RolePlay onLine RPoL Logo

, welcome to The God Game

06:49, 28th April 2024 (GMT+0)

The First Aeon.

Posted by AoFor group 0
Osalus
player, 11 posts
Sun 10 May 2020
at 15:44
  • msg #24

The First Aeon

Thrilled with his creations Osalus notices that the Salu Serpents hunt everything. As it travels with them it watches the thrill of their hunts and hunger. The joy of the hunt, the feeding and the exploration of not only the water, but the ice and even occasionally the land.

Turning the god makes to depart to create something else when it pauses for a moment. It finds a lone Amarok old and too slow to keep up with the migrations of his people. Left to die to save the many. To that Amarok it gives a gift, and speaks. "Arise Atu'usslu first of the Serpent riders."

In that speaking it teaches him a method that will allow a bonding with a single Salu Serpent with a Amarok. Uniting them in a spiritual union of sorts, and allowing the Amarok to ride the Serpent, and to be seen as something the Serpents would not hunt. The bond is powerful, and Osalus is curious what they will do with it.

Act 4: Osalus gifts the Amarok with the ability to bond with the Salu Ice Serpents

With an Act from Osalus the Amarok gain the ability to bond with Salu serpents. It is a dangerous task that can only be done alone and is not always success, but if it is then the Amarok who completes the task is bonded with a Salu serpent for life. The Salu serpent will heed the commands of its bonded Amarok, allowing it to be ridden and its presence will keep other serpents at bay. In time knowledge of this ability spreads, each of the southern tribes has at least one bonded Salu Rider which serves to protect the tribe from the unbonded serpents. In the northern tribes the hunting tradition continues, though now some of the warriors have their own serpent companions which greatly even the odds. The time of terror for the Amarok tribes recedes as they now have reliable methods for defending their communities.

At that same time the first Enlightened missionaries reach some of the closest Quajril tribes. They are greeted with wonder and curiosity, such a strange sight to encounter another intelligent race and ones who are so very different! Even more wondrous, the Quajril are awed by the knowledge these visitors share, they know all the names of things in the world, the name of the glowing island Orenda, the name for the world of Oceaus, of the creatures of the seas and, most importantly, the names of the gods. So they learn the names of Green Lord Vaunht, Lightbringer Kargous, Bringer of Beasts Arcturus, Narcissa of the Icelands, the Ferenghir of the Three Moons, Worldsmith Masmorda, Osalus of the Wind and Serpents, Starbound Eregor, Greenkeeper Savios and Rhullarrk of the Isles. Thus the names of the gods come to be known by mortals.

But these messages and stories are carried by jaded messengers. These stories are told through the lens which the Enlightened see the world. This first introduction casts the gods in a matter of fact light, the Enlightened don't lie, but they do not glorify or elevate the gods, they speak of them as one would gravity or temperature, or worse in some cases when they speak of Arcturus introducing hungry monsters to the sea. In some tribes the Quajril ignore these jaded messages, focusing instead of the awe inspiring facts, but those Quajril who recently encountered the Gael Mana and its nefarious powers are much more open to hearing how the gods are petty tyrants playing with the lives. In those tribes the message of the Enlightened finds fertile soil to take root. These messages are further empowered by Arcturus, since now the Yandee with their empathic ability can feel when their message is being better received and can fine tune their stories for the greatest impact.

Thus the names of the gods come to be known and religion starts to spread, various sects dedicated to each god arising within Quajril society, but also the philosophy of the Enlightened spreading steadily.

More importantly, the Enlightened are delighted to learn of the monmagi who now give them a way to access the magic they've coveted from afar! The Enlightened quickly start to approach the monmagi and make overtures to have them return to the Yondi Forest.

This message was last edited by the GM at 17:14, Sun 10 May 2020.
Narcissa
player, 6 posts
Sun 10 May 2020
at 17:00
  • msg #25

The First Aeon

Seeing the corruption that was happening with the Yandee and their attitude shifts, Narcissa decides to take action. She fears that her creations would not accept her with the slander that was being thrown about the different missionaries.  The Amarok are her creation, the last thing she wants is to have them not trust in her, to not believe in her -- to think that she has any ill intent toward them. She takes on a humanoid appearance, though she has long hare like ears instead of the humanoid type of ears -- showing her significance to their kind. There is an ethereal glow around her as she makes her descent into their world.

She converses with one named Noelani, a well recognized warrior that had assisted with the battles with the ice serpents before they were able to tame then for the evening.  She approaches with caution, as the warrior is on watch for the evening.  She greets her, keeping herself nameless and warns them of a missionary that would attempt to convince them that she -- their creator -- was cynical. That she were a force of evil rather than one that cared, one that cherished the life that she had brought to Oceaus. She and her brethren only want to help; having taught them to tame the serpents and ride them.

“I have a gift to bestow upon you.” She pauses, icy eyes taking in the ice land around them, “You have brethren on the southern part of our world. I shall grant thee a way of communication. A way of strengthening your tribe.” She pauses once more, before turning away from the Amorok. “Go, while I do my work.”

As Noelani leaves, Narcissa finds a small plant peaking through a break in the ice. She makes it grow, the stem turning into dark bark and extending the original leaves to branches. The leaves on this tree, however, aren’t the same as the ones in the greener areas of their world. They are silvery, almost ice like in their appearance. One that is identical to the other appears on the southern ice land.

ACT: Narcissa creates two identical trees on the northern and southern poles.

Content with her creation, Narcissa begins to work on the roots of these trees, connecting them through their world so both trees are bonded with each other. With a flick of her wrist, there’s a slight glow that comes off of the tree — showing that the trees have some power to them. With that, she ascends back and returns to her brethren, content with her creation.

ACT: Narcissa gives these trees the ability to transport the Amarok between both poles.

At either end of Oceaus appears a tree the color of the snows and ice. At the same time Naricissa imbues these trees with the ability to transport creatures from one tree to the other, traversing the world as easily as one takes a step. At the same time she speaks to a mortal, as this message is not reinforced with an act it is only a vague sense that something lies waiting for them, much of the message being diminished by its lack of power. It is not long before the first Amarok come across the tree and make the divine journey from one pole to the other. Through this transportation their separate cultures encounter one another. They find they have more in common than different, for they had not had too much time to diverge yet, so the meetings go well. The Amarok culture is settling into a comfortable complacency now that the danger of the Salu serpents are diminished, the Amarok return to their nomadic existence roving the tundra, occasionally traveling from one pole to the other to visit their distant kin.
This message was last edited by the GM at 18:09, Sun 10 May 2020.
Masmorda
player, 7 posts
Sun 10 May 2020
at 20:12
  • msg #26

The First Aeon

Pondering her newest creation, Niman, Masmorda comes to the conclusion that it needs an atmosphere like Oceaus has, and so she bestows it one.

Act 1: Masmorda gives Niman an atmosphere so that it too will be able to support life.

Pleased with this act, Masmorda considers what else this new planet needs. Seeing that it is just a ball of dirt with an atmosphere now, she decides some water for it would be a good thing. So she forms a lake of fresh water and deems it Lake Lowold.

Act 2: Masmorda creates Lake Lowold on Niman, giving it a bit of needed moisture.

An atmosphere envelopes Niman much like Oceaus and Masmorda created Lake Lowold, the single source of liquid on the otherwise dry world. In a few short years its dried up entirely as the the heat from the sun evaporates the moisture and then the vapors are lost across the rest of the world, there not being enough water on Niman to support a water table.

Back on Oceaus organized religions are taking form among the Quajril, much to the annoyance of the Enlightened. Three main religions have taken root on the acquatic people of the coasts, the largest representation follows Eregor as the creator of the species, the other following Rhullarrk for his works in the Isles. Lastly Vaunht is a popular deity whom the Quajril tend to give thanks to the Green Lord when they eat their meals of kelp, berries, fruits and vegetables.

This message was last edited by the GM at 21:20, Sun 10 May 2020.
Kargous
player, 6 posts
Mon 11 May 2020
at 15:38
  • msg #27

The First Aeon

There were many epiphenomenon occurring as part of the divine process,which had Targous concerned. The first of which was that he was known by mortals. Others might want to be known, but not he. There were many whys and wherefores for this belief that Kargous had no desire expressing among his peers. Indeed, these cogitations touched upon a sorted past of which Kargous wished to be kept private in the extreme.

For these myriad causes Kargous stretched forth his will and altered his very being, serving to  simaltaniously  rework himself &  change the minds of the Enlightened, and through the Tree of knowledge, and excised his name from existence.

As for his peers, the first sign of this action would be noticed when in the void his form would be changed, and the alteration would be somewhat dramatic. The affect would be, for those that would observe such things, simaltanious with the expunging of Kargous’ name among the mortal sphere.  His form seemed to be vailed with shadow, so that only an indefinite outline of a bipedal being could be observed, with eyes of a lambent amber quality, but not else.

Action 2: Kargous cloaks himself and his actions, removing  his name and history from the Tree of Knowledge and from mortal memory

With this Done Kargous began to labor once more.

The first engagement of his efforts would  be to transform the few remaining Agraciada. Once more spreading forth his resolve Kargous found several of the large aquatic creatures and and in act of permutation reshaped them as a sculptor might reform clay. First he altered their stomachs, creating additional chambers, so that their food would be not only processed, but reprocessed several times to give them additional nutrience. Then he altered their physiology to give them added bone structure, both as in the form of additional protective ribs, but also in the form of bone plates that would merge with the layers of skin to harden it against attack. After this came increased musculature and added tissue coatings, which formed tinticles of varying thickness,strength and length, some designed for the young to hold onto, and some strong enough to provide defense against predation; indeed strong enough to pulverize stone, particularly among the males.

Lastly came the alterations in internal alchemy, which would provide for bioluminescence in the smaller tenticles, and the ability to shock attackers with the longer ones.

In psychology, and mental capacity, Kargous left the creatures unchanged, although he wondered if he would someday perceive Quajrils riding the beasts holding on to the smaller tenticles like the young would.

Action 3: Kargous transforms the Agraciada, giving them the ability to gain more energy from food sources, greater bone structure, and tenticles, some of which can be used for defense via clubbing or shocking attackers.

Finally, Kargous creates the first mussels, consumers of oceanic bacteria, and as a food source, to help balance the eco system.

Action 4: Kargous creates the first mussels

Reaching out Kargous scrubs all knowledge of his divine self from the Tree of Knowledge, the tree will not recognize the god exists and will leave holes in the record of the things which the Lightbringer creates. Kargous also tries to scrub all existing knowledge from mortals of his existence, but removing all knowledge from the Tree and from mortals is two separate Acts. Ao appears to be feeling merciful and no Wrath comes to pass, though gods should take great care that their Acts, trying to stretch the bounds of a single Act comes with inherent risk.

The Enlightened are appalled as they find the faultless record of the Tree of Knowledge scrubbed, for they still retain their memories. Going forward they will remember the name of Kargous and his actions to bring day and night to Oceaus, but the Acts that come since this day will be hidden from them.

Kargous then alters the form of the Agraciada. Previously the leviathans of Oceaus were relatively safe from the chigon and Salu serpents strictly from the merit of their bulk, now with new tendrils growing from them and other enhancements they are entirely safe from predation and they roam the seas fearlessly. It does not take the Quajril long to note that when the great sea beasts pass by all the predators of the area vanish with their presence. Some Quajril see this as an opportunity to return to the sea, they make their way to following in the wake of the Agraciada or even creating kelp slings that dangle off the great leviathans so that the Quajril can sleep while being pulled along by the great beasts. Thus small roving societies of Quajril start to roam the seas again, carried by the whims of their Agraciada host.

Lastly, Kargous creates mussels, hard shelled creatures that filter water and bacteria to feed. These have little impact on the chigon and serpents, who find the shells too much work to deal with compared to the small amount of meat they obtain, but it provides another ready food source to the Quajril, further enriching the diet available on the coasts.

This message was last edited by the GM at 16:03, Mon 11 May 2020.
Osalus
player, 14 posts
Mon 11 May 2020
at 16:23
  • msg #28

The First Aeon

Osalus seeks to perform a change, but first he decides to lay the ground work for it. So it travels and in doing so it spreads seeding the earth of Oceau, and Masmorda with metals.

It gives them vast quantities of the substance, more of course to Masmorda, but still variety and quantity to both the large worlds. Then on a whim it give a single form of metal to Gale making it a rare metal that is light enough to exist in the air moon. Osalus is curious what will happen to the other two moons.

Act 5: Osalus seeds the worlds and moons with Metal.

Seeding the various celestial bodies with metal, Niman, Oceaus and its moons come to have this hard substance. Capable of being shaped under heat and less brittle than stone, metal will hold many uses once its secrets are unlocked. Though it will take effort to uncover since the vast majority of the metals are buried within the surface of the planets, though on Gael it floats freely supported by the vapors offering the first solid surfaces. On Oceaus where there is little land and a large amount of ocean much of this metal sinks to the icy floors of the oceans or in the Inner Sea it falls to the core adding liquid metal to the hot heart of the planet. Also, on the continent of the Tectonic Plates the constant upset of geology and volcanic activity brings large amount of metal and gems to the surface of the volatile continent.

On the rocky shores the Quajrils are he first to note the appearance of these strange new veins of metal along the rocks. Taking some effort to dig them out, they start to experiment with the substance, they note how hard it is and are also smitten by the way it catches the light.

The first inklings of an economy are also starting to appear as well in the form of trade. The enlightened have begun to send regular travelers from the Yondi Forest back to the tribes they've made contact with, these traders bring seeds, fruits and other goods only found in the Yondi Forest back to the Quajril. The only thing they are willing to trade them for are jars of Mana conjured up the Monmagi, in this way the Enlightened secure themselves a steady access to the magic they've coveted. Back at home they've started to experiment with the substance.

This message was last edited by the GM at 16:36, Mon 11 May 2020.
Ferenghir
player, 7 posts
Mon 11 May 2020
at 19:40
  • msg #29

The First Aeon

Ferenghir found their moons to be beautiful but lamented in the disconnect between their creation the Krys and those creations of the other gods. The Mana had readily been accepted by those on the planet, yet they seemed to possess no knowledge of the Krys, nor of the Krys's distorted siblings on the other moons. The races on the planet had begun to play with one face of the three-sided coin that was magic, and Ferenghir worried what havoc the use of Mana might cause without some kind of guidance.

Ice was a curious and beautiful thing: it possessed both the liquid aspects of Mana and the crystalline structure of the Krys. It seemed only fitting that the Amoroks, who lived and respected such a strange substance, could come to respect Mana and the Krys. And indeed, Narcissa had created two trees that were inextricably linked. And so, Ferenghir transformed the linked great trees of Narcissa, imbuing them with Mana and the ability to generate it, such that Mana flowed freely through the trees as sap, the bark hardened into sheens of Mana-infused ice, and the leaves of the tree became irridescent Mana-crystals that chimed on the northern and southern winds.

Act: Ferenghir imbues Narcissa's two great trees at the poles with Mana, transforming them. They name them Nor'dryssal for the north tree and Sol'dwyd for the south tree.

Turning to the Krys, Ferenghir enjoyed their lackadaisical and peaceful existence but worried about the distorted siblings on the other moons. An act to speak to their creations on Celestia would undoubtedly be distorted on Azul and Gael, as would any gift they bestowed upon them. But perhaps it was worth the risk. Oceaus teemed with a sort of action and energy that Ferenghir found themself envious of, and they were no longer content to watch their creations wander about in solitude.

And so, cloaked in a garment of twinkling stars, brilliant white tendrils all fluttering about, and a face as calming and silvery as the moon's pools of Mana, they descended upon Celestia and spoke to the Krys.

"Our children of the moon, look upon our face and reach out with the Mana you have dabbled with, and recognize us as Ferenghir, your creator. You are the original beings of Mana, having been born of it and thus you are charged with the greatest of responsibilities. Your life has been one of pleasure and silence, yet in that stillness you have neglected your duties. On the large planet you see in the sky, many other gods' creations play and interact. Some pull Mana from the moons and dabble with its powers while others are left mundane and unaware.

"The three moons, Celestia—here—Azul, and Gael, each possess Mana and Krys. Yet each moon is unique in how such have developed. We speak now to the Krys of Celestia, yet my message will echo to the sibling moons, for all three have their fates intertwined by a power even greater than us.

"We fear that without guidance, the chaos of Mana will wreck havoc upon all worlds, so it is up to you, original beings of Mana, to put the wellbeing of the other races in mind. Study the Mana that we have placed here in abundance. Learn from it and develop your magical powers. Grow and explore and experiment. There is a Tree of Knowledge on the planet that possesses the knowledge of everything, and those who have learned its secrets have become jaded. Seek not to acquire knowledge, like they have, but to forge it yourself through your own rigor.

"And when you feel the time is right, reach out to the races on the planet and guide those that are willing so that they might learn from your mistakes and safely utilize the Mana so that all might prosper. For as the moons' fates are intertwines, so are the fates of all life in this existence."

Act: Ferenghir descends upon the Krys of Celestia and tasks them with improving themselves and discovering the secrets behind Mana, so that they might master its powers and teach and guide the other races in harmony.

By the will of Ferenghir the divine trees at either pole of Oceaus are altered so that they become infused with the mana the god had created and are granted names, Nor'dryssal for the north tree and Sol'dwyd for the southern. The leaves of the tree and the icy coating its trunk comes to reflect the mana infusing it. And also the kind of mana currently imbuing it, for Mana is not a uniform substance, it exists in three versions, that of Celestia, of Yazul and of Gael. The trees come to exude whichever kind of mana was present in the moon about the tree for that third of the month. This also meant each pole was expressing a different sort of mana as when Gael was above the northern pole Yazul was above the southern pole or any other permutation of the three.

This change in the fundamental nature of the trees makes mana available to the Amarok. They find they can do strange things with the snapped of twigs or leaves or siphoned sap from the tree. They also experience much the same lesson that the monmagi did when they first encountered mana. Some of their experiences are wondrous, others are horrific. In short order the Amarok gain a new wariness for these wondrous trees which had up till then been increasingly traveled. Travel is still conducted through the trees, but far less than before as the Amarok find that for two thirds of the month the twin trees have fickle moods.

Secondly, Ferenghir speaks directly to the Krys. The crystalline people are awed by the powerful presence and the words of guidance it offers. The message speaks of other peoples and gives purpose, to study mana and then bring that guidance to others. The Krys happily accept this mission (Really they had nothing better to do anyways) and with new purpose they dabble with the mana so abundant on Celestia. The arcane substance was already as natural to them as water to Quajril, now they see how far they can take their mastery. And this message echoes out to Yazul and Gael, distorting as it echoes. One part of its message is not lost, the entities that call these other moons home come to learn that there are beings besides themselves beyond their worlds and they're urged to seek them out. With their own Mana at their disposal and a new purpose, these twisted forces start to work at just that.

This message was last edited by the GM at 20:05, Mon 11 May 2020.
Rhullarrk
player, 6 posts
Tue 12 May 2020
at 04:15
  • msg #30

The First Aeon

Rhullarrk appears to Spes

Dear Spes I am pleased that you courageously followed the vision through so much hardship and by doing so saved your people. Your culture still has far to go but do not despair, for I will help you.

Act 2 Rhullarrk gives the Quarjil of the Inner Seas a spirit of innovation.

Rhullarrk is pleased that the Quarjil are surviving but they are currently living below the surface far away from the source of Mana and the other races, so Rhullarrk gives them innovative minds so that their society can grow and develop in its own unique way.

Religious fervor is further stoked in Spes when Rullarrk appears before the blessed mortal and the tribe is touched with a spirit of innovation. This flame of curiosity and ingenuity inspires them to look at the world in new ways. And they could certainly use any help that they can get at their numbers are still so small. With renewed inspiration they start to map out the behaviors of the chigon and salu to better determine when its safe to forage for food. They also start to explore up into the caves higher on the Mirror Isle, but soon discover there is no food to be found there so they start to work on drying kelp for longer term rations.

Meanwhile the Enlightened have finally reached the Amarok, it was a long and arduous journey as they had to wait for winters to arrive and create frozen bridges further north. Several times missionaries had died entirely and new ones were sent out, but they have finally arrived. Wrapped in warm coats of thick leaves and cotton, the Yandee are quite uncomfortable in these frigid temperatures as they spread their message. The Amarok, awed by the appearance of strangers, listen. Just like with the other tribes, some shake their heads at the many messages of these missionaries, but some find the message of uncaring gods resonating with them after their trials with the salu serpents and some of the recent horrors Gael Mana has shown them. So Enlightened philosophy finds a foothold in the far poles.

At this time mortals have started to show signs of moving beyond mere tribes. Proper communities and civilizations have started to form as the sentient races have iterated each generation on the things they've learned. Quajril communities are largely coastal, subsisting off eating kelp and harvesting mussels, but they're showing signs of diverging as some of these communities embrace monmagi while others shun the practice. Trade is growing increasingly common with the Yandee and the Enlightened have started to open up schools where they teach the history of the cosmos, the grandest of these schools being at the foot of the Tree of Knowledge itself. Magic is not yet a great factor in any society, but in time that is likely to change as more and more mortals dabble with mana.

This message was last edited by the GM at 13:39, Tue 12 May 2020.
Masmorda
player, 10 posts
Tue 12 May 2020
at 04:41
  • msg #31

The First Aeon

Seeing her creation wither away on Niman, Masmorda frowns and considers her next move. Realizing the problem, she instead creates a vast ocean on Niman, turning about a quarter of the planet to water. This ocean is pleasing to Masmorda and she names it Huran.

Act: Masmorda creates the ocean Huran on Niman.

A great ocean spreads across Niman. The planet is largely still dry and dusty, but there is now enough moisture to support a water table of evaporation and rain. During rainy seasons Lake Lowold even partially refills and then dries again during the dryer parts of the year, becoming a vanishing and reappearing body of water.
This message was last edited by the GM at 13:43, Tue 12 May 2020.
Osalus
player, 17 posts
Tue 12 May 2020
at 16:03
  • msg #32

The First Aeon

Osalus soars and flows around the archipelago of Osu as it does it changes the islands. It adds to them crafting a new form of life, that it seeds among all the islands. They were like trees yet unlike the trees of the forest of Yondi these trees were crafted of living metal.

The towering trees grew from all different types and forms of metal the only order to the distribution of these trees was that you traveled higher among the islands of the archipelago the metals became harder. So that the hardest of these metal trees grew on the island that stood at the end of the archipelago.

The seeds of these trees were a soft eatable fruit that was designed to be consumable, yet within was hard metal seed.

Act 6: Osalus creates the metal forests of Osu.

The Archipelago of Osu comes to be seeded with far different life than has previously existed, forests of living metal are seeded across these floating islands and they can be seen for miles around when the light of the sun catches their reflective leaves and branches. Altitude has a large impact on how tough their metals are, the strange plants being entirely incapable of growing at ground level and at the lowest islands they can be bent and reshaped by hand while at the highest levels lie the strongest trunks and branches.

For now the Quajril are only able to wonder at the strange plants they can glimpse from the seas below. They currently have no way of reaching these islands, but some of the more curious Quajril have started to settle on the shores of the Mirror Island and have started coming up with ideas for how they might reach and explore some of the more low-lying isles.

This message was last edited by the GM at 16:39, Tue 12 May 2020.
Eregor
player, 9 posts
Tue 12 May 2020
at 16:31
  • msg #33

The First Aeon

Eregor decides to bring a little of the light of the stars to the darker regions of Oceaus.  Seeing the development of the sentient races, perhaps they could use a place to gather.  So Eregor creates a sprawling city to pierce the depths of Oceaus.  This city will follow a gravitational plane of it's own, parallel to that of the planet, so that traversing from one side of the city to the other carries mortals not across Oceaus's surface, but into and out of it's depths.  And no ordinary material could be used for such a strange, magical place.  Eregor crafts it out of the light of the stars, hardened and cooled to be welcoming to mortal touch.  Pinnacles and parapets, alleys and avenues spring forth in empty splendor from coast line to inner sea.  Finally, the city will be surrounded by it's own pocket of breathable air that reaches only as high as the tallest tower and is not a barrier but a traversable membrane, so that the inner sea might be entered from the city simply by traveling "up."

Eregor creates Ethaestra, the city of starlight.

Within the seas of Oceaus Eregor crafts a unique feature, the City of Starlight, ETHAESTRA. Formed by divine hands, this city is strange in many ways from the fact its gravity is at odds with the rest of the world (Though it's only noticeable when one first enters) contained in its own personal atmosphere, only the tallest towers are submerged in the seas waters. Aside from the more miraculous qualities of this city, its craftsmanship is far beyond anything the still primitive mortals are capable of creating.

The nearest tribe of Quajrils cautiously approach this suddenly appeared city and wander inside with awe. Finding it empty and also safe from predators, they move their tribe inside the glowing city of miracles in short order.

This message was last edited by the GM at 17:20, Tue 12 May 2020.
Arcturus
player, 6 posts
Tue 12 May 2020
at 18:44
  • msg #34

The First Aeon

Knowing the time of The First Aeon may be drawing to a close Arcturus ponders all of creation. I wish to leave behind wonders for the species of Oceaus to explore in our absence.

First, Arcturus travels to the southern pole, past the mana tree Sol'dwyd. His eyes light upon an icy expanse that will suit his needs. In an instant, Arcturus reaches beneath the surface and wills into being the frozen labyrinth, a massive series of icy caves, tunnels, and crisscrossing passages. A creature could spend many months exploring it's depths and not see all of it.

Arcturus creates a frozen labyrinth of ice passages beneath the southern pole.

 Arcturus smiles and descends into one of the innermost caves and imbues the place with a spark of his own divinity. An unearthly, but breathtakingly beautiful music begins to softly radiate from the chamber.

Arcturus creates The Cave of Harmonies deep in the heart of the labyrinth for those lucky and determined enough to find it.

For his final act, Arcturus blesses The Cave of Harmonies. May those who find their way here be forever changed by the experience. May they be inspired to spread beauty throughout the world.

In a great burst of divine powers Arcturus lays the greatest of challenges for mortals to attempt. First carving out a series of ice passages a labyrinth is fashioned in the southern pole. At its heart Arcturus creates the Cave of Harmonies, a place which plays divine music. Lastly, Arcturus decrees that any mortal who reaches this inner sanctum will be changed by their experience and be driven to spread beauty in the world.

For now the Cave of Harmonies lies hidden and waiting for those enterprising mortals who might eventually conquer the challenge it poses. Then the gods will see how exactly these mortals are transformed.

This message was last edited by the GM at 19:28, Tue 12 May 2020.
Vaunht
player, 9 posts
Tue 12 May 2020
at 18:47
  • msg #35

The First Aeon

Vaunht was hurt, and took days of rest to contemplate the consequences of his good intentioned actions. He wanted to reward the Yandee for their hard work keeping his forest safe, and the Yandee (or at least part of them) turned their backs to Vaunht and his siblings in return. Vaunht sulked for three days, and finally decided that he will leave the Yondi Forest for the Yandee to rule over, and instead provide guidance only to those that seek it, regardless of race.

ACT 4: Vaunht proceeds to rise a Temple of Vaunht, on the northern end of the mainland.

ACT 5: Vaunht will hear the pleas of any mortal that prays inside the Temple of Vaunht.

ACT 6: Vaunht places a ward in the Temple of Vaunht, so any Enlightened that cause harm to it are smitten as retaliation.


On the northern edge of Uguay the ground rumbles and shakes and from the stone rises up the Temple of Vaunht, complete and perfect in its divine construction. At this temple mortal pleas are amplified so that they might reach Vaunht's ears. Lastly, Vaunht protects the place, any who desecrate the temple will be smote and none can deny Vaunht's displease.

A few Quajril who live in the area are the first to find this suddenly appeared temple. The sense of the divine is thick about the temple and it's not long before Quajril are routinely visiting the place. They recognize the symbology of its architecture from the teachings of the Enlightened and it quickly becomes a holy place for those who follow the Green Lord. A few sacrilegious souls are also the first to discover the divine protection woven into the stones of this temple and quickly word spreads to be respectful of the sight. Unsurprisingly, Enlightened give the temple a wide berth.
This message was last edited by the GM at 19:32, Tue 12 May 2020.
Osalus
player, 18 posts
Wed 13 May 2020
at 16:12
  • msg #36

The First Aeon

Osalus dances through the storm clouds of Oceaus. As it does so it gathers some of the storm to it, and shapes it. As it does this the storm changes direction then settles over the archipelago of Osu.

As the storm moves small beings take shape within. tiny compared to the other beings in creation they are half the size of the Amarok. The god Osalus makes them humanoid in form with delicate features, gossamer wing off of their back the color storm clouds. Their skin seems to glow with flashes of lightning. They dance around him in zipping burst like small pixies of excitement and energy.

Capable of flight they zip and move around exploring with fantastic speed. Osalus gives them the ability to survive on very little air, endure extreme temperatures so that they could in theory travel beyond Oceaus. He gives them a boundless curiosity and intelligence to match it. With some having natural talent for utilizing the elements of the storm.

When the storm moves on beyond the archipelago, the deity's creations remain behind, and he names them the Osu'ixie.

Act 7: Osalus crafts the intelligent race of the Osu'ixie

The youngest newest race to appear, the Osu'ixie, these creatures are far younger than their kindred and without a tree of knowledge to draw upon they have a great deal to learn. For now they spend their days learning the fundamentals of existing, what foods they can eat, how the winds impact their ability to fly and other basics. They, being the first beings capable of flight, also discover that they can fly out as far as they desire, though leaving the atmosphere of Oceaus is quite uncomfortable as while the Void is filled with the winds of Oceaus, these are frigid cold places and the air is far less nurturing to life than a proper atmosphere.

At this time a curious effect can be observed at the poles. The Amarok who have continued to use the twin trees Nor'dryssal and Sol'dwyd are showing changes from their exposure to these mana infused creations. Their fur is gain a translucent and crystalline quality and their eyes have taken off a faint glow, it seems that their continued exposure to the mana while teleporting between the two trees is having a last effect. For now the effects are subtle, but will likely compound with time and continued exposure to the mana trees.

This message was last edited by the GM at 00:37, Thu 14 May 2020.
Savios
player, 3 posts
Thu 14 May 2020
at 01:25
  • msg #37

The First Aeon

When young Savios reappeared within the Void, he was no longer the child that had emerged from it. A teenager emerged instead, engulfed in a bright emerald cloak with a hood. His dazzling eyes inspected the Yandee and the Enlightened and he frowned at the division that the Enlightened threatened to spread. Some of their actions he approved of and were good, such as schooling and trade, but they seemed to harbor resentment towards the Gods that had created them. Thus, Savios felt like it was his responsibility to restore some order to the Enlightened and chose to do so on their own terms. He manifested himself in the Yondi forest again, a teenage Yandee with a divine aura and cosmic splendor at the feet of the Yoneden, the Tree of Knowledge. Barefoot he walked to the nearest school that had emerged within the Forest and consulted with its teachers, making small talk yet possessing infinite wisdom and more importantly, a passion not just for understanding, but for acknowledging the differences in others and working with them, the way they had already begun to do. He instructed the teachers to seek out their most renowned leaders, both within the Enlightened community and the Yandee. He sat within the school and waited for as long as he had to for the leaders to gather, as the time of the Gods was different than their own, as many of them would already know. The leaders who refused to meet with him would be unable to ignore his message, for its intentions were for them primarily.

“Children,” Savios said, a young adult talking with impending authority, rattling the foundations of the Forest while also appearing as a harmless whisper, “It is true that us Gods are fickle and do as we please. But look around you: there is bounty and beauty in all these creations, a union that has yet to see true horror and malice. Entire worlds rich with knowledge, life, and resources, not to squabble and bicker over, but to cooperate and share! I respect your position as Enlightened, if this is the path that you so choose. But understand that I will still continue to bless and assist you, even if you scorn me and my name. Caring is one of the virtues that I created you with, is that not why you do what you do? You care enough about intelligent life that you wish to teach them the truths of the cosmos? I will spare you the effort. Not all will turn to your ways, for even now, more religions and traditions are emerging than you will be able to keep up with. Let us not waste our efforts trying to put down others but focus on making life better! Teach your wisdoms and speak your truths! But do not harm or wish ill on others for who have wisdoms and truths of their own. Learn from them! Continue to explore, barter, and negotiate! Study with awe the wonders of the cosmos!”

ACT 3: Savios descends upon Oceaus and delivers the Sermon of Compassion and Understanding

“I will be sleeping soon, for a time, all gods eventually must. You each have questions, but I trust you to find the answers. Here, let me help you, if you want…”

Those that were willing to be the first to learn from the God’s knowledge would feel like they entered a dream-state, as he taught what may have been the first course on Oceaus, a professor and student session where he spoke of stories about oceans and stars, of passages through places unknown. He mourned the missionaries who had traveled the world only to meet an unsuitable end. He acknowledged that while their intentions were misguided, he respected the exploration, and the courage that it took to go to unknown corners of the world for a goal. Savios spends his time guiding those that wanted to learn on the wonders of Navigation so that they could prevent future loss of life for the sake of these good and noble causes.

ACT 4: Savios instructs those that are willing to learn on Navigation.

Savios was unsure how much more he wanted to do before the end of the Aeon. He felt like he had stored up enough power for what he had done so far, but did want to keep going further right now? He stood up from his lecturing spot and shook the hands of any of those who remained, smiling warmly, imparting little words of kindness and prosperity to them even if they continued to disagree with his presence, with the gods, and his mission for this world and for their kind. But then, he remembered that he didn’t give his children any way of remembering beyond word of mouth, so he walked over to a tree and plucked a giant leaf from a nearby tree. He crushed up some colored rock and stirred it with some dew, before creating a series of symbols that each represented a syllable. Together the symbols formed the first example of a language, although he knew it wouldn’t be the last to be spoken throughout the Void. “The first letter is Ao…” he murmured in appreciation, and also hoping the All-Seer would not think of his Acts as stretching his limits. He continued on until he left the leaf in the hands of a capable and curious Yandee who had listened to his message and been by his side since his emergence on the mortal plane. He smiled again and nodded before he disappeared through a thicket of trees and into the Void, once again seeking a long but satisfying rest and in the hopes for better dreams and ambitions for his creations and those of all the Gods.

ACT 5: Savios gifts the knowledge of a written language to his children.

Savios grants a message across Oceaus. Speaking to the Yandee he encouraged their path of learning and study, his main message was intended to drawn the Enlightened back to the fold, but their eyes and ears had been blinded by the Wrath infected Yonenden and they would hear none of it. But not all Yandee were Enlightened and this message found fertile ground amongst those who had not embraced the ways of the Enlightened. When the speech ended the Enlightened gave a great collective shrug and wrote off the speech as self-serving prattle by a god covetous of his toys for no longer doing as they were told, but the other Yandee had embraced the message, they started to follow a path of study and examination themselves, but their road was far harder since they did not have the Tree of Knowledge to impart upon them its immediate learning.

Secondly, the Yandee are imparted with wisdom of navigation and writing. Suddenly the night sky and its multitude of stars are a map, those Yandee that study them can decipher north from south as readily as down from up. This comes hand in hand with the teachings of writing, turning random scribbles into sensible and meaningful knowledge. Neither are inherent abilities, both are able to be learned and shared. For the Enlightened they accept both boons and have little regard to the one dispensing them. For the other Yandee, they start the foundation of their own school of thought and education, they come to be known as the Aspiring Yandee, a rather derogatory term initially coined by the Enlightened who look down the fumbling attempts of the other Yandee to glean things they can easily pluck from the Tree of Knowledge, but a title which the Aspiring come to embrace as it captures their goals succinctly.

The Aspiring, embracing their new skills at navigation, disperse to explore the world. In this way their culture becomes a restless one, not truly nomadic like the Amaroks but rather based on exploration. When two groups of Aspiring come together they stop for a few days to share their knowledge and writings before separating again to continue their journeys.

This message was last edited by the GM at 02:28, Thu 14 May 2020.
Masmorda
player, 11 posts
Thu 14 May 2020
at 01:27
  • msg #38

The First Aeon

Masmorda was pleased with her works so far. She was also pleased with her accomplishments and so staying on track she once again turns to Niman. Thinking deeply for a moment, she decides that Niman needs something else. Something like a form of life. Waving her arms about a bit, she formed in her mind what she wanted these lifeforms to look like. Giving them an elongated neck, small ears, dark eyes, and a broadhead. Forming them out of the substance of the void Masmorda placed them on the surface of Niman. She gives them the name of Longroes.

Act: Masmorda creates the Longroes, the first form of life on Niman.

On Niman far away from the many other races of Oceaus, the Longroes are formed. They are beings of earth and rock, because that's all that's capable of surviving of Niman. Unlike the rest of the earth around them, they are capable of movement and thought. Thus they discover their austere world of dry sun baked fields, clear blue skies and the occasional clouds. There are no predators for them, no plants to examine, no animals to observe, only each other and the empty fields. Much like the Krys on Celestia, their food is plentiful and they have no real wants or needs. They settle into a meditative existence, spending long days and weeks in still contemplation.

Speaking of the Krys, on Celestia they continue with the mission granted to them by Ferenghir. Their games have transformed into years competitions where the most talented mana users put on flashing displays fueled by the liquid magic in order to show off their prowess. Ferenghir had said they needed to visit the blue world in the sky above so many of their practices with magic focus on trying to manipulate space and transport objects. They meet with limited success for now, but each year their games of skill raise the bar ever so slightly higher and higher and continue to test the boundaries of their abilities.

This message was last edited by the GM at 02:36, Thu 14 May 2020.
Eregor
player, 11 posts
Thu 14 May 2020
at 03:13
  • msg #39

The First Aeon

Inspired by Masmorda's tinkering with Niman, Eregor decides to spread life beyond Oceaus as well.  From the inky darkness of the void, Eregor creates the Norla'val.  These dark beasts are no larger than the Salu Ice Serpents, but are not bound to Oceaus.  Instead they travel the winds of the void, able to breathe easy by wrapping themselves in cloaks of air.  Gentle like the Agraciada, the Norla'val derive nourishment from a chemical process within their bodies that requires only starlight and air as they undulate through the void.  Though capable of living their entire lives within the cold void, these creatures consider it a treat to soak up the rich atmosphere of the celestial bodies and will often dip down beneath the clouds of Niman or skim the waters of Oceaus and even visit the strange flavors of its 3 moons.  The Norla'val are shy and will retreat to the dark reaches of the void when threatened.

Eregor creates the Norla'val.

Native life comes to dwell in the cold of the Void with Eregor's creation of the Norla'val. These great behemoths gracefully swim through the darkness of the cosmos, occasionally visiting the celestial bodies to sample their atmospheres before drifting back up again. They come to be occasional wondrous sights to mortals on these worlds, but are safe from any who are too curious by being so far removed in the sky. All except for on Gael that is, on the gaseous moon when the Norla'val come to visit and taste the magic infused mists they often are driven back to the Void when the horrors that call the yellow vapors home set upon them. Often they escape. Occasionally they do not. And sometimes even those that escape do not do so unscathed, some of these beset Norla'val come to be infected by the monstrous denizens of Gael who then ride them away from their home moon like parasites. Thus the horrors of moon come to be free to explore the cosmos as Ferenghir's wrath infected message bid them.
This message was last edited by the GM at 03:39, Thu 14 May 2020.
Rhullarrk
player, 8 posts
Thu 14 May 2020
at 04:21
  • msg #40

The First Aeon


The depths of Oceaus have been dark and desperate places thus far. It is time to bring to them some beauty.

Rhullarrk creates Rhullarrk's Anemone

With a wave of Rhullarrks ephemeral hands, she creates Rhullarrk's Anemones. Growing in every color of the rainbow these Anemones coat the tidal pools of Oceaus including the bottom half of mirror island. They do have mild stinging properties which they use to protect themselves from predator fish but the sting is very mild to larger species and are incapable of causing lethal harm to the species like the Quarjil or Agraciada.

Act Rhullarrk imbues the Anemones with healing properties

To further beautify Oceaus, Rhullarrk imbues the Anemones with wholesome and healing properties. If the Anemones are prepared properly they can heal almost any malady.

Glowing sea anemone's with healing properties spring up across Oceanus lighting up the ocean depths at night with beautiful colors. Living both on the upper sea and the Inner sea, they provide illumination in the normally dark and gloomy corners of the sea. If used properly, they also have healing properties. These are soon discovered by the Quajril and they become a valuable part of their societies.

In the Inner Sea the deeply religious tribe of Spes adopts these anemones as holy symbols. They decorate their places of worship with the creatures and nurture them, turning their shrines into bright bursts of color. This isolated tribe has continued to claw its way back from the brink of extinction. They've started to lay out protective netting around their living areas to hold back chigon and serpents, they've also been traveling higher and higher within the tunnels of the Mirror Island and hollowing out more living areas there, during which process they've discovered the metals that were sown across Oceaus and have been dabbling with how to use these hard substances.

This message was last edited by the GM at 13:54, Thu 14 May 2020.
Ferenghir
player, 10 posts
Thu 14 May 2020
at 07:41
  • msg #41

The First Aeon

Niman, like its sister Oceaus, was beautiful, and Ferenghir sought to enhance that beauty further. A moon (or three) was one thing, but what about thousands upon thousands of tiny moons? The idea tickled them. Mana mimicked life: it was constantly changing and was constantly changing; and beyond that, Mana influenced life as much as life influenced it. The two were linked in a harmonious balance, and while it was Ferenghir who brought Mana to Oceaus and its moons, the magical creation had taken on a life of its own that Ferenghir was hesitant to interfere with further.

Balance was a state forever out of reach for the gods, yet life seemed to find it naturally. But where Oceaus teemed with life and Mana, Niman had one but not the other. The Aeon was coming to a close soon: there was little time left.

And so, Niman was gifted a portion of Ferenghir's power in the form of its own Mana, concentrated into billions of crystalline cosmic particles of Mana that flattened into a disk and orbited the planet. They hoped that this new creation of Mana would take on a life of its own, much like it had on the sister moons. They hoped it would inspire change and be changed in kind like the Mana of Nor'dryssal and Sol'dwyd. One thing was for certain: life and Mana were drawn to each other like the gods had been drawn to creation.

For all the hopes they put into this act, Ferenghir's was a planetary ring, for certain, but what is the matter caught between the Void and a planet if not a moon, technically? It was an inconsequential enough difference to satisfy Ferenghir's perception of beauty.

Act: Ferenghir creates a Mana ring around Niman composed of countless small Mana crystals.

Around Niman a band of mana crystals are drawn into existence which create a glittering trails through the night sky. Occasionally when the winds of the Void blow particularly hard they can push some of these crystals out of alignment so they fall down to the planet below. Where they land strange things occur, rocks change hues, unnatural geological formations occur or tunnels open up and other unnatural events.

For the time being these mana-fall sites on Niman are rare enough they go undiscovered by the Longroes, the people of Niman don't travel much or explore much, during their early days of life they found there wasn't anything new when they roamed the barren planet so now most of them live sedentary lives in a single location while they ponder their thoughts and the sky. They do enjoy the sight of the new meteor field which now rings their planet.

This message was last edited by the GM at 14:10, Thu 14 May 2020.
Kargous
player, 9 posts
Thu 14 May 2020
at 14:27
  • msg #42

The First Aeon

Grateful for Osalus’ metal, for it was something that Kargous planned to create himself, and being glad not to have to, he finds several large vanes near Mirror Island, which he begins to refine and reshape, making deposits of flint, and iron, and copper, some of which are easy to find, and some that will require much work.

Action 5: Kargous forms deposits of iron, copper, & flint around Mirror Island

Then Kargous sought out a particular mortal.

Spes by Rhullarrk given designation, and fashioned a dream vision for her. In that dream, appearing as both male and female members of her race, Kargous taught her about fire, how to make it with iron and flint, or with copper and iron, and plant materials, or dried dung.  He showed of the shelves inside the volcano, and how to get to them, so her people could build there. In that dream Kargous showed her how bricks could be made, and how to grind up mussel shell to mix with mud and salt water to make mortar, which could be in turn to make walls and shelters, & most importantly, ovens. He showed her how to make levers out of the same method one could make bricks, and how to combine this with sea plant weaved cloth to make a bellows, because fire needed to breathe. Then he gave her visions of weapons her people could defend themselves with; and tools to mine for metals with; and ramps to bring up    sea water with, which could run down the inside of the dormant volcano to make soil for farming with. Kargous showed her devices of copper wire wrapped round iron rods, which were encased in earthen cylinder’s, with bits of copper sticking out at both ends, held by Quarjil’s who strike the one end with iron tools, while holding the other against the mortar, and thus bake the mortar to make structures beneath the waves.  Lastly Kargous gives her a warning: the Quarjil must build, and learn, and grow, for the hard times are coming.

Action 6: Kargous creates a teaching dream for Spes, and gives her the basic methods for forging metals, for mining, and for brick making.

The already mineral laden Mirror Island becomes even richer as its sown with useful metals a second time by Kargous. At the same time, Kargous grants a vision to Spes regarding how to forge metal.

This blessed mortal of the god is surprised to find themselves visited by another divinity. The next day they awaken and work on gathering up all the dried kelp they can find. Forming a fire hot enough is a challenge (not to mention discovering proper ventilation nearly kills several of them) but when they finally manage to get a stone oven blazing they find Spes' dreams proved accurate, the metals melted under the hot temperatures and hardened when the fires were put out.

With greatly accelerated guidance in manipulating metals, the Quajril of the Inner Sea start making metal tools, knives for cutting help or prying open mussels, metal pick axes for digging out new chambers for their living quarters, even some spears so the boldest of them can try to drive away the predators when they swim the oceans. These metal tools are far superior to any of the stone variety they previously used and their strength opens up new possibilities for putting this ideas to practice.

This message was last edited by the GM at 19:15, Thu 14 May 2020.
Osalus
player, 19 posts
Thu 14 May 2020
at 15:25
  • msg #43

The First Aeon

Osalus begins to feel the desire to sleep, and knows the Aeon will end soon. There was so much more it wanted to do. So much to play with yet those things would have to wait.

Realizing that the Osu'ixie while isolated for now would encounter the other races and wanting to give his children something to help them in the future. Osalus heads to the floating archipelago of Osu, there he finds a particularly clever group of Osu'ixie. Lead by an Osu’ixie called Soaring-Spark, Osalus studies them for a time to learn about them, then he whispers to them secrets.

To those Osu'ixie it gives the knowledge of shaping and working metal. So that they can forge metal, shape metal and even enchant metal. With the living metal trees it is sure to create many a unique creation, and Osulus is very excited to see what they do with this knowledge.

That done the deity leaves the void to sleep.

Act 8: Osalus gives the knowledge of shaping metal to the Osu'ixie


Osalus teaches the newborn Osu'ixie how to work with metal (Notably not the ability to enchant metal since creating magic like that would require a second Act) Those on the Archipelago of Osu start to find creative uses for the metal plants there. They find the plants are most easily manipulated while still living and growing, so their crafters will shape leaves, bend branches and carve bark all while its still living on the branches, only cutting it free once they're happy with the handiwork. The Osu'ixie, having an abundance of metal, make most of their goods from it, their homes are bark-metal, their clothes are thin and light metal leaves, their tools are sharp metal thorns taken off bushes. They even start trading some of the plentiful metal they have available on the upper Isles to the Quajril who have inhabited the Mirror Island below them, their metal in exchange for the food the Quajril possess in abundance.

With so many mortals taking interest in working with metal and the magically charged substance of Mana being made increasingly available it appears that mortals are on the cusp of a new era of innovations. In the years to come their disparate and tribal societies are due for great shifts.

This message was last edited by the GM at 19:22, Thu 14 May 2020.
Savios
player, 5 posts
Fri 15 May 2020
at 01:54
  • msg #44

The First Aeon

Savios knew that he had time for one last ACT, seeing as the Aeon was rapidly coming to a close. He had given his children so many gifts, yet he felt like they were still unprepared for his disappearance. They needed something more to protect themselves and ensure their survival when he was not there to provide for them. The Aspiring -- he rather liked that title that they had owned for themselves. It was then that he decided it was time to bless his children with what they had not received that other forms of intelligent life had already gotten. Closing his eyes, he meditated on this final boon before he went off to his divine slumber. He slipped into the dream-world of his slumbering children, his divine hands touching the souls of those who were pure of heart, compassionate and wise leaders of their people. He granted these most faithful and studious of the Yandee the ability to channel the elements of nature to their advantage so that they could cast spells from the forces that surrounded them. He named these special Yandee the Shaman -- the spiritual mystics who he hoped would lead their people to further enlightenment and defend them by channeling the raw energies of the natural world.

ACT 6: Savios imparts the mystic art of Shamanism upon some of his faithful Aspiring children.

With a single act Savios both creates a mystical art called SHAMANISM and teaches it to the Aspiring Yandee, as these are two separate acts, shamanism is touched by Wrath. It does indeed come to exist and is taught to the Yandee, but it is a magic that comes at a price. The shaman who practices their art is consumed by their power, their skin will eventually harden to stone, their insides melt into fire, their skin become water and with it their reasoning and intellect will devolve as well, eventually they'll be left as elemental, a creature of basic drives and desires. Thus the shaman have to weigh the use of their power carefully.

As with all things the Aspiring embrace this new knowledge with gusto. Those who practice is can be easily spotted in their tribes by their hardened skin or eyes that glow with inner fire. Thankfully the worlds are fairly peaceful places, at least outside the water, so there is little need to draw on the power and most shaman in this age live to a ripe old age, only the reckless or desperate end up transforming into elementals. Those that do then become a natural hazard that mortals give a wide berth or have to be put down if they're too close to communities.

This message was last edited by the GM at 02:49, Fri 15 May 2020.
Ferenghir
player, 11 posts
Fri 15 May 2020
at 02:37
  • msg #45

The First Aeon

The poor Longroe, thought Ferenghir. Content in their solitude like the Krys once were, yet for these people of Niman, the vastness of the Void separated them from other life. An act then, that the other gods had done: a companion life, not sentient but nevertheless intelligent; and a creature that the Longroe could call friend.

From the oceans and the intermittent lakes, Ferenghir fashions a creature as much an echo of the Krys as an homage to this rocky, harsh planet Niman. These creatures would feed on the rocks, much like the Longroe do, but live in water. Their bodies, hard shells built out of their natural environment where they were born, would be filled with air to create buoyancy as they traversed the lakes on six oar-like flippers. Ferenghir also placed within them a susceptibility to Mana right at their very core, such that their physiological shape would be greatly altered by any Mana they grew alongside. These creatures, like the Longroe, would be docile and long-lived.

And they named them "oarbits." It was their hope that no two oarbits would be alike, and that their varied wonder might spark or inspire the Niman.

Act: Ferrenghir creates the creature the oarbit on Niman.

The reactive OARBIT are created on Niman, less a unified race and more an idea, oarbit have hard shells composed of the elements in the area where they were born, but this is a species which is prone to change, particularly if they encounter mana. In the presence of mana their forms are highly morphic and can undergo dramatic changes, not just in color or consistency, but in shape and drives.

The Longroes find themselves roused by curiosity for the first time as they see this parade of strange creatures. Following some of the oarbits they find the sites of fallen mana where the oarbit cluster. There many of the Longroe settle in and spend long years observing the strangeness that takes place at these sights. Some of the most curious of Longroe even go and pick up mana shards for themselves. That's when they discover that the world is far stranger than they ever imagined in those long years sitting on barren planes. With mana shards in hand (The same variety found on Celestia as those were not wrath touched) the Longroe start to dabble with magic.

This message was last edited by the GM at 03:55, Fri 15 May 2020.
Ferenghir
player, 12 posts
Fri 15 May 2020
at 04:34
  • msg #46

The First Aeon

And in hope that one day the creatures would be able to contact each other, Ferenghir crafted an intricate, sprawling web of thin lines Mana that spanned the Void and existed partially out of phase with reality. It was crafted in such a way as to exist in a manner that only the most sensitive and developed Mana users could even detect, let alone know what to do with. At least at first. With these lines of Mana existing partially out of phase, the laws of time and distance did not necessarily apply. Thoughts, objects, and magic could, potentially, be transmitted along these lines across the void at an accelerated rate... or be lost to the Void.

Act: Ferenghir crafts a web of thin strings of Mana that sprawl the entire Void. They dub these the Leylines.

With the First Aeon coming to a close, Ferenghir expended their last act to place an shining crystal and gemstone temple infused with Mana along the Leylines equidistant from Oceaus and Niman.

It existed upon a slab of brillian blue azerite, its walls constructed out of bricks of emerald and sapphire. The towers of this temple climbed only modestly above the walls, crafted out of rutilated ruby, and in the center, a cathedral with a diamond belltower and lapis lazuli bell that would chime at odd intervals. Throughout the construction, a mortar of Mana crystals bound the gems in place by Ferenghir's divine power.

For now, this temple would only act as a beacon, shining brighter than any star in the night sky of both planets.

Act: Ferenghir creates the Temple of Harmony along the Leylines equidistant between Oceaus and Niman.

Returning to a concept from millennia ago, Ferenghir creates LEYLINES, invisible strands of mana that ran through the Void and from which mana could potentially be accessed. Invisible to mortals, these Leylines are more likely to be inadvertent factors, though sensitive mortals find themselves drawn to sites along Leylines, even if they don't entirely know why.

Secondly, Ferenghir attempts to create the Temple of Harmony, but his count of Acts had gone awry somewhere and he did not have the power to complete such a product. Rather than a brilliant star of mana his Temple of Harmony becomes a slumping and crumbling ruin of burnt red brick which burns in the night sky like a dying ember.

This message was last edited by the GM at 13:37, Fri 15 May 2020.
Eregor
player, 12 posts
Fri 15 May 2020
at 04:58
  • msg #47

The First Aeon

Knowing that mortals will be left to their own devices while the gods sleep, Eregor decides to gift the tribe of Quajrils who have wandered into Ethaestra with a knack for devices.  Though their societies were still primitive so would their creations, but with as their cleverness grew, the Quajrils could make for themselves more varied and wonderous things.  Though this initial gift would be to a few mortals, Eregor left it to the Quajrils to teach their craft to those they saw fit.

Eregor gifts the Quajrils of Ethaestra with an aptitude for artificing.

The sleep of the gods will be long and mortal memory is short.  The knowledge of the gods that exists in the world is either ephemeral or tainted and Eregor thinks to remedy that while not taking impetus from mortals themselves.  To the tribes of Quajrils of the coasts, Eregor gifts a way with words.  Used to influence and to inspire, mostly this gift lends itself to narrative.

Eregor gift the coastal Quajrils with the art of storytelling.

Those Quajrils who had come to inhabit Ethaestra came to gain an aptitude for artificing, crafting together impressive objects. Perhaps they felt they were simply being inspired by the fantastical architecture in the City of Starlight. Tinkers and crafters become common, most of whom work with wood, stone or weaving reeds, but metal is becoming a popular medium too, though it is still not widely used as many of the races are still just mastering the fundamentals of metallurgy (Unlike Spes and her flock in the Inner Sea) It should be noted that within the city of Ethaestra monmagi and magic are very uncommon, since drawing magic from a moon requires one to be able to see that moon and the ocean above Ethaestra blocks sight of these celestial orbs. Due to this insulated nature, many of the Quajril who fear or oppose the use of mana have been gradually drawn to this wondrous city.

Secondly, Eregor instills a tradition of storytelling in the coastal Quajril. Their history becomes an oral one passed along from tribe storyteller to storyteller. Shunning the dry and dusty medium of writing, their stories dynamic and engaging recounts of their history. Those who are tribal storytellers dedicate themselves to stories, they study them for countless hours so that they can be passed down word for word each generation. While some small variations do creep in, for the most part the stories remain remarkably intact as they pass along and create a living history on the coasts.

This message was last edited by the GM at 13:49, Fri 15 May 2020.
Narcissa
player, 8 posts
Fri 15 May 2020
at 10:09
  • msg #48

The First Aeon

She had taken a break, watching what her brethren did. Everything was so peaceful. She saw what everyone was giving to their own creations, so she wanted to do something kind for hers. She descends once more, projecting herself to both different hemispheres to relay the same message to the two separate tribes.

“I’m creating a gift for you, my beloved.  This temple shall be one where you may practice your newfound skills. Hone your practices. Protect your kind. Love one another, and remember what I have given you.”

She assembles a large temple, made entirely of ice. It sparkles in the light of the moon. Her hands twist, making different rooms  for practice, giving it whatever necessities and tools are needed for them to perfect their new talents.


“Use this,” she gestures to the large and glowing school like structure behind her, a smile gracing her features, “To hone your gift that my brother so graciously gave you, however you may choose to. Use it. Protect your kind.”

Act: Narcissa creates two temples on both pole, leaving the name up to the tribes. With another act, she gives both temples the necessities for the Amoroks to practice with the mana they were so graciously given.

Content with her creation, she disappears once more. She looks down upon the Yandee, discontent with their dismay and lack of appreciation for the gifts that her brother had given them. Knowledge of everything. Seemed...dangerous.  They were so unappreciative. Eyes narrow, focusing on the thing that created such discourse, the unappreciative creatures. She reaches down, pulling some of the earth near the beloved tree and the believers and non-believers . They were to be punished. They didn’t deserve such knowledge. With a snap of her fingers, a bolt of lightning crashes down onto the tree of knowledge, setting it a flame.

Pleased, she waits for her grand slumber.

Act: Narcissa makes a bolt of lightning come from the sky and hit the Tree of Knowledge, setting it aflame.

At either pole appear twin temples dedicated to mana. Fully formed and complete, they offer a spot of stability in the nomadic lives of Amaroks. For a few months of the year tribes passing through the area will stop at these temples, some just for shelter, but others actually engaging them to dabble with mana as intended. Those braves tribes who continued to traverse the pole gateways are the ones most often found in the Temples of the Poles. Their gradual transformation from exposure to the mana-infused Nor'dryssal and Sol'dwyd has continued, and not all for the better. Their exposure to Yazul and Gael magic are also evident as some of these Amarok have grown... mean. Right now its on a subtle change, but the other tribes have come to be wary of the Traveler Amarok. Mana-addled, they call them. They've seen these Travelers go from jovial and playful to malicious in a heartbeat and this mercurial nature makes the other Amarok keep them at a distance.

Lastly, in the final moments of the Aeon Narcissa strikes at the Yoneden with lighting and sets the Tree of Knowledge ablaze! The flames can be seen from every corner of the Yondi Forest and the smoke wafts for miles. The Enlightened who had built a settlement around the Tree are forced to withdraw and abandon their city. A time of mourning and outrage passes through their society, they had no doubt that one of the fickle gods had been the ones to destroy such a power source of learning, but now they couldn't say precisely who the culprit was. The Tree of Knowledge itself is not destroyed, formed by divine hands it would take a more dedicated Act than mere fire to wholly ruin, but it now perpetually burns. This constant blaze leaves the center of the Yondi Forest blackened by soot and the forest floor covered in a blanket of ash. The surrounding trees die off leaving the area around the Tree of Knowledge as a skeletal waste. The burning Tree of Knowledge is now too dangerous for any mortals to approach, but it still retains the knowledge of the cosmos.

The newly displaced Enlightened see the defacing of the Tree of Knowledge as a direct blow from the gods and they now outright ban the practice of religion within their settlements. Their missionaries also carry this message abroad, urging any other societies that they will establish schools and places of teaching, they only need to abandon their pesky gods.

This message was last edited by the GM at 14:03, Fri 15 May 2020.
Sign In