs here. This marks the first chapter in the history of dedicated Slough worship by the hain skirting the Venomweald. Previously, there had only been reverence and respect for Slough.
??: The first sin cults spring up amongst hain and rovaick communities near and on the ironheart mountains.
??: Hain are part of the founding of Xerxes an eventually make up much of its army.
??: Obsidian weapons spread from Xerxes.
??: The Parade comes to the west coast of the Jvanic. Theatre joins oral story tradition.
??: Metalworking techniques spread from the ironheart mountain rovaick. Copper tools begin to spread.
??: Xerxes is shattered by Vowzra's Victors. Hain try to pick up the pieces with other races. Many travel and spread the technology founded in Amestris.
??: Death of Vowzra.
??: Ironheart metals, pioneered by the Toolsmith Conata, spread new kinds of metalworking, such as bronze. Advanced metals, such as those produced by Conata herself or the aluminium found in the bones of white giants, are traded in incredibly rare quantities.
??: Human shamanistic traditions from Ilunabar spread to the hain of Mesathelassa.
??: Tales of the avenging angel Makeda spread amongst hain communities.
The Blinding Purge and the Bronze Age
??: Logos' realta storm Galbar from all directions. Countless are caught in their indiscriminate fire, marking the largest planetwide massacre in existence.
??: Tauga the Blowfly, a Jvannic hain, unites a predominantly hain slave community in Xerxes to rebuild the city in Amartia's absence. Coinage is conceived.
??: Amartia returns to Xerxes with the Fallen Victors and assumes control from Tauga in an apparently peaceful handover.
Galbar has currently has six moons and a ring. They were designed from a single moon, Unitas, by Vulamera, who first split it into eight.
Cogitare is a charcoal-black moon, where Vulamera lived and died. It's difficult to see against the night sky unless silhouetted by stars, dawn or dusk.
Vigilate and Scitis are twin moons in the same orbit. The main source of moonlight, they shine white and look like eyes. They were claimed by Vulamera, for herself.
Auricolor is a bright, faintly golden moon, full of useful and precious metal ores. It was given to Teknall.
Periditus is a very heavily cratered moon with tectonic scars. It was given to Kyre.
Mirus is a moon with beautiful geometric valleys. It was given to Jvan, who promptly gave it back. Unknown to most, Jvan's rogue avatar claimed it after Vulamera's death and connected it to the Submaterium, in which it built a vast subsurface laboratory.
Two moons no longer exist in their current state or location.
Lex was another deep black moon, larger than all the others. It was given to Logos and destroyed by Vestec, and now exists as two rings which cross and glitter in many colours. A flourishing forest of Jvanic life has since grown in it, tinting it mauve, and her huge satellite observatory/factory Holy Site, Ovaedis, is part of it. The change-eaters live here.
Perfectus was a perfectly smooth moon, at least at first glance. It was given to Toun, sent hurtling towards Galbar by Vestec, and stored in the Gap by Vowzra, who later took it to Chronos. After its time in the Gap, many strange and dangerous artefacts had developed upon it, which Vowzra scattered throughout the universe. When Old Chronos was destroyed, Jvan sent it back to the Gap.
There are three main classes of magic which are an intrinsic part of the Universe, by virtue of being part of the Codex, contributed by three different deities.
Astartean Magic: This magic has effects which are strange, whimsical and wild. In use in mortals, Frettzo has described it as soul magic, where the magic produced is tied to the person's personality. You could say that magic which harnesses Astartean Magic requires its users to have will and charisma. Thanks to the actions of Vestec, all races on Galbar contain the potential to use Astartean magic, although this amount is too small to create a potent magician without divine intervention or extreme chance.
The Occult: Contributed by Mammon. This magic is centered around rituals and material objects. Certain items in specific combinations, or secret words spoken in the right way, create magical effects governed by the occult. The occult is the easiest magic for mortals to access, for it does not require any innate powers on the user's part. However, it does require intricate rituals, and any major effects would almost certainly require a sacrifice of some sort. I consider a part of this post to be exemplary of the occult.
Belruarcian Magic: This magic is described as the magic of scholars and thinkers. It is refined and has its own rules, and by understanding these arcane rules and principles it is possible for users of magic to construct spells to perform any manner of feats. It is a kind of magic which can be studied, and its better users will require intelligence. So far, no one has explicitly referenced it, but it is still available for use.
Of course, you can take any combination of the three. Or you could try to develop something completely new (although I would recommend building on what already exists). I'm just letting you know what you have to work with.
P.S. Regarding Termite's latest post and the Acalya, I would like to say that the Urtelem should be extremely resilient to the Acalya flower's infection. They were designed in part as a countermeasure against the Ashlings, which are quite similar to the Acalya flower in terms of infection (some crystalline substance hijacks all the fleshy bits and makes it all crystalline), and thus were immune to the Ashling infection by design. The Acalya flower is substantially more aggressive in its infectious potential, so it could theoretically infect an Urtelem, but short of total immunity the Urtelem would be quite hard to infect.
Of course, once they start punching Acalya plants with their bare fists and getting all those diamond shards stuck in them, risk of infection would skyrocket. But it would still be slow. Overall, the Urtelem are close to ideal for handling Acalya forests.
Turn 1 p1 1 - Fate & Amul'Sharar, Vowzra - Old World is destroyed. New World is made, formless. Gods are summoned. Vowzra apppears. - No Might spent 2 - Logos - Through suffering, Logos brings forth the Laws from the Old World. - Logos: -4 Might for the Universe. 3 - Niciel - Niciel appears. - No Might spent 4 - Zephyrion - Zephyrion appears. - No Might spent 5 - Daegon - Daegon appears. - No Might spent 6 - Vakarlon - Vakarlon appears. - Vakarlon: -4 Might for the Universe. 7 - Vestec - Vestec is formed from the fusion of four weaker souls. - Vestec: -3 Might to Level up to 2, -1 Might for the Universe. 8 - Slough - Slough appears, and immediately dies and is reincarnated as an egg. - Slough: -3 Might to Level up to 2, -1 Might for the Universe. 9 - Teknall - Teknall appears. Teknall creates the Universal Blueprint. Logos's laws are transcribed. The elements adamantine, mithral and orichalcum are added. - Teknall: -4 Might for the Universe. 10 - Kyre - Kyre appears - No Might spent 11 - Julkofyr - Julkofyr appears - No Might spent 12 - Jvan - Jvan appears - No Might spent 13 - Reathos - Reathos and the Primordial Pool appears - No Might spent? 14 - Ilunabar - Ilunabar appears - No Might spent 15 - Astarte - Astarte appears - No Might spent 16 - Ull'Yang - Ull'Yang appears - No Might spent 17 - Toun - Toun appears. Conditions for life are fostered in the Blueprints. Slough's egg is retreived. Slough is implored to persevere. - Toun: -4 Might for the Universe. 18 - Teknall - Slough is challenged to make life wondrous. - No Might spent 19 - Vestec - Vestec imparts some corruption to Slough, imbuing her with Wilderness. Random things are drawn on the Blueprint, and some notes erased. - No Might spent 20 - Vulamera - Vulamera appears. Vulamera edits the Blueprint to be cohesive. - No Might spent p2 21 - Niciel - Niciel berates Vestec. Slough is imparted with sympathy - No Might spent 22 - Ull'Yang - Slough is offered vigilance. Ull'Yang feeds Slough his arm. - No Might spent 23 - Mammon - Mammon appears. Occult is added to the Blueprint. - No Might spent? 24 - Vakarlon - Slough is offered choice and enjoyment. Vakarlon adds his ways to the Blueprint. - No Might spent 25 - Vulamera - Vulamera seeks favour with Kyre and Ull'Yang - Vulamera: -1 Freepoint to organise the Blueprint 26 - Ilunabar - Ilunbar turns a scrap of the Blueprint into the Dreamweaver, and invents dreams. Slough is offered a song. - Ilunabar: -3 Might to Level up to 2, -1 Might for the Universe. 27 - nill 28 - Julkofyr - Slough is given ambiguity. Emptiness, and uncertainty at the fundamental level is added to the Blueprint. - No Might spent 29 - Teknall - Teknall berates Vestec. Ull'Yang is built a replacement arm. - No Might spent 30 - Zephyrion - The elemental gases are rewritten. The primal force of Change is imbued into the Blueprint. - Zephyrion: -3 Might to Level up to 2, -1 Might for the Universe 31 - Niciel - Purity is added to the Blueprint - Niciel: -3 Might to Level up to 2 32 - Astarte - Wild magic is added to the Blueprint - No Might spent 33 - Slough - Slough reinforces herself against further influences. The Blueprint is made perfectly palatable for life of all kinds - No Might spent 34 - Belruarc - Belruarc appears. Lawful magic is added to the Blueprint - No Might spent 35 - Jvan - The Other is written into the Gaps in the Blueprint - Jvan: -3 Might to Level up to 2, -1 Might for the Universe 36 - Logos - Logos arrives, and forces back Jvan, Vestec and Zephyrion from the Blueprint 37 - Teknall - Pressured by Logos, Teknall puts bounds on Vestec's meddling and ensures the Other is unable to exit the Gap unaided. - No Might spent 38 - Toun - Toun attacks Jvan. A crack in Toun's previously flawless face forms, giving him an eye. - No Might spent 39 - Vestec - Vestec mocks Logos. Chaos fire is shot at the Blueprint. Vestec reaches out to Corrupt the Blueprint. - No Might spent p3 40 - Teknall - Teknall shields the Blueprint from the chaos flames - No Might spent 41 - Niciel - Niciel blasts everyone away from the Blueprints using holy light - Niciel: -1 Might for shockwave 42 - Ull'Yang - Niciel's shockwave breaks Ull'Yang's new arm. Stellar evolution is rewritten. The Blueprint is unified. - Ull'Yang: -1 Might for the Universe 43 - Julkofyr - Julkofyr mocks Logos and Niciel. Orbs of Darkness are added to the Blueprint. - Julkofyr: -3 Might to Level up to 2, -1 Might for the Universe 44 - Jvan - Fragments of Toun's perfection are embedded into Jvan from Toun's attack. Jvan protects Slough's egg. - Jvan: -1 Freepoint to reinforce Slough's egg. 45 - Ilunabar - Ilunabar spectates, then goes to Jvan's aid. - No Might spent 46 - Kyre - Kyre stops Vestec from corrupting the Blueprint. The Blueprint is reinforced. Kyre protects Slough. - Kyre: -1 Might for the Universe 47 - Zephyrion - A fight between Zephyrion and Logos is narrowly averted. Zephyrion goes elsewhere. - No Might spent 48 - Vulamera - Sentient life is added to the Blueprint. Vulamera takes a physical form and encases the Blueprint. - Vulamera: -3 Might for the Universe. 49 - Mammon - Mammon talks - No Might spent 50 - Fate & Amul'Sharar - The Blueprint becomes the Codex of Creation. The Shattering Disunity occurs, creating the Universe. Scene changes to the planet Galbar. - All gods spend their remaining Might for the Universe and Level up to 2.
Turn 2 51 - Turn 2 52 - Ull'Yang - Ull'Yang becomes the Primordial Star. - No Might spent 53 - Vestec - Vulamera is invited to observe Vestec's mind at a later date. The Shattered Plains are created (sometimes called the Changing Plains). - Vestec: -4 Might to Level up to 3 54 - Vakarlon - Polar ice caps and caves within them are created. Vakarlon visits Vulamera regarding memories from a past Universe. - Vakarlon: -1 Might to create the ice caps, -4 Might to Level up to 3 55 - Jvan - Jvan embeds herself into Galbar as a flesh-mountain. The Fractal Sea is created, with simple life. - Jvan: -1 Might to create the Fractal Sea, -4 Might to Level up to 3, -1 Freepoint to create simple sea life. 56 - Slough - Slough makes planetfall. Slough hatches into a rotting deer. The Deepwood and all life within it is created. - Slough: -1 Might to create the Deepwood and its life, -4 Might to level up to 3, -1 Freepoint to create dirt 57 - Zephyrion - Galbar receives an oxygen-rich atmosphere. Zephyrion fails to destroy a distant rocky planet. Zephyrion collides with Galbar, sending materials into orbit and creating amplified seasons. - Zephyrion: -1 Freepoint to create seasons 58 - Niciel - The Valley of Peace is created, surrounded by the Nice Mountains. The Valley's aura suppresses violence - Niciel: -4 Might for a Holy Site (the Valley of Peace). 59 - Astarte - Astarte attempts to startle Slough into the Shattered Plains. - Astarte: -1 Freepoint to be stealthy p4 60 - Logos - Before the Shattering Disunity, Logos creates his blade Singularity, although is prevented from attacking Vestec. At Galbar, Logos promises Teknall, Toun, Kyre and Vulamera a boon. - Logos: -1 Freepoint to create Singularity 61 - Teknall - Before the Shattering Disunity, Teknall is struck by Niciel's shockwave. Teknall descends to Galbar. - No Might spent 62 - Zephyrion and Teknall - Zephyrion and Teknall build the Celestial Citadel. - Teknall: -5 Might for a Holy Site (the Celestial Citadel). Zephyrion: -5 Might for a Holy Site (the Celestial Citadel). 63 - Reathos - The First Wraith Stone is built in the caves under Galbar, to harvest the souls of all the dead. Reathos creates an Avatar and binds it to the Wraith Stone to guard it. - Reathos: -4 Might for a Holy Site (the First Wraith Stone), -1 Might for his first Avatar. 64 - Ilunabar - Ilunabar visits the Celestial Citadel - No Might spent 65 - Vulamera - The moon Unitas is created. The moon Unitas is split into eight smaller moons, Lex, Cogitare, Vigilate and Scitis (aka the Eyes of the Scribe), Auricolor, Perfectus, Periditus, Mirus. Lex is gifted to Logos. Cogitare, Vigilate and Scitis are claimed by Vulamera. Auricolor is gifted to Teknall. Periditus is gifted to Kyre. Perfectus is gifted to Toun. Mirus is gifted to Jvan. - Vulamera: -2 Might to create the moons. 66 - Vowzra - Before the Shattering Disunity, Vowzra is annoyed that Vulamera has taken the Codex, but allows her to keep it, to her self-destruction. Vowzra adds to the Codex secret things. On Galbar, ants are created. The first ant is taken by Vowzra. - Vowzra: -4 Might to Level up to 3, -1 Freepoint to make ants? 67 - Julkofyr - The Darkened Spires are created on Galbar. Julkofyr evolves insects to live in the Darkened Spires. Julkofyr creates his Plane of Darkness. A shrine is made within the Plane of Darkness, including statues of all the gods. - Julkofyr: Unspecified. Apparently -4 Might and -1 Freepoint 68 - Slough - Several new species appear in the Deepwood. Slough teleports away from Astarte. Astarte is attacked by a wild nectar blush. The statue of Slough in Julkofyr's shrine crumbles. - No Might spent 69 - Toun - Toun feels sad because he failed to make the Codex perfect. Toun settles down in the Valley of Peace. - No Might spent 70 - Teknall - Teknall forges an adamantine maul from metal on Auricolor. Teknall creates the mineral-rich Ironheart Ranges - Teknall: -2 Freepoint to create the Ironheart Ranges. 71 - Vakarlon - Vakarlon complains of terrible, painful, fiery memories to Vulamera. - No Might spent 72 - Ull'Yang - Ull'Yang is a star a long way from Galbar. Ull'Yang creates his Avatar, who goes to hibernate in the Deepwood. - No Might spent? (Should have spent 1) 73 - Jvan - Jvan is immobile. Jvan creates many eyes which fly around Galbar so she can see. One lands in the Celestial Citadel and another in the Valley of Peace. Strange deep-sea life is created around Jvan. Jvan communicates with Slough and Vulamera via fleshy messanger angels. - No Might spent 74 - Toun - Two billion white giants are created and distributed across Galbar to protect it form non-Slough or Tounic life. - Toun: -1 Might to create the white giants, -4 Might to Level up to 3. 75 - Belruarc - Belruarc simply watches Galbar from orbit. - No Might spent 76 - Zephyrion - Zephyrion invites Ilunabar and Jvan to direct him in carving out something in Galbar. - Zephyrion: -1 Freepoint to carve things in Galbar. 77 - Ilunabar - Magical crystals are used to give Ilunabar a report on the gods' creations and a geological survey of Galbar. Ilunabar suggests that Zephyrion build giant musical instruments. - Ilunabar: -2 Freepoints to survey Galbar. 78 - Niciel - The Orb of Escry and the Orb of Holy are created. Wisps are created. - Niciel: -1 Might to create the Orbs. 79 - Astarte - Astarte blows up the attacking nectar blush. Astarte isolates some vials of Liquid Light, her magical energy, and sends them to Zephyrion, Vestec and Teknall. - Astarte: -4 Might to Level up to 3. p5 80 - Vowzra, Logos - Logos flies far away, and meets Vowzra. Logos and Vowzra chat. Subtle narrated reference to Vowzra's Codex contribution being to the Gap. - No Might spent 81 - Slough - A flower grows near Ull'Yang's Avatar. At Jvan's request, Slough departs the Deepwood and treks to the Fractal Sea. A scrubland with life in it is created (including Brush Beasts), bordering a desert. - No Might spent 82 - Vestec - Vestec punches Lex towards Galbar. Vestec kicks Perfectus towards Lex. Lex is destroyed, Perfectus is sent towards Galbar. The two rings of Galbar are created. - Vestec: -1 Might to punch a moon. 83 - Jvan - Jvan decides Vulamera must be forced to change. The Jvanic Eye in the Valley of Peace is crushed by a White Giant. Jvan adds bodies of water to the designs for Zephyrion. - No Might spent 84 - Vowzra - Perfectus is swallowed by a Gap portal, saving Galbar. - Vowzra: -1 Might to make a Gap portal
Turn 3 85 - Turn 3 86 - Teknall - Many trees cover all of Galbar, a blessing for future civilisations. - Teknall: -4 Might to Level up to 3, -2 Might to populate Galbar with trees. 87 - Zephyrion - Ilunabar is granted a home in the Celestial Citadel. The Sparkling Sea is created, with the Firewind Desert, the Mahd, and the foundations for a jungle. - Zephyrion: -4 Might to Level up to 3. 88 - Niciel - Holy Trees are created within and around the Nice Mountains. - Niciel: -4 Might to Level up to 3, -1 Might to create Holy Trees. 89 - Kyre - Kyre observes. - No Might spent 90 - Vestec - Ashlings are created. 13 Wisps are corrupted. - Vestec: -1 Might to create Ashlings 91 - Ull'Yang - Ull'Yang enters his fourth stellar cycle. Mount Borhmanven is discovered. - Ull'Yang: -3 Might to induce 3 supernovae. 92 - Mammon - The submaterium is discovered, the plane of occult magic and links. The well labyrinth is created. Mammon makes a personal plane within the submaterium. - Mammon: -1 Might to create the well labyrinth, -9 Might to Level up to 4. 93 - Slough - Slough is pursued by an Ashling. Slough recalls a proud soul, forming Custodian Esau, who defeats the Ashling. The scrubland made earlier becomes the Gilt Savannah. - Slough: -1 Might to recall a proud soul, -1 Might to make the Gilt Savannah. 94 - Logos - Logos finds distant Arcon. Logos makes a moon and a minature sun to orbit Arcon. The Citadel is created. Logos slowly begins terraforming Arcon. - Logos: -1 Freepoint to make a sun, -1 Freepoint to make a moon, -10 Might to create a Holy Site (The Citadel). 95 - Ilunabar - The game of checkers is created. Raka, The Realm of Dreams, was created. Ilunabar finds a thorn plant made by Slough, and causes it to bloom into roses. A white rose is taken, and made into Meimu, the Diva of Flowers. - Ilunabar: -1 Might to create Raka, -1 Might to create an Avatar (Meimu), -1 Freepoint to make roses bloom. 96 - Teknall - Teknall kills some Ashlings, with a new throwing hammer. Teknall visits Ull'Yang's Avatar atop Mount Borhmanven. - No Might spent 97 - Niciel - The Chaos Wisps are purified back into Holy Wisps. The Orb of Holy innoculates the Wisps against future corruption. A Wisp finds Slough. A Wisp finds the Celestial Citadel. - No Might spent 98 - Zephyrion - Zephyrion manipulates the rules of the Universe to create Flickers. Air elementals appear. Vizier Ventus is created, the first djinni lord. - Zephyrion: -1 Might to create Flickers, -1 Might to create Vizier Ventus (a hero?). 99 - Toun - Toun has a Jvanic nightmare. The hain are created. He deems the hain imperfect. Five tribes' worth are mentally subjugated. The remaining hain are teleported across Galbar. Toun settles his slave hain in some empty land. - Toun: -1 Might to subjugate some hain, -2 Freepoints to teleport hain. p6 100 - Reathos - Heraktati are created, apex predators targets the old and sick. Reathos talks with Ilunabar. - Reathos: -1 Freepoint to create Heraktati 101 - Jvan - It is discovered that Vowzra, in the Codex, had hybridised the Gap with the Hells of Time, adding malicious intent to the originally ambivalent Other. Jvan declares herself as gatekeeper of the Gap. Fiberlings are created. The Optic Fiberlings are created, through which Jvan can see and speak. Mauve travels to Teknall and Ull'Yang's Avatar on Mount Borhmanven, Jvan asking them to look at the Hain. Violet goes to the Firewind Desert and observes White Giants. Navy goes to the Deepwood. Cyan slays an Ashling and infected hain tribe by the Shimmering Sea. Lime sacrifices itself to gain entry into Mammon's submaterium, where Jvan sends a nonsensical message to Mammon. Maize follows Slough. Amber travels through the Changing Plains then the Valley of Peace, and observes hain. Scarlet observes Heraktati in the Gilt Savannah. - Jvan: -1 Might to create the Fiberlings. 102 - Ilunabar - Ilunabar and Miemu chat with Reathos. Ilunabar takes her leave as Reathos' presence gives her nightmares. - No Might spent. 103 - Mammon - A hain called Cherry-Eater has his life saved by Mammon in exchange for sacrificing his whole clan. Cherry-Eater is made Mammon's Hero. Mammon answer's Jvan's message. - Mammon: -4 Freepoints to make a Hero (in debt by 1 Freepoint) 104 - Slough - The Drenched Flowerbed is created. A vast soul is recalled in the depths of the Fractal Sea. Slough heads to the Firewind Desert. - Slough: -1 Might to create the Drenched Flowerbed, -1 Might to recall a vast soul. 105 - Vakarlon, Vulamera - By request, Vulamera inspects Vakarlon's mind and memories. It is discovered that, in a past world, Vakarlon became a god by consuming Serandor, the dark and fiery God of Destruction, who still roams in Vakarlon's mind. Vulamera is told by vision to seek pure knowledge above all else. They both faint. - Vulamera: -1 Might to unlock memories. Vakarlon: No Might spent. 106 - Reathos - The Eenal Tree is created. 2% of crows are cursed to become the Lesser Eyes of Reathos, which can see True Names, and who will witness almost every death. - Reathos: -4 Might to Level up to 3, -1 Might to curse crows with the Lesser Eyes of Reathos, -1 Freepoint to make the Eenal Tree. 107 - Vowzra - Ants now exist all across Galbar. Mammoth Ants exist in the Deepwood. A giant turtle shell appears in the Deepwood. The One By Immortals Altered, the first ant whisked away by Vowra to spend its time in the Gap, emerges. - Vowzra: -1 Might to create the Shell, -1 Might to create a Hero (The One By Immortals Altered (aka TOBIA)) 108 - Jvan - The hain have developed trypophobia and chaetophobia to counter the Fiberlings. Scarlet finds the vast soul made by Slough in hibernation. Heartworm, Jvan's Avatar, is created. Heartworm fuses a Djinn, a crow bearing the Lesser Eye of Reathos, and Gap energy, to form a screeching, immobile creature in the Ironheart Ranges. The First Sculptor is made from a hain, beginning the Cult of Jvan. - Jvan: -1 Might to create an Avatar (Heartworm), -1 Might to start the Cult of Jvan. 109 - Zephyrion, Ventus, Slough - Ventus is sent to Slough to convince her to bring life to the Firewind Desert. After gaining Slough's and Esau's trust, the Firewind Resort is created. - Slough: -1 Might to make the Firewind Resort. 110 - Ull'Yang, Teknall - Teknall meets Ull'Yang's Avatar, Yang'Ze, on Mount Borhmanven. Teknall helps Yang'Ze forge a magical quarterstaff for Yang'Ze. Teknall receives Jvan's message, and decides to attend to the hain soon. Teknall travels to Ull'Yang's true location. Ull'Yang creates a red dwarf in Teknall's formless personal plane. The star inadequate payment, Ull'Yang still owes Teknall a favour. - Teknall: -1 Freepoint to forge the staff. Ull'Yang: -1 Might to empower the staff. 111 - Ilunabar - Inside Raka, Arpeggio is created, which sorts all the dreams into seven categories of ascending order. Dreams are temporarily halted during construction. - Ilunabar: -8 Might to create a Holy Site (Arpeggio) 112 - Teknall - The Urtelem are created, rock creatures which attack violent lifeforms like the Ashlings. - Teknall: -1 Might to create Urtelem
Turn 4 113 - Turn 4 114 - Vowzra - Vowzra is angered by Jvan's creations. Natural creatures, especially hain and ants, are instilled with an aversion from and aggression towards Jvan's creatures, especially Sculptors and Fiberlings. TOBIA sets out to destroy Jvan's creatures. Vowzra creates a personal plane, wtih a floating island, where time flows 1000 Galbarian years internally for every one day on Galbar. In this plane, The Divine Annalist, Hexahedron Historicus Creato (aka The Cube) is created. - Vowzra: -1 Freepoint to instill dislike for all things Jvanic, -1 Might to create a personal plane, -9 Might to create a Holy Site (The Cube). 115 - Logos, Elysium - 20,000 Realta are created to guard Arcon. Elysium, a Realta of flesh and bone, is made, and claimed as Logos' daughter. Together, Elysium and Logos guide the evolution of life on Arcon. Humans are created. Humans are gifted with fire and form communities. It is realised that Logos has long-term plans for humanity in the Immortal Game. - Logos: -5 Might to Level up to 3, -2 Might to guide evolution of all life on Arcon, -1 Might to create the Realta, -1 Might to create a Hero (Elysium), -1 Might to create Humans, -1 Freepoint to give Humans fire, -1 Freepoint to give Humans community. 116 - Niciel - Niciel soothes the hain which remain in the Valley of Peace, who form a tribe. Angels are create. - Niciel: -1 Might to create Angels, -3 Might to claim a Portfolio (Holy). 117 - Slough - Slough rises up and moves on. A proud soul is accidentally recalled from the Deepwood, influenced by the essences of the Gods who had visited the Deepwood, manifesting from the colourful patch of roses. The proud soul manifests as a man, Allure. He slaughters three stripe-faced aphids for being ugly and moves on. - Slough: -5 Might to Level up, -1 Might to create a Hero (Allure). 118 - Jvan - Maize follows Slough. Jvan offers Ventus a reward if he leads Slough downstream, contrary to Zephyrion's orders to head upstream. Navy is attacked by TOBIA, and on fleeing passes by Allure. Cyan, who had been protecting a hain village for centuries, is driven out by the hain. Heartworm had been secretly observing, and also leaves. - No Might spent 119 - NPC hain - "Slough and the Hunters". A story of Slough, her guardian Esau and some hain hunters is told by hain. The story has little point, as Slough acts like a mysterious wild animal. - No Might spent p7 120 - Allure - Allure sees a leopard and likes it. Allure destroys Navy. Allure severs the legs of TOBIA, then leaves. - No Khookies spent 121 - Teknall - Teknall incarnates as a mortal hain, Stone Chipper. Stone Chipper wanders between hain villages, teaching them the fundamentals of crafting, including stone and flint working, rawhide making, carpentry, rope-making, as well as archery and Urtelem taming. Gerrik becomes the apprentice of Stone Chipper. - Teknall: -5 Might to Level up to 4. 122 - Vestec, Vulamera - "Of the Mind and Chaos, Part 1". Vulamera accepts Vestec's offer to visit his mind. They go to Vulamera's empty personal plane. In Vestec's mind, Vulamera finds Corruption, Discord, Emotion and Violence, the four gods which constitute Vestec. Meanwhile, the Rovaik are created. Violence breaks his chains and attacks Vulamera. Vulamera is injured and escapes Vestec's mind, both of them landing in the Firewind Desert. Vestec balances the chaos in Vulamera's wound, creating the Empire race. Vulamera is pregnant, and attempts to abort the child. - Vestec: -1 Might to create the Rovaick, -3 Might to claim a Portfolio (Violence), -0.5 Might to create the Empire race. Vulamera: -4 Might to Level up to 3, -1 Might to create Sanctum of Memories, -0.5 Might to create the Empire race. 123 - Ilunabar - Ilunabar detects human dreams. Meimu uses the Ring of Blooming to create flowers; opium Poppies for Niciel, Hogweed for Toun, flying Lily Pads for Zephyrion, Sunflowers for Ull'Yang, Snowbelle for Vakarlon, flytraps for Reathos, Thornapple for Mammon, green Forget-Me-Not for Belruarc, Guarana for Vulamera, weedy roses for Vestec, glow-in-the-dark Morning Glory, Thistle for Kyre, Earthsoul for Teknall, Cherry Tree for Vowzra, and later Fuchsia for Logos on Arcon. The Ring of Blooming is destroyed. The Aurora is created, linked to dreams. Notte is created. Ilunabar experiments with Beyond Colours. Via the portal Mirrory Link, humans are smuggled from Arcon to Galbar. The first things the humans see on Galbar is Meimu and Notte squabbling. Notte plants an illustration of Elysium in the path of Allure. Notte talks to Jvan about humans. - Ilunabar: -4 Might to Level up to 3, -1 Might to create flowers via the Ring of Blooming, -1 Might to create the Aurora, -2 Might to create a second Avatar (Notte), -1 Might to create a portal (Mirrory) 124 - Ull'Yang - Yang'Ze is sent to the Deepwood and hibernates there, with a quarter of Ull'Yang's consciousness. Ull'Yang creates a body for his true form. A comet is sent past Galbar. The plane of Cygnea, currently empty, is created. - Ull'Yang: -9 Might to Level up twice to 4, -1 Freepoint to create the comet, -1 Might to create a demiplane (Cygnea). 125 - Astarte - Deepwood wildlife has an aversion to Astartean essence. The Rock is created in the Deepwood, a powerful source of Astartean magic affecting life within 100 metres. Astarte seeks out Zephyrion for tests subjects for the Rock. - Astarte: -4 Might to create a Holy Site (the Rock) 126 - Niciel - Angels settle the Valley of Peace, and discover their powers. Loth (blue hair male) and Falas (yellow hair female) are made Heroes, the Guardians of the Angels, by Niciel. Niciel goes to the Firewind Desert. - Niciel: -2 Might to create two Heroes (Loth and Falas) 127 - Vulamera, Vestec, Zephyrion, Lifprasil, Niciel - "Of the Mind and Chaos, Part 2: The Birth of a God." Vulamera's child, Lifprasil, glimpses the Codex of Creation and is born safely. Vulamera gives Lifprasil her blessing and approval. Zephyrion is infuriated that Vulamera has tainted his desert, and they struggle. Vulamera forces her memories into Zephyrion, so that he understands, but is still angry. Niciel arrives and diffuses the situation. Lifprasil accepts Zephyrion's offer to live with him as a student. Vestec gifts Lifprasil a sword whip. Niciel gifts Lifprasil with a suit of armour. Vulamera gives the sword and armour mild sentience. Vulamera gifts Lifprasil with the Crown of Fealty. The Empire race is named the Lifprasilians and Insidie. Everyone leaves the Firewind Desert. - Vulamera: -1 Might to force memories into Zephyrion, -0.5 Might to imbue the armour with sentience, -1 Might to create the Crown of Fealty. Vestec: -0.5 Might and -2 Freepoints to create the sword. Niciel: -3 Freepoints to create the armour. 128 - Allure, Ilunabar - Allure slaughters and levels a village of hain, after learning of Slough's existence. Allure finds the painting of Elysium, but falls in love with Notte instead. Notte has mixed feelings, and they part ways. Meimu observes this. Allure heads towards the Firewind Desert. - No Might spent 129 - Reathos - Reathos discovers the dead souls of humans on Arcon, and finds Elysium and Logos in their oldest memories. Using an adapted White Giant siphon, the Pronobii are created in the southern tundra, as Reathos' countermeasure against sentient life, containing Lesser Eyes of Reathos. Reathos guides the Pronobii's development by possessing Nimueh, who accidentally becomes a Hero. Cryomancy, weapon and defence crafting, community and fight culture are given to the Pronobii, and they are told of their purpose. - Reathos: -1 Might to reverse engineer the White Giant siphons, -1 Might to create the Pronobii, -1 Might to grant the Pronobii Lesser Eyes of Reathos, -1 Might to create a Hero (Nimueh), -1 Might to teach the Pronobii cryomancy, -1 Freepoint to teach the Pronobii weapon making, -1 Freepoint to teach the Pronobii defence making, -1 Freepoint to teach the Pronobii community, -1 Freepoint to teach the Pronobii the fight culture. 130 - Zephyrion, Ventus, Slough - Ventus refuses Jvan's request. Slough attempts to leave the Firewind Desert. Ventus pushes Slough to stay, and the Mahd River Valley is created. Slough is followed by a friendly Crocody Doggle. At the source of the Mahd, Slough accidentally creates the Venomweald Writhe from a stillborn vast soul, which in turn creates the toxic Venomweald Jungle. Slough is comatose. Ventus whisks the party away to the mouth of the Mahd by the Fractal Sea. - Slough: -1 Might to create the Mahd River Valley, -3 Freepoints to stillbirth a vast soul (the Venomweald Writhe) (Slough is now in negative Might). Ventus: -5 Khookies to Level up twice to 3. 131 - Vestec - Vestec steals and corrupts members of various races, including Angels, Pronobii, Djinni, hain, Sculptors, Urtelem, Rovaick and Insidie, which forms his hordes of Chaos, based in the Changing Plains. Some villages are consumed by gladiatorial combat as part of Vestec's selection process. Tular the hain and Bez the Rovaick are named. Grot is created. - Vestec: -5 Might to Level up to 4, -1 Might to create a Hero (Grot) 132 - Mammon, Cherry Eater - The fleet-footed mangler which had hunted Cherry Eater earlier is captured by Mammon. The Goathead Magi are formed, a corruption of Jvan's Sculptors, who are adept in the Occult and have a twisted drive for experimentation. Cherry Eater finds a village slaughtered and experimented on by one Goathead Magus. Cherry Eater drinks some potion and follows the Magus. - Mammon: -1 Might to create the Goathead Magi. 133 - Jvan - The First Sculptor finds Urtelem, and Jvan likes them. Jvan is wary of Allure. Jvan grants Notte the Textile Garden, and chats. Violet is scarred by continuous battles with ashlings in the Shattered Plains, resisting Jvan's directions to investigate the Firewind. Violet is struck by a stray lightning bolt from Zephyrion, severing its connection with Jvan but leaving it alive. The Needle Fae are created, to protect Sculptors. A hain village south of the Sparkling Sea (identified as the village where Cyan used to live) is blown up to spread Needle Fae and the Beautification of the Flesh. The hain are instilled with the Beautification of the Flesh, an adolescent body-art ritual which reduced the effects of their aversion to Jvanic beings. Amber's instincts are dulled by the time spent in the Valley of Peace. Amber seaks out Teknall. - Jvan: -1 Might to create the Needle Fae, -1 Freepoint to create the Textile Grove 134 - Ilunabar - Lifprasil is given an encyclopedia of Galbar. The beyond-colour of Vowzest is introduced, the colour of the Present. Notte chats with Jvan. - Ilunabar: -1 Freepoint to create the encyclopedia. 135 - NPC humans - Slough is the focus of shamanistic rituals by humans. - No Might spent 136 - NPC Furls - "The Genetic Saga of the Furls". Over a long time, Furls evolve into other beings. Kompsoid (Furlid Elegans) are noted to be surviving and thriving, out west of the Deepwood. 137 - Teknall - Gerrik observes the food web of the Gilt Savannah - No Might spent 138 - Ventus, Allure, Slough - Allure finds Slough and seeks to destroy her. Ventus defends Slough. Allure and Ventus battle, Ventus being wounded and Allure being blown to a small island in the Fractal Sea. Allure performs brain surgery on himself. - Allure: -11 Khookies to Level up 3 times to Level 4 139 - Toun - Toun creates the Cornerstone east of the Ironheart Ranges and west of the Deepwood, his new base of operations. Land surrounding the Cornerstone is converted violently into the Metatic Ocean (aka the White Ocean). The slave hain are granted kaolokinesis (porcelain shaping powers), and establish homes within the Cornerstone. The Cornerstone will also impart kaolokinesis upon any mortals who stay there, and subjugate them to Toun, and also sustain their bodies. - Toun: -8 Might to create a Holy Site (the Cornerstone), -2 Might to grant the slave hain and future inhabitants of the Cornerstone kaolokinesis. p8 140 - NPC elementals - The story of Char, a fire elemental who reigned king of the Venomweald for over 1000 years. Set in the distant future. The story contains moral lessons for young shamans. Firelord Char, Stonelord Cliff who became Slag, Duke Aquarius, Skylord Atmus and Stonelord Slate are introduced. Char destroys himself, Aquarius, Atmus , Slate and a large part of the Venomweald in a fiery explosion. Slag survives. - No Might spent 141 - TOBIA - TOBIA is left wounded by Allure's attack. TOBIA makes it to Astarte's Rock, touches it, is healed, and absorbs some strange energies. TOBIA goes on a journey through the Gilt Savannah, the Great Steppe (North of the Savannah, Changing Plains and Desert), the Firewind Desert, the Venomweald, the Valley of Peace, the icy forests of the north, the oceans, then finally to Jvan. On the way, TOBIA studies Ashlings and elementals, frees and befriends the wind djinni Basheer from the Jvanic wailing-crow-instrument, is admired by the hain in the Valley of Peace and discovers she can swim. TOBIA bites Jvan. - TOBIA: -2 Khookies to Level up to 2. 142 - Vestec - Using the bottle of Liquid Light from Astarte, Vestec unlocks magic in all sentient life on Galbar. Vestec steals some humans for his Horde of Chaos. Vestec chats with Atsarte. - No Might spent 143 - Jvan - Jvan suggests to Notte that she should sneak into Arcon occassionally. Jvan ensnares TOBIA, does deep mathematics to locate Arcon, then banishes TOBIA to Arcon along with a Jvanic Eye. The Eye is destroyed by Realta moments after arrival, but TOBIA makes it safely to the ground. Meanwhile on Galbar, Heartworm arrives at the aftermath of the battle between Ventus and Allure. Jvan has to forcibly take control of Heartworm to restrain it. Esau is healed of its wounds, although has a few extra eyes now. - Jvan: -5 Might to Level up to 4, -1 Might to mathematically locate Arcon, -1 Freepoint to send TOBIA and a Jvanic Eye to Arcon. 144 - Kyre - The Hilt, a giant rock sword made from Perditus rock and thrust into the land between the south-west White Ocean and the Ironheart Ranges, is created. Kyre confronts Vestec regarding his hordes, and says hello to Astarte. - Kyre: -10 Might to create a Holy Site (the Hilt), -4 Might to Level up to 3. 145 - Teknall - Stone Chipper enacts a miracle to drive off a Fiberling, and explains it by claiming to be a prophet of Teknall. Villages with nearby bioluminescent life (eg. Duster Oozes) begin to use bioluminescent lamps. - No Might spent. 146 - Teknall - Stone Chipper and Gerrik do some star gazing. It is deduced that the world is spherical. Gerrik infers a naive model of the cosmos. They see Ull'Yang's comet. - No Might spent 147 - Zephyrion, Ventus, Lifprasil, Allure - Lifprasil subdues 2000 Lifprasilians, who later become High Lifprasilians, and Zephyrion takes them all to the Celestial Citadel. Ventus tells of his fight with Allure, and Lifprasil flies off to find Allure. Lifprasil psychically goads Allure into accepting his challenge to duel. Lifprasil and Allure fight. Lifprasil wins on account of being better equiped. Allure surrenders, and joins Lifprasil. - No Might spent 148 - Niciel, Falas, Loth - Niciel grants Loth a flying White Giant, and a blessing which will heal him completely when struck by a single fatal blow. Loth announces to Falas that he is leaving the Valley of Peace to explore the world. Falas is tasked with becoming the leader of the Angels. Loth and Falas share long-range communication crystals. Loth departs. - Niciel: -1 Might to bless Loth, -1 Might to grant Loth the items. 149 - Ull'Yang - Cygnea is formed in Ull'Yang's personal plane, with four continents on a watery plane. Ull'Yang uses a string of Slough's essence, accidentally collect before creation, to seed Cygnea with life. A star is created which shines like a spotlight, creating day and night. Ull'Yang coils up to sleep in a small central island. - No Might used. 150 - Vowzra, Belruarc, Belvast - Set shortly after the fall of Perfectus, ~4000 years before the banishment of TOBIA. Vowzra meets Belruarc in orbit. They become physically and mentally united, and plummet to the north pole, semi-comatose, and awake to find themselves in weakened humanoid forms. They make a home in a cave with friendly bears. Belruarc gives birth to Belvast. Belvast discovers his portal powers and his Eye of the Portcullis, and befriends the bears. Belvast grows up, Vowzra returns to godhood, Belruarc is immortal but still human with lessened powers. Belvast departs, heading to the Valley of Peace, promising to return some day. Vowzra feels guilt and fear looking into Belruarc's eyes, for they are familiar. The bears are blessed with accellerated evolution. - No Might spent 151 - Teknall - Gerrik is able to teach hain independently. Teknall listens in on the hain legends. Teknall resolves to become the god of the hain. - No Might spent 152 - Ilunabar - Notte accepts Jvan's advice. Some hain history occurs, orchestrated by Ilunabar to slow the spread of Teknall's boring truths. The Fiberslayer clan, the village where Cyan used to live, is the focus, on the west coast of the Fractal sea, with the nearby villages of Hillisle, Birbeye and Longgrass. Norterau Fiberslayer, Perlsrik (son of Birbeye), Brukbrik and Longgrass are introduced. It is noted that music, dancing and storytelling are known to the hain. The claims of the Chippers, hain inspired by Stone Chipper, regarding the cosmos and Stone Chipper's encounter with a Fiberling, as well as them all receiving bad omens in dreams, drives the people of Fiberslayer, Birbeye and Longgrass to attack Chippers, many who took refuge in Hillisle. - No Might spent 153 - Ilunabar, Vowzra - Set shortly after Belvast's birth. Vowzra visits Ilunabar in Raka. Raka is modified such that dreams may occassionally bear predictions of the future. Together, Vowzra and Ilunabar make a lute, from which a demigod, the Bard, is born. Vowzra takes the Bard to his personal plane. - No Might spent. 154 - Elysium - In an encounter with a human while hunting, Elysium grants archery to humanity. - Elysium: -2 Khookies to give archer, -2 Khookies to Level up to 2
Turn 5 155 - Turn 5 156 - Teknall, Jvan - Teknall discovers the Chippers, and secretly instructs them via dream to flee their persecution. Teknall and Amber meet. Teknall interrogates Jvan about the virus, and learns of the Beatuification of the Flesh. Jvan asks Teknall to teach the Urtelem sign-language, to improve Urtelem language and allow Urtelem-Sculptor communication. Teknall meets Heartworm, and together they upgrade Urtelem to speak in body language and have improved measuring and balancing abilities. Heartworm departs to perform the upgrade on all other Urtelem. - Teknall: -1 Freepoint to give Urtelem body language. Jvan: -1 Might to give Urtelem enhanced measurement and balance. 157 - Reathos - Through the First Incarnation of the Great Prophet Nimueh, Reathos further develops the Pronobii in preparation for the Great Purge, with fighting styles, advanced melee weapons and defenses, honour, basic dwellings, written language, monuments, religion and temple building. On discovering that Vestec had stolen some Pronobii, Reathos blesses the remaining Pronobii to be resistant to the influence of other gods. Pronobii can see, speak and read the True Glyphs of the True Names, and consider it a holy language. - Reathos: -1 Might to bless the Pronobii with resistance to divine influence, -9 Freepoints to give the Pronobii fighting styles, advanced melee weapons, advanced melee defenses, honour, dwellings, written language, monuments, religion, and temple building. 158 - Ilunabar - Ilunabar masters colours. She turns the second planet in the solar system burgundy. The following beyond colours are defined: Vowzest (colour of present, forgotten when not looked at), Vowzatto (reflects long past light), Vowzil (shows future potential to change with literally burning colours), Sirenian (colour of fascination, c.f. sirens), Tiblumsh (makes it appear more distant), Dashrid (makes it appear closer), Ogirri (causes all else to be forgotten while seen), Lecarol (colour found on the other side of mirrors), Clochelic (colour of wonder, induces curiosity), and Jakketerang (colour of the hunt, source is always visible once seen, regardless of barriers). An experiment with Jakketerang on some High Lifprasillians ends in a murder and a few suicides. Mortals are taught to call one planet 'Ilunabar's' and the fourth planet 'Zephyrion's'. Ilunabar grants mortals their own language, capable of evolution. Sculptors are exempt. - Ilunabar: -3 Might to claim a Portfolio (Colours), -1 Freepoint to make languages. 159 - Teknall - The village of Emberhille has been maintaining and using naturally caused fire. Gerrik is taught discretion by Stone Chipper. Gerrik invents the bow drill and uses it to invent fire. - Teknall: -1 Freepoint to teach the hain fire. p9 160 - Vowzra, The Bard - Chronos is filled with life and stuff, notably Aeth the Greater Crow and Chao the Lesser Crow, the Crimson Cherry Tree, the Sparkling Pool, the Sertzamen-Vremae (the Crystals), and the Chronos Silk-Spider. True Names are mentioned. In the North of Galbar, the towering Solitary Mount, the forest-tree Old Bark-Skin, and the jungle-tree Garabil are created. Treeminds, descendents of bears, live in Old Bark-Skin. The Whirlpool of Space and Time, leading to Chronos, and the Guardian of the Gate are created atop the Solitary Mount. - Vowzra: -1 Might to create the Crows, -1 Might to create the Cherry Tree, -1 Might to create the Sparkling Pool, -6 Might to create the crystals, -1 Might to create the Silk-Spiders, -1 Might to create the Solitary Mount, -1 Might to create a portal (the Whirlpool of Space and Time) and its guardian, -1 Might to create the forest and jungle, -1 Might to create the Treeminds. The Bard: -7 Might to Level up twice to Level 3. 161 - NPC Rovaick - The Rovaick's expansion is hindered by White Giants. Sularn, an Azibo, calls on Teknall, Vulamera and Toun to help the Rovaick. Gruik the goblin is introduced. - No Might spent 162 - Teknall - The Eenal Bow and Guardian Shield are created, and gifted to Gerrik. Stone Chipper reveals to Gerrik that he is the god Teknall. Gerrik is canonized as a Hero, and given the title Far-Teacher. Teknall leaves Gerrik, who is tasked with continuing the work of teaching the hain. - Teknall: -1 Might to create the Eenal Bow, -1 Might to create the Guardian Shield, -3 Might to adopt a Portfolio (Carpentry), -1 Might to make a Hero (Gerrik Far-Teacher). 163 - TOBIA, Logos, Vowzra - TOBIA learns she can fly. TOBIA is chased by Realta then caught by Logos, a cave being destroyed in the process. Vowzra arrives, appeals for TOBIA, and pleads for Logos' aid against Jvan. TOBIA is let free on Arcon. The Waters of Nyneve are created in the cave, 'all the yesterdays that could have been, and the tomorrows that could be', for Elysium. Logos warns Vowzra of the danger of fighting Jvan. Logos implies he will seek recompense for the stolen humans. - No Might spent? 164 - NPC Eskandars - Humans on Arcon. Eskandar born by Caesarean birth. Wedded to Zekra. Forced out of tribe. Receives a bow from Elysium, and proclaims himself Blessed of the Moon-Mother. Teaches archery. Settles down with numerous wives (in order: Zekra, Seri, Tse, Beru, Cala, Anja, Kae) and children (Mentioned are Bato, Elia, Meli, Sarin, Hezric, Gar, Zeri, Sheb, Caz, Palo, Orif, Derk, Reyk, Jarl, Wezar, Tora, Rana). Bato is firstborn son of Eskandar, becomes a man. The remnants of Eskandar's old tribe, driven out by TOBIA's landing and the destruction of their holy cave, infringe on Eskandar territory and are enslaved. Eskandar assures them their curse is gone as long as they obey him. Use of fire to burn and regenerate the land, systems of counting age, and camoflague are mentioned. - No Might spent 165 - Astarte, Kyre, Vestec - In spite of Kyre's pleas otherwise, Vestec releases four Hordes of Chaos from the Shattered Plains into the world. Grot carrying Rovaick and Urtelem would head to the Valley of Peace. Hain and Fallen Angels would slaughter their way to Cornerstone. Pronobii and Ashlings would hunt down the uncorrupted Pronobii. Strom Djinni would hunt down other Djinni. Astarte suggests a combat tournament instead, but Vestec wants to send his armies out first. At Astarte's request, the Order of Lakshmi is created. Kyre alerts the other gods. Vestec warns the gods not to simply smite his Hordes. Kyre investigates a Pronobii, learns of the Great Purge, and decides to permit the Pronobii to be attacked. Astarte asks Kyre to teach her combat sometime, and Kyre accepts her request for some point in the future. Kyre heads to the Celestial Citadel. - Vestec: -1 Might to create an Order (the Order of Laksmhi) 166 - NPC hain - A hain, Kortek, is undergoes his second hatching. The story is told from the perspective of his younger sister Boki. Sago, Retuk and Teknak are introduced. The second hatching is portrayed as a rite to adulthood and path to conquering fears. It is initially quite upsetting. The unsettling views are typically hidden within a separate tent. - No Might spent 167 - Zephyrion, Ventus, Lifprasil, Astarte - In the Citadel, Zephyrion teaches Lifprasil the 'correct' opinions of the other gods, which Lifprasil generally doesn't conform to, then combat training, then geography. Astarte visits, and Zephyrion, Lifprasil, Ventus, and Lakshmi (Lifprasil's favourite servant) go on a field trip. They pass the Horde of Chaos (before the march), and Zephyrion grabs a sample of the horde. They find Astarte's Rock and experiment on it. Most mortals blow up on contact. Lakshmi survives, gets a rock hand, and becomes a Hero. Ventus is pushed into the Rock, is empowered with Astartean Magic, and flies off. Everyone except Astarte and Zephyrion leave. Zephyrion mutates some Urtelem near the Venomweald into ogres. The first ogre touches the Rock, is empowered into a Hero, then destroys the Rock, killing some ogres, empowering others, and leaving the rest alone. Astartes receives one (rather hungry) ogre as compensation. In an altercation, Astarte burns off the orge's ear, it cries, and Zephyrion is angry at his 'flawed' creations and dumps them near the Venomweald. - Zephyrion: -1 Might to create ogres. Astarte: No Might spent, Holy Site (the Rock) destroyed. Astarte's Rock: -1 Might to make a Hero (Lakshmi), -1 Might to make a Hero (the first Ogre), -1 Might to Level up Ventus four times to Level 7, -1 Might to empower some ogres. 168 - Astarte, Lifprasil, Lakshmi - Astarte eats some flowers, and feeds them to Lakshmi. Astarte likes flowers, but they aren't that tasty. Lakshmi gifts Astarte a flower necklace. - No Might spent 169 - Reathos, Nimueh - The first settlement of the Pronobii is Reas'Thul, and contains the Arena-Temple of Nimueh. Reathos investigates humanity. Nimueh passes on, then reincarnates, and becomes the champion of the Pronobii. Nimueh leads an army against the first wave of the Chaos horde. - No Might spent 170 - Ilunabar - Piena, Diva of Aesthetic, is created to organise the other Divas. One night, the Aurora extended across all Galbar and people dream vividly. This is the Phantasmagoria. Jvan's garden is converted into Julia Island. A pass in the southern Ironhearts between the Shimmering Sea and the Metatic Ocean becomes The Pass and Shalanoir Forest. Marionettes are created. Komposoid Furls, in the Pass, are blessed by Piena to become Quara Korala. The sentient species of Galbar, especially humans (who tenaciously rebuilt after Toun catastrophically made the Metatic Ocean), are gifted many cultural and soceital components from Ilunabar, including eloquence. Following the Phantasmagoria: Susa the Huntress (a human) breaks her leg and is forced to settle down and teach trapping, leather making and other explorer things; the village of Fibeslay has a new leader who was once a bard and a cultural renaissance, greater tolerance, drama, art, painting and music; Old man Vascogne is a trader and survivor of the flood, and inspires his granddaughter Marel Vascogne to become a trader too; the hain Grinder discovers how to make bread, and uses the knowledge to bring an entire village under his control; Manog discovers wine, and Marel Vascogne begins trading it. - Ilunabar: -4 Might to create a third Avatar (Piena), -5 Might to Level up to 4, -1 Might to create Julia Island, -1 Might to create Shalanoir, -1 Might to create Marionettes, -1 Might to bless the Quara Korala, -7 Freepoints to teach Trade, Flour/Breadmaking, Pottery, Leather Drying/Tanning, Trapping, Herbalism and Eloquence, No points expended to teach Poisoning, Fruit Lore, Sewing, Binding & Weaving, Wood Carving, Winemaking, Bead making, and Petroglyphs/painting. Ilunabar is in negative Might. 171 - Falas, Niciel, Loth - Falas visits the outside world, makes friends with a hain caled Grandfather Alexen and receives some wisdom. Falas establishes good relations with the other Angels and promotes visiting the outside world. Niciel accepts Falas as leader of the Angels. Falas is blessed and becomes a Seraph, and is given a blessed suit of armour, lance and buckler. Falas trains the Angels. Loth warns Falas of the approaching Grot, and Falas prepares for war. - Niciel: -1 Might to Level up Falas 4 times to Level 5, -1 Might and -2 Freepoints to create the armour, lance and buckler. 172 - Jvan - Mauve falls into a cave in the Ironhearts and finds the Rovaick for Jvan. The Jvanic Eye in the Celestial Citadel observes the High Lifprasilians. Violet is tagging along with the hain and angel Horde. Violet had been imbued with part of an Insidie soul back in the Firewind Desert, and is developing sentience and is quite angsty. - No Might spent 173 - Lifprasil, Ilunabar - Lifprasil claims land near the Pass as his own. Lifprasil finds Ilunabar, Meimu, Piena and Notte in the Celestial Citadel. Lifprasil tells Notte that Allure is in the Celestial Citadel. Lifprasil tries wine. Ilunabar tries to teach Lifprasil important life lessons. Lifprasil is persuaded to go on a world-exploring adventure. The three Divas are tasked with planning Lifprasil's city. - No Might spent 174 - Ull'Yang - A young female wolf, Whisper, struggles to survive and feed her pack on the central island in Cygnea. Ull'Yang awakes to find Cygnea a paradise, and that his dragon-body had fused with the island and become stone. Ull'Yang finds Whisper, sees promise in her, and persuades her to follow him, promising to protect her pack. Whisper is transformed into Luna, the Twilight Queen. - Ull'Yang: -1 Might to make a Hero (Luna), -0.5 Might to infuse the central island with power. 175 - Vestec, Julkofyr - In the Darkened Spires, Vestec finds Julkofyr and, using a modified Orb of Darkness leading to Vestec's personal plane, the Realm of Madness, Vestec traps Julkofyr. A hain sculptor, Sharmen, witnesses this, and is instructed by Vestec to make a sculpture of this event. Vestec decorrupts five Fallen Angels, rewrites their memories to make it appear that they had been instructed by Niciel to attack Cornerstone, then lets them attack Cornerstone. Vestec goes to visit Kyre and sends apparitions to talk with Niciel and Toun. - No Might spent 176 - Elysium, Logos - Logos presents the Waters of Nyneve to Elysium. Elysium accidentally bathes in it and receives a disturbing vision of a Logos which could have been. Logos had used the pool to perceive the many possible outcomes of Vestec's war, and asks for Elysium's aid. Logos creates the first Acalya flower in preparation for war. - Logos: -1 Might to Level up Elysium 7 times to 8, -9 Might to Level up to 4, -1 Might to create the Acalya flower. 177 - NPC elementals - The elementals in a region near the Fractal Sea convene to discuss the spread of Jvanic corruption. Basheer gives his testimony. Stormlord Tempus, Firelord Cinder and Waterlord Hydraxis agree to battle the Jvanic threat, while Stonelord Gneiss does not consider Jvan dangerous enough to take action. Sculptors can find some refuge in caves and mountains. Sculptors, especially those who used to be elementals, are hunted. Murmur, an elemental of thunder hunting the Sculptors, is introduced. - No Might spent 178 - Jvan - Jvan (via Heartworm) is touring the world to modify the Urtelem and teach them sign language. Urtelem communicate with Sculptors, and learn that the changes they underwent was caused by 'Spiral-Palms'. Jvan finds the Venomweald Writhe, is impressed by its power, but Heartworm barely escapes with its life. Heartworm is pelted by rocks from an ogre, and Jvan vengefully dissects the ogres, with the witnesses coming to call the god Juk Fonk. Jvan blesses the Rovaick to be capable of birthing semi-viable crossbreeds, directly impregnates some Rovaick of either gender, dismisses a challenge from an Azibo hermit, and is called Yah Vuh. Urtelem learn crude mineral 'cooking'. The hain associate wierd things in the world with Jaan. An Angel, Hefin, is transmuted by Jvan, and spreads body jewellery about the other Angels, calling Jvan Yivvin. Jvan enjoys the Phantasmagoria, but is maddened by Grot's destruction of a village with its potential for technology. Sculptors (~10) and Urtelem (a few hundred) in the region are mobilised to defend the Valley of Peace. Among them is a human Sculptor named Dancer, and a human girl named Tira joins them, learning their language. The humans west of the Valley of Peace call jvan Y'Vahn. Jvan finds Sharmen, watches her complete her fourth statue of Julkofyr, then grants her solace in death. - Jvan: -1 Freepoint to teach Urtelem crude mineral processing. 179 - Toun, Vestec - The five angels are killed easily by Toun's slave hain. Vestec arrives and tells Toun that Niciel sent those Angels to attack. Toun is suspicious. Toun has his slave hain prepare Cornerstone for the Horde of Chaos. Toun reads one of the angel's minds, and comes to believe Vestec's report about Niciel. Furious, Toun stomps the ground, causing an earthquake. Due to distance, only a small tidal surge occurs around the White Ocean. - No Might spent p10 180 - Niciel, Vestec - Vestec attempts to persuade Niciel that some of her angels went to warn Cornerstone about the incoming horde, and were attacked by the slave hain. Vestec also speaks of his Hordes. Niciel is suspicious, and goes to Cornerstone herself - No Might spent 181 - Teknall, Zephyrion, Ventus, Ilunabar, Allure, Lifprasil - Set before Phantasmagoria and the Hordes of Chaos, in the Celestial Citadel. Teknall has a chat with Zephyrion then Ilunabar, catching up. Teknall and Ilunabar discuss the benefits of the Divas. Allure renovates his rooms and makes statues of women including Notte. Lifprasil and Allure talk about the nature of beauty. The High Lifprasilians have hanging gardens in the Celestial Citadel. Lifprasil and Teknall talk a bit about Lifprasil's global ambitions. Then Kyre's message arrives, and Teknall goes off to prepare. 182 - Lifprasil, Belvast - Lifprasil creates three Fractal Artefacts: an ocarina, the Fractal Utensil (shown as a quill), and a cube (shown containing parchment). The ocarina is left for Zephyrion. Lifprasil becomes Vesamera, and leaves the Celestial Citadel to explore the world and learn. Meanwhile, Belvast has travelled the world for millenia. Belvast creates the Mobius Board. Vesamera and Belvast meet in the Deepwood, and play a game on the Mobius Board, betting friendship and fish. Belvast wins and Vesamera gives him a fish, and reveals that s/he is Lifpraisl and a demigod. Belvast joins Vesamera on her adventures. - Lifprasil: -3 Might to create three Fractal Artefacts. Belvast: -7 Might to Level up twice to Level 3, -1 Might to create the Mobius Board. 183 - Gerrik Far-Teacher, Teknall - Gerrik experiences Phantasmagoria, and receives visions of Susa the Huntress, Fibeslay, Grinder, and Vascogne's wine, and where to find them. Teknall warns Gerrik of the incoming Horde of hain and angels, and blesses Gerrik. Gerrik has 10 days to prepare the village, and Teknall will gather Urtelem to help. - Teknall: -1 Might to Level up Far-Teacher 4 times to Level 5. 184 - Vestec, Kyre - Vestec approaches Kyre with a deal to slow down his armies to give Kyre time for the sentients to prepare. Kyre refuses. Vestec's Avatar, Violence, is created and sent to join the hain and fallen angel hordes. Vestec curses a quarter of souls to be sent to his Realm of Madness rather than Reathos' Wraith Stone when they die. Vestec curses 1% of those who die to become a Cursed, undead. - Vestec: -1 Might to create an Avatar (Violence), -2 Might to curse those who die. 185 - NPC elementals - A human village witnesses a battle between two air elementals, the storm threatening to destroy their village. A sleeping earth elemental, Tremor, awakens, scares the djinn off and goes back to sleep. The human village express gratitude by planting flowers on Tremor's sleeping earth-covered back. - No Might spent 186 - Teknall, Zephyrion, Ventus, Vestec - Teknall prepares Urtelem to guard some villages from the hain and angel horde. Teknall leaves Grot to others. Teknall sends 200 Urtelem to fight the Pronobii and Ashling horde (this weakens them enough to make them not slaughter the west coast of the Fractal Sea, but they still make it to the South Pole with enough numbers to fight the Pronobii there). Teknall seeks the help of Zephyrion to deal with the Storm Djinn, who sends Ventus to create an Order to act as his personal lynch mob. Teknall convinces Ventus to fight the fallen angels in the upcoming battle. Vestec's Avatar joins the hain/angel horde, and Vestec strikes a binding deal with Teknall to slow down the horde for 30 days in exchange for a favour, twisting Teknall's words so he didn't get the deal he wanted. Vestec insists that a favour from Kyre is required to remove the Avatar. Teknall goes to Kyre. - Vestec: -1 Might to bless/curse to make the deal binding. 187 - Toun, Niciel - Niciel visits Toun in Cornerstone. Toun is still mad. Niciel asks for an apology. Toun shows Niciel the tampered angel minds. Niciel figures out that they had been fooled by Vestec, but leaves with the corpses without telling Toun. Toun is still mad at Niciel - No Might spent 188 - Jvan, NPC elementals - Stonelord Gneiss visits Jvan and attempts to negotiate peace. Negotiations break down, and Jvan swallows Gneiss. Jvan creates Diaphane, the first Change-Eater, a race designed to fight the elementals, and feeds Gneiss' Flicker to her. Diaphane lives for a while, eating smaller elementals, eventually becoming gravid asexually. Murmur, Bringer of Thunder, who was helping Stormlords set up an annual typhoon, hears of Diaphane, and goes to fight her. Murmur survives relatively unharmed, but Diaphane is mortally wounded, and scatters her eggs into space. - Jvan: -1 Might to create Diaphane. 189 - Toun - Toun sees the hain/angel horde and Violence. Toun uses the calligraphic language he used in the Codex to create two Avatars, Majus and Minus, and sends them to fight Violence - Toun: -5 Might to Level up to 4, -1 Might to create an Avatar (Majus), -2 Might to create a second Avatar (Minus), -3 Might to adopt a Portfolio (Calligraphy) 190 - Astarte - Astarte has a dream/vision in the middle of the Phantasmagoria. Astarte names her ogre Big. Big is portrayed here as gentle and caring. - No Might spent 191 - nill 192 - Vulamera, Vakarlon, Keriss - Seeing the forces of Chaos on Galbar, Vulamera and Vakarlon agree to create a Demigod. Vulamera enters Vakarlon's mind, a labyrinth of conflicted thoughts. Vakarlon's Chance plus Serandor's Destruction makes Suffering. Serandor as a lion is found trapped by statues of Vakarlon's lost loved ones. Vulamera enters Serandor's mind, a plane of destruction and ruin. They talk. Vulamera finds Vakarlon trying to spy on Serandor (symbolised by a snowbelle), and banishes Vakarlon from Serandor's mind. Vulamera then goes to Vakarlon's essence, protects his mind from Serandor. They create the demigoddess Keriss. They tell Keriss her role in life, Vulamera gives her the Crown of Pain to channel Vulamera's powers, then Keriss is teleported down to the Venomweald. - Vulamera: -1 Might to create the Crown of Pain 193 - NPC Violet - Violet is in the hain/angel horde when Violence arrives and when Vestec slows it to a stop for 30 days. The horde is slowed by a creeping collective psychosis, and camps down in a peat bog. A pack of Urtelem attacks, Violence killing most of them, but one being separated and, not without causing injury, is eventually taken down by Violet and some angels. Violet is accepted by the angels as one of their own. - No Might spent 194 - Toun - Caused by Phantasmagoria, Toun dances with a faceless female illusion and the rest of Cornerstone dances with him. It was strange for Toun - No Might spent 195 - Niciel, Falas - Niciel creates more Wisps. Niciel tells the Angels of the pantheon. Niciel turns four Angels into Archangels. Falas is granted the power to create Archangels and Seraphs. The Angels killed by Toun's minions are given a proper funeral. During Phantasmagoria, Niciel, the Wisps and the Angels all dance. Life Wips are created, which can fuse with trees to form Ents. Angels gain the power to control Wisps. - Niciel: -2 Might to create four Archangels and bless Falas, -1 Might to create Life Wisps, -1 Might to give Angels Wisp-controlling powers, -5 Might to Level up to 4 196 - Nimueh, Reathos - Nimueh loses the battle of Reas'Thul against the Horde of Chaos, and her retreat is covered by the elders, who eventually fall. The battle of Nime'Agul is also a defeat. Arcadia, an Unwanted, uses Casting to kill flying Ashlings. Reathos reveals to Nimueh that she is a Hero, then says the Pronobii need to survive for 6 winter-nights. Reathos feels the flow of souls disturbed. Reathos raises a global army of mindless undead and marches them to the south pole. - Reathos: -1 Might to raise an undead army, -5 Might to Level up to 4. 197 - Jvan - Jvan attempts to extend herself into the Gap, but finds that, due to Vowzra, the Other is more powerful than expected, and she falls deeply ill, until one of the shards of Toun within her is knocked free and becomes active, allowing her to force the Other into perfect geometric order. A Holy Site, Ovaedis, is created, and sent into orbit as part of Galbar's rings. - Jvan: -1 Might to subdue the Other, -10 Might to create a Holy Site (Ovaedis), -1 Might to send Ovaedis into orbit.
Turn 6 198 - Turn 6 199 - Slough - Slough lies unburied and unmarked in the Forsaken Cragland, where the delta of the Mahd used to be. Her resting place is the Deadwood Sepulcher, which attracts aimless wanderers and grants them undeath at the price of a suppressed soul. Slough's 'death' causes the Aimless Time, a season of undeath, to befall the world, although it ends without a trace and only the gods are capable of remembering it. Numerous tombs with special souls are in the Cragland: a proud soul of a chaos-drenched lord, a proud soul of a crystalline dragon, a brave soul of a skybound sympathizer, a brave soul of a malevolent maiden, a brave soul of a charismatic warhound, a vast soul of the knowledgeable youth, a vast soul of the starlight scientist - Slough: -10 Might to create a Holy Site (Deadwood Sepulcher), -2 Freepoints and -5 Might to recall the souls. p11 200 - Toun, Teknall, NPC Rovaick - Sularn and Gruik pray to Toun and Teknall, and receive an answer. Toun creates Sularn's Vow, an oath to strive for perfection and allowing participating Rovaick to go unmolested by White Giants. Toun grants knowledge of basic agriculture via Tounic calligraphy. Teknall promises to send a helper to teach metalworking. Gruik is given an ornamental copper hammer. - Toun: -1 Freepoint to make Sularn's Vow, -1 Freepoint to teach basic plant agriculture, -1 Freepoint to teach basic animal domestication 201 - Vestec - During Phantasmagoria, Bez has bad visions about porcelain Rovaick, and Tular is tormented by visions of his dead family and develops Destruction Magic. Present time, Vestec finds the comatose Slough and calls Astarte, Ilunabar, Vulamera and Niciel for help. - No Might spent 202 - Ilunabar, Lifprasil, Lakshmi, Allure - Lifprasil/Vesamera thinks of her friends. Lakshmi, the Divas and Allure plan Lifprasil's first settlement. A mixed Lifprasilian and marionette workforce is decided on. Allure will go live there. - No Might spent 203 - Jvan - Jvan's avatar Heartworm responds to Vestec's call by punching him through the planet. An explosion occurs in the Metatic Ocean. Jvan expands the Deadwood Sepulcher into the Caliginous Mangrove. Jvan washes Slough. Jvan tosses Maize's body into the grave of the Crystallised Dragon. - Jvan: -1 Might to blast Vestec away, -1 Might to create the Caliginous Mangrove, -1 Freepoint to wash Slough. 204 - Ilunabar - Bored during the Aimless Time, Ilunabar trains her control of energy. Ilunabar plans to make two heroes. Ilunabar choses to ignore Vestec's call - Ilunabar: -1 Might to increase Concealment Level by 1. 205 - Vowzra - Vowzra seals Slough in a forcefield and bark cocoon, protecting her from all outside influences and giving her Time for a second chance at Life. Vowzra collects a tomb with a familiar soul. Vowzra, Slough and tomb teleport away. Slough's cocoon is found in Old Bark-Skin by the Treeminds and dubbed the 'Heaven-Orb'. - Vowzra: -17 Might to cocoon Slough. 206 - Vestec - Vestec shields himself from Jvan's attack with Chaos Energy and returns promptly. He reprimands Jvan and Ilunabar. Vestec follows Vowzra and steals a tribe of Treeminds. - Vestec: -1 Might to shield himself. 207 - Astarte - Astarte goes to the Deedwood Sepulchre. She sees Heartworm and insults it for being ugly. Astarte departs and asks Vestec where he went. - No Might spent 208 - Niciel - Niciel arrives at the Deadwood Sepulchre and finds Slough's cocoon. She helps anyway by gifting 6 powerful Life Wisps and an Orb of Life to Slough and sealing them within a barrier until such time that Slough leaves the cocoon. Ordinary wisps safeguard the barrier. - Niciel: -6 Might to create 6 Life Wisps, -2 Might to create an Orb of Life, -8 Might to make a barrier for the Wisps. 209 - Ilunabar - Makeda, a black-haired angel, is made into an avenging Hero. Chroma, a change-eater, is raised inside a dream in Raka. - Ilunabar: -1 Might to make a Hero (Makeda), -1 Might to make a Hero (Chroma) 210 - Jvan - Jvan perceives Vowzra cocooning Slough and attempting to remove the early influences on Slough as divine abuse of the highest order, and goes a little mad and throws a tantrum. In the tantrum, Heartworm's laboratory is destroyed and Heartworm's mind is inadvertently liberated. As escapism, Jvan plays around with colours and ignores the world. Jvan decides that Vowzra must die. - Jvan: -3 Might to adopt a Portfolio (Geometry) 211 - Kyre, Teknall, Vestec - Kyre feels guilt over the destruction Vestec's hordes have caused. Teknall comes to Kyre and tells him what has happened regarding Vestec and the Horde. They go to Violence, and Kyre offers Vestec a favour as a blessing or curse in exchange for delaying Grot's horde for 30 days, a deal accepted. Kyre takes the form of a hain and goes to teach the village with Gerrik combat skills. Teknall heads to the Deepwood. - Kyre: -5 Might to Level up to 4. 212 - Teknall, Ull'Yang - Teknall visits Yang'Ze, Ull'Yang's Avatar, who had been training in the Deepwood. Teknall calls in the favour for creating Sunderer, Yang'Ze's weapon, requesting that Yang'Ze help them kill Violence. They plan, then Yang'Ze heads to the meeting point while Teknall goes to his personal plane. - No Might spent 213 - NPC hain - A story involving a hain hunter named Lissean and a hain shaman named Rilan. Tarok is also mentioned. They are hunting 'fibreheads' (humans), as revenge for killing Lissean's grandfather. They are ambushed by fibreheads, but they all scatter when a flood comes, caused by two flood djinn fighting. There is mention of Zetiron, lord of the sky and god of change. - No Might spent 214 - Ommok - Ogres live on the outskirts of the Venomweald in a Stone Age environment. Ommok, the immortal ogre king, takes tribute from the ogres and makes cave paintings sharing knowledge. He benefits from Phantasmagoria. Ogres are progressing. - No Might spent 215 - Lifprasil, Belvast, Ilunabar - Vesamera and Belvast meet Susa the Huntress, who is lame. There are mentions of people who see strange dreams. Vesamera/Lifprasil heals Susa and makes her a Hero. Susa joins Lifprasil's party. At Susa and Lifprasil's request, Belvast obtains the location of a strange merchant from Ilunabar, in exchange for promising to open a portal out of a dream. Lifprasil receives a premonition involving the death of Slough via nightmare. - Lifprasil: -1 Might to make a Hero (Susa). Ilunabar: -1 Might to teach certain group oneiromancy (possibly redacted) 216 - Teknall - In orbit around the red dwarf in his personal plane, Teknall creates the Elemental Siphon, the Stellar Engine, and an empty workshop/space station. Teknall creates Goliath, and arms it with an assortment of weapons. They go to beat up Violence. - Teknall: -1 Might to create the Elemental Siphon, -1 Might to create the Stellar Engine, -1 Might to create an Avatar (Goliath), -1 Might to create 10 weapons for Goliath. 217 - Jvan, Lifprasil - Prior to Jvan's breakdown. Jvan launches probes to Galbar from Ovaedis, one landing near Vesamera. Heartworm goes to chat with Lifprasil for Jvan, and they establish good relations. Lifprasil and Heartworm travel to space. Jvan gifts Lifprasil a rocket-powered mount, Ovaedia, using Ovaedis to create it. Lifprasil and Jvan be friends. Jvan then goes to Vestec and Slough. - Jvan: -1 Might to create Ovaedia. 218 - Slough - After some time, Slough's cocoon disintegrates and she is reincarnated as a deer of wood. She sets out purposefully. - No Might spent 219 - Vestec - Vestec converts three Treeminds into a new race to predate on normal treeminds. Grot and his horde is blessed with Aura resistance and taught elementalism. Astarte is invited to come experiment on the remaining three treeminds. - Vestec: -1 Might to create a new race from the Treeminds, -1 Might to grant aura resistance and elementalism to the Grot horde. p12 220 - Vowzra - Three Treeminds are introduced, Morarom Oramomaro, Zinaniza Inazinzani, and Salisilas Lasisal. They find their village empty, and are spirited away to Chronos. Meanwhile in Chronos, a child opens a tomb and is possessed by a purple spirit. The child goes to Galbar. - No Might spent 221 - Ilunabar - Chroma is raised in the dream-land of Iridia, and realises she's a superhero. Makeda is trained by Ilunabar in dream simulations. - Ilunabar: -6 Might to Level up to 5. 222 - NPC Flux - Flux is a water elemental, controlling tides in a lagoon in the Fractal Sea. Old Fishbones, the First Sculptor, encounters Flux, and gives him a gift. Flux reluctantly becomes an oily Sculptor. Flux kills his rival Pyre. Flux later joins Tira and Dancer before they fight Grot. - No Might spent 223 - Amartia, Vestec - Amartia is born when Vestec puts a human into one of the soul-tombs in the Deadwood Sepulchre, with some contribution from Vestec's Chaos. Amartia is shown the world, then thrown into the desert. - No Might spent (?) 224 - Belruarc, 'The Boy' - Belruarc accidentally creates a Holy Site from the open cocoon under Old Barkskin. Belruarc finds a young boy and takes care of him. The boy is revealed to be able to absorb souls. The boy pursues Belruarc, who flees all the way to the Deepwood. Cornered, Belruarc is saved when a boulder is revealed to be a giant turtle, an Avatar of Vowzra. Belruarc and the Avatar depart together. - Belruarc: -30 Might to create a Holy Site. 225 - Grot, Falas, Lifprasil, Belvast - Grot's horde with rovaick, humans, the Order of Lakshmi, urtelem and heraktati, plus Bez the troll, clash with Falas, the four Archangels, an angelic army with Holy Wisps, urtelem, Dancer aka Fencer, Tira, faeries and Flux in the foothills of the Nice Mountains. Many urtelem are killed. Fencer is killed. Meanwhile, Niciel and Vestec talk about the horde and Toun. Bez is made a Hero with discord powers by Vestec. Lifprasil on Ovaedia arrives, talks tactics with Falas, then fights Grot. Tira fights Bez. Bez is beaten, and Tira is heavily wounded. The Lifprasilian army led by Lakshmi arrive. Lifprasil and Falas fight Grot from the inside. Belvast teleports Grot into the ocean. Grot is killed. Vestec saves Bez, and takes some of the Horde and some remains of Grot. The remains of the horde pledge loyalty to Lifprasil. Lifprasilians start going home. - Vestec: -1 Might to make a Hero (Bez) 226 - Teknall - Teknall adds life support and cooling to his Workshop. - No Might spent 227 - NPC Jakin - Set in quiet region of purple sand between Ironhearts and White Ocean, a multiracial area. Jakin, a story-telling human elder, is introduced. Story of nomads, trade, food and agriculture is told. A stone calendar had been built here. - No Might spent 228 - Ventus, Basheer, Murmur - Basheer kills hain undergoing their 'second hatching'. Murmur and Basheer meet. They want to kill Jvanic beings. They meet Ventus, and are adopted into the Zephyrean Skywatch, a Holy Order organised by Ventus, and made into Heroes. - Ventus: -10 Khookies to make a Holy Order (Zephyrean Skywatch), -10 Khookies to empower both Basheer and Murmur into Heroes. 229 - NPC Eskandars - Eskandar decides that his children need lifemates. Three warrior groups are made. Bato, Palo and Orif are promoted to the status of Warrior-Chiefs, the leaders of these groups. - No Might spent 230 - Teknall, Ilunabar, Kinesis, Conata - Teknall plants trees in the Celestial Citadel. Teknall wants a helper to fulfill his promise to the Rovaick, and eventually he, Ilunabar and Meimu settle on two designs. They go to Teknall's Workshop. Kinesis is made/born first, with some mishaps, and is taken by Ilunabar to the Celestial Citadel. Conata is made/born second in a more controlled manner, then taken by Teknall to the Celestial Citadel. - Teknall: -1 Freepoint to make trees, -2 Might to make his two daughters. 231 - Jvan - Diaphane's child enters Galbar's ring and heads to Ovaedis. Nocti, Gaia and Imago are created to inhabit Lex's remains. Jvan invites Astarte to visit Lex. Jvan sends a messenger to follow Slough, and attracts mortal pilgrims. - Jvan: -1 Might to create Nocti, -1 Might to create Gaia, -1 Might to create Imago, -1 Freepoint to attract pilgrims to Slough. 232 - Amartia - Amartia explores the desert and Venomweald, then heads to the Purple Sands. Amartia helps a greedy Troll attain his dreams and become very wealthy. Discord is sown in the Rovaick community, and Amartia becomes a problem solver. Cult of Amartia (aka the Illumi) is formed, followed by humans, hain and trolls, with some influence on other Rovaick. - Amartia: -3 Might to Level up to 2, -1 Might to create the Cult of Amartia 233 - Ilunabar, Lifprasil, Allure - (events mostly take place before the Gort battle) The capital city of Lifprasil's empire is built, construction led by the Divas. Marionettes form the core workforce. First, a wooden port with farmlands is made, to interact with other mortal cities. Second, a grand city, with Allure doing the landscaping, is made, hidden behind fog and illusions, inhabited by the Lifprasillians. Allure invents the glaive. Marionette mounts are made. Lakshmi and Susa are also in the city. Ilunabar builds a stunning palace. Tira is settled into the palace to recover. - Ilunabar: -1 Might to create the palace, -3 Might to adopt a Portfolio (Aesthetic) 234 - Amartia - The Cult of Amartia spreads publicly among hain and humans and secretly among the Rovaick. Amartia converts 7 mortals to be consumed by a specific Sin, a council called the Illumi; Troll of Greed, Azibo of Pride, Tedar of Heresy, Hain of Temptation, Human of Wrath, Human of Gluttony. The nation of Amestris is formed. Trade pressure is put on surrounding Rovaick tribes to assimilate. Xerxes the capital city is built. - No Might spent 235 - Zephyrion - Zephyrion makes a storm of cataclysmic proportions to gain the attention of humans. Many die, prayers to djinn and Elysium go unanswered. One man named Caesus braves the weather to find the cause, and Zephyrion leads Caesus to himself. Caesus is reborn as a Hero, with the Heroship descending through his bloodline, and is renamed to Primus. Zephyrion ressurrects those killed in the storm. Many follow Primus in a mass exodus to the Mahd River Valley, setting up a kingdom. - Zephyrion: -3 Might to make Caesus/Primus a Hero and bless his entire bloodline, -1 Might to fix some of the Storm's damage 236 - Heartworm - Heartworm is in the Caliginous Mangrove. Heartworm consumes some fabric of reality to increase concealment. Heartworm modifies local fauna to be hidden in various ways. Heartworm surrounds itself with Sculptor aides. Heartworm begins exploring Mammon's Black Labyrinth. - Jvan: -1 Might to increase Heartworm's Concealment level by 1, -1 Freepoint to make new living things in the Mangrove 237 - Gerrik Far-Teacher, Kyre - The village being fortified by Gerrik to stop the Horde has finished its walls. Kyre introduces himself as a hain named Wind-Striker. Kyre rallies together 11 hain for combat training, and teaches new weapons such as javelins, arrowheads, and shields. Gerrik receives additional training, allowing him to fully use the Eenal Bow and Guardian Shield. The first 11 warrior-hain teach more hain. Reinformenets arrive. Improvements to fortifications are made. - Kyre: -1/4 MP to teach javelins, -1/4 MP to teach improved arrowheads, -1/4 MP to teach shields; Gerrik: -2 Khookies to teach fortifications. 238 - Amartia, Jvan - A Sculptor presently called Nimble is found by Amartia, and Jvan talks through Nimble to Amartia. Jvan broadly approves of what Amartia has been doing. Sculptors will inhabit Xerxes more. On request, Jvan gifts Amartia with five palaces/temples. These are dropped from orbit, and are semi-organic. Amartia's is the biggest, named the Eye of Cipher. The rest are smaller, for other deities. - Jvan: -1 Might to create the temples. 239 - Kyre - The Avatar Custos is created. - Kyre: -1 Might to create an Avatar (Custos). p13 240 - Lazarus, Vowzra - Lazarus, a powerful human, excavates a cavern. He and workers are attacked by sanity-destroying monsters. Workers are killed, Lazarus goes mad. Lazarus drinks from a powerful chalice, and violently transforms into a demigod of Knowledge. A divine burst of energy indicates his position, and he is sealed in a cocoon. Earlier, Vowzra had moved Perfectus from the Gap to Chronos. Vowzra had planted the Eldritch Relics of Perfectus in hundreds of millions of worlds, including that chalice contain a weakened demigod soul which Lazarus had consumed. Vowzra grants Lazarus knowledge of his origins. - No Might spent 241 - NPC Eskandars - Orif receives tribute from a vanquished tribe. A madwoman invents toothbrushes, and only Orif believes her. - No Might spent 242 - Ull'Yang, Kyre, Teknall - Yang'Ze, Custos and Goliath meet, strategise, and decide that Custos will lure Violence to an abandoned village and the others will ambush Violence there. - No Might spent
Turn 7 243 - Turn 7 244 - Vowzra, Belruarc, Astarte - Astarte meets Belruarc and Vowzra's Avatar (the Vicegerent of the Vicegerent) on their way to Violence. Astarte agrees to help, and creates an Avatar, Brown, to help. - Astarte: -1 Might to create an Avatar (Brown). 245 - Astarte, Vestec, Mammon, Reathos - Astarte accepts Vestec's invitation to play with the Tree-Minds. They turn them into Pack-Minds, predators with an affinity for corruption. Julkofyr is still trapped in the Realm of Madness, and is quite mad. Astarte trades a jar of Liquid Light for some of Julkofyr's darkness and Vestec's chaos essence. The Pack-Minds and remaining Tree-Minds are deposited in the north pole. Vestec goes and finds Mammon, who is fading away. Vestec convinces Mammon to merge with the Realm of Madness, and demons are created. Vestec goes to the beacon where Lazarus was, only to find Amartia had already taken the cocoon. Vestec is then attacked by Reathos and they fall into the Realm of Madness. - No Might spent 246 - Ilunabar, Chroma - Chroma's dream is degrading, and Ilunabar sends Chroma to Julia Island on Galbar. Ilunabar and Piena are unhappy with what Amartia is doing with Sin. Notte babysits Chroma, finds that Chroma doesn't eat normal food or elementals, and Chroma is displeased with Galbar (which she knows as the Clashing World) and misses Iridia. Piena and Ilunabar gather the Quara Korala and create the Grand Parade - Ilunabar: -1 Might to create a Holy Order (the Grand Parade) 247 - Amartia, Lazarus - Enas Amartia has a meeting with the Illumi. Three of the lesser temples have been dedicated to Teknall, Jvan and Astarte, called the Houses of Construct, Life and Magic respectively. Obsidian weapons are developed. The Human of Wrath is killed for insubordinate talk. It is decreed that Amestris will have an army, and that all children must undertake an apprenticeship. The Troll of Greed is sent to find 7 women for Amartia. Amartia discovers Lazarus and takes the cocoon to his palace. Amartia fights Lazarus briefly. They then get aquainted. Lazarus is offered a home in the House of Knowledge. Lazarus creates a cursed box and secret code to store all his secrets. - Lazarus: -2 Might to create a secure box, -2 Might to create an arcane enigma language 248 - Ull'Yang, Kyre, Teknall, Vestec - Custos tries to lure Violence, but Violence avoids him and attacks a hain boy. Kyre manages to save the boy, and Violence is dragged to the ambush point. Custos, Goliath and Yang'Ze fight Violence, who manages to evade them. Then Custos invents the great-axe, and attacks Violence with it. - Kyre: -2 Might to teleport away the hain boy, -1 Might to permanently buff Custos' speed, -0.25 Might to invent the great axe and give it to mortals. 249 - NPC Eskandars - Bato finds a foreign village, led by a woman named Maki and with something akin to democracy. The tribe rejects Eskandar's rule, but gives a gift. Hints of romance appear between Bato and Maki. Eskandar is furious that they did not submit, but Bato pleads to spare them. Bato demonstrates to Maki's tribe the Bow of the Moon-Mother and its use, and they are impressed. Romance continues to grow between Maki and Bato. - No Might spent 250 - Jvan, NPCs Flux, Tira, Tauga - In Angelblood Ridge, Flux goes among the abnormally high number of new undead and make them take a vow of peace and reparation. Flux finds a half-goblin lady named Yulosi, and they stick together. Lenslings are discovered. In Alefpria, Tira wakes, and has no friends. In Xerxes, a hain named Tauga is going through an unusually traumatic second hatching (5 weeks as opposed to the usual 2). Tauga hides in the House of Life, and meets a Tedar Sculptor named Help. Evidence-based medical science is started. - Jvan: -1 Freepoint to create Lenslings. 251 - Ilunabar - Ilunabar interferes with Xerxes in a few ways. Youth become unusually distracted and daydreamy. The Troll of Greed's perception of a good bride is altered. Eçarana, a descendant of Guarana, is planted. Sirenian Fiberlings are placed in the ocean. - No Might spent 252 - Lazarus - Lazarus writes in his secret diary. He's planning to study the Gap and Divine Energies. He's paranoid about being spied on. Lazarus goes for a walk, finds Ecarana, and eats a lot, harvests more. It gives him inspiration, but also makes him daydream. - No Might spent 253 - Amartia - Amartia impregnates the seven women, and the babies grow quickly. The military is organised and grows. Goblins invent obsidian sickle swords. Azibo find a way to magically harvest and purify obsidian. The 7 women go into labor. - Amartia: -1 Might to impregnate the women, -1 Might to accellerate the pregnancy, -1 Might to build the military 254 - Ilunabar, Belvast - Ilunabar invites Belvast over via dreams to eat tuna pie. Belvast opens a portal from his dream to reality. Only minor wierdness happens. Using the Mobius Board, Belvast and Ilunabar play a wargame, to which Ilunabar adds augmented reality illusions. Belvast wins. - Ilunabar: -1 Freepoint to make cool visual effects. 255 - Ull'Yang, Luna - Ull'Yang and Luna tour Cygnea. - No Might spent 256 - Vowzra, Vulamera - Vulamera has gone mad studying the Codex of Creation. Vowzra finds Vulamera, and opens the Codex to the page from which Vulamera had torn a tiny bit. The Codex absorbs Vulamera's spirit to repair the tear. Vowzra seals the Codex within the Cube, and implies it will be transformed on leaving. - No Might spent 257 - Jvan - Jvan tracks Perfectus to Chronos, and detects the Relics of Perfectus. Jvan considers Vowzra reckless with the Gap, and would soon make a move against him. Heartworm is informed. Jvan designs and constructs the Arks, Mother Suprema and Father Dominus, as infant bio-spaceships in Ovaedis. An Ark will eventually be given to Lifprasil. The change eaters are adopted as foster children by the young Arks, and the Arks take them on practice raids in secluded regions on Galbar. Diaphane Stellar, Diaphane Wander and Diaphane Whisper are introduced. - Jvan: -1 Might to create the infant Arks, -1 Freepoint to give the Arks growth and reproduction. 258 - NPC Eskandars, TOBIA - Palo is captured and saved by Orif. TOBIA arrives at the main camp, is met by Eskandar, and Eskandar returns with the Law. Some are unhappy with the changes, and conspire to kill Eskandar, but are punished severely. Bato goes hunting when it was forbidden, and Eskandar kills him. Eskandar's wives, Zekra, Seri, Tse, Beru, Cala, Anja and Kae, are made to pledge allegiance to him, as are his children and grandchildren and their mates. A grandson, Rak, is impudent, and is beaten by Eskandar. Bet, Eskandar's newest life-mate, captured from another village, kills Eskandar in his sleep. - No Might spent 259 - Lazarus - Lazarus packs his stuff and leaves stealthily at night. Finds a valley in the mountains. - Lazarus: -2 Might to be extra sneaky. p14 260 - Ilunabar - A post summarising all that Ilunabar has done to date. Features an unbiased summary and the complete, biased version. - No Might. 261 - Logos, Elysium - A battle between armoured humans, with shields and spears, is about to breakout. Logos and Elysium are arguing - it appears that such conflict and violence was unplanned. Unable to watch, Elysium flies away and is quickly followed by Logos. They arrive at a mountain at the bottom of which lies a rather advanced town featuring stone huts, windows, lanterns, woolen blankets. Elysiums gives a cold boy an enchanted fire in a lantern. When she returns to Logos, he is angered by her actions which go against the 'Natural Order'. He eventually promises that he will consider his position towards the humans. - No Might. 262 - Amartía - Sin's seven children are born. The first, Pride, is male and is named Orgullo. The others are likewise imbued with a sin and are, in order: Acedia (male), Gulam (male), Zilévo (female), Lagneía (female), Ira (male), Codicia (male). Xerxes grows due to domestic trade between the twelve tribes of Xerxes. Each of these tribes is led by a Popei to whom the tribesmen are loyal and who in turn are loyal and report to Sin. The military continues growing and Sin turns his eyes on securing magic for it. - No Might. 263 - NPC Eskandars - Bet is apprehended and about to be executed, but reveals she is with child and so is confined in her tent. Civil war breaks out as differences emerge about who should be the new Patriarch. Orif is killed and Palo pledges vengeance. Elia declares herself neutral, but is soon dragged in and declared the Matriarch, warring against Patriarch Palo. Elia is eventually killed and Palo, after much bloodshed, becomes uncontested Patriarch. - No Might. 264 - Ilunabar, Lazarus - Ilunabar finds Lazarus as he attempts his escape. It emerges that Lazarus questing for some privacy. She offers to show him her maps in the Celestial Citadel, which Lazarus accepts. Lazarus plays around with little illusionary figures of a kitsune and wolf - it appears that he wishes to create a being that is a mixture of the two. He explains to Ilunabar that the Kitsune represents 'mercy' and the wold 'wrath', and that he wishes to create this being and release it into the world. Ilunabar helps him create an amulet which, when worn, will turn the wearer into this being. Ilunabar shows Lazarus her maps. He settles in a cave near the Valley of Peace and gives the amulet to a mortal whom he now keeps watch upon. He also plants his addictive creativity-fruit trees. - Ilunabar: -1 Might to create amulet imbuing wearer with Hero status. Lazarus: -1 Might to create arcane link between him and the wearer of the amulet. 265 - Zephyrion, Ventus, NPC Vetruvians, NPC Rukbans - Vetruvians and Rukbans are locked in an eternal conflict of raids and counter-raids. Zephyrion states that he despises the Rukbans and that the Vetruvians are his Chosen People, to Ventus' shock. Heru, firstborn son of Priest-King Akthanos, leads a force against the Rukbans. Weapons used include bows, atlatls, spears, and javelins, and the Rukbans ride horses. Heru wins a pyrrhic victory against the Rukbans. The dead were burned, so as not to rise in undeath, and their ashes thrown into the Mahd. Akthanos, miserable, seeks divine help in the royal catacombs. In search of lost knowledge, he reads various plaques and glyphs, learning of one 'Viz'zer' etc. However, the flame of his torch is soon extinguished and he is stuck in the dark. - Ventus: -10 Khookies to spread various preexisting technologies in their refined forms to Vetros. 266 - N/A - N/A 267 - Meimu, Susa, Lakshmi - Sailboats created in Alefpria. Susa goes off to travel with Lakshmi. Enter Salassar 'Sally', a Quara Korala. Susa tells them the story of the two brothers and the unfaithful wife. As she comes to its end, a mysterious voice sounds. Turns out it's Chroma. Chroma claims she has amnesia. Sally and Lakshmi suddenly seem to have forgotten the content of Susa's tale. - Ilunabar: -1 Free Point to invent sailing. 268 - Mesara, Furem - In the lands north of the steppes, a tribe fights for its survival. Mesara and Furem help them by healing some of their warriors. It becomes clear that Mesara-Furem is the hero Lazarus created with his amulet. Legend of 'Barmherzigkeit', the masked mercy, begin to spread far and wide. - No Might. 269 - Teknall, Conata, Kinesis - Kinesis and Conata meet one another. They clearly get along. They talk about their abilities and have a few minutes of self-discovery. They decide to build a machine! They raid the citadel and make a small clockwork machine resembling a kitten or dog. They chase the automaton until they find Teknall, and Conata is given a dress. Teknall then teaches them how to fly, much to their delight. - No Might. 270 - Slough - The Goddess of Life jounrneys from her place of awakening in the north and down to the Venomweald, creating the Streak, a path filled with life. She clashes with the Venomweald Writhe, whose soul she seizes for safekeeping. And the Venomweald's corpse is all that is left behind as the Goddess of Life continues her journey. - Slough: -16 Might to level up twice, -1 Free Point to take the Venomweald Writhe's soul. 271 - Vestec, Reathos - A horrific battle rages between Vestec and Reathos in the Realm of Madness. Reathos refuses to let up and is eventually killed. Vestec creates various artifacts out of Reathos' various body parts, and leaves his corpse in the Realm of Madness for later use. Vestec then departs for the Venomweald. - Vestec: -1 Might to turn Reathos' body parts into artifacts useable by mortals. 272 - Susa, Lakshmi, Chroma - The First Parade burns their trireme, as a statement of protest it would appear. They head for Fibreslay. Chroma wants to see the main settlement, but it appears only hain are permitted. She considers beating everyone up to undo this 'injustice'. She doesn't. Sally gets the attention of the chief, who was expecting the Parade, and they are invited to meet with him. The owner of the inn they are staying at gives Susa some human clothing - they appear to have deeper meaning to Susa. The chief is very happy to meet them all. Sally speaks with the chief and convinces him to build a lighthouse. The chief is sad due to his inability to propertly enlighten his people and build a great culture, but Sally comforts him and tells him to rule well while he could. - No Might. 273 - Lazarus, Mesara, Furem - Furem, 'wrath', is unleashed against the four-hundred strong Vands tribe. These northern people had developed the wheel. Furem sneaks into the chief's tent and challenges him before withdrawing. Hunting parties are sent out to find Furem and kill him. Night falls as they search. The chief is killed, and the legend of 'Zorn', the wolf of wrath, spreads far and wide. Lazarus, meanwhile, pours might into creating a gem that would detect divine beings. His trees are growing well, but needs new test subjects. He chooses a few Rovaick, and they follow him back to his base. - Lazarus: -1 Might to infuse a gem with essence focused on detecting divine energies. 274 - Violence, Yang'Ze, Custos, Goliath, Brown, the Vicegerent - The fight between Violence and the others continues. Violence is bound by Yang'Ze and Goliath attempts to kill Violence, but to no avail. As they prepare to end it, the Vicegerent arrives and tells them to stop fighting and beware of Jvan. Though the Vicegerent's arguements are not persuaded, Violene points out some of Jvan's horrific acts. Teknall admits that Jvan needs some 'talking to'. Violence is reasonably outraged at the double-standard. The Vicegerent dismisses Violence's arguments and goes on a philosophical tangent, destroying his credibility or potential for persuading the others. Brown interferes, shouts, gives them all a telling-off, before unbinding Violence and healing him. Brown then leaves. The Vicegerent attempts to separate the belligerents by teleporting Violence away. Yang'Ze gets in the way however. They prepare to fight, and Belruarc is teleported away. She is told to 'wait on him'. Yang'Ze and the Vicegerent go off fighting into the distance. Mysterious voices speak to one another. - Ull'Yang: -1 Might to unleash might-boosted sunfire rays upon Violence, -1 Might to attack Violence with his flaming bolas. Astarte: -1 Might to push the attacking Avatars away from Violence, -1 FP used to heal Violence's wounds. 275 - Tira - Tira successfully escapes her guard. She has developed an Alefprian gang - she has proven herself it seems - and they go to explore a cave. She does not like heights. Meanwhile on the Diaphanes front, the raids, while still short and limited to fairly isolated locations, have increased in frequency and the change eaters have destroyed at least one boat full of Lifprasilians. In Lex, a new species, dubbed sweethearts, has appeared. They're very fast, sapient (though not as intelligent as most mortal species), and their bodies produce an Other-substance that young change eaters find addictive. To hunt these, they need to do so in a faster, more organised fashion. Meanwhile, Heartworm learns of Vetros' existence due to the combination of two sculptors. - Jvan: -1 Free Point spent to teach the entropites more advanced aerial manoeuvres. 276 - Vowzra, Lifprasil, Belvast - Lifprasil realises that his mother has been killed and that Vowzra did it. Lifprasil and Belvast journey to Chronos to get answers andfor Lifprasil to reclaim the Codex, his 'birthright'. After a struggle, they both eventually make it in. Lifprasil notices that there are Lifprasillians here - they are those he let die long ago in the forest. After a tense conversation with Vowzra, it is revealed that the Codex has become the Godkiller and is no longer on Chronos. It can now only be in the possession of mortals, divines who approach or possess it are instantly destroyed. The mortal in question is in all ways invulnerable to divine assaults or manipulations. Belvast meets the Bard and is given a short-sword, bow, spider-silk armour, and a sertzstone. - Vowzra: -1 Might for short-sword, -1 Might for bow. 277 - Toun - Chronologically AFTER STAND. Cornerstone is being built up by Toun's hain when the god detects Lazarus. He journeys to the cave where Lazarus was born, and sends Minus to keep an eye on the demigod. He then tracks down Vulamera and learns of her death. Vowzra's trail makes clear, in Toun's eyes, that he is the culprit. - Toun: -6 Might to level up to 5, -10 Might to level up to 6. 278 - Astarte, Jvan - Big rocks a dress. And he looks good. He's become so big now that Astarte can no longer wrap her hands around him - so he tries to be less big. By becoming lean and muscular. Jvan contacts Astarte through a messenger. She had wanted to apologise for last time. She tells Astarte about her new boyfriend, Amartía. She offers to show Astarte her 'garden'. In space. Astarte and Big go there, Big being altered with magic to ensure his survival. Astarte admires it. She then gets sad because she does not think she can do things like this. Jvan comforts her. She realises that Astarte is broken-hearted. She tries to tell Astarte who she is. She is slightly successful. Astarte asks what the important thing Jvan wanted to talk to her about is. It's Slough and Vowzra's trapping her. Jvan had thought Slough forever trapped, but reveals that the Life Goddess had managed to escape 'Vowzra's trap'. But Jvan is worried about her still. She tells Astarte not to worry and to work on fixing herself. - Astarte: -1 Might toimbue Big with capacity to survive in space. Jvan: No Might. 279 - Astarte, Amartía - Big is kidnapped by Sin. Astarte is then called forth and blackmailed into giving Sin what he wants - a magic he calls the '5th Element'. He is excessively cruel to her, utterly breaking her confidence and self-esteem. Weeping, she gives into his demands. - No Might. p15 280 - Zephyrion, Akthanos, Ventus - Akthanos is stuck in the dark, stumbling through the catacombs. A golden wind rejuvenates him and he continues with purpose. He comes to the altar at which Primus had aforetime spoken to Zephyrion. There, Akthanos speaks to Zephyrions who reprimands him for not coming sooner. He creates for Akthanos a mighty sceptre - the King's Law. In the Celestial Citadel, Ventus reprimands Zephyrion for giving such a powerful weapon to mortals. Zephyrion is at first angered, but is ultimately indifferent to Ventus' accusations. - Zephyrion: -10 Might to create divine weapon, the King's Law. 281 - Vowzra, the Bard, Amartía - Vowzra detects Sin and gets premonitions about him. He decides to send the Victors, who have been trained by the Bard over the eons and become quite fearsome, against him. They are teleported there and a battle ensues. Sin is captured and taken to Chronos, and his Six Illumi killed. - Vowzra: -4 Might to create Holy Order, Vowzra's Victors. 282 - Majus, Minus - Chronologically AFTER STAND. A series of communications between Majus and Minus about Lazarus and Minus' stealthy stalking operations. Minus disguises himself as one of the Rovaick Lazarus persuaded to join him. 283 - Minus, Lazarus, Mesara, Furem - Lazarus' exploration of the Gap backfires and Minus steps in to save him. The pain is so great that he opens up the link between himself and Mesara-Furem, burdening them with the pain. Minus questions him on why he delved into the Gap. Lazarus reveals that he sought power in order to protect himself and his experiments. Minus tells him that he will protect him, in return Lazarus must search for the Codex of Creation. Mesara and Furem, meanwhile, collapse on the ground beneath the horrific pain. - No Might. 284 - Fate & Amul'Sharar, Zephyrion, Vowzra, the Bard - Zephyrion is banished for his breaking of the laws of the unviverse by creating djinnis. He is banished to Chronos where, after noting the Sin is imprisoned inside the Cube, he engages in talks and petty games with the Bard, who attempts to get him to open up use the time he has been given productively. Eventually, he gives up on the stubborn Zephyrion. It becomes apparent that Chronos is now more populated - Lifprasillians, Pronobii, humans, ogres, and others, now call it home. Zephyrion travels far into the Chronos spaces and creates his own planet. - Zephyrions: -1 Might to create a planet. The Bard: -5 Might to level up to level 4. 285 - Susa, Lakshmi, Chroma - The Parade moves towards Barbahar. They were tasked by the Fibreslay chief of exporting their tribal Fibreslay play. Chroma is excited at the prospect of playing the hero, Susa far less so about playing the fiberling. She nevertheless does, even if badly. Sally then explores some caves in the area which are apparently of strategic and artistic significance. Chroma stalks him as he draws in one of the caves. She then bumps into Susa and has a small talk with her. Chroma reveals she is from another world. Susa is spooked. - No Might. 286 - Ull'Yang, Luna - With their tour over, Ull'Yang and Luna sit and speak. Luna sadly notes that there are no intelligent creatures in Cygnea. Feigning anger, Ull'Yang reveals that this had been his intention as soon as Luna had become familiar with Cygnea. Using lizards as a base, Ull'Yang creates dragons. Twenty are created in total. - Ull'Yang: -1 Might to create dragons, -1 Free Point to instill hereditary knowledge in all Dov that they can come to Ull'Yang to seek advice when in dire need. 287 - Teknall, Conata, Kinesis - Teknall take his children on a world tour. They see: the Fractal Sea and Jvan, 'the engineer of flesh'. Conata is at peace with this idea, but Kinesis is rather unsettled. They see the Sparkling Sea and Teknall tells them of the haughty but amicable Zephyrion. They see the Firewind and the beginnings of civilisation there. They see the Venomweald and Teknall warns them about it. Conata takes heed, but Kinesis appears intrigued. They see the ogres living not too far from the Venomweald. They see the Changing Planes and Teknall talks of the evil Vestec. The girls are surprised and saddened to learn of evil gods existing. They see Grot's massive lake-sized footsteps. They see the Deepwoods and are told about the tragic Slough. They explore the woods for some time. They see the brush beasts in the Gilt Savannah. They see there a hain village and Toun is mentioned. Kinesis senses the slightet disapproval towards Toun in Teknall's voice. They see the Darkened Spires, created by the vanished Julkofyr. They see the moons and mention is made of Vulamera and how she gifted each one to a god - such as Kyre the good man. Mention is made of Vestec's destruction of Lex, the inflexible Logos' moon, and Vowzra's intervention. They see the White Ocean and Cornerstone, and are told about the unattainable nature of Toun's perfectionist tendencies. Teknall proudly shows them the Ironheart Ranges. They see Mount Bormahven and are told about the honourable and true Ull'Yang and Yang'Ze. They see the Hilt. They see the Valley of Peace and are told about the kind, caring, but overzealous Niciel. Teknall notices some things in the north and reports them to the girls, and tells them about the mysterious, Logos-like Vowzra. They don't like him much. They see the Angels. Thye see humans. They see the Urtelem, created to counteract things like Ashlings. They see clashing storm djinnis. They see Xerxes, and Teknall is surprised but its existence, and indignant at not being involved in building it. He senses Sin also. They visit Shalanoir and are told about Phantasmagoria. They see a tribe of Quara Korala. They see Alefpria and are told about the Lifprasillians and the peculiar, ambitious, but benevolent and noble Lifprasil. They visit a Rovaick settlement in the southern Ironheart Ranges. It appears that they are here so Conata can teach the Rovaick metal making. She gets overexcited and scares everyone away. They come back after a bit. She makes a metal hammer for them and they get excited. Conata makes hammers for them all! Teknall comes back and tells Conata that she needs to teach, not just make. Eventually, Teknall takes Conata to a tedar family, Choukkud and Wutni, with whom Conata is to stay. The purpose of this, it appears, is to learn kindness. Both Kinesis and Teknall are clearly distraught at this separation, but they face it bravely nevertheless. Awakening in the morning, Conata has only the vaguest memory of the previous day - she greets Choukkud as her father. - No Might. 288 - Allure, Lifprasil - Allure dances with his naginata. He thinks of the futility of it all. Lifprasil comes along and asks Allure if he loves Alefpria and would give his life for it. Allure says he loves beauty and would run away if faced with impossible odds. He would die only for beauty. Lifprasil reveals that Notte is cursed and cannot love Allure, but offers to lift the curse if Allure would teach his soldiers how to use the naginata. - No Might. 289 - Jvan, Urtelem and Hain NPCs, Flux, Yulosi - Nimble teaches the Urtelem about the calendar on the Purple Sands. They separate. Joy, an Urtelem, explores a lensling grove. It is located near some calendar stones. It is revealed that the Urtelem have developed a written langauge. Jorn is, to his dismay, brought back into undeath. He learns of Urtelem 'helping the dead to dream again'. He decides to seek them out. Help, the Sculptor-tedar, assists Jorn in his lensling implantation as he is taken in by an Urtelem herd. Flux and Yulosi discover an Urtelem-built bridge and send a vampire to investigate up ahead. They are suspicious of what would drive Urtelem to build. A wandering herd of Urtelem settles down near a hain village which has its own Urtelem herd. Information is exchanged and a lensling - likely Jorn - falls asleep nearby. The Urtelem are more organised and build things of no use to them but useful to others. The old herd eventually wanders away, while the new herd remains by the hain village. Decades later, Urtelem celebrate a new year. It is slightly dedicated to Jvan. - Jvan: -1 Free Point to create the Spiral Script, -1 Free Point for Urtelem adoption of calendar system, -1 Free Point to teach Urtelem how to cultivate lens groves, -1 Free Point to give advanced navigation to the Urtelem. 290 - Jvan, Vowzra, Zephyrion - Waxing powerful, Jvan heads lifts herself from her crater and collides into the Solitary Mount. She kills an uncooperative Guardian of the Gate and seizes control of the Gate itself. Part of her enters Chronos, and she speaks to Vowzra for long. Vowzra grants her some of his 'Sight' that she may see truly, and after a brief tour into her memories her divine 'scent' is laced with Vowzra's. Her remains optimistic that she will develop into something better with Time. Unexpectedly, Jvan does not target Vowzra but his plane, opening the Gap portal and unleashing destruction onto it. Vowzra is shocked and angered by this. Jvan claims Chronos as hers. The two gods clash.Jvan detects Zephyrion and is worried about him. It appears he has been busy creating, and eventually manages to escape Chronos' destruction. Vowzra demands Jvan not harm Chronos. Jvan gives vague promises before escaping after launching Vowzra at the Gap, Vowzra accepts his Fate and chooses to personally slow the advance of the Gap into Chronos. After a struggle, he succumbs. Jvan saves much of Chronos, risking herself in the process. In the Galbarian north, New Chronos manifests itself and a new Gate appears beneath Old Bark-Skin. Jvan returns to her crater and is so reduced in size that she sinks beneath the waves. - Jvan: -6 Might to level up to level 5, -1 Might for Jvan to levitate, -1 Might to seize control of the Gate, -1 Might to shatter open Chronos' Gap portal, -1 Free Point toisolate parts of Chronos and to bring it into the Universe, -1 Might to close the Gap portal. Vowzra: -1 Might to grant Jvan some of his own Sight and leave vestiges of his 'scent' within her. Zephyrion: -1 Might to create sentient avian race, -25 Might to create sun-like holy site, -1 Might to gain access to his primordial personal plane, -1 Might to dive through the scorching plane to safety elsewhere in the universe.
Turn 8 291 - Turn 8. 292 - Toun - Toun is angry and tracks down Vowzra. He ignores signals from both Zephyrion and Jvan. Coming upon the destruction left behind by the clash of Jvan and Vowzra, he enters Chronos. Thinking Vowzra is still alive, he prepares to wreak vengeance on the god of Time. Discovering Vowzra's death, Toun is conflicted, but ultimately sad. He contacts all the gods and bids them convene. He creates the Oath of Stilldeath, a promise between gods to nevermore kill one another. As he waits on the others to come, he finds the Cube and it provides a distraction from his thoughts and sadness. He ignores the nearby Bard. - Toun: -1 Might to contact all the gods, -15 Might to create the Oath of Stilldeath [Calligraphy Domain adds approx. 5 Might more]. 293 - Lifprasil - The demigod sits in silent contemplation, in a dreamlike state, thinkng of all that had come to pass. As he meditates, Toun's voice reaches him and he is somewhat saddened. He sends a prod back in response to Toun before composing himself and going to see what Allure is up to. 294 - Teknall - Teknall reflects. He reflects on the Aimless Time, Jvan and Vestec's scuffle, Niciel's attempt to heal Slough, and Vowzra's meddlesome ways. He reflects on the birth of Lazarus and notes Vowzra's presence there as well as Sin's. He takes the Gap-cup which held the Gap-soul and incases it in lead for future study. He reflects on feeling Reathos' death, and is saddened by it. He believes Reathos was ultimately a 'good and professional' god. Heis surprised that the Universe is not as affected by Reathos' death as it was by Slough's and investigates. He discovers that Reathos has cleverly created a self-sustaining system using a Wraith Stone. Teknall repairs its guardian. He reflects on the vial of magic Astarte gave him, and on the need to discern the fundamental components of objects - for which he would need the Codex of Creation. He tracked down Vulamera to Cogitare and discovered the scene of her 'death'. He meditates there and comes to the conclusion that Vowzra did not kill Vulamera. He decides to talk with the god of Time. He reflects on Zephyrion's disappearance - it had an air of judgement about it. He reflects on how Jvan got to Vowzra before him, destroying the Solitary Mount. He sensed Vowzra's death and saw Jvan bring New Chronos into the Universe, separatd from it by a barrier of hyperbolic space. He regrets not talking to Jvan sooner, but concludes that nothing he could have done would have prevented this eventuality. While Vowzra was conceited and self-important, the death of so many gods still makes Teknall sad, and this makes getting the answers he seeks harder. At the Oath of Stilldeath, Teknall weeps. He signs and strengthens the Oath. He goes to toun and the Cube and realises all the answer lie in the Cube - if it could be deciphered. He notes the presence of the Bard, as well as that of Sin within the Cube. - Teknall: -3 Might to strengthen the Oath of Stilldeath [would now take approx. 25 Might to break]. 295 - Astarte, Brown - A depressed Astarte, hiding in a cave, is bullied by Brown into going and signing the Oath of Stilldeath. She goes reluctantly and realises that she will die. It depresses her tremendously. She signs the Oath, but not in a way detectable to any human, it is not physical. She also imbues the Oath with a certain degree of desperation and helplessness - a secret cry for help. She enters Chronos and sits alone. - No Might. 296 - Niciel, Falas, Loth, Lifprasil - Backtrack to after the Grot bbattle, Falas contemplates how best to thank Lifprasil, when Loth returns. Lifprasil meets with Niciel. He offers friendship and access for his people to the Valley. Niciel accepts but suggests he confirm with Falas. Lifprasil speaks with Falas, who is somewhat surprised at Lifprasil touching her, when Loth introduces himself. They talk about Lifprasil's origins when Falas gets the conversation back on topic. Lifprasil offers an alliance. Falas accepts. - No Might. 297 - Ommok - The great ogre feasts on a deer he fells with his sling. He sees smoke in the disance and thinks it's a fire djinni. He avoids it. He crosses a hain and notes its bow. He follows it and realises the fire djinn is no dire djinn but a hain settlement - they have harvested fire! The villagers attack him with their bows, but do no damage. They realise he means no harm and he dwells with them for a while, learning what he can, before leaving to continue his journey. Hain villages in the region grow to expect him and he stays with a few as he continues his journey. Eventually he enters Vetruvian territory. He stays with them longer but eventually journeys across the Firewind. It is difficult, and he eventually reaches the resort. He crosses the Changing Planes and eventually comes to the Deepwoods. He arrives at the clearing where Astarte's stone had been shattered, and he notes the massive trees - it confuses him that the ones that were destroyed had so quickly grown back into these monumental things again. He is further confused to find only one Astartian rock of significant size left - when he remembered there being many. He takes the rock and, after days of contemplation, sets off home. 298 - Ull'Yang, Luna - Ull'Yang now lives in the upturned inside of a mountain peak. Luna returns from hunting and questions him about the other gods. Ull'Yang realises that Cyngea's barrier has been preventing other gods and his avatar from contacting him. He fixes the issue and is flooded with information. The deaths of his siblings affects him very badly. He is conflicted and saddened, burdened by this development and angry towards the Primordials. But rather than breakdown, Ull'Yang laughs. Ull'Yang then goes through a very painful process of refining his core so as to give him freedom of movement. This inadvertently brings forward his supernova stage. Creating the golems Mundo and Odnum to protect Cygnea, he and Luna then leave for Galbar. Weeping before the Oath of Stilldeath, he enters Chronos without signing it. Entering it, Ull'Yang is surprised at the difference in time flow within Chronos and declares that he misjudged Vowzra and would endeavour to finish what the god of Time had started. He sends Luna away and avoids the others. Then, his fifth cycle begins and he retracts into his core, which dims and enters a nearby boulder. - Ull'Yang: -2 Might to create Mundo and Odnum, -6 Might to level up to level 5, -30 Might to refine his core and gain free movement, -1 Might to induce a supernova. 299 - Toun - Toun continues inspecting the Cube to distract from his misery. He is annoyed at Chronos' time warping. When Teknall arrives (at long last), Toun reacts with hollowly to the news of more deaths. He thinks the Cube is useless, another cruel game of Vowzra's. He thinks Lifprasil's prod is Vestec playing at being Vulamera and ignores it. He is surprised when Teknall notes that Sin is within the Cube, and embarrased for not noticing. He waves the Cube aside as nothing but a prison and moves away. His eyes fall on Astarte and he lashes out against her with cruel words. - No Might. p16 300 - Vestec - Vestec is grounded by the momentary chaos caused in the Universe by Vowzra's death. He is surprised to learn of Vulamera's death, but does not belive Vowzra killed her. He discovers that the Venomweald Writh is dead and is crestfallen. He goes to Chronos and gives Toun and Teknall a telling off, and reprimands them for ignoring Jvan's actions. He explains why and how Reathos died. He pledges to sign the Oath of Stilldeath once the others have. That done, he extends a hand to Astarte and tells her to come have fun exploring with him. - No Might. 301 - Logos, Elysium - Looking into the Waters of Nyneve, Logos sees an apparition - Vowzra. The apparition is silent and Logos saddened greatly to learn of Vowzra's demise. They stand one beside the other for a while, until Logos rises from the pool. He meets with Elysium and they agree to visit the village Elysium visited last. They converse and he asks if she thinks he is perfect. She says no. He asks if she fears him - he can unmake her. She is uncertain. She tells him to ask for help if he needs it. He lies, answering in the affirmative. Elysium visits the village and finds the boy again. He is ill and weak, and it is clear he and his vilage will perish. She warms him and heals him, and he begs her to save the village. Logos asks her what her choice will be - would she maintain her distance with him or choose the humans. She chooses the humans. Logos approves, telling her she now understands her position in his Natural Order. She wamrs the village and makes it bloom. The villagers praise her and bow. Knowing now is the time to strike, now that Vowzra is dead, he reforges his sword, Singularity, and calls forth one third of his Realta in preparation for the coming slaughter. - Logos: -26 Might to level up to level 7, -10 Might to reforge Singularity, -1 Might to create an Avatar to watch over Elysium, -1 Might to open Ilunabar's Galbar-Arcon portal. 302 - Astarte - Just before she can response, Vestec comes and speaks for Astarte. It makes her feel even worse about herself. She does not take Vestec's outstretched hand, but decides to go with him anyway - if only to get away from Brown for a while. - No Might. 303 - Brown, Belvast - Brown is on the prowl. She scares a travelling boy, and demands to know if she's on the way to the Valley of Peace. He confirms she is and she disappears before he can ask for water. He finds she left him a bowl of water as he continues his journey. She finds Belvast in a pub with his loot. She smashes a plate on a courageous lecher's head as she heads for Belvast. She says she needs his help and they go off to a cave. She tells him she needs advice on how to cheer Astarte up - and as Belvast was a lover of travel (like Astarte was), he would know. She reveals that Vowzra died. Belvast breaks down. Brown throws him a ball of yarn to calm him down. He grabs it, but keeps sobbing. Brown hugs him and that helps, some two days later, to calm Belvast down. She then reveals that Astarte is said due to Sin kidnapping Big, and that they don't know where Big is. He promises to help. Brown smothers him, giving in to her Astartian urges. They ponder how best to cheer up Astarte, and Belvast reveals his book of pressed flowers. He gifts it to Brown, and she is very pleased. As she leaves, she tells Belvast to call on her if he ever needs anything. - Brown: -1 Free Point to teleport from the cave. 304 - Teknall - Teknall pulls Toun away from Astarte and reprimands him for his insensitivity. He does not respond to Vestec's accusations, but acknowledges the truth in them. He also does not reject Vestec's version of what happened with Reathos, reasoning that it makes sense and that, either way, the Cube will reveal all. Once they could translate it. - No Might. 305 - Heartworm - Completing its exploration of the Submaterium, Heartworm arrives at Mammon's throne room - it is empty, as Vestec beat it there. It pledges to take up Mammon's role. Heartworm has built a new vessel for itself. Within it, it travels to Mirus. It claims it for its own. In Mirus, a new Submaterium emerges, connected to the one on Galbar. It is occupied by strange, very resilient, wyrms. They appear to have been created (or modified) by Heartworm. This place is its new labaratory. With Zephyrion banished, it appears that Jvan plans the final victory of her space-dwelling change-eaters against the djinnis. Heartworm is uninterested. It visits Vetros and experiments horrifically on some of its unwilling citizens. It leaves a gruesome mural and a shattered but yet living guard in the Vetros square for all to see when the sun rises. Heartworm takes note of Toun's oath - no killing. For Jvan and it, that was perfectly reasonable. They did not kill after all. Anything short of it, but killing was an abnormality. Vowzra's death means one threat is gone - even if potential samples also are. Moreover, Jvan's weakness means it is now virtually free. It follows Toun's trail to Cogitare and discovers Vakarlon. He reveals to Heartworm his story and that Serandor is within him. Heartworm offers to destroy Vakarlon's mind - wherein is Serandor - while preserving Vakarlon's physical manifestation. The two, it is implied, leave for Mirus. - No Might. 306 - Lazarus, Minus - Lazarus is somewhat maddened. Is worried about his weakness and is paranoid. Decides he cannot trust anyone but himself, but is lonely, and so needs to split his soul so that there is someone else he can trust completely and who will keep him company. He calls out to Minus. He demands a new body and gives his specifications - it is to be a combination of flesh and robotics. What Minus creates is a strange, mechanical, bird-like creature. It is biologically female. Lazarus' soul is transferred into its new vessel and the old body is taken away by Minus. - Toun: -1 Free Point to create new body. Lazarus: -4 Might to level up. 307 - Gerrick Far-Teacher - Chronologically after the village battle. Gerrick travels learning and teaching. He teaches Wind Striker's arts of war. He heads for places he saw during the Phantasmagoria. He heads for Grinder's village, the greedy bread-maker, and soon receives an invitation to the hain's home. He converses with the greedy hain and eventually asks for the secret of breadmaking. Grinder refuses to give it, and Gerrik censures him before departing. He takes with him the secrets of breadmaking, having discovered it through his perception. He spreads it far and wide. - Gerrick: -2 Khookies to teach arts of war, -2 Khookies to spread Phantasmagoria knowledge, -2 Khookies to learn and teach breadmaking. 308 - Lakshmi, Susa, Chroma - The First Parade continues its journey, this time battling through thick jungle. Chroma's fighting style and lack of mercy scares and worries Sally. They soon arrive at the village called Susa - named after the huntress. They idolise her there, and to her discomfort a highly militaries 'guild' of sorts called the Hunters has been formed there in her honour. Susa wishes to change the conformist ways of the locals, and Sally needs to teach them mapmaking. They don't take up mapmaking as well as Sally wished. He goes to talk to Susa, but she promises to talk with him after showing Lakshmi and Chroma a pond. - Chroma: -28 Khookies to level up to level 6. Susa: -11 Khookies to level up to level 4, -10 to establish holy order the Wanderers in Susa. Lakshmi: ? 309 - Toun - Toun catches himself just as he is about to strike Teknall. Embarrassed, he considers maintaining his fury just to save face. Vestec saves him from having to make that choice by showing up and taunting. Ignoring Vestec for the most part, he goes to check the Oath of Stilldeath for Astarte's signature. He notes Ull'Yang's presence but does not disturb him. He sees Astarte has signed, and that Ull'Yang has not. He apologises to Astarte before turning on Vestec and tellng him to 'ebb'. - No Might. 310 - Slough - The Mahd gushes with new found and even greater life than before as Slough journeys down it. Soon, travelling from the Mahd, she finds Esau once more. For the first time, Slough speaks, showing signs of sentience following her resurrection in Vowzra's coccoon. Esau follows her. Slough collects more souls: the brave soul of a malevolent maiden, the proud soul of a crystalline dragon, the brave soul of a skybound sympathizer, the vast soul of a starlight scientist, the brave soul of a charismatic warhound. One of the graves, however, is already empty. This angers Slough and she says that what is the 'Great One's' must return to him. They journey to the sea where Esau is told to stay on land. Slough leaps and her body is shattered, but reforms swiftly. She dives into the sea, and ignores - even scorns - Toun's message. It is clear she will not sign the Oath of Stilldeath. She comes face to face with a giant monstrosity - her first Mistake. It appears that her new body, unlike the old, is destructible. - Slough: -1 Free Point to restore Esau, -1 Free Point to recover the souls near the Deadwood Sepulchre, -1 Might to improve cognitive and communicative abilities, -1 Might to manifest ultra-fast regeneration. 311 - Logos - What appear to be stars descend from the heavens. The Realta invasion has begun, and the Amestrian city of Talos disintegrates before Realta plasma fire. The Realta burn and destroy, seeking out Jvan's creations. Logos watches coldly from outer space. He lands in the Firewind. A Sculptor attacks him with an ivory knife. He comes to the ash-strewn Mahd. The Sculptor continues its crazed attack and is vapourised. He plants a crystal flower, the Acalya. It multiplies and swiftly grows. It releases its spores and begins its deadly spread. - Logos: -2 Might to quicken the spread of the Acalya. 312 - Niciel - The Angels pray after the battle and Niciel realises she has great potential. Wishing to aid Galbar, she creates Whiteberry Bushes, the Spring of Health, and the Spirit Doves. Then her inspiration fizzles and she realises she has limited imagination. She sends out her wisps to gather things so as to inspire her. Toun's message reaches her. She is saddened at Vulamera's death, less so at Vowzra's. She journeys to the Oath of Stilldeath where she tells everyone not to fight. Then she senses Logos. - Niciel: -2 Might to create Whiteberry Bushes, the Spring of Health, and the Spirit Doves. 313 - Teknall - Teknall, as everyone leaves, decides to approach the Bard. He asks him if he can read the Cube for him, but the Bard responds by reprimanding Teknall for not taking heed before Vowzra was murdered. Teknall attempts using verse to sway the Bard, but is ultimately unsuccessful. The Bard informs him that the Cube is for higher purposes; if he simply wanted information about Vulamera and the Codex he could go to Lifprasil. Satisifed, Teknall departs. - No Might. 314 - Vestec, Ilunabar, Maeus - Ilunabar has a premonition about Logos due to Vowzra's contributions to Raka, and decides she needs to protect herself. Harvesting aurora ice and dreams, eldritch fruits from Julia Island, Raka dreams, and her own blood, she creates an inebriating drink to trap Logos. Vestec arrives and drinks it, then reveals that Julkolfyr is trapped in his Realm of Darkness. After talking, they decide to head to the Darkened Spires which, it transpires, are infested by Julkolfyr's creations. Ilunabar commands Notte to clear the place out and claims it hers. She shows Vestec her Dreamweaver and offers him the chance to play it. He plays it rather well. The barrier between Raka and Reality melts somewhat as he plays causing oddities. When Ilunabar takes a proper look at Vestec, she realises that the drink has impregnated him. He decides to gather all technologies and spreads them to all sentient beings on Galbar - metal making, horse riding, leather armour, weapon making, arts of war, bread making and so on. Maeus is then born. Vestec then awakens from his drunken state and realises what happened. Maeus wants drink and is rather grumpy until Notte brings him a few bottles. He downs them. They then detect Logos and very swiftly make a run for it. - No Might (?). 315 - Vizier Ventus, Luna, Elemental NPCs - Luna appears on Galbar. She is at first anxious due to not being near Ull'Yang, but the message he left in her mind calms her down. She walks away from the North in obedience to his command not to enter or near the Gate Unguarded. Cyclonis, a wind djinni, notices her and follows her with his minions. Luna continues towards the Ironheart Ranges, though she feels she is being followed. Cyclonis soon introduces himself and they converse. They inform her of Zephyrion's banishment and wanr her about Jvan. They have not, to Luna's indignation, heard of Ull'Yang. They tell her Jvan is the one who killed Vowzra, and tell her of Murmur and Basheer's anti-Jvanic crusade. She learns of Vizier Ventus and demands to meet him on the basis that she can secure Ull'Yang's support for the djinnis against Jvan. Meeting Ventus, they converse tensely for a while. She tells him of the Oath of Silldeath, but does not tell him about her quest to find the Sunderer. Ventus refuses to help her due to her lack of frankness, and eventually puts her down in the fertile Mahd river valley. He orders a Skylord to follow her. 316 - Vowzra's Victors NPCs - Morarom Oramomaro sits upon a rock and tells the inhabitants of New Chronos the tale of the Cherry Tree. 317 - Teknall, Goliath - Teknall is shocked at the terrible descent of the Realta. Retreating with Goliath to his workshop, he prepares for war. He reforges his hammer and creates Mirror Armour for himself and Goliath. He arms Goliath and himself with railguns. Returning to Galbar, whose inhabitants are being ravaged by the Realta, Teknall and Goliath set to work. They work at lightning speed. A Realta is blown apart and Teknall disappears. Reappearing near a hain village whose inhabitants and mural structures are being indiscriminately destroyed by a Realta, Teknall destroys the creature. Elsewhere a Sculptor struggles for survival against a Realta, protected by Needle Fae. Teknall appears suddenly and disappears, leaving behind a crushed and broken Realta. On the shores of Amestris, the Sirenian Fiberlings are targetted by a Realta, which swiftly falls prey to Goliath. Its plasma blasts are deflected by the Mirror Armour. Destroyed, the Realta falls into the ocean. A Rovaick village under attack prays to Toun, Ilunabar, Vulamera, Teknall, Belruarc, Astarte, Mammon, and even Vestec for help. Teknall responds. - Teknall: -1 Might to create two Railguns for Goliath, -2 Might to create Mirror Armour for Goliath, -1 Might to upgrade Goliath's jetpack and aerodynamics, -2 Might to create Railgun for Teknall, -2 Might to create Mirror Armour for Teknall, -1 Might to reforge the adamantine maul. 318 - Heartworm, Tauga - Help watches in horror as the Realta attack, looking for Nimble. Tauga is with here and is in a strange state. Heartworm arrives, offering safety. Tauga refuses at first but appears to change her mind. Heartworm gathers some Urtelem, Flickers, and the Angel who befriended Violet, creating from them the Bludgeons. Help, now in the Mirus Submaterium, carries a weak Tauga. Tauga later reappears on Galbar, much changed. She has undergone modification, becoming a Hero. Above her are Bludgeons, in her hand a sword, and some kind of strange Jvanic flying suit surrounds her. She cannot feel much anymore. Her family, it appears, are dead. She can ride the Bludgeons. A Realta appears and targets her. The fight begins. - Heartworm: -3 Might to create twenty Bludgeons, -1 Might to create Tauga into a Hero. 319 [cf. 323] - Amartía - Sin escapes the Cube - it is unclear, but it appears that he destroys it. He finds a cave within which are spiders. [Per 323, everything from this point is a dream]. They attack him and a battle ensues. He kills their queen and takes control over them before leaving. Finding some Vowzra's Victors, he takes control over a few hundred of them before leaving Chronos altogether. The ease of it all confuses him. He finds himself in a white wilderness. He feels something has 'defiantly' changed. - No Might. p17 320 - Conata, Majus - Conata's time to sign the Oath of Sularn has come. Choukkud talks with another tedar who notes that Conata is not human is is likely not accepted by the others. Choukkud insists she is. Time passes. Conata and some goblins burn clay to make the forge's fire hotter. Some trolls bully and mock her. Time passes. Her goblin frinds, Olub and Bogg, bring her White Giant bone - called alum nayam in the hain tongue. When they leave, Conata is sad. Many of her goblin friends have died or gotten married. She knows she is neither Rovaick nor human, hated and despised by all. Wutni comforts her. Time passes. She is now fourteen. She meets the azibo siblings Ruvac and Polia, and their friend Gio. They are magic scholars. Conata shows them to the Ritual Chamber. A friendship appears to bloom. Times passes. Working on a spear to help a tedar family, Conata is approached by Choukkud. Her can tell she is troubled. She asks where is truly from. She tells him of a dream she is having constantly wherein she is young and flying with two others. The dreams feels like home, but when she awakens she cannot remember the faces of the other two. Choukkud tells her and to keep him and Wutni informed about the dreams. He notes that she is making the spear out of kindness, and prmises to tell her the truth when she becomes seventeen. A year passes. Conata sits talking with Polia about travelling. They see some shooting stars. They are not shooting stars. The things destroy a hain village. One heads towards the girls and the Rovaick settlement. The goblins think the world is ending. Everyone runs for the safety of the cave as the Rovaick guards try to protect everyone. It is futile. Everything burns. A Reakta enters the cave and is about to attack Conata. Conata realises it has metal wings. She causes them to bend around it, but the Realta rips through them and prepares to attack again. A giant being saves Conata. It identifies itself as Majus. It reveals to her that she is a demigoddess and that he and her father have destroyed the other Realta. Walking behind Majus, she sees the survivors. It is horrific. Olub lies dead in Bogg's arms. She weeps in Choukkud and Wutni's arms. - No Might. 321 - Lifprasil, Belvast, Falas, Loth - Lifprasil returns to Alefpria with his soldiers, and with Angels. Falas is amazed, as too are the other Angels. The parade through the city, Lifprasil on Oevadia. Falas and the other Angels are staying with Lifprasil in the palace. Elsewhere, Oevadia had been released and was patrolling. Three Realta attack it, and it escapes back to Alefpria, dragging what was now eight Realta behind it. Spotting this oddity, Alefpria's guards inform their commander, Pingertian, and he gives swift orders to gather troops. Pingertian attempts to speak to the Realta, but they attack and ravage his troops. Decimated and on the verge of defeat, the remaining soldiers are saved by a portal opening and dragging them away. A smaller portal opens behind one of the Realta and an arrow is shot into its neck at extreme velocity. Getting the soldiers to safety, Belvast decides it is time to test his sword practice on the Realta, and attacks. Gestun, an officer, and two others are sent by Pingertian to help him. The Realta have wreaked havoc in Alefpria by this point. Falas, Loth, and Lifprasil arrive. With the Realta destroyed, Lifprasil realises he needs more powerful soldiers. Belvast meanwhile notes that the Sertzstone had warned him of the approaching Realta. He thinks it is time to visit his father's grave. Jvan, Vestec, Astarte, Niciel, and Ilunabar are called upon to help create Alefpria's new soldiers. - No Might. 322 - Heartworm, Vestec, Vakarlon - Heartworm observes the Diaphanes and the Arks. They would soon be numerous enough to be unleashed on Galbar's djinnis. Heartworm attack Father Dominus and harvests some of its tissues. The attack inadvertently saves some djinnis, it appears. Next it manages to harvest tissues from Mother Suprema also, and its Sweetheart crew, before making an extremely swift and lucky escape through a temporary portal. Later, Vestec 'finds' Heartworm. It transpires that Heartworm had signalled him. Vestec offers to protect Heartworm from the Realta and Logos. Heartworm makes him swear by Amul'Sharar to protect Heartworm, its creations, and its labratory. Heartworm attempts to get him to tell it of Mammon's location also, but he demands payment: Arcon's location. Heartworm, though regretful, agrees to this. Vestec then shows Heartworm the Realm of Madness and it praises what Mammon has created - Vestec points out that the place is his creation. A reluctant Heartworm then reveals the location of Arcon. The location of Heartworm's labratory is also shown to Vestec, and he is given a piece of wood so he can track Heartworm whenever needed. Heartworm then goes through some sacrifice rituals, wherein it sacrifices the vessel created for itself earlier. A demon is summoned which it then takes with it to Mirus. It becomes apparent that all previous activity in the labratory was geared towards the ultimate goal of creating arksynth - a substance that can be manipulated by mortals to produce organic materials and devices at about the same rate that conventional technology can be advanced, given the same level of time and resources. Vakarlon attempts to contribute, but realises that he is nothing but a resource to Heartworm. He settles for silently adjusting and tweaking things more to his liking. Ninety-seven Sculptors, mental link with Jvan severed, work in the labratory, along with four hundred Sweethearts. Achieving unpredictability appears to be a goal for Heartworm, and the Sculptors are given increasing, then complete, experimental freedom. Examples of things created include a prosthetic shoulder for miners whose arms had been stunted by childhood labour. Vakarlon leave some final requests before being fused wiht the arksynth. Serandor unsuccessfully attempts and escape, and the fusion is complete. Vakarlon is no more. He is the ghost in the machine. - Heartworm: -1 Might to increase Concealment, -1 Free Point to communicate with the Realm of Madness, -1 Might to fuse Vakarlon with the arksynth. Vestec: -1 Might to pledge to protect Heartworm. 323 [cf. 319] - Vowzra's Victors NPCs - The tale of Sin's escape from Chronos. It transpires that he was knocked unconscious by Chronos itself for attempting to attack the spider queen. Thirty spiders carry him away, but are changed by being so close to him. Some Victors, angry at Vowzra's death, seek to strike out against Jvan. Mora refuses to grant their wish and, eventually, they follow Sin in the hopes of gaining the chance to do so. - No Might. 323 - Luna, Ommok - The djinnis drop Luna in the Firewind desert, near the Mahd. A Rukban warband attempts to capture her. Luna scares them off by transforming into something akin to a werewolf - more than she already is. She journeys out of the Firetooth and detects Yang'Ze's weapon in the Venomweald, which she then begins tracking down. Ommok is also tracking it down. Ommok arrives at the cave first and finds himself too large to get all the way inside. When Luna arrives, he knocks her unconscious and, assaulting her mind, forces her to go into the cave's bowels so as to retrieve Sunderer. Synnefos, a wind elemental, had been tracking Luna. It fled to tell Ventus when Luna was knocked out. Luna eventually gets to where a dormant Yang'Ze is, Sunderer floating up above him. Ommok is disappointed and makes her hit the sleeping demigod. She does. - No Khookies spent. 324 - Gerrick, Susa, the Grand Parade - Gerrick gathers information on 'fiberheads' from fellow hain. He travels to the village of Susa. On arrival, he asks to see Susa. He meets Susa and others members of the Grand Parade. Susa teaches him how to make leather. In return, he shows Susa and the others how to make bread. He learns more about the Grand Parade and Lakshmi tells him about Lifrapsillians and Alefpria. Intrigued by her clothes, he resolves to visit Alefpria some day. The next day, Gerrik departs for Fiberslay. - No Might or Khookies spent. 325 - Amartia, NPC Corrupted Victors - Amartia continues his journey with his Victors and Spiders. The Victors appear weakened and hungry. He allows them to hunt and eat and walks off to think. He comes upon a human settlement. He makes a red serpent - 'The Serpent of the Void', 'The Solver' - and sends it into the village. It enters a hut and finds an angry man. It calms him down and speaks to him about his problems: he is an adventurer and his wife is not; he desires a fellow adventurer but the village elders refuse to allow it. The serpent tells the man the story of the man who ate from the forbidden tree and became a god. The man is thus persuaded to commit adultery with this adventuress. This appears to be the first such case ever. - 1 MP to create the Solver, 4 MP to get to level 3. 326 - Tauga, Heartworm - Tauga fights her third Realta and defeats it after a fierce battle. She learns that the Enas is dead from a rather hostile tedar herder couple. They believe the 'Purifiers' had come to rid Xerxes of all things Jvanic and Sinful. At their insistence, Tauga leaves - but scares their herd. She then stays with a shamaness who gives her wine. Tauga appears resistent to alcohol. Tauga's Bludgeon gets a power-up when Heartworm pays her a visit. It gives her a vial of Arksynth and a Sweetheart and bids her go to Xerxes. Tauga laughs for long as she realises that she is nothing more than Heartworm's pawn in all of this. - 2 Khookies to level up. 327 - Tobias, Mika - Enter Tobias, Amartia's unsuspecting firstborn son. He remembers little of his past. He lives in the Venomweald with a hermit called Mika. Tobias has an interesting sword he keeps hidden which Mika, it transpires, knows about. They journey to a waterfall and train there with wooden swords, but the weather eventually forces them to return home.
Domain (Portfolio) Description: Daegon has control over all of the world’s deceit. As a result, he can always tell if one is lying, even if he can’t discern the truth. He can also mask whatever he may be doing from the other Gods. He can also create illusions that are almost indiscernible from reality.
Alignment: Chaotic Neutral, he isn’t evil per se, he just finds order and truth to be boring.
Personality: Daegon is a bit unstable. He loathes order with a passion and finds truth to be boring. That being said he isn’t necessarily evil. He thinks that Lies and trickery are needed for the world to turn, and finds their application in protecting people from knowledge they shouldn’t have or perhaps can’t handle to be the greatest application. That being said, to call Daegon benevolent would be an insult to all that is righteous. Daegon seeks only one thing, entertainment. He finds humanity and the other Gods to be characters in a story, and he knows that lies are an integral part of every good tale.
Appearance: Daegon finds holding one form to be too honest. He chooses to constantly adopt new forms. He occasionally takes the standard form of another God, just to screw with people. His “true form”, which he only wears around his most trusted friends is that of shadows taking a vaguely humanoid shape.
When taking the form of a human, he typically chooses to take the form of a “magician”.
Description: Daegon is the prince of lies, trickery, thievery, and other such things. He is the Lord of Falsehood and cover-ups. He is the veil that is thrown over the eyes of the ignorant and the spark that drives the Liars to hide the truth.
Concealment Level: did you read the OP? Detection Level: did you read it properly?
Is my character sheet looking good. I CRAVE YOUR VALIDATION
xDD you're going to be a great minion. Might even have you replace a certain @Rtron >.> a nice, pliable minion :) <-- psycho smile
But yep, so far so good, but I'm expecting it to change quite a bit once you've read the OP. I won't be accpeting any CS's until next Monday at the earliest. So take your time folks, you have time, make them good.
@ActRaiserTheReturned Oh no no no you don't you. Read the OP and fix up, I know you're smarter than you make out. Or at least, I desperately hope so TT-TT
@ActRaiserTheReturned??? Anyways, ask Hael, I tried to make a God of knowledge but Hael told me that he/she had already made one. So I switched to the dark-side :)
Figured I might as well do what all the cool kids are doing and try (and probably fail) to get a spot on the first page of the OOC for work in progress stuff. I'm leaving this purposefully bare-bones as all heck because I should really be in bed. Also may or may not add in a Water (Oceans) God tomorrow after I've recovered some of my faculties, assuming multiple characters are a thing.
More exciting developments coming tomorrow morning. I hope.
Name: Ypirtis
Alias: The Wandering Servant
Gender: Ambiguous
Domain (Portfolio): Fortune (Service) ??
Domain (Portfolio) Description:
Alignment: Chaotic Neutral (I think? It's my first time, be gentle)